Changes in crossover-wine-src-6.1.0 except for configure
[wine/hacks.git] / dlls / wined3d / drawprim.c
blob4c6e46f4cc52341b4d508c65975a8fb6fc6fefe2
1 /*
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
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
32 #include <stdio.h>
34 #if 0 /* TODO */
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 */
40 #endif
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
44 DWORD NumPrimitives,
45 GLenum *primType)
47 DWORD NumVertexes = NumPrimitives;
49 switch (PrimitiveType) {
50 case WINED3DPT_POINTLIST:
51 TRACE("POINTS\n");
52 *primType = GL_POINTS;
53 NumVertexes = NumPrimitives;
54 break;
56 case WINED3DPT_LINELIST:
57 TRACE("LINES\n");
58 *primType = GL_LINES;
59 NumVertexes = NumPrimitives * 2;
60 break;
62 case WINED3DPT_LINESTRIP:
63 TRACE("LINE_STRIP\n");
64 *primType = GL_LINE_STRIP;
65 NumVertexes = NumPrimitives + 1;
66 break;
68 case WINED3DPT_TRIANGLELIST:
69 TRACE("TRIANGLES\n");
70 *primType = GL_TRIANGLES;
71 NumVertexes = NumPrimitives * 3;
72 break;
74 case WINED3DPT_TRIANGLESTRIP:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType = GL_TRIANGLE_STRIP;
77 NumVertexes = NumPrimitives + 2;
78 break;
80 case WINED3DPT_TRIANGLEFAN:
81 TRACE("TRIANGLE_FAN\n");
82 *primType = GL_TRIANGLE_FAN;
83 NumVertexes = NumPrimitives + 2;
84 break;
86 default:
87 FIXME("Unhandled primitive\n");
88 *primType = GL_POINTS;
89 break;
91 return NumVertexes;
94 static BOOL fixed_get_input(
95 BYTE usage, BYTE usage_idx,
96 unsigned int* regnum) {
98 *regnum = -1;
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)
104 *regnum = 0;
105 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
106 *regnum = 1;
107 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
108 *regnum = 2;
109 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
110 *regnum = 3;
111 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
112 *regnum = 4;
113 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
114 *regnum = 5;
115 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
116 *regnum = 6;
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;
136 if (*regnum < 0) {
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage), usage_idx);
139 return FALSE;
141 return TRUE;
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice *iface,
146 BOOL useVertexShaderFunction,
147 WineDirect3DVertexStridedData *strided,
148 BOOL *fixup) {
150 /* We need to deal with frequency data!*/
152 BYTE *data = NULL;
153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
155 int i;
156 WINED3DVERTEXELEMENT *element;
157 DWORD stride;
158 int reg;
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) {
177 GLint streamVBO = 0;
178 BOOL stride_used;
179 unsigned int idx;
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)
186 continue;
188 if (This->stateBlock->streamIsUP) {
189 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
190 streamVBO = 0;
191 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
192 } else {
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;
196 numPreloadStreams++;
197 isPreLoaded[element->Stream] = 1;
199 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
200 if(fixup) {
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;
210 reg = element->Reg;
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);
217 else
218 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
220 if (stride_used) {
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
237 * own again.
239 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
240 * once in there.
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) {
248 int numBlends;
249 int numTextures;
250 int textureNo;
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_XYZRHW) {
265 strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
266 strided->u.s.position_transformed = TRUE;
267 data += sizeof(float);
268 } else
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_XYZB5 ) > 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);
336 /* Texture coords */
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;
356 /* Always one set */
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;
376 GLint streamVBO = 0;
377 DWORD stride = This->stateBlock->streamStride[0];
378 BYTE *data = NULL;
379 DWORD thisFVF = 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) {
385 streamVBO = 0;
386 data = (BYTE *)This->stateBlock->streamSource[0];
387 } else {
388 /* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
389 * buffers
391 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[0], 0, &streamVBO);
392 if(fixup) {
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
404 * own again.
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(attribhack && This->stateBlock->vertexShader) {
416 if(((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader)->semantics_in[15].usage != 0 &&
417 ((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader)->semantics_in[15].reg != 0) {
418 /* Background of this hack is that the MacOS opengl implementation crashes(or terminates the app silently) if a vertex
419 * shader using all 16 vertex attributes is used. With this hack the application can conntinue, but some geometry may
420 * be missing. This allows us to run 3DMark2001 with vertex shaders enabled. The dragon in the dragothic test uses 16
421 * vertex attributes.
