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
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 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
40 DWORD NumVertexes
= NumPrimitives
;
42 switch (PrimitiveType
) {
43 case WINED3DPT_POINTLIST
:
45 *primType
= GL_POINTS
;
46 NumVertexes
= NumPrimitives
;
49 case WINED3DPT_LINELIST
:
52 NumVertexes
= NumPrimitives
* 2;
55 case WINED3DPT_LINESTRIP
:
56 TRACE("LINE_STRIP\n");
57 *primType
= GL_LINE_STRIP
;
58 NumVertexes
= NumPrimitives
+ 1;
61 case WINED3DPT_TRIANGLELIST
:
63 *primType
= GL_TRIANGLES
;
64 NumVertexes
= NumPrimitives
* 3;
67 case WINED3DPT_TRIANGLESTRIP
:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType
= GL_TRIANGLE_STRIP
;
70 NumVertexes
= NumPrimitives
+ 2;
73 case WINED3DPT_TRIANGLEFAN
:
74 TRACE("TRIANGLE_FAN\n");
75 *primType
= GL_TRIANGLE_FAN
;
76 NumVertexes
= NumPrimitives
+ 2;
80 FIXME("Unhandled primitive\n");
81 *primType
= GL_POINTS
;
87 static BOOL
fixed_get_input(
88 BYTE usage
, BYTE usage_idx
,
89 unsigned int* regnum
) {
93 /* Those positions must have the order in the
94 * named part of the strided data */
96 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
98 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
100 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
102 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
104 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
106 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
108 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
110 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
111 *regnum
= 7 + usage_idx
;
112 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
113 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
114 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
115 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
116 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
117 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
118 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
119 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
120 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
121 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
122 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
123 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
124 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
125 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
126 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
127 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage
), usage_idx
);
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice
*iface
,
139 BOOL useVertexShaderFunction
,
140 WineDirect3DVertexStridedData
*strided
,
143 /* We need to deal with frequency data!*/
146 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
147 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
149 WINED3DVERTEXELEMENT
*element
;
151 DWORD numPreloadStreams
= This
->stateBlock
->streamIsUP
? 0 : vertexDeclaration
->num_streams
;
152 DWORD
*streams
= vertexDeclaration
->streams
;
154 /* Check for transformed vertices, disable vertex shader if present */
155 strided
->u
.s
.position_transformed
= vertexDeclaration
->position_transformed
;
156 if(vertexDeclaration
->position_transformed
) {
157 useVertexShaderFunction
= FALSE
;
160 /* Translate the declaration into strided data */
161 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
166 element
= vertexDeclaration
->pDeclarationWine
+ i
;
167 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
168 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
170 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
173 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
174 if (This
->stateBlock
->streamIsUP
) {
175 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
177 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
179 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
180 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
182 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186 * not, drawStridedSlow is needed, including a vertex buffer path.
188 if(This
->stateBlock
->loadBaseVertexIndex
< 0) {
189 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This
->stateBlock
->loadBaseVertexIndex
);
191 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
192 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
193 FIXME("System memory vertex data load offset is negative!\n");
198 if( streamVBO
!= 0) *fixup
= TRUE
;
199 else if(*fixup
&& !useVertexShaderFunction
&&
200 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
201 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
202 static BOOL warned
= FALSE
;
204 /* This may be bad with the fixed function pipeline */
205 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
211 data
+= element
->Offset
;
213 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
215 if (useVertexShaderFunction
)
216 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
217 element
->Usage
, element
->UsageIndex
, &idx
);
219 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
222 TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
223 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224 useVertexShaderFunction
? "shader": "fixed function", idx
,
225 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
226 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
228 if (!useVertexShaderFunction
&& !vertexDeclaration
->ffp_valid
[i
]) {
229 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
230 debug_d3ddecltype(element
->Type
), debug_d3ddeclusage(element
->Usage
));
232 strided
->u
.input
[idx
].lpData
= data
;
233 strided
->u
.input
[idx
].dwType
= element
->Type
;
234 strided
->u
.input
[idx
].dwStride
= stride
;
235 strided
->u
.input
[idx
].VBO
= streamVBO
;
236 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
248 for(i
=0; i
< numPreloadStreams
; i
++) {
249 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
251 IWineD3DVertexBuffer_PreLoad(vb
);
256 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
257 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
258 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
260 if (idxSize
!= 0 /* This crashes sometimes!*/) {
261 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
262 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
264 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
265 (const char *)idxData
+(idxSize
* startIdx
));
266 checkGLcall("glDrawElements");
267 #else /* using drawRangeElements may be faster */
269 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
270 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
271 (const char *)idxData
+(idxSize
* startIdx
));
272 checkGLcall("glDrawRangeElements");
276 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This
, glPrimitiveType
, startVertex
, numberOfVertices
);
277 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
278 checkGLcall("glDrawArrays");
285 * Actually draw using the supplied information.
