2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Henri Verbeet
9 * Copyright 2007 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
30 #define GLINFO_LOCATION This->adapter->gl_info
35 extern IWineD3DVertexShaderImpl
* VertexShaders
[64];
36 extern IWineD3DVertexDeclarationImpl
* VertexShaderDeclarations
[64];
37 extern IWineD3DPixelShaderImpl
* PixelShaders
[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
47 DWORD NumVertexes
= NumPrimitives
;
49 switch (PrimitiveType
) {
50 case WINED3DPT_POINTLIST
:
52 *primType
= GL_POINTS
;
53 NumVertexes
= NumPrimitives
;
56 case WINED3DPT_LINELIST
:
59 NumVertexes
= NumPrimitives
* 2;
62 case WINED3DPT_LINESTRIP
:
63 TRACE("LINE_STRIP\n");
64 *primType
= GL_LINE_STRIP
;
65 NumVertexes
= NumPrimitives
+ 1;
68 case WINED3DPT_TRIANGLELIST
:
70 *primType
= GL_TRIANGLES
;
71 NumVertexes
= NumPrimitives
* 3;
74 case WINED3DPT_TRIANGLESTRIP
:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType
= GL_TRIANGLE_STRIP
;
77 NumVertexes
= NumPrimitives
+ 2;
80 case WINED3DPT_TRIANGLEFAN
:
81 TRACE("TRIANGLE_FAN\n");
82 *primType
= GL_TRIANGLE_FAN
;
83 NumVertexes
= NumPrimitives
+ 2;
87 FIXME("Unhandled primitive\n");
88 *primType
= GL_POINTS
;
94 static BOOL
fixed_get_input(
95 BYTE usage
, BYTE usage_idx
,
96 unsigned int* regnum
) {
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
105 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
107 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
109 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
111 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
113 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
115 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
117 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
118 *regnum
= 7 + usage_idx
;
119 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
120 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
121 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
122 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
123 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
124 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
125 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
126 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
127 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
128 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
129 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
130 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
131 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
132 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
133 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
134 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage
), usage_idx
);
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice
*iface
,
146 BOOL useVertexShaderFunction
,
147 WineDirect3DVertexStridedData
*strided
,
150 /* We need to deal with frequency data!*/
153 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
154 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
156 WINED3DVERTEXELEMENT
*element
;
159 char isPreLoaded
[MAX_STREAMS
];
160 DWORD preLoadStreams
[MAX_STREAMS
], numPreloadStreams
= 0;
162 memset(isPreLoaded
, 0, sizeof(isPreLoaded
));
164 /* Check for transformed vertices, disable vertex shader if present */
165 strided
->u
.s
.position_transformed
= FALSE
;
166 for (i
= 0; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
167 element
= vertexDeclaration
->pDeclarationWine
+ i
;
169 if (element
->Usage
== WINED3DDECLUSAGE_POSITIONT
) {
170 strided
->u
.s
.position_transformed
= TRUE
;
171 useVertexShaderFunction
= FALSE
;
175 /* Translate the declaration into strided data */
176 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
181 element
= vertexDeclaration
->pDeclarationWine
+ i
;
182 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
183 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
185 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
188 if (This
->stateBlock
->streamIsUP
) {
189 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
191 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
193 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
194 if(!isPreLoaded
[element
->Stream
]) {
195 preLoadStreams
[numPreloadStreams
] = element
->Stream
;
197 isPreLoaded
[element
->Stream
] = 1;
199 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
201 if( streamVBO
!= 0) *fixup
= TRUE
;
202 else if(*fixup
&& !useVertexShaderFunction
) {
203 /* This may be bad with the fixed function pipeline */
204 FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
208 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
209 data
+= element
->Offset
;
212 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
214 if (useVertexShaderFunction
)
215 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
216 element
->Usage
, element
->UsageIndex
, &idx
);
218 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
221 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
222 "stream=%u, offset=%u, stride=%u, VBO=%u]\n",
223 useVertexShaderFunction
? "shader": "fixed function", idx
,
224 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
225 element
->Stream
, element
->Offset
, stride
, streamVBO
);
227 strided
->u
.input
[idx
].lpData
= data
;
228 strided
->u
.input
[idx
].dwType
= element
->Type
;
229 strided
->u
.input
[idx
].dwStride
= stride
;
230 strided
->u
.input
[idx
].VBO
= streamVBO
;
231 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
234 /* Now call PreLoad on all the vertex buffers. In the very rare case
235 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
236 * The vertex buffer can now use the strided structure in the device instead of finding its
239 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
242 for(i
=0; i
< numPreloadStreams
; i
++) {
243 IWineD3DVertexBuffer_PreLoad(This
->stateBlock
->streamSource
[preLoadStreams
[i
]]);
247 void primitiveConvertFVFtoOffset(DWORD thisFVF
, DWORD stride
, BYTE
*data
, WineDirect3DVertexStridedData
*strided
, GLint streamVBO
, UINT streamNo
) {
251 int coordIdxInfo
= 0x00; /* Information on number of coords supplied */
252 int numCoords
[8]; /* Holding place for WINED3DFVF_TEXTUREFORMATx */
254 /* Either 3 or 4 floats depending on the FVF */
255 /* FIXME: Can blending data be in a different stream to the position data?