423 FIXME("A vertex shader using 16 vertex attributes is used, and the attribute hack is enabled. Not drawing anything\n");
424 return;
428 if (idxSize != 0 /* This crashes sometimes!*/) {
429 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
430 idxData = idxData == (void *)-1 ? NULL : idxData;
431 #if 1
432 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
433 (const char *)idxData+(idxSize * startIdx));
434 #else /* using drawRangeElements may be faster */
436 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
437 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
438 (const char *)idxData+(idxSize * startIdx));
439 #endif
440 checkGLcall("glDrawRangeElements");
442 } else {
444 /* Note first is now zero as we shuffled along earlier */
445 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
446 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
447 checkGLcall("glDrawArrays");
451 return;
455 * Actually draw using the supplied information.
456 * Slower GL version which extracts info about each vertex in turn
459 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
460 UINT NumVertexes, GLenum glPrimType,
461 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
463 unsigned int textureNo = 0;
464 unsigned int texture_idx = 0;
465 const WORD *pIdxBufS = NULL;
466 const DWORD *pIdxBufL = NULL;
467 LONG vx_index;
468 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
469 float rhw = 0.0f; /* rhw */
470 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
471 DWORD specularColor = 0; /* Specular Color */
472 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
473 UINT *streamOffset = This->stateBlock->streamOffset;
474 DWORD SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
476 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
477 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
479 TRACE("Using slow vertex array code\n");
481 /* Variable Initialization */
482 if (idxSize != 0) {
483 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
484 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
485 * idxData will be != NULL
487 if(idxData == NULL) {
488 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
491 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
492 else pIdxBufL = (const DWORD *) idxData;
495 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
496 * to the strided Data in the device and might be needed intact on the next draw
498 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
499 if(sd->u.s.texCoords[textureNo].lpData) {
500 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
501 } else {
502 texCoords[textureNo] = NULL;
505 if(sd->u.s.diffuse.lpData) {
506 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
508 if(sd->u.s.specular.lpData) {
509 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
511 if(sd->u.s.normal.lpData) {
512 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
514 if(sd->u.s.position.lpData) {
515 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
518 /* Start drawing in GL */
519 VTRACE(("glBegin(%x)\n", glPrimType));
520 glBegin(glPrimType);
522 /* Default settings for data that is not passed */
523 if (sd->u.s.normal.lpData == NULL) {
524 glNormal3f(0, 0, 1);
526 if(sd->u.s.diffuse.lpData != NULL) {
527 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
529 if(sd->u.s.specular.lpData != NULL) {
530 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
531 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
535 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
536 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
539 /* For each primitive */
540 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
542 /* Initialize diffuse color */
543 diffuseColor = 0xFFFFFFFF;
545 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
546 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
549 /* For indexed data, we need to go a few more strides in */
550 if (idxData != NULL) {
552 /* Indexed so work out the number of strides to skip */
553 if (idxSize == 2) {
554 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
555 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
556 } else {
557 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
558 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
562 /* Texture coords --------------------------- */
563 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
565 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
566 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
567 continue ;
570 /* Query tex coords */
571 if (This->stateBlock->textures[textureNo] != NULL) {
573 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
574 float *ptrToCoords = NULL;
575 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
577 if (coordIdx > 7) {
578 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
579 ++texture_idx;
580 continue;
581 } else if (coordIdx < 0) {
582 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
583 ++texture_idx;
584 continue;
587 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
588 if (texCoords[coordIdx] == NULL) {
589 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
590 ++texture_idx;
591 continue;
592 } else {
594 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
596 /* The coords to supply depend completely on the fvf / vertex shader */
597 switch (coordsToUse) {
598 case 4: q = ptrToCoords[3]; /* drop through */
