Tidy up some comments and formatting.
This commit is contained in:
parent
1ed9bac896
commit
9253e0e39c
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@ -278,6 +278,7 @@ UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *if
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static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DBaseTextureImpl_QueryInterface,
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IWineD3DBaseTextureImpl_AddRef,
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IWineD3DBaseTextureImpl_Release,
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@ -78,7 +78,7 @@ ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
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int i,j;
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TRACE("(%p) : Cleaning up\n",This);
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = 0; j < 6; j++) {
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for (j = 0; j < 6; j++) {
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if (This->surfaces[j][i] != NULL) {
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/* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
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IUnknown* surfaceParent;
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@ -132,13 +132,13 @@ void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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unsigned int i,j;
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BOOL setGlTextureDesc = FALSE;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
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if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
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IWineD3DCubeTexture_BindTexture(iface);
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ENTER_GL();
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/* If were dirty then reload the surfaces */
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if (This->baseTexture.dirty != FALSE) {
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@ -215,7 +215,7 @@ HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface)
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UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) \n", This);
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return GLTEXTURECUBEMAP;
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}
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@ -224,7 +224,7 @@ UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *if
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******************************************* */
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HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[0][Level], pDesc);
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@ -277,7 +277,7 @@ HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3
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HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect);
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}
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@ -298,7 +298,7 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
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IWineD3DCubeTextureImpl_GetPriority,
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IWineD3DCubeTextureImpl_PreLoad,
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IWineD3DCubeTextureImpl_GetType,
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/*base texture */
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/* IWineD3DBaseTexture */
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IWineD3DCubeTextureImpl_SetLOD,
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IWineD3DCubeTextureImpl_GetLOD,
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IWineD3DCubeTextureImpl_GetLevelCount,
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@ -309,8 +309,8 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
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IWineD3DCubeTextureImpl_GetDirty,
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IWineD3DCubeTextureImpl_BindTexture,
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IWineD3DCubeTextureImpl_UnBindTexture,
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IWineD3DCubeTextureImpl_GetTextureDimensions,
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/* cube texture */
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IWineD3DCubeTextureImpl_GetTextureDimensions,
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/* IWineD3DCubeTexture */
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IWineD3DCubeTextureImpl_GetLevelDesc,
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IWineD3DCubeTextureImpl_GetCubeMapSurface,
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IWineD3DCubeTextureImpl_LockRect,
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File diff suppressed because it is too large
Load Diff
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@ -60,9 +60,9 @@ inline static Display *get_display( HDC hdc )
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/**
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* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
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* ie there is no GL Context - Get a default rendering context to enable the
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* function query some info from GL
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*/
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* ie there is no GL Context - Get a default rendering context to enable the
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* function query some info from GL
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*/
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static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
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static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 };
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WineD3D_Context* ret = NULL;
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@ -76,7 +76,7 @@ static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
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BOOL failed = FALSE;
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int num;
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XWindowAttributes win_attr;
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TRACE_(d3d_caps)("Creating Fake GL Context\n");
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ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
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@ -85,7 +85,7 @@ static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
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device_context = GetDC(0);
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ctx.display = get_display(device_context);
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ReleaseDC(0, device_context);
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/* Get the X visual */
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ENTER_GL();
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if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) {
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@ -100,26 +100,26 @@ static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
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WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
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failed = TRUE;
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}
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/* Create a GL context */
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if (!failed) {
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ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE);
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if (ctx.glCtx == NULL) {
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LEAVE_GL();
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WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
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failed = TRUE;
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}
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}
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/* Make it the current GL context */
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if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) {
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glXDestroyContext(ctx.display, ctx.glCtx);
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LEAVE_GL();
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WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
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failed = TRUE;
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failed = TRUE;
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}
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/* It worked! Wow... */
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if (!failed) {
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gotContext = TRUE;
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@ -158,15 +158,15 @@ HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *p
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* FIXME: This needs to extend an IWineD3DBaseObject */
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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@ -186,7 +186,7 @@ ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
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if (ref == 0) {
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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@ -256,17 +256,17 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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if (*gl_string_cursor) {
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char tmp[16];
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int cursor = 0;
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while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
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tmp[cursor++] = *gl_string_cursor;
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++gl_string_cursor;
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}
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tmp[cursor] = 0;
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major = atoi(tmp);
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if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
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++gl_string_cursor;
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while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
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tmp[cursor++] = *gl_string_cursor;
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++gl_string_cursor;
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@ -275,14 +275,14 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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minor = atoi(tmp);
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}
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break;
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case VENDOR_ATI:
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major = minor = 0;
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gl_string_cursor = strchr(gl_string, '-');
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if (gl_string_cursor) {
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int error = 0;
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gl_string_cursor++;
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/* Check if version number is of the form x.y.z */
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if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
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error = 1;
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error = 1;
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if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
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error = 1;
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/* Mark version number as malformed */
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if (error)
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gl_string_cursor = 0;
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}
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if (!gl_string_cursor)
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WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
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else {
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major = *gl_string_cursor - '0';
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minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
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}
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}
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break;
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default:
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major = 0;
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minor = 9;
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}
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gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
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TRACE_(d3d_caps)("found GL_VERSION (%s)->(0x%08lx)\n", debugstr_a(gl_string), gl_info->gl_driver_version);
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/* Fill in the renderer information */
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gl_string = glGetString(GL_RENDERER);
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strcpy(gl_info->gl_renderer, gl_string);
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switch (gl_info->gl_vendor) {
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case VENDOR_NVIDIA:
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if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) {
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@ -327,7 +327,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
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}
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break;
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case VENDOR_ATI:
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if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) {
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gl_info->gl_card = CARD_ATI_RADEON_9800PRO;
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@ -337,7 +337,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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gl_info->gl_card = CARD_ATI_RADEON_8500;
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}
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break;
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default:
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gl_info->gl_card = CARD_WINE;
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break;
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@ -384,10 +384,10 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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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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TRACE_(d3d_caps)("GL_Extensions reported:\n");
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TRACE_(d3d_caps)("GL_Extensions reported:\n");
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if (NULL == GL_Extensions) {
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ERR(" GL_Extensions returns NULL\n");
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ERR(" GL_Extensions returns NULL\n");
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} else {
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while (*GL_Extensions != 0x00) {
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const char *Start = GL_Extensions;
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@ -401,7 +401,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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TRACE_(d3d_caps)("- %s\n", ThisExtn);
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/**
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* ARB
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* ARB
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*/
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if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
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gl_info->ps_arb_version = PS_VERSION_11;
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@ -506,7 +506,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
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/**
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* NVIDIA
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* NVIDIA
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*/
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} else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
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TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
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@ -568,15 +568,15 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display)
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if (display != NULL) {
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GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
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TRACE_(d3d_caps)("GLX_Extensions reported:\n");
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TRACE_(d3d_caps)("GLX_Extensions reported:\n");
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if (NULL == GLX_Extensions) {
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ERR(" GLX_Extensions returns NULL\n");
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ERR(" GLX_Extensions returns NULL\n");
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} else {
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while (*GLX_Extensions != 0x00) {
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const char *Start = GLX_Extensions;
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char ThisExtn[256];
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memset(ThisExtn, 0x00, sizeof(ThisExtn));
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while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
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GLX_Extensions++;
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@ -630,7 +630,7 @@ HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
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return D3D_OK;
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}
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/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
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/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
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of the same bpp but different resolutions */
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/* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
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@ -657,18 +657,18 @@ UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter,
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j++;
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switch (Format)
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{
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case D3DFMT_UNKNOWN:
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i++;
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case D3DFMT_UNKNOWN:
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i++;
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break;
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case D3DFMT_X8R8G8B8:
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case D3DFMT_A8R8G8B8:
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if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
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if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
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case D3DFMT_X8R8G8B8:
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case D3DFMT_A8R8G8B8:
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if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
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if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
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break;
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case D3DFMT_X1R5G5B5:
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case D3DFMT_A1R5G5B5:
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case D3DFMT_R5G6B5:
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if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
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if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
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break;
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default:
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/* Skip other modes as they do not match requested format */
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@ -693,7 +693,7 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
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TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
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/* Validate the parameters as much as possible */
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if (NULL == pMode ||
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if (NULL == pMode ||
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Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
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Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
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return D3DERR_INVALIDCALL;
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@ -703,7 +703,7 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
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#if !defined( DEBUG_SINGLE_MODE )
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DEVMODEW DevModeW;
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int ModeIdx = 0;
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/* Work out the current screen bpp */
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HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
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int bpp = GetDeviceCaps(hdc, BITSPIXEL);
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@ -711,7 +711,7 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
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/* If we are filtering to a specific format, then need to skip all unrelated
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modes, but if mode is irrelevant, then we can use the index directly */
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if (Format == D3DFMT_UNKNOWN)
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if (Format == D3DFMT_UNKNOWN)
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{
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ModeIdx = Mode;
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} else {
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@ -724,18 +724,18 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
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j++;
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switch (Format)
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{
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case D3DFMT_UNKNOWN:
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i++;
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case D3DFMT_UNKNOWN:
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i++;
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break;
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case D3DFMT_X8R8G8B8:
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case D3DFMT_A8R8G8B8:
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if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
