Add Clear, Present and EndScene support and fix a bug in the drawing
code.
This commit is contained in:
parent
130197b8c2
commit
c4de952eb5
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@ -155,8 +155,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_Reset(LPDIRECT3DDEVICE9 iface, D3DPRESENT_
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HRESULT WINAPI IDirect3DDevice9Impl_Present(LPDIRECT3DDEVICE9 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : stub!\n", This);
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return D3D_OK;
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return IWineD3DDevice_Present(This->WineD3DDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetBackBuffer(LPDIRECT3DDEVICE9 iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer) {
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@ -297,14 +296,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_BeginScene(LPDIRECT3DDEVICE9 iface) {
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HRESULT WINAPI IDirect3DDevice9Impl_EndScene(LPDIRECT3DDEVICE9 iface) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_EndScene(This->WineD3DDevice);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_Clear(LPDIRECT3DDEVICE9 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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return IWineD3DDevice_Clear(This->WineD3DDevice, Count, pRects, Flags, Color, Z, Stencil);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetTransform(LPDIRECT3DDEVICE9 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* lpMatrix) {
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@ -25,6 +25,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_fps);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/**********************************************************
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@ -175,7 +176,7 @@ void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD S
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if (changeTexture) {
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_ACTIVETEXTURE(Stage);
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GLACTIVETEXTURE(Stage);
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} else if (Stage > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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@ -417,11 +418,9 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANS
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if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
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if (d3dts < GL_LIMITS(textures)) {
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int tex = d3dts - D3DTS_TEXTURE0;
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GL_ACTIVETEXTURE(tex);
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#if 0 /* TODO: */
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GLACTIVETEXTURE(tex);
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set_texture_matrix((float *)lpmatrix,
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This->updateStateBlock->textureState[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
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#endif
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}
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} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
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@ -979,10 +978,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Inde
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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TRACE("Clipplane [%f,%f,%f,%f]\n",
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This->updateStateBlock->clipplane[Index][0],
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This->updateStateBlock->clipplane[Index][1],
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This->updateStateBlock->clipplane[Index][2],
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This->updateStateBlock->clipplane[Index][3]);
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This->updateStateBlock->clipplane[Index][0],
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This->updateStateBlock->clipplane[Index][1],
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This->updateStateBlock->clipplane[Index][2],
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This->updateStateBlock->clipplane[Index][3]);
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glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
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checkGLcall("glClipPlane");
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@ -1536,7 +1535,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_ACTIVETEXTURE(i);
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GLACTIVETEXTURE(i);
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} else if (i>0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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@ -2100,7 +2099,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DW
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/* Make appropriate texture active */
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VTRACE(("Activating appropriate texture state %ld\n", Stage));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_ACTIVETEXTURE(Stage);
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GLACTIVETEXTURE(Stage);
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} else if (Stage > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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@ -2600,6 +2599,235 @@ HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p)\n", This);
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ENTER_GL();
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glFlush();
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checkGLcall("glFlush");
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#if 0 /* TODO: render targer support */
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if ((This->frontBuffer != This->renderTarget) && (This->backBuffer != This->renderTarget)) {
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IWineD3DBaseTexture *cont = NULL;
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HRESULT hr;
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hr = IDirect3DSurface8_GetContainer((LPDIRECT3DSURFACE8) This->renderTarget, &IID_IDirect3DBaseTexture8, (void**) &cont);