599 case 3: r = ptrToCoords[2]; /* drop through */
600 case 2: t = ptrToCoords[1]; /* drop through */
601 case 1: s = ptrToCoords[0];
604 /* Projected is more 'fun' - Move the last coord to the 'q'
605 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
606 if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
607 (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
609 if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
610 switch (coordsToUse) {
611 case 0: /* Drop Through */
612 case 1:
613 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
614 break;
615 case 2:
616 q = t;
617 t = 0.0;
618 coordsToUse = 4;
619 break;
620 case 3:
621 q = r;
622 r = 0.0;
623 coordsToUse = 4;
624 break;
625 case 4: /* Nop here */
626 break;
627 default:
628 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
629 This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
634 switch (coordsToUse) { /* Supply the provided texture coords */
635 case WINED3DTTFF_COUNT1:
636 VTRACE(("tex:%d, s=%f\n", textureNo, s));
637 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
638 GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
639 } else {
640 glTexCoord1f(s);
642 break;
643 case WINED3DTTFF_COUNT2:
644 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
645 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
646 GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
647 } else {
648 glTexCoord2f(s, t);
650 break;
651 case WINED3DTTFF_COUNT3:
652 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
653 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
654 GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
655 } else {
656 glTexCoord3f(s, t, r);
658 break;
659 case WINED3DTTFF_COUNT4:
660 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
661 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
662 GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
663 } else {
664 glTexCoord4f(s, t, r, q);
666 break;
667 default:
668 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
672 if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
673 } /* End of textures */
675 /* Diffuse -------------------------------- */
676 if (diffuse) {
677 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
678 diffuseColor = ptrToCoords[0];
679 VTRACE(("diffuseColor=%lx\n", diffuseColor));
681 glColor4ub(D3DCOLOR_B_R(diffuseColor),
682 D3DCOLOR_B_G(diffuseColor),
683 D3DCOLOR_B_B(diffuseColor),
684 D3DCOLOR_B_A(diffuseColor));
685 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
686 D3DCOLOR_B_R(diffuseColor),
687 D3DCOLOR_B_G(diffuseColor),
688 D3DCOLOR_B_B(diffuseColor),
689 D3DCOLOR_B_A(diffuseColor)));
692 /* Specular ------------------------------- */
693 if (specular) {
694 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
695 specularColor = ptrToCoords[0];
696 VTRACE(("specularColor=%lx\n", specularColor));
698 /* special case where the fog density is stored in the specular alpha channel */
699 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
700 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
701 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
702 if(GL_SUPPORT(EXT_FOG_COORD)) {
703 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
704 } else {
705 static BOOL warned = FALSE;
706 if(!warned) {
707 /* TODO: Use the fog table code from old ddraw */
708 FIXME("Implement fog for transformed vertices in software\n");
709 warned = TRUE;
714 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
715 D3DCOLOR_B_R(specularColor),
716 D3DCOLOR_B_G(specularColor),
717 D3DCOLOR_B_B(specularColor)));
718 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
719 GL_EXTCALL(glSecondaryColor3ubEXT)(
720 D3DCOLOR_B_R(specularColor),
721 D3DCOLOR_B_G(specularColor),
722 D3DCOLOR_B_B(specularColor));
723 } else {
724 /* Do not worry if specular colour missing and disable request */
725 VTRACE(("Specular color extensions not supplied\n"));
729 /* Normal -------------------------------- */
730 if (normal != NULL) {
731 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
733 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
734 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
737 /* Position -------------------------------- */
738 if (position) {
739 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
740 x = ptrToCoords[0];
741 y = ptrToCoords[1];
742 z = ptrToCoords[2];
743 rhw = 1.0;
744 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
746 /* RHW follows, only if transformed, ie 4 floats were provided */
747 if (sd->u.s.position_transformed) {
748 rhw = ptrToCoords[3];
749 VTRACE(("rhw=%f\n", rhw));
752 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
753 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
754 glVertex3f(x, y, z);
755 } else {
756 GLfloat w = 1.0 / rhw;
757 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
758 glVertex4f(x*w, y*w, z*w, w);
762 /* For non indexed mode, step onto next parts */
763 if (idxData == NULL) {
764 ++SkipnStrides;
768 glEnd();
769 checkGLcall("glEnd and previous calls");
772 static void check_fbo_status(IWineD3DDevice *iface) {
773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
775 GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
776 switch(status) {
777 case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
778 default: TRACE("FBO status %#x.\n", status); break;
