| /* |
| * 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 |
| * |
| * 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 This->adapter->gl_info |
| |
| #include <stdio.h> |
| #include <math.h> |
| |
| /* 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 == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0) |
| *regnum = 0; |
| else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0) |
| *regnum = 1; |
| else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0) |
| *regnum = 2; |
| else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0) |
| *regnum = 3; |
| else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0) |
| *regnum = 4; |
| else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0) |
| *regnum = 5; |
| else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1) |
| *regnum = 6; |
| else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) |
| *regnum = 7 + usage_idx; |
| else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1) |
| *regnum = 7 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1) |
| *regnum = 8 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0) |
| *regnum = 9 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0) |
| *regnum = 10 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0) |
| *regnum = 11 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0) |
| *regnum = 12 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0) |
| *regnum = 13 + WINED3DDP_MAXTEXCOORD; |
| else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0) |
| *regnum = 14 + WINED3DDP_MAXTEXCOORD; |
| |
| if (*regnum == -1) { |
| 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 = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl; |
| int i; |
| WINED3DVERTEXELEMENT *element; |
| DWORD stride; |
| DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams; |
| DWORD *streams = vertexDeclaration->streams; |
| |
| /* Check for transformed vertices, disable vertex shader if present */ |
| strided->u.s.position_transformed = vertexDeclaration->position_transformed; |
| if(vertexDeclaration->position_transformed) { |
| useVertexShaderFunction = FALSE; |
| } |
| |
| /* 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; |
| |
| stride = This->stateBlock->streamStride[element->Stream]; |
| 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]; |
| } else { |
| TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]); |
| data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO); |
| |
| /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets |
| * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory |
| * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap |
| * around to some big value. Hope that with the indices, the driver wraps it back internally. If |
| * not, drawStridedSlow is needed, including a vertex buffer path. |
| */ |
| if(This->stateBlock->loadBaseVertexIndex < 0) { |
| WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex); |
| streamVBO = 0; |
| data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory; |
| if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) { |
| FIXME("System memory vertex data load offset is negative!\n"); |
| } |
| } |
| |
| if(fixup) { |
| if( streamVBO != 0) *fixup = TRUE; |
| else if(*fixup && !useVertexShaderFunction && |
| (element->Usage == WINED3DDECLUSAGE_COLOR || |
| element->Usage == WINED3DDECLUSAGE_POSITIONT)) { |
| static BOOL warned = FALSE; |
| if(!warned) { |
| /* This may be bad with the fixed function pipeline */ |
| FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n"); |
| warned = TRUE; |
| } |
| } |
| } |
| } |
| data += element->Offset; |
| |
| 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("Load %s array %u [usage=%s, usage_idx=%u, " |
| "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n", |
| useVertexShaderFunction? "shader": "fixed function", idx, |
| debug_d3ddeclusage(element->Usage), element->UsageIndex, |
| element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO); |
| |
| if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) { |
| WARN("Skipping unsupported fixed function element of type %s and usage %s\n", |
| debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage)); |
| } else { |
| 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; |
| } |
| } |
| } |
| /* 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 *vb = This->stateBlock->streamSource[streams[i]]; |
| if(vb) { |
| IWineD3DVertexBuffer_PreLoad(vb); |
| } |
| } |
| } |
| |
| 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 (idxSize != 0 /* This crashes sometimes!*/) { |
| TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex); |
| idxData = idxData == (void *)-1 ? NULL : idxData; |
| #if 1 |
| glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, |
