785 lines
28 KiB
C
785 lines
28 KiB
C
/*
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* WINED3D draw functions
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006, 2008 Henri Verbeet
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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/* Context activation is done by the caller. */
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static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
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const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
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unsigned int count, unsigned int start_instance, unsigned int instance_count)
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{
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const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
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GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
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const struct wined3d_stream_info *si = &context->stream_info;
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unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int instanced_element_count = 0;
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unsigned int i, j;
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if (!instance_count)
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{
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if (!idx_size)
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{
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gl_info->gl_ops.gl.p_glDrawArrays(state->gl_primitive_type, start_idx, count);
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checkGLcall("glDrawArrays");
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return;
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}
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if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
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{
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GL_EXTCALL(glDrawElementsBaseVertex(state->gl_primitive_type, count, idx_type,
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(const char *)idx_data + (idx_size * start_idx), base_vertex_idx));
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checkGLcall("glDrawElementsBaseVertex");
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return;
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}
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gl_info->gl_ops.gl.p_glDrawElements(state->gl_primitive_type, count,
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idx_type, (const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawElements");
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return;
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}
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if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
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FIXME("Start instance (%u) not supported.\n", start_instance);
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if (gl_info->supported[ARB_INSTANCED_ARRAYS])
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{
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if (!idx_size)
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{
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if (gl_info->supported[ARB_BASE_INSTANCE])
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{
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GL_EXTCALL(glDrawArraysInstancedBaseInstance(state->gl_primitive_type, start_idx, count, instance_count, start_instance));
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checkGLcall("glDrawArraysInstancedBaseInstance");
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return;
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}
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GL_EXTCALL(glDrawArraysInstanced(state->gl_primitive_type, start_idx, count, instance_count));
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checkGLcall("glDrawArraysInstanced");
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return;
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}
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if (gl_info->supported[ARB_BASE_INSTANCE])
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{
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GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(state->gl_primitive_type, count, idx_type,
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(const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_idx, start_instance));
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checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
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return;
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}
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if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
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{
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GL_EXTCALL(glDrawElementsInstancedBaseVertex(state->gl_primitive_type, count, idx_type,
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(const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_idx));
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checkGLcall("glDrawElementsInstancedBaseVertex");
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return;
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}
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GL_EXTCALL(glDrawElementsInstanced(state->gl_primitive_type, count, idx_type,
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(const char *)idx_data + (idx_size * start_idx), instance_count));
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checkGLcall("glDrawElementsInstanced");
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return;
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}
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/* Instancing emulation by mixing immediate mode and arrays. */
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/* This is a nasty thing. MSDN says no hardware supports this and
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* applications have to use software vertex processing. We don't support
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* this for now.
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*
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* Shouldn't be too hard to support with OpenGL, in theory just call
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* glDrawArrays() instead of drawElements(). But the stream fequency value
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* has a different meaning in that situation. */
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if (!idx_size)
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{
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FIXME("Non-indexed instanced drawing is not supported\n");
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return;
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}
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for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
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{
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if (!(si->use_map & (1u << i)))
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continue;
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if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
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instanced_elements[instanced_element_count++] = i;
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}
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for (i = 0; i < instance_count; ++i)
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{
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/* Specify the instanced attributes using immediate mode calls. */
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for (j = 0; j < instanced_element_count; ++j)
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{
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const struct wined3d_stream_info_element *element;
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unsigned int element_idx;
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const BYTE *ptr;
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element_idx = instanced_elements[j];
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element = &si->elements[element_idx];
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ptr = element->data.addr + element->stride * i;
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if (element->data.buffer_object)
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ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
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ops->generic[element->format->emit_idx](element_idx, ptr);
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}
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if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
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{
