xolehlp: Fix calling convention.
[wine.git] / dlls / wined3d / drawprim.c
blobc75ab59afb3c13c9eca216fa2044ba46fe852e5b
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, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
35 #include <stdio.h>
36 #include <math.h>
38 /* Context activation is done by the caller. */
39 static void drawStridedFast(const struct wined3d_gl_info *gl_info, GLenum primitive_type, UINT count, UINT idx_size,
40 const void *idx_data, UINT start_idx, INT base_vertex_index, UINT start_instance, UINT instance_count)
42 if (idx_size)
44 GLenum idxtype = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
45 if (instance_count)
47 if (!gl_info->supported[ARB_DRAW_INSTANCED])
49 FIXME("Instanced drawing not supported.\n");
51 else
53 if (start_instance)
54 FIXME("Start instance (%u) not supported.\n", start_instance);
55 GL_EXTCALL(glDrawElementsInstancedBaseVertex(primitive_type, count, idxtype,
56 (const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_index));
57 checkGLcall("glDrawElementsInstancedBaseVertex");
60 else if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
62 GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
63 (const char *)idx_data + (idx_size * start_idx), base_vertex_index));
64 checkGLcall("glDrawElementsBaseVertex");
66 else
68 gl_info->gl_ops.gl.p_glDrawElements(primitive_type, count,
69 idxtype, (const char *)idx_data + (idx_size * start_idx));
70 checkGLcall("glDrawElements");
73 else
75 gl_info->gl_ops.gl.p_glDrawArrays(primitive_type, start_idx, count);
76 checkGLcall("glDrawArrays");
81 * Actually draw using the supplied information.
82 * Slower GL version which extracts info about each vertex in turn
85 /* Context activation is done by the caller. */
86 static void drawStridedSlow(const struct wined3d_device *device, const struct wined3d_context *context,
87 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
88 const void *idxData, UINT idxSize, UINT startIdx)
90 unsigned int textureNo = 0;
91 const WORD *pIdxBufS = NULL;
92 const DWORD *pIdxBufL = NULL;
93 UINT vx_index;
94 const struct wined3d_state *state = &device->stateBlock->state;
95 LONG SkipnStrides = startIdx;
96 BOOL pixelShader = use_ps(state);
97 BOOL specular_fog = FALSE;
98 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
99 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
100 const struct wined3d_gl_info *gl_info = context->gl_info;
101 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
102 UINT texture_stages = d3d_info->limits.ffp_blend_stages;
103 const struct wined3d_stream_info_element *element;
104 UINT num_untracked_materials;
105 DWORD tex_mask = 0;
107 TRACE_(d3d_perf)("Using slow vertex array code\n");
109 /* Variable Initialization */
110 if (idxSize)
112 /* Immediate mode drawing can't make use of indices in a vbo - get the
113 * data from the index buffer. If the index buffer has no vbo (not
114 * supported or other reason), or with user pointer drawing idxData
115 * will be non-NULL. */
116 if (!idxData)
117 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
119 if (idxSize == 2) pIdxBufS = idxData;
120 else pIdxBufL = idxData;
121 } else if (idxData) {
122 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
123 return;
126 /* Start drawing in GL */
127 gl_info->gl_ops.gl.p_glBegin(glPrimType);
129 if (si->use_map & (1 << WINED3D_FFP_POSITION))
131 element = &si->elements[WINED3D_FFP_POSITION];
132 position = element->data.addr;
135 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
137 element = &si->elements[WINED3D_FFP_NORMAL];
138 normal = element->data.addr;
140 else
142 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
145 num_untracked_materials = context->num_untracked_materials;
146 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
148 element = &si->elements[WINED3D_FFP_DIFFUSE];
149 diffuse = element->data.addr;
151 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
152 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
154 else
156 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
159 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
161 element = &si->elements[WINED3D_FFP_SPECULAR];
162 specular = element->data.addr;
164 /* special case where the fog density is stored in the specular alpha channel */
165 if (state->render_states[WINED3D_RS_FOGENABLE]
166 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
167 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
168 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
170 if (gl_info->supported[EXT_FOG_COORD])
172 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
173 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
175 else
177 static BOOL warned;
179 if (!warned)
181 /* TODO: Use the fog table code from old ddraw */
182 FIXME("Implement fog for transformed vertices in software\n");
183 warned = TRUE;
188 else if (gl_info->supported[EXT_SECONDARY_COLOR])
190 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
193 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
195 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
196 DWORD texture_idx = device->texUnitMap[textureNo];
198 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
200 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
201 continue;
204 if (!pixelShader && !state->textures[textureNo]) continue;
206 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
208 if (coordIdx > 7)
210 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
211 continue;
