wined3d: Use the core version of glDrawElementsInstanced.
[wine/multimedia.git] / dlls / wined3d / drawprim.c
blob12b03f6aef7886027c2c84f90b62c607ffd37b4c
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] && !gl_info->supported[ARB_INSTANCED_ARRAYS])
49 FIXME("Instanced drawing not supported.\n");
51 else
53 if (start_instance)
54 FIXME("Start instance (%u) not supported.\n", start_instance);
55 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
57 GL_EXTCALL(glDrawElementsInstancedBaseVertex(primitive_type, count, idxtype,
58 (const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_index));
59 checkGLcall("glDrawElementsInstancedBaseVertex");
61 else
63 GL_EXTCALL(glDrawElementsInstanced(primitive_type, count, idxtype,
64 (const char *)idx_data + (idx_size * start_idx), instance_count));
65 checkGLcall("glDrawElementsInstanced");
69 else if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
71 GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
72 (const char *)idx_data + (idx_size * start_idx), base_vertex_index));
73 checkGLcall("glDrawElementsBaseVertex");
75 else
77 gl_info->gl_ops.gl.p_glDrawElements(primitive_type, count,
78 idxtype, (const char *)idx_data + (idx_size * start_idx));
79 checkGLcall("glDrawElements");
82 else
84 gl_info->gl_ops.gl.p_glDrawArrays(primitive_type, start_idx, count);
85 checkGLcall("glDrawArrays");
90 * Actually draw using the supplied information.
91 * Slower GL version which extracts info about each vertex in turn
94 /* Context activation is done by the caller. */
95 static void drawStridedSlow(const struct wined3d_device *device, struct wined3d_context *context,
96 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
97 const void *idxData, UINT idxSize, UINT startIdx)
99 unsigned int textureNo = 0;
100 const WORD *pIdxBufS = NULL;
101 const DWORD *pIdxBufL = NULL;
102 UINT vx_index;
103 const struct wined3d_state *state = &device->state;
104 LONG SkipnStrides = startIdx;
105 BOOL pixelShader = use_ps(state);
106 BOOL specular_fog = FALSE;
107 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
108 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
109 const struct wined3d_gl_info *gl_info = context->gl_info;
110 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
111 const struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
112 UINT texture_stages = d3d_info->limits.ffp_blend_stages;
113 const struct wined3d_stream_info_element *element;
114 UINT num_untracked_materials;
115 DWORD tex_mask = 0;
117 TRACE_(d3d_perf)("Using slow vertex array code\n");
119 /* Variable Initialization */
120 if (idxSize)
122 /* Immediate mode drawing can't make use of indices in a vbo - get the
123 * data from the index buffer. If the index buffer has no vbo (not
124 * supported or other reason), or with user pointer drawing idxData
125 * will be non-NULL. */
126 if (!idxData)
127 idxData = buffer_get_sysmem(state->index_buffer, context);
129 if (idxSize == 2) pIdxBufS = idxData;
130 else pIdxBufL = idxData;
131 } else if (idxData) {
132 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
133 return;
136 /* Start drawing in GL */
137 gl_info->gl_ops.gl.p_glBegin(glPrimType);
139 if (si->use_map & (1 << WINED3D_FFP_POSITION))
141 element = &si->elements[WINED3D_FFP_POSITION];
142 position = element->data.addr;
145 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
147 element = &si->elements[WINED3D_FFP_NORMAL];
148 normal = element->data.addr;
150 else
152 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
155 num_untracked_materials = context->num_untracked_materials;
156 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
158 element = &si->elements[WINED3D_FFP_DIFFUSE];
159 diffuse = element->data.addr;
161 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
162 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
164 else
166 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
169 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
171 element = &si->elements[WINED3D_FFP_SPECULAR];
172 specular = element->data.addr;
174 /* special case where the fog density is stored in the specular alpha channel */
175 if (state->render_states[WINED3D_RS_FOGENABLE]
176 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
177 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
178 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
180 if (gl_info->supported[EXT_FOG_COORD])
182 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
183 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
185 else
187 static BOOL warned;
189 if (!warned)
191 /* TODO: Use the fog table code from old ddraw */
192 FIXME("Implement fog for transformed vertices in software\n");
193 warned = TRUE;
198 else if (gl_info->supported[EXT_SECONDARY_COLOR])
200 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
203 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
205 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
206 DWORD texture_idx = context->tex_unit_map[textureNo];
208 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
210 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
211 continue;
214 if (!pixelShader && !state->textures[textureNo]) continue;
216 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
218 if (coordIdx > 7)
220 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
221 continue;
223 else if (coordIdx < 0)
225 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
226 continue;
229 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