286 * Slower GL version which extracts info about each vertex in turn
289 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
290 UINT NumVertexes
, GLenum glPrimType
,
291 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
293 unsigned int textureNo
= 0;
294 const WORD
*pIdxBufS
= NULL
;
295 const DWORD
*pIdxBufL
= NULL
;
297 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
298 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
299 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
300 BOOL pixelShader
= use_ps(This
);
302 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
303 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
305 TRACE("Using slow vertex array code\n");
307 /* Variable Initialization */
309 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
310 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
311 * idxData will be != NULL
313 if(idxData
== NULL
) {
314 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
317 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
318 else pIdxBufL
= (const DWORD
*) idxData
;
319 } else if (idxData
) {
320 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
324 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
325 * to the strided Data in the device and might be needed intact on the next draw
327 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
328 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
329 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
331 texCoords
[textureNo
] = NULL
;
334 if(sd
->u
.s
.diffuse
.lpData
) {
335 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
337 if(sd
->u
.s
.specular
.lpData
) {
338 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
340 if(sd
->u
.s
.normal
.lpData
) {
341 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
343 if(sd
->u
.s
.position
.lpData
) {
344 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
347 if(FIXME_ON(d3d_draw
)) {
348 if(specular
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
349 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position_transformed
)&&
350 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
351 if(GL_SUPPORT(EXT_FOG_COORD
) && sd
->u
.s
.specular
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
352 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
355 if(This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
356 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
360 /* Start drawing in GL */
361 VTRACE(("glBegin(%x)\n", glPrimType
));
364 /* Default settings for data that is not passed */
365 if (sd
->u
.s
.normal
.lpData
== NULL
) {
368 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
369 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
371 if(sd
->u
.s
.specular
.lpData
== NULL
) {
372 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
373 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
377 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
378 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
381 /* For each primitive */
382 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
383 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
384 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
387 /* For indexed data, we need to go a few more strides in */
388 if (idxData
!= NULL
) {
390 /* Indexed so work out the number of strides to skip */
392 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
393 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
395 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
396 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
400 /* Texture coords --------------------------- */
401 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
403 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
404 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
408 /* Query tex coords */
409 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
410 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
411 int texture_idx
= This
->texUnitMap
[textureNo
];
415 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
417 } else if (coordIdx
< 0) {
418 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
422 if (texture_idx
== -1) continue;
424 if (texCoords
[coordIdx
] == NULL
) {
425 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
426 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
427 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
429 glTexCoord4f(0, 0, 0, 1);
434 ptrToCoords
= texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
);
435 if (GL_SUPPORT(ARB_MULTITEXTURE
))
436 multi_texcoord_funcs
[sd
->u
.s
.texCoords
[coordIdx
].dwType
](GL_TEXTURE0_ARB
+ texture_idx
, ptrToCoords
);
438 texcoord_funcs
[sd
->u
.s
.texCoords
[coordIdx
].dwType
](ptrToCoords
);
440 } /* End of textures */
442 /* Diffuse -------------------------------- */
444 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
446 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
]((void *) ptrToCoords
);
447 if(This
->activeContext
->num_untracked_materials
) {
448 DWORD diffuseColor
= ptrToCoords
[0];
452 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
453 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
454 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
455 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
457 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
458 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
463 /* Specular ------------------------------- */
465 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
467 /* special case where the fog density is stored in the specular alpha channel */
468 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
469 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
470 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
471 if(GL_SUPPORT(EXT_FOG_COORD
)) {
472 DWORD specularColor
= ptrToCoords
[0];
473 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
475 static BOOL warned
= FALSE
;
477 /* TODO: Use the fog table code from old ddraw */
478 FIXME("Implement fog for transformed vertices in software\n");
484 specular_funcs
[sd
->u
.s
.specular
.dwType
]((void *) ptrToCoords
);
487 /* Normal -------------------------------- */
488 if (normal
!= NULL
) {
