- sync wined3d, d3d8, d3d9, ddraw with Wine 1.1.19

svn path=/trunk/; revision=40534
This commit is contained in:
Kamil Hornicek 2009-04-15 20:40:10 +00:00
parent 5fc8bc0283
commit 0bf0792f26
31 changed files with 1155 additions and 1210 deletions

View file

@ -326,6 +326,8 @@ struct IDirect3DVertexBuffer8Impl
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
DWORD fvf;
};
/* --------------------- */
@ -347,10 +349,12 @@ struct IDirect3DIndexBuffer8Impl
LONG ref;
/* IDirect3DResource8 fields */
IWineD3DIndexBuffer *wineD3DIndexBuffer;
IWineD3DBuffer *wineD3DIndexBuffer;
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
WINED3DFORMAT format;
};
/* --------------------- */

View file

@ -737,8 +737,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
object->ref = 1;
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK,
0 /* fvf for ddraw only */, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL,
(IUnknown *)object);
LeaveCriticalSection(&d3d8_cs);
object->fvf = FVF;
if (D3D_OK != hrc) {
@ -770,10 +773,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 i
object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
object->ref = 1;
object->format = wined3dformat_from_d3dformat(Format);
TRACE("Calling wined3d create index buffer\n");
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateIndexBuffer(This->WineD3DDevice, Length, Usage & WINED3DUSAGE_MASK,
wined3dformat_from_d3dformat(Format), (WINED3DPOOL) Pool, &object->wineD3DIndexBuffer,
(WINED3DPOOL) Pool, &object->wineD3DIndexBuffer,
NULL, (IUnknown *)object);
LeaveCriticalSection(&d3d8_cs);
@ -1661,10 +1665,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVI
static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr;
IDirect3DVertexBuffer8Impl *dest = (IDirect3DVertexBuffer8Impl *) pDestBuffer;
TRACE("(%p) Relay\n" , This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer8Impl *)pDestBuffer)->wineD3DVertexBuffer, NULL, Flags);
hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, dest->wineD3DVertexBuffer, NULL, Flags, dest->fvf);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
@ -2081,6 +2086,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEV
static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT baseVertexIndex) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr;
IDirect3DIndexBuffer8Impl *ib = (IDirect3DIndexBuffer8Impl *)pIndexData;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
@ -2092,14 +2098,15 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, I
*/
IWineD3DDevice_SetBaseVertexIndex(This->WineD3DDevice, baseVertexIndex);
hr = IWineD3DDevice_SetIndices(This->WineD3DDevice,
pIndexData ? ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer : NULL);
ib ? ib->wineD3DIndexBuffer : NULL,
ib ? ib->format : WINED3DFMT_UNKNOWN);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DIndexBuffer *retIndexData = NULL;
IWineD3DBuffer *retIndexData = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n", This);
@ -2113,8 +2120,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, I
IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, (INT *) pBaseVertexIndex);
rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData);
if (SUCCEEDED(rc) && retIndexData) {
IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
IWineD3DIndexBuffer_Release(retIndexData);
IWineD3DBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
IWineD3DBuffer_Release(retIndexData);
} else {
if (FAILED(rc)) FIXME("Call to GetIndices failed\n");
*ppIndexData = NULL;

View file

@ -188,11 +188,23 @@ static HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 i
DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
HRESULT hr;
WINED3DRESOURCETYPE WineD3DRType;
TRACE("(%p)->(%d, %d, %d, %08x, %d, %d)\n", This, Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat);
switch(RType) {
case D3DRTYPE_VERTEXBUFFER:
case D3DRTYPE_INDEXBUFFER:
WineD3DRType = WINED3DRTYPE_BUFFER;
break;
default:
WineD3DRType = RType;
break;
}
EnterCriticalSection(&d3d8_cs);
hr = IWineD3D_CheckDeviceFormat(This->WineD3D, Adapter, DeviceType, wined3dformat_from_d3dformat(AdapterFormat),
Usage, RType, wined3dformat_from_d3dformat(CheckFormat), SURFACE_OPENGL);
Usage, WineD3DRType, wined3dformat_from_d3dformat(CheckFormat), SURFACE_OPENGL);
LeaveCriticalSection(&d3d8_cs);
return hr;
}

View file

@ -57,7 +57,7 @@ static ULONG WINAPI IDirect3DIndexBuffer8Impl_Release(LPDIRECT3DINDEXBUFFER8 ifa
if (ref == 0) {
EnterCriticalSection(&d3d8_cs);
IWineD3DIndexBuffer_Release(This->wineD3DIndexBuffer);
IWineD3DBuffer_Release(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d8_cs);
IUnknown_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
@ -73,7 +73,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_GetDevice(LPDIRECT3DINDEXBUFFER8
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_GetDevice(This->wineD3DIndexBuffer, &wined3d_device);
hr = IWineD3DBuffer_GetDevice(This->wineD3DIndexBuffer, &wined3d_device);
if (SUCCEEDED(hr))
{
IWineD3DDevice_GetParent(wined3d_device, (IUnknown **)ppDevice);
@ -89,7 +89,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_SetPrivateData(LPDIRECT3DINDEXBU
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_SetPrivateData(This->wineD3DIndexBuffer, refguid, pData, SizeOfData, Flags);
hr = IWineD3DBuffer_SetPrivateData(This->wineD3DIndexBuffer, refguid, pData, SizeOfData, Flags);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
@ -100,7 +100,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_GetPrivateData(LPDIRECT3DINDEXBU
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_GetPrivateData(This->wineD3DIndexBuffer, refguid, pData, pSizeOfData);
hr = IWineD3DBuffer_GetPrivateData(This->wineD3DIndexBuffer, refguid, pData, pSizeOfData);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
@ -111,7 +111,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_FreePrivateData(LPDIRECT3DINDEXB
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_FreePrivateData(This->wineD3DIndexBuffer, refguid);
hr = IWineD3DBuffer_FreePrivateData(This->wineD3DIndexBuffer, refguid);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
@ -122,7 +122,7 @@ static DWORD WINAPI IDirect3DIndexBuffer8Impl_SetPriority(LPDIRECT3DINDEXBUFFER8
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
ret = IWineD3DIndexBuffer_SetPriority(This->wineD3DIndexBuffer, PriorityNew);
ret = IWineD3DBuffer_SetPriority(This->wineD3DIndexBuffer, PriorityNew);
LeaveCriticalSection(&d3d8_cs);
return ret;
}
@ -133,7 +133,7 @@ static DWORD WINAPI IDirect3DIndexBuffer8Impl_GetPriority(LPDIRECT3DINDEXBUFFER8
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
ret = IWineD3DIndexBuffer_GetPriority(This->wineD3DIndexBuffer);
ret = IWineD3DBuffer_GetPriority(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d8_cs);
return ret;
}
@ -143,19 +143,15 @@ static void WINAPI IDirect3DIndexBuffer8Impl_PreLoad(LPDIRECT3DINDEXBUFFER8 ifac
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
IWineD3DIndexBuffer_PreLoad(This->wineD3DIndexBuffer);
IWineD3DBuffer_PreLoad(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d8_cs);
}
static D3DRESOURCETYPE WINAPI IDirect3DIndexBuffer8Impl_GetType(LPDIRECT3DINDEXBUFFER8 iface) {
IDirect3DIndexBuffer8Impl *This = (IDirect3DIndexBuffer8Impl *)iface;
D3DRESOURCETYPE type;
TRACE("(%p) Relay\n", This);
TRACE("(%p)\n", This);
EnterCriticalSection(&d3d8_cs);
type = IWineD3DIndexBuffer_GetType(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d8_cs);
return type;
return D3DRTYPE_INDEXBUFFER;
}
/* IDirect3DIndexBuffer8 Interface follow: */
@ -165,7 +161,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_Lock(LPDIRECT3DINDEXBUFFER8 ifac
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_Lock(This->wineD3DIndexBuffer, OffsetToLock, SizeToLock, ppbData, Flags);
hr = IWineD3DBuffer_Map(This->wineD3DIndexBuffer, OffsetToLock, SizeToLock, ppbData, Flags);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
@ -176,7 +172,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_Unlock(LPDIRECT3DINDEXBUFFER8 if
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_Unlock(This->wineD3DIndexBuffer);
hr = IWineD3DBuffer_Unmap(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
@ -184,13 +180,20 @@ static HRESULT WINAPI IDirect3DIndexBuffer8Impl_Unlock(LPDIRECT3DINDEXBUFFER8 if
static HRESULT WINAPI IDirect3DIndexBuffer8Impl_GetDesc(LPDIRECT3DINDEXBUFFER8 iface, D3DINDEXBUFFER_DESC *pDesc) {
IDirect3DIndexBuffer8Impl *This = (IDirect3DIndexBuffer8Impl *)iface;
HRESULT hr;
WINED3DBUFFER_DESC desc;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DIndexBuffer_GetDesc(This->wineD3DIndexBuffer, (WINED3DINDEXBUFFER_DESC *) pDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DIndexBuffer, &desc);
LeaveCriticalSection(&d3d8_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(pDesc->Format);
if (SUCCEEDED(hr)) {
pDesc->Format = d3dformat_from_wined3dformat(This->format);
pDesc->Type = D3DRTYPE_INDEXBUFFER;
pDesc->Usage = desc.Usage;
pDesc->Pool = desc.Pool;
pDesc->Size = desc.Size;
}
return hr;
}

View file

@ -151,13 +151,9 @@ static void WINAPI IDirect3DVertexBuffer8Impl_PreLoad(LPDIRECT3DVERTEXBUFFER8 if
static D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer8Impl_GetType(LPDIRECT3DVERTEXBUFFER8 iface) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
D3DRESOURCETYPE type;
TRACE("(%p) Relay\n", This);
TRACE("(%p)\n", This);
EnterCriticalSection(&d3d8_cs);
type = IWineD3DBuffer_GetType(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d8_cs);
return type;
return D3DRTYPE_VERTEXBUFFER;
}
/* IDirect3DVertexBuffer8 Interface follow: */
@ -186,13 +182,21 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_Unlock(LPDIRECT3DVERTEXBUFFER8
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8 iface, D3DVERTEXBUFFER_DESC *pDesc) {
IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
HRESULT hr;
WINED3DBUFFER_DESC desc;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, (WINED3DVERTEXBUFFER_DESC *)pDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &desc);
LeaveCriticalSection(&d3d8_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(pDesc->Format);
if (SUCCEEDED(hr)) {
pDesc->Type = D3DRTYPE_VERTEXBUFFER;
pDesc->Usage = desc.Usage;
pDesc->Pool = desc.Pool;
pDesc->Size = desc.Size;
pDesc->FVF = This->fvf;
pDesc->Format = D3DFMT_VERTEXDATA;
}
return hr;
}

View file

@ -1,33 +0,0 @@
TOPSRCDIR = @top_srcdir@
TOPOBJDIR = ../..
SRCDIR = @srcdir@
VPATH = @srcdir@
MODULE = d3d9.dll
IMPORTLIB = d3d9
IMPORTS = dxguid uuid wined3d kernel32
C_SRCS = \
basetexture.c \
cubetexture.c \
d3d9_main.c \
device.c \
directx.c \
indexbuffer.c \
pixelshader.c \
query.c \
resource.c \
stateblock.c \
surface.c \
swapchain.c \
texture.c \
vertexbuffer.c \
vertexdeclaration.c \
vertexshader.c \
volume.c \
volumetexture.c
RC_SRCS = version.rc
@MAKE_DLL_RULES@
@DEPENDENCIES@ # everything below this line is overwritten by make depend

