Sweden-Number/dlls/wined3d/drawprim.c

1282 lines
53 KiB
C

/*
* WINED3D draw functions
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
#include <stdio.h>
#if 0 /* TODO */
extern IWineD3DVertexShaderImpl* VertexShaders[64];
extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
extern IWineD3DPixelShaderImpl* PixelShaders[64];
#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
#endif
/* Issues the glBegin call for gl given the primitive type and count */
static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
DWORD NumPrimitives,
GLenum *primType)
{
DWORD NumVertexes = NumPrimitives;
switch (PrimitiveType) {
case WINED3DPT_POINTLIST:
TRACE("POINTS\n");
*primType = GL_POINTS;
NumVertexes = NumPrimitives;
break;
case WINED3DPT_LINELIST:
TRACE("LINES\n");
*primType = GL_LINES;
NumVertexes = NumPrimitives * 2;
break;
case WINED3DPT_LINESTRIP:
TRACE("LINE_STRIP\n");
*primType = GL_LINE_STRIP;
NumVertexes = NumPrimitives + 1;
break;
case WINED3DPT_TRIANGLELIST:
TRACE("TRIANGLES\n");
*primType = GL_TRIANGLES;
NumVertexes = NumPrimitives * 3;
break;
case WINED3DPT_TRIANGLESTRIP:
TRACE("TRIANGLE_STRIP\n");
*primType = GL_TRIANGLE_STRIP;
NumVertexes = NumPrimitives + 2;
break;
case WINED3DPT_TRIANGLEFAN:
TRACE("TRIANGLE_FAN\n");
*primType = GL_TRIANGLE_FAN;
NumVertexes = NumPrimitives + 2;
break;
default:
FIXME("Unhandled primitive\n");
*primType = GL_POINTS;
break;
}
return NumVertexes;
}
static BOOL fixed_get_input(
BYTE usage, BYTE usage_idx,
unsigned int* regnum) {
*regnum = -1;
/* Those positions must have the order in the
* named part of the strided data */
if ((usage == D3DDECLUSAGE_POSITION || usage == D3DDECLUSAGE_POSITIONT) && usage_idx == 0)
*regnum = 0;
else if (usage == D3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
*regnum = 1;
else if (usage == D3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
*regnum = 2;
else if (usage == D3DDECLUSAGE_NORMAL && usage_idx == 0)
*regnum = 3;
else if (usage == D3DDECLUSAGE_PSIZE && usage_idx == 0)
*regnum = 4;
else if (usage == D3DDECLUSAGE_COLOR && usage_idx == 0)
*regnum = 5;
else if (usage == D3DDECLUSAGE_COLOR && usage_idx == 1)
*regnum = 6;
else if (usage == D3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
*regnum = 7 + usage_idx;
else if ((usage == D3DDECLUSAGE_POSITION || usage == D3DDECLUSAGE_POSITIONT) && usage_idx == 1)
*regnum = 7 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_NORMAL && usage_idx == 1)
*regnum = 8 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_TANGENT && usage_idx == 0)
*regnum = 9 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_BINORMAL && usage_idx == 0)
*regnum = 10 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
*regnum = 11 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_FOG && usage_idx == 0)
*regnum = 12 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_DEPTH && usage_idx == 0)
*regnum = 13 + WINED3DDP_MAXTEXCOORD;
else if (usage == D3DDECLUSAGE_SAMPLE && usage_idx == 0)
*regnum = 14 + WINED3DDP_MAXTEXCOORD;
if (*regnum < 0) {
FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
debug_d3ddeclusage(usage), usage_idx);
return FALSE;
}
return TRUE;
}
void primitiveDeclarationConvertToStridedData(
IWineD3DDevice *iface,
BOOL useVertexShaderFunction,
WineDirect3DVertexStridedData *strided,
BOOL *fixup) {
/* We need to deal with frequency data!*/
BYTE *data = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl* vertexDeclaration = NULL;
int i;
WINED3DVERTEXELEMENT *element;
DWORD stride;
int reg;
char isPreLoaded[MAX_STREAMS];
DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
memset(isPreLoaded, 0, sizeof(isPreLoaded));
/* Locate the vertex declaration */
if (This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) {
TRACE("Using vertex declaration from shader\n");
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
} else {
TRACE("Using vertex declaration\n");
vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
}
/* Translate the declaration into strided data */
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
GLint streamVBO = 0;
BOOL stride_used;
unsigned int idx;
element = vertexDeclaration->pDeclarationWine + i;
TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
element, i + 1, vertexDeclaration->declarationWNumElements - 1);
if (This->stateBlock->streamSource[element->Stream] == NULL)
continue;
if (This->stateBlock->streamIsUP) {
TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
streamVBO = 0;
data = (BYTE *)This->stateBlock->streamSource[element->Stream];
if(fixup && *fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
} else {
TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
if(!isPreLoaded[element->Stream]) {
preLoadStreams[numPreloadStreams] = element->Stream;
numPreloadStreams++;
isPreLoaded[element->Stream] = 1;
}
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
if(fixup) {
if( streamVBO != 0) *fixup = TRUE;
else if(*fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
}
}
stride = This->stateBlock->streamStride[element->Stream];
data += element->Offset;
reg = element->Reg;
TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
if (useVertexShaderFunction)
stride_used = vshader_get_input(This->stateBlock->vertexShader,
element->Usage, element->UsageIndex, &idx);
else
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
if (stride_used) {
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
useVertexShaderFunction? "shader": "fixed function", idx,
debug_d3ddeclusage(element->Usage), element->UsageIndex,
element->Stream, element->Offset, stride, streamVBO);
strided->u.input[idx].lpData = data;
strided->u.input[idx].dwType = element->Type;
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
strided->u.input[idx].streamNo = element->Stream;
if (!useVertexShaderFunction) {
if (element->Usage == D3DDECLUSAGE_POSITION)
strided->u.s.position_transformed = FALSE;
else if (element->Usage == D3DDECLUSAGE_POSITIONT)
strided->u.s.position_transformed = TRUE;
}
}
};
/* Now call PreLoad on all the vertex buffers. In the very rare case
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
* The vertex buffer can now use the strided structure in the device instead of finding its
* own again.
*
* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
* once in there.
*/
for(i=0; i < numPreloadStreams; i++) {
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
}
}
void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO, UINT streamNo) {
int numBlends;
int numTextures;
int textureNo;
int coordIdxInfo = 0x00; /* Information on number of coords supplied */
int numCoords[8]; /* Holding place for WINED3DFVF_TEXTUREFORMATx */
/* Either 3 or 4 floats depending on the FVF */
/* 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 & WINED3DFVF_POSITION_MASK) {
strided->u.s.position.lpData = data;
strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
strided->u.s.position.dwStride = stride;
strided->u.s.position.VBO = streamVBO;
strided->u.s.position.streamNo = streamNo;
data += 3 * sizeof(float);
if (thisFVF & WINED3DFVF_XYZRHW) {
strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
strided->u.s.position_transformed = TRUE;
data += sizeof(float);
} else
strided->u.s.position_transformed = FALSE;
}
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
/** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
numBlends = 1 + (((thisFVF & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
if(thisFVF & WINED3DFVF_LASTBETA_UBYTE4) numBlends--;
if ((thisFVF & WINED3DFVF_XYZB5 ) > WINED3DFVF_XYZRHW) {
TRACE("Setting blend Weights to %p\n", data);
strided->u.s.blendWeights.lpData = data;
strided->u.s.blendWeights.dwType = WINED3DDECLTYPE_FLOAT1 + numBlends - 1;
strided->u.s.blendWeights.dwStride = stride;
strided->u.s.blendWeights.VBO = streamVBO;
strided->u.s.blendWeights.streamNo = streamNo;
data += numBlends * sizeof(FLOAT);
if (thisFVF & WINED3DFVF_LASTBETA_UBYTE4) {
strided->u.s.blendMatrixIndices.lpData = data;
strided->u.s.blendMatrixIndices.dwType = WINED3DDECLTYPE_UBYTE4;
strided->u.s.blendMatrixIndices.dwStride= stride;
strided->u.s.blendMatrixIndices.VBO = streamVBO;
strided->u.s.blendMatrixIndices.streamNo= streamNo;
data += sizeof(DWORD);
}
}
/* Normal is always 3 floats */
if (thisFVF & WINED3DFVF_NORMAL) {
strided->u.s.normal.lpData = data;
strided->u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
