wined3d: Add support for VBOs to the drawing code.
This commit is contained in:
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a796b8a3f7
commit
7d31ab95e4
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@ -5107,14 +5107,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
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WineDirect3DVertexStridedData strided;
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HRESULT hr;
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TRACE("(%p)->(%d,%d,%d,%p,%p,%ld\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
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hr = IWineD3DDevice_SetFVF(iface, SrcImpl->fvf);
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hr = IWineD3DDevice_SetStreamSource(iface, 0, pVertexDecl, get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, get_flexible_vertex_size(SrcImpl->fvf));
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memset(&strided, 0, sizeof(strided));
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primitiveConvertToStridedData(iface, &strided, 0);
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primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
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return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
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}
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@ -360,7 +360,8 @@ void primitiveDeclarationConvertToStridedData(
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BOOL useVertexShaderFunction,
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WineDirect3DVertexStridedData *strided,
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LONG BaseVertexIndex,
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DWORD *fvf) {
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DWORD *fvf,
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BOOL *fixup) {
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/* We need to deal with frequency data!*/
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@ -384,15 +385,23 @@ void primitiveDeclarationConvertToStridedData(
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/* Translate the declaration into strided data */
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for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
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GLint streamVBO = 0;
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element = vertexDeclaration->pDeclarationWine + i;
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TRACE("%p Elements %p %d or %d\n", vertexDeclaration->pDeclarationWine, element, i, vertexDeclaration->declarationWNumElements);
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if (This->stateBlock->streamIsUP) {
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TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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streamVBO = 0;
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data = (BYTE *)This->stateBlock->streamSource[element->Stream];
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if(fixup && *fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
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} else {
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TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0);
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[element->Stream]);
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
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if(fixup) {
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if( streamVBO != 0) *fixup = TRUE;
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else if(*fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
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}
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}
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stride = This->stateBlock->streamStride[element->Stream];
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data += (BaseVertexIndex * stride);
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@ -401,11 +410,13 @@ void primitiveDeclarationConvertToStridedData(
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TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
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if (useVertexShaderFunction && reg != -1 && data) {
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if (useVertexShaderFunction && reg != -1 && (data || streamVBO) ) {
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WINED3DGLTYPE glType = glTypeLookup[element->Type];
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TRACE("(%p) : Set vertex attrib pointer: reg 0x%08x, d3d type 0x%08x, stride 0x%08lx, data %p)\n", This, reg, element->Type, stride, data);
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, streamVBO));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glVertexAttribPointerARB(reg, glType.size, glType.glType, glType.normalized, stride, data));
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checkGLcall("glVertexAttribPointerARB");
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GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
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@ -419,6 +430,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.position.lpData = data;
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strided->u.s.position.dwType = element->Type;
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strided->u.s.position.dwStride = stride;
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strided->u.s.position.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "position", data, element->Type, stride);
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break;
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case 1: /* tweened see http://www.gamedev.net/reference/articles/article2017.asp */
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@ -426,6 +438,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.position2.lpData = data;
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strided->u.s.position2.dwType = element->Type;
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strided->u.s.position2.dwStride = stride;
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strided->u.s.position2.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "position2", data, element->Type, stride);
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break;
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}
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@ -436,6 +449,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.normal.lpData = data;
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strided->u.s.normal.dwType = element->Type;
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strided->u.s.normal.dwStride = stride;
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strided->u.s.normal.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "normal", data, element->Type, stride);
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break;
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case 1: /* skinning */
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@ -443,6 +457,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.normal2.lpData = data;
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strided->u.s.normal2.dwType = element->Type;
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strided->u.s.normal2.dwStride = stride;
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strided->u.s.normal2.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "normal2", data, element->Type, stride);
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break;
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}
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@ -455,18 +470,21 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.blendMatrixIndices.lpData = data;
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strided->u.s.blendMatrixIndices.dwType = element->Type;
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strided->u.s.blendMatrixIndices.dwStride= stride;
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strided->u.s.blendMatrixIndices.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "blendMatrixIndices", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_BLENDWEIGHT:
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strided->u.s.blendWeights.lpData = data;
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strided->u.s.blendWeights.dwType = element->Type;