| (const char *)idxData+(idxSize * startIdx)); |
| checkGLcall("glDrawElements"); |
| #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)); |
| checkGLcall("glDrawRangeElements"); |
| #endif |
| |
| } else { |
| TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startVertex, 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; |
| const WORD *pIdxBufS = NULL; |
| const DWORD *pIdxBufL = NULL; |
| LONG vx_index; |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| UINT *streamOffset = This->stateBlock->streamOffset; |
| long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; |
| BOOL pixelShader = use_ps(This); |
| |
| BYTE *texCoords[WINED3DDP_MAXTEXCOORD]; |
| BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL; |
| |
| TRACE("Using slow vertex array code\n"); |
| |
| /* Variable Initialization */ |
| if (idxSize != 0) { |
| /* 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 != NULL |
| */ |
| if(idxData == NULL) { |
| idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory; |
| } |
| |
| if (idxSize == 2) pIdxBufS = (const WORD *) idxData; |
| else pIdxBufL = (const DWORD *) idxData; |
| } else if (idxData) { |
| ERR("non-NULL idxData with 0 idxSize, this should never happen\n"); |
| return; |
| } |
| |
| /* 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; 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]; |
| } |
| |
| if(FIXME_ON(d3d_draw)) { |
| if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] && |
| (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&& |
| This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { |
| if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) { |
| FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType)); |
| } |
| } |
| if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) { |
| FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType)); |
| } |
| } |
| |
| /* 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, 0); |
| } |
| 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) { |
| /* 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; 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 || pixelShader) { |
| int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; |
| int texture_idx = This->texUnitMap[textureNo]; |
| void *ptrToCoords; |
| |
| if (coordIdx > 7) { |
| VTRACE(("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 (texture_idx == -1) continue; |
| |
| if (texCoords[coordIdx] == NULL) { |
| TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo); |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); |
| } else { |
| glTexCoord4f(0, 0, 0, 1); |
| } |
| continue; |
| } |
| |
| ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride); |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) |
| multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords); |
| else |
| texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords); |
| } |
| } /* End of textures */ |
| |
| /* Diffuse -------------------------------- */ |
| if (diffuse) { |
| DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride)); |
| |
| diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords); |
| if(This->activeContext->num_untracked_materials) { |
| DWORD diffuseColor = ptrToCoords[0]; |
| unsigned char i; |
| float color[4]; |
| |
| color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0; |
| color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0; |
| color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0; |
| color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0; |
| |
| for(i = 0; i < This->activeContext->num_untracked_materials; i++) { |
| glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color); |
| } |
| } |
| } |
| |
| /* Specular ------------------------------- */ |
| if (specular) { |
| DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride)); |
| |
| /* special case where the fog density is stored in the specular 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)) { |
| DWORD specularColor = ptrToCoords[0]; |
| 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; |
| } |
| } |
| } |
| |
| specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords); |
| } |
| |
| /* Normal -------------------------------- */ |
| if (normal != NULL) { |
| float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride)); |
| normal_funcs[sd->u.s.normal.dwType](ptrToCoords); |
| } |
| |
| /* Position -------------------------------- */ |
| if (position) { |
| float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride)); |
| position_funcs[sd->u.s.position.dwType](ptrToCoords); |
| } |
| |
| /* For non indexed mode, step onto next parts */ |
| if (idxData == NULL) { |
| ++SkipnStrides; |
| } |
| } |
| |
| glEnd(); |
| checkGLcall("glEnd and previous calls"); |
| } |
| |
