Sweden-Number/dlls/wined3d/drawprim.c

790 lines
29 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, 2008 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* 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 "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
#include <stdio.h>
#include <math.h>
/* Context activation is done by the caller. */
static void drawStridedFast(const struct wined3d_gl_info *gl_info, GLenum primitive_type, UINT count, UINT idx_size,
const void *idx_data, UINT start_idx, INT base_vertex_index, UINT start_instance, UINT instance_count)
{
if (idx_size)
{
GLenum idxtype = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
if (instance_count)
{
if (!gl_info->supported[ARB_DRAW_INSTANCED] && !gl_info->supported[ARB_INSTANCED_ARRAYS])
{
FIXME("Instanced drawing not supported.\n");
}
else
{
if (start_instance)
FIXME("Start instance (%u) not supported.\n", start_instance);
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsInstancedBaseVertex(primitive_type, count, idxtype,
(const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_index));
checkGLcall("glDrawElementsInstancedBaseVertex");
}
else
{
GL_EXTCALL(glDrawElementsInstancedARB(primitive_type, count, idxtype,
(const char *)idx_data + (idx_size * start_idx), instance_count));
checkGLcall("glDrawElementsInstancedARB");
}
}
}
else if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
(const char *)idx_data + (idx_size * start_idx), base_vertex_index));
checkGLcall("glDrawElementsBaseVertex");
}
else
{
gl_info->gl_ops.gl.p_glDrawElements(primitive_type, count,
idxtype, (const char *)idx_data + (idx_size * start_idx));
checkGLcall("glDrawElements");
}
}
else
{
gl_info->gl_ops.gl.p_glDrawArrays(primitive_type, start_idx, count);
checkGLcall("glDrawArrays");
}
}
/*
* Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn
*/
/* Context activation is done by the caller. */
static void drawStridedSlow(const struct wined3d_device *device, struct wined3d_context *context,
const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
const void *idxData, UINT idxSize, UINT startIdx)
{
unsigned int textureNo = 0;
const WORD *pIdxBufS = NULL;
const DWORD *pIdxBufL = NULL;
UINT vx_index;
const struct wined3d_state *state = &device->state;
LONG SkipnStrides = startIdx;
BOOL pixelShader = use_ps(state);
BOOL specular_fog = FALSE;
const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
const struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
UINT texture_stages = d3d_info->limits.ffp_blend_stages;
const struct wined3d_stream_info_element *element;
UINT num_untracked_materials;
DWORD tex_mask = 0;
TRACE_(d3d_perf)("Using slow vertex array code\n");
/* Variable Initialization */
if (idxSize)
{
/* Immediate mode drawing can't make use of indices in a vbo - get the
* data from the index buffer. If the index buffer has no vbo (not
* supported or other reason), or with user pointer drawing idxData
* will be non-NULL. */
if (!idxData)
idxData = buffer_get_sysmem(state->index_buffer, context);
if (idxSize == 2) pIdxBufS = idxData;
else pIdxBufL = idxData;
} else if (idxData) {
ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
return;
}
/* Start drawing in GL */
gl_info->gl_ops.gl.p_glBegin(glPrimType);
if (si->use_map & (1 << WINED3D_FFP_POSITION))
{
element = &si->elements[WINED3D_FFP_POSITION];
position = element->data.addr;
}
if (si->use_map & (1 << WINED3D_FFP_NORMAL))
{
element = &si->elements[WINED3D_FFP_NORMAL];
normal = element->data.addr;
}
else
{
gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
}
num_untracked_materials = context->num_untracked_materials;
if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
{
element = &si->elements[WINED3D_FFP_DIFFUSE];
diffuse = element->data.addr;
if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
}
else
{
gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
{
element = &si->elements[WINED3D_FFP_SPECULAR];
specular = element->data.addr;
/* special case where the fog density is stored in the specular alpha channel */
if (state->render_states[WINED3D_RS_FOGENABLE]
&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (gl_info->supported[EXT_FOG_COORD])
{
if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
}
else
{
static BOOL warned;
if (!warned)
{
/* TODO: Use the fog table code from old ddraw */
FIXME("Implement fog for transformed vertices in software\n");
warned = TRUE;
}
}
}
}
else if (gl_info->supported[EXT_SECONDARY_COLOR])
{
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
}
for (textureNo = 0; textureNo < texture_stages; ++textureNo)
{
int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
DWORD texture_idx = context->tex_unit_map[textureNo];