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strided->u.s.blendWeights.dwStride = stride;
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strided->u.s.blendWeights.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "blendWeights", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_PSIZE:
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strided->u.s.pSize.lpData = data;
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strided->u.s.pSize.dwType = element->Type;
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strided->u.s.pSize.dwStride = stride;
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strided->u.s.pSize.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "pSize", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_COLOR:
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@ -475,12 +493,14 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.diffuse.lpData = data;
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strided->u.s.diffuse.dwType = element->Type;
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strided->u.s.diffuse.dwStride = stride;
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strided->u.s.diffuse.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "diffuse", data, element->Type, stride);
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break;
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case 1: /* specular */
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strided->u.s.specular.lpData = data;
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strided->u.s.specular.dwType = element->Type;
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strided->u.s.specular.dwStride = stride;
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strided->u.s.specular.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "specular", data, element->Type, stride);
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}
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@ -493,6 +513,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.texCoords[textureNo].lpData = data;
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strided->u.s.texCoords[textureNo].dwType = element->Type;
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strided->u.s.texCoords[textureNo].dwStride = stride;
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strided->u.s.texCoords[textureNo].VBO = streamVBO;
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TRACE("Set strided %s.%d data %p, type %d. stride %ld\n", "texCoords", textureNo, data, element->Type, stride);
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++textureNo;
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@ -505,6 +526,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.tangent.lpData = data;
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strided->u.s.tangent.dwType = element->Type;
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strided->u.s.tangent.dwStride = stride;
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strided->u.s.tangent.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "tangent", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_BINORMAL:
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@ -516,6 +538,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.binormal.lpData = data;
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strided->u.s.binormal.dwType = element->Type;
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strided->u.s.binormal.dwStride = stride;
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strided->u.s.binormal.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "binormal", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_TESSFACTOR:
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@ -525,6 +548,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.tessFactor.lpData = data;
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strided->u.s.tessFactor.dwType = element->Type;
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strided->u.s.tessFactor.dwStride = stride;
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strided->u.s.tessFactor.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "tessFactor", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_POSITIONT:
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@ -534,6 +558,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.position.lpData = data;
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strided->u.s.position.dwType = element->Type;
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strided->u.s.position.dwStride = stride;
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strided->u.s.position.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "positionT", data, element->Type, stride);
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break;
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case 1: /* skinning */
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@ -544,6 +569,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.position2.lpData = data;
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strided->u.s.position2.dwType = element->Type;
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strided->u.s.position2.dwStride = stride;
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strided->u.s.position2.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "position2T", data, element->Type, stride);
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break;
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}
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@ -563,6 +589,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.fog.lpData = data;
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strided->u.s.fog.dwType = element->Type;
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strided->u.s.fog.dwStride = stride;
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strided->u.s.fog.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "fog", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_DEPTH:
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@ -570,6 +597,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.depth.lpData = data;
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strided->u.s.depth.dwType = element->Type;
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strided->u.s.depth.dwStride = stride;
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strided->u.s.depth.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "depth", data, element->Type, stride);
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break;
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case D3DDECLUSAGE_SAMPLE: /* VertexShader textures */
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@ -577,6 +605,7 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.s.sample.lpData = data;
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strided->u.s.sample.dwType = element->Type;
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strided->u.s.sample.dwStride = stride;
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strided->u.s.sample.VBO = streamVBO;
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TRACE("Set strided %s. data %p, type %d. stride %ld\n", "sample", data, element->Type, stride);
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break;
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};
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@ -585,16 +614,129 @@ void primitiveDeclarationConvertToStridedData(
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}
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void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex) {
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short LoopThroughTo = 0;
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short nStream;
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void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO) {
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int numBlends;
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int numTextures;
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int textureNo;
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int coordIdxInfo = 0x00; /* Information on number of coords supplied */
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int numCoords[8]; /* Holding place for D3DFVF_TEXTUREFORMATx */
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/* Either 3 or 4 floats depending on the FVF */
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/* FIXME: Can blending data be in a different stream to the position data?
