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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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 */
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
47 DWORD NumVertexes = NumPrimitives;
49 switch (PrimitiveType) {
50 case WINED3DPT_POINTLIST:
52 *primType = GL_POINTS;
53 NumVertexes = NumPrimitives;
56 case WINED3DPT_LINELIST:
59 NumVertexes = NumPrimitives * 2;
62 case WINED3DPT_LINESTRIP:
63 TRACE("LINE_STRIP\n");
64 *primType = GL_LINE_STRIP;
65 NumVertexes = NumPrimitives + 1;
68 case WINED3DPT_TRIANGLELIST:
70 *primType = GL_TRIANGLES;
71 NumVertexes = NumPrimitives * 3;
74 case WINED3DPT_TRIANGLESTRIP:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType = GL_TRIANGLE_STRIP;
77 NumVertexes = NumPrimitives + 2;
80 case WINED3DPT_TRIANGLEFAN:
81 TRACE("TRIANGLE_FAN\n");
82 *primType = GL_TRIANGLE_FAN;
83 NumVertexes = NumPrimitives + 2;
87 FIXME("Unhandled primitive\n");
88 *primType = GL_POINTS;
94 static BOOL fixed_get_input(
95 BYTE usage, BYTE usage_idx,
96 unsigned int* regnum) {
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)
105 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
107 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
109 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
111 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
113 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
115 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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;
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage), usage_idx);
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice *iface,
146 BOOL useVertexShaderFunction,
147 WineDirect3DVertexStridedData *strided,
150 /* We need to deal with frequency data!*/
153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
156 WINED3DVERTEXELEMENT *element;
159 char isPreLoaded[MAX_STREAMS];
160 DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
162 memset(isPreLoaded, 0, sizeof(isPreLoaded));
164 /* Check for transformed vertices, disable vertex shader if present */
165 strided->u.s.position_transformed = FALSE;
166 for (i = 0; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
167 element = vertexDeclaration->pDeclarationWine + i;
169 if (element->Usage == WINED3DDECLUSAGE_POSITIONT) {
170 strided->u.s.position_transformed = TRUE;
171 useVertexShaderFunction = FALSE;
175 /* Translate the declaration into strided data */
176 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
181 element = vertexDeclaration->pDeclarationWine + i;
182 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
183 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
185 if (This->stateBlock->streamSource[element->Stream] == NULL)
188 if (This->stateBlock->streamIsUP) {
189 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
191 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
193 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
194 if(!isPreLoaded[element->Stream]) {
195 preLoadStreams[numPreloadStreams] = element->Stream;
197 isPreLoaded[element->Stream] = 1;
199 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
201 if( streamVBO != 0) *fixup = TRUE;
202 else if(*fixup && !useVertexShaderFunction) {
203 /* This may be bad with the fixed function pipeline */
204 FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
208 stride = This->stateBlock->streamStride[element->Stream];
209 data += element->Offset;
212 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
214 if (useVertexShaderFunction)
215 stride_used = vshader_get_input(This->stateBlock->vertexShader,
216 element->Usage, element->UsageIndex, &idx);
218 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
221 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
222 "stream=%u, offset=%u, stride=%u, VBO=%u]\n",
223 useVertexShaderFunction? "shader": "fixed function", idx,
224 debug_d3ddeclusage(element->Usage), element->UsageIndex,
225 element->Stream, element->Offset, stride, streamVBO);
227 strided->u.input[idx].lpData = data;
228 strided->u.input[idx].dwType = element->Type;
229 strided->u.input[idx].dwStride = stride;
230 strided->u.input[idx].VBO = streamVBO;
231 strided->u.input[idx].streamNo = element->Stream;
234 /* Now call PreLoad on all the vertex buffers. In the very rare case
235 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
236 * The vertex buffer can now use the strided structure in the device instead of finding its
239 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
242 for(i=0; i < numPreloadStreams; i++) {
243 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
247 void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO, UINT streamNo) {
251 int coordIdxInfo = 0x00; /* Information on number of coords supplied */
252 int numCoords[8]; /* Holding place for WINED3DFVF_TEXTUREFORMATx */
254 /* Either 3 or 4 floats depending on the FVF */
255 /* FIXME: Can blending data be in a different stream to the position data?
