quartz: Report the previous refcount of a PullPin object.
[wine/wine-kai.git] / dlls / wined3d / drawprim.c
blobc115f2e81e077eedf9041ff898d7f3f23de01eec
1 /*
2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Henri Verbeet
9 * Copyright 2007 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
32 #include <stdio.h>
34 #if 0 /* TODO */
35 extern IWineD3DVertexShaderImpl* VertexShaders[64];
36 extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
37 extern IWineD3DPixelShaderImpl* PixelShaders[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
40 #endif
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
44 DWORD NumPrimitives,
45 GLenum *primType)
47 DWORD NumVertexes = NumPrimitives;
49 switch (PrimitiveType) {
50 case WINED3DPT_POINTLIST:
51 TRACE("POINTS\n");
52 *primType = GL_POINTS;
53 NumVertexes = NumPrimitives;
54 break;
56 case WINED3DPT_LINELIST:
57 TRACE("LINES\n");
58 *primType = GL_LINES;
59 NumVertexes = NumPrimitives * 2;
60 break;
62 case WINED3DPT_LINESTRIP:
63 TRACE("LINE_STRIP\n");
64 *primType = GL_LINE_STRIP;
65 NumVertexes = NumPrimitives + 1;
66 break;
68 case WINED3DPT_TRIANGLELIST:
69 TRACE("TRIANGLES\n");
70 *primType = GL_TRIANGLES;
71 NumVertexes = NumPrimitives * 3;
72 break;
74 case WINED3DPT_TRIANGLESTRIP:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType = GL_TRIANGLE_STRIP;
77 NumVertexes = NumPrimitives + 2;
78 break;
80 case WINED3DPT_TRIANGLEFAN:
81 TRACE("TRIANGLE_FAN\n");
82 *primType = GL_TRIANGLE_FAN;
83 NumVertexes = NumPrimitives + 2;
84 break;
86 default:
87 FIXME("Unhandled primitive\n");
88 *primType = GL_POINTS;
89 break;
91 return NumVertexes;
94 static BOOL fixed_get_input(
95 BYTE usage, BYTE usage_idx,
96 unsigned int* regnum) {
98 *regnum = -1;
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
104 *regnum = 0;
105 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
106 *regnum = 1;
107 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
108 *regnum = 2;
109 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
110 *regnum = 3;
111 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
112 *regnum = 4;
113 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
114 *regnum = 5;
115 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
116 *regnum = 6;
117 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
118 *regnum = 7 + usage_idx;
119 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
120 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
121 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
122 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
123 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
124 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
125 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
126 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
127 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
128 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
129 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
130 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
131 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
132 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
133 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
134 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
136 if (*regnum < 0) {
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage), usage_idx);
139 return FALSE;
141 return TRUE;
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice *iface,
146 BOOL useVertexShaderFunction,
147 WineDirect3DVertexStridedData *strided,
148 BOOL *fixup) {
150 /* We need to deal with frequency data!*/
152 BYTE *data = NULL;
153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
155 int i;
156 WINED3DVERTEXELEMENT *element;
157 DWORD stride;
158 int reg;
159 char isPreLoaded[MAX_STREAMS];
160 DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
162 memset(isPreLoaded, 0, sizeof(isPreLoaded));
164 /* Translate the declaration into strided data */
165 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
166 GLint streamVBO = 0;
167 BOOL stride_used;
168 unsigned int idx;
170 element = vertexDeclaration->pDeclarationWine + i;
171 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
172 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
174 if (This->stateBlock->streamSource[element->Stream] == NULL)
175 continue;
177 if (This->stateBlock->streamIsUP) {
178 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
179 streamVBO = 0;
180 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
181 } else {
182 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