782 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
783 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
784 GLint old_binding = 0;
786 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
788 glDisable(GL_CULL_FACE);
789 glDisable(GL_BLEND);
790 glDisable(GL_ALPHA_TEST);
791 glDisable(GL_STENCIL_TEST);
792 glEnable(GL_DEPTH_TEST);
793 glDepthFunc(GL_ALWAYS);
795 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
796 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
797 glBindTexture(GL_TEXTURE_2D, texture);
798 glEnable(GL_TEXTURE_2D);
800 This->shader_backend->shader_select_depth_blt(iface);
802 glBegin(GL_TRIANGLE_STRIP);
803 glVertex2f(-1.0f, -1.0f);
804 glVertex2f(1.0f, -1.0f);
805 glVertex2f(-1.0f, 1.0f);
806 glVertex2f(1.0f, 1.0f);
807 glEnd();
809 glBindTexture(GL_TEXTURE_2D, old_binding);
811 glPopAttrib();
813 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
814 * and this seems easier and more efficient than providing the shader backend with a private
815 * storage to read and restore the old shader settings
817 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
820 static void depth_copy(IWineD3DDevice *iface) {
821 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
822 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
824 /* Only copy the depth buffer if there is one. */
825 if (!depth_stencil) return;
827 /* TODO: Make this work for modes other than FBO */
828 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
830 if (This->render_offscreen) {
831 static GLuint tmp_texture = 0;
832 GLint old_binding = 0;
834 TRACE("Copying onscreen depth buffer to offscreen surface\n");
836 if (!tmp_texture) {
837 glGenTextures(1, &tmp_texture);
840 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
841 * directly on the FBO texture. That's because we need to flip. */
842 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
843 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
844 glBindTexture(GL_TEXTURE_2D, tmp_texture);
845 glCopyTexImage2D(depth_stencil->glDescription.target,
846 depth_stencil->glDescription.level,
847 depth_stencil->glDescription.glFormatInternal,
850 depth_stencil->currentDesc.Width,
851 depth_stencil->currentDesc.Height,
853 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
854 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
855 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
856 glBindTexture(GL_TEXTURE_2D, old_binding);
858 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
859 checkGLcall("glBindFramebuffer()");
860 depth_blt(iface, tmp_texture);
861 checkGLcall("depth_blt");
862 } else {
863 TRACE("Copying offscreen surface to onscreen depth buffer\n");
865 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
866 checkGLcall("glBindFramebuffer()");
867 depth_blt(iface, depth_stencil->glDescription.textureName);
868 checkGLcall("depth_blt");
872 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
873 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
874 ULONG startIdx, ULONG startVertex) {
875 UINT numInstances = 0;
876 int numInstancedAttribs = 0, i, j;
877 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
878 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
879 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
881 if (idxSize == 0) {
882 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
883 * We don't support this for now
885 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
886 * But the StreamSourceFreq value has a different meaning in that situation.
888 FIXME("Non-indexed instanced drawing is not supported\n");
889 return;
892 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
893 idxData = idxData == (void *)-1 ? NULL : idxData;
895 /* First, figure out how many instances we have to draw */
896 for(i = 0; i < MAX_STREAMS; i++) {
897 /* Look at all non-instanced streams */
898 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
899 stateblock->streamSource[i]) {
900 int inst = stateblock->streamFreq[i];
902 if(numInstances && inst != numInstances) {
903 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
905 numInstances = inst;
909 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
910 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
911 instancedData[numInstancedAttribs] = i;
912 numInstancedAttribs++;
916 /* now draw numInstances instances :-) */
917 for(i = 0; i < numInstances; i++) {
918 /* Specify the instanced attributes using immediate mode calls */
919 for(j = 0; j < numInstancedAttribs; j++) {
920 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
921 sd->u.input[instancedData[j]].dwStride * i +
922 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
923 if(sd->u.input[instancedData[j]].VBO) {
924 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
925 ptr += (long) vb->resource.allocatedMemory;
928 switch(sd->u.input[instancedData[j]].dwType) {
929 case WINED3DDECLTYPE_FLOAT1:
930 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
931 break;
932 case WINED3DDECLTYPE_FLOAT2:
933 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
934 break;
935 case WINED3DDECLTYPE_FLOAT3:
936 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
937 break;
938 case WINED3DDECLTYPE_FLOAT4:
939 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
940 break;
942 case WINED3DDECLTYPE_UBYTE4:
943 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