489 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
490 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
493 /* Position -------------------------------- */
495 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
496 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
499 /* For non indexed mode, step onto next parts */
500 if (idxData
== NULL
) {
506 checkGLcall("glEnd and previous calls");
509 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
511 case WINED3DDECLTYPE_FLOAT1
:
512 GL_EXTCALL(glVertexAttrib1fvARB(index
, (float *) ptr
));
514 case WINED3DDECLTYPE_FLOAT2
:
515 GL_EXTCALL(glVertexAttrib2fvARB(index
, (float *) ptr
));
517 case WINED3DDECLTYPE_FLOAT3
:
518 GL_EXTCALL(glVertexAttrib3fvARB(index
, (float *) ptr
));
520 case WINED3DDECLTYPE_FLOAT4
:
521 GL_EXTCALL(glVertexAttrib4fvARB(index
, (float *) ptr
));
524 case WINED3DDECLTYPE_UBYTE4
:
525 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
527 case WINED3DDECLTYPE_UBYTE4N
:
528 case WINED3DDECLTYPE_D3DCOLOR
:
529 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
532 case WINED3DDECLTYPE_SHORT2
:
533 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
535 case WINED3DDECLTYPE_SHORT4
:
536 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
539 case WINED3DDECLTYPE_SHORT2N
:
541 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
542 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
545 case WINED3DDECLTYPE_USHORT2N
:
547 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
548 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
551 case WINED3DDECLTYPE_SHORT4N
:
552 GL_EXTCALL(glVertexAttrib4NsvARB(index
, (GLshort
*) ptr
));
554 case WINED3DDECLTYPE_USHORT4N
:
555 GL_EXTCALL(glVertexAttrib4NusvARB(index
, (GLushort
*) ptr
));
558 case WINED3DDECLTYPE_UDEC3
:
559 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
560 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
562 case WINED3DDECLTYPE_DEC3N
:
563 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
564 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
567 case WINED3DDECLTYPE_FLOAT16_2
:
568 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
569 * byte float according to the IEEE standard
571 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
572 GL_EXTCALL(glVertexAttrib2hvNV(index
, (GLhalfNV
*)ptr
));
574 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
575 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
576 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
579 case WINED3DDECLTYPE_FLOAT16_4
:
580 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
581 GL_EXTCALL(glVertexAttrib4hvNV(index
, (GLhalfNV
*)ptr
));
583 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
584 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
585 float z
= float_16_to_32(((unsigned short *) ptr
) + 2);
586 float w
= float_16_to_32(((unsigned short *) ptr
) + 3);
587 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
591 case WINED3DDECLTYPE_UNUSED
:
593 ERR("Unexpected attribute declaration: %d\n", type
);
598 static void drawStridedSlowVs(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
599 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
,
602 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
603 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
604 const WORD
*pIdxBufS
= NULL
;
605 const DWORD
*pIdxBufL
= NULL
;
608 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
612 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
613 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
614 * idxData will be != NULL
616 if(idxData
== NULL
) {
617 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
620 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
621 else pIdxBufL
= (const DWORD
*) idxData
;
624 /* Start drawing in GL */
625 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
626 glBegin(glPrimitiveType
);
628 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
629 if (idxData
!= NULL
) {
631 /* Indexed so work out the number of strides to skip */
633 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
634 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
636 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
637 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
641 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
642 if(!sd
->u
.input
[i
].lpData
) continue;
644 ptr
= sd
->u
.input
[i
].lpData
+
645 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
646 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
648 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
656 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
, GLsizei w
, GLsizei h
) {
657 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
658 GLint old_binding
= 0;
660 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
662 glDisable(GL_CULL_FACE
);
664 glDisable(GL_ALPHA_TEST
);
665 glDisable(GL_SCISSOR_TEST
);
666 glDisable(GL_STENCIL_TEST
);
667 glEnable(GL_DEPTH_TEST
);
668 glDepthFunc(GL_ALWAYS
);
669 glDepthMask(GL_TRUE
);
670 glBlendFunc(GL_ZERO
, GL_ONE
);
671 glViewport(0, 0, w
, h
);
673 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
674 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
675 glBindTexture(GL_TEXTURE_2D
, texture
);
676 glEnable(GL_TEXTURE_2D
);
678 This
->shader_backend
->shader_select_depth_blt(iface
);
680 glBegin(GL_TRIANGLE_STRIP
);
681 glVertex2f(-1.0f
, -1.0f
);
682 glVertex2f(1.0f
, -1.0f
);
683 glVertex2f(-1.0f
, 1.0f
);
684 glVertex2f(1.0f
, 1.0f
);
687 glBindTexture(GL_TEXTURE_2D
, old_binding
);
691 This
->shader_backend
->shader_deselect_depth_blt(iface
);
694 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
695 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
696 ULONG startIdx
, ULONG startVertex
) {
697 UINT numInstances
= 0;
698 int numInstancedAttribs
= 0, i
, j
;
699 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
700 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
701 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
704 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
705 * We don't support this for now
707 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
708 * But the StreamSourceFreq value has a different meaning in that situation.