View file

@ -329,6 +329,8 @@ typedef struct IDirect3DVertexBuffer9Impl
/* Parent reference */
LPDIRECT3DDEVICE9EX parentDevice;
DWORD fvf;
} IDirect3DVertexBuffer9Impl;
/* --------------------- */
@ -345,10 +347,11 @@ typedef struct IDirect3DIndexBuffer9Impl
LONG ref;
/* IDirect3DResource9 fields */
IWineD3DIndexBuffer *wineD3DIndexBuffer;
IWineD3DBuffer *wineD3DIndexBuffer;
/* Parent reference */
LPDIRECT3DDEVICE9EX parentDevice;
WINED3DFORMAT format;
} IDirect3DIndexBuffer9Impl;
/* --------------------- */

View file

@ -428,17 +428,18 @@ static HRESULT WINAPI reset_enum_callback(IWineD3DResource *resource, void *data
HRESULT ret = S_OK;
WINED3DSURFACE_DESC surface_desc;
WINED3DVOLUME_DESC volume_desc;
WINED3DINDEXBUFFER_DESC index_desc;
WINED3DVERTEXBUFFER_DESC vertex_desc;
D3DINDEXBUFFER_DESC index_desc;
D3DVERTEXBUFFER_DESC vertex_desc;
WINED3DFORMAT dummy_format;
WINED3DMULTISAMPLE_TYPE dummy_multisampletype;
DWORD dummy_dword;
WINED3DPOOL pool = WINED3DPOOL_SCRATCH; /* a harmless pool */
IUnknown *parent;
IDirect3DResource9 *parent;
type = IWineD3DResource_GetType(resource);
IWineD3DResource_GetParent(resource, (IUnknown **) &parent);
type = IDirect3DResource9_GetType(parent);
switch(type) {
case WINED3DRTYPE_SURFACE:
case D3DRTYPE_SURFACE:
surface_desc.Format = &dummy_format;
surface_desc.Type = &type;
surface_desc.Usage = &dummy_dword;
@ -452,7 +453,7 @@ static HRESULT WINAPI reset_enum_callback(IWineD3DResource *resource, void *data
IWineD3DSurface_GetDesc((IWineD3DSurface *) resource, &surface_desc);
break;
case WINED3DRTYPE_VOLUME:
case D3DRTYPE_VOLUME:
volume_desc.Format = &dummy_format;
volume_desc.Type = &type;
volume_desc.Usage = &dummy_dword;
@ -464,13 +465,13 @@ static HRESULT WINAPI reset_enum_callback(IWineD3DResource *resource, void *data
IWineD3DVolume_GetDesc((IWineD3DVolume *) resource, &volume_desc);
break;
case WINED3DRTYPE_INDEXBUFFER:
IWineD3DIndexBuffer_GetDesc((IWineD3DIndexBuffer *) resource, &index_desc);
case D3DRTYPE_INDEXBUFFER:
IDirect3DIndexBuffer9_GetDesc((IDirect3DIndexBuffer9 *) parent, &index_desc);
pool = index_desc.Pool;
break;
case WINED3DRTYPE_VERTEXBUFFER:
IWineD3DBuffer_GetDesc((IWineD3DBuffer *)resource, &vertex_desc);
case D3DRTYPE_VERTEXBUFFER:
IDirect3DVertexBuffer9_GetDesc((IDirect3DVertexBuffer9 *)parent, &vertex_desc);
pool = vertex_desc.Pool;
break;
@ -482,7 +483,6 @@ static HRESULT WINAPI reset_enum_callback(IWineD3DResource *resource, void *data
}
if(pool == WINED3DPOOL_DEFAULT) {
IWineD3DResource_GetParent(resource, &parent);
if(IUnknown_Release(parent) == 0) {
TRACE("Parent %p is an implicit resource with ref 0\n", parent);
} else {
@ -490,6 +490,8 @@ static HRESULT WINAPI reset_enum_callback(IWineD3DResource *resource, void *data
ret = S_FALSE;
*resources_ok = FALSE;
}
} else {
IUnknown_Release(parent);
}
IWineD3DResource_Release(resource);
@ -514,8 +516,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_Reset(LPDIRECT3DDEVICE9EX iface, D3
* below fails, the device is considered "lost", and _Reset and _Release are the only allowed calls
*/
EnterCriticalSection(&d3d9_cs);
IWineD3DDevice_SetIndices(This->WineD3DDevice, NULL);
IWineD3DDevice_SetIndices(This->WineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
for(i = 0; i < 16; i++) {
IWineD3DDevice_SetStreamSource(This->WineD3DDevice, i, NULL, 0, 0);
}
@ -1447,10 +1448,11 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9EX
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IDirect3DVertexDeclaration9Impl *Decl = (IDirect3DVertexDeclaration9Impl *) pVertexDecl;
HRESULT hr;
IDirect3DVertexBuffer9Impl *dest = (IDirect3DVertexBuffer9Impl *) pDestBuffer;
TRACE("(%p) Relay\n" , This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer9Impl *)pDestBuffer)->wineD3DVertexBuffer, Decl ? Decl->wineD3DVertexDeclaration : NULL, Flags);
hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, dest->wineD3DVertexBuffer, Decl ? Decl->wineD3DVertexDeclaration : NULL, Flags, dest->fvf);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -1636,18 +1638,20 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetStreamSourceFreq(LPDIRECT3DDEVIC
static HRESULT WINAPI IDirect3DDevice9Impl_SetIndices(LPDIRECT3DDEVICE9EX iface, IDirect3DIndexBuffer9* pIndexData) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
IDirect3DIndexBuffer9Impl *ib = (IDirect3DIndexBuffer9Impl *) pIndexData;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_SetIndices(This->WineD3DDevice,
pIndexData ? ((IDirect3DIndexBuffer9Impl *)pIndexData)->wineD3DIndexBuffer : NULL);
ib ? ib->wineD3DIndexBuffer : NULL,
ib ? ib->format : WINED3DFMT_UNKNOWN);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DDevice9Impl_GetIndices(LPDIRECT3DDEVICE9EX iface, IDirect3DIndexBuffer9 **ppIndexData) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IWineD3DIndexBuffer *retIndexData = NULL;
IWineD3DBuffer *retIndexData = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n", This);
@ -1659,8 +1663,8 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetIndices(LPDIRECT3DDEVICE9EX ifac
EnterCriticalSection(&d3d9_cs);
rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData);
if (SUCCEEDED(rc) && retIndexData) {
IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
IWineD3DIndexBuffer_Release(retIndexData);
IWineD3DBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
IWineD3DBuffer_Release(retIndexData);
} else {
if (FAILED(rc)) FIXME("Call to GetIndices failed\n");
*ppIndexData = NULL;

View file

@ -194,11 +194,23 @@ static HRESULT WINAPI IDirect3D9Impl_CheckDeviceFormat(LPDIRECT3D9EX iface,
DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) {
IDirect3D9Impl *This = (IDirect3D9Impl *)iface;
HRESULT hr;
WINED3DRESOURCETYPE WineD3DRType;
TRACE("%p\n", This);
switch(RType) {
case D3DRTYPE_VERTEXBUFFER:
case D3DRTYPE_INDEXBUFFER:
WineD3DRType = WINED3DRTYPE_BUFFER;
break;
default:
WineD3DRType = RType;
break;
}
EnterCriticalSection(&d3d9_cs);
hr = IWineD3D_CheckDeviceFormat(This->WineD3D, Adapter, DeviceType, wined3dformat_from_d3dformat(AdapterFormat),
Usage, RType, wined3dformat_from_d3dformat(CheckFormat), SURFACE_OPENGL);
Usage, WineD3DRType, wined3dformat_from_d3dformat(CheckFormat), SURFACE_OPENGL);
LeaveCriticalSection(&d3d9_cs);
return hr;
}

View file

@ -58,7 +58,7 @@ static ULONG WINAPI IDirect3DIndexBuffer9Impl_Release(LPDIRECT3DINDEXBUFFER9 ifa
if (ref == 0) {
EnterCriticalSection(&d3d9_cs);
IWineD3DIndexBuffer_Release(This->wineD3DIndexBuffer);
IWineD3DBuffer_Release(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d9_cs);
IDirect3DDevice9Ex_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
@ -74,7 +74,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_GetDevice(LPDIRECT3DINDEXBUFFER9
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_GetDevice(This->wineD3DIndexBuffer, &wined3d_device);
hr = IWineD3DBuffer_GetDevice(This->wineD3DIndexBuffer, &wined3d_device);
if (SUCCEEDED(hr))
{
IWineD3DDevice_GetParent(wined3d_device, (IUnknown **)ppDevice);
@ -90,7 +90,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_SetPrivateData(LPDIRECT3DINDEXBU
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_SetPrivateData(This->wineD3DIndexBuffer, refguid, pData, SizeOfData, Flags);
hr = IWineD3DBuffer_SetPrivateData(This->wineD3DIndexBuffer, refguid, pData, SizeOfData, Flags);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -101,7 +101,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_GetPrivateData(LPDIRECT3DINDEXBU
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_GetPrivateData(This->wineD3DIndexBuffer, refguid, pData, pSizeOfData);
hr = IWineD3DBuffer_GetPrivateData(This->wineD3DIndexBuffer, refguid, pData, pSizeOfData);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -112,7 +112,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_FreePrivateData(LPDIRECT3DINDEXB
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_FreePrivateData(This->wineD3DIndexBuffer, refguid);
hr = IWineD3DBuffer_FreePrivateData(This->wineD3DIndexBuffer, refguid);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -123,7 +123,7 @@ static DWORD WINAPI IDirect3DIndexBuffer9Impl_SetPriority(LPDIRECT3DINDEXBUFFER9
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
ret = IWineD3DIndexBuffer_SetPriority(This->wineD3DIndexBuffer, PriorityNew);
ret = IWineD3DBuffer_SetPriority(This->wineD3DIndexBuffer, PriorityNew);
LeaveCriticalSection(&d3d9_cs);
return ret;
}
@ -134,7 +134,7 @@ static DWORD WINAPI IDirect3DIndexBuffer9Impl_GetPriority(LPDIRECT3DINDEXBUFFER9
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
ret = IWineD3DIndexBuffer_GetPriority(This->wineD3DIndexBuffer);
ret = IWineD3DBuffer_GetPriority(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d9_cs);
return ret;
}
@ -144,19 +144,15 @@ static void WINAPI IDirect3DIndexBuffer9Impl_PreLoad(LPDIRECT3DINDEXBUFFER9 ifac
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
IWineD3DIndexBuffer_PreLoad(This->wineD3DIndexBuffer);
IWineD3DBuffer_PreLoad(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d9_cs);
}
static D3DRESOURCETYPE WINAPI IDirect3DIndexBuffer9Impl_GetType(LPDIRECT3DINDEXBUFFER9 iface) {
IDirect3DIndexBuffer9Impl *This = (IDirect3DIndexBuffer9Impl *)iface;
D3DRESOURCETYPE ret;
TRACE("(%p) Relay\n", This);
TRACE("(%p)\n", This);
EnterCriticalSection(&d3d9_cs);
ret = IWineD3DIndexBuffer_GetType(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d9_cs);
return ret;
return D3DRTYPE_INDEXBUFFER;
}
/* IDirect3DIndexBuffer9 Interface follow: */
@ -166,7 +162,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_Lock(LPDIRECT3DINDEXBUFFER9 ifac
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_Lock(This->wineD3DIndexBuffer, OffsetToLock, SizeToLock, (BYTE **)ppbData, Flags);
hr = IWineD3DBuffer_Map(This->wineD3DIndexBuffer, OffsetToLock, SizeToLock, (BYTE **)ppbData, Flags);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -177,7 +173,7 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_Unlock(LPDIRECT3DINDEXBUFFER9 if
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_Unlock(This->wineD3DIndexBuffer);
hr = IWineD3DBuffer_Unmap(This->wineD3DIndexBuffer);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
@ -185,13 +181,20 @@ static HRESULT WINAPI IDirect3DIndexBuffer9Impl_Unlock(LPDIRECT3DINDEXBUFFER9 if
static HRESULT WINAPI IDirect3DIndexBuffer9Impl_GetDesc(LPDIRECT3DINDEXBUFFER9 iface, D3DINDEXBUFFER_DESC *pDesc) {
IDirect3DIndexBuffer9Impl *This = (IDirect3DIndexBuffer9Impl *)iface;
HRESULT hr;
WINED3DBUFFER_DESC desc;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DIndexBuffer_GetDesc(This->wineD3DIndexBuffer, (WINED3DINDEXBUFFER_DESC *) pDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DIndexBuffer, &desc);
LeaveCriticalSection(&d3d9_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(pDesc->Format);
if (SUCCEEDED(hr)) {
pDesc->Format = d3dformat_from_wined3dformat(This->format);
pDesc->Usage = desc.Usage;
pDesc->Pool = desc.Pool;
pDesc->Size = desc.Size;
pDesc->Type = D3DRTYPE_INDEXBUFFER;
}
return hr;
}
@ -238,10 +241,11 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateIndexBuffer(LPDIRECT3DDEVICE9EX iface,
object->lpVtbl = &Direct3DIndexBuffer9_Vtbl;
object->ref = 1;
object->format = wined3dformat_from_d3dformat(Format);
TRACE("Calling wined3d create index buffer\n");
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_CreateIndexBuffer(This->WineD3DDevice, Length, Usage & WINED3DUSAGE_MASK,
wined3dformat_from_d3dformat(Format), (WINED3DPOOL)Pool, &object->wineD3DIndexBuffer,
(WINED3DPOOL)Pool, &object->wineD3DIndexBuffer,
pSharedHandle, (IUnknown *)object);
LeaveCriticalSection(&d3d9_cs);
if (hrc != D3D_OK) {