256 and if so using the fixed pipeline how do we handle it */
257 if (thisFVF
& WINED3DFVF_POSITION_MASK
) {
258 strided
->u
.s
.position
.lpData
= data
;
259 strided
->u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
260 strided
->u
.s
.position
.dwStride
= stride
;
261 strided
->u
.s
.position
.VBO
= streamVBO
;
262 strided
->u
.s
.position
.streamNo
= streamNo
;
263 data
+= 3 * sizeof(float);
264 if ((thisFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
265 strided
->u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT4
;
266 strided
->u
.s
.position_transformed
= TRUE
;
267 data
+= sizeof(float);
269 strided
->u
.s
.position_transformed
= FALSE
;
272 /* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
273 /** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
274 numBlends
= 1 + (((thisFVF
& WINED3DFVF_XYZB5
) - WINED3DFVF_XYZB1
) >> 1);
275 if(thisFVF
& WINED3DFVF_LASTBETA_UBYTE4
) numBlends
--;
277 if ((thisFVF
& WINED3DFVF_POSITION_MASK
) > WINED3DFVF_XYZRHW
) {
278 TRACE("Setting blend Weights to %p\n", data
);
279 strided
->u
.s
.blendWeights
.lpData
= data
;
280 strided
->u
.s
.blendWeights
.dwType
= WINED3DDECLTYPE_FLOAT1
+ numBlends
- 1;
281 strided
->u
.s
.blendWeights
.dwStride
= stride
;
282 strided
->u
.s
.blendWeights
.VBO
= streamVBO
;
283 strided
->u
.s
.blendWeights
.streamNo
= streamNo
;
284 data
+= numBlends
* sizeof(FLOAT
);
286 if (thisFVF
& WINED3DFVF_LASTBETA_UBYTE4
) {
287 strided
->u
.s
.blendMatrixIndices
.lpData
= data
;
288 strided
->u
.s
.blendMatrixIndices
.dwType
= WINED3DDECLTYPE_UBYTE4
;
289 strided
->u
.s
.blendMatrixIndices
.dwStride
= stride
;
290 strided
->u
.s
.blendMatrixIndices
.VBO
= streamVBO
;
291 strided
->u
.s
.blendMatrixIndices
.streamNo
= streamNo
;
292 data
+= sizeof(DWORD
);
296 /* Normal is always 3 floats */
297 if (thisFVF
& WINED3DFVF_NORMAL
) {
298 strided
->u
.s
.normal
.lpData
= data
;
299 strided
->u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
300 strided
->u
.s
.normal
.dwStride
= stride
;
301 strided
->u
.s
.normal
.VBO
= streamVBO
;
302 strided
->u
.s
.normal
.streamNo
= streamNo
;
303 data
+= 3 * sizeof(FLOAT
);
306 /* Pointsize is a single float */
307 if (thisFVF
& WINED3DFVF_PSIZE
) {
308 strided
->u
.s
.pSize
.lpData
= data
;
309 strided
->u
.s
.pSize
.dwType
= WINED3DDECLTYPE_FLOAT1
;
310 strided
->u
.s
.pSize
.dwStride
= stride
;
311 strided
->u
.s
.pSize
.VBO
= streamVBO
;
312 strided
->u
.s
.pSize
.streamNo
= streamNo
;
313 data
+= sizeof(FLOAT
);
316 /* Diffuse is 4 unsigned bytes */
317 if (thisFVF
& WINED3DFVF_DIFFUSE
) {
318 strided
->u
.s
.diffuse
.lpData
= data
;
319 strided
->u
.s
.diffuse
.dwType
= WINED3DDECLTYPE_SHORT4
;
320 strided
->u
.s
.diffuse
.dwStride
= stride
;
321 strided
->u
.s
.diffuse
.VBO
= streamVBO
;
322 strided
->u
.s
.diffuse
.streamNo
= streamNo
;
323 data
+= sizeof(DWORD
);
326 /* Specular is 4 unsigned bytes */
327 if (thisFVF
& WINED3DFVF_SPECULAR
) {
328 strided
->u
.s
.specular
.lpData
= data
;
329 strided
->u
.s
.specular
.dwType
= WINED3DDECLTYPE_SHORT4
;
330 strided
->u
.s
.specular
.dwStride
= stride
;
331 strided
->u
.s
.specular
.VBO
= streamVBO
;
332 strided
->u
.s
.specular
.streamNo
= streamNo
;
333 data
+= sizeof(DWORD
);
337 numTextures
= (thisFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
338 coordIdxInfo
= (thisFVF
& 0x00FF0000) >> 16; /* 16 is from definition of WINED3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
340 /* numTextures indicates the number of texture coordinates supplied */