710 FIXME("Non-indexed instanced drawing is not supported\n");
714 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
715 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
717 /* First, figure out how many instances we have to draw */
718 for(i
= 0; i
< MAX_STREAMS
; i
++) {
719 /* Look at the streams and take the first one which matches */
720 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
721 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
722 if(stateblock
->streamFreq
[i
] == 0){
725 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
727 break; /* break, because only the first suitable value is interesting */
731 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
732 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
733 instancedData
[numInstancedAttribs
] = i
;
734 numInstancedAttribs
++;
738 /* now draw numInstances instances :-) */
739 for(i
= 0; i
< numInstances
; i
++) {
740 /* Specify the instanced attributes using immediate mode calls */
741 for(j
= 0; j
< numInstancedAttribs
; j
++) {
742 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
743 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
744 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
745 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
746 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
747 ptr
+= (long) vb
->resource
.allocatedMemory
;
750 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
753 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
754 (const char *)idxData
+(idxSize
* startIdx
));
755 checkGLcall("glDrawElements");
759 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
761 IWineD3DVertexBufferImpl
*vb
;
763 if(s
->u
.s
.position
.VBO
) {
764 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
765 s
->u
.s
.position
.VBO
= 0;
766 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
768 if(s
->u
.s
.blendWeights
.VBO
) {
769 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
770 s
->u
.s
.blendWeights
.VBO
= 0;
771 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
773 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
774 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
775 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
776 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
778 if(s
->u
.s
.normal
.VBO
) {
779 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
780 s
->u
.s
.normal
.VBO
= 0;
781 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
783 if(s
->u
.s
.pSize
.VBO
) {
784 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
785 s
->u
.s
.pSize
.VBO
= 0;
786 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
788 if(s
->u
.s
.diffuse
.VBO
) {
789 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
790 s
->u
.s
.diffuse
.VBO
= 0;
791 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
793 if(s
->u
.s
.specular
.VBO
) {
794 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
795 s
->u
.s
.specular
.VBO
= 0;
796 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
798 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
799 if(s
->u
.s
.texCoords
[i
].VBO
) {
800 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
801 s
->u
.s
.texCoords
[i
].VBO
= 0;
802 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
805 if(s
->u
.s
.position2
.VBO
) {
806 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
807 s
->u
.s
.position2
.VBO
= 0;
808 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
810 if(s
->u
.s
.normal2
.VBO
) {
811 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
812 s
->u
.s
.normal2
.VBO
= 0;
813 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
815 if(s
->u
.s
.tangent
.VBO
) {
816 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
817 s
->u
.s
.tangent
.VBO
= 0;
818 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
820 if(s
->u
.s
.binormal
.VBO
) {
821 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
822 s
->u
.s
.binormal
.VBO
= 0;
823 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
825 if(s
->u
.s
.tessFactor
.VBO
) {
826 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
827 s
->u
.s
.tessFactor
.VBO
= 0;
828 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
831 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
833 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
835 if(s
->u
.s
.depth
.VBO
) {
836 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
837 s
->u
.s
.depth
.VBO
= 0;
838 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
840 if(s
->u
.s
.sample
.VBO
) {
841 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
842 s
->u
.s
.sample
.VBO
= 0;
843 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
847 /* Routine common to the draw primitive and draw indexed primitive routines */
848 void drawPrimitive(IWineD3DDevice
*iface
,
852 long StartVertexIndex
,
853 UINT numberOfVertices
,
859 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
860 IWineD3DSurfaceImpl
*target
;
863 if (NumPrimitives
== 0) return;
865 /* Invalidate the back buffer memory so LockRect will read it the next time */
866 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
867 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
869 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