View file

@ -154,13 +154,9 @@ static void WINAPI IDirect3DVertexBuffer9Impl_PreLoad(LPDIRECT3DVERTEXBUFFER9 if
static D3DRESOURCETYPE WINAPI IDirect3DVertexBuffer9Impl_GetType(LPDIRECT3DVERTEXBUFFER9 iface) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
D3DRESOURCETYPE ret;
TRACE("(%p) Relay\n", This);
TRACE("(%p)\n", This);
EnterCriticalSection(&d3d9_cs);
ret = IWineD3DBuffer_GetType(This->wineD3DVertexBuffer);
LeaveCriticalSection(&d3d9_cs);
return ret;
return D3DRTYPE_VERTEXBUFFER;
}
/* IDirect3DVertexBuffer9 Interface follow: */
@ -189,13 +185,22 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_Unlock(LPDIRECT3DVERTEXBUFFER9
static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 iface, D3DVERTEXBUFFER_DESC* pDesc) {
IDirect3DVertexBuffer9Impl *This = (IDirect3DVertexBuffer9Impl *)iface;
HRESULT hr;
WINED3DBUFFER_DESC desc;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, (WINED3DVERTEXBUFFER_DESC *)pDesc);
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &desc);
LeaveCriticalSection(&d3d9_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(pDesc->Format);
if (SUCCEEDED(hr)) {
pDesc->Format = D3DFMT_VERTEXDATA;
pDesc->Usage = desc.Usage;
pDesc->Pool = desc.Pool;
pDesc->Size = desc.Size;
pDesc->Type = D3DRTYPE_VERTEXBUFFER;
pDesc->FVF = This->fvf;
}
return hr;
}
@ -240,8 +245,11 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexBuffer(LPDIRECT3DDEVICE9EX iface
object->lpVtbl = &Direct3DVertexBuffer9_Vtbl;
object->ref = 1;
object->fvf = FVF;
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), pSharedHandle, (IUnknown *)object);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK,
0 /* fvf for ddraw only */, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer),
pSharedHandle, (IUnknown *)object);
LeaveCriticalSection(&d3d9_cs);
if (hrc != D3D_OK) {

View file

@ -378,7 +378,7 @@ struct IDirect3DDeviceImpl
/* Other object connections */
IWineD3DDevice *wineD3DDevice;
IDirectDrawImpl *ddraw;
IWineD3DIndexBuffer *indexbuffer;
IWineD3DBuffer *indexbuffer;
IDirectDrawSurfaceImpl *target;
BOOL OffScreenTarget;
@ -680,6 +680,7 @@ struct IDirect3DVertexBufferImpl
/*** Storage for D3D7 specific things ***/
DWORD Caps;
DWORD fvf;
};
/* The Vtables */

View file

@ -316,9 +316,9 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
EnterCriticalSection(&ddraw_cs);
/* Free the index buffer. */
IWineD3DDevice_SetIndices(This->wineD3DDevice, NULL);
IWineD3DIndexBuffer_GetParent(This->indexbuffer,
(IUnknown **) &IndexBufferParent);
IWineD3DDevice_SetIndices(This->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
IWineD3DBuffer_GetParent(This->indexbuffer,
(IUnknown **) &IndexBufferParent);
IParent_Release(IndexBufferParent); /* Once for the getParent */
if( IParent_Release(IndexBufferParent) != 0) /* And now to destroy it */
{
@ -4104,7 +4104,6 @@ IDirect3DDeviceImpl_7_DrawPrimitiveVB(IDirect3DDevice7 *iface,
IDirect3DVertexBufferImpl *vb = (IDirect3DVertexBufferImpl *)D3DVertexBuf;
HRESULT hr;
DWORD stride;
WINED3DVERTEXBUFFER_DESC Desc;
TRACE("(%p)->(%08x,%p,%08x,%08x,%08x)\n", This, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
@ -4114,18 +4113,9 @@ IDirect3DDeviceImpl_7_DrawPrimitiveVB(IDirect3DDevice7 *iface,
ERR("(%p) No Vertex buffer specified\n", This);
return DDERR_INVALIDPARAMS;
}
stride = get_flexible_vertex_size(vb->fvf);
/* Get the FVF of the vertex buffer, and its stride */
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DBuffer_GetDesc(vb->wineD3DVertexBuffer, &Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr = %08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
stride = get_flexible_vertex_size(Desc.FVF);
hr = IWineD3DDevice_SetVertexDeclaration(This->wineD3DDevice,
vb->wineD3DVertexDeclaration);
if(FAILED(hr))
@ -4229,32 +4219,20 @@ IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
IDirect3DVertexBufferImpl *vb = (IDirect3DVertexBufferImpl *)D3DVertexBuf;
DWORD stride;
DWORD stride = get_flexible_vertex_size(vb->fvf);
WORD *LockedIndices;
HRESULT hr;
WINED3DVERTEXBUFFER_DESC Desc;
TRACE("(%p)->(%08x,%p,%d,%d,%p,%d,%08x)\n", This, PrimitiveType, vb, StartVertex, NumVertices, Indices, IndexCount, Flags);
/* Steps:
* 1) Calculate some things: stride, ...
* 2) Upload the Indices to the index buffer
* 3) Set the index source
* 4) Set the Vertex Buffer as the Stream source
* 5) Call IWineD3DDevice::DrawIndexedPrimitive
* 1) Upload the Indices to the index buffer
* 2) Set the index source
* 3) Set the Vertex Buffer as the Stream source
* 4) Call IWineD3DDevice::DrawIndexedPrimitive
*/
EnterCriticalSection(&ddraw_cs);
/* Get the FVF of the vertex buffer, and its stride */
hr = IWineD3DBuffer_GetDesc(vb->wineD3DVertexBuffer, &Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr = %08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
stride = get_flexible_vertex_size(Desc.FVF);
TRACE("Vertex buffer FVF = %08x, stride=%d\n", Desc.FVF, stride);
hr = IWineD3DDevice_SetVertexDeclaration(This->wineD3DDevice,
vb->wineD3DVertexDeclaration);
@ -4271,30 +4249,31 @@ IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
* or a SetData-Method for the index buffer, which
* overrides the index buffer data with our pointer.
*/
hr = IWineD3DIndexBuffer_Lock(This->indexbuffer,
0 /* OffSetToLock */,
IndexCount * sizeof(WORD),
(BYTE **) &LockedIndices,
0 /* Flags */);
hr = IWineD3DBuffer_Map(This->indexbuffer,
0 /* OffSetToLock */,
IndexCount * sizeof(WORD),
(BYTE **) &LockedIndices,
0 /* Flags */);
assert(IndexCount < 0x100000);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DIndexBuffer::Lock failed with hr = %08x\n", This, hr);
ERR("(%p) IWineD3DBuffer::Map failed with hr = %08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
memcpy(LockedIndices, Indices, IndexCount * sizeof(WORD));
hr = IWineD3DIndexBuffer_Unlock(This->indexbuffer);
hr = IWineD3DBuffer_Unmap(This->indexbuffer);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DIndexBuffer::Unlock failed with hr = %08x\n", This, hr);
ERR("(%p) IWineD3DBuffer::Unmap failed with hr = %08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
/* Set the index stream */
IWineD3DDevice_SetBaseVertexIndex(This->wineD3DDevice, StartVertex);
hr = IWineD3DDevice_SetIndices(This->wineD3DDevice, This->indexbuffer);
hr = IWineD3DDevice_SetIndices(This->wineD3DDevice, This->indexbuffer,
WINED3DFMT_R16_UINT);
/* Set the vertex stream source */
hr = IWineD3DDevice_SetStreamSource(This->wineD3DDevice,

View file

@ -820,11 +820,11 @@ IDirect3DImpl_7_CreateDevice(IDirect3D7 *iface,
/* Create an Index Buffer. WineD3D needs one for Drawing indexed primitives
* Create a (hopefully) long enough buffer, and copy the indices into it
* Ideally, a IWineD3DIndexBuffer::SetData method could be created, which
* Ideally, a IWineD3DBuffer::SetData method could be created, which
* takes the pointer and avoids the memcpy
*/
hr = IWineD3DDevice_CreateIndexBuffer(This->wineD3DDevice, 0x40000 /* Length. Don't know how long it should be */,
WINED3DUSAGE_DYNAMIC /* Usage */, WINED3DFMT_R16_UINT /* Format. D3D7 uses WORDS */, WINED3DPOOL_DEFAULT,
WINED3DUSAGE_DYNAMIC /* Usage */, WINED3DPOOL_DEFAULT,
&object->indexbuffer, 0 /* Handle */, (IUnknown *)IndexBufferParent);
if(FAILED(hr))
@ -1017,6 +1017,7 @@ IDirect3DImpl_7_CreateVertexBuffer(IDirect3D7 *iface,
object->Caps = Desc->dwCaps;
object->ddraw = This;
object->fvf = Desc->dwFVF;
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DDevice_CreateVertexBuffer(This->wineD3DDevice,

View file

@ -310,7 +310,7 @@ IDirectDrawSurfaceImpl_Release(IDirectDrawSurface7 *iface)
TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
/* Unset any index buffer, just to be sure */
IWineD3DDevice_SetIndices(ddraw->wineD3DDevice, NULL);
IWineD3DDevice_SetIndices(ddraw->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
IWineD3DDevice_SetDepthStencilSurface(ddraw->wineD3DDevice, NULL);
IWineD3DDevice_SetVertexDeclaration(ddraw->wineD3DDevice, NULL);
for(i = 0; i < ddraw->numConvertedDecls; i++)

