- GL state change optimizations

- some more preparations for GL-accelerated Blts
- added debug code to compute FPS (nice when adding optimizations)
This commit is contained in:
Lionel Ulmer 2003-06-16 01:23:58 +00:00 committed by Alexandre Julliard
parent c5e856a300
commit 815118a092
5 changed files with 337 additions and 118 deletions

View File

@ -205,6 +205,7 @@ struct IDirect3DDeviceImpl
D3DMATRIX *view_mat;
D3DMATRIX *proj_mat;
D3DMATRIX *tex_mat[MAX_TEXTURES];
BOOLEAN tex_mat_is_identity[MAX_TEXTURES];
/* Current material used in D3D7 mode */
D3DMATERIAL7 current_material;

View File

@ -39,6 +39,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom);
#undef COMPUTE_FPS
/* x11drv GDI escapes */
#define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
@ -99,6 +101,19 @@ inline static Drawable get_drawable( HDC hdc )
return drawable;
}
#ifdef COMPUTE_FPS
#define MEASUREMENT_WINDOW 20
#define NUMBER_OF_WINDOWS 4
static LONGLONG perf_freq;
static LONGLONG perf_storage[NUMBER_OF_WINDOWS];
static LONGLONG prev_time = 0;
static unsigned int current_window;
static unsigned int measurements_in_window;
static unsigned int valid_windows;
#endif
static BOOL opengl_flip( LPVOID dev, LPVOID drawable)
{
@ -114,6 +129,58 @@ static BOOL opengl_flip( LPVOID dev, LPVOID drawable)
gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL;
glXSwapBuffers(gl_d3d_dev->display, (Drawable)drawable);
LEAVE_GL();
#ifdef COMPUTE_FPS
{
LONGLONG current_time;
LONGLONG frame_duration;
QueryPerformanceCounter((LARGE_INTEGER *) &current_time);
if (prev_time != 0) {
LONGLONG total_time = 0;
int tot_meas;
frame_duration = current_time - prev_time;
prev_time = current_time;
perf_storage[current_window] += frame_duration;
measurements_in_window++;
if (measurements_in_window >= MEASUREMENT_WINDOW) {
current_window++;
valid_windows++;
if (valid_windows < NUMBER_OF_WINDOWS) {
int i;
tot_meas = valid_windows * MEASUREMENT_WINDOW;
for (i = 0; i < valid_windows; i++) {
total_time += perf_storage[i];
}
} else {
int i;
tot_meas = NUMBER_OF_WINDOWS * MEASUREMENT_WINDOW;
for (i = 0; i < NUMBER_OF_WINDOWS; i++) {
total_time += perf_storage[i];
}
}
DPRINTF("FPS : %9.5f\n", (double) (perf_freq * tot_meas) / (double) total_time);
if (current_window >= NUMBER_OF_WINDOWS) {
current_window = 0;
}
perf_storage[current_window] = 0;
}
} else {
prev_time = current_time;
memset(perf_storage, 0, sizeof(perf_storage));
current_window = 0;
valid_windows = 0;
measurements_in_window = 0;
QueryPerformanceFrequency((LARGE_INTEGER *) &perf_freq);
}
}
#endif
return TRUE;
}
@ -785,15 +852,20 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
/* Set our orthographic projection */
glThis->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This);
if (glThis->transform_state != GL_TRANSFORM_ORTHO) {
glThis->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This);
}
}
/* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call
if no fogging state change occured */
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
if (vertex_transformed == TRUE) {
glDisable(GL_FOG);
if (glThis->fogging != 0) {
glDisable(GL_FOG);
glThis->fogging = 0;
}
/* Now check if our fog_table still corresponds to the current vertex color.
Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */
if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 0) & 0xFF)) ||
@ -817,20 +889,36 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
}
glEnable(GL_FOG);
if (glThis->fogging == 0) {
glEnable(GL_FOG);
glThis->fogging = 1;
}
} else {
glDisable(GL_FOG);
if (glThis->fogging != 0) {
glDisable(GL_FOG);
glThis->fogging = 0;
}
}
}
} else {
glDisable(GL_FOG);
if (glThis->fogging != 0) {
glDisable(GL_FOG);
glThis->fogging = 0;
}
}
/* Handle the 'no-normal' case */
if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE))
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
if (glThis->lighting == 0) {
glEnable(GL_LIGHTING);
glThis->lighting = 1;
