- Defer of IDirect3DVertexShader_SetConstant, waiting for
DrawPrimitive call. - Beginning of VertexShader constants support into stateblock (only stored, not captured yet). - Fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as reported by Andrew John Hughes. - One glActiveTexture/glActiveTextureARB missing.
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@ -876,6 +876,7 @@ typedef struct SAVEDSTATES {
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BOOL transform[HIGHEST_TRANSFORMSTATE];
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BOOL viewport;
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BOOL vertexShader;
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BOOL vertexShaderConstant;
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BOOL vertexShaderDecl;
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BOOL pixelShader;
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BOOL renderstate[HIGHEST_RENDER_STATE];
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@ -946,7 +947,6 @@ struct IDirect3DStateBlockImpl {
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/* Vertex Shader */
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DWORD VertexShader;
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/* TODO: Vertex Shader Constant */
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/* Vertex Shader Declaration */
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IDirect3DVertexShaderDeclarationImpl* vertexShaderDecl;
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@ -958,6 +958,9 @@ struct IDirect3DStateBlockImpl {
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/* Indexed Vertex Blending */
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D3DVERTEXBLENDFLAGS vertex_blend;
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FLOAT tween_factor;
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/* Vertex Shader Constant */
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D3DSHADERVECTOR vertexShaderConstant[D3D8_VSHADER_MAX_CONSTANTS];
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};
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/* exported Interfaces */
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@ -31,7 +31,7 @@
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#include "wine/debug.h"
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/** define GL_GLEXT_PROTOTYPES for having extensions prototypes defined */
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#define GL_GLEXT_PROTOTYPES
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/*#define GL_GLEXT_PROTOTYPES*/
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#include "d3d8_private.h"
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/** currently desactiving 1_4 support as mesa doesn't implement all 1_4 support while defining it */
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@ -119,6 +119,13 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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fvf = (D3DFORMAT) This->UpdateStateBlock->vertexShaderDecl->fvf;
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TRACE("vertex shader declared FVF: %lx\n", This->UpdateStateBlock->vertexShaderDecl->fvf);
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memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
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/** init Constants */
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if (TRUE == This->UpdateStateBlock->Changed.vertexShaderConstant) {
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TRACE("vertex shader init Constant\n");
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IDirect3DVertexShaderImpl_SetConstantF(vertex_shader, 0, (CONST FLOAT*) &This->UpdateStateBlock->vertexShaderConstant[0], 96);
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}
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}
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{
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@ -451,7 +458,7 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
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IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
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/*
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TRACE_VECTOR(vertex_shader->output.oPos);
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TRACE_VECTOR(vertex_shader->output.oD[0]);
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TRACE_VECTOR(vertex_shader->output.oD[1]);
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@ -462,7 +469,11 @@ void DrawPrimitiveI(LPDIRECT3DDEVICE8 iface,
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TRACE_VECTOR(vertex_shader->data->C[1]);
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TRACE_VECTOR(vertex_shader->data->C[2]);
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TRACE_VECTOR(vertex_shader->data->C[3]);
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/**/
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TRACE_VECTOR(vertex_shader->data->C[4]);
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TRACE_VECTOR(vertex_shader->data->C[5]);
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TRACE_VECTOR(vertex_shader->data->C[6]);
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TRACE_VECTOR(vertex_shader->data->C[7]);
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*/
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x = vertex_shader->output.oPos.x;
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y = vertex_shader->output.oPos.y;
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z = vertex_shader->output.oPos.z;
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@ -3141,8 +3152,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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/* Make appropriate texture active */
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TRACE("Activating appropriate texture state %ld\n", Stage);
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if (This->isMultiTexture) {
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#if defined(GL_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + Stage);
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checkGLcall("glActiveTexture");
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#else
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glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
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checkGLcall("glActiveTextureARB");
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#endif
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} else if (Stage>0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
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}
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@ -3700,43 +3717,41 @@ HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface
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HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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IDirect3DVertexShaderImpl* object;
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DWORD Handle = This->UpdateStateBlock->VertexShader;
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if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
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/*ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);*/
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return D3DERR_INVALIDCALL;
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}
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object = VERTEX_SHADER(Handle);
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if (NULL == object || NULL == pConstantData) {
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (ConstantCount > 1) {
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FLOAT* f = (FLOAT*)pConstantData;
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UINT i;
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FIXME("(%p) : SetVertexShaderConstant %p, C[%lu..%lu]=\n", This, object, Register, Register + ConstantCount - 1);
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FIXME("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
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for (i = 0; i < ConstantCount; ++i) {
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DPRINTF("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
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f += 4;
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}
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} else {
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FLOAT* f = (FLOAT*)pConstantData;
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FIXME("(%p) : SetVertexShaderConstant %p, C[%lu]={%f, %f, %f, %f}\n", This, object, Register, f[0], f[1], f[2], f[3]);
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FIXME("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
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}
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return IDirect3DVertexShaderImpl_SetConstantF(object, Register, pConstantData, ConstantCount);
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
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ICOM_THIS(IDirect3DDevice8Impl,iface);
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IDirect3DVertexShaderImpl* object;
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DWORD Handle = This->UpdateStateBlock->VertexShader;
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if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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}
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object = VERTEX_SHADER(Handle);
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if (NULL == object || NULL == pConstantData) {
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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return IDirect3DVertexShaderImpl_GetConstantF(object, Register, pConstantData, ConstantCount);
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memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstant[Register], ConstantCount * 4 * sizeof(FLOAT));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD Handle, void* pData, DWORD* pSizeOfData) {
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/*ICOM_THIS(IDirect3DDevice8Impl,iface);*/
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@ -574,7 +574,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
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object->maxLights = min(MAX_ACTIVE_LIGHTS, gl_max);
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TRACE("Lights support - max lights =%d\n", gl_max);
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TRACE("Lights support - max lights=%d\n", gl_max);
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/* Parse the gl supported features, in theory enabling parts of our code appropriately */
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GL_Extensions = glGetString(GL_EXTENSIONS);
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