341 /* However, the first set may not be for stage 0 texture - it all */
342 /* depends on WINED3DTSS_TEXCOORDINDEX. */
343 /* The number of bytes for each coordinate set is based off */
344 /* WINED3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
346 /* So, for each supplied texture extract the coords */
347 for (textureNo
= 0; textureNo
< numTextures
; ++textureNo
) {
349 strided
->u
.s
.texCoords
[textureNo
].lpData
= data
;
350 strided
->u
.s
.texCoords
[textureNo
].dwType
= WINED3DDECLTYPE_FLOAT1
;
351 strided
->u
.s
.texCoords
[textureNo
].dwStride
= stride
;
352 strided
->u
.s
.texCoords
[textureNo
].VBO
= streamVBO
;
353 strided
->u
.s
.texCoords
[textureNo
].streamNo
= streamNo
;
354 numCoords
[textureNo
] = coordIdxInfo
& 0x03;
357 data
+= sizeof(float);
358 if (numCoords
[textureNo
] != WINED3DFVF_TEXTUREFORMAT1
) {
359 strided
->u
.s
.texCoords
[textureNo
].dwType
= WINED3DDECLTYPE_FLOAT2
;
360 data
+= sizeof(float);
361 if (numCoords
[textureNo
] != WINED3DFVF_TEXTUREFORMAT2
) {
362 strided
->u
.s
.texCoords
[textureNo
].dwType
= WINED3DDECLTYPE_FLOAT3
;
363 data
+= sizeof(float);
364 if (numCoords
[textureNo
] != WINED3DFVF_TEXTUREFORMAT3
) {
365 strided
->u
.s
.texCoords
[textureNo
].dwType
= WINED3DDECLTYPE_FLOAT4
;
366 data
+= sizeof(float);
370 coordIdxInfo
= coordIdxInfo
>> 2; /* Drop bottom two bits */
374 void primitiveConvertToStridedData(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*strided
, BOOL
*fixup
) {
375 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
377 DWORD stride
= This
->stateBlock
->streamStride
[0];
381 /* Retrieve appropriate FVF */
382 thisFVF
= This
->stateBlock
->fvf
;
383 /* Handle memory passed directly as well as vertex buffers */
384 if (This
->stateBlock
->streamIsUP
) {
386 data
= (BYTE
*)This
->stateBlock
->streamSource
[0];
388 /* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
391 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[0], 0, &streamVBO
);
393 if(streamVBO
!= 0 ) *fixup
= TRUE
;
396 VTRACE(("FVF for stream 0 is %lx\n", thisFVF
));
398 /* Now convert the stream into pointers */
399 primitiveConvertFVFtoOffset(thisFVF
, stride
, data
, strided
, streamVBO
, 0);
401 /* Now call PreLoad on the vertex buffer. In the very rare case
402 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
403 * The vertex buffer can now use the strided structure in the device instead of finding its
406 if(!This
->stateBlock
->streamIsUP
) {
407 IWineD3DVertexBuffer_PreLoad(This
->stateBlock
->streamSource
[0]);
411 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
412 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
413 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
415 if (idxSize
!= 0 /* This crashes sometimes!*/) {
416 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
417 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
419 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
420 (const char *)idxData
+(idxSize
* startIdx
));
421 #else /* using drawRangeElements may be faster */
423 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
424 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
425 (const char *)idxData
+(idxSize
* startIdx
));
427 checkGLcall("glDrawRangeElements");
431 /* Note first is now zero as we shuffled along earlier */
432 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This
, glPrimitiveType
, numberOfVertices
);
433 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
434 checkGLcall("glDrawArrays");
442 * Actually draw using the supplied information.
