mirror of
git://source.winehq.org/git/wine.git
synced 2024-09-06 04:11:01 +00:00
wined3d: Add position_transformed flag to Strided data format.
This commit is contained in:
parent
fc2611d4a8
commit
85aa8ab855
|
@ -3076,7 +3076,9 @@ IDirect3DDeviceImpl_7_DrawPrimitiveStrided(IDirect3DDevice7 *iface,
|
|||
if (VertexType & D3DFVF_XYZRHW)
|
||||
{
|
||||
WineD3DStrided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
|
||||
}
|
||||
WineD3DStrided.u.s.position_transformed = TRUE;
|
||||
} else
|
||||
WineD3DStrided.u.s.position_transformed = FALSE;
|
||||
}
|
||||
|
||||
if(VertexType & D3DFVF_NORMAL)
|
||||
|
|
|
@ -38,30 +38,6 @@ extern IWineD3DPixelShaderImpl* PixelShaders[64];
|
|||
#undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
|
||||
#endif
|
||||
|
||||
/* Returns bits for what is expected from the fixed function pipeline, and whether
|
||||
a vertex shader will be in use. Note the fvf bits returned may be split over
|
||||
multiple streams only if the vertex shader was created, otherwise it all relates
|
||||
to stream 0 */
|
||||
static BOOL initializeFVF(IWineD3DDevice *iface, DWORD *FVFbits)
|
||||
{
|
||||
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
|
||||
#if 0 /* TODO: d3d8 call setvertexshader needs to set the FVF in the state block when implemented */
|
||||
/* The first thing to work out is if we are using the fixed function pipeline
|
||||
which is either SetVertexShader with < VS_HIGHESTFIXEDFXF - in which case this
|
||||
is the FVF, or with a shader which was created with no function - in which
|
||||
case there is an FVF per declared stream. If this occurs, we also maintain
|
||||
an 'OR' of all the FVF's together so we know what to expect across all the
|
||||
streams */
|
||||
#endif
|
||||
*FVFbits = This->stateBlock->fvf;
|
||||
#if 0
|
||||
*FVFbits = This->stateBlock->vertexShaderDecl->allFVF;
|
||||
#endif
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* Issues the glBegin call for gl given the primitive type and count */
|
||||
static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
|
||||
DWORD NumPrimitives,
|
||||
|
@ -246,21 +222,37 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
|
|||
/* Setup views - Transformed & lit if RHW, else untransformed.
|
||||
Only unlit if Normals are supplied
|
||||
Returns: Whether to restore lighting afterwards */
|
||||
static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
|
||||
static void primitiveInitState(
|
||||
IWineD3DDevice *iface,
|
||||
WineDirect3DVertexStridedData* strided,
|
||||
BOOL useVS,
|
||||
BOOL* lighting_changed,
|
||||
BOOL* lighting_original) {
|
||||
|
||||
BOOL fixed_vtx_transformed =
|
||||
(strided->u.s.position.lpData != NULL || strided->u.s.position.VBO != 0 ||
|
||||
strided->u.s.position2.lpData != NULL || strided->u.s.position2.VBO != 0) &&