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and if so using the fixed pipeline how do we handle it */
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if (thisFVF & D3DFVF_POSITION_MASK) {
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strided->u.s.position.lpData = data;
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strided->u.s.position.dwType = D3DDECLTYPE_FLOAT3;
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strided->u.s.position.dwStride = stride;
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strided->u.s.position.VBO = streamVBO;
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data += 3 * sizeof(float);
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if (thisFVF & D3DFVF_XYZRHW) {
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strided->u.s.position.dwType = D3DDECLTYPE_FLOAT4;
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data += sizeof(float);
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}
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}
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/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
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/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
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numBlends = 1 + (((thisFVF & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1);
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if(thisFVF & D3DFVF_LASTBETA_UBYTE4) numBlends--;
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if ((thisFVF & D3DFVF_XYZB5 ) > D3DFVF_XYZRHW) {
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TRACE("Setting blend Weights to %p\n", data);
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strided->u.s.blendWeights.lpData = data;
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strided->u.s.blendWeights.dwType = D3DDECLTYPE_FLOAT1 + numBlends - 1;
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strided->u.s.blendWeights.dwStride = stride;
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strided->u.s.blendWeights.VBO = streamVBO;
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data += numBlends * sizeof(FLOAT);
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if (thisFVF & D3DFVF_LASTBETA_UBYTE4) {
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strided->u.s.blendMatrixIndices.lpData = data;
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strided->u.s.blendMatrixIndices.dwType = D3DDECLTYPE_UBYTE4;
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strided->u.s.blendMatrixIndices.dwStride= stride;
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strided->u.s.blendMatrixIndices.VBO = streamVBO;
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data += sizeof(DWORD);
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}
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}
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/* Normal is always 3 floats */
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if (thisFVF & D3DFVF_NORMAL) {
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strided->u.s.normal.lpData = data;
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strided->u.s.normal.dwType = D3DDECLTYPE_FLOAT3;
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strided->u.s.normal.dwStride = stride;
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strided->u.s.normal.VBO = streamVBO;
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data += 3 * sizeof(FLOAT);
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}
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/* Pointsize is a single float */
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if (thisFVF & D3DFVF_PSIZE) {
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strided->u.s.pSize.lpData = data;
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strided->u.s.pSize.dwType = D3DDECLTYPE_FLOAT1;
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strided->u.s.pSize.dwStride = stride;
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strided->u.s.pSize.VBO = streamVBO;
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data += sizeof(FLOAT);
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}
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/* Diffuse is 4 unsigned bytes */
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if (thisFVF & D3DFVF_DIFFUSE) {
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strided->u.s.diffuse.lpData = data;
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strided->u.s.diffuse.dwType = D3DDECLTYPE_SHORT4;
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strided->u.s.diffuse.dwStride = stride;
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strided->u.s.diffuse.VBO = streamVBO;
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data += sizeof(DWORD);
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}
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/* Specular is 4 unsigned bytes */
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if (thisFVF & D3DFVF_SPECULAR) {
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strided->u.s.specular.lpData = data;
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strided->u.s.specular.dwType = D3DDECLTYPE_SHORT4;
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strided->u.s.specular.dwStride = stride;
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strided->u.s.specular.VBO = streamVBO;
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data += sizeof(DWORD);
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}
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/* Texture coords */
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numTextures = (thisFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
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coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of D3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
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/* numTextures indicates the number of texture coordinates supplied */
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/* However, the first set may not be for stage 0 texture - it all */
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/* depends on D3DTSS_TEXCOORDINDEX. */
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/* The number of bytes for each coordinate set is based off */
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/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
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/* So, for each supplied texture extract the coords */
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for (textureNo = 0; textureNo < numTextures; ++textureNo) {
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strided->u.s.texCoords[textureNo].lpData = data;
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strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT1;
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strided->u.s.texCoords[textureNo].dwStride = stride;
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strided->u.s.texCoords[textureNo].VBO = streamVBO;
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numCoords[textureNo] = coordIdxInfo & 0x03;
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/* Always one set */
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data += sizeof(float);
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if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT1) {
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strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT2;
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data += sizeof(float);
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if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT2) {
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strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT3;
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data += sizeof(float);
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if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT3) {
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strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT4;
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data += sizeof(float);
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}
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}
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}
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coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
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}
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}
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void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup) {
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short LoopThroughTo = 0;
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short nStream;
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GLint streamVBO = 0;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* OK, Now to setup the data locations
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||||
|
@ -621,9 +763,15 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStri
|
|||
thisFVF = This->stateBlock->fvf;
|
||||
/* Handle memory passed directly as well as vertex buffers */
|
||||
if (This->stateBlock->streamIsUP) {
|
||||
streamVBO = 0;
|
||||
data = (BYTE *)This->stateBlock->streamSource[nStream];
|
||||
} else {
|
||||
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0);
|
||||
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[nStream]);
|
||||
/* GetMemory binds the VBO */
|
||||
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
|
||||
if(fixup) {
|
||||
if(streamVBO != 0 ) *fixup = TRUE;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
#if 0 /* TODO: Vertex shader support */
|
||||
|
@ -639,106 +787,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStri
|
|||
/* Shuffle to the beginning of the vertexes to render and index from there */
|
||||
data = data + (BaseVertexIndex * stride);
|
||||
|
||||
/* Either 3 or 4 floats depending on the FVF */
|
||||
/* FIXME: Can blending data be in a different stream to the position data?