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GL_EXTCALL(glDrawElementsBaseVertex(state->gl_primitive_type, count, idx_type,
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(const char *)idx_data + (idx_size * start_idx), base_vertex_idx));
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checkGLcall("glDrawElementsBaseVertex");
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}
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else
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{
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gl_info->gl_ops.gl.p_glDrawElements(state->gl_primitive_type, count, idx_type,
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(const char *)idx_data + (idx_size * start_idx));
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checkGLcall("glDrawElements");
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}
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}
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}
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static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
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unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
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{
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if (!idx_data)
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return start_idx + vertex_idx;
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if (idx_size == 2)
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return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
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return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
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}
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/* Context activation is done by the caller. */
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static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state,
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const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
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int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
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{
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const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_stream_info_element *element;
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const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
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unsigned int texture_unit, texture_stages;
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const struct wined3d_ffp_attrib_ops *ops;
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unsigned int untracked_material_count;
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unsigned int tex_mask = 0;
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BOOL specular_fog = FALSE;
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BOOL ps = use_ps(state);
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const void *ptr;
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static unsigned int once;
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if (!once++)
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FIXME_(d3d_perf)("Drawing using immediate mode.\n");
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else
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WARN_(d3d_perf)("Drawing using immediate mode.\n");
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if (!idx_size && idx_data)
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ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
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if (instance_count)
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FIXME("Instancing not implemented.\n");
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/* Immediate mode drawing can't make use of indices in a VBO - get the
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* data from the index buffer. */
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if (idx_size)
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idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset;
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ops = &d3d_info->ffp_attrib_ops;
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gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
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if (use_vs(state) || d3d_info->ffp_generic_attributes)
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{
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for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
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{
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unsigned int use_map = si->use_map;
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unsigned int element_idx;
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stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
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for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
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{
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if (!(use_map & 1u << element_idx))
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continue;
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ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
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ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
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}
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}
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gl_info->gl_ops.gl.p_glEnd();
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return;
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}
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if (si->use_map & (1u << WINED3D_FFP_POSITION))
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position = si->elements[WINED3D_FFP_POSITION].data.addr;
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if (si->use_map & (1u << WINED3D_FFP_NORMAL))
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normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
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else
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gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
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untracked_material_count = context->num_untracked_materials;
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if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
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{
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element = &si->elements[WINED3D_FFP_DIFFUSE];
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diffuse = element->data.addr;
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if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
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FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
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}
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else
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{
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gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
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{
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element = &si->elements[WINED3D_FFP_SPECULAR];
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specular = element->data.addr;
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/* Special case where the fog density is stored in the specular alpha channel. */
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if (state->render_states[WINED3D_RS_FOGENABLE]
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&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
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|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
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&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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if (gl_info->supported[EXT_FOG_COORD])
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{
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if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
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specular_fog = TRUE;
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else
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FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
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}
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else
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{
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static unsigned int once;
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if (!once++)
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FIXME("Implement fog for transformed vertices in software.\n");
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}
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}