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if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
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case D3DFMT_X8R8G8B8:
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case D3DFMT_A8R8G8B8:
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if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
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if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
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break;
|
||||
case D3DFMT_X1R5G5B5:
|
||||
case D3DFMT_A1R5G5B5:
|
||||
case D3DFMT_R5G6B5:
|
||||
if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
|
||||
if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
|
||||
break;
|
||||
default:
|
||||
/* Skip other modes as they do not match requested format */
|
||||
|
@ -746,7 +746,7 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
|
|||
}
|
||||
|
||||
/* Now get the display mode via the calculated index */
|
||||
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
|
||||
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
|
||||
{
|
||||
pMode->Width = DevModeW.dmPelsWidth;
|
||||
pMode->Height = DevModeW.dmPelsHeight;
|
||||
|
@ -782,10 +782,10 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
|
|||
pMode->Width = 800;
|
||||
pMode->Height = 600;
|
||||
pMode->RefreshRate = D3DADAPTER_DEFAULT;
|
||||
pMode->Format = (Format==D3DFMT_UNKNOWN)?D3DFMT_A8R8G8B8:Format;
|
||||
pMode->Format = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format;
|
||||
bpp = 32;
|
||||
#endif
|
||||
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
|
||||
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
|
||||
pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
|
||||
|
||||
} else {
|
||||
|
@ -799,7 +799,7 @@ HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter,
|
|||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
|
||||
|
||||
if (NULL == pMode ||
|
||||
if (NULL == pMode ||
|
||||
Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
||||
return D3DERR_INVALIDCALL;
|
||||
}
|
||||
|
@ -849,7 +849,7 @@ static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Ada
|
|||
|
||||
/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
|
||||
and fields being inserted in the middle, a new structure is used in place */
|
||||
HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
|
||||
HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
|
||||
WINED3DADAPTER_IDENTIFIER* pIdentifier) {
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
|
||||
|
@ -860,10 +860,10 @@ HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter,
|
|||
}
|
||||
|
||||
if (Adapter == 0) { /* Display - only device supported for now */
|
||||
|
||||
|
||||
BOOL isGLInfoValid = This->isGLInfoValid;
|
||||
|
||||
/* FillGLCaps updates gl_info, but we only want to store and
|
||||
/* FillGLCaps updates gl_info, but we only want to store and
|
||||
reuse the values once we have a context which is valid. Values from
|
||||
a temporary context may differ from the final ones */
|
||||
if (isGLInfoValid == FALSE) {
|
||||
|
@ -927,7 +927,7 @@ static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* c
|
|||
gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
|
||||
|
||||
switch (Format) {
|
||||
case WINED3DFMT_X8R8G8B8:
|
||||
case WINED3DFMT_X8R8G8B8:
|
||||
case WINED3DFMT_R8G8B8:
|
||||
if (8 == rb && 8 == gb && 8 == bb) return TRUE;
|
||||
break;
|
||||
|
@ -962,7 +962,7 @@ static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* c
|
|||
static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
|
||||
int gl_test;
|
||||
int db, sb;
|
||||
|
||||
|
||||
gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_DEPTH_SIZE, &db);
|
||||
gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_STENCIL_SIZE, &sb);
|
||||
|
||||
|
@ -996,16 +996,16 @@ static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ct
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
|
||||
WINED3DFORMAT AdapterFormat,
|
||||
WINED3DFORMAT RenderTargetFormat,
|
||||
WINED3DFORMAT DepthStencilFormat) {
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
|
||||
WINED3DFORMAT AdapterFormat,
|
||||
WINED3DFORMAT RenderTargetFormat,
|
||||
WINED3DFORMAT DepthStencilFormat) {
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
|
||||
This, Adapter,
|
||||
WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
|
||||
This, Adapter,
|
||||
DeviceType, debug_d3ddevicetype(DeviceType),
|
||||
AdapterFormat, debug_d3dformat(AdapterFormat),
|
||||
RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
|
||||
RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
|
||||
DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
|
||||
|
||||
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
||||
|
@ -1017,66 +1017,66 @@ HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter
|
|||
int nCfgs = 0;
|
||||
int it;
|
||||
HRESULT hr = D3DERR_NOTAVAILABLE;
|
||||
|
||||
|
||||
WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
|
||||
if (NULL != ctx) {
|
||||
cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
|
||||
for (it = 0; it < nCfgs; ++it) {
|
||||
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) {
|
||||
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) {
|
||||
hr = D3D_OK;
|
||||
break ;
|
||||
}
|
||||
}
|
||||
}
|
||||
XFree(cfgs);
|
||||
|
||||
WineD3D_ReleaseFakeGLContext(ctx);
|
||||
return hr;
|
||||
cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
|
||||
for (it = 0; it < nCfgs; ++it) {
|
||||
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) {
|
||||
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) {
|
||||
hr = D3D_OK;
|
||||
break ;
|
||||
}
|
||||
}
|
||||
}
|
||||
XFree(cfgs);
|
||||
|
||||
WineD3D_ReleaseFakeGLContext(ctx);
|
||||
return hr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return D3DERR_NOTAVAILABLE;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
|
||||
WINED3DFORMAT SurfaceFormat,
|
||||
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
|
||||
|
||||
WINED3DFORMAT SurfaceFormat,
|
||||
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
|
||||
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
|
||||
This,
|
||||
Adapter,
|
||||
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
|
||||
This,
|
||||
Adapter,
|
||||
DeviceType, debug_d3ddevicetype(DeviceType),
|
||||
SurfaceFormat, debug_d3dformat(SurfaceFormat),
|
||||
Windowed,
|
||||
Windowed,
|
||||
MultiSampleType,
|
||||
pQualityLevels);
|
||||
|
||||
|
||||
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
||||
return D3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
if (pQualityLevels != NULL) {
|
||||
static int s_single_shot = 0;
|
||||
if (!s_single_shot) {
|
||||
FIXME("Quality levels unsupported at present\n");
|
||||
s_single_shot = 1;
|
||||
}
|
||||
*pQualityLevels = 1; /* Guess at a value! */
|
||||
static int s_single_shot = 0;
|
||||
if (!s_single_shot) {
|
||||
FIXME("Quality levels unsupported at present\n");
|
||||
s_single_shot = 1;
|
||||
}
|
||||
*pQualityLevels = 1; /* Guess at a value! */
|
||||
}
|
||||
|
||||
if (D3DMULTISAMPLE_NONE == MultiSampleType) return D3D_OK;
|
||||
return D3DERR_NOTAVAILABLE;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE CheckType,
|
||||
WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE CheckType,
|
||||
WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
|
||||
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
|
||||
This,
|
||||
Adapter,
|
||||
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
|
||||
This,
|
||||
Adapter,
|
||||
CheckType, debug_d3ddevicetype(CheckType),
|
||||
DisplayFormat, debug_d3dformat(DisplayFormat),
|
||||
BackBufferFormat, debug_d3dformat(BackBufferFormat),
|
||||
|
@ -1091,20 +1091,20 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDE
|
|||
int nCfgs = 0;
|
||||
int it;
|
||||
HRESULT hr = D3DERR_NOTAVAILABLE;
|
||||
|
||||
|
||||
WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
|
||||
if (NULL != ctx) {
|
||||
cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
|
||||
for (it = 0; it < nCfgs; ++it) {
|
||||
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) {
|
||||
hr = D3D_OK;
|
||||
break ;
|
||||
}
|
||||
}
|
||||
XFree(cfgs);
|
||||
|
||||
WineD3D_ReleaseFakeGLContext(ctx);
|
||||
return hr;
|
||||
cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
|
||||
for (it = 0; it < nCfgs; ++it) {
|
||||
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) {
|
||||
hr = D3D_OK;
|
||||
break ;
|
||||
}
|
||||
}
|
||||
XFree(cfgs);
|
||||
|
||||
WineD3D_ReleaseFakeGLContext(ctx);
|
||||
return hr;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1112,15 +1112,15 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDE
|
|||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
|
||||
WINED3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
|
||||
WINED3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
|
||||
This,
|
||||
Adapter,
|
||||
DeviceType, debug_d3ddevicetype(DeviceType),
|
||||
AdapterFormat, debug_d3dformat(AdapterFormat),
|
||||
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
|
||||
This,
|
||||
Adapter,
|
||||
DeviceType, debug_d3ddevicetype(DeviceType),
|
||||
AdapterFormat, debug_d3dformat(AdapterFormat),
|
||||
Usage, debug_d3dusage(Usage),
|
||||
RType, debug_d3dresourcetype(RType),
|
||||
RType, debug_d3dresourcetype(RType),
|
||||
CheckFormat, debug_d3dformat(CheckFormat));
|
||||
|
||||
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
||||
|
@ -1141,16 +1141,16 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3D
|
|||
|
||||
switch (CheckFormat) {
|
||||
/*****
|
||||
* check supported using GL_SUPPORT
|
||||
* check supported using GL_SUPPORT
|
||||
*/
|
||||
case D3DFMT_DXT1:
|
||||
case D3DFMT_DXT2:
|
||||
case D3DFMT_DXT3:
|
||||
case D3DFMT_DXT4:
|
||||
case D3DFMT_DXT5:
|
||||
case D3DFMT_DXT5:
|
||||
|
||||
/*****
|
||||
* supported
|
||||
* supported
|
||||
*/
|
||||
/*case D3DFMT_R5G6B5: */
|
||||
/*case D3DFMT_X1R5G5B5:*/
|
||||
|
@ -1158,7 +1158,7 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3D
|
|||
/*case D3DFMT_A4R4G4B4:*/
|
||||
|
||||
/*****
|
||||
* unsupported
|
||||
* unsupported
|
||||
*/
|
||||
|
||||
/* color buffer */
|
||||
|
@ -1185,7 +1185,7 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3D
|
|||
case D3DFMT_W11V11U10:
|
||||
|
||||
/****
|
||||
* currently hard to support
|
||||
* currently hard to support
|
||||
*/
|
||||
case D3DFMT_UYVY:
|
||||
case D3DFMT_YUY2:
|
||||
|
@ -1201,21 +1201,21 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3D
|
|||
return D3D_OK;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
|
||||
WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
|
||||
HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
|
||||
WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
|
||||
FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))",
|
||||
This,
|
||||
Adapter,
|
||||
DeviceType, debug_d3ddevicetype(DeviceType),
|
||||
SourceFormat, debug_d3dformat(SourceFormat),
|
||||
This,
|
||||
Adapter,
|
||||
DeviceType, debug_d3ddevicetype(DeviceType),
|
||||
SourceFormat, debug_d3dformat(SourceFormat),
|
||||
TargetFormat, debug_d3dformat(TargetFormat));
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
|
||||
subset of a D3DCAPS9 structure. However, it has to come via a void *
|
||||
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
|
||||
subset of a D3DCAPS9 structure. However, it has to come via a void *
|
||||
as the d3d8 interface cannot import the d3d9 header */
|
||||
HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
|
||||
|
||||
|
@ -1416,12 +1416,12 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
|
|||
D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
||||
D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
*pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
|
||||
/* FIXME: Add
|
||||
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
|
||||
D3DTEXOPCAPS_PREMODULATE */
|
||||
/* FIXME: Add
|
||||
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
|
||||
D3DTEXOPCAPS_PREMODULATE */
|
||||
#endif
|
||||
|
||||
*pCaps->MaxTextureBlendStages = GL_LIMITS(textures);
|
||||
|
@ -1443,8 +1443,8 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
|
|||
|
||||
|
||||
*pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
|
||||
D3DVTXPCAPS_MATERIALSOURCE7 |
|
||||
D3DVTXPCAPS_POSITIONALLIGHTS |
|
||||
D3DVTXPCAPS_MATERIALSOURCE7 |
|
||||
D3DVTXPCAPS_POSITIONALLIGHTS |
|
||||
D3DVTXPCAPS_LOCALVIEWER |
|
||||
D3DVTXPCAPS_TEXGEN;
|
||||
/* FIXME: Add
|
||||
|
@ -1465,15 +1465,15 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
|
|||
*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
|
||||
}
|
||||
} else {
|
||||
*pCaps->VertexShaderVersion = 0;
|
||||
*pCaps->VertexShaderVersion = 0;
|
||||
*pCaps->MaxVertexShaderConst = 0;
|
||||
}
|
||||
|
||||
if ((ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != D3DDEVTYPE_REF)) {
|
||||
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
|
||||
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
|
||||
*pCaps->PixelShader1xMaxValue = 1.0;
|
||||
} else {
|
||||
*pCaps->PixelShaderVersion = 0;
|
||||
*pCaps->PixelShaderVersion = 0;
|
||||
*pCaps->PixelShader1xMaxValue = 0.0;
|
||||
}
|
||||
/* TODO: ARB_FRAGMENT_PROGRAM_100 */
|
||||
|
@ -1482,7 +1482,7 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
|
|||
The following fields apply to d3d9 only
|
||||
------------------------------------------------ */
|
||||
if (This->dxVersion > 8) {
|
||||
GLint max_buffers=1;
|
||||
GLint max_buffers = 1;
|
||||
FIXME("Caps support for directx9 is nonexistent at the moment!\n");
|
||||
*pCaps->DevCaps2 = 0;
|
||||
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
|
||||
|
@ -1494,7 +1494,7 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
|
|||
#if 0 /*FIXME: Simultaneous render targets*/
|
||||
GL_MAX_DRAW_BUFFERS_ATI 0x00008824
|
||||
if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
|
||||
ENTER_GL();
|
||||
ENTER_GL();
|
||||
glEnable(GL_MAX_DRAW_BUFFERS_ATI);
|
||||
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &max_buffers);
|
||||
glDisable(GL_MAX_DRAW_BUFFERS_ATI);
|
||||
|
@ -1552,10 +1552,10 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
|
|||
object->wineD3D = iface;
|
||||
IWineD3D_AddRef(object->wineD3D);
|
||||
object->parent = parent;
|
||||
|
||||
|
||||
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
|
||||
hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
|
||||
TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
|
||||
TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
|
||||
*(pPresentationParameters->AutoDepthStencilFormat), debug_d3dformat(*(pPresentationParameters->AutoDepthStencilFormat)),
|
||||
*(pPresentationParameters->BackBufferFormat), debug_d3dformat(*(pPresentationParameters->BackBufferFormat)));
|
||||
|
||||
|
@ -1594,15 +1594,15 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
|
|||
if (NULL != object->stencilBufferTarget) {
|
||||
IWineD3DSurface_AddRef(object->stencilBufferTarget);
|
||||
}
|
||||
|
||||
|
||||
/* Set up some starting GL setup */
|
||||
|
||||
|
||||
ENTER_GL();
|
||||
/*
|
||||
* Initialize openGL extension related variables
|
||||
* with Default values
|
||||
* with Default values
|
||||
*/
|
||||
|
||||
|
||||
This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, swapchain->display);
|
||||
/* Setup all the devices defaults */
|
||||
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock);
|
||||
|
@ -1610,7 +1610,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
|
|||
IWineD3DImpl_CheckGraphicsMemory();
|
||||
#endif
|
||||
LEAVE_GL();
|
||||
|
||||
|
||||
{ /* Set a default viewport */
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = 0;
|
||||
|
@ -1621,8 +1621,8 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
|
|||
vp.MaxZ = 1.0f;
|
||||
IWineD3DDevice_SetViewport((IWineD3DDevice *)object, &vp);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/* Initialize the current view state */
|
||||
object->modelview_valid = 1;
|
||||
object->proj_valid = 0;
|
||||
|
@ -1630,7 +1630,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
|
|||
object->last_was_rhw = 0;
|
||||
glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights);
|
||||
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
|
||||
|
||||
|
||||
/* Clear the screen */
|
||||
IWineD3DDevice_Clear((IWineD3DDevice *) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
|
||||
} else { /* couldn't create swapchain */
|
||||
|
@ -1665,9 +1665,11 @@ HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
|
|||
|
||||
const IWineD3DVtbl IWineD3D_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DImpl_QueryInterface,
|
||||
IWineD3DImpl_AddRef,
|
||||
IWineD3DImpl_Release,
|
||||
/* IWineD3D */
|
||||
IWineD3DImpl_GetParent,
|
||||
IWineD3DImpl_GetAdapterCount,
|
||||
IWineD3DImpl_RegisterSoftwareDevice,
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
*
|
||||
* Copyright 2002-2004 Jason Edmeades
|
||||
* Copyright 2002-2004 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
|
@ -36,11 +36,11 @@ extern IDirect3DPixelShaderImpl* PixelShaders[64];
|
|||
#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
|
||||
#endif
|
||||
|
||||
/* Returns bits for what is expected from the fixed function pipeline, and whether
|
||||
/* Returns bits for what is expected from the fixed function pipeline, and whether
|
||||
a vertex shader will be in use. Note the fvf bits returned may be split over
|
||||
multiple streams only if the vertex shader was created, otherwise it all relates
|
||||
to stream 0 */
|
||||
BOOL initializeFVF(IWineD3DDevice *iface,
|
||||
BOOL initializeFVF(IWineD3DDevice *iface,
|
||||
DWORD *FVFbits, /* What to expect in the FVF across all streams */
|
||||
BOOL *useVertexShaderFunction) /* Should we use the vertex shader */
|
||||
{
|
||||
|
@ -48,11 +48,11 @@ BOOL initializeFVF(IWineD3DDevice *iface,
|
|||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
|
||||
#if 0 /* TODO: d3d8 call setvertexshader needs to set the FVF in the state block when implemented */
|
||||
/* The first thing to work out is if we are using the fixed function pipeline
|
||||
/* The first thing to work out is if we are using the fixed function pipeline
|
||||
which is either SetVertexShader with < VS_HIGHESTFIXEDFXF - in which case this
|
||||
is the FVF, or with a shader which was created with no function - in which
|
||||
case there is an FVF per declared stream. If this occurs, we also maintain
|
||||
an 'OR' of all the FVF's together so we know what to expect across all the
|
||||
an 'OR' of all the FVF's together so we know what to expect across all the
|
||||
streams */
|
||||
#endif
|
||||
|
||||
|
@ -83,7 +83,7 @@ BOOL initializeFVF(IWineD3DDevice *iface,
|
|||
if (vertex_shader->function == NULL) {
|
||||
/* No function, so many streams supplied plus FVF definition pre stream */
|
||||
*useVertexShaderFunction = FALSE;
|
||||
TRACE("vertex shader (%lx) declared without program, using fixed function pipeline with FVF=%lx\n",
|
||||
TRACE("vertex shader (%lx) declared without program, using fixed function pipeline with FVF=%lx\n",
|
||||
This->stateBlock->VertexShader, *FVFbits);
|
||||
} else {
|
||||
/* Vertex shader needs calling */
|
||||
|
@ -146,7 +146,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
|
|||
FIXME("Unhandled primitive\n");
|
||||
*primType = GL_POINTS;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return NumVertexes;
|
||||
}
|
||||
|
||||
|
@ -164,7 +164,7 @@ void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
|
|||
TRACE("glColorMaterial Parm=%x\n", This->tracking_parm);
|
||||
glColorMaterial(GL_FRONT_AND_BACK, This->tracking_parm);
|
||||
checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
checkGLcall("glEnable GL_COLOR_MATERIAL");
|
||||
This->tracking_color = IS_TRACKING;
|
||||
requires_material_reset = TRUE; /* Restore material settings as will be used */
|
||||
|
@ -215,7 +215,7 @@ static GLfloat invymat[16]={
|
|||
0.0f, 0.0f, 0.0f, 1.0f};
|
||||
|
||||
/* Setup views - Transformed & lit if RHW, else untransformed.
|
||||
Only unlit if Normals are supplied
|
||||
Only unlit if Normals are supplied
|
||||
Returns: Whether to restore lighting afterwards */
|
||||
BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
|
||||
|
||||
|
@ -240,7 +240,7 @@ BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_li
|
|||
This->last_was_rhw = TRUE;
|
||||
|
||||
/* Transformed already into viewport coordinates, so we do not need transform
|
||||
matrices. Reset all matrices to identity and leave the default matrix in world
|
||||
matrices. Reset all matrices to identity and leave the default matrix in world
|
||||
mode. */
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
checkGLcall("glMatrixMode");
|
||||
|
@ -321,8 +321,8 @@ BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_li
|
|||
}
|
||||
|
||||
/* Vertex Shader output is already transformed, so set up identity matrices */
|
||||
/* FIXME: Actually, only true for software emulated ones, so when h/w ones
|
||||
come along this needs to take into account whether s/w ones were
|
||||
/* FIXME: Actually, only true for software emulated ones, so when h/w ones
|
||||
come along this needs to take into account whether s/w ones were
|
||||
requested or not */
|
||||
if (useVS) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
@ -341,7 +341,7 @@ BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_li
|
|||
}
|
||||
This->modelview_valid = FALSE;
|
||||
This->proj_valid = FALSE;
|
||||
}
|
||||
}
|
||||
This->last_was_rhw = FALSE;
|
||||
}
|
||||
return isLightingOn;
|
||||
|
@ -546,8 +546,8 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
|
|||
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
|
||||
/* OK, Now to setup the data locations
|
||||
For the non-created vertex shaders, the VertexShader var holds the real
|
||||
/* OK, Now to setup the data locations
|
||||
For the non-created vertex shaders, the VertexShader var holds the real
|
||||
FVF and only stream 0 matters
|
||||
For the created vertex shaders, there is an FVF per stream */
|
||||
if (!This->stateBlock->streamIsUP && !(This->stateBlock->vertexShader == NULL)) {
|
||||
|
@ -589,7 +589,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
|
|||
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?
|
||||
/* 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;
|
||||
|
@ -604,10 +604,10 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
|
|||
|
||||
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
|
||||
/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
|
||||
numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 +
|
||||
numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 +
|
||||
((FALSE == (thisFVF & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1); /* WARNING can be < 0 because -2 */
|
||||
if (numBlends > 0) {
|
||||
canDoViaGLPointers = FALSE;
|
||||
canDoViaGLPointers = FALSE;
|
||||
strided->u.s.blendWeights.lpData = data;
|
||||
strided->u.s.blendWeights.dwType = D3DDECLTYPE_FLOAT1 + (numBlends - 1);
|
||||
strided->u.s.blendWeights.dwStride = stride;
|
||||
|
@ -615,8 +615,8 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
|
|||
|
||||
if (thisFVF & D3DFVF_LASTBETA_UBYTE4) {
|
||||
strided->u.s.blendMatrixIndices.lpData = data;
|
||||
strided->u.s.blendMatrixIndices.dwType = D3DDECLTYPE_UBYTE4;
|
||||
strided->u.s.blendMatrixIndices.dwStride= stride;
|
||||
strided->u.s.blendMatrixIndices.dwType = D3DDECLTYPE_UBYTE4;
|
||||
strided->u.s.blendMatrixIndices.dwStride= stride;
|
||||
data += sizeof(DWORD);
|
||||
}
|
||||
}
|
||||
|
@ -723,7 +723,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
if (isNormal) {
|
||||
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
|
||||
glNormal3f(nx, ny, nz);
|
||||
}
|
||||
}
|
||||
|
||||
/* Point Size ----------------------------------------------*/
|
||||
if (isPtSize) {
|
||||
|
@ -762,7 +762,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
case 4: q = texcoords[coordIdx].w; /* drop through */
|
||||
case 3: r = texcoords[coordIdx].z; /* drop through */
|
||||
case 2: t = texcoords[coordIdx].y; /* drop through */
|
||||
case 1: s = texcoords[coordIdx].x;
|
||||
case 1: s = texcoords[coordIdx].x;
|
||||
}
|
||||
|
||||
switch (numcoords[coordIdx]) { /* Supply the provided texture coords */
|
||||
|
@ -819,12 +819,12 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
/*
|
||||
* Actually draw using the supplied information.