183 if(!isPreLoaded[element->Stream]) {
184 preLoadStreams[numPreloadStreams] = element->Stream;
185 numPreloadStreams++;
186 isPreLoaded[element->Stream] = 1;
188 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
189 if(fixup) {
190 if( streamVBO != 0) *fixup = TRUE;
191 else if(*fixup && This->stateBlock->vertexShader == NULL) {
192 /* This may be bad with the fixed function pipeline */
193 FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
197 stride = This->stateBlock->streamStride[element->Stream];
198 data += element->Offset;
199 reg = element->Reg;
201 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
203 if (useVertexShaderFunction)
204 stride_used = vshader_get_input(This->stateBlock->vertexShader,
205 element->Usage, element->UsageIndex, &idx);
206 else
207 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
209 if (stride_used) {
210 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
211 "stream=%u, offset=%u, stride=%u, VBO=%u]\n",
212 useVertexShaderFunction? "shader": "fixed function", idx,
213 debug_d3ddeclusage(element->Usage), element->UsageIndex,
214 element->Stream, element->Offset, stride, streamVBO);
216 strided->u.input[idx].lpData = data;
217 strided->u.input[idx].dwType = element->Type;
218 strided->u.input[idx].dwStride = stride;
219 strided->u.input[idx].VBO = streamVBO;
220 strided->u.input[idx].streamNo = element->Stream;
221 if (!useVertexShaderFunction) {
222 if (element->Usage == WINED3DDECLUSAGE_POSITION)
223 strided->u.s.position_transformed = FALSE;
224 else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
225 strided->u.s.position_transformed = TRUE;
229 /* Now call PreLoad on all the vertex buffers. In the very rare case
230 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
231 * The vertex buffer can now use the strided structure in the device instead of finding its
232 * own again.
234 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
235 * once in there.
237 for(i=0; i < numPreloadStreams; i++) {
238 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
242 void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO, UINT streamNo) {
243 int numBlends;
244 int numTextures;
245 int textureNo;
246 int coordIdxInfo = 0x00; /* Information on number of coords supplied */
247 int numCoords[8]; /* Holding place for WINED3DFVF_TEXTUREFORMATx */
249 /* Either 3 or 4 floats depending on the FVF */
250 /* FIXME: Can blending data be in a different stream to the position data?
251 and if so using the fixed pipeline how do we handle it */
252 if (thisFVF & WINED3DFVF_POSITION_MASK) {
253 strided->u.s.position.lpData = data;
254 strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
255 strided->u.s.position.dwStride = stride;
256 strided->u.s.position.VBO = streamVBO;
257 strided->u.s.position.streamNo = streamNo;
258 data += 3 * sizeof(float);
259 if (thisFVF & WINED3DFVF_XYZRHW) {
260 strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
261 strided->u.s.position_transformed = TRUE;
262 data += sizeof(float);
263 } else
264 strided->u.s.position_transformed = FALSE;
267 /* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
268 /** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
269 numBlends = 1 + (((thisFVF & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
270 if(thisFVF & WINED3DFVF_LASTBETA_UBYTE4) numBlends--;
272 if ((thisFVF & WINED3DFVF_XYZB5 ) > WINED3DFVF_XYZRHW) {
273 TRACE("Setting blend Weights to %p\n", data);
274 strided->u.s.blendWeights.lpData = data;
275 strided->u.s.blendWeights.dwType = WINED3DDECLTYPE_FLOAT1 + numBlends - 1;
276 strided->u.s.blendWeights.dwStride = stride;
277 strided->u.s.blendWeights.VBO = streamVBO;
278 strided->u.s.blendWeights.streamNo = streamNo;
279 data += numBlends * sizeof(FLOAT);
281 if (thisFVF & WINED3DFVF_LASTBETA_UBYTE4) {
282 strided->u.s.blendMatrixIndices.lpData = data;
283 strided->u.s.blendMatrixIndices.dwType = WINED3DDECLTYPE_UBYTE4;
284 strided->u.s.blendMatrixIndices.dwStride= stride;
285 strided->u.s.blendMatrixIndices.VBO = streamVBO;
286 strided->u.s.blendMatrixIndices.streamNo= streamNo;
287 data += sizeof(DWORD);
291 /* Normal is always 3 floats */
292 if (thisFVF & WINED3DFVF_NORMAL) {
293 strided->u.s.normal.lpData = data;
294 strided->u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
295 strided->u.s.normal.dwStride = stride;
296 strided->u.s.normal.VBO = streamVBO;
297 strided->u.s.normal.streamNo = streamNo;
298 data += 3 * sizeof(FLOAT);
301 /* Pointsize is a single float */
302 if (thisFVF & WINED3DFVF_PSIZE) {
303 strided->u.s.pSize.lpData = data;
304 strided->u.s.pSize.dwType = WINED3DDECLTYPE_FLOAT1;