443 * Slower GL version which extracts info about each vertex in turn
446 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
447 UINT NumVertexes
, GLenum glPrimType
,
448 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
450 unsigned int textureNo
= 0;
451 unsigned int texture_idx
= 0;
452 const WORD
*pIdxBufS
= NULL
;
453 const DWORD
*pIdxBufL
= NULL
;
455 float x
= 0.0f
, y
= 0.0f
, z
= 0.0f
; /* x,y,z coordinates */
456 float rhw
= 0.0f
; /* rhw */
457 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
458 DWORD specularColor
= 0; /* Specular Color */
459 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
460 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
461 DWORD SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
463 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
464 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
466 TRACE("Using slow vertex array code\n");
468 /* Variable Initialization */
470 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
471 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
472 * idxData will be != NULL
474 if(idxData
== NULL
) {
475 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
478 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
479 else pIdxBufL
= (const DWORD
*) idxData
;
482 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
483 * to the strided Data in the device and might be needed intact on the next draw
485 for (textureNo
= 0, texture_idx
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
486 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
487 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
489 texCoords
[textureNo
] = NULL
;
492 if(sd
->u
.s
.diffuse
.lpData
) {
493 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
495 if(sd
->u
.s
.specular
.lpData
) {
496 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
498 if(sd
->u
.s
.normal
.lpData
) {
499 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
501 if(sd
->u
.s
.position
.lpData
) {
502 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
505 /* Start drawing in GL */
506 VTRACE(("glBegin(%x)\n", glPrimType
));
509 /* Default settings for data that is not passed */
510 if (sd
->u
.s
.normal
.lpData
== NULL
) {
513 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
514 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
516 if(sd
->u
.s
.specular
.lpData
== NULL
) {
517 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
518 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
522 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
523 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
526 /* For each primitive */
527 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
529 /* Initialize diffuse color */
530 diffuseColor
= 0xFFFFFFFF;
532 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
533 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
536 /* For indexed data, we need to go a few more strides in */
537 if (idxData
!= NULL
) {
539 /* Indexed so work out the number of strides to skip */
541 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
542 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
544 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
545 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
549 /* Texture coords --------------------------- */
550 for (textureNo
= 0, texture_idx
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
552 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
553 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
557 /* Query tex coords */
558 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
560 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
561 float *ptrToCoords
= NULL
;
562 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
565 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
568 } else if (coordIdx
< 0) {
569 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
574 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
575 if (texCoords
[coordIdx
] == NULL
) {
576 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
581 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
583 /* The coords to supply depend completely on the fvf / vertex shader */
584 switch (coordsToUse
) {
585 case 4: q
= ptrToCoords
[3]; /* drop through */
586 case 3: r
= ptrToCoords
[2]; /* drop through */
587 case 2: t
= ptrToCoords
[1]; /* drop through */
588 case 1: s
= ptrToCoords
[0];
591 /* Projected is more 'fun' - Move the last coord to the 'q'
592 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
593 if ((This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] != WINED3DTTFF_DISABLE
) &&
594 (This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
)) {
596 if (This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
) {
597 switch (coordsToUse
) {
598 case 0: /* Drop Through */
600 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
612 case 4: /* Nop here */
615 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