256 and if so using the fixed pipeline how do we handle it */
257 if (thisFVF & WINED3DFVF_POSITION_MASK) {
258 strided->u.s.position.lpData = data;
259 strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
260 strided->u.s.position.dwStride = stride;
261 strided->u.s.position.VBO = streamVBO;
262 strided->u.s.position.streamNo = streamNo;
263 data += 3 * sizeof(float);
264 if (thisFVF & WINED3DFVF_XYZRHW) {
265 strided->u.s.position.dwType = WINED3DDECLTYPE_FLOAT4;
266 strided->u.s.position_transformed = TRUE;
267 data += sizeof(float);
269 strided->u.s.position_transformed = FALSE;
272 /* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
273 /** do we have to Check This->stateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
274 numBlends = 1 + (((thisFVF & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
275 if(thisFVF & WINED3DFVF_LASTBETA_UBYTE4) numBlends--;
277 if ((thisFVF & WINED3DFVF_XYZB5 ) > WINED3DFVF_XYZRHW) {
278 TRACE("Setting blend Weights to %p\n", data);
279 strided->u.s.blendWeights.lpData = data;
280 strided->u.s.blendWeights.dwType = WINED3DDECLTYPE_FLOAT1 + numBlends - 1;
281 strided->u.s.blendWeights.dwStride = stride;
282 strided->u.s.blendWeights.VBO = streamVBO;
283 strided->u.s.blendWeights.streamNo = streamNo;
284 data += numBlends * sizeof(FLOAT);
286 if (thisFVF & WINED3DFVF_LASTBETA_UBYTE4) {
287 strided->u.s.blendMatrixIndices.lpData = data;
288 strided->u.s.blendMatrixIndices.dwType = WINED3DDECLTYPE_UBYTE4;
289 strided->u.s.blendMatrixIndices.dwStride= stride;
290 strided->u.s.blendMatrixIndices.VBO = streamVBO;
291 strided->u.s.blendMatrixIndices.streamNo= streamNo;
292 data += sizeof(DWORD);
296 /* Normal is always 3 floats */
297 if (thisFVF & WINED3DFVF_NORMAL) {
298 strided->u.s.normal.lpData = data;
299 strided->u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
300 strided->u.s.normal.dwStride = stride;
301 strided->u.s.normal.VBO = streamVBO;
302 strided->u.s.normal.streamNo = streamNo;
303 data += 3 * sizeof(FLOAT);
306 /* Pointsize is a single float */
307 if (thisFVF & WINED3DFVF_PSIZE) {
308 strided->u.s.pSize.lpData = data;
309 strided->u.s.pSize.dwType = WINED3DDECLTYPE_FLOAT1;
310 strided->u.s.pSize.dwStride = stride;
311 strided->u.s.pSize.VBO = streamVBO;
312 strided->u.s.pSize.streamNo = streamNo;
313 data += sizeof(FLOAT);
316 /* Diffuse is 4 unsigned bytes */
317 if (thisFVF & WINED3DFVF_DIFFUSE) {
318 strided->u.s.diffuse.lpData = data;
319 strided->u.s.diffuse.dwType = WINED3DDECLTYPE_SHORT4;
320 strided->u.s.diffuse.dwStride = stride;
321 strided->u.s.diffuse.VBO = streamVBO;
322 strided->u.s.diffuse.streamNo = streamNo;
323 data += sizeof(DWORD);
326 /* Specular is 4 unsigned bytes */
327 if (thisFVF & WINED3DFVF_SPECULAR) {
328 strided->u.s.specular.lpData = data;
329 strided->u.s.specular.dwType = WINED3DDECLTYPE_SHORT4;
330 strided->u.s.specular.dwStride = stride;
331 strided->u.s.specular.VBO = streamVBO;
332 strided->u.s.specular.streamNo = streamNo;
333 data += sizeof(DWORD);
337 numTextures = (thisFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
338 coordIdxInfo = (thisFVF & 0x00FF0000) >> 16; /* 16 is from definition of WINED3DFVF_TEXCOORDSIZE1, and is 8 (0-7 stages) * 2bits long */
340 /* numTextures indicates the number of texture coordinates supplied */