|
||||
and if so using the fixed pipeline how do we handle it */
|
||||
if (thisFVF & D3DFVF_POSITION_MASK) {
|
||||
strided->u.s.position.lpData = data;
|
||||
strided->u.s.position.dwType = D3DDECLTYPE_FLOAT3;
|
||||
strided->u.s.position.dwStride = stride;
|
||||
data += 3 * sizeof(float);
|
||||
if (thisFVF & D3DFVF_XYZRHW) {
|
||||
strided->u.s.position.dwType = D3DDECLTYPE_FLOAT4;
|
||||
data += sizeof(float);
|
||||
}
|
||||
}
|
||||
|
||||
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
|
||||
/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
|
||||
numBlends = 1 + (((thisFVF & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1);
|
||||
if(thisFVF & D3DFVF_LASTBETA_UBYTE4) numBlends--;
|
||||
|
||||
if ((thisFVF & D3DFVF_XYZB5 ) > D3DFVF_XYZRHW) {
|
||||
TRACE("Setting blend Weights to %p\n", data);
|
||||
strided->u.s.blendWeights.lpData = data;
|
||||
strided->u.s.blendWeights.dwType = D3DDECLTYPE_FLOAT1 + numBlends - 1;
|
||||
strided->u.s.blendWeights.dwStride = stride;
|
||||
data += numBlends * sizeof(FLOAT);
|
||||
|
||||
if (thisFVF & D3DFVF_LASTBETA_UBYTE4) {
|
||||
strided->u.s.blendMatrixIndices.lpData = data;
|
||||
strided->u.s.blendMatrixIndices.dwType = D3DDECLTYPE_UBYTE4;
|
||||
strided->u.s.blendMatrixIndices.dwStride= stride;
|
||||
data += sizeof(DWORD);
|
||||
}
|
||||
}
|
||||
|
||||
/* Normal is always 3 floats */
|
||||
if (thisFVF & D3DFVF_NORMAL) {
|
||||
strided->u.s.normal.lpData = data;
|
||||
strided->u.s.normal.dwType = D3DDECLTYPE_FLOAT3;
|
||||
strided->u.s.normal.dwStride = stride;
|
||||
data += 3 * sizeof(FLOAT);
|
||||
}
|
||||
|
||||
/* Pointsize is a single float */
|
||||
if (thisFVF & D3DFVF_PSIZE) {
|
||||
strided->u.s.pSize.lpData = data;
|
||||
strided->u.s.pSize.dwType = D3DDECLTYPE_FLOAT1;
|
||||
strided->u.s.pSize.dwStride = stride;
|
||||
data += sizeof(FLOAT);
|
||||
}
|
||||
|
||||
/* Diffuse is 4 unsigned bytes */
|
||||
if (thisFVF & D3DFVF_DIFFUSE) {
|
||||
strided->u.s.diffuse.lpData = data;
|
||||
strided->u.s.diffuse.dwType = D3DDECLTYPE_SHORT4;
|
||||
strided->u.s.diffuse.dwStride = stride;
|
||||
data += sizeof(DWORD);
|
||||
}
|
||||
|
||||
/* Specular is 4 unsigned bytes */
|
||||
if (thisFVF & D3DFVF_SPECULAR) {
|
||||
strided->u.s.specular.lpData = data;
|
||||
strided->u.s.specular.dwType = D3DDECLTYPE_SHORT4;
|
||||
strided->u.s.specular.dwStride = stride;
|
||||
data += sizeof(DWORD);
|
||||
}
|
||||
|
||||
/* Texture coords */
|
||||
numTextures = (thisFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
|
||||
coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of D3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
|
||||
|
||||
/* numTextures indicates the number of texture coordinates supplied */
|
||||
/* However, the first set may not be for stage 0 texture - it all */
|
||||
/* depends on D3DTSS_TEXCOORDINDEX. */
|
||||
/* The number of bytes for each coordinate set is based off */
|
||||
/* D3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
|
||||
|
||||
/* So, for each supplied texture extract the coords */
|
||||
for (textureNo = 0; textureNo < numTextures; ++textureNo) {
|
||||
|
||||
strided->u.s.texCoords[textureNo].lpData = data;
|
||||
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT1;
|
||||
strided->u.s.texCoords[textureNo].dwStride = stride;
|
||||
numCoords[textureNo] = coordIdxInfo & 0x03;
|
||||
|
||||
/* Always one set */
|
||||
data += sizeof(float);
|
||||
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT1) {
|
||||
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT2;
|
||||
data += sizeof(float);
|
||||
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT2) {
|
||||
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT3;
|
||||
data += sizeof(float);
|
||||
if (numCoords[textureNo] != D3DFVF_TEXTUREFORMAT3) {
|
||||
strided->u.s.texCoords[textureNo].dwType = D3DDECLTYPE_FLOAT4;
|
||||
data += sizeof(float);
|
||||
}
|
||||
}
|
||||
}
|
||||
coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
|
||||
}
|
||||
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -879,11 +928,17 @@ void loadNumberedArrays(
|
|||
DWORD arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
|
||||
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
GLint curVBO = -1;
|
||||
|
||||
#define LOAD_NUMBERED_ARRAY(_arrayName, _lookupName) \
|
||||
if (sd->u.s._arrayName.lpData != NULL && arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName]) { \
|
||||
if ((sd->u.s._arrayName.lpData != NULL || sd->u.s._arrayName.VBO != 0) && arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName]) { \
|
||||