616 This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
);
621 switch (coordsToUse
) { /* Supply the provided texture coords */
622 case WINED3DTTFF_COUNT1
:
623 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
624 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
625 GL_EXTCALL(glMultiTexCoord1fARB(texture_idx
, s
));
630 case WINED3DTTFF_COUNT2
:
631 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
632 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
633 GL_EXTCALL(glMultiTexCoord2fARB(texture_idx
, s
, t
));
638 case WINED3DTTFF_COUNT3
:
639 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
640 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
641 GL_EXTCALL(glMultiTexCoord3fARB(texture_idx
, s
, t
, r
));
643 glTexCoord3f(s
, t
, r
);
646 case WINED3DTTFF_COUNT4
:
647 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
648 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
649 GL_EXTCALL(glMultiTexCoord4fARB(texture_idx
, s
, t
, r
, q
));
651 glTexCoord4f(s
, t
, r
, q
);
655 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
659 if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE
) ++texture_idx
;
660 } /* End of textures */
662 /* Diffuse -------------------------------- */
664 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
665 diffuseColor
= ptrToCoords
[0];
666 VTRACE(("diffuseColor=%lx\n", diffuseColor
));
668 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
669 D3DCOLOR_B_G(diffuseColor
),
670 D3DCOLOR_B_B(diffuseColor
),
671 D3DCOLOR_B_A(diffuseColor
));
672 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
673 D3DCOLOR_B_R(diffuseColor
),
674 D3DCOLOR_B_G(diffuseColor
),
675 D3DCOLOR_B_B(diffuseColor
),
676 D3DCOLOR_B_A(diffuseColor
)));
679 /* Specular ------------------------------- */
681 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
682 specularColor
= ptrToCoords
[0];
683 VTRACE(("specularColor=%lx\n", specularColor
));
685 /* special case where the fog density is stored in the specular alpha channel */
686 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
687 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
688 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
689 if(GL_SUPPORT(EXT_FOG_COORD
)) {
690 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
692 static BOOL warned
= FALSE
;
694 /* TODO: Use the fog table code from old ddraw */
695 FIXME("Implement fog for transformed vertices in software\n");
701 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
702 D3DCOLOR_B_R(specularColor
),
703 D3DCOLOR_B_G(specularColor
),
704 D3DCOLOR_B_B(specularColor
)));
705 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
706 GL_EXTCALL(glSecondaryColor3ubEXT
)(
707 D3DCOLOR_B_R(specularColor
),
708 D3DCOLOR_B_G(specularColor
),
709 D3DCOLOR_B_B(specularColor
));
711 /* Do not worry if specular colour missing and disable request */
712 VTRACE(("Specular color extensions not supplied\n"));
716 /* Normal -------------------------------- */
717 if (normal
!= NULL
) {
718 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
720 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]));
721 glNormal3f(ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]);
724 /* Position -------------------------------- */
726 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
731 VTRACE(("x,y,z=%f,%f,%f\n", x
,y
,z
));
733 /* RHW follows, only if transformed, ie 4 floats were provided */
734 if (sd
->u
.s
.position_transformed
) {
735 rhw
= ptrToCoords
[3];
736 VTRACE(("rhw=%f\n", rhw
));
739 if (1.0f
== rhw
|| ((rhw
< eps
) && (rhw
> -eps
))) {
740 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x
,y
,z
));
743 GLfloat w
= 1.0 / rhw
;
744 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x
,y
,z
,rhw
));
745 glVertex4f(x
*w
, y
*w
, z
*w
, w
);
749 /* For non indexed mode, step onto next parts */
750 if (idxData
== NULL
) {
756 checkGLcall("glEnd and previous calls");
759 static void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
760 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
761 GLint old_binding
= 0;
763 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
765 glDisable(GL_CULL_FACE
);
767 glDisable(GL_ALPHA_TEST
);
768 glDisable(GL_SCISSOR_TEST
);
769 glDisable(GL_STENCIL_TEST
);
770 glEnable(GL_DEPTH_TEST
);
771 glDepthFunc(GL_ALWAYS
);
772 glBlendFunc(GL_ZERO
, GL_ONE
);
774 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
775 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
776 glBindTexture(GL_TEXTURE_2D
, texture
);
777 glEnable(GL_TEXTURE_2D
);
779 This
->shader_backend
->shader_select_depth_blt(iface
);
781 glBegin(GL_TRIANGLE_STRIP
);
782 glVertex2f(-1.0f
, -1.0f
);
783 glVertex2f(1.0f
, -1.0f
);
784 glVertex2f(-1.0f
, 1.0f
);
785 glVertex2f(1.0f
, 1.0f
);
788 glBindTexture(GL_TEXTURE_2D
, old_binding
);
792 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