| static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) { |
| switch(type) { |
| case WINED3DDECLTYPE_FLOAT1: |
| GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr)); |
| break; |
| case WINED3DDECLTYPE_FLOAT2: |
| GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr)); |
| break; |
| case WINED3DDECLTYPE_FLOAT3: |
| GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr)); |
| break; |
| case WINED3DDECLTYPE_FLOAT4: |
| GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr)); |
| break; |
| |
| case WINED3DDECLTYPE_UBYTE4: |
| GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr)); |
| break; |
| case WINED3DDECLTYPE_UBYTE4N: |
| case WINED3DDECLTYPE_D3DCOLOR: |
| GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr)); |
| break; |
| |
| case WINED3DDECLTYPE_SHORT2: |
| GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr)); |
| break; |
| case WINED3DDECLTYPE_SHORT4: |
| GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr)); |
| break; |
| |
| case WINED3DDECLTYPE_SHORT2N: |
| { |
| GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1}; |
| GL_EXTCALL(glVertexAttrib4NsvARB(index, s)); |
| break; |
| } |
| case WINED3DDECLTYPE_USHORT2N: |
| { |
| GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1}; |
| GL_EXTCALL(glVertexAttrib4NusvARB(index, s)); |
| break; |
| } |
| case WINED3DDECLTYPE_SHORT4N: |
| GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr)); |
| break; |
| case WINED3DDECLTYPE_USHORT4N: |
| GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr)); |
| break; |
| |
| case WINED3DDECLTYPE_UDEC3: |
| FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n"); |
| /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */ |
| break; |
| case WINED3DDECLTYPE_DEC3N: |
| FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); |
| /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */ |
| break; |
| |
| case WINED3DDECLTYPE_FLOAT16_2: |
| /* 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_SUPPORT(NV_HALF_FLOAT)) { |
| GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr)); |
| } else { |
| float x = float_16_to_32(((unsigned short *) ptr) + 0); |
| float y = float_16_to_32(((unsigned short *) ptr) + 1); |
| GL_EXTCALL(glVertexAttrib2fARB(index, x, y)); |
| } |
| break; |
| case WINED3DDECLTYPE_FLOAT16_4: |
| if (GL_SUPPORT(NV_HALF_FLOAT)) { |
| GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr)); |
| } else { |
| float x = float_16_to_32(((unsigned short *) ptr) + 0); |
| float y = float_16_to_32(((unsigned short *) ptr) + 1); |
| float z = float_16_to_32(((unsigned short *) ptr) + 2); |
| float w = float_16_to_32(((unsigned short *) ptr) + 3); |
| GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w)); |
| } |
| break; |
| |
| case WINED3DDECLTYPE_UNUSED: |
| default: |
| ERR("Unexpected attribute declaration: %d\n", type); |
| break; |
| } |
| } |
| |
| static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, |
| GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, |
| ULONG startVertex) { |
| |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; |
| const WORD *pIdxBufS = NULL; |
| const DWORD *pIdxBufL = NULL; |
| LONG vx_index; |
| int i; |
| IWineD3DStateBlockImpl *stateblock = This->stateBlock; |
| BYTE *ptr; |
| |
| if (idxSize != 0) { |
| /* 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 != NULL |
| */ |
| if(idxData == NULL) { |
| idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory; |
| } |
| |
| if (idxSize == 2) pIdxBufS = (const WORD *) idxData; |
| else pIdxBufL = (const DWORD *) idxData; |
| } |
| |
| /* Start drawing in GL */ |
| VTRACE(("glBegin(%x)\n", glPrimitiveType)); |
| glBegin(glPrimitiveType); |
| |
| for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) { |
| 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] + stateblock->loadBaseVertexIndex; |
| } else { |
| VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index])); |
| SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex; |
| } |
| } |
| |
| for(i = MAX_ATTRIBS - 1; i >= 0; i--) { |
| if(!sd->u.input[i].lpData) continue; |
| |
| ptr = sd->u.input[i].lpData + |
| sd->u.input[i].dwStride * SkipnStrides + |
| stateblock->streamOffset[sd->u.input[i].streamNo]; |
| |
| send_attribute(This, sd->u.input[i].dwType, i, ptr); |
| } |
| SkipnStrides++; |
| } |
| |
| glEnd(); |
| } |
| |
| void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| GLint old_binding = 0; |
| |
| glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT); |
| |
| glDisable(GL_CULL_FACE); |
| glEnable(GL_BLEND); |
| glDisable(GL_ALPHA_TEST); |
| glDisable(GL_SCISSOR_TEST); |
| glDisable(GL_STENCIL_TEST); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_ALWAYS); |
| glDepthMask(GL_TRUE); |
| glBlendFunc(GL_ZERO, GL_ONE); |
| glViewport(0, 0, w, h); |