231 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
232 texCoords[coordIdx] = element->data.addr;
233 tex_mask |= (1 << textureNo);
235 else
237 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
238 if (gl_info->supported[ARB_MULTITEXTURE])
239 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
240 else
241 gl_info->gl_ops.gl.p_glTexCoord4f(0, 0, 0, 1);
245 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
246 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
249 /* For each primitive */
250 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
251 UINT texture, tmp_tex_mask;
252 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
253 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
256 /* For indexed data, we need to go a few more strides in */
257 if (idxData)
259 /* Indexed so work out the number of strides to skip */
260 if (idxSize == 2)
261 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
262 else
263 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
266 tmp_tex_mask = tex_mask;
267 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
269 int coord_idx;
270 const void *ptr;
271 DWORD texture_idx;
273 if (!(tmp_tex_mask & 1)) continue;
275 coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
276 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
278 texture_idx = context->tex_unit_map[texture];
279 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
280 GL_TEXTURE0_ARB + texture_idx, ptr);
283 /* Diffuse -------------------------------- */
284 if (diffuse)
286 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
287 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
289 if (num_untracked_materials)
291 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
292 unsigned char i;
293 float color[4];
295 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
296 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
297 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
298 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
300 for (i = 0; i < num_untracked_materials; ++i)
302 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
307 /* Specular ------------------------------- */
308 if (specular)
310 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
311 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
313 if (specular_fog)
315 DWORD specularColor = *(const DWORD *)ptrToCoords;
316 GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
320 /* Normal -------------------------------- */
321 if (normal)
323 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
324 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
327 /* Position -------------------------------- */
328 if (position)
330 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
331 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
334 /* For non indexed mode, step onto next parts */
335 if (!idxData) ++SkipnStrides;
338 gl_info->gl_ops.gl.p_glEnd();
339 checkGLcall("glEnd and previous calls");
342 /* Context activation is done by the caller. */
343 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
344 enum wined3d_format_id format, const UINT index, const void *ptr)
346 switch(format)
348 case WINED3DFMT_R32_FLOAT:
349 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
350 break;
351 case WINED3DFMT_R32G32_FLOAT:
352 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
353 break;
354 case WINED3DFMT_R32G32B32_FLOAT:
355 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
356 break;
357 case WINED3DFMT_R32G32B32A32_FLOAT:
358 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
359 break;
361 case WINED3DFMT_R8G8B8A8_UINT:
362 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
363 break;
364 case WINED3DFMT_B8G8R8A8_UNORM:
365 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
367 const DWORD *src = ptr;
368 DWORD c = *src & 0xff00ff00;
369 c |= (*src & 0xff0000) >> 16;
370 c |= (*src & 0xff) << 16;
371 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
372 break;
374 /* else fallthrough */
375 case WINED3DFMT_R8G8B8A8_UNORM:
376 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
377 break;
379 case WINED3DFMT_R16G16_SINT:
380 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
381 break;
382 case WINED3DFMT_R16G16B16A16_SINT:
383 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
384 break;
386 case WINED3DFMT_R16G16_SNORM:
388 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
389 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
390 break;
392 case WINED3DFMT_R16G16_UNORM:
394 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
395 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
396 break;
398 case WINED3DFMT_R16G16B16A16_SNORM:
399 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
400 break;
401 case WINED3DFMT_R16G16B16A16_UNORM:
402 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
403 break;
405 case WINED3DFMT_R10G10B10A2_UINT:
406 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
407 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
408 break;
409 case WINED3DFMT_R10G10B10A2_SNORM:
410 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
411 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
412 break;
414 case WINED3DFMT_R16G16_FLOAT:
415 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
416 * byte float according to the IEEE standard
418 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
420 /* Not supported by GL_ARB_half_float_vertex */
421 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