793 * and this seems easier and more efficient than providing the shader backend with a private
794 * storage to read and restore the old shader settings
796 This
->shader_backend
->shader_select(iface
, use_ps(This
), use_vs(This
));
799 static void depth_copy(IWineD3DDevice
*iface
) {
800 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
801 IWineD3DSurfaceImpl
*depth_stencil
= (IWineD3DSurfaceImpl
*)This
->depthStencilBuffer
;
803 /* Only copy the depth buffer if there is one. */
804 if (!depth_stencil
) return;
806 /* TODO: Make this work for modes other than FBO */
807 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
809 if (depth_stencil
->current_renderbuffer
) {
810 FIXME("Not supported with fixed up depth stencil\n");
814 if (This
->render_offscreen
) {
815 static GLuint tmp_texture
= 0;
816 GLint old_binding
= 0;
818 TRACE("Copying onscreen depth buffer to offscreen surface\n");
821 glGenTextures(1, &tmp_texture
);
824 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
825 * directly on the FBO texture. That's because we need to flip. */
826 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
827 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
828 glBindTexture(GL_TEXTURE_2D
, tmp_texture
);
829 glCopyTexImage2D(depth_stencil
->glDescription
.target
,
830 depth_stencil
->glDescription
.level
,
831 depth_stencil
->glDescription
.glFormatInternal
,
834 depth_stencil
->currentDesc
.Width
,
835 depth_stencil
->currentDesc
.Height
,
837 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
838 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
839 glTexParameteri(GL_TEXTURE_2D
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
840 glBindTexture(GL_TEXTURE_2D
, old_binding
);
842 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, This
->fbo
));
843 checkGLcall("glBindFramebuffer()");
844 depth_blt(iface
, tmp_texture
);
845 checkGLcall("depth_blt");
847 TRACE("Copying offscreen surface to onscreen depth buffer\n");
849 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
850 checkGLcall("glBindFramebuffer()");
851 depth_blt(iface
, depth_stencil
->glDescription
.textureName
);
852 checkGLcall("depth_blt");
856 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
857 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
858 ULONG startIdx
, ULONG startVertex
) {
859 UINT numInstances
= 0;
860 int numInstancedAttribs
= 0, i
, j
;
861 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
862 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
863 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
866 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
867 * We don't support this for now
869 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
870 * But the StreamSourceFreq value has a different meaning in that situation.
872 FIXME("Non-indexed instanced drawing is not supported\n");
876 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
877 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
879 /* First, figure out how many instances we have to draw */
880 for(i
= 0; i
< MAX_STREAMS
; i
++) {
881 /* Look at all non-instanced streams */
882 if(!(stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) &&
883 stateblock
->streamSource
[i
]) {
884 int inst
= stateblock
->streamFreq
[i
];
886 if(numInstances
&& inst
!= numInstances
) {
887 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances
, inst
);
893 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
894 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
895 instancedData
[numInstancedAttribs
] = i
;
896 numInstancedAttribs
++;
900 /* now draw numInstances instances :-) */
901 for(i
= 0; i
< numInstances
; i
++) {
902 /* Specify the instanced attributes using immediate mode calls */
903 for(j
= 0; j
< numInstancedAttribs
; j
++) {
904 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
905 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
906 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
907 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
908 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
909 ptr
+= (long) vb
->resource
.allocatedMemory
;
912 switch(sd
->u
.input
[instancedData
[j
]].dwType
) {
913 case WINED3DDECLTYPE_FLOAT1
:
914 GL_EXTCALL(glVertexAttrib1fvARB(instancedData
[j
], (float *) ptr
));
916 case WINED3DDECLTYPE_FLOAT2
:
917 GL_EXTCALL(glVertexAttrib2fvARB(instancedData
[j
], (float *) ptr
));
919 case WINED3DDECLTYPE_FLOAT3
:
920 GL_EXTCALL(glVertexAttrib3fvARB(instancedData
[j
], (float *) ptr
));
922 case WINED3DDECLTYPE_FLOAT4
:
923 GL_EXTCALL(glVertexAttrib4fvARB(instancedData
[j
], (float *) ptr
));
926 case WINED3DDECLTYPE_UBYTE4
:
927 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
929 case WINED3DDECLTYPE_UBYTE4N
:
930 case WINED3DDECLTYPE_D3DCOLOR
:
931 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
934 case WINED3DDECLTYPE_SHORT2
:
935 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
937 case WINED3DDECLTYPE_SHORT4
:
938 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
941 case WINED3DDECLTYPE_SHORT2N
:
943 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
944 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], s
));
947 case WINED3DDECLTYPE_USHORT2N
:
949 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
950 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], s
));
953 case WINED3DDECLTYPE_SHORT4N
:
954 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], (GLshort
*) ptr
));
956 case WINED3DDECLTYPE_USHORT4N
:
957 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], (GLushort
*) ptr
));
960 case WINED3DDECLTYPE_UDEC3
:
961 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
962 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
964 case WINED3DDECLTYPE_DEC3N
:
965 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
966 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
969 case WINED3DDECLTYPE_FLOAT16_2
:
970 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
971 * byte float according to the IEEE standard
973 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
975 case WINED3DDECLTYPE_FLOAT16_4
:
976 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
979 case WINED3DDECLTYPE_UNUSED
:
981 ERR("Unexpected declaration in instanced attributes\n");
986 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
987 (const char *)idxData
+(idxSize
* startIdx
));
988 checkGLcall("glDrawElements");
996 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
) {
997 struct coords coords
[4];
1000 /* TODO: This could be supported for lazy unlocking */
1001 if(!(surface
->Flags
& SFLAG_INTEXTURE
)) {
1002 /* It is ok at init to be nowhere */
1003 if(!(surface
->Flags
& SFLAG_INSYSMEM
)) {
1004 ERR("Blitting surfaces from sysmem not supported yet\n");
1010 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_BLIT
);
1012 if(surface
->glDescription
.target
== GL_TEXTURE_2D
) {
1013 glBindTexture(GL_TEXTURE_2D
, surface
->glDescription
.textureName
);
1014 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
1016 coords
[0].x
= 0; coords
[0].y
= 0; coords
[0].z
= 0;
1017 coords
[1].x
= 0; coords
[1].y
= 1; coords
[1].z
= 0;
1018 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= 0;
1019 coords
[3].x
= 1; coords
[3].y
= 0; coords
[3].z
= 0;
1023 /* Must be a cube map */
1024 glDisable(GL_TEXTURE_2D
);
1025 checkGLcall("glDisable(GL_TEXTURE_2D)");
1026 glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
1027 checkGLcall("glEnable(surface->glDescription.target)");
1028 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, surface
->glDescription
.textureName
);
1029 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
1031 switch(surface
->glDescription
.target
) {
1032 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
1033 coords
[0].x
= 1; coords
[0].y
= -1; coords
[0].z
= 1;
1034 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
1035 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
1036 coords
[3].x
= 1; coords
[3].y
= -1; coords
[3].z
= -1;
1039 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
1040 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
1041 coords
[1].x
= -1; coords
[1].y
= 1; coords
[1].z
= 1;
1042 coords
[2].x
= -1; coords
[2].y
= 1; coords
[2].z
= -1;
1043 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
1046 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
1047 coords
[0].x
= -1; coords
[0].y
= 1; coords
[0].z
= 1;
1048 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
1049 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
1050 coords
[3].x
= -1; coords
[3].y
= 1; coords
[3].z
= -1;
1053 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
1054 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
1055 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
1056 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
1057 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
1060 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
1061 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
1062 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
1063 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= 1;
1064 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= 1;
1067 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
1068 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= -1;
1069 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= -1;
1070 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
1071 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
1074 ERR("Unexpected texture target\n");
1082 if(This
->render_offscreen
) {
1083 coords
[0].y
= coords
[0].y
== 1 ? low_coord
: 1;
1084 coords
[1].y
= coords
[1].y
== 1 ? low_coord
: 1;
1085 coords
[2].y
= coords
[2].y
== 1 ? low_coord
: 1;
1086 coords
[3].y
= coords
[3].y
== 1 ? low_coord
: 1;
1090 glTexCoord3iv((GLint
*) &coords
[0]);
1093 glTexCoord3iv((GLint
*) &coords
[1]);
1094 glVertex2i(0, surface
->pow2Height
);