|
||||
* Faster GL version using pointers to data, harder to debug though
|
||||
* Note does not handle vertex shaders yet
|
||||
* Faster GL version using pointers to data, harder to debug though
|
||||
* Note does not handle vertex shaders yet
|
||||
*/
|
||||
void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
int PrimitiveType, ULONG NumPrimitives,
|
||||
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
||||
unsigned int textureNo = 0;
|
||||
|
@ -838,17 +838,17 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
if (sd->u.s.position.lpData != NULL) {
|
||||
|
||||
/* 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,
|
||||
VTRACE(("glVertexPointer(%ld, GL_FLOAT, %ld, %p)\n",
|
||||
sd->u.s.position.dwStride,
|
||||
sd->u.s.position.dwType + 1,
|
||||
sd->u.s.position.lpData));
|
||||
|
||||
/* Disable RHW mode as 'w' coord handling for rhw mode should
|
||||
not impact screen position whereas in GL it does. This may
|
||||
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 */
|
||||
glVertexPointer(3, GL_FLOAT, /* RHW: Was 'sd->u.s.position.dwType + 1' */
|
||||
sd->u.s.position.dwStride,
|
||||
sd->u.s.position.dwStride,
|
||||
sd->u.s.position.lpData);
|
||||
checkGLcall("glVertexPointer(...)");
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
@ -861,29 +861,28 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
}
|
||||
|
||||
/* Blend Data ----------------------------------------------*/
|
||||
if ((sd->u.s.blendWeights.lpData != NULL) ||
|
||||
if ((sd->u.s.blendWeights.lpData != NULL) ||
|
||||
(sd->u.s.blendMatrixIndices.lpData != NULL)) {
|
||||
#if 1 /* Vertex blend support needs to be added */
|
||||
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
||||
DWORD fvf = (sd->u.s.blendWeights.dwType - D3DDECLTYPE_FLOAT1) + 1;
|
||||
int numBlends = ((fvf & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == (fvf & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1);
|
||||
|
||||
/*FIXME("TODO\n");*/
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glWeightPointerARB(%ld, GL_FLOAT, %ld, %p)\n",
|
||||
numBlends,
|
||||
sd->u.s.blendWeights.dwStride,
|
||||
sd->u.s.blendWeights.lpData));
|
||||
GL_EXTCALL(glWeightPointerARB)(numBlends, GL_FLOAT,
|
||||
sd->u.s.blendWeights.dwStride,
|
||||
sd->u.s.blendWeights.lpData);
|
||||
checkGLcall("glWeightPointerARB(...)");
|
||||
glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
||||
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
||||
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
||||
DWORD fvf = (sd->u.s.blendWeights.dwType - D3DDECLTYPE_FLOAT1) + 1;
|
||||
int numBlends = ((fvf & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == (fvf & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1);
|
||||
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glWeightPointerARB(%ld, GL_FLOAT, %ld, %p)\n",
|
||||
numBlends,
|
||||
sd->u.s.blendWeights.dwStride,
|
||||
sd->u.s.blendWeights.lpData));
|
||||
GL_EXTCALL(glWeightPointerARB)(numBlends, GL_FLOAT,
|
||||
sd->u.s.blendWeights.dwStride,
|
||||
sd->u.s.blendWeights.lpData);
|
||||
checkGLcall("glWeightPointerARB(...)");
|
||||
glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
||||
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
||||
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
|
||||
/*FIXME("TODO\n");*/
|
||||
/*
|
||||
GLExtCall(glVertexWeightPointerEXT)(numBlends, GL_FLOAT, skip, curPos);
|
||||
GLExtCall(glVertexWeightPointerEXT)(numBlends, GL_FLOAT, skip, curPos);
|
||||
checkGLcall("glVertexWeightPointerEXT(numBlends, ...)");
|
||||
glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
|
||||
checkGLcall("glEnableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT)");
|
||||
|
@ -911,11 +910,11 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
if (sd->u.s.normal.lpData != NULL) {
|
||||
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glNormalPointer(GL_FLOAT, %ld, %p)\n",
|
||||
sd->u.s.normal.dwStride,
|
||||
VTRACE(("glNormalPointer(GL_FLOAT, %ld, %p)\n",
|
||||
sd->u.s.normal.dwStride,
|
||||
sd->u.s.normal.lpData));
|
||||
glNormalPointer(GL_FLOAT,
|
||||
sd->u.s.normal.dwStride,
|
||||
glNormalPointer(GL_FLOAT,
|
||||
sd->u.s.normal.dwStride,
|
||||
sd->u.s.normal.lpData);
|
||||
checkGLcall("glNormalPointer(...)");
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
@ -944,11 +943,11 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
if (sd->u.s.diffuse.lpData != NULL) {
|
||||
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
||||
sd->u.s.diffuse.dwStride,
|
||||
VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
||||
sd->u.s.diffuse.dwStride,
|
||||
sd->u.s.diffuse.lpData));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE,
|
||||
sd->u.s.diffuse.dwStride,
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE,
|
||||
sd->u.s.diffuse.dwStride,
|
||||
sd->u.s.diffuse.lpData);
|
||||
checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
@ -966,13 +965,13 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
if (sd->u.s.specular.lpData != NULL) {
|
||||
|
||||
/* Note dwType == float3 or float4 == 2 or 3 */
|
||||
VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %ld, %p)\n",
|
||||
sd->u.s.specular.dwStride,
|
||||
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)) {
|
||||
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
|
||||
sd->u.s.specular.dwStride,
|
||||
sd->u.s.specular.dwStride,
|
||||
sd->u.s.specular.lpData);
|
||||
vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
|
||||
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
||||
|
@ -1029,27 +1028,27 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
GLenum type;
|
||||
|
||||
switch (sd->u.s.texCoords[coordIdx].dwType) {
|
||||
case D3DDECLTYPE_FLOAT1: size = 1, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_FLOAT2: size = 2, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_FLOAT3: size = 3, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_FLOAT4: size = 4, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_SHORT2: size = 2, type = GL_SHORT; break;
|
||||
case D3DDECLTYPE_SHORT4: size = 4, type = GL_SHORT; break;
|
||||
case D3DDECLTYPE_UBYTE4: size = 4, type = GL_UNSIGNED_BYTE; break;
|
||||
default: FIXME("Unrecognized data type %ld\n", sd->u.s.texCoords[coordIdx].dwType);
|
||||
case D3DDECLTYPE_FLOAT1: size = 1, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_FLOAT2: size = 2, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_FLOAT3: size = 3, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_FLOAT4: size = 4, type = GL_FLOAT; break;
|
||||
case D3DDECLTYPE_SHORT2: size = 2, type = GL_SHORT; break;
|
||||
case D3DDECLTYPE_SHORT4: size = 4, type = GL_SHORT; break;
|
||||
case D3DDECLTYPE_UBYTE4: size = 4, type = GL_UNSIGNED_BYTE; break;
|
||||
default: FIXME("Unrecognized data type %ld\n", sd->u.s.texCoords[coordIdx].dwType);
|
||||
size = 4; type = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
|
||||
glTexCoordPointer(size, type, sd->u.s.texCoords[coordIdx].dwStride, sd->u.s.texCoords[coordIdx].lpData);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
} else {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
|
||||
}
|
||||
}
|
||||
glTexCoordPointer(size, type, sd->u.s.texCoords[coordIdx].dwStride, sd->u.s.texCoords[coordIdx].lpData);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
} else {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/* Ok, Work out which primitive is requested and how many vertexes that
|
||||
/* Ok, Work out which primitive is requested and how many vertexes that
|
||||
will be */
|
||||
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
||||
|
||||
|
@ -1061,8 +1060,8 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
glDrawElements(glPrimType, NumVertexes, idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
||||
(const char *)idxData+(idxSize * startIdx));
|
||||
#else
|
||||
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
||||
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
||||
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
||||
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
||||
(const char *)idxData+(idxSize * startIdx));
|
||||
#endif
|
||||
checkGLcall("glDrawRangeElements");
|
||||
|
@ -1077,11 +1076,11 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
/*
|
||||
* Actually draw using the supplied information.
|
||||
* Slower GL version which extracts info about each vertex in turn
|
||||
*/
|
||||
void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
int PrimitiveType, ULONG NumPrimitives,
|
||||
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
||||
|
||||
|
@ -1226,7 +1225,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
case 4: q = ptrToCoords[3]; /* drop through */
|
||||
case 3: r = ptrToCoords[2]; /* drop through */
|
||||
case 2: t = ptrToCoords[1]; /* drop through */
|
||||
case 1: s = ptrToCoords[0];
|
||||
case 1: s = ptrToCoords[0];
|
||||
}
|
||||
|
||||
/* Projected is more 'fun' - Move the last coord to the 'q'
|
||||
|
@ -1253,7 +1252,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
case 4: /* Nop here */
|
||||
break;
|
||||
default:
|
||||
FIXME("Unexpected D3DTSS_TEXTURETRANSFORMFLAGS value of %ld\n",
|
||||
FIXME("Unexpected D3DTSS_TEXTURETRANSFORMFLAGS value of %ld\n",
|
||||
This->stateBlock->textureState[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED);
|
||||
}
|
||||
}
|
||||
|
@ -1311,10 +1310,10 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
(diffuseColor >> 8) & 0xFF,
|
||||
(diffuseColor >> 0) & 0xFF,
|
||||
(diffuseColor >> 24) & 0xFF);
|
||||
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n",
|
||||
((diffuseColor >> 16) & 0xFF) / 255.0f,
|
||||
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n",
|
||||
((diffuseColor >> 16) & 0xFF) / 255.0f,
|
||||
((diffuseColor >> 8) & 0xFF) / 255.0f,
|
||||
((diffuseColor >> 0) & 0xFF) / 255.0f,
|
||||
((diffuseColor >> 0) & 0xFF) / 255.0f,
|
||||
((diffuseColor >> 24) & 0xFF) / 255.0f));
|
||||
} else {
|
||||
if (vx_index == 0) glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
@ -1322,8 +1321,8 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
|
||||
/* Specular ------------------------------- */
|
||||
if (sd->u.s.diffuse.lpData != NULL) {
|
||||
VTRACE(("glSecondaryColor4ub: r,g,b=%f,%f,%f\n",
|
||||
((specularColor >> 16) & 0xFF) / 255.0f,
|
||||
VTRACE(("glSecondaryColor4ub: r,g,b=%f,%f,%f\n",
|
||||
((specularColor >> 16) & 0xFF) / 255.0f,
|
||||
((specularColor >> 8) & 0xFF) / 255.0f,
|
||||
((specularColor >> 0) & 0xFF) / 255.0f));
|
||||
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
||||
|
@ -1332,18 +1331,18 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
(specularColor >> 8) & 0xFF,
|
||||
(specularColor >> 0) & 0xFF);
|
||||
} else {
|
||||
/* Do not worry if specular colour missing and disable request */
|
||||
VTRACE(("Specular color extensions not supplied\n"));
|
||||
}
|
||||
/* Do not worry if specular colour missing and disable request */
|
||||
VTRACE(("Specular color extensions not supplied\n"));
|
||||
}
|
||||
} else {
|
||||
if (vx_index == 0) {
|
||||
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
||||
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
||||
} else {
|
||||
/* Do not worry if specular colour missing and disable request */
|
||||
VTRACE(("Specular color extensions not supplied\n"));
|
||||
}
|
||||
}
|
||||
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
||||
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
||||
} else {
|
||||
/* Do not worry if specular colour missing and disable request */
|
||||
VTRACE(("Specular color extensions not supplied\n"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Normal -------------------------------- */
|
||||
|
@ -1353,7 +1352,7 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
} else {
|
||||
if (vx_index == 0) glNormal3f(0, 0, 1);
|
||||
}
|
||||
|
||||
|
||||
/* Position -------------------------------- */
|
||||
if (sd->u.s.position.lpData != NULL) {
|
||||
if (1.0f == rhw || ((rhw < 0.0001f) && (rhw > -0.0001f))) {
|
||||
|
@ -1377,12 +1376,12 @@ void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
}
|
||||
|
||||
#if 0 /* TODO: Software/Hardware vertex blending support */
|
||||
/*
|
||||
/*
|
||||
* Draw with emulated vertex shaders
|
||||
* Note: strided data is uninitialized, as we need to pass the vertex
|
||||
* shader directly as ordering irs yet
|
||||
* shader directly as ordering irs yet
|
||||
*/
|
||||
void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
int PrimitiveType, ULONG NumPrimitives,
|
||||
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
||||
|
||||
|
@ -1444,7 +1443,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
vertex_shader->output.oD[0].x = 1.0;
|
||||
vertex_shader->output.oD[0].y = 1.0;
|
||||
vertex_shader->output.oD[0].z = 1.0;
|
||||
vertex_shader->output.oD[0].w = 1.0;
|
||||
vertex_shader->output.oD[0].w = 1.0;
|
||||
|
||||
/* Now execute the vertex shader */
|
||||
IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
|
||||
|
@ -1479,30 +1478,30 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
memset(numcoords, 0x00, sizeof(numcoords));
|
||||
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
|
||||
if (This->stateBlock->textures[textureNo] != NULL) {
|
||||
texcoords[textureNo].x = vertex_shader->output.oT[textureNo].x;
|
||||
texcoords[textureNo].y = vertex_shader->output.oT[textureNo].y;
|
||||
texcoords[textureNo].z = vertex_shader->output.oT[textureNo].z;
|
||||
texcoords[textureNo].w = vertex_shader->output.oT[textureNo].w;
|
||||
texcoords[textureNo].x = vertex_shader->output.oT[textureNo].x;
|
||||
texcoords[textureNo].y = vertex_shader->output.oT[textureNo].y;
|
||||
texcoords[textureNo].z = vertex_shader->output.oT[textureNo].z;
|
||||
texcoords[textureNo].w = vertex_shader->output.oT[textureNo].w;
|
||||
if (This->stateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] != D3DTTFF_DISABLE) {
|
||||
numcoords[textureNo] = This->stateBlock->texture_state[textureNo][D3DTSS_TEXTURETRANSFORMFLAGS] & ~D3DTTFF_PROJECTED;
|
||||
} else {
|
||||
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) {
|
||||
case D3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
|
||||
case D3DRTYPE_VOLUMETEXTURE: numcoords[textureNo] = 3; break;
|
||||
default: numcoords[textureNo] = 4;
|
||||
case D3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
|
||||
case D3DRTYPE_VOLUMETEXTURE: numcoords[textureNo] = 3; break;
|
||||
default: numcoords[textureNo] = 4;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
numcoords[textureNo] = 0;
|
||||
numcoords[textureNo] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* Draw using this information */
|
||||
draw_vertex(iface,
|
||||
TRUE, x, y, z, rhw,
|
||||
TRUE, 0.0f, 0.0f, 1.0f,
|
||||
TRUE, (float*) &vertex_shader->output.oD[0],
|
||||
TRUE, (float*) &vertex_shader->output.oD[1],
|
||||
TRUE, x, y, z, rhw,
|
||||
TRUE, 0.0f, 0.0f, 1.0f,
|
||||
TRUE, (float*) &vertex_shader->output.oD[0],
|
||||
TRUE, (float*) &vertex_shader->output.oD[1],
|
||||
FALSE, ptSize, /* FIXME: Change back when supported */
|
||||
texcoords, numcoords);
|
||||
|
||||
|
@ -1517,7 +1516,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
checkGLcall("glEnd and previous calls");
|
||||
}
|
||||
|
||||
void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
||||
int PrimitiveType, ULONG NumPrimitives,
|
||||
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
|
||||
|
||||
|
@ -1548,7 +1547,7 @@ void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
/* Set up the vertex.attr[n] inputs */
|
||||
IDirect3DDeviceImpl_FillVertexShaderInputArbHW(This, vertex_shader, 0);
|
||||
|
||||
/* Ok, Work out which primitive is requested and how many vertexes that
|
||||
/* Ok, Work out which primitive is requested and how many vertexes that
|
||||
will be */
|
||||
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
|
||||
|
||||
|
@ -1560,8 +1559,8 @@ void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
glDrawElements(glPrimType, NumVertexes, idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
||||
(const char *)idxData+(idxSize * startIdx));
|
||||
#else
|
||||
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
||||
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
||||
glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes,
|
||||
idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
|
||||
(const char *)idxData+(idxSize * startIdx));
|
||||
#endif
|
||||
checkGLcall("glDrawRangeElements");
|
||||
|
@ -1574,7 +1573,7 @@ void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
|
|||
checkGLcall("glDrawArrays");
|
||||
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
GLint errPos;
|
||||
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
|
||||
|
@ -1653,17 +1652,17 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
} else {
|
||||
TRACE("(%p) : using vertex declaration %p \n", iface, This->stateBlock->vertexDecl);
|
||||
}
|
||||
|
||||
|
||||
/* If we will be using a vertex shader, do some initialization for it */
|
||||
if (useVertexShaderFunction) {
|
||||
#if 0 /* TODO: vertex and pixel shaders */
|
||||
vertex_shader = VERTEX_SHADER(This->stateBlock->VertexShader);
|
||||
memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
|
||||
|
||||
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
|
||||
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
|
||||
This->devType != D3DDEVTYPE_REF &&
|
||||
!This->stateBlock->renderState[D3DRS_SOFTWAREVERTEXPROCESSING] &&
|
||||
vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
|
||||
!This->stateBlock->renderState[D3DRS_SOFTWAREVERTEXPROCESSING] &&
|
||||
vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
|
||||
|
||||
/** init Constants */
|
||||
if (This->stateBlock->Changed.vertexShaderConstant) {
|
||||
|
@ -1685,7 +1684,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
|
||||
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
||||
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
|
||||
|
||||
/* init Constants */
|
||||
if (This->stateBlock->Changed.pixelShaderConstant) {
|
||||
|
@ -1721,15 +1720,15 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
|
||||
/* Setup transform matrices and sort out */
|
||||
if (useHW) {
|
||||
/* Lighting is not completely bypassed with ATI drivers although it should be. Mesa is ok from this respect...