if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
{
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue;
}
if (!pixelShader && !state->textures[textureNo]) continue;
if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
if (coordIdx > 7)
{
TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
continue;
}
else if (coordIdx < 0)
{
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
continue;
}
if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
{
element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
texCoords[coordIdx] = element->data.addr;
tex_mask |= (1 << textureNo);
}
else
{
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
if (gl_info->supported[ARB_MULTITEXTURE])
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
else
gl_info->gl_ops.gl.p_glTexCoord4f(0, 0, 0, 1);
}
}
/* 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) {
UINT texture, tmp_tex_mask;
/* 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)
{
/* Indexed so work out the number of strides to skip */
if (idxSize == 2)
SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
else
SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
}
tmp_tex_mask = tex_mask;
for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
{
int coord_idx;
const void *ptr;
DWORD texture_idx;
if (!(tmp_tex_mask & 1)) continue;
coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
texture_idx = context->tex_unit_map[texture];
ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
GL_TEXTURE0_ARB + texture_idx, ptr);
}
/* Diffuse -------------------------------- */
if (diffuse)
{
const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
if (num_untracked_materials)
{
DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
unsigned char i;
float color[4];
color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
for (i = 0; i < num_untracked_materials; ++i)
{
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
}
}
}
/* Specular ------------------------------- */
if (specular)
{
const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
if (specular_fog)
{
DWORD specularColor = *(const DWORD *)ptrToCoords;
GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
}
}
/* Normal -------------------------------- */
if (normal)
{
const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
}
/* Position -------------------------------- */
if (position)
{
const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
}
/* For non indexed mode, step onto next parts */
if (!idxData) ++SkipnStrides;
}
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("glEnd and previous calls");
}
/* Context activation is done by the caller. */
static inline void send_attribute(const struct wined3d_gl_info *gl_info,
enum wined3d_format_id format, const UINT index, const void *ptr)
{
switch(format)
{
case WINED3DFMT_R32_FLOAT:
GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
break;
case WINED3DFMT_R32G32_FLOAT:
GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
break;
case WINED3DFMT_R32G32B32_FLOAT:
GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
break;
case WINED3DFMT_R32G32B32A32_FLOAT:
GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
break;
case WINED3DFMT_R8G8B8A8_UINT:
GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
break;
case WINED3DFMT_B8G8R8A8_UNORM:
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
{
const DWORD *src = ptr;
DWORD c = *src & 0xff00ff00;
c |= (*src & 0xff0000) >> 16;
c |= (*src & 0xff) << 16;
GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
break;
}
/* else fallthrough */
case WINED3DFMT_R8G8B8A8_UNORM:
GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
break;
case WINED3DFMT_R16G16_SINT:
GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
break;
case WINED3DFMT_R16G16B16A16_SINT:
GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
break;
case WINED3DFMT_R16G16_SNORM:
{
GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
break;
}
case WINED3DFMT_R16G16_UNORM:
{
GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
break;
}
case WINED3DFMT_R16G16B16A16_SNORM:
GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
break;
case WINED3DFMT_R16G16B16A16_UNORM:
GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
break;
case WINED3DFMT_R10G10B10A2_UINT:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
break;
case WINED3DFMT_R10G10B10A2_SNORM:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
break;
case WINED3DFMT_R16G16_FLOAT:
/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
* byte float according to the IEEE standard
*/
if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
{
/* Not supported by GL_ARB_half_float_vertex */
GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
}
else
{
float x = float_16_to_32(((const unsigned short *)ptr) + 0);
float y = float_16_to_32(((const unsigned short *)ptr) + 1);
GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
}
break;
case WINED3DFMT_R16G16B16A16_FLOAT:
if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
{
/* Not supported by GL_ARB_half_float_vertex */
GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
}
else
{
float x = float_16_to_32(((const unsigned short *)ptr) + 0);
float y = float_16_to_32(((const unsigned short *)ptr) + 1);
float z = float_16_to_32(((const unsigned short *)ptr) + 2);
float w = float_16_to_32(((const unsigned short *)ptr) + 3);
GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
}
break;
default:
ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
break;
}
}
/* Context activation is done by the caller. */
static void drawStridedSlowVs(struct wined3d_context *context, const struct wined3d_state *state,
const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
const void *idxData, UINT idxSize, UINT startIdx)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
LONG SkipnStrides = startIdx + state->load_base_vertex_index;
const DWORD *pIdxBufL = NULL;
const WORD *pIdxBufS = NULL;
UINT vx_index;
int i;
const BYTE *ptr;
if (idxSize)
{
/* Immediate mode drawing can't make use of indices in a vbo - get the
* data from the index buffer. If the index buffer has no vbo (not
* supported or other reason), or with user pointer drawing idxData
* will be non-NULL. */
if (!idxData)
idxData = buffer_get_sysmem(state->index_buffer, context);
if (idxSize == 2) pIdxBufS = idxData;
else pIdxBufL = idxData;
} else if (idxData) {
ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
return;
}
/* Start drawing in GL */
gl_info->gl_ops.gl.p_glBegin(glPrimitiveType);
for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
{
if (idxData)
{
/* Indexed so work out the number of strides to skip */
if (idxSize == 2)
SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
else
SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
}
for (i = MAX_ATTRIBS - 1; i >= 0; i--)
{
if (!(si->use_map & (1 << i))) continue;
ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
send_attribute(gl_info, si->elements[i].format->id, i, ptr);
}
SkipnStrides++;
}
gl_info->gl_ops.gl.p_glEnd();
}
/* Context activation is done by the caller. */
static void drawStridedInstanced(struct wined3d_context *context, const struct wined3d_state *state,
const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index, UINT instance_count)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
int numInstancedAttribs = 0, j;
UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
UINT i;
if (!idxSize)
{
/* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
* We don't support this for now
*
* Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
* But the StreamSourceFreq value has a different meaning in that situation.
*/
FIXME("Non-indexed instanced drawing is not supported\n");
return;
}
for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
{
if (!(si->use_map & (1 << i))) continue;
if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
{
instancedData[numInstancedAttribs] = i;
numInstancedAttribs++;
}
}
for (i = 0; i < instance_count; ++i)
{
/* Specify the instanced attributes using immediate mode calls */
for(j = 0; j < numInstancedAttribs; j++) {
const BYTE *ptr = si->elements[instancedData[j]].data.addr
+ si->elements[instancedData[j]].stride * i;
if (si->elements[instancedData[j]].data.buffer_object)
{
struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
ptr += (ULONG_PTR)buffer_get_sysmem(vb, context);
}
send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
}
if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
{
GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
(const char *)idxData+(idxSize * startIdx), base_vertex_index));
checkGLcall("glDrawElementsBaseVertex");
}
else
{
gl_info->gl_ops.gl.p_glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
(const char *)idxData + (idxSize * startIdx));
checkGLcall("glDrawElements");
}
}
}
static void remove_vbos(struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_stream_info *s)
{
unsigned int i;
for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
{
struct wined3d_stream_info_element *e;
if (!(s->use_map & (1 << i))) continue;
e = &s->elements[i];
if (e->data.buffer_object)
{
struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
e->data.buffer_object = 0;
e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context));
}
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
UINT start_instance, UINT instance_count, BOOL indexed)