213 else if (coordIdx < 0)
215 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
216 continue;
219 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
221 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
222 texCoords[coordIdx] = element->data.addr;
223 tex_mask |= (1 << textureNo);
225 else
227 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
228 if (gl_info->supported[ARB_MULTITEXTURE])
229 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
230 else
231 gl_info->gl_ops.gl.p_glTexCoord4f(0, 0, 0, 1);
235 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
236 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
239 /* For each primitive */
240 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
241 UINT texture, tmp_tex_mask;
242 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
243 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
246 /* For indexed data, we need to go a few more strides in */
247 if (idxData)
249 /* Indexed so work out the number of strides to skip */
250 if (idxSize == 2)
251 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
252 else
253 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
256 tmp_tex_mask = tex_mask;
257 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
259 int coord_idx;
260 const void *ptr;
261 DWORD texture_idx;
263 if (!(tmp_tex_mask & 1)) continue;
265 coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
266 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
268 texture_idx = device->texUnitMap[texture];
269 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
270 GL_TEXTURE0_ARB + texture_idx, ptr);
273 /* Diffuse -------------------------------- */
274 if (diffuse) {
275 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
277 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
278 if (num_untracked_materials)
280 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
281 unsigned char i;
282 float color[4];
284 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
285 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
286 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
287 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
289 for (i = 0; i < num_untracked_materials; ++i)
291 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
296 /* Specular ------------------------------- */
297 if (specular) {
298 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
300 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
302 if (specular_fog)
304 DWORD specularColor = *(const DWORD *)ptrToCoords;
305 GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
309 /* Normal -------------------------------- */
310 if (normal)
312 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
313 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
316 /* Position -------------------------------- */
317 if (position) {
318 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
319 position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
322 /* For non indexed mode, step onto next parts */
323 if (!idxData) ++SkipnStrides;
326 gl_info->gl_ops.gl.p_glEnd();
327 checkGLcall("glEnd and previous calls");
330 /* Context activation is done by the caller. */
331 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
332 enum wined3d_format_id format, const UINT index, const void *ptr)
334 switch(format)
336 case WINED3DFMT_R32_FLOAT:
337 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
338 break;
339 case WINED3DFMT_R32G32_FLOAT:
340 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
341 break;
342 case WINED3DFMT_R32G32B32_FLOAT:
343 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
344 break;
345 case WINED3DFMT_R32G32B32A32_FLOAT:
346 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
347 break;
349 case WINED3DFMT_R8G8B8A8_UINT:
350 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
351 break;
352 case WINED3DFMT_B8G8R8A8_UNORM:
353 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
355 const DWORD *src = ptr;
356 DWORD c = *src & 0xff00ff00;
357 c |= (*src & 0xff0000) >> 16;
358 c |= (*src & 0xff) << 16;
359 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
360 break;
362 /* else fallthrough */
363 case WINED3DFMT_R8G8B8A8_UNORM:
364 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
365 break;
367 case WINED3DFMT_R16G16_SINT:
368 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
369 break;
370 case WINED3DFMT_R16G16B16A16_SINT:
371 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
372 break;
374 case WINED3DFMT_R16G16_SNORM:
376 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
377 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
378 break;
380 case WINED3DFMT_R16G16_UNORM:
382 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
383 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
384 break;
386 case WINED3DFMT_R16G16B16A16_SNORM:
387 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
388 break;
389 case WINED3DFMT_R16G16B16A16_UNORM:
390 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
391 break;
393 case WINED3DFMT_R10G10B10A2_UINT:
394 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
395 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
396 break;
397 case WINED3DFMT_R10G10B10A2_SNORM:
398 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
399 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
400 break;
402 case WINED3DFMT_R16G16_FLOAT:
403 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
404 * byte float according to the IEEE standard