|
||||
So make sure lighting is disabled. */
|
||||
/* Lighting is not completely bypassed with ATI drivers although it should be. Mesa is ok from this respect...
|
||||
So make sure lighting is disabled. */
|
||||
isLightingOn = glIsEnabled(GL_LIGHTING);
|
||||
glDisable(GL_LIGHTING);
|
||||
checkGLcall("glDisable(GL_LIGHTING);");
|
||||
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
|
||||
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
|
||||
} else {
|
||||
isLightingOn = primitiveInitState(iface,
|
||||
fvf & D3DFVF_XYZRHW,
|
||||
isLightingOn = primitiveInitState(iface,
|
||||
fvf & D3DFVF_XYZRHW,
|
||||
!(fvf & D3DFVF_NORMAL),
|
||||
useVertexShaderFunction);
|
||||
}
|
||||
|
@ -1767,36 +1766,36 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
if (useHW) {
|
||||
TRACE("Swap HW vertex shader\n");
|
||||
#if 0 /* TODO: vertex and pixel shaders */
|
||||
drawStridedHardwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
drawStridedHardwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
#endif
|
||||
} else {
|
||||
/* We will have to use the very, very slow emulation layer */
|
||||
TRACE("Swap SW vertex shader\n");
|
||||
#if 0 /* TODO: vertex and pixel shaders */
|
||||
drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
#endif
|
||||
}
|
||||
|
||||
} else if ((dataLocations.u.s.pSize.lpData != NULL)
|
||||
|| (dataLocations.u.s.diffuse.lpData != NULL)
|
||||
} else if ((dataLocations.u.s.pSize.lpData != NULL)
|
||||
|| (dataLocations.u.s.diffuse.lpData != NULL)
|
||||
|| nonPower2
|
||||
/*|| (dataLocations.u.s.blendWeights.lpData != NULL)*/) {
|
||||
|
||||
/* Fixme, Ideally, only use the per-vertex code for software HAL
|
||||
but until opengl supports all the functions returned to setup
|
||||
vertex arrays, we need to drop down to the slow mechanism for
|
||||
/* Fixme, Ideally, only use the per-vertex code for software HAL
|
||||
but until opengl supports all the functions returned to setup
|
||||
vertex arrays, we need to drop down to the slow mechanism for
|
||||
certain functions */
|
||||
|
||||
/* We will have to use the slow version of GL per vertex setup */
|
||||
drawStridedSlow(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
drawStridedSlow(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
|
||||
} else {
|
||||
|
||||
/* We can use the fast version of GL pointers */
|
||||
drawStridedFast(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
drawStridedFast(iface, &dataLocations, PrimitiveType, NumPrimitives,
|
||||
idxData, idxSize, minIndex, StartIdx);
|
||||
}
|
||||
|
||||
|
@ -1816,10 +1815,10 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
if (errPos != -1)
|
||||
FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
|
||||
#endif
|
||||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/* Finshed updating the screen, restore lock */
|
||||
LEAVE_GL();
|
||||
TRACE("Done all gl drawing\n");
|
||||
|
@ -1851,7 +1850,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
}
|
||||
}
|
||||
#endif
|
||||
primCounter = primCounter + 1;
|
||||
primCounter = primCounter + 1;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
* Copyright 2002-2004 Jason Edmeades
|
||||
* Copyright 2003-2004 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -47,7 +48,7 @@ ULONG WINAPI IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) {
|
|||
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
|
||||
ULONG ref = InterlockedIncrement(&This->resource.ref);
|
||||
TRACE("(%p) : AddRef increasing from %ld\n", This, ref - 1);
|
||||
return ref;
|
||||
return ref;
|
||||
}
|
||||
|
||||
ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) {
|
||||
|
@ -128,9 +129,11 @@ HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *ifac
|
|||
|
||||
const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DIndexBufferImpl_QueryInterface,
|
||||
IWineD3DIndexBufferImpl_AddRef,
|
||||
IWineD3DIndexBufferImpl_Release,
|
||||
/* IWineD3DResource */
|
||||
IWineD3DIndexBufferImpl_GetParent,
|
||||
IWineD3DIndexBufferImpl_GetDevice,
|
||||
IWineD3DIndexBufferImpl_SetPrivateData,
|
||||
|
@ -140,6 +143,7 @@ const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
|
|||
IWineD3DIndexBufferImpl_GetPriority,
|
||||
IWineD3DIndexBufferImpl_PreLoad,
|
||||
IWineD3DIndexBufferImpl_GetType,
|
||||
/* IWineD3DIndexBuffer */
|
||||
IWineD3DIndexBufferImpl_Lock,
|
||||
IWineD3DIndexBufferImpl_Unlock,
|
||||
IWineD3DIndexBufferImpl_GetDesc
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
* Copyright 2002-2004 Jason Edmeades
|
||||
* Copyright 2003-2004 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -26,7 +27,7 @@
|
|||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
|
||||
/* IDirect3DResource IUnknown parts follow: */
|
||||
/* IWineD3DResource IUnknown parts follow: */
|
||||
HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj)
|
||||
{
|
||||
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
|
||||
|
@ -71,7 +72,7 @@ void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){
|
|||
This->resource.allocatedMemory = 0;
|
||||
}
|
||||
|
||||
/* IDirect3DResource Interface follow: */
|
||||
/* IWineD3DResource Interface follow: */
|
||||
HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice** ppDevice) {
|
||||
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
|
||||
TRACE("(%p) : returning %p\n", This, This->resource.wineD3DDevice);
|
||||
|
@ -128,9 +129,11 @@ HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown
|
|||
|
||||
static const IWineD3DResourceVtbl IWineD3DResource_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DResourceImpl_QueryInterface,
|
||||
IWineD3DResourceImpl_AddRef,
|
||||
IWineD3DResourceImpl_Release,
|
||||
/* IWineD3DResource */
|
||||
IWineD3DResourceImpl_GetParent,
|
||||
IWineD3DResourceImpl_GetDevice,
|
||||
IWineD3DResourceImpl_SetPrivateData,
|
||||
|
|
|
@ -454,7 +454,7 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
|
|||
unsigned int i;
|
||||
|
||||
/* Note this may have a large overhead but it should only be executed
|
||||
once, in order to initialize the complete state of the device and
|
||||
once, in order to initialize the complete state of the device and
|
||||
all opengl equivalents */
|
||||
TRACE("-----------------------> Setting up device defaults...\n");
|
||||
This->blockType = D3DSBT_ALL;
|
||||
|
@ -634,7 +634,7 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
|
|||
|
||||
/* Sampler states*/
|
||||
for (i = 0 ; i < MAX_SAMPLERS; i++) {
|
||||
TRACE("Setting up default samplers states for sampler %d\n", i);
|
||||
TRACE("Setting up default samplers states for sampler %d\n", i);
|
||||
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
|
||||
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
|
||||
This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
|
||||
|
@ -714,9 +714,11 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
|
|||
|
||||
const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DStateBlockImpl_QueryInterface,
|
||||
IWineD3DStateBlockImpl_AddRef,
|
||||
IWineD3DStateBlockImpl_Release,
|
||||
/* IWineD3DStateBlock */
|
||||
IWineD3DStateBlockImpl_GetParent,
|
||||
IWineD3DStateBlockImpl_GetDevice,
|
||||
IWineD3DStateBlockImpl_Capture,
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
* Copyright 2002-2005 Jason Edmeades
|
||||
* Copyright 2002-2003 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
* Copyright 2005 Oliver Stieber
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -107,7 +107,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
|
|||
/* TODO: re-write the way textures and managed,
|
||||
* use a 'opengl context manager' to manage RenderTarget surfaces
|
||||
** *********************************************************/
|
||||
|
||||
|
||||
/* TODO: check for locks */
|
||||
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
||||
IWineD3DBaseTexture *baseTexture = NULL;
|
||||
|
@ -116,7 +116,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
|
|||
TRACE("Passing to conatiner\n");
|
||||
IWineD3DBaseTexture_PreLoad(baseTexture);
|
||||
IWineD3DBaseTexture_Release(baseTexture);
|
||||
} else{
|
||||
} else {
|
||||
TRACE("(%p) : About to load surface\n", This);
|
||||
ENTER_GL();
|
||||
#if 0 /* TODO: context manager support */
|
||||
|
@ -131,7 +131,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
|
|||
checkGLcall("glBindTexture");
|
||||
IWineD3DSurface_LoadTexture(iface);
|
||||
/* This is where we should be reducing the amount of GLMemoryUsed */
|
||||
}else {
|
||||
} else {
|
||||
if (This->glDescription.level == 0) {
|
||||
glBindTexture(This->glDescription.target, This->glDescription.textureName);
|
||||
checkGLcall("glBindTexture");
|
||||
|
@ -158,10 +158,12 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
|
|||
}
|
||||
|
||||
D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
|
||||
TRACE("(%p) : calling resourceimpl_GetType\n", iface);
|
||||
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
|
||||
TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
|
||||
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
|
||||
}
|
||||
|
||||
|
@ -202,7 +204,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFAC
|
|||
return D3D_OK;
|
||||
}
|
||||
|
||||
void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target){
|
||||
void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
|
||||
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
||||
TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
|
||||
if (This->glDescription.textureName == 0 && textureName != 0) {
|
||||
|
@ -213,7 +215,7 @@ void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT te
|
|||
This->glDescription.target = target;
|
||||
}
|
||||
|
||||
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription){
|
||||
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
|
||||
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
||||
TRACE("(%p) : returning %p\n", This, &This->glDescription);
|
||||
*glDescription = &This->glDescription;
|
||||
|
@ -243,36 +245,38 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
}
|
||||
|
||||
if (FALSE == This->lockable) {
|
||||
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
|
||||
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
|
||||
texture regions, and since the destination is an unlockable region we need
|
||||
to tolerate this */
|
||||
TRACE("Warning: trying to lock unlockable surf@%p\n", This);
|
||||
TRACE("Warning: trying to lock unlockable surf@%p\n", This);
|
||||
/*return D3DERR_INVALIDCALL; */
|
||||
}
|
||||
|
||||
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
||||
if (This->resource.usage & D3DUSAGE_RENDERTARGET) {
|
||||
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
||||
|
||||
if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
|
||||
if (swapchain != NULL && iface == swapchain->backBuffer) {
|
||||
TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
} else if (swapchain != NULL && iface == swapchain->frontBuffer) {
|
||||
TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
} else if (iface == myDevice->renderTarget) {
|
||||
TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
} else if (iface == myDevice->depthStencilBuffer) {
|
||||
TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
}
|
||||
if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
|
||||
if (swapchain != NULL && iface == swapchain->backBuffer) {
|
||||
TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
} else if (swapchain != NULL && iface == swapchain->frontBuffer) {
|
||||
TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
} else if (iface == myDevice->renderTarget) {
|
||||
TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
} else if (iface == myDevice->depthStencilBuffer) {
|
||||
TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
}
|
||||
|
||||
if (NULL != swapchain) {
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
||||
if (NULL != swapchain) {
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
||||
}
|
||||
swapchain = NULL;
|
||||
}
|
||||
swapchain = NULL;
|
||||
} else {
|
||||
TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
||||
}
|
||||
|
||||
/* DXTn formats don't have exact pitches as they are to the new row of blocks,
|
||||
where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
|
||||
where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
|
||||
ie pitch = (width/4) * bytes per block */
|
||||
if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
|
||||
pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 3;
|
||||
|
@ -302,7 +306,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
This->lockedRect.bottom = pRect->bottom;
|
||||
}
|
||||
|
||||
if(This->nonpow2){
|
||||
if (This->nonpow2) {
|
||||
TRACE("Locking non-power 2 texture\n");
|
||||
}
|
||||
|
||||
|
@ -407,31 +411,31 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
if (iface == myDevice->renderTarget || iface == swapchain->backBuffer) {
|
||||
TRACE("locking back buffer\n");
|
||||
glReadBuffer(GL_BACK);
|
||||
}else if (iface == swapchain->frontBuffer) {
|
||||
} else if (iface == swapchain->frontBuffer) {
|
||||
TRACE("locking front\n");
|
||||
glReadBuffer(GL_FRONT);
|
||||
}else if (iface == myDevice->depthStencilBuffer) {
|
||||
} else if (iface == myDevice->depthStencilBuffer) {
|
||||
FIXME("Stencil Buffer lock unsupported for now\n");
|
||||
} else{
|
||||
} else {
|
||||
FIXME("(%p) Shouldn't have got here!\n", This);
|
||||
glReadBuffer(GL_BACK);
|
||||
}
|
||||
}else if (swapchain != NULL) {
|
||||
} else if (swapchain != NULL) {
|
||||
IWineD3DSwapChainImpl *implSwapChain;
|
||||
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
|
||||
if (swapchain->glCtx == implSwapChain->render_ctx && swapchain->drawable == implSwapChain->win) {
|
||||
/* This will fail for the implicit swapchain, which is why there needs to be a context manager */
|
||||
if (iface == swapchain->backBuffer) {
|
||||
glReadBuffer(GL_BACK);
|
||||
}else if (iface == swapchain->frontBuffer) {
|
||||
} else if (iface == swapchain->frontBuffer) {
|
||||
glReadBuffer(GL_FRONT);
|
||||
} else if (iface == myDevice->depthStencilBuffer) {
|
||||
FIXME("Stencil Buffer lock unsupported for now\n");
|
||||
} else{
|
||||
} else {
|
||||
FIXME("Should have got here!\n");
|
||||
glReadBuffer(GL_BACK);
|
||||
}
|
||||
}else{
|
||||
} else {
|
||||
/* We need to switch contexts to be able to read the buffer!!! */
|
||||
FIXME("The buffer requested isn't in the current openGL context\n");
|
||||
notInContext = TRUE;
|
||||
|
@ -468,7 +472,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
BOOL ati_performance_hack = FALSE;
|
||||
ati_performance_hack = (This->lockedRect.bottom - This->lockedRect.top > 10) || (This->lockedRect.right - This->lockedRect.left > 10)? TRUE: FALSE;
|
||||
#endif
|
||||
if ((This->lockedRect.left ==0 && This->lockedRect.top ==0 &&
|
||||
if ((This->lockedRect.left == 0 && This->lockedRect.top == 0 &&
|
||||
This->lockedRect.right == This->currentDesc.Width
|
||||
&& This->lockedRect.bottom == This->currentDesc.Height)) {
|
||||
glReadPixels(0, 0,
|
||||
|
@ -477,7 +481,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
This->glDescription.glFormat,
|
||||
This->glDescription.glType,
|
||||
(char *)pLockedRect->pBits);
|
||||
}else if (This->lockedRect.left ==0 && This->lockedRect.right == This->currentDesc.Width) {
|
||||
} else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) {
|
||||
glReadPixels(0,
|
||||
This->lockedRect.top,
|
||||
This->currentDesc.Width,
|
||||
|
@ -507,19 +511,19 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
|
||||
} else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
|
||||
|
||||
if(!messages & 1){
|
||||
if (!messages & 1) {
|
||||
FIXME("TODO stencil depth surface locking surf%p usage(%lu)\n", This, This->resource.usage);
|
||||
/*
|
||||
|
||||
glReadPixels(This->lockedRect.left,
|
||||
This->lockedRect.bottom - j - 1,
|
||||
This->lockedRect.bottom - j - 1,
|
||||
This->lockedRect.right - This->lockedRect.left,
|
||||
1,
|
||||
GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
|
||||
|
||||
)
|
||||
*/
|
||||
messages |=1;
|
||||
messages |= 1;
|
||||
}
|
||||
} else {
|