strided->u.s.normal.dwStride = stride;
strided->u.s.normal.VBO = streamVBO;
strided->u.s.normal.streamNo = streamNo;
data += 3 * sizeof(FLOAT);
}
/* Pointsize is a single float */
if (thisFVF & WINED3DFVF_PSIZE) {
strided->u.s.pSize.lpData = data;
strided->u.s.pSize.dwType = WINED3DDECLTYPE_FLOAT1;
strided->u.s.pSize.dwStride = stride;
strided->u.s.pSize.VBO = streamVBO;
strided->u.s.pSize.streamNo = streamNo;
data += sizeof(FLOAT);
}
/* Diffuse is 4 unsigned bytes */
if (thisFVF & WINED3DFVF_DIFFUSE) {
strided->u.s.diffuse.lpData = data;
strided->u.s.diffuse.dwType = WINED3DDECLTYPE_SHORT4;
strided->u.s.diffuse.dwStride = stride;
strided->u.s.diffuse.VBO = streamVBO;
strided->u.s.diffuse.streamNo = streamNo;
data += sizeof(DWORD);
}
/* Specular is 4 unsigned bytes */
if (thisFVF & WINED3DFVF_SPECULAR) {
strided->u.s.specular.lpData = data;
strided->u.s.specular.dwType = WINED3DDECLTYPE_SHORT4;
strided->u.s.specular.dwStride = stride;
strided->u.s.specular.VBO = streamVBO;
strided->u.s.specular.streamNo = streamNo;
data += sizeof(DWORD);
}
/* Texture coords */
numTextures = (thisFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of WINED3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
/* numTextures indicates the number of texture coordinates supplied */
/* However, the first set may not be for stage 0 texture - it all */
/* depends on WINED3DTSS_TEXCOORDINDEX. */
/* The number of bytes for each coordinate set is based off */
/* WINED3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
/* So, for each supplied texture extract the coords */
for (textureNo = 0; textureNo < numTextures; ++textureNo) {
strided->u.s.texCoords[textureNo].lpData = data;
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT1;
strided->u.s.texCoords[textureNo].dwStride = stride;
strided->u.s.texCoords[textureNo].VBO = streamVBO;
strided->u.s.texCoords[textureNo].streamNo = streamNo;
numCoords[textureNo] = coordIdxInfo & 0x03;
/* Always one set */
data += sizeof(float);
if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT1) {
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT2;
data += sizeof(float);
if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT2) {
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT3;
data += sizeof(float);
if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT3) {
strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT4;
data += sizeof(float);
}
}
}
coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
}
}
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
short LoopThroughTo = 0;
short nStream;
GLint streamVBO = 0;
DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* 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)) {
LoopThroughTo = MAX_STREAMS;
} else {
LoopThroughTo = 1;
}
/* Work through stream by stream */
for (nStream=0; nStream<LoopThroughTo; ++nStream) {
DWORD stride = This->stateBlock->streamStride[nStream];
BYTE *data = NULL;
DWORD thisFVF = 0;
/* Skip empty streams */
if (This->stateBlock->streamSource[nStream] == NULL) continue;
/* Retrieve appropriate FVF */
if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
thisFVF = This->stateBlock->fvf;
/* Handle memory passed directly as well as vertex buffers */
if (This->stateBlock->streamIsUP) {
streamVBO = 0;
data = (BYTE *)This->stateBlock->streamSource[nStream];
} else {
/* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
* buffers
*/
preLoadStreams[numPreloadStreams] = nStream;
numPreloadStreams++;
/* GetMemory binds the VBO */
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
if(fixup) {
if(streamVBO != 0 ) *fixup = TRUE;
}
}
} else {
#if 0 /* TODO: Vertex shader support */
thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0);
#endif
}
VTRACE(("FVF for stream %d is %lx\n", nStream, thisFVF));
if (thisFVF == 0) continue;
/* Now convert the stream into pointers */
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, nStream);
}
/* Now call PreLoad on all the vertex buffers. In the very rare case
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
* The vertex buffer can now use the strided structure in the device instead of finding its
* own again.