305 strided->u.s.pSize.dwStride = stride;
306 strided->u.s.pSize.VBO = streamVBO;
307 strided->u.s.pSize.streamNo = streamNo;
308 data += sizeof(FLOAT);
311 /* Diffuse is 4 unsigned bytes */
312 if (thisFVF & WINED3DFVF_DIFFUSE) {
313 strided->u.s.diffuse.lpData = data;
314 strided->u.s.diffuse.dwType = WINED3DDECLTYPE_SHORT4;
315 strided->u.s.diffuse.dwStride = stride;
316 strided->u.s.diffuse.VBO = streamVBO;
317 strided->u.s.diffuse.streamNo = streamNo;
318 data += sizeof(DWORD);
321 /* Specular is 4 unsigned bytes */
322 if (thisFVF & WINED3DFVF_SPECULAR) {
323 strided->u.s.specular.lpData = data;
324 strided->u.s.specular.dwType = WINED3DDECLTYPE_SHORT4;
325 strided->u.s.specular.dwStride = stride;
326 strided->u.s.specular.VBO = streamVBO;
327 strided->u.s.specular.streamNo = streamNo;
328 data += sizeof(DWORD);
331 /* Texture coords */
332 numTextures = (thisFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
333 coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of WINED3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
335 /* numTextures indicates the number of texture coordinates supplied */
336 /* However, the first set may not be for stage 0 texture - it all */
337 /* depends on WINED3DTSS_TEXCOORDINDEX. */
338 /* The number of bytes for each coordinate set is based off */
339 /* WINED3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
341 /* So, for each supplied texture extract the coords */
342 for (textureNo = 0; textureNo < numTextures; ++textureNo) {
344 strided->u.s.texCoords[textureNo].lpData = data;
345 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT1;
346 strided->u.s.texCoords[textureNo].dwStride = stride;
347 strided->u.s.texCoords[textureNo].VBO = streamVBO;
348 strided->u.s.texCoords[textureNo].streamNo = streamNo;
349 numCoords[textureNo] = coordIdxInfo & 0x03;
351 /* Always one set */
352 data += sizeof(float);
353 if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT1) {
354 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT2;
355 data += sizeof(float);
356 if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT2) {
357 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT3;
358 data += sizeof(float);
359 if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT3) {
360 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT4;
361 data += sizeof(float);
365 coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
369 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
370 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
371 GLint streamVBO = 0;
372 DWORD stride = This->stateBlock->streamStride[0];
373 BYTE *data = NULL;
374 DWORD thisFVF = 0;
376 /* Retrieve appropriate FVF */
377 thisFVF = This->stateBlock->fvf;
378 /* Handle memory passed directly as well as vertex buffers */
379 if (This->stateBlock->streamIsUP) {
380 streamVBO = 0;
381 data = (BYTE *)This->stateBlock->streamSource[0];
382 } else {
383 /* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
384 * buffers
386 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[0], 0, &streamVBO);
387 if(fixup) {
388 if(streamVBO != 0 ) *fixup = TRUE;
391 VTRACE(("FVF for stream 0 is %lx\n", thisFVF));
393 /* Now convert the stream into pointers */
394 primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, 0);
396 /* Now call PreLoad on the vertex buffer. In the very rare case
397 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
398 * The vertex buffer can now use the strided structure in the device instead of finding its
399 * own again.
401 if(!This->stateBlock->streamIsUP) {
402 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[0]);
406 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
407 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
410 if (idxSize != 0 /* This crashes sometimes!*/) {
411 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
412 idxData = idxData == (void *)-1 ? NULL : idxData;
413 #if 1
414 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
415 (const char *)idxData+(idxSize * startIdx));
416 #else /* using drawRangeElements may be faster */
418 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
419 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
420 (const char *)idxData+(idxSize * startIdx));
421 #endif
422 checkGLcall("glDrawRangeElements");
424 } else {
426 /* Note first is now zero as we shuffled along earlier */
427 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
428 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
429 checkGLcall("glDrawArrays");
433 return;
437 * Actually draw using the supplied information.