||||
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
||||
|
@ -540,7 +544,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
|
|||
TRACE("Making container dirty\n");
|
||||
IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
|
||||
IWineD3DBaseTexture_Release(pBaseTexture);
|
||||
}else{
|
||||
} else {
|
||||
TRACE("Surface is standalone, no need to dirty the container\n");
|
||||
}
|
||||
}
|
||||
|
@ -563,16 +567,18 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
|||
return D3DERR_INVALIDCALL;
|
||||
}
|
||||
|
||||
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
||||
if (D3DUSAGE_RENDERTARGET & This->resource.usage) {
|
||||
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
||||
|
||||
if ((swapchain != NULL) && iface == swapchain->backBuffer) {
|
||||
buffername = "backBuffer";
|
||||
} else if ((swapchain != NULL) && iface == swapchain->frontBuffer) {
|
||||
buffername = "frontBuffer";
|
||||
} else if (iface == myDevice->depthStencilBuffer) {
|
||||
buffername = "depthStencilBuffer";
|
||||
} else if (iface == myDevice->renderTarget) {
|
||||
buffername = "renderTarget";
|
||||
if ((swapchain != NULL) && iface == swapchain->backBuffer) {
|
||||
buffername = "backBuffer";
|
||||
} else if ((swapchain != NULL) && iface == swapchain->frontBuffer) {
|
||||
buffername = "frontBuffer";
|
||||
} else if (iface == myDevice->depthStencilBuffer) {
|
||||
buffername = "depthStencilBuffer";
|
||||
} else if (iface == myDevice->renderTarget) {
|
||||
buffername = "renderTarget";
|
||||
}
|
||||
}
|
||||
|
||||
if (swapchain != NULL) {
|
||||
|
@ -621,7 +627,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
|||
vcheckGLcall("glPixelZoom");
|
||||
|
||||
/* glDrawPixels transforms the raster position as though it was a vertex -
|
||||
we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
|
||||
we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
|
||||
per drawprim (and leave set - it will sort itself out due to last_was_rhw */
|
||||
if (!myDevice->last_was_rhw) {
|
||||
|
||||
|
@ -629,7 +635,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
|||
myDevice->last_was_rhw = TRUE;
|
||||
|
||||
/* Transformed already into viewport coordinates, so we do not need transform
|
||||
matrices. Reset all matrices to identity and leave the default matrix in world
|
||||
matrices. Reset all matrices to identity and leave the default matrix in world
|
||||
mode. */
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
checkGLcall("glMatrixMode");
|
||||
|
@ -819,7 +825,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|||
if ((This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) &&
|
||||
!GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
|
||||
/**
|
||||
* wanted a paletted texture and not really support it in HW
|
||||
* wanted a paletted texture and not really support it in HW
|
||||
* so software emulation code begin
|
||||
*/
|
||||
UINT i;
|
||||
|
@ -836,7 +842,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|||
if (This->resource.format == WINED3DFMT_A8P8)
|
||||
*dst++ = pal[color].peFlags;
|
||||
else
|
||||
*dst++ = 0xFF;
|
||||
*dst++ = 0xFF;
|
||||
}
|
||||
|
||||
ENTER_GL();
|
||||
|
@ -845,9 +851,9 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|||
This->glDescription.target,
|
||||
This->glDescription.level,
|
||||
GL_RGBA,
|
||||
This->currentDesc.Width,
|
||||
This->currentDesc.Height,
|
||||
0,
|
||||
This->currentDesc.Width,
|
||||
This->currentDesc.Height,
|
||||
0,
|
||||
GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,
|
||||
surface);
|
||||
|
@ -865,7 +871,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|||
|
||||
LEAVE_GL();
|
||||
|
||||
return D3D_OK;
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
/* TODO: Compressed non-power 2 support */
|
||||
|
@ -878,9 +884,9 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|||
This->glDescription.target,
|
||||
This->glDescription.level,
|
||||
This->glDescription.glFormatInternal,
|
||||
This->currentDesc.Width,
|
||||
This->currentDesc.Height,
|
||||
0,
|
||||
This->currentDesc.Width,
|
||||
This->currentDesc.Height,
|
||||
0,
|
||||
This->resource.size,
|
||||
This->resource.allocatedMemory);
|
||||
|
||||
|
@ -963,7 +969,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|||
This->glDescription.glFormatInternal,
|
||||
This->currentDesc.Width,
|
||||
This->currentDesc.Height,
|
||||
0,
|
||||
0,
|
||||
This->glDescription.glFormat,
|
||||
This->glDescription.glType,
|
||||
This->resource.allocatedMemory);
|
||||
|
@ -1084,7 +1090,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch
|
|||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
default:
|
||||
FIXME("Unimplemented dump mode format(%u,%s)\n", This->resource.format, debug_d3dformat(This->resource.format));
|
||||
}
|
||||
fclose(f);
|
||||
|
@ -1098,7 +1104,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
|
|||
This->dirtyRect.top = This->currentDesc.Height;
|
||||
This->dirtyRect.right = 0;
|
||||
This->dirtyRect.bottom = 0;
|
||||
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
||||
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
||||
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
||||
return D3D_OK;
|
||||
}
|
||||
|
@ -1121,7 +1127,7 @@ extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, C
|
|||
This->dirtyRect.right = This->currentDesc.Width;
|
||||
This->dirtyRect.bottom = This->currentDesc.Height;
|
||||
}
|
||||
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
||||
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
||||
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
||||
/* if the container is a basetexture then mark it dirty. */
|
||||
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == D3D_OK) {
|
||||
|
@ -1136,13 +1142,13 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IUnknown
|
|||
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
||||
TRACE("Setting container to %p from %p\n", container, This->container);
|
||||
This->container = container;
|
||||
return D3D_OK;
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
/* TODO: replace this function with context management routines */
|
||||
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) {
|
||||
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
||||
|
||||
|
||||
This->inPBuffer = inPBuffer;
|
||||
This->inTexture = inTexture;
|
||||
return D3D_OK;
|
||||
|
@ -1164,7 +1170,7 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
|
|||
IWineD3DSurfaceImpl_GetPriority,
|
||||
IWineD3DSurfaceImpl_PreLoad,
|
||||
IWineD3DSurfaceImpl_GetType,
|
||||
/* IWineD3DSurface */
|
||||
/* IWineD3DSurface */
|
||||
IWineD3DSurfaceImpl_GetContainer,
|
||||
IWineD3DSurfaceImpl_GetDesc,
|
||||
IWineD3DSurfaceImpl_LockRect,
|
||||
|
|
|
@ -45,11 +45,11 @@ inline static Display *get_display( HDC hdc )
|
|||
return display;
|
||||
}
|
||||
|
||||
/*TODO: some of the additional parameters may be required to
|
||||
/*TODO: some of the additional parameters may be required to
|
||||
set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
|
||||
but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
|
||||
|
||||
|
||||
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
WINE_DECLARE_DEBUG_CHANNEL(d3d_fps);
|
||||
|
||||
|
@ -75,14 +75,14 @@ HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, RE
|
|||
}
|
||||
*ppobj = This;
|
||||
return D3D_OK;
|
||||
}
|
||||
}
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
|
||||
|
||||
ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
DWORD refCount;
|
||||
DWORD refCount;
|
||||
refCount = InterlockedDecrement(&This->ref);
|
||||
TRACE("(%p) : ReleaseRef to %ld\n", This, refCount);
|
||||
if (refCount == 0) {
|
||||
|
@ -125,20 +125,20 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknow
|
|||
/*IWineD3DSwapChain parts follow: */
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
|
||||
|
||||
ENTER_GL();
|
||||
|
||||
if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
|
||||
/* TODO: If only source rect or dest rect are supplied then clip the window to match */
|
||||
TRACE("preseting display %p, drawable %ld\n", This->display, This->drawable);
|
||||
|
||||
|
||||
/* Don't call checkGLcall, as glGetError is not applicable here */
|
||||
if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
|
||||
/* Set this swapchain up to point to the new destination.. */
|
||||
#ifdef USE_CONTEXT_MANAGER
|
||||
/* TODO: use a context mamager */
|
||||
#endif
|
||||
|
||||
|
||||
/* FIXME: Never access */
|
||||
IWineD3DSwapChainImpl *swapChainImpl;
|
||||
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)This->wineD3DDevice, 0 , (IWineD3DSwapChain **)&swapChainImpl);
|
||||
|
@ -152,11 +152,11 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
|
|||
int num;
|
||||
Display *oldDisplay = This->display;
|
||||
GLXContext oldContext = This->glCtx;
|
||||
IUnknown* tmp;
|
||||
IUnknown* tmp;
|
||||
GLXContext currentContext;
|
||||
Drawable currentDrawable;
|
||||
hDc = GetDC(hDestWindowOverride);
|
||||
This->win_handle = hDestWindowOverride;
|
||||
This->win_handle = hDestWindowOverride;
|
||||
This->win = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" );
|
||||
|
||||
TRACE("Creating a new context for the window %p \n", hDestWindowOverride);
|
||||
|
@ -174,7 +174,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
|
|||
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
|
||||
This->visInfo = XGetVisualInfo(This->display, VisualIDMask, &template, &num);
|
||||
if (NULL == This->visInfo) {
|
||||
ERR("cannot really get XVisual\n");
|
||||
ERR("cannot really get XVisual\n");
|
||||
LEAVE_GL();
|
||||
return D3DERR_NOTAVAILABLE;
|
||||
}
|
||||
|
@ -185,7 +185,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
|
|||
This->glCtx = glXCreateContext(This->display, This->visInfo, swapChainImpl->glCtx, GL_TRUE);
|
||||
|
||||
if (NULL == This->glCtx) {
|
||||
ERR("cannot create glxContext\n");
|
||||
ERR("cannot create glxContext\n");
|
||||
}
|
||||
This->drawable = This->win;
|
||||
This->render_ctx = This->glCtx;
|
||||
|
@ -206,25 +206,25 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
|
|||
glClearIndex(0);
|
||||
glClearDepth(1);
|
||||
glClearStencil(0);
|
||||
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
checkGLcall("glClear");
|
||||
|
||||
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
checkGLcall("glColor3f");
|
||||
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
checkGLcall("glEnable");
|
||||
|
||||
|
||||
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
||||
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
||||
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
||||
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
||||
|
||||
|
||||
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
||||
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
||||
|
||||
|
||||
/* If this swapchain is currently the active context then make this swapchain active */
|
||||
if(IWineD3DSurface_GetContainer((IWineD3DSurface *)This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == D3D_OK){
|
||||
if(tmp != (IUnknown *)This){
|
||||
|
@ -235,21 +235,21 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
|
|||
}else{
|
||||
/* reset the context */
|
||||
glXMakeCurrent(This->display, currentDrawable, currentContext);
|
||||
checkGLcall("glXMakeCurrent");
|
||||
checkGLcall("glXMakeCurrent");
|
||||
}
|
||||
/* delete the old contxt*/
|
||||
glXDestroyContext(oldDisplay, oldContext); /* Should this happen on an active context? seems a bad idea */
|
||||
LEAVE_GL();
|
||||
}
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapChainImpl);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/* TODO: The slow way, save the data to memory, create a new context for the destination window, transfer the data cleanup, it may be a good idea to the move this swapchain over to the using the target winows context so that it runs faster in feature. */
|
||||
|
||||
|
||||
glXSwapBuffers(This->display, This->drawable); /* TODO: cycle through the swapchain buffers */
|
||||
|
||||
|
||||
TRACE("glXSwapBuffers called, Starting new frame\n");
|
||||
/* FPS support */
|
||||
if (TRACE_ON(d3d_fps))
|
||||
|
@ -308,8 +308,8 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
|
|||
/* Although this is not strictly required, a simple demo showed this does occur
|
||||
on (at least non-debug) d3d */
|
||||
if (This->presentParms.SwapEffect & D3DSWAPEFFECT_DISCARD) {
|
||||
|
||||
TRACE("Clearing\n");
|
||||
|
||||
TRACE("Clearing\n");
|
||||
|
||||
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
|
||||
|
||||
|
@ -323,7 +323,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface
|
|||
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pDestSurface;
|
||||
GLenum format;
|
||||
GLenum type;
|
||||
|
||||
|
||||
TRACE("(%p) : iface(%p) pDestSurface(%p) \n", This, iface, pDestSurface);
|
||||
ENTER_GL();
|
||||
|
||||
|
@ -331,21 +331,21 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface
|
|||
format = D3DFmt2GLFmt(This->wineD3DDevice, surface->resource.format);
|
||||
type = D3DFmt2GLType(This->wineD3DDevice, surface->resource.format);
|
||||
glReadBuffer(GL_FRONT);
|
||||
glReadPixels(0,
|
||||
0,
|
||||
surface->currentDesc.Width,
|
||||
glReadPixels(0,
|
||||
0,
|
||||
surface->currentDesc.Width,
|
||||
surface->currentDesc.Height,
|
||||
format,
|
||||
type,
|
||||
surface->resource.allocatedMemory);
|
||||
format,
|
||||
type,
|
||||
surface->resource.allocatedMemory);
|
||||
LEAVE_GL();
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
|
||||
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
|
||||
*ppBackBuffer = (IWineD3DSurface *) This->backBuffer;
|
||||
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
|
||||
|
||||
|
@ -355,13 +355,13 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UIN
|
|||
}
|
||||
|
||||
/* Note inc ref on returned surface */
|
||||
IWineD3DSurface_AddRef(*ppBackBuffer);
|
||||
IWineD3DSurface_AddRef(*ppBackBuffer);
|
||||
return D3D_OK;
|
||||
|
||||
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, D3DRASTER_STATUS*pRasterStatus) {
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
pRasterStatus->InVBlank = TRUE;
|
||||
pRasterStatus->ScanLine = 0;
|
||||
FIXME("(%p) : stub\n", This);
|
||||
|
@ -369,7 +369,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, D
|
|||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, D3DDISPLAYMODE*pMode) {
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
HDC hdc;
|
||||
int bpp = 0;
|
||||
|
||||
|
@ -386,22 +386,22 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, D3
|
|||
case 16: pMode->Format = D3DFMT_R5G6B5; break;
|
||||
case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
|
||||
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
|
||||
default:
|
||||
default:
|
||||
FIXME("Unrecognized display mode format\n");
|
||||
pMode->Format = D3DFMT_UNKNOWN;
|
||||
}
|
||||
|
||||
TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
|
||||
pMode->Format, debug_d3dformat(pMode->Format));
|
||||
return D3D_OK;
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
|
||||
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
|
||||
|
||||
/* Note Calling this method will increase the internal reference count
|
||||
/* Note Calling this method will increase the internal reference count
|
||||
on the IDirect3DDevice9 interface. */
|
||||
IWineD3DDevice_AddRef(*ppDevice);
|
||||
TRACE("(%p) : returning %p\n", This, *ppDevice);
|
||||
|
@ -410,7 +410,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3
|
|||
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, D3DPRESENT_PARAMETERS *pPresentationParameters) {
|
||||
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
||||
FIXME("(%p) : copy\n", This);
|
||||
FIXME("(%p) : copy\n", This);
|
||||
memcpy(pPresentationParameters, &This->presentParms, sizeof(D3DPRESENT_PARAMETERS));
|
||||
return D3D_OK;
|
||||
}
|
||||
|
@ -424,7 +424,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWOR
|
|||
SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
|
||||
ReleaseDC(This->win_handle, hDC);
|
||||
return D3D_OK;
|
||||
|
||||