| |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| |
| 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(); |
| |
| This->shader_backend->shader_deselect_depth_blt(iface); |
| } |
| |
| static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, |
| GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, |
| ULONG startIdx, ULONG startVertex) { |
| UINT numInstances = 0; |
| int numInstancedAttribs = 0, i, j; |
| UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */]; |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| IWineD3DStateBlockImpl *stateblock = This->stateBlock; |
| |
| if (idxSize == 0) { |
| /* 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; |
| } |
| |
| TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex); |
| idxData = idxData == (void *)-1 ? NULL : idxData; |
| |
| /* First, figure out how many instances we have to draw */ |
| for(i = 0; i < MAX_STREAMS; i++) { |
| /* Look at the streams and take the first one which matches */ |
| if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) { |
| /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */ |
| if(stateblock->streamFreq[i] == 0){ |
| numInstances = 1; |
| } else { |
| numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */ |
| } |
| break; /* break, because only the first suitable value is interesting */ |
| } |
| } |
| |
| for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) { |
| if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) { |
| instancedData[numInstancedAttribs] = i; |
| numInstancedAttribs++; |
| } |
| } |
| |
| /* now draw numInstances instances :-) */ |
| for(i = 0; i < numInstances; i++) { |
| /* Specify the instanced attributes using immediate mode calls */ |
| for(j = 0; j < numInstancedAttribs; j++) { |
| BYTE *ptr = sd->u.input[instancedData[j]].lpData + |
| sd->u.input[instancedData[j]].dwStride * i + |
| stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo]; |
| if(sd->u.input[instancedData[j]].VBO) { |
| IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo]; |
| ptr += (long) vb->resource.allocatedMemory; |
| } |
| |
| send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr); |
| } |
| |
| glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, |
| (const char *)idxData+(idxSize * startIdx)); |
| checkGLcall("glDrawElements"); |
| } |
| } |
| |
| static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) { |
| unsigned char i; |
| IWineD3DVertexBufferImpl *vb; |
| |
| if(s->u.s.position.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo]; |
| s->u.s.position.VBO = 0; |
| s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.blendWeights.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo]; |
| s->u.s.blendWeights.VBO = 0; |
| s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.blendMatrixIndices.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo]; |
| s->u.s.blendMatrixIndices.VBO = 0; |
| s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.normal.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo]; |
| s->u.s.normal.VBO = 0; |
| s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.pSize.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo]; |
| s->u.s.pSize.VBO = 0; |
| s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.diffuse.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo]; |
| s->u.s.diffuse.VBO = 0; |
| s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.specular.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo]; |
| s->u.s.specular.VBO = 0; |
| s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) { |
| if(s->u.s.texCoords[i].VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo]; |
| s->u.s.texCoords[i].VBO = 0; |
| s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| } |
| if(s->u.s.position2.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo]; |
| s->u.s.position2.VBO = 0; |
| s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.normal2.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo]; |
| s->u.s.normal2.VBO = 0; |
| s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.tangent.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo]; |
| s->u.s.tangent.VBO = 0; |
| s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.binormal.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo]; |
| s->u.s.binormal.VBO = 0; |
| s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.tessFactor.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo]; |
| s->u.s.tessFactor.VBO = 0; |
| s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.fog.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo]; |
| s->u.s.fog.VBO = 0; |
| s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.depth.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo]; |
| s->u.s.depth.VBO = 0; |