341 /* However, the first set may not be for stage 0 texture - it all */
342 /* depends on WINED3DTSS_TEXCOORDINDEX. */
343 /* The number of bytes for each coordinate set is based off */
344 /* WINED3DFVF_TEXCOORDSIZEn, which are the bottom 2 bits */
346 /* So, for each supplied texture extract the coords */
347 for (textureNo = 0; textureNo < numTextures; ++textureNo) {
349 strided->u.s.texCoords[textureNo].lpData = data;
350 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT1;
351 strided->u.s.texCoords[textureNo].dwStride = stride;
352 strided->u.s.texCoords[textureNo].VBO = streamVBO;
353 strided->u.s.texCoords[textureNo].streamNo = streamNo;
354 numCoords[textureNo] = coordIdxInfo & 0x03;
357 data += sizeof(float);
358 if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT1) {
359 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT2;
360 data += sizeof(float);
361 if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT2) {
362 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT3;
363 data += sizeof(float);
364 if (numCoords[textureNo] != WINED3DFVF_TEXTUREFORMAT3) {
365 strided->u.s.texCoords[textureNo].dwType = WINED3DDECLTYPE_FLOAT4;
366 data += sizeof(float);
370 coordIdxInfo = coordIdxInfo >> 2; /* Drop bottom two bits */
374 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
375 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
377 DWORD stride = This->stateBlock->streamStride[0];
381 /* Retrieve appropriate FVF */
382 thisFVF = This->stateBlock->fvf;
383 /* Handle memory passed directly as well as vertex buffers */
384 if (This->stateBlock->streamIsUP) {
386 data = (BYTE *)This->stateBlock->streamSource[0];
388 /* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
391 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[0], 0, &streamVBO);
393 if(streamVBO != 0 ) *fixup = TRUE;
396 VTRACE(("FVF for stream 0 is %lx\n", thisFVF));
398 /* Now convert the stream into pointers */
399 primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, 0);
401 /* Now call PreLoad on the vertex buffer. In the very rare case
402 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
403 * The vertex buffer can now use the strided structure in the device instead of finding its
406 if(!This->stateBlock->streamIsUP) {
407 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[0]);
411 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
412 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
413 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
415 if (idxSize != 0 /* This crashes sometimes!*/) {
416 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
417 idxData = idxData == (void *)-1 ? NULL : idxData;
419 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
420 (const char *)idxData+(idxSize * startIdx));
421 #else /* using drawRangeElements may be faster */
423 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
424 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
425 (const char *)idxData+(idxSize * startIdx));
427 checkGLcall("glDrawRangeElements");
431 /* Note first is now zero as we shuffled along earlier */
432 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
433 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
434 checkGLcall("glDrawArrays");
442 * Actually draw using the supplied information.