|
||||
strided->u.s.position_transformed;
|
||||
|
||||
BOOL fixed_vtx_lit =
|
||||
strided->u.s.normal.lpData == NULL && strided->u.s.normal.VBO == 0 &&
|
||||
strided->u.s.normal2.lpData == NULL && strided->u.s.normal2.VBO == 0;
|
||||
|
||||
BOOL isLightingOn = FALSE;
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
|
||||
*lighting_changed = FALSE;
|
||||
|
||||
/* If no normals, DISABLE lighting otherwise, don't touch lighing as it is
|
||||
set by the appropriate render state. Note Vertex Shader output is already lit */
|
||||
if (vtx_lit || useVS) {
|
||||
isLightingOn = glIsEnabled(GL_LIGHTING);
|
||||
if (fixed_vtx_lit || useVS) {
|
||||
*lighting_changed = TRUE;
|
||||
*lighting_original = glIsEnabled(GL_LIGHTING);
|
||||
glDisable(GL_LIGHTING);
|
||||
checkGLcall("glDisable(GL_LIGHTING);");
|
||||
TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn);
|
||||
TRACE("Disabled lighting, old state = %d\n", *lighting_original);
|
||||
}
|
||||
|
||||
if (!useVS && vtx_transformed) {
|
||||
if (!useVS && fixed_vtx_transformed) {
|
||||
d3ddevice_set_ortho(This);
|
||||
|
||||
} else {
|
||||
|
@ -352,7 +344,6 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
|
|||
}
|
||||
}
|
||||
}
|
||||
return isLightingOn;
|
||||
}
|
||||
|
||||
void primitiveDeclarationConvertToStridedData(
|
||||
|
@ -360,7 +351,6 @@ void primitiveDeclarationConvertToStridedData(
|
|||
BOOL useVertexShaderFunction,
|
||||
WineDirect3DVertexStridedData *strided,
|
||||
LONG BaseVertexIndex,
|
||||
DWORD *fvf,
|
||||
BOOL *fixup) {
|
||||
|
||||
/* We need to deal with frequency data!*/
|
||||
|
@ -442,6 +432,7 @@ void primitiveDeclarationConvertToStridedData(
|
|||
TRACE("Set strided %s. data %p, type %d. stride %ld\n", "position2", data, element->Type, stride);
|
||||
break;
|
||||
}
|
||||
strided->u.s.position_transformed = FALSE;
|
||||
break;
|
||||
case D3DDECLUSAGE_NORMAL:
|
||||
switch (element->UsageIndex) {
|
||||
|
@ -461,7 +452,6 @@ void primitiveDeclarationConvertToStridedData(
|
|||
TRACE("Set strided %s. data %p, type %d. stride %ld\n", "normal2", data, element->Type, stride);
|
||||
break;
|
||||
}
|
||||
*fvf |= D3DFVF_NORMAL;
|
||||
break;
|
||||
case D3DDECLUSAGE_BLENDINDICES:
|
||||
/* demo @http://www.ati.com/developer/vertexblend.html
|
||||
|
@ -573,9 +563,7 @@ void primitiveDeclarationConvertToStridedData(
|
|||
TRACE("Set strided %s. data %p, type %d. stride %ld\n", "position2T", data, element->Type, stride);
|
||||
break;
|
||||
}
|
||||
/* TODO: change fvf usage to a plain boolean flag */
|
||||
*fvf |= D3DFVF_XYZRHW;
|
||||
/* FIXME: were faking this flag so that we don't transform the data again */
|
||||
strided->u.s.position_transformed = TRUE;
|
||||
break;
|
||||
case D3DDECLUSAGE_FOG:
|
||||
/* maybe GL_EXT_fog_coord ?