*
* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
* once in there.
*/
for(nStream=0; nStream < numPreloadStreams; nStream++) {
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[nStream]]);
}
}
#if 0 /* TODO: Software Shaders */
/* Draw a single vertex using this information */
static void draw_vertex(IWineD3DDevice *iface, /* interface */
BOOL isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
BOOL isNormal, float nx, float ny, float nz, /* normal */
BOOL isDiffuse, float *dRGBA, /* 1st colors */
BOOL isSpecular, float *sRGB, /* 2ndry colors */
BOOL isPtSize, float ptSize, /* pointSize */
WINED3DVECTOR_4 *texcoords, int *numcoords) /* texture info */
{
unsigned int textureNo;
float s, t, r, q;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Diffuse -------------------------------- */
if (isDiffuse) {
glColor4fv(dRGBA);
VTRACE(("glColor4f: r,g,b,a=%f,%f,%f,%f\n", dRGBA[0], dRGBA[1], dRGBA[2], dRGBA[3]));
}
/* Specular Colour ------------------------------------------*/
if (isSpecular) {
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3fvEXT(sRGB));
VTRACE(("glSecondaryColor4f: r,g,b=%f,%f,%f\n", sRGB[0], sRGB[1], sRGB[2]));
} else {
VTRACE(("Specular color extensions not supplied\n"));
}
}
/* Normal -------------------------------- */
if (isNormal) {
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", nx,ny,nz));
glNormal3f(nx, ny, nz);
}
/* Point Size ----------------------------------------------*/
if (isPtSize) {
/* no such functionality in the fixed function GL pipeline */
FIXME("Cannot change ptSize here in openGl\n");
}
/* Texture coords --------------------------- */
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue ;
}
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
if (coordIdx >= MAX_TEXTURES) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
continue;
} else if (numcoords[coordIdx] == 0) {
TRACE("tex: %d - Skipping tex coords, as no data supplied or no coords supplied\n", textureNo);
continue;
} else {
/* Initialize vars */
s = 0.0f;
t = 0.0f;
r = 0.0f;
q = 0.0f;
switch (numcoords[coordIdx]) {
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;
}
switch (numcoords[coordIdx]) { /* Supply the provided texture coords */
case WINED3DTTFF_COUNT1:
VTRACE(("tex:%d, s=%f\n", textureNo, s));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD1F(textureNo, s);
} else {
glTexCoord1f(s);
}
break;
case WINED3DTTFF_COUNT2:
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD2F(textureNo, s, t);
} else {
glTexCoord2f(s, t);
}
break;
case WINED3DTTFF_COUNT3:
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD3F(textureNo, s, t, r);
} else {
glTexCoord3f(s, t, r);
}
break;
case WINED3DTTFF_COUNT4:
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
} else {
glTexCoord4f(s, t, r, q);
}
break;
default:
FIXME("Should not get here as numCoords should be 0->4 (%x)!\n", numcoords[coordIdx]);
}
}
}
} /* End of textures */
/* Position -------------------------------- */
if (isXYZ) {
if (1.0f == rhw || rhw < 0.00001f) {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
glVertex3f(x, y, z);
} else {
/* Cannot optimize by dividing through by rhw as rhw is required
later for perspective in the GL pipeline for vertex shaders */
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
glVertex4f(x,y,z,rhw);
}
}
}
#endif /* TODO: Software shaders */
static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (idxData != NULL /* This crashes sometimes!*/) {
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
idxData = idxData == (void *)-1 ? NULL : idxData;
#if 1
#if 0
glIndexPointer(idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idxSize, startIdx);
glEnableClientState(GL_INDEX_ARRAY);
#endif
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(const char *)idxData+(idxSize * startIdx));
#else /* using drawRangeElements may be faster */
glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(const char *)idxData+(idxSize * startIdx));
#endif
checkGLcall("glDrawRangeElements");
} else {