443 * Slower GL version which extracts info about each vertex in turn
446 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
447 UINT NumVertexes, GLenum glPrimType,
448 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
450 unsigned int textureNo = 0;
451 unsigned int texture_idx = 0;
452 const short *pIdxBufS = NULL;
453 const long *pIdxBufL = NULL;
455 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
456 float rhw = 0.0f; /* rhw */
457 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
458 DWORD specularColor = 0; /* Specular Color */
459 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
460 UINT *streamOffset = This->stateBlock->streamOffset;
461 LONG SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
463 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
464 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
466 TRACE("Using slow vertex array code\n");
468 /* Variable Initialization */
470 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
471 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
472 * idxData will be != NULL
474 if(idxData == NULL) {
475 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
478 if (idxSize == 2) pIdxBufS = (const short *) idxData;
479 else pIdxBufL = (const long *) idxData;
482 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
483 * to the strided Data in the device and might be needed intact on the next draw
485 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
486 if(sd->u.s.texCoords[textureNo].lpData) {
487 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
489 texCoords[textureNo] = NULL;
492 if(sd->u.s.diffuse.lpData) {
493 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
495 if(sd->u.s.specular.lpData) {
496 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
498 if(sd->u.s.normal.lpData) {
499 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
501 if(sd->u.s.position.lpData) {
502 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
505 /* Start drawing in GL */
506 VTRACE(("glBegin(%x)\n", glPrimType));
509 /* Default settings for data that is not passed */
510 if (sd->u.s.normal.lpData == NULL) {
513 if(sd->u.s.diffuse.lpData != NULL) {
514 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
516 if(sd->u.s.specular.lpData != NULL) {
517 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
518 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
522 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
523 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
526 /* For each primitive */
527 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
529 /* Initialize diffuse color */
530 diffuseColor = 0xFFFFFFFF;
532 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
533 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
536 /* For indexed data, we need to go a few more strides in */
537 if (idxData != NULL) {
539 /* Indexed so work out the number of strides to skip */
541 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
542 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
544 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
545 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
549 /* Texture coords --------------------------- */
550 for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
552 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
553 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
557 /* Query tex coords */
558 if (This->stateBlock->textures[textureNo] != NULL) {
560 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
561 float *ptrToCoords = NULL;
562 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
565 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
568 } else if (coordIdx < 0) {
569 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
574 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
575 if (texCoords[coordIdx] == NULL) {
576 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
581 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
583 /* The coords to supply depend completely on the fvf / vertex shader */
584 switch (coordsToUse) {
585 case 4: q = ptrToCoords[3]; /* drop through */
586 case 3: r = ptrToCoords[2]; /* drop through */
587 case 2: t = ptrToCoords[1]; /* drop through */
588 case 1: s = ptrToCoords[0];
591 /* Projected is more 'fun' - Move the last coord to the 'q'
592 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
593 if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
594 (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
596 if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
597 switch (coordsToUse) {
598 case 0: /* Drop Through */
600 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
612 case 4: /* Nop here */
615 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
616 This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
621 switch (coordsToUse) { /* Supply the provided texture coords */
622 case WINED3DTTFF_COUNT1:
623 VTRACE(("tex:%d, s=%f\n", textureNo, s));
624 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
625 GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
630 case WINED3DTTFF_COUNT2:
631 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
632 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
633 GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
638 case WINED3DTTFF_COUNT3:
639 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
640 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
641 GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
643 glTexCoord3f(s, t, r);
646 case WINED3DTTFF_COUNT4:
647 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
648 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
649 GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
651 glTexCoord4f(s, t, r, q);
655 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
659 if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
660 } /* End of textures */
662 /* Diffuse -------------------------------- */
664 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
665 diffuseColor = ptrToCoords[0];
666 VTRACE(("diffuseColor=%lx\n", diffuseColor));
668 glColor4ub(D3DCOLOR_B_R(diffuseColor),