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, D3DGAMMARAMP *pRamp){
|
||||
|
@ -436,15 +436,17 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, D3DG
|
|||
GetDeviceGammaRamp(hDC, pRamp);
|
||||
ReleaseDC(This->win_handle, hDC);
|
||||
return D3D_OK;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DSwapChainImpl_QueryInterface,
|
||||
IWineD3DSwapChainImpl_AddRef,
|
||||
IWineD3DSwapChainImpl_Release,
|
||||
/* IWineD3DSwapChain */
|
||||
IWineD3DSwapChainImpl_GetParent,
|
||||
IWineD3DSwapChainImpl_GetDevice,
|
||||
IWineD3DSwapChainImpl_Present,
|
||||
|
@ -454,5 +456,5 @@ IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
|
|||
IWineD3DSwapChainImpl_GetDisplayMode,
|
||||
IWineD3DSwapChainImpl_GetPresentParameters,
|
||||
IWineD3DSwapChainImpl_SetGammaRamp,
|
||||
IWineD3DSwapChainImpl_GetGammaRamp
|
||||
IWineD3DSwapChainImpl_GetGammaRamp
|
||||
};
|
||||
|
|
|
@ -231,7 +231,7 @@ HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT
|
|||
return hr;
|
||||
}
|
||||
|
||||
HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
|
||||
HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
|
||||
CONST RECT *pRect, DWORD Flags) {
|
||||
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
|
||||
HRESULT hr = D3DERR_INVALIDCALL;
|
||||
|
@ -266,7 +266,7 @@ HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level
|
|||
HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
|
||||
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
|
||||
This->baseTexture.dirty = TRUE;
|
||||
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
|
||||
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
|
||||
return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *)This->surfaces[0], pDirtyRect);
|
||||
}
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
* Copyright 2002-2004 Jason Edmeades
|
||||
* Copyright 2003-2004 Raphael Junqueira
|
||||
* Copyright 2004 Christian Costa
|
||||
* Copyright 2005 Oliver Stieber
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -40,12 +41,12 @@ const char* debug_d3dformat(D3DFORMAT fmt) {
|
|||
FMT_TO_STR(WINED3DFMT_A1R5G5B5);
|
||||
FMT_TO_STR(WINED3DFMT_A4R4G4B4);
|
||||
FMT_TO_STR(WINED3DFMT_R3G3B2);
|
||||
FMT_TO_STR(WINED3DFMT_A8);
|
||||
FMT_TO_STR(WINED3DFMT_A8);
|
||||
FMT_TO_STR(WINED3DFMT_A8R3G3B2);
|
||||
FMT_TO_STR(WINED3DFMT_X4R4G4B4);
|
||||
FMT_TO_STR(WINED3DFMT_G16R16);
|
||||
FMT_TO_STR(WINED3DFMT_A2R10G10B10);
|
||||
FMT_TO_STR(WINED3DFMT_A16B16G16R16);
|
||||
FMT_TO_STR(WINED3DFMT_A16B16G16R16);
|
||||
FMT_TO_STR(WINED3DFMT_A8P8);
|
||||
FMT_TO_STR(WINED3DFMT_P8);
|
||||
FMT_TO_STR(WINED3DFMT_L8);
|
||||
|
@ -57,7 +58,7 @@ const char* debug_d3dformat(D3DFORMAT fmt) {
|
|||
FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
|
||||
FMT_TO_STR(WINED3DFMT_V16U16);
|
||||
FMT_TO_STR(WINED3DFMT_W11V11U10);
|
||||
FMT_TO_STR(WINED3DFMT_A2W10V10U10);
|
||||
FMT_TO_STR(WINED3DFMT_A2W10V10U10);
|
||||
FMT_TO_STR(WINED3DFMT_UYVY);
|
||||
FMT_TO_STR(WINED3DFMT_YUY2);
|
||||
FMT_TO_STR(WINED3DFMT_DXT1);
|
||||
|
@ -95,7 +96,7 @@ const char* debug_d3ddevicetype(D3DDEVTYPE devtype) {
|
|||
#define DEVTYPE_TO_STR(dev) case dev: return #dev
|
||||
DEVTYPE_TO_STR(D3DDEVTYPE_HAL);
|
||||
DEVTYPE_TO_STR(D3DDEVTYPE_REF);
|
||||
DEVTYPE_TO_STR(D3DDEVTYPE_SW);
|
||||
DEVTYPE_TO_STR(D3DDEVTYPE_SW);
|
||||
#undef DEVTYPE_TO_STR
|
||||
default:
|
||||
FIXME("Unrecognized %u D3DDEVTYPE!\n", devtype);
|
||||
|
@ -233,8 +234,8 @@ const char* debug_d3drenderstate(DWORD state) {
|
|||
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
|
||||
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
|
||||
D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
|
||||
D3DSTATE_TO_STR(WINED3DRS_POSITIONORDER );
|
||||
D3DSTATE_TO_STR(WINED3DRS_NORMALORDER );
|
||||
D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
|
||||
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
|
||||
#undef D3DSTATE_TO_STR
|
||||
default:
|
||||
FIXME("Unrecognized %lu render state!\n", state);
|
||||
|
@ -311,13 +312,13 @@ const char* debug_d3dpool(D3DPOOL Pool) {
|
|||
* Useful functions mapping GL <-> D3D values
|
||||
*/
|
||||
GLenum StencilOp(DWORD op) {
|
||||
switch(op) {
|
||||
switch(op) {
|
||||
case D3DSTENCILOP_KEEP : return GL_KEEP;
|
||||
case D3DSTENCILOP_ZERO : return GL_ZERO;
|
||||
case D3DSTENCILOP_REPLACE : return GL_REPLACE;
|
||||
case D3DSTENCILOP_INCRSAT : return GL_INCR;
|
||||
case D3DSTENCILOP_DECRSAT : return GL_DECR;
|
||||
case D3DSTENCILOP_INVERT : return GL_INVERT;
|
||||
case D3DSTENCILOP_INVERT : return GL_INVERT;
|
||||
case D3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
|
||||
case D3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
|
||||
default:
|
||||
|
@ -341,8 +342,8 @@ GLenum StencilOp(DWORD op) {
|
|||
#endif
|
||||
|
||||
#if !defined(combine_ext)
|
||||
void set_tex_op(LPDIRECT3DDEVICE8 iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
|
||||
{
|
||||
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
|
||||
{
|
||||
FIXME("Requires opengl combine extensions to work\n");
|
||||
return;
|
||||
}
|
||||
|
@ -367,15 +368,15 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
|
||||
/* Note: Operations usually involve two ars, src0 and src1 and are operations of
|
||||
the form (a1 <operation> a2). However, some of the more complex operations
|
||||
take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
|
||||
take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
|
||||
in a third parameter called a0. Therefore these are operations of the form
|
||||
a0 <operation> a1 <operation> a2, ie the new parameter goes to the front.
|
||||
|
||||
|
||||
However, below we treat the new (a0) parameter as src2/opr2, so in the actual
|
||||
functions below, expect their syntax to differ slightly to those listed in the
|
||||
manuals, ie replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
|
||||
This affects D3DTOP_MULTIPLYADD and D3DTOP_LERP */
|
||||
|
||||
|
||||
if (isAlpha) {
|
||||
comb_target = useext(GL_COMBINE_ALPHA);
|
||||
src0_target = useext(GL_SOURCE0_ALPHA);
|
||||
|
@ -398,17 +399,17 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
}
|
||||
|
||||
/* From MSDN (WINED3DTSS_ALPHAARG1) :
|
||||
The default argument is D3DTA_TEXTURE. If no texture is set for this stage,
|
||||
The default argument is D3DTA_TEXTURE. If no texture is set for this stage,
|
||||
then the default argument is D3DTA_DIFFUSE.
|
||||
FIXME? If texture added/removed, may need to reset back as well? */
|
||||
if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == D3DTA_TEXTURE) {
|
||||
GetSrcAndOpFromValue(D3DTA_DIFFUSE, isAlpha, &src1, &opr1);
|
||||
GetSrcAndOpFromValue(D3DTA_DIFFUSE, isAlpha, &src1, &opr1);
|
||||
} else {
|
||||
GetSrcAndOpFromValue(arg1, isAlpha, &src1, &opr1);
|
||||
}
|
||||
GetSrcAndOpFromValue(arg2, isAlpha, &src2, &opr2);
|
||||
GetSrcAndOpFromValue(arg3, isAlpha, &src3, &opr3);
|
||||
|
||||
|
||||
TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
|
||||
|
||||
Handled = TRUE; /* Assume will be handled */
|
||||
|
@ -434,60 +435,60 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
||||
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
||||
break;
|
||||
case D3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
|
||||
case D3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
|
||||
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
||||
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
||||
if (op == D3DTOP_SELECTARG1) {
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
||||
} else {
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
||||
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
||||
}
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
||||
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
||||
break;
|
||||
|
||||
|
||||
case D3DTOP_MODULATE:
|
||||
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
||||
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
||||
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
||||
|
@ -501,15 +502,15 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
case D3DTOP_MODULATE2X:
|
||||
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
||||
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
||||
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
||||
|
@ -523,15 +524,15 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
case D3DTOP_MODULATE4X:
|
||||
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
||||
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
||||
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
||||
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
||||
|
@ -738,8 +739,8 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
|
||||
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
||||
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
||||
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
||||
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
|
||||
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
||||
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
||||
|
@ -863,7 +864,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
||||
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
||||
break;
|
||||
|
||||
|
||||
case D3DTOP_BUMPENVMAP:
|
||||
{
|
||||
if (GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
||||
|
@ -874,12 +875,12 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
texture unit 3: GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV
|
||||
*/
|
||||
float m[2][2];
|
||||
|
||||
|
||||
union {
|
||||
float f;
|
||||
DWORD d;
|
||||
} tmpvalue;
|
||||
|
||||
|
||||
tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT00];
|
||||
m[0][0] = tmpvalue.f;
|
||||
tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT01];
|
||||
|
@ -888,7 +889,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
m[1][0] = tmpvalue.f;
|
||||
tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT11];
|
||||
m[1][1] = tmpvalue.f;
|
||||
|
||||
|
||||
/*FIXME("Stage %d matrix is (%.2f,%.2f),(%.2f,%.2f)\n", Stage, m[0][0], m[0][1], m[1][0], m[1][0]);*/
|
||||
|
||||
if (FALSE == This->texture_shader_active) {
|
||||
|
@ -947,7 +948,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
*/
|
||||
LEAVE_GL();
|
||||
return;
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -959,12 +960,12 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
if (Handled) {
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
|
||||
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
|
||||
|
||||
|
||||
LEAVE_GL();
|
||||
return;
|
||||
}
|
||||
} /* GL_NV_texture_env_combine4 */
|
||||
|
||||
|
||||
Handled = TRUE; /* Again, assume handled */
|
||||
switch (op) {
|
||||
case D3DTOP_DISABLE: /* Only for alpha */
|
||||
|
@ -1172,7 +1173,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
||||
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
||||
break;
|
||||
case D3DTOP_DOTPRODUCT3:
|
||||
case D3DTOP_DOTPRODUCT3:
|
||||
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
|
||||
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
|
||||
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
|
||||
|
@ -1402,13 +1403,13 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
BOOL combineOK = TRUE;
|
||||
if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
||||
DWORD op2;
|
||||
|
||||
|
||||
if (isAlpha) {
|
||||
op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
|
||||
} else {
|
||||
op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
|
||||
}
|
||||
|
||||
|
||||
/* Note: If COMBINE4 in effect can't go back to combine! */
|
||||
switch (op2) {
|
||||
case D3DTOP_ADDSMOOTH:
|
||||
|
@ -1432,21 +1433,21 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (combineOK) {
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
|
||||
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
|
||||
|
||||
|
||||
LEAVE_GL();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
LEAVE_GL();
|
||||
|
||||
|
||||
/* After all the extensions, if still unhandled, report fixme */
|
||||
FIXME("Unhandled texture operation %d\n", op);
|
||||
#undef GLINFO_LOCATION
|
||||
#undef GLINFO_LOCATION
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -1476,7 +1477,7 @@ void set_texture_matrix(const float *smat, DWORD flags)
|
|||
case D3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
|
||||
default: mat[3] = mat[7] = mat[11] = 0, mat[15] = 1;
|
||||
}
|
||||
|
||||
|
||||
if (flags & D3DTTFF_PROJECTED) switch (flags & ~D3DTTFF_PROJECTED) {
|
||||
case D3DTTFF_COUNT2:
|
||||
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
|
||||
|
@ -1491,26 +1492,26 @@ void set_texture_matrix(const float *smat, DWORD flags)
|
|||
checkGLcall("glLoadMatrixf(mat)");
|
||||
}
|
||||
|
||||
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand)
|
||||
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand)
|
||||
{
|
||||
BOOL isAlphaReplicate = FALSE;
|
||||
BOOL isComplement = FALSE;
|
||||
|
||||
|
||||
*operand = GL_SRC_COLOR;
|
||||
*source = GL_TEXTURE;
|
||||
|
||||
|
||||
/* Catch alpha replicate */
|
||||
if (iValue & D3DTA_ALPHAREPLICATE) {
|
||||
iValue = iValue & ~D3DTA_ALPHAREPLICATE;
|
||||
isAlphaReplicate = TRUE;
|
||||
}
|
||||
|
||||
|
||||
/* Catch Complement */
|
||||
if (iValue & D3DTA_COMPLEMENT) {
|
||||
iValue = iValue & ~D3DTA_COMPLEMENT;
|
||||
isComplement = TRUE;
|
||||
}
|
||||
|
||||
|
||||
/* Calculate the operand */
|
||||
if (isAlphaReplicate && !isComplement) {
|
||||
*operand = GL_SRC_ALPHA;
|
||||
|
@ -1529,7 +1530,7 @@ void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum*
|
|||
*operand = GL_SRC_COLOR;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Calculate the source */
|
||||
switch (iValue & D3DTA_SELECTMASK) {
|
||||
case D3DTA_CURRENT: *source = GL_PREVIOUS_EXT;
|
||||
|
@ -1574,7 +1575,7 @@ GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
|
|||
|
||||
if (retVal == 0) {
|
||||
switch (fmt) {
|
||||
/* Paletted */
|
||||
/* Paletted */
|
||||
case WINED3DFMT_P8: retVal = GL_COLOR_INDEX8_EXT; break;
|
||||
case WINED3DFMT_A8P8: retVal = GL_COLOR_INDEX8_EXT; break;
|
||||
/* Luminance */
|
||||
|
@ -1586,7 +1587,7 @@ GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
|
|||
case WINED3DFMT_V16U16: retVal = GL_COLOR_INDEX; break;
|
||||
case WINED3DFMT_L6V5U5: retVal = GL_COLOR_INDEX8_EXT; break;
|
||||
case WINED3DFMT_X8L8V8U8: retVal = GL_COLOR_INDEX; break;
|
||||
/* color buffer */
|
||||
/* color buffer */
|
||||
case WINED3DFMT_R3G3B2: retVal = GL_R3_G3_B2; break;
|
||||
case WINED3DFMT_R5G6B5: retVal = GL_RGB5; break; /* fixme: internal format 6 for g? */
|
||||
case WINED3DFMT_R8G8B8: retVal = GL_RGB8; break;
|
||||
|
@ -1741,13 +1742,13 @@ SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
|
|||
case WINED3DFMT_L6V5U5: retVal = 2; break;
|
||||
case WINED3DFMT_V16U16: retVal = 4; break;
|
||||
case WINED3DFMT_X8L8V8U8: retVal = 4; break;
|
||||
/* Compressed */
|
||||
/* Compressed */
|
||||
case WINED3DFMT_DXT1: retVal = 1; break; /* Actually 8 bytes per 16 pixels - Special cased later */
|
||||
case WINED3DFMT_DXT3: retVal = 1; break; /* Actually 16 bytes per 16 pixels */
|
||||
case WINED3DFMT_DXT5: retVal = 1; break; /* Actually 16 bytes per 16 pixels */
|
||||
/* to see */
|
||||
case WINED3DFMT_A8: retVal = 1; break;
|
||||
/* unknown */
|
||||
/* unknown */
|
||||
case WINED3DFMT_UNKNOWN:
|
||||
/* Guess at the highest value of the above */
|
||||
TRACE("WINED3DFMT_UNKNOWN - Guessing at 4 bytes/pixel %u\n", fmt);
|
||||
|
@ -1764,9 +1765,9 @@ SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
|
|||
|
||||
/* Convertes a D3D format into a OpenGL configuration format */
|
||||
int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate){
|
||||
#define PUSH1(att) attribs[(*nAttribs)++] = (att);
|
||||
#define PUSH1(att) attribs[(*nAttribs)++] = (att);
|
||||
#define PUSH2(att,value) attribs[(*nAttribs)++] = (att); attribs[(*nAttribs)++] = (value);
|
||||
/*We need to do some Card specific stuff in here at some point,
|
||||
/*We need to do some Card specific stuff in here at some point,
|
||||
D3D now support floating point format buffers, and their are a number of different OpelGl ways on managing thease e.g.