406 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
408 /* Not supported by GL_ARB_half_float_vertex */
409 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
411 else
413 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
414 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
415 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
417 break;
418 case WINED3DFMT_R16G16B16A16_FLOAT:
419 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
421 /* Not supported by GL_ARB_half_float_vertex */
422 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
424 else
426 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
427 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
428 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
429 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
430 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
432 break;
434 default:
435 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
436 break;
440 /* Context activation is done by the caller. */
441 static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
442 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
443 const void *idxData, UINT idxSize, UINT startIdx)
445 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
446 const DWORD *pIdxBufL = NULL;
447 const WORD *pIdxBufS = NULL;
448 UINT vx_index;
449 int i;
450 const BYTE *ptr;
452 if (idxSize)
454 /* Immediate mode drawing can't make use of indices in a vbo - get the
455 * data from the index buffer. If the index buffer has no vbo (not
456 * supported or other reason), or with user pointer drawing idxData
457 * will be non-NULL. */
458 if (!idxData)
459 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
461 if (idxSize == 2) pIdxBufS = idxData;
462 else pIdxBufL = idxData;
463 } else if (idxData) {
464 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
465 return;
468 /* Start drawing in GL */
469 gl_info->gl_ops.gl.p_glBegin(glPrimitiveType);
471 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
473 if (idxData)
475 /* Indexed so work out the number of strides to skip */
476 if (idxSize == 2)
477 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
478 else
479 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
482 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
484 if (!(si->use_map & (1 << i))) continue;
486 ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
488 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
490 SkipnStrides++;
493 gl_info->gl_ops.gl.p_glEnd();
496 /* Context activation is done by the caller. */
497 static void drawStridedInstanced(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
498 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
499 const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index, UINT instance_count)
501 int numInstancedAttribs = 0, j;
502 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
503 GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
504 UINT i;
506 if (!idxSize)
508 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
509 * We don't support this for now
511 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
512 * But the StreamSourceFreq value has a different meaning in that situation.
514 FIXME("Non-indexed instanced drawing is not supported\n");
515 return;
518 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
520 if (!(si->use_map & (1 << i))) continue;
522 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
524 instancedData[numInstancedAttribs] = i;
525 numInstancedAttribs++;
529 for (i = 0; i < instance_count; ++i)
531 /* Specify the instanced attributes using immediate mode calls */
532 for(j = 0; j < numInstancedAttribs; j++) {
533 const BYTE *ptr = si->elements[instancedData[j]].data.addr
534 + si->elements[instancedData[j]].stride * i;
535 if (si->elements[instancedData[j]].data.buffer_object)
537 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
538 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
541 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
544 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
546 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
547 (const char *)idxData+(idxSize * startIdx), base_vertex_index));
548 checkGLcall("glDrawElementsBaseVertex");
550 else
552 gl_info->gl_ops.gl.p_glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
553 (const char *)idxData + (idxSize * startIdx));
554 checkGLcall("glDrawElements");
559 static void remove_vbos(const struct wined3d_gl_info *gl_info,
560 const struct wined3d_state *state, struct wined3d_stream_info *s)
562 unsigned int i;
564 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
566 struct wined3d_stream_info_element *e;
568 if (!(s->use_map & (1 << i))) continue;
570 e = &s->elements[i];
571 if (e->data.buffer_object)
573 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
574 e->data.buffer_object = 0;
575 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
580 /* Routine common to the draw primitive and draw indexed primitive routines */
581 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
582 UINT start_instance, UINT instance_count, BOOL indexed)
584 const struct wined3d_state *state = &device->stateBlock->state;
585 const struct wined3d_stream_info *stream_info;
586 struct wined3d_event_query *ib_query = NULL;
587 struct wined3d_stream_info si_emulated;
588 const struct wined3d_gl_info *gl_info;
589 struct wined3d_context *context;
590 BOOL emulation = FALSE;
591 const void *idx_data = NULL;
592 UINT idx_size = 0;