669 D3DCOLOR_B_G(diffuseColor),
670 D3DCOLOR_B_B(diffuseColor),
671 D3DCOLOR_B_A(diffuseColor));
672 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
673 D3DCOLOR_B_R(diffuseColor),
674 D3DCOLOR_B_G(diffuseColor),
675 D3DCOLOR_B_B(diffuseColor),
676 D3DCOLOR_B_A(diffuseColor)));
679 /* Specular ------------------------------- */
681 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
682 specularColor = ptrToCoords[0];
683 VTRACE(("specularColor=%lx\n", specularColor));
685 /* special case where the fog density is stored in the specular alpha channel */
686 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
687 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
688 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
689 if(GL_SUPPORT(EXT_FOG_COORD)) {
690 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
692 static BOOL warned = FALSE;
694 /* TODO: Use the fog table code from old ddraw */
695 FIXME("Implement fog for transformed vertices in software\n");
701 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
702 D3DCOLOR_B_R(specularColor),
703 D3DCOLOR_B_G(specularColor),
704 D3DCOLOR_B_B(specularColor)));
705 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
706 GL_EXTCALL(glSecondaryColor3ubEXT)(
707 D3DCOLOR_B_R(specularColor),
708 D3DCOLOR_B_G(specularColor),
709 D3DCOLOR_B_B(specularColor));
711 /* Do not worry if specular colour missing and disable request */
712 VTRACE(("Specular color extensions not supplied\n"));
716 /* Normal -------------------------------- */
717 if (normal != NULL) {
718 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
720 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
721 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
724 /* Position -------------------------------- */
726 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
731 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
733 /* RHW follows, only if transformed, ie 4 floats were provided */
734 if (sd->u.s.position_transformed) {
735 rhw = ptrToCoords[3];
736 VTRACE(("rhw=%f\n", rhw));
739 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
740 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
743 GLfloat w = 1.0 / rhw;
744 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
745 glVertex4f(x*w, y*w, z*w, w);
749 /* For non indexed mode, step onto next parts */
750 if (idxData == NULL) {
756 checkGLcall("glEnd and previous calls");
759 static void check_fbo_status(IWineD3DDevice *iface) {
760 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
762 GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
764 case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
765 default: TRACE("FBO status %#x.\n", status); break;
769 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
770 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
771 GLint old_binding = 0;
773 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
775 glDisable(GL_CULL_FACE);
777 glDisable(GL_ALPHA_TEST);
778 glDisable(GL_STENCIL_TEST);
779 glEnable(GL_DEPTH_TEST);
780 glDepthFunc(GL_ALWAYS);
782 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
783 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
784 glBindTexture(GL_TEXTURE_2D, texture);
785 glEnable(GL_TEXTURE_2D);
787 This->shader_backend->shader_select_depth_blt(iface);
789 glBegin(GL_TRIANGLE_STRIP);
790 glVertex2f(-1.0f, -1.0f);
791 glVertex2f(1.0f, -1.0f);
792 glVertex2f(-1.0f, 1.0f);
793 glVertex2f(1.0f, 1.0f);
796 glBindTexture(GL_TEXTURE_2D, old_binding);
800 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
801 * and this seems easier and more efficient than providing the shader backend with a private
802 * storage to read and restore the old shader settings
804 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
807 static void depth_copy(IWineD3DDevice *iface) {
808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
809 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
811 /* Only copy the depth buffer if there is one. */
812 if (!depth_stencil) return;
814 /* TODO: Make this work for modes other than FBO */
815 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
817 if (This->render_offscreen) {
818 static GLuint tmp_texture = 0;
819 GLint old_binding = 0;
821 TRACE("Copying onscreen depth buffer to offscreen surface\n");
824 glGenTextures(1, &tmp_texture);
827 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
828 * directly on the FBO texture. That's because we need to flip. */
829 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
830 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
831 glBindTexture(GL_TEXTURE_2D, tmp_texture);
832 glCopyTexImage2D(depth_stencil->glDescription.target,
833 depth_stencil->glDescription.level,
834 depth_stencil->glDescription.glFormatInternal,
837 depth_stencil->currentDesc.Width,
838 depth_stencil->currentDesc.Height,
840 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
841 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
842 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
843 glBindTexture(GL_TEXTURE_2D, old_binding);
845 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
846 checkGLcall("glBindFramebuffer()");
847 depth_blt(iface, tmp_texture);
848 checkGLcall("depth_blt");
850 TRACE("Copying offscreen surface to onscreen depth buffer\n");
852 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
853 checkGLcall("glBindFramebuffer()");
854 depth_blt(iface, depth_stencil->glDescription.textureName);
855 checkGLcall("depth_blt");
859 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
860 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
861 ULONG startIdx, ULONG startVertex) {
862 UINT numInstances = 0;
863 int numInstancedAttribs = 0, i, j;
864 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
865 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
866 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
869 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
870 * We don't support this for now
872 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
873 * But the StreamSourceFreq value has a different meaning in that situation.