unsigned int idx = arrayUsageMap[WINED3DSHADERDECLUSAGE_##_lookupName] & D3DSP_REGNUM_MASK; \
|
||||
TRACE_(d3d_shader)("Loading array %u with data from %s\n", idx, #_arrayName); \
|
||||
if(curVBO != sd->u.s._arrayName.VBO) { \
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s._arrayName.VBO)); \
|
||||
checkGLcall("glBindBufferARB"); \
|
||||
curVBO = sd->u.s._arrayName.VBO; \
|
||||
} \
|
||||
GL_EXTCALL(glVertexAttribPointerARB(idx, \
|
||||
WINED3D_ATR_SIZE(_arrayName), \
|
||||
WINED3D_ATR_GLTYPE(_arrayName), \
|
||||
|
@ -895,9 +950,14 @@ void loadNumberedArrays(
|
|||
|
||||
|
||||
#define LOAD_NUMBERED_POSITION_ARRAY(_lookupNumber) \
|
||||
if (sd->u.s.position2.lpData != NULL && arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber]) { \
|
||||
if ((sd->u.s.position2.lpData != NULL || sd->u.s.position2.VBO != 0)&& arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber]) { \
|
||||
unsigned int idx = arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION2 + _lookupNumber] & D3DSP_REGNUM_MASK; \
|
||||
TRACE_(d3d_shader)("Loading array %u with data from %s\n", idx, "position2"); \
|
||||
if(curVBO != sd->u.s.position2.VBO) { \
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position2.VBO)); \
|
||||
checkGLcall("glBindBufferARB"); \
|
||||
curVBO = sd->u.s.position2.VBO; \
|
||||
} \
|
||||
GL_EXTCALL(glVertexAttribPointerARB(idx, \
|
||||
WINED3D_ATR_SIZE(position2), \
|
||||
WINED3D_ATR_GLTYPE(position2), \
|
||||
|
@ -911,7 +971,7 @@ void loadNumberedArrays(
|
|||
/* Generate some lookup tables */
|
||||
/* drop the RHW coord, there must be a nicer way of doing this. */
|
||||
sd->u.s.position.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position.dwType);
|
||||
sd->u.s.position2.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position.dwType);
|
||||
sd->u.s.position2.dwType = min(D3DDECLTYPE_FLOAT3, sd->u.s.position2.dwType);
|
||||
|
||||
LOAD_NUMBERED_ARRAY(blendWeights,BLENDWEIGHT);
|
||||
LOAD_NUMBERED_ARRAY(blendMatrixIndices,BLENDINDICES);
|
||||
|
@ -965,11 +1025,12 @@ void loadNumberedArrays(
|
|||
static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd) {
|
||||
unsigned int textureNo = 0;
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
GLint curVBO = -1;
|
||||
|
||||
TRACE("Using fast vertex array code\n");
|
||||
/* Blend Data ---------------------------------------------- */
|
||||
if ((sd->u.s.blendWeights.lpData != NULL) ||
|
||||
(sd->u.s.blendMatrixIndices.lpData != NULL)) {
|
||||
if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
|
||||
(sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
|
||||
|
||||
|
||||
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
||||
|
@ -996,13 +1057,19 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
sd->u.s.blendWeights.dwStride,
|
||||
sd->u.s.blendWeights.lpData));
|
||||
|
||||
if(curVBO != sd->u.s.blendWeights.VBO) {
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
|
||||
checkGLcall("glBindBufferARB");
|
||||
curVBO = sd->u.s.blendWeights.VBO;
|
||||
}
|
||||
|
||||
GL_EXTCALL(glWeightPointerARB)(WINED3D_ATR_SIZE(blendWeights), WINED3D_ATR_GLTYPE(blendWeights),
|
||||
sd->u.s.blendWeights.dwStride,
|
||||
sd->u.s.blendWeights.lpData);
|
||||
|
||||
checkGLcall("glWeightPointerARB");
|
||||
|
||||
if(sd->u.s.blendMatrixIndices.lpData != NULL){
|
||||
if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
|
||||
static BOOL showfixme = TRUE;
|
||||
if(showfixme){
|
||||
FIXME("blendMatrixIndices support\n");
|
||||
|
@ -1043,7 +1110,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
}
|
||||
|
||||
#if 0 /* FOG ----------------------------------------------*/
|
||||
if (sd->u.s.fog.lpData != NULL) {
|
||||
if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
|
||||
/* TODO: fog*/
|
||||
if (GL_SUPPORT(EXT_FOG_COORD) {
|
||||
glEnableClientState(GL_FOG_COORDINATE_EXT);
|
||||
|
@ -1064,10 +1131,11 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
#endif
|
||||
|
||||
#if 0 /* tangents ----------------------------------------------*/
|
||||
if (sd->u.s.tangent.lpData != NULL || sd->u.s.binormal.lpData != NULL) {
|
||||
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
|
||||
sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
|
||||
/* TODO: tangents*/
|
||||
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
|
||||
if (sd->u.s.tangent.lpData != NULL) {
|
||||
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
|
||||
glEnable(GL_TANGENT_ARRAY_EXT);
|
||||
(GL_EXTCALL)(TangentPointerEXT)(WINED3D_ATR_GLTYPE(tangent),
|
||||
sd->u.s.tangent.dwStride,
|
||||
|