438 * Slower GL version which extracts info about each vertex in turn
441 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
442 UINT NumVertexes, GLenum glPrimType,
443 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
445 unsigned int textureNo = 0;
446 unsigned int texture_idx = 0;
447 const short *pIdxBufS = NULL;
448 const long *pIdxBufL = NULL;
449 LONG vx_index;
450 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
451 float rhw = 0.0f; /* rhw */
452 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
453 DWORD specularColor = 0; /* Specular Color */
454 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
455 UINT *streamOffset = This->stateBlock->streamOffset;
456 LONG SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
458 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
459 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
461 TRACE("Using slow vertex array code\n");
463 /* Variable Initialization */
464 if (idxSize != 0) {
465 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
466 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
467 * idxData will be != NULL
469 if(idxData == NULL) {
470 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
473 if (idxSize == 2) pIdxBufS = (const short *) idxData;
474 else pIdxBufL = (const long *) idxData;
477 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
478 * to the strided Data in the device and might be needed intact on the next draw
480 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
481 if(sd->u.s.texCoords[textureNo].lpData) {
482 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
483 } else {
484 texCoords[textureNo] = NULL;
487 if(sd->u.s.diffuse.lpData) {
488 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
490 if(sd->u.s.specular.lpData) {
491 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
493 if(sd->u.s.normal.lpData) {
494 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
496 if(sd->u.s.position.lpData) {
497 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
500 /* Start drawing in GL */
501 VTRACE(("glBegin(%x)\n", glPrimType));
502 glBegin(glPrimType);
504 /* Default settings for data that is not passed */
505 if (sd->u.s.normal.lpData == NULL) {
506 glNormal3f(0, 0, 1);
508 if(sd->u.s.diffuse.lpData != NULL) {
509 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
511 if(sd->u.s.specular.lpData != NULL) {
512 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
513 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
517 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
518 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
521 /* For each primitive */
522 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
524 /* Initialize diffuse color */
525 diffuseColor = 0xFFFFFFFF;
527 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
528 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
531 /* For indexed data, we need to go a few more strides in */
532 if (idxData != NULL) {
534 /* Indexed so work out the number of strides to skip */
535 if (idxSize == 2) {
536 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
537 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
538 } else {
539 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
540 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
544 /* Texture coords --------------------------- */
545 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
547 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
548 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
549 continue ;
552 /* Query tex coords */
553 if (This->stateBlock->textures[textureNo] != NULL) {
555 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
556 float *ptrToCoords = NULL;
557 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
559 if (coordIdx > 7) {
560 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
561 ++texture_idx;
562 continue;
563 } else if (coordIdx < 0) {
564 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
565 ++texture_idx;
566 continue;
569 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
570 if (texCoords[coordIdx] == NULL) {
571 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
572 ++texture_idx;
573 continue;
574 } else {
576 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
578 /* The coords to supply depend completely on the fvf / vertex shader */
579 switch (coordsToUse) {
580 case 4: q = ptrToCoords[3]; /* drop through */
581 case 3: r = ptrToCoords[2]; /* drop through */
582 case 2: t = ptrToCoords[1]; /* drop through */
583 case 1: s = ptrToCoords[0];
586 /* Projected is more 'fun' - Move the last coord to the 'q'
587 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
588 if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
589 (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
591 if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
592 switch (coordsToUse) {
593 case 0: /* Drop Through */
594 case 1:
595 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
596 break;
597 case 2:
598 q = t;
599 t = 0.0;
600 coordsToUse = 4;
601 break;
602 case 3:
603 q = r;
604 r = 0.0;
605 coordsToUse = 4;