| s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| if(s->u.s.sample.VBO) { |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo]; |
| s->u.s.sample.VBO = 0; |
| s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory); |
| } |
| } |
| |
| /* 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; |
| IWineD3DSurfaceImpl *target; |
| int i; |
| |
| if (NumPrimitives == 0) return; |
| |
| /* Invalidate the back buffer memory so LockRect will read it the next time */ |
| for(i = 0; i < GL_LIMITS(buffers); i++) { |
| target = (IWineD3DSurfaceImpl *) This->render_targets[i]; |
| if (target) { |
| IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL); |
| IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE); |
| } |
| } |
| |
| /* Signals other modules that a drawing is in progress and the stateblock finalized */ |
| This->isInDraw = TRUE; |
| |
| ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM); |
| |
| if (This->stencilBufferTarget) { |
| /* Note that this depends on the ActivateContext call above to set |
| * This->render_offscreen properly */ |
| DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN; |
| surface_load_ds_location(This->stencilBufferTarget, location); |
| surface_modify_ds_location(This->stencilBufferTarget, location); |
| } |
| |
| /* Ok, we will be updating the screen from here onwards so grab the lock */ |
| ENTER_GL(); |
| { |
| GLenum glPrimType; |
| BOOL emulation = FALSE; |
| WineDirect3DVertexStridedData *strided = &This->strided_streams; |
| WineDirect3DVertexStridedData stridedlcl; |
| /* 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(!use_vs(This)) { |
| if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials && |
| This->stateBlock->renderState[WINED3DRS_LIGHTING]) { |
| static BOOL first = TRUE; |
| if(first) { |
| FIXME("Using software emulation because not all material properties could be tracked\n"); |
| first = FALSE; |
| } else { |
| TRACE("Using software emulation because not all material properties could be tracked\n"); |
| } |
| emulation = TRUE; |
| } |
| else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) { |
| /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte |
| * to a float in the vertex buffer |
| */ |
| static BOOL first = TRUE; |
| if(first) { |
| FIXME("Using software emulation because manual fog coordinates are provided\n"); |
| first = FALSE; |
| } else { |
| TRACE("Using software emulation because manual fog coordinates are provided\n"); |
| } |
| emulation = TRUE; |
| } |
| |
| if(emulation) { |
| strided = &stridedlcl; |
| memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl)); |
| remove_vbos(This, &stridedlcl); |
| } |
| } |
| |
| if (This->useDrawStridedSlow || emulation) { |
| /* Immediate mode drawing */ |
| if(use_vs(This)) { |
| static BOOL first = TRUE; |
| if(first) { |
| FIXME("Using immediate mode with vertex shaders for half float emulation\n"); |
| first = FALSE; |
| } else { |
| TRACE("Using immediate mode with vertex shaders for half float emulation\n"); |
| } |
| drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType, |
| idxData, idxSize, minIndex, StartIdx, StartVertexIndex); |
| } else { |
| drawStridedSlow(iface, strided, calculatedNumberOfindices, |
| glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex); |
| } |
| } else if(This->instancedDraw) { |
| /* Instancing emulation with mixing immediate mode and arrays */ |
| drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType, |
| idxData, idxSize, minIndex, StartIdx, StartVertexIndex); |
| } else { |
| drawStridedFast(iface, calculatedNumberOfindices, glPrimType, |
| idxData, idxSize, minIndex, StartIdx, StartVertexIndex); |
| } |
| } |
| |
| /* Finished 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->render_targets[0], &r, NULL, WINED3DLOCK_READONLY); |
| sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter); |
| TRACE("Saving screenshot %s\n", buffer); |
| IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer); |
| IWineD3DSurface_UnlockRect(This->render_targets[0]); |
| |
| #ifdef SHOW_TEXTURE_MAKEUP |
| { |
| IWineD3DSurface *pSur; |
| int textureNo; |
| for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) { |
| if (This->stateBlock->textures[textureNo] != NULL) { |
| sprintf(buffer, "/tmp/texture_%p_%ld_%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 #%ld\n", primCounter); |
| ++primCounter; |
| } |
| #endif |
| |
| /* Control goes back to the device, stateblock values may change again */ |
| This->isInDraw = FALSE; |
| } |
| |
| static void normalize_normal(float *n) { |
| float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2]; |
| if(length == 0.0) return; |
| length = sqrt(length); |
| n[0] = n[0] / length; |
| n[1] = n[1] / length; |
| n[2] = n[2] / length; |
| } |
| |
| /* Tesselates a high order rectangular patch into single triangles using gl evaluators |