@ -1075,7 +1143,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
} else {
|
||||
glDisable(GL_TANGENT_ARRAY_EXT);
|
||||
}
|
||||
if (sd->u.s.binormal.lpData != NULL) {
|
||||
if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
|
||||
glEnable(GL_BINORMAL_ARRAY_EXT);
|
||||
(GL_EXTCALL)(BinormalPointerEXT)(WINED3D_ATR_GLTYPE(binormal),
|
||||
sd->u.s.binormal.dwStride,
|
||||
|
@ -1099,7 +1167,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
#endif
|
||||
|
||||
/* Point Size ----------------------------------------------*/
|
||||
if (sd->u.s.pSize.lpData != NULL) {
|
||||
if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
|
||||
|
||||
/* no such functionality in the fixed function GL pipeline */
|
||||
TRACE("Cannot change ptSize here in openGl\n");
|
||||
|
@ -1108,20 +1176,34 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
}
|
||||
|
||||
/* Vertex Pointers -----------------------------------------*/
|
||||
if (sd->u.s.position.lpData != NULL) {
|
||||
if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glVertexPointer(%ld, GL_FLOAT, %ld, %p)\n",
|
||||
sd->u.s.position.dwStride,
|
||||
sd->u.s.position.dwType + 1,
|
||||
sd->u.s.position.lpData));
|
||||
|
||||
if(curVBO != sd->u.s.position.VBO) {
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
|
||||
checkGLcall("glBindBufferARB");
|
||||
curVBO = sd->u.s.position.VBO;
|
||||
}
|
||||
|
||||
/* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
|
||||
handling for rhw mode should not impact screen position whereas in GL it does.
|
||||
This may result in very slightly distored textures in rhw mode, but
|
||||
a very minimal different. There's always the other option of
|
||||
fixing the view matrix to prevent w from having any effect */
|
||||
glVertexPointer(3 /* min(WINED3D_ATR_SIZE(position),3) */, WINED3D_ATR_GLTYPE(position),
|
||||
sd->u.s.position.dwStride, sd->u.s.position.lpData);
|
||||
fixing the view matrix to prevent w from having any effect
|
||||
|
||||
This only applies to user pointer sources, in VBOs the vertices are fixed up
|
||||
*/
|
||||
if(sd->u.s.position.VBO == 0) {
|
||||
glVertexPointer(3 /* min(WINED3D_ATR_SIZE(position),3) */, WINED3D_ATR_GLTYPE(position),
|
||||
sd->u.s.position.dwStride, sd->u.s.position.lpData);
|
||||
} else {
|
||||
glVertexPointer(WINED3D_ATR_SIZE(position), WINED3D_ATR_GLTYPE(position),
|
||||
sd->u.s.position.dwStride, sd->u.s.position.lpData);
|
||||
}
|
||||
checkGLcall("glVertexPointer(...)");
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
||||
|
@ -1132,11 +1214,16 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
}
|
||||
|
||||
/* Normals -------------------------------------------------*/
|
||||
if (sd->u.s.normal.lpData != NULL) {
|
||||
if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glNormalPointer(GL_FLOAT, %ld, %p)\n",
|
||||
sd->u.s.normal.dwStride,
|
||||
sd->u.s.normal.lpData));
|
||||
if(curVBO != sd->u.s.normal.VBO) {
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
|
||||
checkGLcall("glBindBufferARB");
|
||||
curVBO = sd->u.s.normal.VBO;
|
||||
}
|
||||
glNormalPointer(WINED3D_ATR_GLTYPE(normal),
|
||||
sd->u.s.normal.dwStride,
|
||||
sd->u.s.normal.lpData);
|
||||
|
@ -1160,12 +1247,17 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
/* NOTE: Unless we write a vertex shader to swizel the colour */
|
||||
/* , or the user doesn't care and wants the speed advantage */
|
||||
|
||||
if (sd->u.s.diffuse.lpData != NULL) {
|
||||
if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
||||
sd->u.s.diffuse.dwStride,
|
||||
sd->u.s.diffuse.lpData));
|
||||
|
||||
if(curVBO != sd->u.s.diffuse.VBO) {
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
|
||||
checkGLcall("glBindBufferARB");
|
||||
curVBO = sd->u.s.diffuse.VBO;
|
||||
}
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE,
|
||||
sd->u.s.diffuse.dwStride,
|
||||
sd->u.s.diffuse.lpData);
|
||||
|
@ -1181,13 +1273,18 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
}
|
||||
|
||||
/* Specular Colour ------------------------------------------*/
|
||||
if (sd->u.s.specular.lpData != NULL) {
|
||||
if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
|
||||
TRACE("setting specular colour\n");
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
||||
sd->u.s.specular.dwStride,
|
||||
sd->u.s.specular.lpData));
|
||||
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
||||
if(curVBO != sd->u.s.specular.VBO) {
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
|
||||
checkGLcall("glBindBufferARB");
|
||||
curVBO = sd->u.s.specular.VBO;
|
||||
}
|
||||
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