875 FIXME("Non-indexed instanced drawing is not supported\n");
879 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
880 idxData = idxData == (void *)-1 ? NULL : idxData;
882 /* First, figure out how many instances we have to draw */
883 for(i = 0; i < MAX_STREAMS; i++) {
884 /* Look at all non-instanced streams */
885 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
886 stateblock->streamSource[i]) {
887 int inst = stateblock->streamFreq[i];
889 if(numInstances && inst != numInstances) {
890 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
896 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
897 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
898 instancedData[numInstancedAttribs] = i;
899 numInstancedAttribs++;
903 /* now draw numInstances instances :-) */
904 for(i = 0; i < numInstances; i++) {
905 /* Specify the instanced attributes using immediate mode calls */
906 for(j = 0; j < numInstancedAttribs; j++) {
907 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
908 sd->u.input[instancedData[j]].dwStride * i +
909 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
910 if(sd->u.input[instancedData[j]].VBO) {
911 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
912 ptr += (long) vb->resource.allocatedMemory;
915 switch(sd->u.input[instancedData[j]].dwType) {
916 case WINED3DDECLTYPE_FLOAT1:
917 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
919 case WINED3DDECLTYPE_FLOAT2:
920 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
922 case WINED3DDECLTYPE_FLOAT3:
923 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
925 case WINED3DDECLTYPE_FLOAT4:
926 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
929 case WINED3DDECLTYPE_UBYTE4:
930 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
932 case WINED3DDECLTYPE_UBYTE4N:
933 case WINED3DDECLTYPE_D3DCOLOR:
934 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
937 case WINED3DDECLTYPE_SHORT2:
938 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
940 case WINED3DDECLTYPE_SHORT4:
941 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
944 case WINED3DDECLTYPE_SHORT2N:
946 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
947 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
950 case WINED3DDECLTYPE_USHORT2N:
952 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
953 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
956 case WINED3DDECLTYPE_SHORT4N:
957 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
959 case WINED3DDECLTYPE_USHORT4N:
960 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
963 case WINED3DDECLTYPE_UDEC3:
964 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
965 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
967 case WINED3DDECLTYPE_DEC3N:
968 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
969 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
972 case WINED3DDECLTYPE_FLOAT16_2:
973 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
974 * byte float according to the IEEE standard
976 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
978 case WINED3DDECLTYPE_FLOAT16_4:
979 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
982 case WINED3DDECLTYPE_UNUSED:
984 ERR("Unexpected declaration in instanced attributes\n");
989 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
990 (const char *)idxData+(idxSize * startIdx));
991 checkGLcall("glDrawElements");
999 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
1000 struct coords coords[4];
1003 /* TODO: This could be supported for lazy unlocking */
1004 if(!(surface->Flags & SFLAG_INTEXTURE)) {
1005 /* It is ok at init to be nowhere */
1006 if(!(surface->Flags & SFLAG_INSYSMEM)) {
1007 ERR("Blitting surfaces from sysmem not supported yet\n");
1013 ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT);
1015 if(surface->glDescription.target == GL_TEXTURE_2D) {
1016 glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName);
1017 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
1019 coords[0].x = 0; coords[0].y = 0; coords[0].z = 0;
1020 coords[1].x = 0; coords[1].y = 1; coords[1].z = 0;
1021 coords[2].x = 1; coords[2].y = 1; coords[2].z = 0;
1022 coords[3].x = 1; coords[3].y = 0; coords[3].z = 0;
1026 /* Must be a cube map */
1027 glDisable(GL_TEXTURE_2D);
1028 checkGLcall("glDisable(GL_TEXTURE_2D)");
1029 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1030 checkGLcall("glEnable(surface->glDescription.target)");
1031 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName);
1032 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
1034 switch(surface->glDescription.target) {
1035 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1036 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
1037 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
1038 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
1039 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
1042 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1043 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
1044 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
1045 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
1046 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
1049 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1050 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
1051 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
1052 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
1053 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
1056 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1057 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
1058 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
1059 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
1060 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