| * |
| * The problem is that OpenGL does not offer a direct way to return the tesselated primitives, |
| * and they can't be sent off for rendering directly either. Tesselating is slow, so we want |
| * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated |
| * attributes to numbered shader attributes, so we have to store them and rebind them as needed |
| * in drawprim. |
| * |
| * To read back, the opengl feedback mode is used. This creates a problem because we want |
| * untransformed, unlit vertices, but feedback runs everything through transform and lighting. |
| * Thus disable lighting and set identity matrices to get unmodified colors and positions. |
| * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale |
| * them to [-1.0;+1.0] and set the viewport up to scale them back. |
| * |
| * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the |
| * resulting colors back to the normals. |
| * |
| * NOTE: This function activates a context for blitting, modifies matrices & viewport, but |
| * does not restore it because normally a draw follows immediately afterwards. The caller is |
| * responsible of taking care that either the gl states are restored, or the context activated |
| * for drawing to reset the lastWasBlit flag. |
| */ |
| HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, |
| struct WineD3DRectPatch *patch) { |
| unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size; |
| float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0; |
| WineDirect3DVertexStridedData strided; |
| BYTE *data; |
| WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; |
| DWORD vtxStride; |
| GLenum feedback_type; |
| GLfloat *feedbuffer; |
| |
| /* First, locate the position data. This is provided in a vertex buffer in the stateblock. |
| * Beware of vbos |
| */ |
| memset(&strided, 0, sizeof(strided)); |
| primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL); |
| if(strided.u.s.position.VBO) { |
| IWineD3DVertexBufferImpl *vb; |
| vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo]; |
| strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData + |
| (unsigned long) vb->resource.allocatedMemory); |
| } |
| vtxStride = strided.u.s.position.dwStride; |
| data = strided.u.s.position.lpData + |
| vtxStride * info->Stride * info->StartVertexOffsetHeight + |
| vtxStride * info->StartVertexOffsetWidth; |
| |
| /* Not entirely sure about what happens with transformed vertices */ |
| if(strided.u.s.position_transformed) { |
| FIXME("Transformed position in rectpatch generation\n"); |
| } |
| if(vtxStride % sizeof(GLfloat)) { |
| /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes. |
| * I don't see how the stride could not be a multiple of 4, but make sure |
| * to check it |
| */ |
| ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n"); |
| } |
| if(info->Basis != WINED3DBASIS_BEZIER) { |
| FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis)); |
| } |
| if(info->Degree != WINED3DDEGREE_CUBIC) { |
| FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree)); |
| } |
| |
| /* First, get the boundary cube of the input data */ |
| for(j = 0; j < info->Height; j++) { |
| for(i = 0; i < info->Width; i++) { |
| float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j); |
| if(fabs(v[0]) > max_x) max_x = fabs(v[0]); |
| if(fabs(v[1]) > max_y) max_y = fabs(v[1]); |
| if(fabs(v[2]) > max_z) max_z = fabs(v[2]); |
| if(v[2] < neg_z) neg_z = v[2]; |
| } |
| } |
| |
| /* This needs some improvements in the vertex decl code */ |
| FIXME("Cannot find data to generate. Only generating position and normals\n"); |
| patch->has_normals = TRUE; |
| patch->has_texcoords = FALSE; |
| |
| /* Simply activate the context for blitting. This disables all the things we don't want and |
| * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the |
| * patch (as opposed to normal draws) will most likely need different changes anyway |
| */ |
| ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT); |
| ENTER_GL(); |
| |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIndentity()"); |
| glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z)); |
| glTranslatef(0, 0, 0.5); |
| checkGLcall("glScalef"); |
| glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y)); |
| checkGLcall("glViewport"); |
| |
| /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse |
| * our feedback buffer parser |
| */ |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); |
| if(patch->has_normals) { |
| float black[4] = {0, 0, 0, 0}; |
| float red[4] = {1, 0, 0, 0}; |
| float green[4] = {0, 1, 0, 0}; |
| float blue[4] = {0, 0, 1, 0}; |
| float white[4] = {1, 1, 1, 1}; |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable(GL_LIGHTING)"); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); |