|
||||
sd->u.s.specular.dwStride,
|
||||
sd->u.s.specular.lpData);
|
||||
|
@ -1235,13 +1332,17 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
||||
|
||||
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
|
||||
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
|
||||
VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
||||
|
||||
} else {
|
||||
|
||||
if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
|
||||
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
|
||||
checkGLcall("glBindBufferARB");
|
||||
curVBO = sd->u.s.texCoords[coordIdx].VBO;
|
||||
}
|
||||
/* The coords to supply depend completely on the fvf / vertex shader */
|
||||
glTexCoordPointer(WINED3D_ATR_SIZE(texCoords[coordIdx]), WINED3D_ATR_GLTYPE(texCoords[coordIdx]), sd->u.s.texCoords[coordIdx].dwStride, sd->u.s.texCoords[coordIdx].lpData);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
@ -1322,6 +1423,10 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
VTRACE(("glBegin(%x)\n", glPrimType));
|
||||
glBegin(glPrimType);
|
||||
|
||||
/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
|
||||
* Guess it's not necessary(we crash then anyway) and would only eat CPU time
|
||||
*/
|
||||
|
||||
/* For each primitive */
|
||||
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
|
||||
|
||||
|
@ -1743,8 +1848,9 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
#endif
|
||||
|
||||
void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, WineDirect3DVertexStridedData *dataLocations,
|
||||
UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx) {
|
||||
UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx, BOOL fixup) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
BOOL useDrawStridedSlow;
|
||||
|
||||
/* Now draw the graphics to the screen */
|
||||
if (FALSE /* disable software vs for now */ && useVertexShaderFunction && !useHW) {
|
||||
|
@ -1818,13 +1924,15 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
|
|||
|
||||
/* If the only vertex data used by the shader is supported by OpenGL then*/
|
||||
if (!useVertexShaderFunction &&
|
||||
dataLocations->u.s.pSize.lpData == NULL &&
|
||||
((dataLocations->u.s.pSize.lpData == NULL &&
|
||||
dataLocations->u.s.diffuse.lpData == NULL &&
|
||||
dataLocations->u.s.specular.lpData == NULL) {
|
||||
dataLocations->u.s.specular.lpData == NULL) ||
|
||||
fixup) ) {
|
||||
|
||||
/* Load the vertex data using named arrays */
|
||||
TRACE("(%p) Loading vertex data\n", This);
|
||||
loadVertexData(iface, dataLocations);
|
||||
useDrawStridedSlow = FALSE;
|
||||
|
||||
} else if(useVertexShaderFunction) {
|
||||
|
||||
|
@ -1832,8 +1940,10 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
|
|||
loadNumberedArrays(iface, dataLocations,
|
||||
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->arrayUsageMap);
|
||||
|
||||
useDrawStridedSlow = FALSE;
|
||||
} else { /* If this happens we must drawStridedSlow later on */
|
||||
TRACE("Not loading vertex data\n");
|
||||
useDrawStridedSlow = TRUE;
|
||||
}
|
||||
|
||||
TRACE("Loaded arrays\n");
|
||||
|
@ -1896,10 +2006,7 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
|
|||
/* DirectX colours are in a different format to opengl colours
|
||||
* so if diffuse or specular are used then we need to use drawStridedSlow
|
||||
* to correct the colours */
|
||||
if (!useVertexShaderFunction &&
|
||||
((dataLocations->u.s.pSize.lpData != NULL)
|
||||
|| (dataLocations->u.s.diffuse.lpData != NULL)
|
||||
|| (dataLocations->u.s.specular.lpData != NULL))) {
|
||||
if (useDrawStridedSlow) {
|
||||
/* TODO: replace drawStridedSlow with vertex fixups */
|
||||
|
||||
drawStridedSlow(iface, dataLocations, numberOfIndicies, glPrimType,
|
||||
|
@ -2091,6 +2198,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
WineDirect3DVertexStridedData *dataLocations;
|
||||
IWineD3DSwapChainImpl *swapchain;
|
||||
int useHW = FALSE, i;
|
||||
BOOL fixup = FALSE;
|
||||
|
||||
if (This->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
|
||||
&&((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function != NULL
|
||||
|
@ -2131,6 +2239,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
if(DrawPrimStrideData) {
|
||||
TRACE("================ Strided Input ===================\n");
|
||||
dataLocations = DrawPrimStrideData;
|
||||
fixup = FALSE;
|
||||
}
|
||||
else if (This->stateBlock->vertexDecl != NULL || (useVertexShaderFunction && NULL != ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration)) {
|
||||
|
||||
|
@ -2140,7 +2249,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