606 break;
607 case 4: /* Nop here */
608 break;
609 default:
610 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
611 This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
616 switch (coordsToUse) { /* Supply the provided texture coords */
617 case WINED3DTTFF_COUNT1:
618 VTRACE(("tex:%d, s=%f\n", textureNo, s));
619 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
620 GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
621 } else {
622 glTexCoord1f(s);
624 break;
625 case WINED3DTTFF_COUNT2:
626 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
627 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
628 GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
629 } else {
630 glTexCoord2f(s, t);
632 break;
633 case WINED3DTTFF_COUNT3:
634 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
635 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
636 GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
637 } else {
638 glTexCoord3f(s, t, r);
640 break;
641 case WINED3DTTFF_COUNT4:
642 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
643 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
644 GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
645 } else {
646 glTexCoord4f(s, t, r, q);
648 break;
649 default:
650 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
654 if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
655 } /* End of textures */
657 /* Diffuse -------------------------------- */
658 if (diffuse) {
659 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
660 diffuseColor = ptrToCoords[0];
661 VTRACE(("diffuseColor=%lx\n", diffuseColor));
663 glColor4ub(D3DCOLOR_B_R(diffuseColor),
664 D3DCOLOR_B_G(diffuseColor),
665 D3DCOLOR_B_B(diffuseColor),
666 D3DCOLOR_B_A(diffuseColor));
667 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
668 D3DCOLOR_B_R(diffuseColor),
669 D3DCOLOR_B_G(diffuseColor),
670 D3DCOLOR_B_B(diffuseColor),
671 D3DCOLOR_B_A(diffuseColor)));
674 /* Specular ------------------------------- */
675 if (specular) {
676 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
677 specularColor = ptrToCoords[0];
678 VTRACE(("specularColor=%lx\n", specularColor));
680 /* special case where the fog density is stored in the diffuse alpha channel */
681 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
682 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
683 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
684 if(GL_SUPPORT(EXT_FOG_COORD)) {
685 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
686 } else {
687 static BOOL warned = FALSE;
688 if(!warned) {
689 /* TODO: Use the fog table code from old ddraw */
690 FIXME("Implement fog for transformed vertices in software\n");
691 warned = TRUE;
696 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
697 D3DCOLOR_B_R(specularColor),
698 D3DCOLOR_B_G(specularColor),
699 D3DCOLOR_B_B(specularColor)));
700 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
701 GL_EXTCALL(glSecondaryColor3ubEXT)(
702 D3DCOLOR_B_R(specularColor),
703 D3DCOLOR_B_G(specularColor),
704 D3DCOLOR_B_B(specularColor));
705 } else {
706 /* Do not worry if specular colour missing and disable request */
707 VTRACE(("Specular color extensions not supplied\n"));
711 /* Normal -------------------------------- */
712 if (normal != NULL) {
713 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
715 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
716 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
719 /* Position -------------------------------- */
720 if (position) {
721 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
722 x = ptrToCoords[0];
723 y = ptrToCoords[1];
724 z = ptrToCoords[2];
725 rhw = 1.0;
726 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
728 /* RHW follows, only if transformed, ie 4 floats were provided */
729 if (sd->u.s.position_transformed) {
730 rhw = ptrToCoords[3];
731 VTRACE(("rhw=%f\n", rhw));
734 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
735 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
736 glVertex3f(x, y, z);
737 } else {
738 GLfloat w = 1.0 / rhw;
739 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
740 glVertex4f(x*w, y*w, z*w, w);
744 /* For non indexed mode, step onto next parts */
745 if (idxData == NULL) {
746 ++SkipnStrides;
750 glEnd();
751 checkGLcall("glEnd and previous calls");
754 static void check_fbo_status(IWineD3DDevice *iface) {
755 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
757 GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
758 switch(status) {
759 case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
760 default: TRACE("FBO status %#x.\n", status); break;
764 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766 GLint old_binding = 0;
768 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
770 glDisable(GL_CULL_FACE);
771 glDisable(GL_BLEND);
772 glDisable(GL_ALPHA_TEST);
773 glDisable(GL_STENCIL_TEST);
774 glEnable(GL_DEPTH_TEST);
775 glDepthFunc(GL_ALWAYS);
777 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
778 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
779 glBindTexture(GL_TEXTURE_2D, texture);