View file

@ -234,7 +234,7 @@ IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
DWORD *Size)
{
IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
WINED3DVERTEXBUFFER_DESC Desc;
WINED3DBUFFER_DESC Desc;
HRESULT hr;
TRACE("(%p)->(%08x,%p,%p)\n", This, Flags, Data, Size);
@ -245,7 +245,7 @@ IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface,
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
ERR("(%p) IWineD3DBuffer::GetDesc failed with hr=%08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
@ -340,7 +340,6 @@ IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice;
BOOL oldClip, doClip;
HRESULT hr;
WINED3DVERTEXBUFFER_DESC Desc;
TRACE("(%p)->(%08x,%d,%d,%p,%d,%p,%08x)\n", This, VertexOp, DestIndex, Count, Src, SrcIndex, D3D, Flags);
@ -372,12 +371,11 @@ IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
doClip);
}
IWineD3DBuffer_GetDesc(Src->wineD3DVertexBuffer, &Desc);
IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice,
0, /* Stream No */
Src->wineD3DVertexBuffer,
0, /* Offset */
get_flexible_vertex_size(Desc.FVF));
get_flexible_vertex_size(Src->fvf));
IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice,
Src->wineD3DVertexDeclaration);
hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice,
@ -386,7 +384,8 @@ IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
Count,
This->wineD3DVertexBuffer,
NULL /* Output vdecl */,
Flags);
Flags,
This->fvf);
/* Restore the states if needed */
if(doClip != oldClip)
@ -435,7 +434,7 @@ IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
D3DVERTEXBUFFERDESC *Desc)
{
IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface;
WINED3DVERTEXBUFFER_DESC WDesc;
WINED3DBUFFER_DESC WDesc;
HRESULT hr;
TRACE("(%p)->(%p)\n", This, Desc);
@ -445,15 +444,15 @@ IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface,
hr = IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr=%08x\n", This, hr);
ERR("(%p) IWineD3DBuffer::GetDesc failed with hr=%08x\n", This, hr);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
/* Now fill the Desc structure */
Desc->dwCaps = This->Caps;
Desc->dwFVF = WDesc.FVF;
Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(WDesc.FVF);
Desc->dwFVF = This->fvf;
Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(This->fvf);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;