944 break;
945 case WINED3DDECLTYPE_UBYTE4N:
946 case WINED3DDECLTYPE_D3DCOLOR:
947 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
948 break;
950 case WINED3DDECLTYPE_SHORT2:
951 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
952 break;
953 case WINED3DDECLTYPE_SHORT4:
954 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
955 break;
957 case WINED3DDECLTYPE_SHORT2N:
959 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
960 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
961 break;
963 case WINED3DDECLTYPE_USHORT2N:
965 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
966 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
967 break;
969 case WINED3DDECLTYPE_SHORT4N:
970 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
971 break;
972 case WINED3DDECLTYPE_USHORT4N:
973 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
974 break;
976 case WINED3DDECLTYPE_UDEC3:
977 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
978 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
979 break;
980 case WINED3DDECLTYPE_DEC3N:
981 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
982 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
983 break;
985 case WINED3DDECLTYPE_FLOAT16_2:
986 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
987 * byte float according to the IEEE standard
989 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
990 break;
991 case WINED3DDECLTYPE_FLOAT16_4:
992 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
993 break;
995 case WINED3DDECLTYPE_UNUSED:
996 default:
997 ERR("Unexpected declaration in instanced attributes\n");
998 break;
1002 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
1003 (const char *)idxData+(idxSize * startIdx));
1004 checkGLcall("glDrawElements");
1008 struct coords {
1009 int x, y, z;
1012 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
1013 struct coords coords[4];
1014 int low_coord;
1016 /* TODO: This could be supported for lazy unlocking */
1017 if(!(surface->Flags & SFLAG_INTEXTURE)) {
1018 /* It is ok at init to be nowhere */
1019 if(!(surface->Flags & SFLAG_INSYSMEM)) {
1020 ERR("Blitting surfaces from sysmem not supported yet\n");
1022 return;
1025 ENTER_GL();
1026 ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT);
1028 if(surface->glDescription.target == GL_TEXTURE_2D) {
1029 glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName);
1030 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
1032 coords[0].x = 0; coords[0].y = 0; coords[0].z = 0;
1033 coords[1].x = 0; coords[1].y = 1; coords[1].z = 0;
1034 coords[2].x = 1; coords[2].y = 1; coords[2].z = 0;
1035 coords[3].x = 1; coords[3].y = 0; coords[3].z = 0;
1037 low_coord = 0;
1038 } else {
1039 /* Must be a cube map */
1040 glDisable(GL_TEXTURE_2D);
1041 checkGLcall("glDisable(GL_TEXTURE_2D)");
1042 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1043 checkGLcall("glEnable(surface->glDescription.target)");
1044 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName);
1045 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
1047 switch(surface->glDescription.target) {
1048 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1049 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
1050 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
1051 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
1052 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
1053 break;
1055 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1056 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
1057 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
1058 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
1059 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
1060 break;
1062 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1063 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
1064 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
1065 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
1066 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
1067 break;
1069 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1070 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
1071 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
1072 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
1073 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
1074 break;
1076 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1077 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
1078 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
1079 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
1080 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
1081 break;
1083 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1084 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
1085 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
1086 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
1087 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
1089 default:
1090 ERR("Unexpected texture target\n");
1091 LEAVE_GL();
1092 return;
1095 low_coord = -1;
1098 if(This->render_offscreen) {
1099 coords[0].y = coords[0].y == 1 ? low_coord : 1;
1100 coords[1].y = coords[1].y == 1 ? low_coord : 1;
1101 coords[2].y = coords[2].y == 1 ? low_coord : 1;
1102 coords[3].y = coords[3].y == 1 ? low_coord : 1;
1105 glBegin(GL_QUADS);
1106 glTexCoord3iv((GLint *) &coords[0]);
1107 glVertex2i(0, 0);