/* Note first is now zero as we shuffled along earlier */
TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
checkGLcall("glDrawArrays");
}
return;
}
/*
* Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn
*/
static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
UINT NumVertexes, GLenum glPrimType,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
unsigned int textureNo = 0;
unsigned int texture_idx = 0;
const short *pIdxBufS = NULL;
const long *pIdxBufL = NULL;
LONG vx_index;
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
float rhw = 0.0f; /* rhw */
DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
DWORD specularColor = 0; /* Specular Color */
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT *streamOffset = This->stateBlock->streamOffset;
LONG SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
TRACE("Using slow vertex array code\n");
/* Variable Initialization */
if (idxData != NULL) {
if (idxSize == 2) pIdxBufS = (const short *) idxData;
else pIdxBufL = (const long *) idxData;
}
/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
* to the strided Data in the device and might be needed intact on the next draw
*/
for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if(sd->u.s.texCoords[textureNo].lpData) {
texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
} else {
texCoords[textureNo] = NULL;
}
}
if(sd->u.s.diffuse.lpData) {
diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
}
if(sd->u.s.specular.lpData) {
specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
}
if(sd->u.s.normal.lpData) {
normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
}
if(sd->u.s.position.lpData) {
position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
}
/* Start drawing in GL */
VTRACE(("glBegin(%x)\n", glPrimType));
glBegin(glPrimType);
/* Default settings for data that is not passed */
if (sd->u.s.normal.lpData == NULL) {
glNormal3f(0, 0, 1);
}
if(sd->u.s.diffuse.lpData != NULL) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if(sd->u.s.specular.lpData != NULL) {
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
}
}
/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
* Guess it's not necessary(we crash then anyway) and would only eat CPU time
*/
/* For each primitive */
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
/* Initialize diffuse color */
diffuseColor = 0xFFFFFFFF;
/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
*/
/* For indexed data, we need to go a few more strides in */
if (idxData != NULL) {
/* Indexed so work out the number of strides to skip */
if (idxSize == 2) {
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
} else {
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
}
}
/* Texture coords --------------------------- */
for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue ;
}
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
float *ptrToCoords = NULL;
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
if (coordIdx > 7) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
++texture_idx;
continue;
} else if (coordIdx < 0) {
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
++texture_idx;
continue;
}
ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
if (texCoords[coordIdx] == NULL) {
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
++texture_idx;
continue;
} else {
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
/* The coords to supply depend completely on the fvf / vertex shader */
switch (coordsToUse) {
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];
}
/* Projected is more 'fun' - Move the last coord to the 'q'
parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
(This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
switch (coordsToUse) {
case 0: /* Drop Through */
case 1:
FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
break;
case 2:
q = t;
t = 0.0;
coordsToUse = 4;
break;
case 3:
q = r;
r = 0.0;
coordsToUse = 4;
break;
case 4: /* Nop here */
break;
default:
FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
}