|
||||
|
@ -632,8 +620,10 @@ void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDi
|
|||
data += 3 * sizeof(float);
|
||||
if (thisFVF & D3DFVF_XYZRHW) {
|
||||
strided->u.s.position.dwType = D3DDECLTYPE_FLOAT4;
|
||||
strided->u.s.position_transformed = TRUE;
|
||||
data += sizeof(float);
|
||||
}
|
||||
} else
|
||||
strided->u.s.position_transformed = FALSE;
|
||||
}
|
||||
|
||||
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
|
||||
|
@ -1469,7 +1459,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
|
|||
VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
|
||||
|
||||
/* RHW follows, only if transformed, ie 4 floats were provided */
|
||||
if (sd->u.s.position.dwType == D3DDECLTYPE_FLOAT4) {
|
||||
if (sd->u.s.position_transformed) {
|
||||
rhw = ptrToCoords[3];
|
||||
VTRACE(("rhw=%f\n", rhw));
|
||||
}
|
||||
|
@ -2016,10 +2006,11 @@ inline static void drawPrimitiveDrawStrided(
|
|||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
}
|
||||
|
||||
inline void drawPrimitiveTraceDataLocations(WineDirect3DVertexStridedData *dataLocations,DWORD fvf) {
|
||||
inline void drawPrimitiveTraceDataLocations(
|
||||
WineDirect3DVertexStridedData *dataLocations) {
|
||||
|
||||
/* Dump out what parts we have supplied */
|
||||
TRACE("Strided Data (from FVF/VS): %lx\n", fvf);
|
||||
TRACE("Strided Data:\n");
|
||||
TRACE_STRIDED((dataLocations), position);
|
||||
TRACE_STRIDED((dataLocations), blendWeights);
|
||||
TRACE_STRIDED((dataLocations), blendMatrixIndices);
|
||||
|
@ -2226,17 +2217,16 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
int minIndex,
|
||||
WineDirect3DVertexStridedData *DrawPrimStrideData) {
|
||||
|
||||
BOOL rc = FALSE;
|
||||
DWORD fvf = 0;
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
BOOL useVertexShaderFunction = FALSE;
|
||||
BOOL usePixelShaderFunction = FALSE;
|
||||
BOOL isLightingOn = FALSE;
|
||||
WineDirect3DVertexStridedData *dataLocations;
|
||||
IWineD3DSwapChainImpl *swapchain;
|
||||
int i;
|
||||
BOOL fixup = FALSE;
|
||||
|
||||
BOOL lighting_changed, lighting_original = FALSE;
|
||||
|
||||
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
|
||||
* here simply check whether a shader was set, or the user disabled shaders */
|
||||
if (wined3d_settings.vs_selected_mode != SHADER_NONE && This->stateBlock->vertexShader &&
|
||||
|
@ -2247,14 +2237,6 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.function)
|
||||
usePixelShaderFunction = TRUE;
|
||||
|
||||
if (This->stateBlock->vertexDecl == NULL) {
|
||||
/* Work out what the FVF should look like */
|
||||
rc = initializeFVF(iface, &fvf);
|
||||
if (rc) return;
|
||||
} else {
|
||||
TRACE("(%p) : using vertex declaration %p\n", iface, This->stateBlock->vertexDecl);
|
||||
}
|
||||
|
||||
/* Invalidate the back buffer memory so LockRect will read it the next time */
|
||||
for(i = 0; i < IWineD3DDevice_GetNumberOfSwapChains(iface); i++) {
|
||||
IWineD3DDevice_GetSwapChain(iface, i, (IWineD3DSwapChain **) &swapchain);
|
||||
|
@ -2267,8 +2249,6 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
/* Ok, we will be updating the screen from here onwards so grab the lock */
|
||||
ENTER_GL();
|
||||
|
||||
/* convert the FVF or vertexDeclaration into a strided stream (this should be done when the fvf or declaration is created) */
|
||||
|
||||
if(DrawPrimStrideData) {
|
||||
TRACE("================ Strided Input ===================\n");
|
||||
dataLocations = DrawPrimStrideData;
|
||||
|
@ -2282,7 +2262,7 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
ERR("Out of memory!\n");
|
||||
return;
|
||||
}
|
||||
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fvf, &fixup);
|
||||
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fixup);
|
||||
|
||||
} else {
|
||||
TRACE("================ FVF ===================\n");
