wined3d: Fall back to drawStridedSlow if fog coords are used.

This commit is contained in:
Stefan Dösinger 2007-08-14 02:31:10 +02:00 committed by Alexandre Julliard
parent e2605fb0ed
commit 98bc83be7c
3 changed files with 36 additions and 15 deletions

View File

@ -1050,13 +1050,22 @@ void drawPrimitive(IWineD3DDevice *iface,
if (numberOfVertices == 0 ) if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices; numberOfVertices = calculatedNumberOfindices;
if(!This->strided_streams.u.s.position_transformed && !use_vs(This)) { if(!use_vs(This)) {
if(This->activeContext->num_untracked_materials && if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
This->stateBlock->renderState[WINED3DRS_LIGHTING]) { This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
IWineD3DVertexBufferImpl *vb;
FIXME("Using software emulation because not all material properties could be tracked\n"); FIXME("Using software emulation because not all material properties could be tracked\n");
emulation = TRUE; emulation = TRUE;
}
else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
* to a float in the vertex buffer
*/
FIXME("Using software emulation because manual fog coordinates are provided\n");
emulation = TRUE;
}
if(emulation) {
IWineD3DVertexBufferImpl *vb;
strided = &stridedlcl; strided = &stridedlcl;
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl)); memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));

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@ -803,9 +803,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
fogend = 0.0; fogend = 0.0;
} }
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
context->last_was_foggy_shader = TRUE; context->last_was_foggy_shader = TRUE;
} }
@ -843,9 +844,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]); default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
} }
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
} }
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
@ -862,9 +864,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if(!context->last_was_rhw) { if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP); glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
break; break;
} }
@ -873,9 +876,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if(!context->last_was_rhw) { if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP2); glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
break; break;
} }
@ -884,9 +888,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if(!context->last_was_rhw) { if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_LINEAR); glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
break; break;
} }
@ -897,8 +902,11 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
* Same happens with Vertexfog on transformed vertices * Same happens with Vertexfog on transformed vertices
*/ */
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD)) {
if(context->fog_coord == FALSE) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
context->fog_coord = TRUE;
}
glFogi(GL_FOG_MODE, GL_LINEAR); glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
fogstart = 0xff; fogstart = 0xff;
@ -920,27 +928,30 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
case WINED3DFOG_EXP: case WINED3DFOG_EXP:
glFogi(GL_FOG_MODE, GL_EXP); glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
break; break;
case WINED3DFOG_EXP2: case WINED3DFOG_EXP2:
glFogi(GL_FOG_MODE, GL_EXP2); glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
break; break;
case WINED3DFOG_LINEAR: case WINED3DFOG_LINEAR:
glFogi(GL_FOG_MODE, GL_LINEAR); glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
if(GL_SUPPORT(EXT_FOG_COORD)) { if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
context->fog_coord = FALSE;
} }
break; break;

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@ -518,6 +518,7 @@ struct WineD3DContext {
GLenum untracked_materials[2]; GLenum untracked_materials[2];
BOOL last_was_blit, last_was_ckey; BOOL last_was_blit, last_was_ckey;
char texShaderBumpMap; char texShaderBumpMap;
BOOL fog_coord;
/* The actual opengl context */ /* The actual opengl context */
HGLRC glCtx; HGLRC glCtx;