| checkGLcall("glLightModel for MODEL_AMBIENT"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT)); |
| |
| for(i = 3; i < GL_LIMITS(lights); i++) { |
| glDisable(GL_LIGHT0 + i); |
| checkGLcall("glDisable(GL_LIGHT0 + i)"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i)); |
| } |
| |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0)); |
| glLightfv(GL_LIGHT0, GL_DIFFUSE, red); |
| glLightfv(GL_LIGHT0, GL_SPECULAR, black); |
| glLightfv(GL_LIGHT0, GL_AMBIENT, black); |
| glLightfv(GL_LIGHT0, GL_POSITION, red); |
| glEnable(GL_LIGHT0); |
| checkGLcall("Setting up light 1\n"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1)); |
| glLightfv(GL_LIGHT1, GL_DIFFUSE, green); |
| glLightfv(GL_LIGHT1, GL_SPECULAR, black); |
| glLightfv(GL_LIGHT1, GL_AMBIENT, black); |
| glLightfv(GL_LIGHT1, GL_POSITION, green); |
| glEnable(GL_LIGHT1); |
| checkGLcall("Setting up light 2\n"); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2)); |
| glLightfv(GL_LIGHT2, GL_DIFFUSE, blue); |
| glLightfv(GL_LIGHT2, GL_SPECULAR, black); |
| glLightfv(GL_LIGHT2, GL_AMBIENT, black); |
| glLightfv(GL_LIGHT2, GL_POSITION, blue); |
| glEnable(GL_LIGHT2); |
| checkGLcall("Setting up light 3\n"); |
| |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL); |
| IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX)); |
| glDisable(GL_COLOR_MATERIAL); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white); |
| checkGLcall("Setting up materials\n"); |
| } |
| |
| /* Enable the needed maps. |
| * GL_MAP2_VERTEX_3 is needed for positional data. |
| * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL. |
| * GL_MAP2_TEXTURE_COORD_4 for texture coords |
| */ |
| num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]); |
| out_vertex_size = 3 /* position */; |
| d3d_out_vertex_size = 3; |
| glEnable(GL_MAP2_VERTEX_3); |
| if(patch->has_normals && patch->has_texcoords) { |
| FIXME("Texcoords not handled yet\n"); |
| feedback_type = GL_3D_COLOR_TEXTURE; |
| out_vertex_size += 8; |
| d3d_out_vertex_size += 7; |
| glEnable(GL_AUTO_NORMAL); |
| glEnable(GL_MAP2_TEXTURE_COORD_4); |
| } else if(patch->has_texcoords) { |
| FIXME("Texcoords not handled yet\n"); |
| feedback_type = GL_3D_COLOR_TEXTURE; |
| out_vertex_size += 7; |
| d3d_out_vertex_size += 4; |
| glEnable(GL_MAP2_TEXTURE_COORD_4); |
| } else if(patch->has_normals) { |
| feedback_type = GL_3D_COLOR; |
| out_vertex_size += 4; |
| d3d_out_vertex_size += 3; |
| glEnable(GL_AUTO_NORMAL); |
| } else { |
| feedback_type = GL_3D; |
| } |
| checkGLcall("glEnable vertex attrib generation"); |
| |
| buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */ |
| + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */; |
| feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8); |
| |
| glMap2f(GL_MAP2_VERTEX_3, |
| 0, 1, vtxStride / sizeof(float), info->Width, |
| 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, |
| (float *) data); |
| checkGLcall("glMap2f"); |
| if(patch->has_texcoords) { |
| glMap2f(GL_MAP2_TEXTURE_COORD_4, |
| 0, 1, vtxStride / sizeof(float), info->Width, |
| 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, |
| (float *) data); |
| checkGLcall("glMap2f"); |
| } |
| glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0); |
| checkGLcall("glMapGrid2f"); |
| |
| glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer); |
| checkGLcall("glFeedbackBuffer"); |
| glRenderMode(GL_FEEDBACK); |
| |
| glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); |
| checkGLcall("glEvalMesh2\n"); |
| |
| i = glRenderMode(GL_RENDER); |
| if(i == -1) { |
| LEAVE_GL(); |
| ERR("Feedback failed. Expected %d elements back\n", buffer_size); |
| Sleep(10000); |
| HeapFree(GetProcessHeap(), 0, feedbuffer); |
| return WINED3DERR_DRIVERINTERNALERROR; |
| } else if(i != buffer_size) { |
| LEAVE_GL(); |
| ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i); |
| Sleep(10000); |
| HeapFree(GetProcessHeap(), 0, feedbuffer); |
| return WINED3DERR_DRIVERINTERNALERROR; |
| } else { |
| TRACE("Got %d elements as expected\n", i); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, patch->mem); |
| patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8); |
| i = 0; |
| for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) { |
| if(feedbuffer[j] != GL_POLYGON_TOKEN) { |
| ERR("Unexpected token: %f\n", feedbuffer[j]); |
| continue; |
| } |
| if(feedbuffer[j + 1] != 3) { |
| ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); |
| continue; |
| } |
| /* Somehow there are different ideas about back / front facing, so fix up the |
| * vertex order |
| */ |
| patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */ |
| patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */ |
| patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */ |
| if(patch->has_normals) { |
| patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5]; |
| patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6]; |
| patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7]; |
| } |
| i += d3d_out_vertex_size; |
| |
| patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */ |
| patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */ |
| patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */ |
| if(patch->has_normals) { |
| patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5]; |
| patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6]; |
| patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7]; |
| } |
| i += d3d_out_vertex_size; |
| |
| patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */ |
| patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */ |
| patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */ |
| if(patch->has_normals) { |
| patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5]; |
| patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6]; |
| patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7]; |
| } |
| i += d3d_out_vertex_size; |
| } |
| |
| if(patch->has_normals) { |
| /* Now do the same with reverse light directions */ |
| float x[4] = {-1, 0, 0, 0}; |
| float y[4] = { 0, -1, 0, 0}; |
| float z[4] = { 0, 0, -1, 0}; |
| glLightfv(GL_LIGHT0, GL_POSITION, x); |
| glLightfv(GL_LIGHT1, GL_POSITION, y); |
| glLightfv(GL_LIGHT2, GL_POSITION, z); |
| checkGLcall("Setting up reverse light directions\n"); |
| |
| glRenderMode(GL_FEEDBACK); |
| checkGLcall("glRenderMode(GL_FEEDBACK)"); |
| glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); |
| checkGLcall("glEvalMesh2\n"); |
| i = glRenderMode(GL_RENDER); |
| checkGLcall("glRenderMode(GL_RENDER)"); |
| |
| i = 0; |
| for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) { |
| if(feedbuffer[j] != GL_POLYGON_TOKEN) { |
| ERR("Unexpected token: %f\n", feedbuffer[j]); |
| continue; |
| } |
| if(feedbuffer[j + 1] != 3) { |
| ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); |
| continue; |
| } |
| if(patch->mem[i + 3] == 0.0) |
| patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5]; |
| if(patch->mem[i + 4] == 0.0) |
| patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6]; |
| if(patch->mem[i + 5] == 0.0) |
| patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7]; |
| normalize_normal(patch->mem + i + 3); |
| i += d3d_out_vertex_size; |
| |
| if(patch->mem[i + 3] == 0.0) |
| patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5]; |
| if(patch->mem[i + 4] == 0.0) |
| patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6]; |
| if(patch->mem[i + 5] == 0.0) |
| patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7]; |
| normalize_normal(patch->mem + i + 3); |
| i += d3d_out_vertex_size; |
| |
| if(patch->mem[i + 3] == 0.0) |
| patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5]; |
| if(patch->mem[i + 4] == 0.0) |
| patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6]; |
| if(patch->mem[i + 5] == 0.0) |
| patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7]; |
| normalize_normal(patch->mem + i + 3); |
| i += d3d_out_vertex_size; |
| } |
| } |
| |
| glDisable(GL_MAP2_VERTEX_3); |
| glDisable(GL_AUTO_NORMAL); |
| glDisable(GL_MAP2_NORMAL); |
| glDisable(GL_MAP2_TEXTURE_COORD_4); |
| checkGLcall("glDisable vertex attrib generation"); |
| LEAVE_GL(); |
| |
| HeapFree(GetProcessHeap(), 0, feedbuffer); |
| |
| vtxStride = 3 * sizeof(float); |
| if(patch->has_normals) { |
| vtxStride += 3 * sizeof(float); |
| } |
| if(patch->has_texcoords) { |
| vtxStride += 4 * sizeof(float); |
| } |
| memset(&patch->strided, 0, sizeof(&patch->strided)); |
| patch->strided.u.s.position.lpData = (BYTE *) patch->mem; |
| patch->strided.u.s.position.dwStride = vtxStride; |
| patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3; |
| patch->strided.u.s.position.streamNo = 255; |
| |
| if(patch->has_normals) { |
| patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */; |
| patch->strided.u.s.normal.dwStride = vtxStride; |
| patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3; |
| patch->strided.u.s.normal.streamNo = 255; |
| } |
| if(patch->has_texcoords) { |
| patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */; |
| if(patch->has_normals) { |
| patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float); |
| } |
| patch->strided.u.s.texCoords[0].dwStride = vtxStride; |
| patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4; |
| /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which |
| * always remains set to 0. Windows uses stream 255 here, but this is not visible to the |
| * application. |
| */ |
| patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS; |
| } |
| |
| return WINED3D_OK; |
| } |