}
}
switch (coordsToUse) { /* Supply the provided texture coords */
case WINED3DTTFF_COUNT1:
VTRACE(("tex:%d, s=%f\n", textureNo, s));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
} else {
glTexCoord1f(s);
}
break;
case WINED3DTTFF_COUNT2:
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
} else {
glTexCoord2f(s, t);
}
break;
case WINED3DTTFF_COUNT3:
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
} else {
glTexCoord3f(s, t, r);
}
break;
case WINED3DTTFF_COUNT4:
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
} else {
glTexCoord4f(s, t, r, q);
}
break;
default:
FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
}
}
}
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
} /* End of textures */
/* Diffuse -------------------------------- */
if (diffuse) {
DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
diffuseColor = ptrToCoords[0];
VTRACE(("diffuseColor=%lx\n", diffuseColor));
glColor4ub(D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor)));
}
/* Specular ------------------------------- */
if (specular) {
DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
specularColor = ptrToCoords[0];
VTRACE(("specularColor=%lx\n", specularColor));
/* special case where the fog density is stored in the diffuse alpha channel */
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
if(GL_SUPPORT(EXT_FOG_COORD)) {
GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
} else {
static BOOL warned = FALSE;
if(!warned) {
/* TODO: Use the fog table code from old ddraw */
FIXME("Implement fog for transformed vertices in software\n");
warned = TRUE;
}
}
}
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)));
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3ubEXT)(
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor));
} else {
/* Do not worry if specular colour missing and disable request */
VTRACE(("Specular color extensions not supplied\n"));
}
}
/* Normal -------------------------------- */
if (normal != NULL) {
float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
}
/* Position -------------------------------- */
if (position) {
float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
x = ptrToCoords[0];
y = ptrToCoords[1];
z = ptrToCoords[2];
rhw = 1.0;
VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
/* RHW follows, only if transformed, ie 4 floats were provided */
if (sd->u.s.position_transformed) {
rhw = ptrToCoords[3];
VTRACE(("rhw=%f\n", rhw));
}
if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
glVertex3f(x, y, z);
} else {
GLfloat w = 1.0 / rhw;
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
glVertex4f(x*w, y*w, z*w, w);
}
}
/* For non indexed mode, step onto next parts */
if (idxData == NULL) {
++SkipnStrides;
}
}
glEnd();
checkGLcall("glEnd and previous calls");
}
#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
*/
void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
unsigned int textureNo = 0;
GLenum glPrimType = GL_POINTS;
int NumVertexes = NumPrimitives;
const short *pIdxBufS = NULL;
const long *pIdxBufL = NULL;
LONG SkipnStrides = 0;
LONG vx_index;
float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
float rhw = 0.0f; /* rhw */
float ptSize = 0.0f; /* Point size */
D3DVECTOR_4 texcoords[8]; /* Texture Coords */
int numcoords[8]; /* Number of coords */
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IDirect3DVertexShaderImpl* vertexShader = NULL;
TRACE("Using slow software vertex shader code\n");
/* Variable Initialization */
if (idxData != NULL) {
if (idxSize == 2) pIdxBufS = (const short *) idxData;
else pIdxBufL = (const long *) idxData;
}
/* Ok, Work out which primitive is requested and how many vertexes that will be */
NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
/* Retrieve the VS information */
vertexShader = (IWineD3DVertexShaderImp *)This->stateBlock->VertexShader;
/* Start drawing in GL */
VTRACE(("glBegin(%x)\n", glPrimType));
glBegin(glPrimType);
/* For each primitive */
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