|
||||
GLX_ATI_pixel_format_float
|
||||
*/
|
||||
|
@ -1820,7 +1821,7 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
|
|||
break;
|
||||
}
|
||||
if(!alternate){
|
||||
switch (StencilBufferFormat) {
|
||||
switch (StencilBufferFormat) {
|
||||
case WINED3DFMT_D16_LOCKABLE:
|
||||
case WINED3DFMT_D16:
|
||||
PUSH2(GLX_DEPTH_SIZE, 16);
|
||||
|
@ -1829,7 +1830,7 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
|
|||
case WINED3DFMT_D15S1:
|
||||
PUSH2(GLX_DEPTH_SIZE, 15);
|
||||
PUSH2(GLX_STENCIL_SIZE, 1);
|
||||
/*Does openGl support a 1bit stencil?, I've seen it used elsewhere
|
||||
/*Does openGl support a 1bit stencil?, I've seen it used elsewhere
|
||||
e.g. http://www.ks.uiuc.edu/Research/vmd/doxygen/OpenGLDisplayDevice_8C-source.html*/
|
||||
break;
|
||||
|
||||
|
@ -1855,8 +1856,8 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
|
|||
break;
|
||||
}
|
||||
|
||||
}else{ /* it the device doesn't support the 'exact' format, try to find something close */
|
||||
switch (StencilBufferFormat) {
|
||||
} else { /* it the device doesn't support the 'exact' format, try to find something close */
|
||||
switch (StencilBufferFormat) {
|
||||
case WINED3DFMT_D16_LOCKABLE:
|
||||
case WINED3DFMT_D16:
|
||||
PUSH2(GLX_DEPTH_SIZE, 1);
|
||||
|
@ -1865,7 +1866,7 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
|
|||
case WINED3DFMT_D15S1:
|
||||
PUSH2(GLX_DEPTH_SIZE, 1);
|
||||
PUSH2(GLX_STENCIL_SIZE, 1);
|
||||
/*Does openGl support a 1bit stencil?, I've seen it used elsewhere
|
||||
/*Does openGl support a 1bit stencil?, I've seen it used elsewhere
|
||||
e.g. http://www.ks.uiuc.edu/Research/vmd/doxygen/OpenGLDisplayDevice_8C-source.html*/
|
||||
break;
|
||||
|
||||
|
|
|
@ -130,9 +130,11 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *if
|
|||
|
||||
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
|
||||
{
|
||||
/* IUnknown */
|
||||
IWineD3DVertexBufferImpl_QueryInterface,
|
||||
IWineD3DVertexBufferImpl_AddRef,
|
||||
IWineD3DVertexBufferImpl_Release,
|
||||
/* IWineD3DResource */
|
||||
IWineD3DVertexBufferImpl_GetParent,
|
||||
IWineD3DVertexBufferImpl_GetDevice,
|
||||
IWineD3DVertexBufferImpl_SetPrivateData,
|
||||
|
@ -142,6 +144,7 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
|
|||
IWineD3DVertexBufferImpl_GetPriority,
|
||||
IWineD3DVertexBufferImpl_PreLoad,
|
||||
IWineD3DVertexBufferImpl_GetType,
|
||||
/* IWineD3DVertexBuffer */
|
||||
IWineD3DVertexBufferImpl_Lock,
|
||||
IWineD3DVertexBufferImpl_Unlock,
|
||||
IWineD3DVertexBufferImpl_GetDesc
|
||||
|
|
|
@ -55,7 +55,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
|
|||
* http://developer.nvidia.com/view.asp?IO=vstovp
|
||||
*
|
||||
* NVIDIA: Memory Management with VAR
|
||||
* http://developer.nvidia.com/view.asp?IO=var_memory_management
|
||||
* http://developer.nvidia.com/view.asp?IO=var_memory_management
|
||||
*/
|
||||
|
||||
/** Vertex Shader Declaration 8 data types tokens */
|
||||
|
@ -215,21 +215,21 @@ static DWORD IWineD3DVertexDeclarationImpl_ParseToken8(const DWORD* pToken) {
|
|||
++pToken;
|
||||
for (i = 0; i < count; ++i) {
|
||||
#if 0
|
||||
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
|
||||
constaddress,
|
||||
*pToken,
|
||||
*(pToken + 1),
|
||||
*(pToken + 2),
|
||||
*(pToken + 3));
|
||||
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
|
||||
constaddress,
|
||||
*pToken,
|
||||
*(pToken + 1),
|
||||
*(pToken + 2),
|
||||
*(pToken + 3));
|
||||
#endif
|
||||
TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
|
||||
constaddress,
|
||||
*(const float*) pToken,
|
||||
*(const float*) (pToken + 1),
|
||||
*(const float*) (pToken + 2),
|
||||
*(const float*) (pToken + 3));
|
||||
pToken += 4;
|
||||
++constaddress;
|
||||
TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
|
||||
constaddress,
|
||||
*(const float*) pToken,
|
||||
*(const float*) (pToken + 1),
|
||||
*(const float*) (pToken + 2),
|
||||
*(const float*) (pToken + 3));
|
||||
pToken += 4;
|
||||
++constaddress;
|
||||
}
|
||||
tokenlen = (4 * count) + 1;
|
||||
}
|
||||
|
@ -295,7 +295,7 @@ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
|
|||
/* Convert from a directx* declaration into a directx9 one, so we only have to deal with one type of declaration everywhere else */
|
||||
while (D3DVSD_END() != *pToken) {
|
||||
token = *pToken;
|
||||
tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
|
||||
tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
|
||||
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
||||
|
||||
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
|
||||
|
@ -426,7 +426,7 @@ HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration
|
|||
HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
|
||||
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
|
||||
TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
|
||||
|
||||
|
||||
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
|
||||
IWineD3DDevice_AddRef(*ppDevice);
|
||||
|
||||
|
|
|
@ -32,8 +32,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
|||
#if 0 /* Musxt not be 1 in cvs version */
|
||||
# define VSTRACE(A) TRACE A
|
||||
# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
|
||||
#else
|
||||
# define VSTRACE(A)
|
||||
#else
|
||||
# define VSTRACE(A)
|
||||
# define TRACE_VSVECTOR(name)
|
||||
#endif
|
||||
|
||||
|
@ -68,7 +68,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
|||
* http://developer.nvidia.com/view.asp?IO=vstovp
|
||||
*
|
||||
* NVIDIA: Memory Management with VAR
|
||||
* http://developer.nvidia.com/view.asp?IO=var_memory_management
|
||||
* http://developer.nvidia.com/view.asp?IO=var_memory_management
|
||||
*/
|
||||
|
||||
typedef void (*shader_fct_t)();
|
||||
|
@ -143,7 +143,7 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
|||
}
|
||||
|
||||
void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||
float tmp_f = fabsf(s0->w);
|
||||
float tmp_f = fabsf(s0->w);
|
||||
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
|
||||
VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
|
||||
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
|
||||
|
@ -249,7 +249,7 @@ void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
|||
}
|
||||
|
||||
void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
|
||||
float tmp_f = fabsf(s0->w);
|
||||
float tmp_f = fabsf(s0->w);
|
||||
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL;
|
||||
VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
|
||||
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
|
||||
|
@ -275,7 +275,7 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
|
|||
* BuGGY CODE: here only if cast not work for copy/paste
|
||||
D3DSHADERVECTOR* mat2 = mat1 + 1;
|
||||
D3DSHADERVECTOR* mat3 = mat1 + 2;
|
||||
D3DSHADERVECTOR* mat4 = mat1 + 3;
|
||||
D3DSHADERVECTOR* mat4 = mat1 + 3;
|
||||
d->x = mat1->x * s0->x + mat2->x * s0->y + mat3->x * s0->z + mat4->x * s0->w;
|
||||
d->y = mat1->y * s0->x + mat2->y * s0->y + mat3->y * s0->z + mat4->y * s0->w;
|
||||
d->z = mat1->z * s0->x + mat2->z * s0->y + mat3->z * s0->z + mat4->z * s0->w;
|
||||
|
@ -336,10 +336,10 @@ void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
|
|||
* Version 2.0 specific
|
||||
*/
|
||||
void vshader_lrp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2, D3DSHADERVECTOR* s3) {
|
||||
d->x = s0->x * (s1->x - s2->x) + s2->x;
|
||||
d->y = s0->y * (s1->y - s2->y) + s2->y;
|
||||
d->z = s0->z * (s1->z - s2->z) + s2->z;
|
||||
d->w = s0->w * (s1->w - s2->w) + s2->x;
|
||||
d->x = s0->x * (s1->x - s2->x) + s2->x;
|
||||
d->y = s0->y * (s1->y - s2->y) + s2->y;
|
||||
d->z = s0->z * (s1->z - s2->z) + s2->z;
|
||||
d->w = s0->w * (s1->w - s2->w) + s2->x;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -399,7 +399,7 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
|
|||
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
||||
|
||||
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
|
||||
|
||||
|
||||
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
||||
case D3DSPR_TEMP:
|
||||
TRACE("R[%lu]", reg);
|
||||
|
@ -446,16 +446,16 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
|
|||
* WWZZYYXX
|
||||
*/
|
||||
if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
|
||||
if (swizzle_x == swizzle_y &&
|
||||
swizzle_x == swizzle_z &&
|
||||
swizzle_x == swizzle_w) {
|
||||
TRACE(".%c", swizzle_reg_chars[swizzle_x]);
|
||||
} else {
|
||||
TRACE(".%c%c%c%c",
|
||||
swizzle_reg_chars[swizzle_x],
|
||||
swizzle_reg_chars[swizzle_y],
|
||||
swizzle_reg_chars[swizzle_z],
|
||||
swizzle_reg_chars[swizzle_w]);
|
||||
if (swizzle_x == swizzle_y &&
|
||||
swizzle_x == swizzle_z &&
|
||||
swizzle_x == swizzle_w) {
|
||||
TRACE(".%c", swizzle_reg_chars[swizzle_x]);
|
||||
} else {
|
||||
TRACE(".%c%c%c%c",
|
||||
swizzle_reg_chars[swizzle_x],
|
||||
swizzle_reg_chars[swizzle_y],
|
||||
swizzle_reg_chars[swizzle_z],
|
||||
swizzle_reg_chars[swizzle_w]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -475,50 +475,50 @@ inline static BOOL vshader_is_comment_token(DWORD token) {
|
|||
HRESULT WINAPI IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
|
||||
const DWORD* pToken = pFunction;
|
||||
const SHADER_OPCODE* curOpcode = NULL;
|
||||
DWORD len = 0;
|
||||
DWORD len = 0;
|
||||
DWORD i;
|
||||
|
||||
if (NULL != pToken) {
|
||||
while (D3DVS_END() != *pToken) {
|
||||
if (vshader_is_version_token(*pToken)) { /** version */
|
||||
TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
|
||||
++pToken;
|
||||
++len;
|
||||
continue;
|
||||
}
|
||||
TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
|
||||
++pToken;
|
||||
++len;
|
||||
continue;
|
||||
}
|
||||
if (vshader_is_comment_token(*pToken)) { /** comment */
|
||||
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
||||
++pToken;
|
||||
/*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
|
||||
pToken += comment_len;
|
||||
len += comment_len + 1;
|
||||
continue;
|
||||
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
|
||||
++pToken;
|
||||
/*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
|
||||
pToken += comment_len;
|
||||
len += comment_len + 1;
|
||||
continue;
|
||||
}
|
||||
curOpcode = vshader_program_get_opcode(*pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
if (NULL == curOpcode) {
|
||||
/* unkown current opcode ... */
|
||||
while (*pToken & 0x80000000) {
|
||||
TRACE("unrecognized opcode: %08lx\n", *pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
} else {
|
||||
TRACE("%s ", curOpcode->name);
|
||||
if (curOpcode->num_params > 0) {
|
||||
vshader_program_dump_param(*pToken, 0);
|
||||
++pToken;
|
||||
++len;
|
||||
for (i = 1; i < curOpcode->num_params; ++i) {
|
||||
TRACE(", ");
|
||||
vshader_program_dump_param(*pToken, 1);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
}
|
||||
TRACE("\n");
|
||||
}
|
||||
if (NULL == curOpcode) {
|
||||
/* unkown current opcode ... */
|
||||
while (*pToken & 0x80000000) {
|
||||
TRACE("unrecognized opcode: %08lx\n", *pToken);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
} else {
|
||||
TRACE("%s ", curOpcode->name);
|
||||
if (curOpcode->num_params > 0) {
|
||||
vshader_program_dump_param(*pToken, 0);
|
||||
++pToken;
|
||||
++len;
|
||||
for (i = 1; i < curOpcode->num_params; ++i) {
|
||||
TRACE(", ");
|
||||
vshader_program_dump_param(*pToken, 1);
|
||||
++pToken;
|
||||
++len;
|
||||
}
|
||||
}
|
||||
TRACE("\n");
|
||||
}
|
||||
}
|
||||
vshader->functionLength = (len + 1) * sizeof(DWORD);
|
||||
} else {
|
||||
|
@ -536,9 +536,9 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl*
|
|||
}
|
||||
|
||||
BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA* input, VSHADEROUTPUTDATA* output) {
|
||||
/**
|
||||
* TODO: use the NV_vertex_program (or 1_1) extension
|
||||
* and specifics vendors (ARB_vertex_program??) variants for it
|
||||
/**
|
||||
* TODO: use the NV_vertex_program (or 1_1) extension
|
||||
* and specifics vendors (ARB_vertex_program??) variants for it
|
||||
*/
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -590,7 +590,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
|||
|
||||
/* the first dword is the version tag */
|
||||
/* TODO: parse it */
|
||||
|
||||
|
||||
if (vshader_is_version_token(*pToken)) { /** version */
|
||||
++pToken;
|
||||
}
|
||||
|
@ -607,149 +607,148 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
|
|||
i = 0;
|
||||
/* unkown current opcode ... */
|
||||
while (*pToken & 0x80000000) {
|
||||
if (i == 0) {
|
||||
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
|
||||
}
|
||||
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
|
||||
vshader_program_dump_param(*pToken, i);
|
||||
TRACE("\n");
|
||||
++i;
|
||||
++pToken;
|
||||
if (i == 0) {
|
||||
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
|
||||
}
|
||||
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
|
||||
vshader_program_dump_param(*pToken, i);
|
||||
TRACE("\n");
|
||||
++i;
|
||||
++pToken;
|
||||
}
|
||||
/*return FALSE;*/
|
||||
} else {
|
||||
if (curOpcode->num_params > 0) {
|
||||
/*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
|
||||
for (i = 0; i < curOpcode->num_params; ++i) {
|
||||
DWORD reg = pToken[i] & 0x00001FFF;
|
||||
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
||||
} else {
|
||||
if (curOpcode->num_params > 0) {
|
||||
/*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
|
||||
for (i = 0; i < curOpcode->num_params; ++i) {
|
||||
DWORD reg = pToken[i] & 0x00001FFF;
|
||||
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
|
||||
|
||||
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
||||
case D3DSPR_TEMP:
|
||||
/*TRACE("p[%d]=R[%d]\n", i, reg);*/
|
||||
p[i] = &R[reg];
|
||||
break;
|
||||
case D3DSPR_INPUT:
|
||||
/*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
|
||||
p[i] = &input->V[reg];
|
||||
break;
|
||||
case D3DSPR_CONST:
|
||||
if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
|
||||
p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
|
||||
} else {
|
||||
p[i] = &vshader->data->C[reg];
|
||||
}
|
||||
break;
|
||||
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
|
||||
if (0 != reg) {
|
||||
ERR("cannot handle address registers != a0, forcing use of a0\n");
|
||||
reg = 0;
|
||||
}
|
||||
/*TRACE("p[%d]=A[%d]\n", i, reg);*/
|
||||
p[i] = &A[reg];
|
||||
break;
|
||||
case D3DSPR_RASTOUT:
|
||||
switch (reg) {
|
||||
case D3DSRO_POSITION:
|
||||
p[i] = &output->oPos;
|
||||
break;
|
||||
case D3DSRO_FOG:
|
||||
p[i] = &output->oFog;
|
||||
break;
|
||||
case D3DSRO_POINT_SIZE:
|
||||
p[i] = &output->oPts;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case D3DSPR_ATTROUT:
|
||||
/*TRACE("p[%d]=oD[%d]\n", i, reg);*/
|
||||
p[i] = &output->oD[reg];
|
||||
break;
|
||||
case D3DSPR_TEXCRDOUT:
|
||||
/*TRACE("p[%d]=oT[%d]\n", i, reg);*/
|
||||
p[i] = &output->oT[reg];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (i > 0) { /* input reg */
|
||||
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
|
||||
UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
|
||||
switch (regtype << D3DSP_REGTYPE_SHIFT) {
|
||||
case D3DSPR_TEMP:
|
||||
/*TRACE("p[%d]=R[%d]\n", i, reg);*/
|
||||
p[i] = &R[reg];
|
||||
break;
|
||||
case D3DSPR_INPUT:
|
||||
/*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
|
||||
p[i] = &input->V[reg];
|
||||
break;
|
||||
case D3DSPR_CONST:
|
||||
if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
|
||||
p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
|