1109 glTexCoord3iv((GLint *) &coords[1]);
1110 glVertex2i(0, surface->pow2Height);
1112 glTexCoord3iv((GLint *) &coords[2]);
1113 glVertex2i(surface->pow2Width, surface->pow2Height);
1115 glTexCoord3iv((GLint *) &coords[3]);
1116 glVertex2i(surface->pow2Width, 0);
1117 glEnd();
1118 checkGLcall("glEnd");
1120 if(surface->glDescription.target != GL_TEXTURE_2D) {
1121 glEnable(GL_TEXTURE_2D);
1122 checkGLcall("glEnable(GL_TEXTURE_2D)");
1123 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1124 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1126 LEAVE_GL();
1129 /* Routine common to the draw primitive and draw indexed primitive routines */
1130 void drawPrimitive(IWineD3DDevice *iface,
1131 int PrimitiveType,
1132 long NumPrimitives,
1133 /* for Indexed: */
1134 long StartVertexIndex,
1135 UINT numberOfVertices,
1136 long StartIdx,
1137 short idxSize,
1138 const void *idxData,
1139 int minIndex) {
1141 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1142 IWineD3DSwapChain *swapchain;
1143 IWineD3DBaseTexture *texture = NULL;
1144 IWineD3DSurfaceImpl *target;
1145 int i;
1147 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1148 This->isInDraw = TRUE;
1150 /* Invalidate the back buffer memory so LockRect will read it the next time */
1151 for(i = 0; i < GL_LIMITS(buffers); i++) {
1152 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
1154 /* TODO: Only do all that if we're going to change anything
1155 * Texture container dirtification does not work quite right yet
1157 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1158 swapchain = NULL;
1159 texture = NULL;
1161 if(i == 0) {
1162 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1164 /* Need the surface in the drawable! */
1165 if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
1166 blt_to_drawable(This, target);
1169 if(swapchain) {
1170 /* Onscreen target. Invalidate system memory copy and texture copy */
1171 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1172 target->Flags |= SFLAG_INDRAWABLE;
1173 IWineD3DSwapChain_Release(swapchain);
1174 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1175 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1176 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1178 if(texture) {
1179 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1180 IWineD3DTexture_Release(texture);
1183 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1184 target->Flags |= SFLAG_INDRAWABLE;
1185 } else {
1186 /* FBO offscreen target. Invalidate system memory copy */
1187 target->Flags &= ~SFLAG_INSYSMEM;
1189 } else {
1190 /* Must be an fbo render target */
1191 target->Flags &= ~SFLAG_INSYSMEM;
1192 target->Flags |= SFLAG_INTEXTURE;
1197 /* Ok, we will be updating the screen from here onwards so grab the lock */
1198 ENTER_GL();
1200 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1202 if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1203 check_fbo_status(iface);
1206 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1207 depth_copy(iface);
1209 This->depth_copy_state = WINED3D_DCS_INITIAL;
1212 GLenum glPrimType;
1213 /* Ok, Work out which primitive is requested and how many vertexes that
1214 will be */
1215 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1216 if (numberOfVertices == 0 )
1217 numberOfVertices = calculatedNumberOfindices;
1219 if (This->useDrawStridedSlow) {
1220 /* Immediate mode drawing */
1221 drawStridedSlow(iface, &This->strided_streams, calculatedNumberOfindices,
1222 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1223 } else if(This->instancedDraw) {
1224 /* Instancing emulation with mixing immediate mode and arrays */
1225 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1226 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1227 } else {
1228 /* Simple array draw call */
1229 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1230 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1234 /* Finshed updating the screen, restore lock */
1235 LEAVE_GL();
1236 TRACE("Done all gl drawing\n");
1238 /* Diagnostics */
1239 #ifdef SHOW_FRAME_MAKEUP
1241 static long int primCounter = 0;
1242 /* NOTE: set primCounter to the value reported by drawprim
1243 before you want to to write frame makeup to /tmp */
1244 if (primCounter >= 0) {
1245 WINED3DLOCKED_RECT r;
1246 char buffer[80];
1247 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1248 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1249 TRACE("Saving screenshot %s\n", buffer);
1250 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1251 IWineD3DSurface_UnlockRect(This->renderTarget);
1253 #ifdef SHOW_TEXTURE_MAKEUP
1255 IWineD3DSurface *pSur;
1256 int textureNo;
1257 for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
1258 if (This->stateBlock->textures[textureNo] != NULL) {
1259 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1260 TRACE("Saving texture %s\n", buffer);
1261 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1262 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1263 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1264 IWineD3DSurface_Release(pSur);
1265 } else {
1266 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1271 #endif
1273 TRACE("drawprim #%d\n", primCounter);
1274 ++primCounter;
1276 #endif
1278 /* Control goes back to the device, stateblock values may change again */
1279 This->isInDraw = FALSE;