1096 glTexCoord3iv((GLint
*) &coords
[2]);
1097 glVertex2i(surface
->pow2Width
, surface
->pow2Height
);
1099 glTexCoord3iv((GLint
*) &coords
[3]);
1100 glVertex2i(surface
->pow2Width
, 0);
1102 checkGLcall("glEnd");
1104 if(surface
->glDescription
.target
!= GL_TEXTURE_2D
) {
1105 glEnable(GL_TEXTURE_2D
);
1106 checkGLcall("glEnable(GL_TEXTURE_2D)");
1107 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
1108 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1113 /* Routine common to the draw primitive and draw indexed primitive routines */
1114 void drawPrimitive(IWineD3DDevice
*iface
,
1118 long StartVertexIndex
,
1119 UINT numberOfVertices
,
1122 const void *idxData
,
1125 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1126 IWineD3DSwapChain
*swapchain
;
1127 IWineD3DBaseTexture
*texture
= NULL
;
1128 IWineD3DSurfaceImpl
*target
;
1131 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1132 This
->isInDraw
= TRUE
;
1134 /* Invalidate the back buffer memory so LockRect will read it the next time */
1135 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
1136 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
1138 /* TODO: Only do all that if we're going to change anything
1139 * Texture container dirtification does not work quite right yet
1141 if(target
/*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1146 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
1148 /* Need the surface in the drawable! */
1149 if(!(target
->Flags
& SFLAG_INDRAWABLE
) && (swapchain
|| wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)) {
1150 blt_to_drawable(This
, target
);
1154 /* Onscreen target. Invalidate system memory copy and texture copy */
1155 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1156 target
->Flags
|= SFLAG_INDRAWABLE
;
1157 IWineD3DSwapChain_Release(swapchain
);
1158 } else if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1159 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1160 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DBaseTexture
, (void **)&texture
);
1163 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
1164 IWineD3DTexture_Release(texture
);
1167 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1168 target
->Flags
|= SFLAG_INDRAWABLE
;
1170 /* FBO offscreen target. Invalidate system memory copy */
1171 target
->Flags
&= ~SFLAG_INSYSMEM
;
1174 /* Must be an fbo render target */
1175 target
->Flags
&= ~SFLAG_INSYSMEM
;
1176 target
->Flags
|= SFLAG_INTEXTURE
;
1181 /* Ok, we will be updating the screen from here onwards so grab the lock */
1184 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1185 apply_fbo_state(iface
);
1188 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
1190 if (This
->depth_copy_state
== WINED3D_DCS_COPY
) {
1193 This
->depth_copy_state
= WINED3D_DCS_INITIAL
;
1197 /* Ok, Work out which primitive is requested and how many vertexes that
1199 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
1200 if (numberOfVertices
== 0 )
1201 numberOfVertices
= calculatedNumberOfindices
;
1203 if (This
->useDrawStridedSlow
) {
1204 /* Immediate mode drawing */
1205 drawStridedSlow(iface
, &This
->strided_streams
, calculatedNumberOfindices
,
1206 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1207 } else if(This
->instancedDraw
) {
1208 /* Instancing emulation with mixing immediate mode and arrays */
1209 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1210 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1212 /* Simple array draw call */
1213 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1214 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1218 /* Finshed updating the screen, restore lock */
1220 TRACE("Done all gl drawing\n");
1223 #ifdef SHOW_FRAME_MAKEUP
1225 static long int primCounter
= 0;
1226 /* NOTE: set primCounter to the value reported by drawprim
1227 before you want to to write frame makeup to /tmp */
1228 if (primCounter
>= 0) {
1229 WINED3DLOCKED_RECT r
;
1231 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1232 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1233 TRACE("Saving screenshot %s\n", buffer
);
1234 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1235 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1237 #ifdef SHOW_TEXTURE_MAKEUP
1239 IWineD3DSurface
*pSur
;
1241 for (textureNo
= 0; textureNo
< GL_LIMITS(textures
); ++textureNo
) {
1242 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1243 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1244 TRACE("Saving texture %s\n", buffer
);
1245 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1246 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1247 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1248 IWineD3DSurface_Release(pSur
);
1250 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1257 TRACE("drawprim #%d\n", primCounter
);
1262 /* Control goes back to the device, stateblock values may change again */
1263 This
->isInDraw
= FALSE
;