423 else
425 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
426 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
427 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
429 break;
430 case WINED3DFMT_R16G16B16A16_FLOAT:
431 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
433 /* Not supported by GL_ARB_half_float_vertex */
434 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
436 else
438 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
439 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
440 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
441 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
442 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
444 break;
446 default:
447 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
448 break;
452 /* Context activation is done by the caller. */
453 static void drawStridedSlowVs(struct wined3d_context *context, const struct wined3d_state *state,
454 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
455 const void *idxData, UINT idxSize, UINT startIdx)
457 const struct wined3d_gl_info *gl_info = context->gl_info;
458 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
459 const DWORD *pIdxBufL = NULL;
460 const WORD *pIdxBufS = NULL;
461 UINT vx_index;
462 int i;
463 const BYTE *ptr;
465 if (idxSize)
467 /* Immediate mode drawing can't make use of indices in a vbo - get the
468 * data from the index buffer. If the index buffer has no vbo (not
469 * supported or other reason), or with user pointer drawing idxData
470 * will be non-NULL. */
471 if (!idxData)
472 idxData = buffer_get_sysmem(state->index_buffer, context);
474 if (idxSize == 2) pIdxBufS = idxData;
475 else pIdxBufL = idxData;
476 } else if (idxData) {
477 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
478 return;
481 /* Start drawing in GL */
482 gl_info->gl_ops.gl.p_glBegin(glPrimitiveType);
484 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
486 if (idxData)
488 /* Indexed so work out the number of strides to skip */
489 if (idxSize == 2)
490 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
491 else
492 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
495 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
497 if (!(si->use_map & (1 << i))) continue;
499 ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
501 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
503 SkipnStrides++;
506 gl_info->gl_ops.gl.p_glEnd();
509 /* Context activation is done by the caller. */
510 static void drawStridedInstanced(struct wined3d_context *context, const struct wined3d_state *state,
511 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
512 const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index, UINT instance_count)
514 const struct wined3d_gl_info *gl_info = context->gl_info;
515 int numInstancedAttribs = 0, j;
516 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
517 GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
518 UINT i;
520 if (!idxSize)
522 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
523 * We don't support this for now
525 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
526 * But the StreamSourceFreq value has a different meaning in that situation.
528 FIXME("Non-indexed instanced drawing is not supported\n");
529 return;
532 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
534 if (!(si->use_map & (1 << i))) continue;
536 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
538 instancedData[numInstancedAttribs] = i;
539 numInstancedAttribs++;
543 for (i = 0; i < instance_count; ++i)
545 /* Specify the instanced attributes using immediate mode calls */
546 for(j = 0; j < numInstancedAttribs; j++) {
547 const BYTE *ptr = si->elements[instancedData[j]].data.addr
548 + si->elements[instancedData[j]].stride * i;
549 if (si->elements[instancedData[j]].data.buffer_object)
551 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
552 ptr += (ULONG_PTR)buffer_get_sysmem(vb, context);
555 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
558 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
560 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
561 (const char *)idxData+(idxSize * startIdx), base_vertex_index));
562 checkGLcall("glDrawElementsBaseVertex");
564 else
566 gl_info->gl_ops.gl.p_glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
567 (const char *)idxData + (idxSize * startIdx));
568 checkGLcall("glDrawElements");
573 static void remove_vbos(struct wined3d_context *context,
574 const struct wined3d_state *state, struct wined3d_stream_info *s)
576 unsigned int i;
578 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
580 struct wined3d_stream_info_element *e;
582 if (!(s->use_map & (1 << i))) continue;
584 e = &s->elements[i];
585 if (e->data.buffer_object)
587 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
588 e->data.buffer_object = 0;
589 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context));
594 /* Routine common to the draw primitive and draw indexed primitive routines */
595 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
596 UINT start_instance, UINT instance_count, BOOL indexed)
598 const struct wined3d_state *state = &device->state;
599 const struct wined3d_stream_info *stream_info;
600 struct wined3d_event_query *ib_query = NULL;
601 struct wined3d_stream_info si_emulated;
602 const struct wined3d_gl_info *gl_info;
603 struct wined3d_context *context;
604 BOOL emulation = FALSE;
605 const void *idx_data = NULL;
606 UINT idx_size = 0;