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}
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else if (gl_info->supported[EXT_SECONDARY_COLOR])
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{
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GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
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}
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texture_stages = d3d_info->limits.ffp_blend_stages;
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for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
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{
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if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
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{
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FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
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continue;
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}
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if (!ps && !state->textures[texture_idx])
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continue;
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texture_unit = context->tex_unit_map[texture_idx];
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if (texture_unit == WINED3D_UNMAPPED_STAGE)
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continue;
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coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
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if (coord_idx > 7)
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{
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TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
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continue;
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}
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if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
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{
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tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
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tex_mask |= (1u << texture_idx);
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}
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else
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{
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TRACE("Setting default coordinates for texture %u.\n", texture_idx);
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if (gl_info->supported[ARB_MULTITEXTURE])
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
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else
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gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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/* Blending data and point sizes are not supported by this function. They
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* are not supported by the fixed function pipeline at all. A FIXME for
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* them is printed after decoding the vertex declaration. */
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for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
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{
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unsigned int tmp_tex_mask;
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stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
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if (normal)
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{
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ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
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ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
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}
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if (diffuse)
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{
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ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
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ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
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if (untracked_material_count)
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{
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struct wined3d_color color;
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unsigned int i;
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wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
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for (i = 0; i < untracked_material_count; ++i)
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{
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gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r);
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}
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}
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}
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if (specular)
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{
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ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
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ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
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if (specular_fog)
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GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
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}
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tmp_tex_mask = tex_mask;
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for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
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{
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if (!(tmp_tex_mask & 1))
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continue;
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coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
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ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
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ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
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GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr);
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}
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if (position)
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{
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ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
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ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
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}
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}
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gl_info->gl_ops.gl.p_glEnd();
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checkGLcall("glEnd and previous calls");
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}
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static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
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const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_buffer *buffer = parameters->buffer;
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if (!gl_info->supported[ARB_DRAW_INDIRECT])
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{
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FIXME("OpenGL implementation does not support indirect draws.\n");
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return;
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}
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wined3d_buffer_load(buffer, context, state);
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GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
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if (idx_size)
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{
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GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
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if (state->index_offset)
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FIXME("Ignoring index offset %u.\n", state->index_offset);
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GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type,
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(void *)(GLintptr)parameters->offset));
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}
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else
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{
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GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type,
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(void *)(GLintptr)parameters->offset));
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}
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GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