/* For indexed data, we need to go a few more strides in */
if (idxData != NULL) {
/* Indexed so work out the number of strides to skip */
if (idxSize == 2) {
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
SkipnStrides = pIdxBufS[startIdx+vx_index];
} else {
VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
SkipnStrides = pIdxBufL[startIdx+vx_index];
}
}
/* Fill the vertex shader input */
IDirect3DDeviceImpl_FillVertexShaderInputSW(This, vertexShader, SkipnStrides);
/* Initialize the output fields to the same defaults as it would normally have */
memset(&vertexShader->output, 0, sizeof(VSHADEROUTPUTDATA8));
vertexShader->output.oD[0].x = 1.0;
vertexShader->output.oD[0].y = 1.0;
vertexShader->output.oD[0].z = 1.0;
vertexShader->output.oD[0].w = 1.0;
/* Now execute the vertex shader */
IDirect3DVertexShaderImpl_ExecuteSW(vertexShader, &vertexShader->input, &vertexShader->output);
/*
TRACE_VECTOR(vertexShader->output.oPos);
TRACE_VECTOR(vertexShader->output.oD[0]);
TRACE_VECTOR(vertexShader->output.oD[1]);
TRACE_VECTOR(vertexShader->output.oT[0]);
TRACE_VECTOR(vertexShader->output.oT[1]);
TRACE_VECTOR(vertexShader->input.V[0]);
TRACE_VECTOR(vertexShader->data->C[0]);
TRACE_VECTOR(vertexShader->data->C[1]);
TRACE_VECTOR(vertexShader->data->C[2]);
TRACE_VECTOR(vertexShader->data->C[3]);
TRACE_VECTOR(vertexShader->data->C[4]);
TRACE_VECTOR(vertexShader->data->C[5]);
TRACE_VECTOR(vertexShader->data->C[6]);
TRACE_VECTOR(vertexShader->data->C[7]);
*/
/* Extract out the output */
/* FIXME: Fog coords? */
x = vertexShader->output.oPos.x;
y = vertexShader->output.oPos.y;
z = vertexShader->output.oPos.z;
rhw = vertexShader->output.oPos.w;
ptSize = vertexShader->output.oPts.x; /* Fixme - Is this right? */
/** Update textures coords using vertexShader->output.oT[0->7] */
memset(texcoords, 0x00, sizeof(texcoords));
memset(numcoords, 0x00, sizeof(numcoords));
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
if (This->stateBlock->textures[textureNo] != NULL) {
texcoords[textureNo].x = vertexShader->output.oT[textureNo].x;
texcoords[textureNo].y = vertexShader->output.oT[textureNo].y;
texcoords[textureNo].z = vertexShader->output.oT[textureNo].z;
texcoords[textureNo].w = vertexShader->output.oT[textureNo].w;
if (This->stateBlock->texture_state[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) {
numcoords[textureNo] = This->stateBlock->texture_state[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & ~WINED3DTTFF_PROJECTED;
} else {
switch (IDirect3DBaseTexture8Impl_GetType((LPDIRECT3DBASETEXTURE8) This->stateBlock->textures[textureNo])) {
case WINED3DRTYPE_TEXTURE: numcoords[textureNo] = 2; break;
case WINED3DRTYPE_VOLUMETEXTURE: numcoords[textureNo] = 3; break;
default: numcoords[textureNo] = 4;
}
}
} else {
numcoords[textureNo] = 0;
}
}
/* Draw using this information */
draw_vertex(iface,
TRUE, x, y, z, rhw,
TRUE, 0.0f, 0.0f, 1.0f,
TRUE, (float*) &vertexShader->output.oD[0],
TRUE, (float*) &vertexShader->output.oD[1],
FALSE, ptSize, /* FIXME: Change back when supported */
texcoords, numcoords);
/* For non indexed mode, step onto next parts */
if (idxData == NULL) {
++SkipnStrides;
}
} /* for each vertex */
glEnd();
checkGLcall("glEnd and previous calls");
}
#endif
static void check_fbo_status(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
default: TRACE("FBO status %#x.\n", status); break;
}
}
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
This->shader_backend->shader_select_depth_blt(iface);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-1.0f, -1.0f);
glVertex2f(1.0f, -1.0f);
glVertex2f(-1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, old_binding);
glPopAttrib();
/* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
* and this seems easier and more efficient than providing the shader backend with a private
* storage to read and restore the old shader settings
*/
This->shader_backend->shader_select(iface,
This->stateBlock->pixelShader && ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.function,