593 unsigned int i;
595 if (!index_count) return;
597 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
599 /* Invalidate the back buffer memory so LockRect will read it the next time */
600 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
602 struct wined3d_surface *target = device->fb.render_targets[i];
603 if (target)
605 surface_load_location(target, target->draw_binding, NULL);
606 surface_modify_location(target, target->draw_binding, TRUE);
611 /* Signals other modules that a drawing is in progress and the stateblock finalized */
612 device->isInDraw = TRUE;
614 context = context_acquire(device, device->fb.render_targets[0]);
615 if (!context->valid)
617 context_release(context);
618 WARN("Invalid context, skipping draw.\n");
619 return;
621 gl_info = context->gl_info;
623 if (device->fb.depth_stencil)
625 /* Note that this depends on the context_acquire() call above to set
626 * context->render_offscreen properly. We don't currently take the
627 * Z-compare function into account, but we could skip loading the
628 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
629 * that we never copy the stencil data.*/
630 DWORD location = context->render_offscreen ? device->fb.depth_stencil->draw_binding : SFLAG_INDRAWABLE;
631 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
633 struct wined3d_surface *ds = device->fb.depth_stencil;
634 RECT current_rect, draw_rect, r;
636 if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
637 device_switch_onscreen_ds(device, context, ds);
639 if (ds->flags & location)
640 SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
641 else
642 SetRectEmpty(&current_rect);
644 wined3d_get_draw_rect(state, &draw_rect);
646 IntersectRect(&r, &draw_rect, &current_rect);
647 if (!EqualRect(&r, &draw_rect))
648 surface_load_ds_location(ds, context, location);
652 if (!context_apply_draw_state(context, device))
654 context_release(context);
655 WARN("Unable to apply draw state, skipping draw.\n");
656 return;
659 if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
661 struct wined3d_surface *ds = device->fb.depth_stencil;
662 DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
664 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
667 if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
668 || !gl_info->supported[NV_POINT_SPRITE])
669 && context->render_offscreen
670 && state->render_states[WINED3D_RS_POINTSPRITEENABLE]
671 && state->gl_primitive_type == GL_POINTS)
673 FIXME("Point sprite coordinate origin switching not supported.\n");
676 stream_info = &device->stream_info;
677 if (device->instance_count)
678 instance_count = device->instance_count;
680 if (indexed)
682 struct wined3d_buffer *index_buffer = state->index_buffer;
683 if (!index_buffer->buffer_object || !stream_info->all_vbo)
684 idx_data = index_buffer->resource.allocatedMemory;
685 else
687 ib_query = index_buffer->query;
688 idx_data = NULL;
691 if (state->index_format == WINED3DFMT_R16_UINT)
692 idx_size = 2;
693 else
694 idx_size = 4;
697 if (!use_vs(state))
699 if (!stream_info->position_transformed && context->num_untracked_materials
700 && state->render_states[WINED3D_RS_LIGHTING])
702 static BOOL warned;
704 if (!warned++)
705 FIXME("Using software emulation because not all material properties could be tracked.\n");
706 else
707 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
708 emulation = TRUE;
710 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
712 static BOOL warned;
714 /* Either write a pipeline replacement shader or convert the
715 * specular alpha from unsigned byte to a float in the vertex
716 * buffer. */
717 if (!warned++)
718 FIXME("Using software emulation because manual fog coordinates are provided.\n");
719 else
720 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
721 emulation = TRUE;
724 if (emulation)
726 si_emulated = device->stream_info;
727 remove_vbos(gl_info, state, &si_emulated);
728 stream_info = &si_emulated;
732 if (device->useDrawStridedSlow || emulation)
734 /* Immediate mode drawing. */
735 if (use_vs(state))
737 static BOOL warned;
739 if (!warned++)
740 FIXME("Using immediate mode with vertex shaders for half float emulation.\n");
741 else
742 WARN_(d3d_perf)("Using immediate mode with vertex shaders for half float emulation.\n");
744 drawStridedSlowVs(gl_info, state, stream_info, index_count,
745 state->gl_primitive_type, idx_data, idx_size, start_idx);
747 else
749 drawStridedSlow(device, context, stream_info, index_count,
750 state->gl_primitive_type, idx_data, idx_size, start_idx);
753 else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)
755 /* Instancing emulation by mixing immediate mode and arrays. */
756 drawStridedInstanced(gl_info, state, stream_info, index_count, state->gl_primitive_type,
757 idx_data, idx_size, start_idx, state->base_vertex_index, instance_count);
759 else
761 drawStridedFast(gl_info, state->gl_primitive_type, index_count, idx_size, idx_data,
762 start_idx, state->base_vertex_index, start_instance, instance_count);
765 if (ib_query)
766 wined3d_event_query_issue(ib_query, device);
767 for (i = 0; i < device->num_buffer_queries; ++i)
769 wined3d_event_query_issue(device->buffer_queries[i], device);
772 if (wined3d_settings.strict_draw_ordering)
773 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
775 context_release(context);
777 TRACE("Done all gl drawing\n");
779 /* Control goes back to the device, stateblock values may change again */
780 device->isInDraw = FALSE;