View file

@ -40,10 +40,20 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
/* We have to subtract any other PARAMs that we might use in our shader programs.
* ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
* and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
#define ARB_SHADER_RESERVED_VS_CONSTS 3
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
* a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
*/
#define ARB_SHADER_RESERVED_PS_CONSTS 2
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/* ARB_program_shader private data */
@ -163,6 +173,16 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con
}
}
/**
* Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
*/
static void shader_arb_load_np2fixup_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
/* not implemented */
}
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
@ -258,7 +278,8 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
DWORD i, cur;
char pshader = shader_is_pshader_version(reg_maps->shader_version);
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
(pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
UINT extra_constants_needed = 0;
const local_constant *lconst;
@ -300,13 +321,13 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
* the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
* bump mapping.
*/
if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
i, ps->bumpenvmatconst[cur].const_num);
extra_constants_needed++;
if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
i, ps->luminanceconst[cur].const_num);
@ -383,20 +404,23 @@ static const char * const shift_tab[] = {
};
static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
const DWORD param, char *write_mask)
const struct wined3d_shader_dst_param *dst, char *write_mask)
{
char *ptr = write_mask;
char vshader = shader_is_vshader_version(ins->reg_maps->shader_version);
if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
if (vshader && dst->register_type == WINED3DSPR_ADDR)
{
*ptr++ = '.';
*ptr++ = 'x';
} else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
}
else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
{
*ptr++ = '.';
if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
*ptr = '\0';
@ -433,141 +457,131 @@ static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_
*ptr = '\0';
}
static void pshader_get_register_name(IWineD3DBaseShader* iface,
const DWORD param, char* regstr) {
static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADER_PARAM_REGISTER_TYPE register_type,
UINT register_idx, BOOL rel_addr, char *register_name, BOOL *is_color)
{
/* oPos, oFog and oPts in D3D */
static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
DWORD shader_version = This->baseShader.reg_maps.shader_version;
BOOL pshader = shader_is_pshader_version(shader_version);
DWORD reg = param & WINED3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
*is_color = FALSE;
switch (regtype) {
case WINED3DSPR_TEMP:
sprintf(regstr, "R%u", reg);
break;
case WINED3DSPR_INPUT:
if (reg==0) {
strcpy(regstr, "fragment.color.primary");
} else {
strcpy(regstr, "fragment.color.secondary");
}
break;
case WINED3DSPR_CONST:
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
sprintf(regstr, "C[%u]", reg);
} else {
sprintf(regstr, "C%u", reg);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
sprintf(regstr,"T%u", reg);
break;
case WINED3DSPR_COLOROUT:
if (reg == 0)
sprintf(regstr, "TMP_COLOR");
else {
/* TODO: See GL_ARB_draw_buffers */
FIXME("Unsupported write to render target %u\n", reg);
sprintf(regstr, "unsupported_register");
}
break;
case WINED3DSPR_DEPTHOUT:
sprintf(regstr, "result.depth");
break;
case WINED3DSPR_ATTROUT:
sprintf(regstr, "oD[%u]", reg);
break;
case WINED3DSPR_TEXCRDOUT:
sprintf(regstr, "oT[%u]", reg);
break;
default:
FIXME("Unhandled register name Type(%d)\n", regtype);
sprintf(regstr, "unrecognized_register");
break;
switch (register_type)
{
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", register_idx);
break;
case WINED3DSPR_INPUT:
if (pshader)
{
if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
else strcpy(register_name, "fragment.color.secondary");
}
else
{
if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
sprintf(register_name, "vertex.attrib[%u]", register_idx);
}
break;
case WINED3DSPR_CONST:
if (!pshader && rel_addr)
{
UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
if (register_idx >= rel_offset)
sprintf(register_name, "C[A0.x + %u]", register_idx - rel_offset);
else
sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
}
else
{
if (This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF))
sprintf(register_name, "C[%u]", register_idx);
else
sprintf(register_name, "C%u", register_idx);
}
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
if (pshader) sprintf(register_name, "T%u", register_idx);
else sprintf(register_name, "A%u", register_idx);
break;
case WINED3DSPR_COLOROUT:
if (register_idx == 0)
{
strcpy(register_name, "TMP_COLOR");
}
else
{
/* TODO: See GL_ARB_draw_buffers */
FIXME("Unsupported write to render target %u\n", register_idx);
sprintf(register_name, "unsupported_register");
}
break;
case WINED3DSPR_RASTOUT:
sprintf(register_name, "%s", rastout_reg_names[register_idx]);
break;
case WINED3DSPR_DEPTHOUT:
strcpy(register_name, "result.depth");
break;
case WINED3DSPR_ATTROUT:
if (pshader) sprintf(register_name, "oD[%u]", register_idx);
else if (register_idx == 0) strcpy(register_name, "result.color.primary");
else strcpy(register_name, "result.color.secondary");
break;
case WINED3DSPR_TEXCRDOUT:
if (pshader) sprintf(register_name, "oT[%u]", register_idx);
else sprintf(register_name, "result.texcoord[%u]", register_idx);
break;
default:
FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
sprintf(register_name, "unrecognized_register[%u]", register_idx);
break;
}
}
/* TODO: merge with pixel shader */
static void vshader_program_add_param(const struct wined3d_shader_instruction *ins,
const DWORD param, BOOL is_input, char *hwLine)
static void shader_arb_add_src_param(const struct wined3d_shader_instruction *ins,
DWORD param, char *str)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)ins->shader;
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
DWORD reg = param & WINED3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
char tmpReg[255];
BOOL is_color = FALSE;
if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
strcat(hwLine, " -");
} else {
strcat(hwLine, " ");
}
switch (regtype) {
case WINED3DSPR_TEMP:
sprintf(tmpReg, "R%u", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_INPUT:
if (This->cur_args->swizzle_map & (1 << reg)) is_color = TRUE;
sprintf(tmpReg, "vertex.attrib[%u]", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_CONST:
if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
if(reg >= This->rel_offset) {
sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
} else {
sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
}
} else {
if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
sprintf(tmpReg, "C[%u]", reg);
} else {
sprintf(tmpReg, "C%u", reg);
}
}
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
sprintf(tmpReg, "A%u", reg);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_RASTOUT:
sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
strcat(hwLine, tmpReg);
break;
case WINED3DSPR_ATTROUT:
if (reg==0) {
strcat(hwLine, "result.color.primary");
} else {
strcat(hwLine, "result.color.secondary");
}
break;
case WINED3DSPR_TEXCRDOUT:
sprintf(tmpReg, "result.texcoord[%u]", reg);
strcat(hwLine, tmpReg);
break;
default:
FIXME("Unknown reg type %d %d\n", regtype, reg);
strcat(hwLine, "unrecognized_register");
break;
}
if (!is_input) {
char write_mask[6];
shader_arb_get_write_mask(ins, param, write_mask);
strcat(hwLine, write_mask);
} else {
char register_name[255];
char swizzle[6];
BOOL is_color;
if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) strcat(str, " -");
else strcat(str, " ");
shader_arb_get_register_name(ins->shader, shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK,
param & WINED3DSHADER_ADDRMODE_RELATIVE, register_name, &is_color);
strcat(str, register_name);
shader_arb_get_swizzle(param, is_color, swizzle);
strcat(hwLine, swizzle);
}
strcat(str, swizzle);
}
static void shader_arb_add_dst_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *wined3d_dst, char *str)
{
char register_name[255];
char write_mask[6];
BOOL is_color;
strcat(str, " ");
shader_arb_get_register_name(ins->shader, wined3d_dst->register_type,
wined3d_dst->register_idx, wined3d_dst->has_rel_addr, register_name, &is_color);
strcat(str, register_name);
shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
strcat(str, write_mask);
}
static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
@ -659,6 +673,12 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
} else {
tex_type = "2D";
}
if(shader_is_pshader_version(ins->reg_maps->shader_version)) {
const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
}
}
break;
case WINED3DSTT_VOLUME:
@ -688,7 +708,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
if (shader_is_pshader_version(ins->reg_maps->shader_version))
{
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->shader;
gen_color_correction(buffer, dst_str, ins->dst[0].token & WINED3DSP_WRITEMASK_ALL,
gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
"one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
}
}
@ -701,6 +721,7 @@ static void pshader_gen_input_modifier_line (
char *outregstr) {
/* Generate a line that does the input modifier computation and return the input register to use */
BOOL is_color = FALSE;
char regstr[256];
char swzstr[20];
int insert_line;
@ -709,8 +730,9 @@ static void pshader_gen_input_modifier_line (
insert_line = 1;
/* Get register name */
pshader_get_register_name(iface, instr, regstr);
shader_arb_get_swizzle(instr, FALSE, swzstr);
shader_arb_get_register_name(iface, shader_get_regtype(instr), instr & WINED3DSP_REGNUM_MASK,
instr & WINED3DSHADER_ADDRMODE_RELATIVE, regstr, &is_color);
shader_arb_get_swizzle(instr, is_color, swzstr);
switch (instr & WINED3DSP_SRCMOD_MASK) {
case WINED3DSPSM_NONE:
@ -771,12 +793,14 @@ static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int s
static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_name[50];
char src_name[2][50];
char dst_wmask[20];
DWORD sampler_code = ins->dst[0].register_idx;
DWORD sampler_code = dst->register_idx;
BOOL has_bumpmat = FALSE;
BOOL is_color;
int i;
for(i = 0; i < This->numbumpenvmatconsts; i++) {
@ -788,8 +812,9 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
}
}
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
strcat(dst_name, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@ -810,18 +835,21 @@ static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
DWORD shift = dst->shift;
BOOL is_color;
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@ -843,18 +871,21 @@ static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = dst->shift;
BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
BOOL is_color;
/* FIXME: support output modifiers */
/* Handle output register */
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
/* Generate input register names (with modifiers) */
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
@ -872,15 +903,18 @@ static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
* dst = dot2(src0, src1) + src2 */
static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_wmask[20];
char dst_name[50];
char src_name[3][50];
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = dst->shift;
BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
BOOL is_color;
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
@ -900,7 +934,6 @@ static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD dst = ins->dst[0].token;
const DWORD *src = ins->src;
const char *instruction;
char arguments[256];
@ -939,6 +972,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
if (shader_is_pshader_version(ins->reg_maps->shader_version))
{
/* Output token related */
const struct wined3d_shader_dst_param *dst;
char output_rname[256];
char output_wmask[20];
char operands[4][100];
@ -946,6 +980,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
BOOL centroid = FALSE;
BOOL partialprecision = FALSE;
const char *modifier;
BOOL is_color;
DWORD shift;
if (!(ins->dst_count + ins->src_count))
@ -953,11 +988,12 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
ERR("Opcode \"%#x\" has no parameters\n", ins->handler_idx);
return;
}
dst = &ins->dst[0];
/* Process modifiers */
if (dst & WINED3DSP_DSTMOD_MASK)
if (dst->modifiers)
{
DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
DWORD mask = dst->modifiers;
saturate = mask & WINED3DSPDM_SATURATE;
centroid = mask & WINED3DSPDM_MSAMPCENTROID;
@ -969,7 +1005,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
if (centroid)
FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
}
shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
shift = dst->shift;
modifier = (saturate && !shift) ? "_SAT" : "";
/* Generate input register names (with modifiers) */
@ -979,7 +1015,8 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
}
/* Handle output register */
pshader_get_register_name(ins->shader, dst, output_rname);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, output_rname, &is_color);
strcpy(operands[0], output_rname);
shader_arb_get_write_mask(ins, dst, output_wmask);
strcat(operands[0], output_wmask);
@ -996,16 +1033,16 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
/* A shift requires another line. */
if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
} else {
/* Note that vshader_program_add_param() adds spaces. */
/* Note that shader_arb_add_*_param() adds spaces. */
arguments[0] = '\0';
if (ins->dst_count)
{
vshader_program_add_param(ins, dst, FALSE, arguments);
shader_arb_add_dst_param(ins, &ins->dst[0], arguments);
for (i = 0; i < ins->src_count; ++i)
{
strcat(arguments, ",");
vshader_program_add_param(ins, src[i], TRUE, arguments);
shader_arb_add_src_param(ins, src[i], arguments);
}
}
shader_addline(buffer, "%s%s;\n", instruction, arguments);
@ -1018,7 +1055,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
&& !shader_is_pshader_version(ins->reg_maps->shader_version)
&& shader_get_regtype(ins->dst[0].token) == WINED3DSPR_ADDR)
&& ins->dst[0].register_type == WINED3DSPR_ADDR)
|| ins->handler_idx == WINED3DSIH_MOVA)
{
SHADER_BUFFER *buffer = ins->buffer;
@ -1030,7 +1067,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
src0_param[0] = '\0';
if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
{
vshader_program_add_param(ins, ins->src[0], TRUE, src0_param);
shader_arb_add_src_param(ins, ins->src[0], src0_param);
shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
shader_addline(buffer, "ARL A0.x, TMP.x;\n");
}
@ -1049,7 +1086,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
else if((ins->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
vshader_program_add_param(ins, parm, TRUE, src0_param);
shader_arb_add_src_param(ins, parm, src0_param);
shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
}
}
@ -1061,14 +1098,17 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
DWORD shader_version = ins->reg_maps->shader_version;
SHADER_BUFFER *buffer = ins->buffer;
char reg_dest[40];
BOOL is_color;
/* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
* but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
*/
pshader_get_register_name(ins->shader, ins->dst[0].token, reg_dest);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, reg_dest, &is_color);
if (shader_version >= WINED3DPS_VERSION(2,0))
{
@ -1088,8 +1128,9 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
BOOL is_color;
DWORD dst = ins->dst[0].token;
const DWORD *src = ins->src;
SHADER_BUFFER* buffer = ins->buffer;
DWORD shader_version = ins->reg_maps->shader_version;
@ -1097,12 +1138,11 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
char reg_dest[40];
char reg_coord[40];
DWORD reg_dest_code;
DWORD reg_sampler_code;
/* All versions have a destination register */
reg_dest_code = ins->dst[0].register_idx;
pshader_get_register_name(ins->shader, dst, reg_dest);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, reg_dest, &is_color);
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
@ -1114,7 +1154,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
/* 1.0-1.4: Use destination register number as texture code.
2.0+: Use provided sampler number as texure code. */
if (shader_version < WINED3DPS_VERSION(2,0))
reg_sampler_code = reg_dest_code;
reg_sampler_code = dst->register_idx;
else
reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
@ -1150,21 +1190,20 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
{
DWORD dst = ins->dst[0].token;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char tmp[20];
shader_arb_get_write_mask(ins, dst, tmp);
if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
{
DWORD reg = ins->dst[0].register_idx;
DWORD reg = dst->register_idx;
shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
} else {
DWORD reg1 = ins->dst[0].register_idx;
char reg_src[40];
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, reg_src);
shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
shader_addline(buffer, "MOV R%u%s, %s;\n", dst->register_idx, tmp, reg_src);
}
}
@ -1217,11 +1256,12 @@ static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
{
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
BOOL has_bumpmat = FALSE;
BOOL has_luminance = FALSE;
BOOL is_color;
int i;
DWORD dst = ins->dst[0].token;
DWORD src = ins->src[0] & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = ins->buffer;
@ -1229,9 +1269,10 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
DWORD reg_dest_code;
/* All versions have a destination register */
reg_dest_code = ins->dst[0].register_idx;
reg_dest_code = dst->register_idx;
/* Can directly use the name because texbem is only valid for <= 1.3 shaders */
pshader_get_register_name(ins->shader, dst, reg_coord);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, reg_coord, &is_color);
for(i = 0; i < This->numbumpenvmatconsts; i++) {
if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
@ -1427,15 +1468,18 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_name[50];
BOOL is_color;
/* texdepth has an implicit destination, the fragment depth value. It's only parameter,
* which is essentially an input, is the destination register because it is the first
* parameter. According to the msdn, this must be register r5, but let's keep it more flexible
* here
*/
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
/* According to the msdn, the source register(must be r5) is unusable after
* the texdepth instruction, so we're free to modify it
@ -1474,18 +1518,20 @@ static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
char src0[50];
char dst_str[50];
char dst_mask[6];
DWORD dstreg = ins->dst[0].register_idx;
SHADER_BUFFER *buffer = ins->buffer;
BOOL is_color;
/* Handle output register */
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_str, &is_color);
shader_arb_get_write_mask(ins, dst, dst_mask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->register_idx, src0);
/* TODO: Handle output modifiers */
}
@ -1494,17 +1540,19 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
* Perform the 3rd row of a 3x3 matrix multiply */
static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_str[50];
char dst_mask[6];
char src0[50];
DWORD dst_reg = ins->dst[0].register_idx;
BOOL is_color;
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_str);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_mask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_str, &is_color);
shader_arb_get_write_mask(ins, dst, dst_mask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->register_idx, src0);
shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
/* TODO: Handle output modifiers */
@ -1583,9 +1631,9 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
break;
}
tmp_dst = ins->dst[0];
for (i = 0; i < nComponents; i++) {
tmp_dst.register_idx = ins->dst[0].register_idx;
tmp_dst.token = ((ins->dst[0].token) & ~WINED3DSP_WRITEMASK_ALL) | (WINED3DSP_WRITEMASK_0 << i);
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
tmp_ins.src[1] = ins->src[1]+i;
shader_hw_map2gl(&tmp_ins);
}
@ -1594,7 +1642,6 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
{
SHADER_BUFFER *buffer = ins->buffer;
DWORD dst = ins->dst[0].token;
DWORD src = ins->src[0];
DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
const char *instruction;
@ -1611,9 +1658,9 @@ static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
}
strcpy(tmpLine, instruction);
vshader_program_add_param(ins, dst, FALSE, tmpLine); /* Destination */
shader_arb_add_dst_param(ins, &ins->dst[0], tmpLine); /* Destination */
strcat(tmpLine, ",");
vshader_program_add_param(ins, src, TRUE, tmpLine);
shader_arb_add_src_param(ins, src, tmpLine);
if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
/* Dx sdk says .x is used if no swizzle is given, but our test shows that
* .w is used
@ -1626,15 +1673,18 @@ static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_name[50];
char src_name[50];
char dst_wmask[20];
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = dst->shift;
BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
BOOL is_color;
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
@ -1653,15 +1703,18 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl
*/
const struct wined3d_shader_dst_param *dst = &ins->dst[0];
SHADER_BUFFER *buffer = ins->buffer;
char dst_name[50];
char src_name[50];
char dst_wmask[20];
DWORD shift = (ins->dst[0].token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
BOOL sat = (ins->dst[0].token & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
DWORD shift = dst->shift;
BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
BOOL is_color;
pshader_get_register_name(ins->shader, ins->dst[0].token, dst_name);
shader_arb_get_write_mask(ins, ins->dst[0].token, dst_wmask);
shader_arb_get_register_name(ins->shader, dst->register_type,
dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
shader_arb_get_write_mask(ins, dst, dst_wmask);
pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
@ -2145,13 +2198,14 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g
if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
}
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
pCaps->PixelShader1xMaxValue = 8.0;
TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
}
}
@ -2269,6 +2323,7 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_update_float_vertex_constants,
shader_arb_update_float_pixel_constants,
shader_arb_load_constants,
shader_arb_load_np2fixup_constants,
shader_arb_destroy,
shader_arb_alloc,
shader_arb_free,

View file

@ -212,11 +212,24 @@ static void shader_delete_constant_list(struct list* clist) {
list_init(clist);
}
static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst)
{
dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
| ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
dst->register_idx = param & WINED3DSP_REGNUM_MASK;
dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
dst->addr_token = addr_param;
}
/* Note that this does not count the loop register
* as an address register. */
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
const DWORD *byte_code)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
@ -285,14 +298,19 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_m
else
reg_maps->packed_input[regnum] = 1;
semantics_in[regnum].usage = usage;
semantics_in[regnum].reg = param;
semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
semantics_in[regnum].usage_idx =
(usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
/* Vshader: mark 3.0 output registers used, save token */
} else if (WINED3DSPR_OUTPUT == regtype) {
reg_maps->packed_output[regnum] = 1;
semantics_out[regnum].usage = usage;
semantics_out[regnum].reg = param;
semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
semantics_out[regnum].usage_idx =
(usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
reg_maps->fog = 1;
@ -848,9 +866,9 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
ins.dst_count = curOpcode->dst_token ? 1 : 0;
if (ins.dst_count)
{
dst_param.addr_token = 0;
pToken += shader_get_param(pToken, shader_version, &dst_param.token, &dst_param.addr_token);
dst_param.register_idx = dst_param.token & WINED3DSP_REGNUM_MASK;
DWORD param, addr_param = 0;
pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
shader_parse_dst_param(param, addr_param, &dst_param);
}
/* Predication token */
@ -1075,6 +1093,7 @@ static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
@ -1124,6 +1143,7 @@ const shader_backend_t none_shader_backend = {
shader_none_update_float_vertex_constants,
shader_none_update_float_pixel_constants,
shader_none_load_constants,
shader_none_load_np2fixup_constants,
shader_none_destroy,
shader_none_alloc,
shader_none_free,