780 glEnable(GL_TEXTURE_2D);
782 This->shader_backend->shader_select_depth_blt(iface);
784 glBegin(GL_TRIANGLE_STRIP);
785 glVertex2f(-1.0f, -1.0f);
786 glVertex2f(1.0f, -1.0f);
787 glVertex2f(-1.0f, 1.0f);
788 glVertex2f(1.0f, 1.0f);
789 glEnd();
791 glBindTexture(GL_TEXTURE_2D, old_binding);
793 glPopAttrib();
795 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
796 * and this seems easier and more efficient than providing the shader backend with a private
797 * storage to read and restore the old shader settings
799 This->shader_backend->shader_select(iface,
800 This->stateBlock->pixelShader && ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.function,
801 This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.function);
804 static void depth_copy(IWineD3DDevice *iface) {
805 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
806 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
808 /* Only copy the depth buffer if there is one. */
809 if (!depth_stencil) return;
811 /* TODO: Make this work for modes other than FBO */
812 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
814 if (This->render_offscreen) {
815 static GLuint tmp_texture = 0;
816 GLint old_binding = 0;
818 TRACE("Copying onscreen depth buffer to offscreen surface\n");
820 if (!tmp_texture) {
821 glGenTextures(1, &tmp_texture);
824 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
825 * directly on the FBO texture. That's because we need to flip. */
826 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
827 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
828 glBindTexture(GL_TEXTURE_2D, tmp_texture);
829 glCopyTexImage2D(depth_stencil->glDescription.target,
830 depth_stencil->glDescription.level,
831 depth_stencil->glDescription.glFormatInternal,
834 depth_stencil->currentDesc.Width,
835 depth_stencil->currentDesc.Height,
837 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
838 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
839 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
840 glBindTexture(GL_TEXTURE_2D, old_binding);
842 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
843 checkGLcall("glBindFramebuffer()");
844 depth_blt(iface, tmp_texture);
845 checkGLcall("depth_blt");
846 } else {
847 TRACE("Copying offscreen surface to onscreen depth buffer\n");
849 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
850 checkGLcall("glBindFramebuffer()");
851 depth_blt(iface, depth_stencil->glDescription.textureName);
852 checkGLcall("depth_blt");
856 inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
857 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
858 ULONG startIdx, ULONG startVertex) {
859 UINT numInstances = 0;
860 int numInstancedAttribs = 0, i, j;
861 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
862 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
863 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
865 if (idxSize == 0) {
866 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
867 * We don't support this for now
869 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
870 * But the StreamSourceFreq value has a different meaning in that situation.
872 FIXME("Non-indexed instanced drawing is not supported\n");
873 return;
876 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
877 idxData = idxData == (void *)-1 ? NULL : idxData;
879 /* First, figure out how many instances we have to draw */
880 for(i = 0; i < MAX_STREAMS; i++) {
881 /* Look at all non-instanced streams */
882 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
883 stateblock->streamSource[i]) {
884 int inst = stateblock->streamFreq[i];
886 if(numInstances && inst != numInstances) {
887 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
889 numInstances = inst;
893 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
894 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
895 instancedData[numInstancedAttribs] = i;
896 numInstancedAttribs++;
900 /* now draw numInstances instances :-) */
901 for(i = 0; i < numInstances; i++) {
902 /* Specify the instanced attributes using immediate mode calls */
903 for(j = 0; j < numInstancedAttribs; j++) {
904 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
905 sd->u.input[instancedData[j]].dwStride * i +
906 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
907 if(sd->u.input[instancedData[j]].VBO) {
908 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
909 ptr += (long) vb->resource.allocatedMemory;
912 switch(sd->u.input[instancedData[j]].dwType) {
913 case WINED3DDECLTYPE_FLOAT1:
914 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
915 break;
916 case WINED3DDECLTYPE_FLOAT2:
917 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
918 break;
919 case WINED3DDECLTYPE_FLOAT3:
920 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
921 break;
922 case WINED3DDECLTYPE_FLOAT4:
923 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
924 break;
926 case WINED3DDECLTYPE_UBYTE4:
927 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
928 break;
929 case WINED3DDECLTYPE_UBYTE4N:
930 case WINED3DDECLTYPE_D3DCOLOR:
931 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
932 break;
934 case WINED3DDECLTYPE_SHORT2:
935 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
936 break;
937 case WINED3DDECLTYPE_SHORT4:
938 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
939 break;
941 case WINED3DDECLTYPE_SHORT2N:
943 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
944 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
945 break;
947 case WINED3DDECLTYPE_USHORT2N:
949 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
950 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
951 break;
953 case WINED3DDECLTYPE_SHORT4N:
954 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
955 break;
956 case WINED3DDECLTYPE_USHORT4N:
957 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
958 break;
960 case WINED3DDECLTYPE_UDEC3:
961 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
962 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
963 break;
964 case WINED3DDECLTYPE_DEC3N:
965 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
966 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
967 break;
969 case WINED3DDECLTYPE_FLOAT16_2:
970 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
971 * byte float according to the IEEE standard
973 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
974 break;
975 case WINED3DDECLTYPE_FLOAT16_4:
976 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
977 break;
979 case WINED3DDECLTYPE_UNUSED:
980 default:
981 ERR("Unexpected declaration in instanced attributes\n");
982 break;
986 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
987 (const char *)idxData+(idxSize * startIdx));
988 checkGLcall("glDrawElements");
992 /* Routine common to the draw primitive and draw indexed primitive routines */
993 void drawPrimitive(IWineD3DDevice *iface,
994 int PrimitiveType,
995 long NumPrimitives,
996 /* for Indexed: */
997 long StartVertexIndex,
998 UINT numberOfVertices,
999 long StartIdx,
1000 short idxSize,
1001 const void *idxData,
1002 int minIndex) {
1004 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1005 int i;
1007 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1008 This->isInDraw = TRUE;
1010 /* Invalidate the back buffer memory so LockRect will read it the next time */
1011 for(i = 0; i < GL_LIMITS(buffers); i++) {
1012 if(This->render_targets[i]) {
1013 ((IWineD3DSurfaceImpl *) This->render_targets[i])->Flags |= SFLAG_GLDIRTY;
1017 /* Ok, we will be updating the screen from here onwards so grab the lock */
1018 ENTER_GL();
1020 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1022 if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1023 check_fbo_status(iface);
1026 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1027 depth_copy(iface);
1029 This->depth_copy_state = WINED3D_DCS_INITIAL;
1032 GLenum glPrimType;
1033 /* Ok, Work out which primitive is requested and how many vertexes that
1034 will be */
1035 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1036 if (numberOfVertices == 0 )
1037 numberOfVertices = calculatedNumberOfindices;
1039 if (This->useDrawStridedSlow) {
1040 /* Immediate mode drawing */
1041 drawStridedSlow(iface, &This->strided_streams, calculatedNumberOfindices,
1042 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1043 } else if(This->instancedDraw) {
1044 /* Instancing emulation with mixing immediate mode and arrays */
1045 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1046 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1047 } else {
1048 /* Simple array draw call */
1049 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1050 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1054 /* Finshed updating the screen, restore lock */
1055 LEAVE_GL();
1056 TRACE("Done all gl drawing\n");
1058 /* Diagnostics */
1059 #ifdef SHOW_FRAME_MAKEUP
1061 static long int primCounter = 0;
1062 /* NOTE: set primCounter to the value reported by drawprim
1063 before you want to to write frame makeup to /tmp */
1064 if (primCounter >= 0) {
1065 WINED3DLOCKED_RECT r;
1066 char buffer[80];
1067 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1068 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1069 TRACE("Saving screenshot %s\n", buffer);
1070 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1071 IWineD3DSurface_UnlockRect(This->renderTarget);
1073 #ifdef SHOW_TEXTURE_MAKEUP
1075 IWineD3DSurface *pSur;
1076 int textureNo;
1077 for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
1078 if (This->stateBlock->textures[textureNo] != NULL) {
1079 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1080 TRACE("Saving texture %s\n", buffer);
1081 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1082 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1083 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1084 IWineD3DSurface_Release(pSur);
1085 } else {
1086 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1091 #endif
1093 TRACE("drawprim #%d\n", primCounter);
1094 ++primCounter;
1096 #endif
1098 /* Control goes back to the device, stateblock values may change again */
1099 This->isInDraw = FALSE;