{
const struct wined3d_state *state = &device->state;
const struct wined3d_stream_info *stream_info;
struct wined3d_event_query *ib_query = NULL;
struct wined3d_stream_info si_emulated;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
BOOL emulation = FALSE;
const void *idx_data = NULL;
UINT idx_size = 0;
unsigned int i;
if (!index_count) return;
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
{
/* Invalidate the back buffer memory so LockRect will read it the next time */
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
struct wined3d_surface *target = device->fb.render_targets[i];
if (target)
{
surface_load_location(target, target->draw_binding, NULL);
surface_invalidate_location(target, ~target->draw_binding);
}
}
}
context = context_acquire(device, device->fb.render_targets[0]);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping draw.\n");
return;
}
gl_info = context->gl_info;
if (device->fb.depth_stencil)
{
/* Note that this depends on the context_acquire() call above to set
* context->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? device->fb.depth_stencil->draw_binding : SFLAG_INDRAWABLE;
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
RECT current_rect, draw_rect, r;
if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, ds);
if (ds->flags & location)
SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
else
SetRectEmpty(&current_rect);
wined3d_get_draw_rect(state, &draw_rect);
IntersectRect(&r, &draw_rect, &current_rect);
if (!EqualRect(&r, &draw_rect))
surface_load_ds_location(ds, context, location);
}
}
if (!context_apply_draw_state(context, device))
{
context_release(context);
WARN("Unable to apply draw state, skipping draw.\n");
return;
}
if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
}
if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
|| !gl_info->supported[NV_POINT_SPRITE])
&& context->render_offscreen
&& state->render_states[WINED3D_RS_POINTSPRITEENABLE]
&& state->gl_primitive_type == GL_POINTS)
{
FIXME("Point sprite coordinate origin switching not supported.\n");
}
stream_info = &context->stream_info;
if (context->instance_count)
instance_count = context->instance_count;
if (indexed)
{
struct wined3d_buffer *index_buffer = state->index_buffer;
if (!index_buffer->buffer_object || !stream_info->all_vbo)
idx_data = index_buffer->resource.allocatedMemory;
else
{
ib_query = index_buffer->query;
idx_data = NULL;
}
if (state->index_format == WINED3DFMT_R16_UINT)
idx_size = 2;
else
idx_size = 4;
}
if (!use_vs(state))
{
if (!stream_info->position_transformed && context->num_untracked_materials
&& state->render_states[WINED3D_RS_LIGHTING])
{
static BOOL warned;
if (!warned++)
FIXME("Using software emulation because not all material properties could be tracked.\n");
else
WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
emulation = TRUE;
}
else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
{
static BOOL warned;
/* Either write a pipeline replacement shader or convert the
* specular alpha from unsigned byte to a float in the vertex
* buffer. */
if (!warned++)
FIXME("Using software emulation because manual fog coordinates are provided.\n");
else
WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
emulation = TRUE;
}
if (emulation)
{
si_emulated = context->stream_info;
remove_vbos(context, state, &si_emulated);
stream_info = &si_emulated;
}
}
if (context->use_immediate_mode_draw || emulation)
{
/* Immediate mode drawing. */
if (use_vs(state))
{
static BOOL warned;
if (!warned++)
FIXME("Using immediate mode with vertex shaders for half float emulation.\n");
else
WARN_(d3d_perf)("Using immediate mode with vertex shaders for half float emulation.\n");
drawStridedSlowVs(context, state, stream_info, index_count,
state->gl_primitive_type, idx_data, idx_size, start_idx);
}
else
{
drawStridedSlow(device, context, stream_info, index_count,
state->gl_primitive_type, idx_data, idx_size, start_idx);
}
}
else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)
{
/* Instancing emulation by mixing immediate mode and arrays. */
drawStridedInstanced(context, state, stream_info, index_count, state->gl_primitive_type,
idx_data, idx_size, start_idx, state->base_vertex_index, instance_count);
}
else
{
drawStridedFast(gl_info, state->gl_primitive_type, index_count, idx_size, idx_data,
start_idx, state->base_vertex_index, start_instance, instance_count);
}
if (ib_query)
wined3d_event_query_issue(ib_query, device);
for (i = 0; i < context->num_buffer_queries; ++i)
{
wined3d_event_query_issue(context->buffer_queries[i], device);
}
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
TRACE("Done all gl drawing\n");
}