870 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
874 /* Signals other modules that a drawing is in progress and the stateblock finalized */
875 This
->isInDraw
= TRUE
;
877 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
879 if (This
->stencilBufferTarget
) {
880 /* Note that this depends on the ActivateContext call above to set
881 * This->render_offscreen properly */
882 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
883 surface_load_ds_location(This
->stencilBufferTarget
, location
);
884 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
887 /* Ok, we will be updating the screen from here onwards so grab the lock */
891 BOOL emulation
= FALSE
;
892 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
893 WineDirect3DVertexStridedData stridedlcl
;
894 /* Ok, Work out which primitive is requested and how many vertexes that
896 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
897 if (numberOfVertices
== 0 )
898 numberOfVertices
= calculatedNumberOfindices
;
901 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
902 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
903 static BOOL first
= TRUE
;
905 FIXME("Using software emulation because not all material properties could be tracked\n");
908 TRACE("Using software emulation because not all material properties could be tracked\n");
912 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
913 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
914 * to a float in the vertex buffer
916 static BOOL first
= TRUE
;
918 FIXME("Using software emulation because manual fog coordinates are provided\n");
921 TRACE("Using software emulation because manual fog coordinates are provided\n");
927 strided
= &stridedlcl
;
928 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
929 remove_vbos(This
, &stridedlcl
);
933 if (This
->useDrawStridedSlow
|| emulation
) {
934 /* Immediate mode drawing */
936 static BOOL first
= TRUE
;
938 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
941 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
943 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
, glPrimType
,
944 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
946 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
947 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
949 } else if(This
->instancedDraw
) {
950 /* Instancing emulation with mixing immediate mode and arrays */
951 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
952 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
954 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
955 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
959 /* Finished updating the screen, restore lock */
961 TRACE("Done all gl drawing\n");
964 #ifdef SHOW_FRAME_MAKEUP
966 static long int primCounter
= 0;
967 /* NOTE: set primCounter to the value reported by drawprim
968 before you want to to write frame makeup to /tmp */
969 if (primCounter
>= 0) {
970 WINED3DLOCKED_RECT r
;
972 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
973 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
974 TRACE("Saving screenshot %s\n", buffer
);
975 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
976 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
978 #ifdef SHOW_TEXTURE_MAKEUP
980 IWineD3DSurface
*pSur
;
982 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
983 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
984 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
985 TRACE("Saving texture %s\n", buffer
);
986 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
987 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
988 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
989 IWineD3DSurface_Release(pSur
);
991 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
998 TRACE("drawprim #%ld\n", primCounter
);
1003 /* Control goes back to the device, stateblock values may change again */
1004 This
->isInDraw
= FALSE
;
1007 static void normalize_normal(float *n
) {
1008 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1009 if(length
== 0.0) return;
1010 length
= sqrt(length
);
1011 n
[0] = n
[0] / length
;
1012 n
[1] = n
[1] / length
;
1013 n
[2] = n
[2] / length
;
1016 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1018 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1019 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1020 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1021 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1024 * To read back, the opengl feedback mode is used. This creates a problem because we want
1025 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1026 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1027 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1028 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1030 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1031 * resulting colors back to the normals.
1033 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1034 * does not restore it because normally a draw follows immediately afterwards. The caller is
1035 * responsible of taking care that either the gl states are restored, or the context activated
1036 * for drawing to reset the lastWasBlit flag.