View file

@ -54,11 +54,11 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
while (glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
error = glGetError();
@ -68,7 +68,11 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
goto fail;
}
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
error = glGetError();
if (error != GL_NO_ERROR)
{
@ -96,10 +100,11 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, gl_usage));
* so we are safe with calling glBufferData once and
* calling glBufferSubData on updates. Upload the actual data in case
* we're not double buffering, so we can release the heap mem afterwards
*/
GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
error = glGetError();
if (error != GL_NO_ERROR)
{
@ -113,7 +118,18 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
This->buffer_object_usage = gl_usage;
This->dirty_start = 0;
This->dirty_end = This->resource.size;
This->flags |= WINED3D_BUFFER_DIRTY;
if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
{
This->flags |= WINED3D_BUFFER_DIRTY;
}
else
{
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;
This->resource.heapMemory = NULL;
This->flags &= ~WINED3D_BUFFER_DIRTY;
}
return;
@ -298,9 +314,14 @@ static BOOL buffer_find_decl(struct wined3d_buffer *This)
unsigned int i;
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again.
* Once we have our declaration there is no need to look it up again. Index buffers also never need
* conversion, so once the (empty) conversion structure is created don't bother checking again
*/
if (((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->flags & WINED3D_BUFFER_HASDESC) return FALSE;
if (This->flags & WINED3D_BUFFER_HASDESC)
{
if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
}
TRACE("Finding vertex buffer conversion information\n");
/* Certain declaration types need some fixups before we can pass them to
@ -308,11 +329,15 @@ static BOOL buffer_find_decl(struct wined3d_buffer *This)
* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
* GL_NV_half_float is not supported.
*
* Note for d3d8 and d3d9:
* The vertex buffer FVF doesn't help with finding them, we have to use
* the decoded vertex declaration and pick the things that concern the
* current buffer. A problem with this is that this can change between
* draws, so we have to validate the information and reprocess the buffer
* if it changes, and avoid false positives for performance reasons.
* WineD3D doesn't even know the vertex buffer any more, it is managed
* by the client libraries and passed to SetStreamSource and ProcessVertices
* as needed.
*
* We have to distinguish between vertex shaders and fixed function to
* pick the way we access the strided vertex information.
@ -439,10 +464,22 @@ static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
if (This->buffer_object_size != size)
{
TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
/* Rescue the data before resizing the buffer object if we do not have our backup copy */
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
buffer_get_sysmem(This);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->buffer_object_usage));
GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
This->buffer_object_size = size;
checkGLcall("glBufferDataARB");
LEAVE_GL();
@ -551,21 +588,40 @@ static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
return refcount;
}
const BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
{
if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) return This->resource.allocatedMemory;
This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
LEAVE_GL();
This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
return This->resource.allocatedMemory;
}
static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("iface %p\n", iface);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported
*/
if (This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
/* Download the buffer, but don't permanently enable double buffering */
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
buffer_get_sysmem(This);
This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
}
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
@ -734,6 +790,11 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
This->dirty_start = 0;
This->dirty_end = 0;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
if (!This->conversion_map)
{
/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
@ -742,19 +803,27 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
*/
TRACE("No conversion needed\n");
/* Nothing to do because we locked directly into the vbo */
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
if (!device->isInDraw)
{
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
return;
}
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
{
buffer_get_sysmem(This);
}
/* Now for each vertex in the buffer that needs conversion */
vertices = This->resource.size / This->stride;
@ -793,9 +862,9 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conversion_stride, data));
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
@ -832,9 +901,9 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
@ -852,10 +921,11 @@ static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *ifac
static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
LONG count;
TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
InterlockedIncrement(&This->lock_count);
count = InterlockedIncrement(&This->lock_count);
if (This->flags & WINED3D_BUFFER_DIRTY)
{
@ -877,7 +947,22 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
else This->dirty_end = This->resource.size;
}
This->flags |= WINED3D_BUFFER_DIRTY;
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
{
if(count == 1)
{
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
}
}
else
{
This->flags |= WINED3D_BUFFER_DIRTY;
}
*data = This->resource.allocatedMemory + offset;
@ -900,7 +985,17 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
return WINED3D_OK;
}
if (This->flags & WINED3D_BUFFER_HASDESC)
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
{
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
This->resource.allocatedMemory = NULL;
}
else if (This->flags & WINED3D_BUFFER_HASDESC)
{
buffer_PreLoad(iface);
}
@ -908,18 +1003,16 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DVERTEXBUFFER_DESC *desc)
static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("(%p)\n", This);
desc->Format = This->resource.format_desc->format;
desc->Type = This->resource.resourceType;
desc->Usage = This->resource.usage;
desc->Pool = This->resource.pool;
desc->Size = This->resource.size;
desc->FVF = This->fvf;
return WINED3D_OK;
}
@ -947,253 +1040,3 @@ const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
buffer_Unmap,
buffer_GetDesc,
};
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DIndexBuffer)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG refcount = InterlockedIncrement(&This->resource.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG refcount = InterlockedDecrement(&This->resource.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
if (This->vbo)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
* but not for other contexts. However, because the d3d buffer is destroyed the app has to
* unset it before doing the next draw, thus dirtifying the index buffer state and forcing
* binding a new buffer
*/
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
}
resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* IWineD3DBase methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **parent)
{
return resource_get_parent((IWineD3DResource *)iface, parent);
}
/* IWineD3DResource methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice **device)
{
return resource_get_device((IWineD3DResource *)iface, device);
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID guid)
{
return resource_free_private_data((IWineD3DResource *)iface, guid);
}
static DWORD STDMETHODCALLTYPE IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD priority)
{
return resource_set_priority((IWineD3DResource *)iface, priority);
}
static DWORD STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface)
{
return resource_get_priority((IWineD3DResource *)iface);
}
static void STDMETHODCALLTYPE IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface)
{
TRACE("iface %p\n", iface);
}
static void STDMETHODCALLTYPE IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("(%p)\n", This);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported.
* (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share
* this code. Also needed for D3D10)
*/
if (This->vbo)
{
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
}
}
static WINED3DRESOURCETYPE STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface)
{
return resource_get_type((IWineD3DResource *)iface);
}
/* IWineD3DIndexBuffer methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface,
UINT OffsetToLock, UINT SizeToLock, BYTE **ppbData, DWORD Flags)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
InterlockedIncrement(&This->lockcount);
*ppbData = This->resource.allocatedMemory + OffsetToLock;
if (Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || !This->vbo)
{
return WINED3D_OK;
}
if (This->dirtystart != This->dirtyend)
{
if (This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
if (SizeToLock)
{
if (This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
}
else
{
This->dirtyend = This->resource.size;
}
}
else
{
This->dirtystart = OffsetToLock;
if (SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
else This->dirtyend = This->resource.size;
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG locks = InterlockedDecrement(&This->lockcount);
TRACE("(%p)\n", This);
/* For now load in unlock */
if (!locks && This->vbo && (This->dirtyend - This->dirtystart) > 0)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->dirtystart,
This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
This->dirtystart = 0;
This->dirtyend = 0;
/* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface,
WINED3DINDEXBUFFER_DESC *pDesc)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
TRACE("(%p)\n", This);
pDesc->Format = This->resource.format_desc->format;
pDesc->Type = This->resource.resourceType;
pDesc->Usage = This->resource.usage;
pDesc->Pool = This->resource.pool;
pDesc->Size = This->resource.size;
return WINED3D_OK;
}
const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
{
/* IUnknown methods */
IWineD3DIndexBufferImpl_QueryInterface,
IWineD3DIndexBufferImpl_AddRef,
IWineD3DIndexBufferImpl_Release,
/* IWineD3DBase methods */
IWineD3DIndexBufferImpl_GetParent,
/* IWineD3DResource methods */
IWineD3DIndexBufferImpl_GetDevice,
IWineD3DIndexBufferImpl_SetPrivateData,
IWineD3DIndexBufferImpl_GetPrivateData,
IWineD3DIndexBufferImpl_FreePrivateData,
IWineD3DIndexBufferImpl_SetPriority,
IWineD3DIndexBufferImpl_GetPriority,
IWineD3DIndexBufferImpl_PreLoad,
IWineD3DIndexBufferImpl_UnLoad,
IWineD3DIndexBufferImpl_GetType,
/* IWineD3DIndexBuffer methods */
IWineD3DIndexBufferImpl_Lock,
IWineD3DIndexBufferImpl_Unlock,
IWineD3DIndexBufferImpl_GetDesc,
};