This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function);
}
static void depth_copy(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
/* Only copy the depth buffer if there is one. */
if (!depth_stencil) return;
/* TODO: Make this work for modes other than FBO */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
if (This->render_offscreen) {
static GLuint tmp_texture = 0;
GLint old_binding = 0;
TRACE("Copying onscreen depth buffer to offscreen surface\n");
if (!tmp_texture) {
glGenTextures(1, &tmp_texture);
}
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
glBindTexture(GL_TEXTURE_2D, tmp_texture);
glCopyTexImage2D(depth_stencil->glDescription.target,
depth_stencil->glDescription.level,
depth_stencil->glDescription.glFormatInternal,
0,
0,
depth_stencil->currentDesc.Width,
depth_stencil->currentDesc.Height,
0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(GL_TEXTURE_2D, old_binding);
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
checkGLcall("glBindFramebuffer()");
depth_blt(iface, tmp_texture);
checkGLcall("depth_blt");
} else {
TRACE("Copying offscreen surface to onscreen depth buffer\n");
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
depth_blt(iface, depth_stencil->glDescription.textureName);
checkGLcall("depth_blt");
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
long NumPrimitives,
/* for Indexed: */
long StartVertexIndex,
UINT numberOfVertices,
long StartIdx,
short idxSize,
const void *idxData,
int minIndex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSwapChainImpl *swapchain;
int i;
DWORD dirtyState, idx;
BYTE shift;
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < IWineD3DDevice_GetNumberOfSwapChains(iface); i++) {
IWineD3DDevice_GetSwapChain(iface, i, (IWineD3DSwapChain **) &swapchain);
if(swapchain) {
if(swapchain->backBuffer) ((IWineD3DSurfaceImpl *) swapchain->backBuffer[0])->Flags |= SFLAG_GLDIRTY;
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
}
}
/* Ok, we will be updating the screen from here onwards so grab the lock */
ENTER_GL();
/* Apply dirty states */
for(i=0; i < This->numDirtyEntries; i++) {
dirtyState = This->dirtyArray[i];
idx = dirtyState >> 5;
shift = dirtyState & 0x1f;
This->isStateDirty[idx] &= ~(1 << shift);
StateTable[dirtyState].apply(dirtyState, This->stateBlock);
}
This->numDirtyEntries = 0; /* This makes the whole list clean */
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
check_fbo_status(iface);
}
if (This->depth_copy_state == WINED3D_DCS_COPY) {
depth_copy(iface);
}
This->depth_copy_state = WINED3D_DCS_INITIAL;
{
GLenum glPrimType;
/* Ok, Work out which primitive is requested and how many vertexes that
will be */
UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices;
if (This->useDrawStridedSlow)
drawStridedSlow(iface, &This->strided_streams, calculatedNumberOfindices,
glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
else
drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
}
/* Finshed updating the screen, restore lock */
LEAVE_GL();
TRACE("Done all gl drawing\n");
/* Diagnostics */
#ifdef SHOW_FRAME_MAKEUP
{
static long int primCounter = 0;
/* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;
char buffer[80];
IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
TRACE("Saving screenshot %s\n", buffer);
IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
IWineD3DSurface_UnlockRect(This->renderTarget);
#ifdef SHOW_TEXTURE_MAKEUP
{
IWineD3DSurface *pSur;
int textureNo;
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
if (This->stateBlock->textures[textureNo] != NULL) {
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
TRACE("Saving texture %s\n", buffer);
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
IWineD3DSurface_SaveSnapshot(pSur, buffer);
IWineD3DSurface_Release(pSur);
} else {
FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
}
}
}
}
#endif
}
TRACE("drawprim #%d\n", primCounter);
++primCounter;
}
#endif
/* Control goes back to the device, stateblock values may change again */
This->isInDraw = FALSE;
}