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if (SUCCEEDED(hr) && NULL != cont) {
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/** always dirtify for now. we must find a better way to see that surface have been modified */
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This->renderTarget->inPBuffer = TRUE;
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This->renderTarget->inTexture = FALSE;
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IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
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IDirect3DBaseTexture8_PreLoad(cont);
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This->renderTarget->inPBuffer = FALSE;
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IDirect3DBaseTexture8Impl_Release(cont);
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cont = NULL;
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}
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}
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#endif /* TODO: render targer support */
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LEAVE_GL();
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
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CONST RECT* pSourceRect, CONST RECT* pDestRect,
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HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) Presenting the frame\n", This);
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ENTER_GL();
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if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
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glXSwapBuffers(This->display, This->drawable);
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/* Don't call checkGLcall, as glGetError is not applicable here */
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TRACE("glXSwapBuffers called, Starting new frame\n");
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/* FPS support */
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if (TRACE_ON(d3d_fps))
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{
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static long prev_time, frames;
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DWORD time = GetTickCount();
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frames++;
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/* every 1.5 seconds */
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if (time - prev_time > 1500) {
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TRACE_(d3d_fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
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prev_time = time;
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frames = 0;
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}
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}
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#if defined(FRAME_DEBUGGING)
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{
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if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
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if (!isOn) {
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isOn = TRUE;
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FIXME("Enabling D3D Trace\n");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Starting\n");
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isDumpingFrames = TRUE;
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glClear(GL_COLOR_BUFFER_BIT);
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#endif
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#if defined(SINGLE_FRAME_DEBUGGING)
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} else {
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Finishing\n");
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isDumpingFrames = FALSE;
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#endif
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FIXME("Singe Frame trace complete\n");
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DeleteFileA("C:\\D3DTRACE");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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#endif
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}
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} else {
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if (isOn) {
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isOn = FALSE;
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Finishing\n");
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isDumpingFrames = FALSE;
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#endif
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FIXME("Disabling D3D Trace\n");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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}
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}
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}
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#endif
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LEAVE_GL();
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/* Although this is not strictly required, a simple demo showed this does occur
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on (at least non-debug) d3d */
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if (This->presentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) {
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IWineD3DDevice_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
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DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
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render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
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when the depth-buffer format does not contain stencil buffer information, this method fails. */
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GLbitfield glMask = 0;
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GLboolean old_ztest;
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GLfloat old_z_clear_value;
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GLint old_stencil_clear_value;
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GLfloat old_color_clear_value[4];
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unsigned int i;
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CONST D3DRECT* curRect;
