diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 6d0c282a349..aff1f6c1e6f 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -1678,7 +1678,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, #endif -void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations, +void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations, UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; @@ -1775,41 +1775,67 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx TRACE("Loaded arrays\n"); - if (useVertexShaderFunction) { - int i; - GLint errPos; - IWineD3DVertexDeclarationImpl *vertexDeclaration; + if (useVertexShaderFunction || usePixelShaderFunction) { + if (useVertexShaderFunction) { + IWineD3DVertexDeclarationImpl *vertexDeclaration; + int i; - TRACE("Using vertex shader\n"); + TRACE("Using vertex shader\n"); - /* Bind the vertex program */ - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId)); - checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); + /* Bind the vertex program */ + GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId)); + checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);"); - /* and enable gl vertex shaders */ - glEnable(GL_VERTEX_PROGRAM_ARB); - checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); - TRACE_(d3d_shader)("(%p) bound program %u and enabled vertex program ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId); + /* Enable OpenGL vertex programs */ + glEnable(GL_VERTEX_PROGRAM_ARB); + checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); + TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId); - /* Vertex Shader 8 constants */ - vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration; - if (vertexDeclaration != NULL) { - float *constants = vertexDeclaration->constants; - if (constants != NULL) { - for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; i++) { - TRACE_(d3d_shader)("Not Loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4])); + /* Vertex Shader 8 constants */ + vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration; + if (vertexDeclaration != NULL) { + float *constants = vertexDeclaration->constants; + if (constants != NULL) { + for (i = 0; i <= WINED3D_VSHADER_MAX_CONSTANTS; ++i) { + TRACE_(d3d_shader)("Not loading constants %u = %f %f %f %f\n", i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); + GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &constants[i * 4])); + } + } + } + + /* Update the constants */ + for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; ++i) { + /* TODO: add support for Integer and Boolean constants */ + if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) { + GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4])); + TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]); + checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB"); } } } - /* Update the constants */ - for (i = 0; i < WINED3D_VSHADER_MAX_CONSTANTS; i++) { - /* TODO: add support for Integer and Boolean constants */ - if (WINESHADERCNST_FLOAT == This->stateBlock->vertexShaderConstantT[i]) { - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, &This->stateBlock->vertexShaderConstantF[i * 4])); - TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->vertexShaderConstantF[i *4 ], This->stateBlock->vertexShaderConstantF[i * 4 + 1], This->stateBlock->vertexShaderConstantF[i *4 + 2], This->stateBlock->vertexShaderConstantF[i * 4 + 3]); - checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB"); + if (usePixelShaderFunction) { + int i; + + TRACE("Using pixel shader\n"); + + /* Bind the fragment program */ + GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->prgId)); + checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);"); + + /* Enable OpenGL fragment programs */ + glEnable(GL_FRAGMENT_PROGRAM_ARB); + checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); + TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->prgId); + + /* Update the constants */ + for (i = 0; i < WINED3D_PSHADER_MAX_CONSTANTS; ++i) { + /* TODO: add support for Integer and Boolean constants */ + if (WINESHADERCNST_FLOAT == This->stateBlock->pixelShaderConstantT[i]) { + GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, &This->stateBlock->pixelShaderConstantF[i * 4])); + TRACE_(d3d_shader)("Loading constants %u = %f %f %f %f\n",i, This->stateBlock->pixelShaderConstantF[i *4 ], This->stateBlock->pixelShaderConstantF[i * 4 + 1], This->stateBlock->pixelShaderConstantF[i *4 + 2], This->stateBlock->pixelShaderConstantF[i * 4 + 3]); + checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB"); + } } } @@ -1817,23 +1843,30 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx drawStridedFast(iface, numberOfIndicies, glPrimType, idxData, idxSize, minIndex, StartIdx); - /* disable any attribs */ - if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) { - GLint maxAttribs; - int i; - /* Leave all the attribs disabled */ - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs); - /* MESA does not support it right not */ - if (glGetError() != GL_NO_ERROR) - maxAttribs = 16; - for (i = 0; i < maxAttribs; i++) { - GL_EXTCALL(glDisableVertexAttribArrayARB(i)); - checkGLcall("glDisableVertexAttribArrayARB(reg);"); + /* Cleanup vertex program */ + if (useVertexShaderFunction) { + /* disable any attribs */ + if(((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays) { + GLint maxAttribs; + int i; + /* Leave all the attribs disabled */ + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs); + /* MESA does not support it right not */ + if (glGetError() != GL_NO_ERROR) + maxAttribs = 16; + for (i = 0; i < maxAttribs; ++i) { + GL_EXTCALL(glDisableVertexAttribArrayARB(i)); + checkGLcall("glDisableVertexAttribArrayARB(reg);"); + } } + + glDisable(GL_VERTEX_PROGRAM_ARB); } - /* Done */ - glDisable(GL_VERTEX_PROGRAM_ARB); + /* Cleanup fragment program */ + if (usePixelShaderFunction) { + glDisable(GL_FRAGMENT_PROGRAM_ARB); + } } else { /* DirectX colours are in a different format to opengl colours @@ -2009,6 +2042,7 @@ void drawPrimitive(IWineD3DDevice *iface, DWORD fvf = 0; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; BOOL useVertexShaderFunction = FALSE; + BOOL usePixelShaderFunction = FALSE; BOOL isLightingOn = FALSE; Direct3DVertexStridedData dataLocations; int useHW = FALSE; @@ -2021,6 +2055,12 @@ void drawPrimitive(IWineD3DDevice *iface, useVertexShaderFunction = FALSE; } + if (wined3d_settings.ps_mode != PS_NONE && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) + && This->stateBlock->pixelShader + && ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->function) { + usePixelShaderFunction = TRUE; + } + if (This->stateBlock->vertexDecl == NULL) { /* Work out what the FVF should look like */ rc = initializeFVF(iface, &fvf); @@ -2107,7 +2147,7 @@ void drawPrimitive(IWineD3DDevice *iface, #endif if (numberOfVertices == 0 ) numberOfVertices = calculatedNumberOfindices; - drawPrimitiveDrawStrided(iface, useVertexShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx); + drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx); } /* If vertex shaders or no normals, restore previous lighting state */