607 unsigned int i;
609 if (!index_count) return;
611 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
613 /* Invalidate the back buffer memory so LockRect will read it the next time */
614 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
616 struct wined3d_surface *target = wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]);
617 if (target)
619 surface_load_location(target, target->container->resource.draw_binding);
620 surface_invalidate_location(target, ~target->container->resource.draw_binding);
625 context = context_acquire(device, wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]));
626 if (!context->valid)
628 context_release(context);
629 WARN("Invalid context, skipping draw.\n");
630 return;
632 gl_info = context->gl_info;
634 if (device->fb.depth_stencil)
636 /* Note that this depends on the context_acquire() call above to set
637 * context->render_offscreen properly. We don't currently take the
638 * Z-compare function into account, but we could skip loading the
639 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
640 * that we never copy the stencil data.*/
641 DWORD location = context->render_offscreen ? device->fb.depth_stencil->resource->draw_binding
642 : WINED3D_LOCATION_DRAWABLE;
643 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
645 struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(device->fb.depth_stencil);
646 RECT current_rect, draw_rect, r;
648 if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
649 device_switch_onscreen_ds(device, context, ds);
651 if (ds->locations & location)
652 SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
653 else
654 SetRectEmpty(&current_rect);
656 wined3d_get_draw_rect(state, &draw_rect);
658 IntersectRect(&r, &draw_rect, &current_rect);
659 if (!EqualRect(&r, &draw_rect))
660 surface_load_ds_location(ds, context, location);
664 if (!context_apply_draw_state(context, device))
666 context_release(context);
667 WARN("Unable to apply draw state, skipping draw.\n");
668 return;
671 if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
673 struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(device->fb.depth_stencil);
674 DWORD location = context->render_offscreen ? ds->container->resource.draw_binding : WINED3D_LOCATION_DRAWABLE;
676 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
679 if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
680 || !gl_info->supported[NV_POINT_SPRITE])
681 && context->render_offscreen
682 && state->render_states[WINED3D_RS_POINTSPRITEENABLE]
683 && state->gl_primitive_type == GL_POINTS)
685 FIXME("Point sprite coordinate origin switching not supported.\n");
688 stream_info = &context->stream_info;
689 if (context->instance_count)
690 instance_count = context->instance_count;
692 if (indexed)
694 struct wined3d_buffer *index_buffer = state->index_buffer;
695 if (!index_buffer->buffer_object || !stream_info->all_vbo)
696 idx_data = index_buffer->resource.heap_memory;
697 else
699 ib_query = index_buffer->query;
700 idx_data = NULL;
703 if (state->index_format == WINED3DFMT_R16_UINT)
704 idx_size = 2;
705 else
706 idx_size = 4;
709 if (!use_vs(state))
711 if (!stream_info->position_transformed && context->num_untracked_materials
712 && state->render_states[WINED3D_RS_LIGHTING])
714 static BOOL warned;
716 if (!warned++)
717 FIXME("Using software emulation because not all material properties could be tracked.\n");
718 else
719 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
720 emulation = TRUE;
722 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
724 static BOOL warned;
726 /* Either write a pipeline replacement shader or convert the
727 * specular alpha from unsigned byte to a float in the vertex
728 * buffer. */
729 if (!warned++)
730 FIXME("Using software emulation because manual fog coordinates are provided.\n");
731 else
732 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
733 emulation = TRUE;
736 if (emulation)
738 si_emulated = context->stream_info;
739 remove_vbos(context, state, &si_emulated);
740 stream_info = &si_emulated;
744 if (context->use_immediate_mode_draw || emulation)
746 /* Immediate mode drawing. */
747 if (use_vs(state))
749 static BOOL warned;
751 if (!warned++)
752 FIXME("Using immediate mode with vertex shaders for half float emulation.\n");
753 else
754 WARN_(d3d_perf)("Using immediate mode with vertex shaders for half float emulation.\n");
756 drawStridedSlowVs(context, state, stream_info, index_count,
757 state->gl_primitive_type, idx_data, idx_size, start_idx);
759 else
761 drawStridedSlow(device, context, stream_info, index_count,
762 state->gl_primitive_type, idx_data, idx_size, start_idx);
765 else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)
767 /* Instancing emulation by mixing immediate mode and arrays. */
768 drawStridedInstanced(context, state, stream_info, index_count, state->gl_primitive_type,
769 idx_data, idx_size, start_idx, state->base_vertex_index, instance_count);
771 else
773 drawStridedFast(gl_info, state->gl_primitive_type, index_count, idx_size, idx_data,
774 start_idx, state->base_vertex_index, start_instance, instance_count);
777 if (ib_query)
778 wined3d_event_query_issue(ib_query, device);
779 for (i = 0; i < context->num_buffer_queries; ++i)
781 wined3d_event_query_issue(context->buffer_queries[i], device);
784 if (wined3d_settings.strict_draw_ordering)
785 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
787 context_release(context);
789 TRACE("Done all gl drawing\n");