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TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
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Count, pRects, Flags, Z, Stencil);
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ENTER_GL();
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glEnable(GL_SCISSOR_TEST);
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checkGLcall("glEnable GL_SCISSOR_TEST");
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if (Count > 0 && pRects) {
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curRect = pRects;
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} else {
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curRect = NULL;
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}
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/* Only set the values up once, as they are not changing */
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if (Flags & D3DCLEAR_STENCIL) {
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glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
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glClearStencil(Stencil);
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checkGLcall("glClearStencil");
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glMask = glMask | GL_STENCIL_BUFFER_BIT;
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glStencilMask(0xFFFFFFFF);
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}
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if (Flags & D3DCLEAR_ZBUFFER) {
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glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
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glDepthMask(GL_TRUE);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
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glClearDepth(Z);
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checkGLcall("glClearDepth");
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glMask = glMask | GL_DEPTH_BUFFER_BIT;
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}
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if (Flags & D3DCLEAR_TARGET) {
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TRACE("Clearing screen with glClear to color %lx\n", Color);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
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glClearColor(((Color >> 16) & 0xFF) / 255.0f,
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((Color >> 8) & 0xFF) / 255.0f,
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((Color >> 0) & 0xFF) / 255.0f,
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((Color >> 24) & 0xFF) / 255.0f);
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checkGLcall("glClearColor");
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/* Clear ALL colors! */
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glMask = glMask | GL_COLOR_BUFFER_BIT;
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}
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/* Now process each rect in turn */
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for (i = 0; i < Count || i == 0; i++) {
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#if 0 /* TODO: renderTarget support */
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if (curRect) {
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/* Note gl uses lower left, width/height */
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TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
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curRect->x1, curRect->y1, curRect->x2, curRect->y2,
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curRect->x1, (This->renderTarget->myDesc.Height - curRect->y2),
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curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
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glScissor(curRect->x1, (This->renderTarget->myDesc.Height - curRect->y2),
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curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
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checkGLcall("glScissor");
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} else {
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glScissor(This->stateBlock->viewport.X,
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(This->renderTarget->myDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
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This->stateBlock->viewport.Width,
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This->stateBlock->viewport.Height);
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checkGLcall("glScissor");
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}
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#endif
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/* Clear the selected rectangle (or full screen) */
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glClear(glMask);
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checkGLcall("glClear");
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/* Step to the next rectangle */
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if (curRect) curRect = curRect + sizeof(D3DRECT);
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}
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/* Restore the old values (why..?) */
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if (Flags & D3DCLEAR_STENCIL) {
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glClearStencil(old_stencil_clear_value);
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glStencilMask(This->stateBlock->renderState[D3DRS_STENCILWRITEMASK]);
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}
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if (Flags & D3DCLEAR_ZBUFFER) {
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glDepthMask(old_ztest);
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glClearDepth(old_z_clear_value);
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}
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if (Flags & D3DCLEAR_TARGET) {
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glClearColor(old_color_clear_value[0],
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old_color_clear_value[1],
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old_color_clear_value[2],
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old_color_clear_value[3]);
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glColorMask(This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