View file

@ -352,6 +352,8 @@ void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
{
if (!stream_info->elements[i].format_desc) continue;
if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && stream_info->elements[i].format_desc->format == WINED3DFMT_A8R8G8B8)
{
stream_info->swizzle_map |= 1 << i;
@ -463,6 +465,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface,
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
object->buffer_type_hint = GL_ARRAY_BUFFER_ARB;
TRACE("Created resource %p\n", object);
@ -532,7 +535,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
}
object->vtbl = &wined3d_buffer_vtbl;
hr = resource_init(&object->resource, WINED3DRTYPE_VERTEXBUFFER, This, Size, Usage, format_desc, Pool, parent);
hr = resource_init(&object->resource, WINED3DRTYPE_BUFFER, This, Size, Usage, format_desc, Pool, parent);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x\n", hr);
@ -540,6 +543,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
*ppVertexBuffer = NULL;
return hr;
}
object->buffer_type_hint = GL_ARRAY_BUFFER_ARB;
TRACE("(%p) : Created resource %p\n", This, object);
@ -548,8 +552,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
*ppVertexBuffer = (IWineD3DBuffer *)object;
object->fvf = FVF;
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
* drawStridedFast (half-life 2).
*
@ -580,62 +582,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
return WINED3D_OK;
}
static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
GLenum error, glUsage;
TRACE("Creating VBO for Index Buffer %p\n", object);
/* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
* restored on the next draw
*/
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
while(glGetError());
GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
error = glGetError();
if(error != GL_NO_ERROR || object->vbo == 0) {
ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
goto out;
}
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
error = glGetError();
if(error != GL_NO_ERROR) {
ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
goto out;
}
/* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
* copy no readback will be needed
*/
glUsage = GL_STATIC_DRAW_ARB;
GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
error = glGetError();
if(error != GL_NO_ERROR) {
ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
goto out;
}
LEAVE_GL();
TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
return;
out:
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
LEAVE_GL();
object->vbo = 0;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
WINED3DPOOL Pool, IWineD3DBuffer** ppIndexBuffer,
HANDLE *sharedHandle, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DIndexBufferImpl *object;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
struct wined3d_buffer *object;
HRESULT hr;
TRACE("(%p) Creating index buffer\n", This);
@ -649,8 +601,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface
return WINED3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &IWineD3DIndexBuffer_Vtbl;
hr = resource_init(&object->resource, WINED3DRTYPE_INDEXBUFFER, This, Length, Usage, format_desc, Pool, parent);
object->vtbl = &wined3d_buffer_vtbl;
hr = resource_init(&object->resource, WINED3DRTYPE_BUFFER, This, Length, Usage, format_desc, Pool, parent);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x\n", hr);
@ -658,18 +610,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface
*ppIndexBuffer = NULL;
return hr;
}
object->buffer_type_hint = GL_ELEMENT_ARRAY_BUFFER_ARB;
TRACE("(%p) : Created resource %p\n", This, object);
IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object);
if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
CreateIndexBufferVBO(This, object);
object->flags |= WINED3D_BUFFER_CREATEBO;
}
TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
TRACE("(%p) : Len=%d, Use=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage,
Pool, object, object->resource.allocatedMemory);
*ppIndexBuffer = (IWineD3DBuffer *) object;
return WINED3D_OK;
}
@ -799,7 +752,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
}
}
if(object->pIndexData) {
IWineD3DIndexBuffer_AddRef(object->pIndexData);
IWineD3DBuffer_AddRef(object->pIndexData);
}
if(object->vertexShader) {
IWineD3DVertexShader_AddRef(object->vertexShader);
@ -3684,40 +3637,48 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINE
/*****
* Get / Set Indices
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DBuffer* pIndexData, WINED3DFORMAT fmt) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DIndexBuffer *oldIdxs;
IWineD3DBuffer *oldIdxs;
TRACE("(%p) : Setting to %p\n", This, pIndexData);
oldIdxs = This->updateStateBlock->pIndexData;
This->updateStateBlock->changed.indices = TRUE;
This->updateStateBlock->pIndexData = pIndexData;
This->updateStateBlock->IndexFmt = fmt;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
if(pIndexData) IWineD3DBuffer_AddRef(pIndexData);
if(oldIdxs) IWineD3DBuffer_Release(oldIdxs);
return WINED3D_OK;
}
if(oldIdxs != pIndexData) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
if(pIndexData) {
InterlockedIncrement(&((struct wined3d_buffer *)pIndexData)->bind_count);
IWineD3DBuffer_AddRef(pIndexData);
}
if(oldIdxs) {
InterlockedDecrement(&((struct wined3d_buffer *)oldIdxs)->bind_count);
IWineD3DBuffer_Release(oldIdxs);
}
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DBuffer** ppIndexData) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppIndexData = This->stateBlock->pIndexData;
/* up ref count on ppindexdata */
if (*ppIndexData) {
IWineD3DIndexBuffer_AddRef(*ppIndexData);
IWineD3DBuffer_AddRef(*ppIndexData);
TRACE("(%p) index data set to %p\n", This, ppIndexData);
}else{
TRACE("(%p) No index data set\n", This);
@ -4109,7 +4070,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
iface, srcData, start, count);
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
@ -4138,7 +4099,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
int cnt = min(count, This->d3d_vshader_constantF - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
@ -4501,7 +4462,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
iface, srcData, start, count);
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
@ -4530,7 +4491,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
int cnt = min(count, This->d3d_pshader_constantF - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
@ -4544,11 +4505,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags)
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
DWORD DestFVF)
{
char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
unsigned int i;
DWORD DestFVF = dest->fvf;
WINED3DVIEWPORT vp;
WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
BOOL doClip;
@ -4637,7 +4598,7 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
FIXME("Clipping is broken and disabled for now\n");
}
} else doClip = FALSE;
dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
dest_ptr = ((char *) buffer_get_sysmem(dest)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
WINED3DTS_VIEW,
@ -4904,7 +4865,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
#undef copy_and_next
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags)
UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
DWORD DestFVF)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_info stream_info;
@ -4939,7 +4901,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
{
struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
e->buffer_object = 0;
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory);
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
vb->buffer_object = 0;
@ -4950,7 +4912,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
}
return process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
(struct wined3d_buffer *)pDestBuffer, Flags);
(struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
}
/*****
@ -5677,8 +5639,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *if
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT idxStride = 2;
IWineD3DIndexBuffer *pIB;
WINED3DINDEXBUFFER_DESC IdxBufDsc;
IWineD3DBuffer *pIB;
GLuint vbo;
pIB = This->stateBlock->pIndexData;
@ -5700,13 +5661,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *if
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
This->stateBlock->streamIsUP = FALSE;
}
vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
vbo = ((struct wined3d_buffer *) pIB)->buffer_object;
TRACE("(%p) : min %u, vertex count %u, startIdx %u, index count %u\n",
This, minIndex, NumVertices, startIndex, index_count);
IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
if (IdxBufDsc.Format == WINED3DFMT_R16_UINT) {
if (This->stateBlock->IndexFmt == WINED3DFMT_R16_UINT) {
idxStride = 2;
} else {
idxStride = 4;
@ -5718,7 +5678,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *if
}
drawPrimitive(iface, index_count, NumVertices, startIndex, idxStride,
vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
vbo ? NULL : ((struct wined3d_buffer *) pIB)->resource.allocatedMemory, minIndex);
return WINED3D_OK;
}
@ -5769,7 +5729,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
int idxStride;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DBuffer *vb;
IWineD3DIndexBuffer *ib;
IWineD3DBuffer *ib;
TRACE("(%p) : MinVtxIdx %u, NumVIdx %u, index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u\n",
This, MinVertexIndex, NumVertices, index_count, pIndexData,
@ -5809,7 +5769,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
This->stateBlock->streamStride[0] = 0;
ib = This->stateBlock->pIndexData;
if(ib) {
IWineD3DIndexBuffer_Release(ib);
IWineD3DBuffer_Release(ib);
This->stateBlock->pIndexData = NULL;
}
/* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
@ -6496,7 +6456,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UI
This->currentPatch = patch;
old_primitive_type = This->stateBlock->gl_primitive_type;
This->stateBlock->gl_primitive_type = GL_TRIANGLES;
IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
This->stateBlock->gl_primitive_type = old_primitive_type;
This->currentPatch = NULL;
@ -7905,7 +7865,7 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
case WINED3DRTYPE_VOLUME:
/* TODO: nothing really? */
break;
case WINED3DRTYPE_VERTEXBUFFER:
case WINED3DRTYPE_BUFFER:
{
int streamNumber;
TRACE("Cleaning up stream pointers\n");
@ -7928,24 +7888,19 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
}
}
}
}
break;
case WINED3DRTYPE_INDEXBUFFER:
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
This->updateStateBlock->pIndexData = NULL;
}
}
if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
This->stateBlock->pIndexData = NULL;
}
}
break;
case WINED3DRTYPE_BUFFER:
/* Nothing to do, yet.*/
break;
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
This->updateStateBlock->pIndexData = NULL;
}
}
if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
This->stateBlock->pIndexData = NULL;
}
}
}
break;
default:
FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));

View file

@ -425,14 +425,10 @@ static void select_shader_max_constants(
switch (vs_selected_mode) {
case SHADER_GLSL:
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
break;
case SHADER_ARB:
/* We have to subtract any other PARAMs that we might use in our shader programs.
* ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
* and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
break;
default:
gl_info->max_vshader_constantsF = 0;
@ -441,18 +437,10 @@ static void select_shader_max_constants(
switch (ps_selected_mode) {
case SHADER_GLSL:
/* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
* In theory the texbem instruction may need one more shader constant too. But lets assume
* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
* and lets not take away a uniform needlessly from all other shaders.
*/
gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
break;
case SHADER_ARB:
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
* a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
*/
gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
break;
default:
gl_info->max_pshader_constantsF = 0;
@ -1089,13 +1077,29 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
/* Geforce GTX - highend */
if(strstr(gl_info->gl_renderer, "GTX 280")) {
/* Geforce 200 - highend */
if(strstr(gl_info->gl_renderer, "GTX 280") ||
strstr(gl_info->gl_renderer, "GTX 285") ||
strstr(gl_info->gl_renderer, "GTX 295"))
{
gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
vidmem = 1024;
}
/* Geforce9 - highend */
else if(strstr(gl_info->gl_renderer, "9800")) {
/* Geforce 200 - midend high */
if(strstr(gl_info->gl_renderer, "GTX 275")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
vidmem = 896;
}
/* Geforce 200 - midend */
if(strstr(gl_info->gl_renderer, "GTX 260")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
vidmem = 1024;
}
/* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
else if(strstr(gl_info->gl_renderer, "9800") ||
strstr(gl_info->gl_renderer, "GTS 150") ||
strstr(gl_info->gl_renderer, "GTS 250"))
{
gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
vidmem = 512;
}
@ -1104,6 +1108,28 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
}
/* Geforce9 - midend low / Geforce 200 - low*/
else if(strstr(gl_info->gl_renderer, "9500") ||
strstr(gl_info->gl_renderer, "GT 120") ||
strstr(gl_info->gl_renderer, "GT 130"))
{
gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
vidmem = 256; /* The 9500GT has 256-1024MB */
}
/* Geforce9 - lowend */
else if(strstr(gl_info->gl_renderer, "9400")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
vidmem = 256; /* The 9400GT has 256-1024MB */
}
/* Geforce9 - lowend low */
else if(strstr(gl_info->gl_renderer, "9100") ||
strstr(gl_info->gl_renderer, "9200") ||
strstr(gl_info->gl_renderer, "9300") ||
strstr(gl_info->gl_renderer, "G 100"))
{
gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
vidmem = 256; /* The 9100-9300 cards have 256MB */
}
/* Geforce8 - highend */
else if (strstr(gl_info->gl_renderer, "8800")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
@ -1683,7 +1709,10 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
/* Return the information requested */
TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
strcpy(pIdentifier->Description, This->adapters[Adapter].description);
if(This->adapters[Adapter].gl_info.driver_description)
strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
else /* Copy default description "Direct3D HAL" */
strcpy(pIdentifier->Description, This->adapters[Adapter].description);
/* Note dx8 doesn't supply a DeviceName */
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
@ -3010,7 +3039,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
/* Do nothing, continue with checking the format below */
break;
}
} else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
} else if(RType == WINED3DRTYPE_BUFFER){
/* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
return WINED3DERR_NOTAVAILABLE;
@ -3697,6 +3726,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
const struct fragment_pipeline *frag_pipeline = NULL;
int i;
struct fragment_caps ffp_caps;
struct shader_caps shader_caps;
HRESULT hr;
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
@ -3752,6 +3782,11 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
&object->ps_selected_mode, &object->vs_selected_mode);
object->shader_backend = select_shader_backend(adapter, DeviceType);
memset(&shader_caps, 0, sizeof(shader_caps));
object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
memset(&ffp_caps, 0, sizeof(ffp_caps));
frag_pipeline = select_fragment_implementation(adapter, DeviceType);
object->frag_pipe = frag_pipeline;
@ -3913,41 +3948,59 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
struct driver_version_information {
WORD vendor; /* reported PCI card vendor ID */
WORD card; /* reported PCI card device ID */
const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
WORD hipart_hi, hipart_lo; /* driver hiword to report */
WORD lopart_hi, lopart_lo; /* driver loword to report */
};
static const struct driver_version_information driver_version_table[] = {
/* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
/* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
/* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
/* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
* GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
* Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
* TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
*
* All version numbers used below are from the Linux nvidia drivers.
*/
{VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
{VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
/* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
{VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
{VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
/* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
/* TODO: Add information about legacy ATI hardware, Intel and other cards */
};
static void fixup_extensions(WineD3D_GL_Info *gl_info) {
@ -4049,6 +4102,7 @@ static void fixup_extensions(WineD3D_GL_Info *gl_info) {
driver_version_table[i].lopart_lo);
gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
driver_version_table[i].hipart_lo);
strcpy(gl_info->driver_description, driver_version_table[i].description);
break;
}
}