ERR("Out of memory!\n");
|
||||
return;
|
||||
}
|
||||
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fvf);
|
||||
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fvf, &fixup);
|
||||
|
||||
} else {
|
||||
TRACE("================ FVF ===================\n");
|
||||
|
@ -2149,7 +2258,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
ERR("Out of memory!\n");
|
||||
return;
|
||||
}
|
||||
primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex);
|
||||
primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex, &fixup);
|
||||
}
|
||||
|
||||
/* write out some debug information*/
|
||||
|
@ -2171,7 +2280,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
}
|
||||
|
||||
/* Now initialize the materials state */
|
||||
init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL));
|
||||
init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL || dataLocations->u.s.diffuse.VBO != 0));
|
||||
|
||||
drawPrimitiveUploadTextures(This);
|
||||
|
||||
|
@ -2188,7 +2297,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
#endif
|
||||
if (numberOfVertices == 0 )
|
||||
numberOfVertices = calculatedNumberOfindices;
|
||||
drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
|
||||
drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx, fixup);
|
||||
}
|
||||
|
||||
if(!DrawPrimStrideData) HeapFree(GetProcessHeap(), 0, dataLocations);
|
||||
|
|
|
@ -152,8 +152,9 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
|
|||
IWineD3DVertexBufferImpl_GetDesc
|
||||
};
|
||||
|
||||
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset) {
|
||||
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
|
||||
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
|
||||
*vbo = 0;
|
||||
|
||||
return This->resource.allocatedMemory + iOffset;
|
||||
}
|
||||
|
|
|
@ -357,9 +357,21 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
int minIndex,
|
||||
WineDirect3DVertexStridedData *DrawPrimStrideData);
|
||||
|
||||
void primitiveConvertToStridedData(IWineD3DDevice *iface,
|
||||
WineDirect3DVertexStridedData *strided,
|
||||
LONG BaseVertexIndex);
|
||||
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
|
||||
|
||||
void primitiveDeclarationConvertToStridedData(
|
||||
IWineD3DDevice *iface,
|
||||
BOOL useVertexShaderFunction,
|
||||
WineDirect3DVertexStridedData *strided,
|
||||
LONG BaseVertexIndex,
|
||||
DWORD *fvf,
|
||||
BOOL *fixup);
|
||||
|
||||
void primitiveConvertFVFtoOffset(DWORD thisFVF,
|
||||
DWORD stride,
|
||||
BYTE *data,
|
||||
WineDirect3DVertexStridedData *strided,
|
||||
GLint streamVBO);
|
||||
|
||||
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
|
||||
|
||||
|
@ -615,10 +627,24 @@ typedef struct IWineD3DVertexBufferImpl
|
|||
/* WineD3DVertexBuffer specifics */
|
||||
DWORD fvf;
|
||||
|
||||
/* Vertex buffer object support */
|
||||
GLuint vbo;
|
||||
BYTE Flags;
|
||||
UINT stream;
|
||||
|
||||
UINT dirtystart, dirtyend;
|
||||
|
||||
/* Last description of the buffer */
|
||||
WineDirect3DVertexStridedData strided;
|
||||
} IWineD3DVertexBufferImpl;
|
||||
|
||||
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
|
||||
|
||||
#define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
|
||||
#define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
|
||||
#define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
|
||||
#define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
|
||||
#define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
|
||||
|
||||
/*****************************************************************************
|
||||
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
|
||||
|
@ -1220,7 +1246,7 @@ void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
|
|||
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
|
||||
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
|
||||
|
||||
extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset);
|
||||
extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
|
||||
extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
|
||||
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
|
||||
extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
|
||||
|
|
|
@ -898,6 +898,7 @@ typedef struct WineDirect3DStridedData {
|
|||
BYTE *lpData; /* Pointer to start of data */
|
||||
DWORD dwStride; /* Stride between occurances of this data */
|
||||
DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
|
||||
int VBO; /* Vertex buffer object this data is in */
|
||||
} WineDirect3DStridedData;
|
||||
|
||||
typedef struct WineDirect3DVertexStridedData {
|
||||
|
|
Loading…
Reference in New Issue