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This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
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This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
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This->stateBlock->renderState[D3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
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}
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glDisable(GL_SCISSOR_TEST);
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checkGLcall("glDisable");
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LEAVE_GL();
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return D3D_OK;
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}
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/*****
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* Drawing functions
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*****/
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@ -2778,6 +3006,9 @@ IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_GetTextureStageState,
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IWineD3DDeviceImpl_BeginScene,
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IWineD3DDeviceImpl_EndScene,
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IWineD3DDeviceImpl_Present,
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IWineD3DDeviceImpl_Clear,
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IWineD3DDeviceImpl_DrawPrimitive,
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IWineD3DDeviceImpl_DrawIndexedPrimitive,
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@ -1577,7 +1577,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
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TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
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/* Clear the screen */
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/* TODO: IDirect3DDevice8Impl_Clear((LPDIRECT3DDEVICE8) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0); */
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IWineD3DDevice_Clear((IWineD3DDevice *) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
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} /* End of FIXME: remove when dx8 merged in */
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@ -372,7 +372,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
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For the non-created vertex shaders, the VertexShader var holds the real
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FVF and only stream 0 matters
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For the created vertex shaders, there is an FVF per stream */
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if (!This->stateBlock->streamIsUP && (This->updateStateBlock->vertexShader == NULL)) {
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if (!This->stateBlock->streamIsUP && !(This->updateStateBlock->vertexShader == NULL)) {
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LoopThroughTo = MAX_STREAMS;
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} else {
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LoopThroughTo = 1;
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@ -521,10 +521,8 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
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BOOL isPtSize, float ptSize, /* pointSize */
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D3DVECTOR_4 *texcoords, int *numcoords) /* texture info */
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{
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#if 0 /* TODO: Texture support */
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unsigned int textureNo;
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float s, t, r, q;
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#endif
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Diffuse -------------------------------- */
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@ -557,7 +555,6 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
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}
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/* Texture coords --------------------------- */
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#if 0 /* TODO: Texture support */
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
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@ -568,7 +565,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
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/* Query tex coords */
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if (This->stateBlock->textures[textureNo] != NULL) {
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int coordIdx = This->updateStateBlock->texture_state[textureNo][D3DTSS_TEXCOORDINDEX];
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||||
int coordIdx = This->updateStateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
|
||||
if (coordIdx > 7) {
|
||||
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
|
||||
continue;
|
||||
|
@ -594,11 +591,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
case D3DTTFF_COUNT1:
|
||||
VTRACE(("tex:%d, s=%f\n", textureNo, s));
|
||||
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
||||
#if defined(GL_VERSION_1_3)
|
||||
glMultiTexCoord1f(GL_TEXTURE0 + textureNo, s);
|
||||
#else
|
||||
glMultiTexCoord1fARB(GL_TEXTURE0_ARB + textureNo, s);
|
||||
#endif
|
||||
GLMULTITEXCOORD1F(textureNo, s);
|
||||
} else {
|
||||
glTexCoord1f(s);
|
||||
}
|
||||
|
@ -606,11 +599,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
case D3DTTFF_COUNT2:
|
||||
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
|
||||
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
||||
#if defined(GL_VERSION_1_3)
|
||||
glMultiTexCoord2f(GL_TEXTURE0 + textureNo, s, t);
|
||||
#else
|
||||
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + textureNo, s, t);
|
||||
#endif
|
||||
GLMULTITEXCOORD2F(textureNo, s, t);
|
||||
} else {
|
||||
glTexCoord2f(s, t);
|
||||
}
|
||||
|
@ -618,11 +607,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
case D3DTTFF_COUNT3:
|
||||
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
|
||||
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
||||
#if defined(GL_VERSION_1_3)
|
||||
glMultiTexCoord3f(GL_TEXTURE0 + textureNo, s, t, r);
|
||||
#else
|
||||