||||
} else {
|
||||
p[i] = &vshader->data->C[reg];
|
||||
}
|
||||
break;
|
||||
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
|
||||
if (0 != reg) {
|
||||
ERR("cannot handle address registers != a0, forcing use of a0\n");
|
||||
reg = 0;
|
||||
}
|
||||
/*TRACE("p[%d]=A[%d]\n", i, reg);*/
|
||||
p[i] = &A[reg];
|
||||
break;
|
||||
case D3DSPR_RASTOUT:
|
||||
switch (reg) {
|
||||
case D3DSRO_POSITION:
|
||||
p[i] = &output->oPos;
|
||||
break;
|
||||
case D3DSRO_FOG:
|
||||
p[i] = &output->oFog;
|
||||
break;
|
||||
case D3DSRO_POINT_SIZE:
|
||||
p[i] = &output->oPts;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case D3DSPR_ATTROUT:
|
||||
/*TRACE("p[%d]=oD[%d]\n", i, reg);*/
|
||||
p[i] = &output->oD[reg];
|
||||
break;
|
||||
case D3DSPR_TEXCRDOUT:
|
||||
/*TRACE("p[%d]=oT[%d]\n", i, reg);*/
|
||||
p[i] = &output->oT[reg];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
|
||||
/*TRACE("p[%d] not swizzled\n", i);*/
|
||||
p_send[i] = p[i];
|
||||
} else {
|
||||
DWORD swizzle_x = swizzle & 0x03;
|
||||
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
||||
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
||||
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
||||
/*TRACE("p[%d] swizzled\n", i);*/
|
||||
float* tt = (float*) p[i];
|
||||
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
|
||||
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
|
||||
s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
|
||||
s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
|
||||
p_send[i] = &s[i];
|
||||
}
|
||||
} else { /* output reg */
|
||||
if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
|
||||
p_send[i] = p[i];
|
||||
} else {
|
||||
p_send[i] = &d; /* to be post-processed for modifiers management */
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (i > 0) { /* input reg */
|
||||
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
|
||||
UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
|
||||
|
||||
switch (curOpcode->num_params) {
|
||||
case 0:
|
||||
curOpcode->soft_fct();
|
||||
break;
|
||||
case 1:
|
||||
curOpcode->soft_fct(p_send[0]);
|
||||
break;
|
||||
case 2:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1]);
|
||||
break;
|
||||
case 3:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
|
||||
break;
|
||||
case 4:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
|
||||
break;
|
||||
case 5:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
|
||||
break;
|
||||
default:
|
||||
ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
|
||||
}
|
||||
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
|
||||
/*TRACE("p[%d] not swizzled\n", i);*/
|
||||
p_send[i] = p[i];
|
||||
} else {
|
||||
DWORD swizzle_x = swizzle & 0x03;
|
||||
DWORD swizzle_y = (swizzle >> 2) & 0x03;
|
||||
DWORD swizzle_z = (swizzle >> 4) & 0x03;
|
||||
DWORD swizzle_w = (swizzle >> 6) & 0x03;
|
||||
/*TRACE("p[%d] swizzled\n", i);*/
|
||||
float* tt = (float*) p[i];
|
||||
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
|
||||
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
|
||||
s[i].z = (isNegative) ? -tt[swizzle_z] : tt[swizzle_z];
|
||||
s[i].w = (isNegative) ? -tt[swizzle_w] : tt[swizzle_w];
|
||||
p_send[i] = &s[i];
|
||||
}
|
||||
} else { /* output reg */
|
||||
if ((pToken[i] & D3DSP_WRITEMASK_ALL) == D3DSP_WRITEMASK_ALL) {
|
||||
p_send[i] = p[i];
|
||||
} else {
|
||||
p_send[i] = &d; /* to be post-processed for modifiers management */
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* check if output reg modifier post-process */
|
||||
if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
|
||||
if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
|
||||
if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
|
||||
if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
|
||||
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
|
||||
}
|
||||
|
||||
switch (curOpcode->num_params) {
|
||||
case 0:
|
||||
curOpcode->soft_fct();
|
||||
break;
|
||||
case 1:
|
||||
curOpcode->soft_fct(p_send[0]);
|
||||
break;
|
||||
case 2:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1]);
|
||||
break;
|
||||
case 3:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2]);
|
||||
break;
|
||||
case 4:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3]);
|
||||
break;
|
||||
case 5:
|
||||
curOpcode->soft_fct(p_send[0], p_send[1], p_send[2], p_send[3], p_send[4]);
|
||||
break;
|
||||
default:
|
||||
ERR("%s too many params: %u\n", curOpcode->name, curOpcode->num_params);
|
||||
}
|
||||
|
||||
/* check if output reg modifier post-process */
|
||||
if (curOpcode->num_params > 0 && (pToken[0] & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
|
||||
if (pToken[0] & D3DSP_WRITEMASK_0) p[0]->x = d.x;
|
||||
if (pToken[0] & D3DSP_WRITEMASK_1) p[0]->y = d.y;
|
||||
if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
|
||||
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
|
||||
}
|
||||
#if 0
|
||||
TRACE_VSVECTOR(output->oPos);
|
||||
TRACE_VSVECTOR(output->oD[0]);
|
||||
TRACE_VSVECTOR(output->oD[1]);
|
||||
TRACE_VSVECTOR(output->oT[0]);
|
||||
TRACE_VSVECTOR(output->oT[1]);
|
||||
TRACE_VSVECTOR(R[0]);
|
||||
TRACE_VSVECTOR(R[1]);
|
||||
TRACE_VSVECTOR(R[2]);
|
||||
TRACE_VSVECTOR(R[3]);
|
||||
TRACE_VSVECTOR(R[4]);
|
||||
TRACE_VSVECTOR(R[5]);
|
||||
TRACE_VSVECTOR(output->oPos);
|
||||
TRACE_VSVECTOR(output->oD[0]);
|
||||
TRACE_VSVECTOR(output->oD[1]);
|
||||
TRACE_VSVECTOR(output->oT[0]);
|
||||
TRACE_VSVECTOR(output->oT[1]);
|
||||
TRACE_VSVECTOR(R[0]);
|
||||
TRACE_VSVECTOR(R[1]);
|
||||
TRACE_VSVECTOR(R[2]);
|
||||
TRACE_VSVECTOR(R[3]);
|
||||
TRACE_VSVECTOR(R[4]);
|
||||
TRACE_VSVECTOR(R[5]);
|
||||
#endif
|
||||
|
||||
/* to next opcode token */
|
||||
pToken += curOpcode->num_params;
|
||||
/* to next opcode token */
|
||||
pToken += curOpcode->num_params;
|
||||
}
|
||||
#if 0
|
||||
TRACE("End of current instruction:\n");
|
||||
|
@ -861,7 +860,7 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *ifa
|
|||
|
||||
ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
|
||||
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
|
||||
return InterlockedIncrement(&This->ref);
|
||||
}
|
||||
|
||||
|
@ -870,7 +869,7 @@ ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
|
|||
ULONG ref;
|
||||
TRACE("(%p) : Releasing from %ld\n", This, This->ref);
|
||||
ref = InterlockedDecrement(&This->ref);
|
||||
if (ref == 0) {
|
||||
if (ref == 0) {
|
||||
HeapFree(GetProcessHeap(), 0, This);
|
||||
}
|
||||
return ref;
|
||||
|
@ -882,18 +881,18 @@ ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
|
|||
|
||||
HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
|
||||
|
||||
*parent= (IUnknown*) parent;
|
||||
IUnknown_AddRef(*parent);
|
||||
TRACE("(%p) : returning %p\n", This, *parent);
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
|
||||
HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
|
||||
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
|
||||
IWineD3DDevice_AddRef((IWineD3DDevice *)This->wineD3DDevice);
|
||||
*pDevice = (IWineD3DDevice *)This->wineD3DDevice;
|
||||
TRACE("(%p) returning %p\n", This, *pDevice);
|
||||
TRACE("(%p) returning %p\n", This, *pDevice);
|
||||
return D3D_OK;
|
||||
}
|
||||
|
||||
|
@ -914,7 +913,7 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl,
|
|||
(*(DWORD **) pData) = NULL;
|
||||
} else {
|
||||
if(This->functionLength == 0){
|
||||
|
||||
|
||||
}
|
||||
TRACE("(%p) : GetFunction copying to %p\n", This, pData);
|
||||
memcpy(pData, This->function, This->functionLength);
|
||||
|
@ -933,5 +932,5 @@ const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
|
|||
/*** IWineD3DVertexShader methods ***/
|
||||
IWineD3DVertexShaderImpl_GetParent,
|
||||
IWineD3DVertexShaderImpl_GetDevice,
|
||||
IWineD3DVertexShaderImpl_GetFunction
|
||||
IWineD3DVertexShaderImpl_GetFunction
|
||||
};
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
*
|
||||
* Copyright 2002-2005 Jason Edmeades
|
||||
* Copyright 2002-2005 Raphael Junqueira
|
||||
* Copyright 2005 Oliver Stieber
|
||||
* Copyright 2005 Oliver Stieber
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -61,7 +61,7 @@ ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
|
|||
}
|
||||
|
||||
/* ****************************************************
|
||||
IWineD3DSurface IWineD3DResource parts follow
|
||||
IWineD3DVolume IWineD3DResource parts follow
|
||||
**************************************************** */
|
||||
HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
|
||||
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
|
||||
|
@ -113,7 +113,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID rii
|
|||
HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
|
||||
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
|
||||
TRACE("(%p) : copying into %p\n", This, pDesc);
|
||||
|
||||
|
||||
*(pDesc->Format) = This->resource.format;
|
||||
*(pDesc->Type) = This->resource.resourceType;
|
||||
*(pDesc->Usage) = This->resource.usage;
|
||||
|
@ -127,7 +127,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_D
|
|||
|
||||
HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
|
||||
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
|
||||
FIXME("(%p) : pBox=%p stub\n", This, pBox);
|
||||
FIXME("(%p) : pBox=%p stub\n", This, pBox);
|
||||
|
||||
/* fixme: should we really lock as such? */
|
||||
TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
|
||||
|
@ -145,9 +145,9 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
|
|||
This->lockedBox.Back = This->currentDesc.Depth;
|
||||
} else {
|
||||
TRACE("Lock Box (%p) = l %d, t %d, r %d, b %d, fr %d, ba %d\n", pBox, pBox->Left, pBox->Top, pBox->Right, pBox->Bottom, pBox->Front, pBox->Back);
|
||||
pLockedVolume->pBits = This->resource.allocatedMemory +
|
||||
pLockedVolume->pBits = This->resource.allocatedMemory +
|
||||
(pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */
|
||||
(pLockedVolume->RowPitch * pBox->Top) +
|
||||
(pLockedVolume->RowPitch * pBox->Top) +
|
||||
(pBox->Left * This->bytesPerPixel);
|
||||
This->lockedBox.Left = pBox->Left;
|
||||
This->lockedBox.Top = pBox->Top;
|
||||
|
@ -156,7 +156,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
|
|||
This->lockedBox.Bottom = pBox->Bottom;
|
||||
This->lockedBox.Back = pBox->Back;
|
||||
}
|
||||
|
||||
|
||||
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
|
||||
/* Don't dirtify */
|
||||
} else {
|
||||
|
@ -169,7 +169,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
|
|||
/** Dirtify Container if needed */
|
||||
if (NULL != This->container) {
|
||||
|
||||
IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
|
||||
IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
|
||||
D3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
|
||||
|
||||
if (containerType == D3DRTYPE_VOLUMETEXTURE) {
|
||||
|
@ -189,7 +189,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
|
|||
HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
|
||||
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
|
||||
if (FALSE == This->locked) {
|
||||
ERR("trying to lock unlocked volume@%p\n", This);
|
||||
ERR("trying to lock unlocked volume@%p\n", This);
|
||||
return D3DERR_INVALIDCALL;
|
||||
}
|
||||
TRACE("(%p) : unlocking volume\n", This);
|
||||
|
@ -205,7 +205,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_CleanDirtyBox(IWineD3DVolume *iface) {
|
|||
This->dirty = FALSE;
|
||||
This->lockedBox.Left = This->currentDesc.Width;
|
||||
This->lockedBox.Top = This->currentDesc.Height;
|
||||
This->lockedBox.Front = This->currentDesc.Depth;
|
||||
This->lockedBox.Front = This->currentDesc.Depth;
|
||||
This->lockedBox.Right = 0;
|
||||
This->lockedBox.Bottom = 0;
|
||||
This->lockedBox.Back = 0;
|
||||
|
@ -235,7 +235,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_AddDirtyBox(IWineD3DVolume *iface, CONST D3DBO
|
|||
|
||||
HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IUnknown* container){
|
||||
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
|
||||
|
||||
|
||||
This->container = container;
|
||||
return D3D_OK;
|
||||
}
|
||||
|
@ -267,7 +267,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, GLenum gl_l
|
|||
This->resource.allocatedMemory);
|
||||
checkGLcall("glTexImage3D");
|
||||
return D3D_OK;
|
||||
|
||||
|
||||
}
|
||||
|
||||
const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
|
||||
|
@ -291,7 +291,7 @@ const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
|
|||
IWineD3DVolumeImpl_GetDesc,
|
||||
IWineD3DVolumeImpl_LockBox,
|
||||
IWineD3DVolumeImpl_UnlockBox,
|
||||
/* Internal interface */
|
||||
/* Internal interface */
|
||||
IWineD3DVolumeImpl_AddDirtyBox,
|
||||
IWineD3DVolumeImpl_CleanDirtyBox,
|
||||
IWineD3DVolumeImpl_LoadTexture,
|
||||
|
|
|
@ -103,20 +103,20 @@ void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
|
|||
/* Overrider the IWineD3DResource Preload method */
|
||||
UINT i;
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
|
||||
|
||||
TRACE("(%p) : About to load texture\n", This);
|
||||
|
||||
IWineD3DVolumeTexture_BindTexture(iface);
|
||||
|
||||
|
||||
ENTER_GL();
|
||||
/* If were dirty then reload the volumes */
|
||||
if(This->baseTexture.dirty != FALSE) {
|
||||
for (i = 0; i < This->baseTexture.levels; i++) {
|
||||
IWineD3DVolume_LoadTexture(This->volumes[i], i);
|
||||
}
|
||||
|
||||
|
||||
/* No longer dirty */
|
||||
This->baseTexture.dirty = FALSE;
|
||||
This->baseTexture.dirty = FALSE;
|
||||
}
|
||||
LEAVE_GL();
|
||||
|
||||
|
@ -181,7 +181,7 @@ HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *if
|
|||
|
||||
UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
TRACE("(%p) \n", This);
|
||||
TRACE("(%p) \n", This);
|
||||
return GL_TEXTURE_3D;
|
||||
}
|
||||
|
||||
|
@ -244,7 +244,7 @@ HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface,
|
|||
HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
This->baseTexture.dirty = TRUE;
|
||||
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
|
||||
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
|
||||
return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
*
|
||||
* Copyright 2002-2003 The wine-d3d team
|
||||
* Copyright 2002-2003 Raphael Junqueira
|
||||
* Copyright 2004 Jason Edmeades
|
||||
* Copyright 2004 Jason Edmeades
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
|
@ -97,24 +97,24 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
|
|||
{
|
||||
if ( !RegQueryValueExA( hkey, "VertexShaderMode", 0, NULL, buffer, &size) )
|
||||
{
|
||||
if (!strcmp(buffer,"none"))
|
||||
{
|
||||
TRACE("Disable vertex shaders\n");
|
||||
vs_mode = VS_NONE;
|
||||
}
|
||||
else if (!strcmp(buffer,"emulation"))
|
||||
{
|
||||
TRACE("Force SW vertex shaders\n");
|
||||
vs_mode = VS_SW;
|
||||
}
|
||||
if (!strcmp(buffer,"none"))
|
||||
{
|
||||
TRACE("Disable vertex shaders\n");
|
||||
vs_mode = VS_NONE;
|
||||
}
|
||||
else if (!strcmp(buffer,"emulation"))
|
||||
{
|
||||
TRACE("Force SW vertex shaders\n");
|
||||
vs_mode = VS_SW;
|
||||
}
|
||||
}
|
||||
if ( !RegQueryValueExA( hkey, "PixelShaderMode", 0, NULL, buffer, &size) )
|
||||
{
|
||||
if (!strcmp(buffer,"enabled"))
|
||||
{
|
||||
TRACE("Allow pixel shaders\n");
|
||||
ps_mode = PS_HW;
|
||||
}
|
||||
if (!strcmp(buffer,"enabled"))
|
||||
{
|
||||
TRACE("Allow pixel shaders\n");
|
||||
ps_mode = PS_HW;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (vs_mode == VS_HW)
|
||||
|
|
Loading…
Reference in New Issue