}
} else {
if (glThis->lighting != 0) {
glDisable(GL_LIGHTING);
glThis->lighting = 0;
}
}
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
@ -1540,6 +1628,7 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
DWORD dwState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
const char *type;
DWORD prev_state;
@ -1685,7 +1774,10 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
/* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */
if (dwState != D3DTOP_DISABLE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
if (glThis->current_tex_env != GL_COMBINE_EXT) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glThis->current_tex_env = GL_COMBINE_EXT;
}
}
/* Now set up the operand correctly */
@ -2148,17 +2240,25 @@ GL_IDirect3DDeviceImpl_7_SetViewport(LPDIRECT3DDEVICE7 iface,
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpData->dvMinZ, lpData->dvMaxZ);
}
This->active_viewport = *lpData;
ENTER_GL();
/* Set the viewport */
glDepthRange(lpData->dvMinZ, lpData->dvMaxZ);
glViewport(lpData->dwX,
This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY),
lpData->dwWidth, lpData->dwHeight);
if ((lpData->dvMinZ != This->active_viewport.dvMinZ) ||
(lpData->dvMaxZ != This->active_viewport.dvMaxZ)) {
glDepthRange(lpData->dvMinZ, lpData->dvMaxZ);
}
if ((lpData->dwX != This->active_viewport.dwX) ||
(lpData->dwY != This->active_viewport.dwY) ||
(lpData->dwWidth != This->active_viewport.dwWidth) ||
(lpData->dwHeight != This->active_viewport.dwHeight)) {
glViewport(lpData->dwX,
This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY),
lpData->dwWidth, lpData->dwHeight);
}
LEAVE_GL();
This->active_viewport = *lpData;
return DD_OK;
}
@ -2382,7 +2482,6 @@ static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This,
DWORD dwStencil)
{
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
GLboolean ztest;
GLbitfield bitfield = 0;
D3DRECT rect;
int i;
@ -2420,22 +2519,32 @@ static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This,
if (dwFlags & D3DCLEAR_ZBUFFER) {
bitfield |= GL_DEPTH_BUFFER_BIT;
glGetBooleanv(GL_DEPTH_WRITEMASK, &ztest);
glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
glClearDepth(dvZ);
if (glThis->depth_mask == FALSE) {
glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
}
if (dvZ != glThis->prev_clear_Z) {
glClearDepth(dvZ);
glThis->prev_clear_Z = dvZ;
}
TRACE(" depth value : %f\n", dvZ);
}
if (dwFlags & D3DCLEAR_STENCIL) {
bitfield |= GL_STENCIL_BUFFER_BIT;
glClearStencil(dwStencil);
if (dwStencil != glThis->prev_clear_stencil) {
glClearStencil(dwStencil);
glThis->prev_clear_stencil = dwStencil;
}
TRACE(" stencil value : %ld\n", dwStencil);
}
if (dwFlags & D3DCLEAR_TARGET) {
bitfield |= GL_COLOR_BUFFER_BIT;
glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
((dwColor >> 8) & 0xFF) / 255.0,
((dwColor >> 0) & 0xFF) / 255.0,
((dwColor >> 24) & 0xFF) / 255.0);
if (dwColor != glThis->prev_clear_color) {
glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
((dwColor >> 8) & 0xFF) / 255.0,
((dwColor >> 0) & 0xFF) / 255.0,
((dwColor >> 24) & 0xFF) / 255.0);
glThis->prev_clear_color = dwColor;
}
TRACE(" color value (ARGB) : %08lx\n", dwColor);
}
@ -2448,7 +2557,7 @@ static HRESULT d3ddevice_clear(IDirect3DDeviceImpl *This,
glDisable(GL_SCISSOR_TEST);
if (dwFlags & D3DCLEAR_ZBUFFER) {
if (ztest == 0) glDepthMask(ztest);
if (glThis->depth_mask == FALSE) glDepthMask(GL_FALSE);
}
LEAVE_GL();
@ -2761,10 +2870,20 @@ d3ddevice_matrices_updated(IDirect3DDeviceImpl *This, DWORD matrices)
/* No multi-texturing support for now ... */
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((float *) This->tex_mat[tex_stage]);
if (memcmp(This->tex_mat[tex_stage], id_mat, 16 * sizeof(D3DVALUE))) {
This->tex_mat_is_identity[tex_stage] = FALSE;
} else {
This->tex_mat_is_identity[tex_stage] = TRUE;
}
}
} else {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (tex_stage == 0) {