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + textureNo, s, t, r);
|
||||
#endif
|
||||
GLMULTITEXCOORD3F(textureNo, s, t, r);
|
||||
} else {
|
||||
glTexCoord3f(s, t, r);
|
||||
}
|
||||
|
@ -630,11 +615,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
case D3DTTFF_COUNT4:
|
||||
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
|
||||
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
||||
#if defined(GL_VERSION_1_3)
|
||||
glMultiTexCoord4f(GL_TEXTURE0 + textureNo, s, t, r, q);
|
||||
#else
|
||||
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, s, t, r, q);
|
||||
#endif
|
||||
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
|
||||
} else {
|
||||
glTexCoord4f(s, t, r, q);
|
||||
}
|
||||
|
@ -645,7 +626,6 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
|
|||
}
|
||||
}
|
||||
} /* End of textures */
|
||||
#endif
|
||||
|
||||
/* Position -------------------------------- */
|
||||
if (isXYZ) {
|
||||
|
@ -1540,7 +1520,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
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. */
|
||||
isLightingOn = glIsEnabled(GL_LIGHTING);
|
||||
isLightingOn = glIsEnabled(GL_LIGHTING);
|
||||
glDisable(GL_LIGHTING);
|
||||
checkGLcall("glDisable(GL_LIGHTING);");
|
||||
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
|
||||
|
|
|
@ -212,7 +212,7 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
|
|||
|
||||
/* Make appropriate texture active */
|
||||
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
||||
GL_ACTIVETEXTURE(i);
|
||||
GLACTIVETEXTURE(i);
|
||||
} else if (i > 0) {
|
||||
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
||||
}
|
||||
|
|
|
@ -89,13 +89,29 @@ extern int num_lock;
|
|||
|
||||
/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
|
||||
#if defined(GL_VERSION_1_3)
|
||||
#define GL_ACTIVETEXTURE(textureNo) \
|
||||
glActiveTexture(GL_TEXTURE0 + textureNo); \
|
||||
#define GLACTIVETEXTURE(textureNo) \
|
||||
glActiveTexture(GL_TEXTURE0 + textureNo); \
|
||||
checkGLcall("glActiveTexture");
|
||||
#define GLMULTITEXCOORD1F(a,b) \
|
||||
glMultiTexCoord1f(GL_TEXTURE0 + a, b);
|
||||
#define GLMULTITEXCOORD2F(a,b,c) \
|
||||
glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
|
||||
#define GLMULTITEXCOORD3F(a,b,c,d) \
|
||||
glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
|
||||
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
|
||||
glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
|
||||
#else
|
||||
#define GL_ACTIVETEXTURE(textureNo) \
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
|
||||
#define GLACTIVETEXTURE(textureNo) \
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
|
||||
checkGLcall("glActiveTextureARB");
|
||||
#define GLMULTITEXCOORD1F(a,b) \
|
||||
glMultiTexCoord1fARB(GL_TEXTURE0 + a, b);
|
||||
#define GLMULTITEXCOORD2F(a,b,c) \
|
||||
glMultiTexCoord2fARB(GL_TEXTURE0 + a, b, c);
|
||||
#define GLMULTITEXCOORD3F(a,b,c,d) \
|
||||
glMultiTexCoord3fARB(GL_TEXTURE0 + a, b, c, d);
|
||||
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
|
||||
glMultiTexCoord4fARB(GL_TEXTURE0 + a, b, c, d, e);
|
||||
#endif
|
||||
|
||||
/* DirectX Device Limits */
|
||||
|
@ -185,6 +201,36 @@ extern const float identity[16];
|
|||
} \
|
||||
}
|
||||
|
||||
/* TODO: Confirm each of these works when wined3d move completed */
|
||||
#if 0 /* NOTE: Must be 0 in cvs */
|
||||
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
|
||||
of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
|
||||
is enabled, and if it doesn't exists it is disabled. */
|
||||
# define FRAME_DEBUGGING
|
||||
/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
|
||||
the file is deleted */
|
||||
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
|
||||
# define SINGLE_FRAME_DEBUGGING
|
||||
# endif
|
||||
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
|
||||
It can only be enabled when FRAME_DEBUGGING is also enabled
|
||||
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
|
||||
array is drawn. */
|
||||
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
|
||||
# define SHOW_FRAME_MAKEUP 1
|
||||
# endif
|
||||
/* The following, when enabled, lets you see the makeup of the all the textures used during each
|
||||
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
|
||||
The contents of the textures assigned to each stage are written into
|
||||
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
|
||||
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
|
||||
# define SHOW_TEXTURE_MAKEUP 0
|
||||
# endif
|
||||
extern BOOL isOn;
|
||||
extern BOOL isDumpingFrames;
|
||||
extern LONG primCounter;
|
||||
#endif
|
||||
|
||||
/*****************************************************************************
|
||||
* Prototypes
|
||||
*/
|
||||
|
|
|
@ -187,6 +187,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
|
|||
STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) PURE;
|
||||
STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD * pValue) PURE;
|
||||
STDMETHOD(BeginScene)(THIS) PURE;
|
||||
STDMETHOD(EndScene)(THIS) PURE;
|
||||
STDMETHOD(Present)(THIS_ CONST RECT * pSourceRect,CONST RECT * pDestRect,HWND hDestWindowOverride,CONST RGNDATA * pDirtyRegion) PURE;
|
||||
STDMETHOD(Clear)(THIS_ DWORD Count,CONST D3DRECT * pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) PURE;
|
||||
STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) PURE;
|
||||
STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,INT baseVIdx, UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE;
|
||||
STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
|
||||
|
@ -234,6 +237,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
|
|||
#define IWineD3DDevice_SetTextureStageState(p,a,b,c) (p)->lpVtbl->SetTextureStageState(p,a,b,c)
|
||||
#define IWineD3DDevice_GetTextureStageState(p,a,b,c) (p)->lpVtbl->GetTextureStageState(p,a,b,c)
|
||||
#define IWineD3DDevice_BeginScene(p) (p)->lpVtbl->BeginScene(p)
|
||||
#define IWineD3DDevice_EndScene(p) (p)->lpVtbl->EndScene(p)
|
||||
#define IWineD3DDevice_Present(p,a,b,c,d) (p)->lpVtbl->Present(p,a,b,c,d)
|
||||
#define IWineD3DDevice_Clear(p,a,b,c,d,e,f) (p)->lpVtbl->Clear(p,a,b,c,d,e,f)
|
||||
#define IWineD3DDevice_DrawPrimitive(p,a,b,c) (p)->lpVtbl->DrawPrimitive(p,a,b,c)
|
||||
#define IWineD3DDevice_DrawIndexedPrimitive(p,a,b,c,d,e,f) (p)->lpVtbl->DrawIndexedPrimitive(p,a,b,c,d,e,f)
|
||||
#define IWineD3DDevice_DrawPrimitiveUP(p,a,b,c,d) (p)->lpVtbl->DrawPrimitiveUP(p,a,b,c,d)
|
||||
|
|
Loading…
Reference in New Issue