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checkGLcall("draw indirect");
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}
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static void remove_vbos(struct wined3d_context *context,
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const struct wined3d_state *state, struct wined3d_stream_info *s)
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{
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
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{
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struct wined3d_stream_info_element *e;
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if (!(s->use_map & (1u << i)))
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continue;
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e = &s->elements[i];
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if (e->data.buffer_object)
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{
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struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
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|
e->data.buffer_object = 0;
|
|
e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
|
|
}
|
|
}
|
|
}
|
|
|
|
static BOOL use_transform_feedback(const struct wined3d_state *state)
|
|
{
|
|
const struct wined3d_shader *shader;
|
|
if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
|
|
return FALSE;
|
|
return shader->u.gs.so_desc.element_count;
|
|
}
|
|
|
|
static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
if (!context->transform_feedback_active || context->transform_feedback_paused)
|
|
return;
|
|
|
|
if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
|
|
{
|
|
GL_EXTCALL(glPauseTransformFeedback());
|
|
checkGLcall("glPauseTransformFeedback");
|
|
context->transform_feedback_paused = 1;
|
|
return;
|
|
}
|
|
|
|
WARN("Cannot pause transform feedback operations.\n");
|
|
|
|
if (force)
|
|
context_end_transform_feedback(context);
|
|
}
|
|
|
|
static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
|
|
{
|
|
GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
|
|
switch (gl_primitive_type)
|
|
{
|
|
case GL_POINTS:
|
|
return GL_POINTS;
|
|
|
|
case GL_LINE_STRIP:
|
|
case GL_LINE_STRIP_ADJACENCY:
|
|
case GL_LINES_ADJACENCY:
|
|
case GL_LINES:
|
|
return GL_LINES;
|
|
|
|
case GL_TRIANGLE_FAN:
|
|
case GL_TRIANGLE_STRIP:
|
|
case GL_TRIANGLE_STRIP_ADJACENCY:
|
|
case GL_TRIANGLES_ADJACENCY:
|
|
case GL_TRIANGLES:
|
|
return GL_TRIANGLES;
|
|
|
|
default:
|
|
return gl_primitive_type;
|
|
}
|
|
}
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
|
|
const struct wined3d_draw_parameters *parameters)
|
|
{
|
|
BOOL emulation = FALSE, rasterizer_discard = FALSE;
|
|
const struct wined3d_fb_state *fb = state->fb;
|
|
const struct wined3d_stream_info *stream_info;
|
|
struct wined3d_rendertarget_view *dsv, *rtv;
|
|
struct wined3d_stream_info si_emulated;
|
|
struct wined3d_fence *ib_fence = NULL;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
unsigned int i, idx_size = 0;
|
|
const void *idx_data = NULL;
|
|
|
|
if (!parameters->indirect && !parameters->u.direct.index_count)
|
|
return;
|
|
|
|
if (!(rtv = fb->render_targets[0]))
|
|
rtv = fb->depth_stencil;
|
|
if (rtv)
|
|
context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
|
|
else
|
|
context = context_acquire(device, NULL, 0);
|
|
if (!context->valid)
|
|
{
|
|
context_release(context);
|
|
WARN("Invalid context, skipping draw.\n");
|
|
return;
|
|
}
|
|
gl_info = context->gl_info;
|
|
|
|
if (!use_transform_feedback(state))
|
|
context_pause_transform_feedback(context, TRUE);
|
|
|
|
for (i = 0; i < gl_info->limits.buffers; ++i)
|
|
{
|
|
if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
|
|
continue;
|
|
|
|
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
|
|
{
|
|
wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
|
|
wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
|
|
}
|
|
else
|
|
{
|
|
wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
|
|
}
|
|
}
|
|
|
|
if ((dsv = 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 ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
|
|
|
|
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
|
|
wined3d_rendertarget_view_load_location(dsv, context, location);
|
|
else
|
|
wined3d_rendertarget_view_prepare_location(dsv, context, location);
|
|
}
|
|
|
|
if (!context_apply_draw_state(context, device, state))
|
|
{
|
|
context_release(context);
|
|
WARN("Unable to apply draw state, skipping draw.\n");
|
|
return;
|
|
}
|
|
|
|
if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
|
|
{
|
|
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
|
|
|
|
wined3d_rendertarget_view_validate_location(dsv, location);
|
|
wined3d_rendertarget_view_invalidate_location(dsv, ~location);
|
|
}
|
|
|
|
stream_info = &context->stream_info;
|
|
|
|
if (parameters->indexed)
|
|
{
|
|
struct wined3d_buffer *index_buffer = state->index_buffer;
|
|
if (!index_buffer->buffer_object || !stream_info->all_vbo)
|
|
{
|
|
idx_data = index_buffer->resource.heap_memory;
|
|
}
|
|
else
|
|
{
|
|
ib_fence = index_buffer->fence;
|
|
idx_data = NULL;
|
|
}
|
|
idx_data = (const BYTE *)idx_data + state->index_offset;
|
|
|
|
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 (use_transform_feedback(state))
|
|
{
|
|
const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
|
|
|
|
if (shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM)
|
|
{
|
|
glEnable(GL_RASTERIZER_DISCARD);
|
|
checkGLcall("enable rasterizer discard");
|
|
rasterizer_discard = TRUE;
|
|
}
|
|
|
|
if (context->transform_feedback_paused)
|
|
{
|
|
GL_EXTCALL(glResumeTransformFeedback());
|
|
checkGLcall("glResumeTransformFeedback");
|
|
context->transform_feedback_paused = 0;
|
|
}
|
|
else if (!context->transform_feedback_active)
|
|
{
|
|
GLenum mode = gl_tfb_primitive_type_from_d3d(shader->u.gs.output_type);
|
|
GL_EXTCALL(glBeginTransformFeedback(mode));
|
|
checkGLcall("glBeginTransformFeedback");
|
|
context->transform_feedback_active = 1;
|
|
}
|
|
}
|
|
|
|
if (state->gl_primitive_type == GL_PATCHES)
|
|
{
|
|
GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
|
|
checkGLcall("glPatchParameteri");
|
|
}
|
|
|
|
if (parameters->indirect)
|
|
{
|
|
if (!context->use_immediate_mode_draw && !emulation)
|
|
draw_indirect(context, state, ¶meters->u.indirect, idx_size);
|
|
else
|
|
FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
|
|
}
|
|
else
|
|
{
|
|
unsigned int instance_count = parameters->u.direct.instance_count;
|
|
if (context->instance_count)
|
|
instance_count = context->instance_count;
|
|
|
|
if (context->use_immediate_mode_draw || emulation)
|
|
draw_primitive_immediate_mode(context, state, stream_info, idx_data,
|
|
idx_size, parameters->u.direct.base_vertex_idx,
|
|
parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
|
|
else
|
|
draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
|
|
parameters->u.direct.start_idx, parameters->u.direct.index_count,
|
|
parameters->u.direct.start_instance, instance_count);
|
|
}
|
|
|
|
if (context->uses_uavs)
|
|
{
|
|
GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
|
|
checkGLcall("glMemoryBarrier");
|
|
}
|
|
|
|
context_pause_transform_feedback(context, FALSE);
|
|
|
|
if (rasterizer_discard)
|
|
{
|
|
glDisable(GL_RASTERIZER_DISCARD);
|
|
checkGLcall("disable rasterizer discard");
|
|
}
|
|
|
|
if (ib_fence)
|
|
wined3d_fence_issue(ib_fence, device);
|
|
for (i = 0; i < context->buffer_fence_count; ++i)
|
|
wined3d_fence_issue(context->buffer_fences[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");
|
|
}
|
|
|
|
void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
|
|
const struct wined3d_dispatch_parameters *parameters)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(device, NULL, 0);
|
|
if (!context->valid)
|
|
{
|
|
context_release(context);
|
|
WARN("Invalid context, skipping dispatch.\n");
|
|
return;
|
|
}
|
|
gl_info = context->gl_info;
|
|
|
|
if (!gl_info->supported[ARB_COMPUTE_SHADER])
|
|
{
|
|
context_release(context);
|
|
FIXME("OpenGL implementation does not support compute shaders.\n");
|
|
return;
|
|
}
|
|
|
|
context_apply_compute_state(context, device, state);
|
|
|
|
if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
|
|
{
|
|
context_release(context);
|
|
WARN("No compute shader bound, skipping dispatch.\n");
|
|
return;
|
|
}
|
|
|
|
if (parameters->indirect)
|
|
{
|
|
const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect;
|
|
struct wined3d_buffer *buffer = indirect->buffer;
|
|
|
|
wined3d_buffer_load(buffer, context, state);
|
|
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
|
|
GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
|
|
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
|
|
}
|
|
else
|
|
{
|
|
const struct wined3d_direct_dispatch_parameters *direct = ¶meters->u.direct;
|
|
GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
|
|
}
|
|
checkGLcall("dispatch compute");
|
|
|
|
GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
|
|
checkGLcall("glMemoryBarrier");
|
|
|
|
if (wined3d_settings.strict_draw_ordering)
|
|
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
|
|
|
|
context_release(context);
|
|
}
|