if (This->tex_mat_is_identity[tex_stage] == FALSE) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
This->tex_mat_is_identity[tex_stage] = TRUE;
}
}
}
}
}
@ -2933,39 +3052,133 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
#define UNLOCK_TEX_SIZE 256
#define DEPTH_RANGE_BIT (0x00000001 << 0)
#define VIEWPORT_BIT (0x00000001 << 1)
static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) {
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
DWORD opt_bitmap = 0x00000000;
if (gl_d3d_dev->unlock_tex == 0) {
glGenTextures(1, &gl_d3d_dev->unlock_tex);
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
*initial = TRUE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} else {
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
}
if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(d3d_dev);
}
if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST);
if ((gl_d3d_dev->current_bound_texture[0] == NULL) ||
(d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE))
glEnable(GL_TEXTURE_2D);
glEnable(GL_SCISSOR_TEST);
if ((d3d_dev->active_viewport.dvMinZ != 0.0) ||
(d3d_dev->active_viewport.dvMaxZ != 1.0)) {
glDepthRange(0.0, 1.0);
opt_bitmap |= DEPTH_RANGE_BIT;
}
if ((d3d_dev->active_viewport.dwX != 0) ||
(d3d_dev->active_viewport.dwY != 0) ||
(d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) ||
(d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) {
glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
opt_bitmap |= VIEWPORT_BIT;
}
glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom,
pRect->right - pRect->left, pRect->bottom - pRect->top);
if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING);
if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
if (use_alpha) {
if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
glAlphaFunc(GL_GREATER, 0.0);
}
} else {
if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
}
if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST);
if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND);
if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
if (gl_d3d_dev->current_tex_env != GL_REPLACE)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
return opt_bitmap;
}
static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) {
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
/* And restore all the various states modified by this code */
if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST);
if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING);
if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0))
glEnable(GL_ALPHA_TEST);
else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
glDisable(GL_ALPHA_TEST);
if (use_alpha) {
if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
glAlphaFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
}
}
if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND);
if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG);
glDisable(GL_SCISSOR_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env);
if (opt_bitmap & DEPTH_RANGE_BIT) {
glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
}
if (opt_bitmap & VIEWPORT_BIT) {
glViewport(d3d_dev->active_viewport.dwX,
d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
}
if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
}
/* This is a hack to prevent querying the current texture from GL. Basically, at the next
DrawPrimitive call, this will bind the correct texture to this stage. */
gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D);
}
static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
RECT loc_rect;
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
GLint depth_test, alpha_test, cull_face, lighting, tex_env, blend, stencil_test, fog;
int x, y;
BOOLEAN initial = FALSE;
DWORD opt_bitmap;
/* Note : no need here to lock the 'device critical section' as we are already protected by
the GL critical section. */
if (pRect == NULL) {
loc_rect.top = 0;
loc_rect.left = 0;