1038 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1039 struct WineD3DRectPatch
*patch
) {
1040 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1041 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1042 WineDirect3DVertexStridedData strided
;
1044 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1046 GLenum feedback_type
;
1047 GLfloat
*feedbuffer
;
1049 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1052 memset(&strided
, 0, sizeof(strided
));
1053 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1054 if(strided
.u
.s
.position
.VBO
) {
1055 IWineD3DVertexBufferImpl
*vb
;
1056 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1057 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1058 (unsigned long) vb
->resource
.allocatedMemory
);
1060 vtxStride
= strided
.u
.s
.position
.dwStride
;
1061 data
= strided
.u
.s
.position
.lpData
+
1062 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1063 vtxStride
* info
->StartVertexOffsetWidth
;
1065 /* Not entirely sure about what happens with transformed vertices */
1066 if(strided
.u
.s
.position_transformed
) {
1067 FIXME("Transformed position in rectpatch generation\n");
1069 if(vtxStride
% sizeof(GLfloat
)) {
1070 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1071 * I don't see how the stride could not be a multiple of 4, but make sure
1074 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1076 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1077 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1079 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1080 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1083 /* First, get the boundary cube of the input data */
1084 for(j
= 0; j
< info
->Height
; j
++) {
1085 for(i
= 0; i
< info
->Width
; i
++) {
1086 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1087 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1088 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1089 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1090 if(v
[2] < neg_z
) neg_z
= v
[2];
1094 /* This needs some improvements in the vertex decl code */
1095 FIXME("Cannot find data to generate. Only generating position and normals\n");
1096 patch
->has_normals
= TRUE
;
1097 patch
->has_texcoords
= FALSE
;
1099 /* Simply activate the context for blitting. This disables all the things we don't want and
1100 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1101 * patch (as opposed to normal draws) will most likely need different changes anyway
1103 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1106 glMatrixMode(GL_PROJECTION
);
1107 checkGLcall("glMatrixMode(GL_PROJECTION)");
1109 checkGLcall("glLoadIndentity()");
1110 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1111 glTranslatef(0, 0, 0.5);
1112 checkGLcall("glScalef");
1113 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1114 checkGLcall("glViewport");
1116 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1117 * our feedback buffer parser
1119 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1120 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1121 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1122 if(patch
->has_normals
) {
1123 float black
[4] = {0, 0, 0, 0};
1124 float red
[4] = {1, 0, 0, 0};
1125 float green
[4] = {0, 1, 0, 0};
1126 float blue
[4] = {0, 0, 1, 0};
1127 float white
[4] = {1, 1, 1, 1};
1128 glEnable(GL_LIGHTING
);
1129 checkGLcall("glEnable(GL_LIGHTING)");
1130 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1131 checkGLcall("glLightModel for MODEL_AMBIENT");
1132 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1134 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1135 glDisable(GL_LIGHT0
+ i
);
1136 checkGLcall("glDisable(GL_LIGHT0 + i)");
1137 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1140 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1141 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1142 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1143 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1144 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1145 glEnable(GL_LIGHT0
);
1146 checkGLcall("Setting up light 1\n");
1147 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1148 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1149 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1150 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1151 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1152 glEnable(GL_LIGHT1
);
1153 checkGLcall("Setting up light 2\n");
1154 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1155 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1156 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1157 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1158 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1159 glEnable(GL_LIGHT2
);
1160 checkGLcall("Setting up light 3\n");
1162 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1163 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1164 glDisable(GL_COLOR_MATERIAL
);
1165 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1166 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1167 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1168 checkGLcall("Setting up materials\n");
1171 /* Enable the needed maps.
1172 * GL_MAP2_VERTEX_3 is needed for positional data.