|
||||
|
@ -2295,10 +2275,10 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
}
|
||||
|
||||
/* write out some debug information*/
|
||||
drawPrimitiveTraceDataLocations(dataLocations, fvf);
|
||||
drawPrimitiveTraceDataLocations(dataLocations);
|
||||
|
||||
/* Setup transform matrices and sort out */
|
||||
isLightingOn = primitiveInitState(iface, fvf & D3DFVF_XYZRHW, !(fvf & D3DFVF_NORMAL), useVertexShaderFunction);
|
||||
primitiveInitState(iface, dataLocations, useVertexShaderFunction, &lighting_changed, &lighting_original);
|
||||
|
||||
/* Now initialize the materials state */
|
||||
init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL || dataLocations->u.s.diffuse.VBO != 0));
|
||||
|
@ -2325,8 +2305,8 @@ void drawPrimitive(IWineD3DDevice *iface,
|
|||
if(!DrawPrimStrideData) HeapFree(GetProcessHeap(), 0, dataLocations);
|
||||
|
||||
/* If vertex shaders or no normals, restore previous lighting state */
|
||||
if (useVertexShaderFunction || !(fvf & D3DFVF_NORMAL)) {
|
||||
if (isLightingOn) glEnable(GL_LIGHTING);
|
||||
if (lighting_changed) {
|
||||
if (lighting_original) glEnable(GL_LIGHTING);
|
||||
else glDisable(GL_LIGHTING);
|
||||
TRACE("Restored lighting to original state\n");
|
||||
}
|
||||
|
|
|
@ -117,7 +117,6 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
|
|||
BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
|
||||
BYTE *data;
|
||||
UINT i;
|
||||
DWORD declFVF; /* Not interested */
|
||||
UINT start = 0, end = 0, stride = 0;
|
||||
|
||||
if(This->Flags & VBFLAG_DIRTY) {
|
||||
|
@ -173,7 +172,6 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
|
|||
useVertexShaderFunction,
|
||||
&strided,
|
||||
0,
|
||||
&declFVF,
|
||||
&fixup);
|
||||
This->Flags &= ~VBFLAG_LOAD;
|
||||
|
||||
|
@ -198,7 +196,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
|
|||
}
|
||||
|
||||
/* If any data that needs conversion has changed we have to reload the whole buffer */
|
||||
if( ( (This->strided.u.s.position.dwType != WINED3DDECLTYPE_FLOAT4 || strided.u.s.position.dwType != WINED3DDECLTYPE_FLOAT4) &&
|
||||
if( ( (This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
|
||||
This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
|
||||
!(This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData || strided.u.s.diffuse.VBO != This->vbo) ||
|
||||
!(This->strided.u.s.specular.lpData == strided.u.s.specular.lpData || strided.u.s.specular.VBO != This->vbo) ) {
|
||||
|
@ -240,8 +238,9 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
|
|||
memcpy(data, This->resource.allocatedMemory + start, end - start);
|
||||
|
||||
for(i = 0; i < ( end - start) / stride; i++) {
|
||||
if(strided.u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 ) {
|
||||
float *p = (float *) (((int) This->resource.allocatedMemory + (int) strided.u.s.position.lpData) + start + i * stride);
|
||||
if(strided.u.s.position_transformed) {
|
||||
float *p = (float *) (((int) This->resource.allocatedMemory +
|
||||
(int) strided.u.s.position.lpData) + start + i * stride);
|
||||
float x, y, z, w;
|
||||
|
||||
/* rhw conversion like in drawStridedSlow */
|
||||
|
|
|
@ -366,7 +366,6 @@ void primitiveDeclarationConvertToStridedData(
|
|||
BOOL useVertexShaderFunction,
|
||||
WineDirect3DVertexStridedData *strided,
|
||||
LONG BaseVertexIndex,
|
||||
DWORD *fvf,
|
||||
BOOL *fixup);
|
||||
|
||||
void primitiveConvertFVFtoOffset(DWORD thisFVF,
|
||||
|
|
|
@ -905,6 +905,7 @@ typedef struct WineDirect3DVertexStridedData {
|
|||
union {
|
||||
struct {
|
||||
WineDirect3DStridedData position;
|
||||
BOOL position_transformed;
|
||||
WineDirect3DStridedData blendWeights;
|
||||
WineDirect3DStridedData blendMatrixIndices;
|
||||
WineDirect3DStridedData normal;
|
||||
|
|
Loading…
Reference in a new issue