loc_rect.bottom = surf->surface_desc.dwHeight;
loc_rect.right = surf->surface_desc.dwWidth;
loc_rect.bottom = d3d_dev->surface->surface_desc.dwHeight;
loc_rect.right = d3d_dev->surface->surface_desc.dwWidth;
pRect = &loc_rect;
}
TRACE(" flushing memory back to screen memory (%ld,%ld) x (%ld,%ld).\n", pRect->top, pRect->left, pRect->right, pRect->bottom);
/* This is a hack to prevent querying the current texture from GL */
gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
if (gl_d3d_dev->unlock_tex == 0) {
glGenTextures(1, &gl_d3d_dev->unlock_tex);
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
initial = TRUE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} else {
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
}
opt_bitmap = d3ddevice_set_state_for_flush(d3d_dev, pRect, FALSE, &initial);
if (upload_surface_to_tex_memory_init(surf, 0, &gl_d3d_dev->current_internal_format,
initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
@ -2973,36 +3186,6 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
return;
}
glGetIntegerv(GL_DEPTH_TEST, &depth_test);
glGetIntegerv(GL_ALPHA_TEST, &alpha_test);
glGetIntegerv(GL_STENCIL_TEST, &stencil_test);
glGetIntegerv(GL_CULL_FACE, &cull_face);
glGetIntegerv(GL_LIGHTING, &lighting);
glGetIntegerv(GL_BLEND, &blend);
glGetIntegerv(GL_FOG, &fog);
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &tex_env);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
/* TODO: scissor test if ever we use it ! */
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(d3d_dev);
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_SCISSOR_TEST);
glDepthRange(0.0, 1.0);
glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
glScissor(pRect->left, surf->surface_desc.dwHeight - pRect->bottom,
pRect->right - pRect->left, pRect->bottom - pRect->top);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_FOG);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) {
/* First, upload the texture... */
@ -3030,24 +3213,8 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
}
upload_surface_to_tex_memory_release();
d3ddevice_restore_state_after_flush(d3d_dev, opt_bitmap, FALSE);
/* And restore all the various states modified by this code */
if (depth_test != 0) glEnable(GL_DEPTH_TEST);
if (lighting != 0) glEnable(GL_LIGHTING);
if (alpha_test != 0) glEnable(GL_ALPHA_TEST);
if (stencil_test != 0) glEnable(GL_STENCIL_TEST);
if (cull_face != 0) glEnable(GL_CULL_FACE);
if (blend != 0) glEnable(GL_BLEND);
if (fog != 0) glEnable(GL_FOG);
glDisable(GL_SCISSOR_TEST);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SWAP_BYTES, FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_env);
glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
glViewport(d3d_dev->active_viewport.dwX,
d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
#if 0
/* I keep this code here as it's very useful to debug :-) */
{
@ -3251,6 +3418,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
for (tex_num = 0; tex_num < MAX_TEXTURES; tex_num++) {
object->tex_mat[tex_num] = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
memcpy(object->tex_mat[tex_num], id_mat, 16 * sizeof(float));
object->tex_mat_is_identity[tex_num] = TRUE;
}
/* Initialisation */
@ -3269,8 +3437,24 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSur
object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
glHint(GL_FOG_HINT,GL_NICEST);
/* Initialize the various GL contexts to be in sync with what we store locally */
glClearDepth(0.0);
glClearStencil(0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glDepthMask(GL_TRUE);
gl_object->depth_mask = TRUE;
glEnable(GL_DEPTH_TEST);
gl_object->depth_test = TRUE;
glDisable(GL_ALPHA_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_FOG);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
gl_object->current_tex_env = GL_REPLACE;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDrawBuffer(buffer);
glReadBuffer(buffer);