1173 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1174 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1176 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1177 out_vertex_size
= 3 /* position */;
1178 d3d_out_vertex_size
= 3;
1179 glEnable(GL_MAP2_VERTEX_3
);
1180 if(patch
->has_normals
&& patch
->has_texcoords
) {
1181 FIXME("Texcoords not handled yet\n");
1182 feedback_type
= GL_3D_COLOR_TEXTURE
;
1183 out_vertex_size
+= 8;
1184 d3d_out_vertex_size
+= 7;
1185 glEnable(GL_AUTO_NORMAL
);
1186 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1187 } else if(patch
->has_texcoords
) {
1188 FIXME("Texcoords not handled yet\n");
1189 feedback_type
= GL_3D_COLOR_TEXTURE
;
1190 out_vertex_size
+= 7;
1191 d3d_out_vertex_size
+= 4;
1192 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1193 } else if(patch
->has_normals
) {
1194 feedback_type
= GL_3D_COLOR
;
1195 out_vertex_size
+= 4;
1196 d3d_out_vertex_size
+= 3;
1197 glEnable(GL_AUTO_NORMAL
);
1199 feedback_type
= GL_3D
;
1201 checkGLcall("glEnable vertex attrib generation");
1203 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1204 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1205 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1207 glMap2f(GL_MAP2_VERTEX_3
,
1208 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1209 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1211 checkGLcall("glMap2f");
1212 if(patch
->has_texcoords
) {
1213 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1214 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1215 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1217 checkGLcall("glMap2f");
1219 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1220 checkGLcall("glMapGrid2f");
1222 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1223 checkGLcall("glFeedbackBuffer");
1224 glRenderMode(GL_FEEDBACK
);
1226 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1227 checkGLcall("glEvalMesh2\n");
1229 i
= glRenderMode(GL_RENDER
);
1232 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1234 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1235 return WINED3DERR_DRIVERINTERNALERROR
;
1236 } else if(i
!= buffer_size
) {
1238 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1240 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1241 return WINED3DERR_DRIVERINTERNALERROR
;
1243 TRACE("Got %d elements as expected\n", i
);
1246 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1247 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1249 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1250 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1251 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1254 if(feedbuffer
[j
+ 1] != 3) {
1255 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1258 /* Somehow there are different ideas about back / front facing, so fix up the
1261 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1262 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1263 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1264 if(patch
->has_normals
) {
1265 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1266 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1267 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1269 i
+= d3d_out_vertex_size
;
1271 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1272 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1273 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1274 if(patch
->has_normals
) {
1275 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1276 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1277 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1279 i
+= d3d_out_vertex_size
;
1281 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1282 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1283 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1284 if(patch
->has_normals
) {
1285 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1286 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1287 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1289 i
+= d3d_out_vertex_size
;
1292 if(patch
->has_normals
) {
1293 /* Now do the same with reverse light directions */
1294 float x
[4] = {-1, 0, 0, 0};
1295 float y
[4] = { 0, -1, 0, 0};
1296 float z
[4] = { 0, 0, -1, 0};
1297 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1298 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1299 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1300 checkGLcall("Setting up reverse light directions\n");
1302 glRenderMode(GL_FEEDBACK
);
1303 checkGLcall("glRenderMode(GL_FEEDBACK)");
1304 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1305 checkGLcall("glEvalMesh2\n");
1306 i
= glRenderMode(GL_RENDER
);
1307 checkGLcall("glRenderMode(GL_RENDER)");
1310 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1311 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1312 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1315 if(feedbuffer
[j
+ 1] != 3) {
1316 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1319 if(patch
->mem
[i
+ 3] == 0.0)
1320 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1321 if(patch
->mem
[i
+ 4] == 0.0)
1322 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1323 if(patch
->mem
[i
+ 5] == 0.0)
1324 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1325 normalize_normal(patch
->mem
+ i
+ 3);
1326 i
+= d3d_out_vertex_size
;
1328 if(patch
->mem
[i
+ 3] == 0.0)
1329 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1330 if(patch
->mem
[i
+ 4] == 0.0)
1331 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1332 if(patch
->mem
[i
+ 5] == 0.0)
1333 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1334 normalize_normal(patch
->mem
+ i
+ 3);
1335 i
+= d3d_out_vertex_size
;
1337 if(patch
->mem
[i
+ 3] == 0.0)
1338 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1339 if(patch
->mem
[i
+ 4] == 0.0)
1340 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1341 if(patch
->mem
[i
+ 5] == 0.0)
1342 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1343 normalize_normal(patch
->mem
+ i
+ 3);
1344 i
+= d3d_out_vertex_size
;
1348 glDisable(GL_MAP2_VERTEX_3
);
1349 glDisable(GL_AUTO_NORMAL
);
1350 glDisable(GL_MAP2_NORMAL
);
1351 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1352 checkGLcall("glDisable vertex attrib generation");
1355 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1357 vtxStride
= 3 * sizeof(float);
1358 if(patch
->has_normals
) {
1359 vtxStride
+= 3 * sizeof(float);
1361 if(patch
->has_texcoords
) {
1362 vtxStride
+= 4 * sizeof(float);
1364 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1365 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1366 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1367 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1368 patch
->strided
.u
.s
.position
.streamNo
= 255;
1370 if(patch
->has_normals
) {
1371 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1372 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1373 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1374 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1376 if(patch
->has_texcoords
) {
1377 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1378 if(patch
->has_normals
) {
1379 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1381 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1382 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1383 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1384 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1387 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;