1063 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1064 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
1065 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
1066 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
1067 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
1070 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1071 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
1072 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
1073 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
1074 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
1077 ERR("Unexpected texture target\n");
1085 if(This->render_offscreen) {
1086 coords[0].y = coords[0].y == 1 ? low_coord : 1;
1087 coords[1].y = coords[1].y == 1 ? low_coord : 1;
1088 coords[2].y = coords[2].y == 1 ? low_coord : 1;
1089 coords[3].y = coords[3].y == 1 ? low_coord : 1;
1093 glTexCoord3iv((GLint *) &coords[0]);
1096 glTexCoord3iv((GLint *) &coords[1]);
1097 glVertex2i(0, surface->pow2Height);
1099 glTexCoord3iv((GLint *) &coords[2]);
1100 glVertex2i(surface->pow2Width, surface->pow2Height);
1102 glTexCoord3iv((GLint *) &coords[3]);
1103 glVertex2i(surface->pow2Width, 0);
1105 checkGLcall("glEnd");
1107 if(surface->glDescription.target != GL_TEXTURE_2D) {
1108 glEnable(GL_TEXTURE_2D);
1109 checkGLcall("glEnable(GL_TEXTURE_2D)");
1110 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1111 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1116 /* Routine common to the draw primitive and draw indexed primitive routines */
1117 void drawPrimitive(IWineD3DDevice *iface,
1121 long StartVertexIndex,
1122 UINT numberOfVertices,
1125 const void *idxData,
1128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1129 IWineD3DSwapChain *swapchain;
1130 IWineD3DBaseTexture *texture = NULL;
1131 IWineD3DSurfaceImpl *target;
1134 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1135 This->isInDraw = TRUE;
1137 /* Invalidate the back buffer memory so LockRect will read it the next time */
1138 for(i = 0; i < GL_LIMITS(buffers); i++) {
1139 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
1141 /* TODO: Only do all that if we're going to change anything
1142 * Texture container dirtification does not work quite right yet
1144 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1149 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1151 /* Need the surface in the drawable! */
1152 if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
1153 blt_to_drawable(This, target);
1157 /* Onscreen target. Invalidate system memory copy and texture copy */
1158 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1159 target->Flags |= SFLAG_INDRAWABLE;
1160 IWineD3DSwapChain_Release(swapchain);
1161 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1162 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1163 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1166 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1167 IWineD3DTexture_Release(texture);
1170 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1171 target->Flags |= SFLAG_INDRAWABLE;
1173 /* FBO offscreen target. Invalidate system memory copy */
1174 target->Flags &= ~SFLAG_INSYSMEM;
1177 /* Must be an fbo render target */
1178 target->Flags &= ~SFLAG_INSYSMEM;
1179 target->Flags |= SFLAG_INTEXTURE;
1184 /* Ok, we will be updating the screen from here onwards so grab the lock */
1187 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1189 if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1190 check_fbo_status(iface);
1193 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1196 This->depth_copy_state = WINED3D_DCS_INITIAL;
1200 /* Ok, Work out which primitive is requested and how many vertexes that
1202 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1203 if (numberOfVertices == 0 )
1204 numberOfVertices = calculatedNumberOfindices;
1206 if (This->useDrawStridedSlow) {
1207 /* Immediate mode drawing */
1208 drawStridedSlow(iface, &This->strided_streams, calculatedNumberOfindices,
1209 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1210 } else if(This->instancedDraw) {
1211 /* Instancing emulation with mixing immediate mode and arrays */
1212 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1213 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1215 /* Simple array draw call */
1216 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1217 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1221 /* Finshed updating the screen, restore lock */
1223 TRACE("Done all gl drawing\n");
1226 #ifdef SHOW_FRAME_MAKEUP
1228 static long int primCounter = 0;
1229 /* NOTE: set primCounter to the value reported by drawprim
1230 before you want to to write frame makeup to /tmp */
1231 if (primCounter >= 0) {
1232 WINED3DLOCKED_RECT r;
1234 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1235 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1236 TRACE("Saving screenshot %s\n", buffer);
1237 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1238 IWineD3DSurface_UnlockRect(This->renderTarget);
1240 #ifdef SHOW_TEXTURE_MAKEUP
1242 IWineD3DSurface *pSur;
1244 for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
1245 if (This->stateBlock->textures[textureNo] != NULL) {
1246 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1247 TRACE("Saving texture %s\n", buffer);
1248 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1249 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1250 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1251 IWineD3DSurface_Release(pSur);
1253 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1260 TRACE("drawprim #%d\n", primCounter);
1265 /* Control goes back to the device, stateblock values may change again */
1266 This->isInDraw = FALSE;