View File

@ -368,7 +368,7 @@ create_texture(IDirectDrawImpl* This, const DDSURFACEDESC2 *pDDSD,
}
/* Check also for the MIPMAP / MIPMAPCOUNT flags.
TODO: check if Windows 'auto-builds' somehow the mip-map levels */
As checked on Windows, this is the right behaviour. No mipmaps seem to be generated. */
if (((ddsd.dwFlags & DDSD_MIPMAPCOUNT) == 0) &&
((ddsd.ddsCaps.dwCaps & DDSCAPS_MIPMAP) != 0)) {
ddsd.dwFlags |= DDSD_MIPMAPCOUNT;

View File

@ -147,12 +147,15 @@ void set_render_state(IDirect3DDeviceImpl* This,
updated either.. No idea about what happens in D3D.
Maybe replacing the Z function by ALWAYS would be a better idea. */
if (dwRenderState == D3DZB_TRUE)
if ((dwRenderState == D3DZB_TRUE) && (glThis->depth_test == FALSE)) {
glEnable(GL_DEPTH_TEST);
else if (dwRenderState == D3DZB_FALSE)
glThis->depth_test = TRUE;
} else if ((dwRenderState == D3DZB_FALSE) && (glThis->depth_test == TRUE)) {
glDisable(GL_DEPTH_TEST);
else {
glThis->depth_test = FALSE;
} else if (glThis->depth_test == FALSE) {
glEnable(GL_DEPTH_TEST);
glThis->depth_test = TRUE;
WARN(" w-buffering not supported.\n");
}
break;
@ -187,17 +190,19 @@ void set_render_state(IDirect3DDeviceImpl* This,
break;
case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
if (dwRenderState)
if ((dwRenderState != FALSE) && (glThis->depth_mask == FALSE))
glDepthMask(GL_TRUE);
else
else if ((dwRenderState == FALSE) && (glThis->depth_mask != FALSE))
glDepthMask(GL_FALSE);
glThis->depth_mask = dwRenderState;
break;
case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
if (dwRenderState)
if ((dwRenderState != 0) && (glThis->alpha_test == FALSE))
glEnable(GL_ALPHA_TEST);
else
else if ((dwRenderState == 0) && (glThis->alpha_test != FALSE))
glDisable(GL_ALPHA_TEST);
glThis->alpha_test = dwRenderState;
break;
case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
@ -249,13 +254,22 @@ void set_render_state(IDirect3DDeviceImpl* This,
switch ((D3DTEXTUREBLEND) dwRenderState) {
case D3DTBLEND_DECAL:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
if (glThis->current_tex_env != GL_REPLACE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glThis->current_tex_env = GL_REPLACE;
}
break;
case D3DTBLEND_DECALALPHA:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
if (glThis->current_tex_env != GL_REPLACE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glThis->current_tex_env = GL_DECAL;
}
break;
case D3DTBLEND_MODULATE:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (glThis->current_tex_env != GL_MODULATE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glThis->current_tex_env = GL_MODULATE;
}
break;
case D3DTBLEND_MODULATEALPHA:
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
@ -273,15 +287,24 @@ void set_render_state(IDirect3DDeviceImpl* This,
case D3DRENDERSTATE_CULLMODE: /* 22 */
switch ((D3DCULL) dwRenderState) {
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
if (glThis->cull_face != 0) {
glDisable(GL_CULL_FACE);
glThis->cull_face = 0;
}
break;
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
if (glThis->cull_face == 0) {
glEnable(GL_CULL_FACE);
glThis->cull_face = 1;
}
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
if (glThis->cull_face == 0) {
glEnable(GL_CULL_FACE);
glThis->cull_face = 1;
}
glFrontFace(GL_CW);
glCullFace(GL_BACK);
break;
@ -308,11 +331,12 @@ void set_render_state(IDirect3DDeviceImpl* This,
break;
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
if (dwRenderState) {
if ((dwRenderState != 0) && (glThis->blending == 0)) {
glEnable(GL_BLEND);
} else {
} else if ((dwRenderState == 0) && (glThis->blending != 0)) {
glDisable(GL_BLEND);
}
glThis->blending = dwRenderState;
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
@ -357,10 +381,12 @@ void set_render_state(IDirect3DDeviceImpl* This,
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
/* This needs to be fixed. */
if (dwRenderState)
if ((dwRenderState != 0) && (glThis->blending == 0)) {
glEnable(GL_BLEND);
else
} else if ((dwRenderState == 0) && (glThis->blending != 0)) {
glDisable(GL_BLEND);
}
glThis->blending = dwRenderState;
break;
case D3DRENDERSTATE_ZBIAS: /* 47 */
@ -381,10 +407,11 @@ void set_render_state(IDirect3DDeviceImpl* This,
break;
case D3DRENDERSTATE_STENCILENABLE: /* 52 */
if (dwRenderState)
if ((dwRenderState != 0) && (glThis->stencil_test == 0))
glEnable(GL_STENCIL_TEST);
else
else if ((dwRenderState == 0) && (glThis->stencil_test != 0))
glDisable(GL_STENCIL_TEST);
glThis->stencil_test = dwRenderState;
break;
case D3DRENDERSTATE_STENCILFAIL: /* 53 */
@ -441,10 +468,7 @@ void set_render_state(IDirect3DDeviceImpl* This,
break;
case D3DRENDERSTATE_LIGHTING: /* 137 */
if (dwRenderState)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
/* Nothing to do, only storage matters... */
break;
case D3DRENDERSTATE_AMBIENT: { /* 139 */

View File

@ -136,6 +136,13 @@ typedef struct IDirect3DDeviceGLImpl
RECT lock_rect[2];
/* This is just here to print-out a nice warning if we have two successive locks */
BOOLEAN lock_rect_valid[2];
/* This is used to optimize some stuff */
DWORD prev_clear_color;
DWORD prev_clear_stencil;
D3DVALUE prev_clear_Z;
BOOLEAN depth_mask, depth_test, alpha_test, stencil_test, cull_face, lighting, blending, fogging;
GLenum current_tex_env;
} IDirect3DDeviceGLImpl;
/* This is for the OpenGL additions... */
@ -180,6 +187,9 @@ extern HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surface
extern HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer);
extern HRESULT upload_surface_to_tex_memory_release(void);
/* Some utilities functions needed to be shared.. */
extern GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState) ;
#endif /* HAVE_OPENGL */
#endif /* __GRAPHICS_WINE_MESA_PRIVATE_H */