View file

@ -95,7 +95,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_i
* idxData will be != NULL
*/
if(idxData == NULL) {
idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
}
if (idxSize == 2) pIdxBufS = idxData;
@ -413,7 +413,7 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream
* idxData will be != NULL
*/
if(idxData == NULL) {
idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
}
if (idxSize == 2) pIdxBufS = idxData;
@ -512,7 +512,7 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wine
{
struct wined3d_buffer *vb =
(struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
ptr += (long) vb->resource.allocatedMemory;
ptr += (long) buffer_get_sysmem(vb);
}
send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
@ -535,7 +535,7 @@ static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_i
{
struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
e->buffer_object = 0;
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory);
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
}
}
}
@ -744,7 +744,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
{
struct wined3d_buffer *vb;
vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory);
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
}
vtxStride = e->stride;
data = e->data +

File diff suppressed because it is too large Load diff

View file

@ -460,7 +460,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
args->texrect_fixup = 0;
args->np2_fixup = 0;
for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
if(shader->baseShader.reg_maps.samplers[i] == 0) continue;
@ -473,7 +473,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
/* Flag samplers that need NP2 texcoord fixup. */
if(!tex->baseTexture.pow2Matrix_identity) {
args->texrect_fixup |= (1 << i);
args->np2_fixup |= (1 << i);
}
}
if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))

View file

@ -3367,11 +3367,10 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
/* Trigger shader constant reloading (for NP2 texcoord fixup)
* Only do this if pshaders are used (note: fixup is currently only implemented in GLSL). */
if (!tex_impl->baseTexture.pow2Matrix_identity && use_ps(stateblock)) {
if (!tex_impl->baseTexture.pow2Matrix_identity) {
IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
/* FIXME: add something like shader_load_rectfixup_consts to the backend to only reload the
* constants that are used for the fixup (and not the other ones too) */
d3ddevice->shader_backend->shader_load_constants((IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
d3ddevice->shader_backend->shader_load_np2fixup_constants(
(IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
}
} else if(mapped_stage < GL_LIMITS(textures)) {
if(sampler < stateblock->lowest_disabled_stage) {
@ -4631,8 +4630,8 @@ static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
} else {
IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
}
}

View file

@ -195,6 +195,7 @@ void stateblock_copy(
Dest->vertexShader = This->vertexShader;
Dest->streamIsUP = This->streamIsUP;
Dest->pIndexData = This->pIndexData;
Dest->IndexFmt = This->IndexFmt;
Dest->baseVertexIndex = This->baseVertexIndex;
/* Dest->lights = This->lights; */
Dest->clip_status = This->clip_status;
@ -301,7 +302,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
}
}
}
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
@ -506,13 +507,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
|| (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
|| (This->IndexFmt != targetStateBlock->IndexFmt))) {
TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
if(targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
This->baseVertexIndex = targetStateBlock->baseVertexIndex;
This->IndexFmt = targetStateBlock->IndexFmt;
}
if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
@ -655,10 +658,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
This->scissorRect = targetStateBlock->scissorRect;
if(targetStateBlock->pIndexData != This->pIndexData) {
if (targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
if (This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
if(targetStateBlock->pIndexData != This->pIndexData ||
targetStateBlock->IndexFmt != This->IndexFmt) {
if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
This->pIndexData = targetStateBlock->pIndexData;
This->IndexFmt = targetStateBlock->IndexFmt;
}
for(i = 0; i < MAX_STREAMS; i++) {
if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
@ -841,7 +846,7 @@ should really perform a delta so that only the changes get updated*/
}
if (This->changed.indices) {
IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
}
@ -1023,7 +1028,7 @@ should really perform a delta so that only the changes get updated*/
IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
}
This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
IWineD3DDevice_SetMaterial(pDevice, &This->material);

View file

@ -996,8 +996,6 @@ const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
RES_TO_STR(WINED3DRTYPE_TEXTURE);
RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
RES_TO_STR(WINED3DRTYPE_BUFFER);
#undef RES_TO_STR
default:

View file

@ -174,16 +174,15 @@ static void vshader_set_input(
unsigned int regnum,
BYTE usage, BYTE usage_idx) {
/* Fake usage: set reserved bit, usage, usage_idx */
DWORD usage_token = (0x1 << 31) |
(usage << WINED3DSP_DCL_USAGE_SHIFT) | (usage_idx << WINED3DSP_DCL_USAGEINDEX_SHIFT);
/* Fake register; set reserved bit, regnum, type: input, wmask: all */
DWORD reg_token = (0x1 << 31) |
WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
This->semantics_in[regnum].usage = usage_token;
This->semantics_in[regnum].reg = reg_token;
This->semantics_in[regnum].usage = usage;
This->semantics_in[regnum].usage_idx = usage_idx;
This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
This->semantics_in[regnum].reg.register_idx = regnum;
This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
This->semantics_in[regnum].reg.modifiers = 0;
This->semantics_in[regnum].reg.shift = 0;
This->semantics_in[regnum].reg.has_rel_addr = FALSE;
This->semantics_in[regnum].reg.addr_token = 0;
}
static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
@ -204,11 +203,11 @@ BOOL vshader_get_input(
int i;
for (i = 0; i < MAX_ATTRIBS; i++) {
DWORD usage_token = This->semantics_in[i].usage;
DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
if (!This->baseShader.reg_maps.attributes[i]) continue;
if (usage_token && match_usage(usage, usage_idx, usage_req, usage_idx_req)) {
if (match_usage(This->semantics_in[i].usage,
This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
{
*regnum = i;
return TRUE;
}

View file

@ -3320,8 +3320,13 @@ typedef enum _GL_Cards {
CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
CARD_NVIDIA_GEFORCE_9200 = 0x086d,
CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
CARD_INTEL_845G = 0x2562,
@ -3903,6 +3908,7 @@ typedef struct _WineD3D_GL_Info {
UINT vidmem;
DWORD driver_version;
DWORD driver_version_hipart;
CHAR driver_description[255];
CHAR gl_renderer[255];
/**
* CAPS Constants

View file

@ -408,12 +408,6 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER
WINED3DSIH_TABLE_SIZE
};
typedef struct semantic
{
DWORD usage;
DWORD reg;
} semantic;
typedef struct shader_reg_maps
{
DWORD shader_version;
@ -454,8 +448,12 @@ typedef struct SHADER_OPCODE
struct wined3d_shader_dst_param
{
WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
UINT register_idx;
DWORD token;
DWORD write_mask;
DWORD modifiers;
DWORD shift;
BOOL has_rel_addr;
DWORD addr_token;
};
@ -475,6 +473,13 @@ struct wined3d_shader_instruction
UINT src_count;
};
struct wined3d_shader_semantic
{
WINED3DDECLUSAGE usage;
UINT usage_idx;
struct wined3d_shader_dst_param reg;
};
typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
struct shader_caps {
@ -483,6 +488,7 @@ struct shader_caps {
DWORD PixelShaderVersion;
float PixelShader1xMaxValue;
DWORD MaxPixelShaderConst;
WINED3DVSHADERCAPS2_0 VS20Caps;
WINED3DPSHADERCAPS2_0 PS20Caps;
@ -533,8 +539,8 @@ struct ps_compile_args {
/* Projected textures(ps 1.0-1.3) */
/* Texture types(2D, Cube, 3D) in ps 1.x */
BOOL srgb_correction;
WORD texrect_fixup;
/* Bitmap for texture rect coord fixups (16 samplers max currently).
WORD np2_fixup;
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
};
@ -557,6 +563,7 @@ typedef struct {
void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_destroy)(IWineD3DBaseShader *iface);
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
@ -1212,6 +1219,7 @@ struct IWineD3DDeviceImpl
const struct blit_shader *blitter;
unsigned int max_ffp_textures, max_ffp_texture_stages;
DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
WORD view_ident : 1; /* true iff view matrix is identity */
WORD untransformed : 1;
@ -1403,24 +1411,6 @@ HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 32
/*****************************************************************************
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DIndexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DIndexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
GLuint vbo;
UINT dirtystart, dirtyend;
LONG lockcount;
/* WineD3DVertexBuffer specifics */
} IWineD3DIndexBufferImpl;
extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
/*****************************************************************************
* IWineD3DBaseTexture D3D- > openGL state map lookups
*/
@ -1947,7 +1937,8 @@ struct IWineD3DStateBlockImpl
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DIndexBuffer* pIndexData;
IWineD3DBuffer* pIndexData;
WINED3DFORMAT IndexFmt;
INT baseVertexIndex;
INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
@ -2092,6 +2083,7 @@ enum wined3d_buffer_conversion_type
#define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
#define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
#define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
#define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
struct wined3d_buffer
{
@ -2102,6 +2094,7 @@ struct wined3d_buffer
GLuint buffer_object;
GLenum buffer_object_usage;
GLenum buffer_type_hint;
UINT buffer_object_size;
LONG bind_count;
DWORD flags;
@ -2110,9 +2103,6 @@ struct wined3d_buffer
UINT dirty_end;
LONG lock_count;
/* legacy vertex buffers */
DWORD fvf;
/* conversion stuff */
UINT conversion_count;
UINT draw_count;
@ -2125,6 +2115,7 @@ struct wined3d_buffer
extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
/* IWineD3DRendertargetView */
struct wined3d_rendertarget_view
@ -2357,7 +2348,8 @@ void shader_buffer_init(struct SHADER_BUFFER *buffer);
void shader_buffer_free(struct SHADER_BUFFER *buffer);
void shader_cleanup(IWineD3DBaseShader *iface);
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
const DWORD *byte_code);
void shader_init(struct IWineD3DBaseShaderClass *shader,
IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
@ -2386,16 +2378,13 @@ static inline BOOL shader_is_comment(DWORD token) {
return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
}
static inline BOOL shader_is_scalar(DWORD param) {
DWORD reg_type = shader_get_regtype(param);
DWORD reg_num;
switch (reg_type) {
static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
{
switch (register_type)
{
case WINED3DSPR_RASTOUT:
if ((param & WINED3DSP_REGNUM_MASK) != 0) {
/* oFog & oPts */
return TRUE;
}
/* oFog & oPts */
if (register_idx != 0) return TRUE;
/* oPos */
return FALSE;
@ -2406,8 +2395,8 @@ static inline BOOL shader_is_scalar(DWORD param) {
return TRUE;
case WINED3DSPR_MISCTYPE:
reg_num = param & WINED3DSP_REGNUM_MASK;
switch(reg_num) {
switch(register_idx)
{
case 0: /* vPos */
return FALSE;
case 1: /* vFace */
@ -2458,8 +2447,8 @@ typedef struct IWineD3DVertexShaderImpl {
UINT num_gl_shaders, shader_array_size;
/* Vertex shader input and output semantics */
semantic semantics_in [MAX_ATTRIBS];
semantic semantics_out [MAX_REG_OUTPUT];
struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
@ -2493,7 +2482,7 @@ typedef struct IWineD3DPixelShaderImpl {
IUnknown *parent;
/* Pixel shader input semantics */
semantic semantics_in [MAX_REG_INPUT];
struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
DWORD input_reg_map[MAX_REG_INPUT];
BOOL input_reg_used[MAX_REG_INPUT];
int declared_in_count;

View file

@ -766,12 +766,10 @@ typedef enum _WINED3DRESOURCETYPE
WINED3DRTYPE_TEXTURE = 3,
WINED3DRTYPE_VOLUMETEXTURE = 4,
WINED3DRTYPE_CUBETEXTURE = 5,
WINED3DRTYPE_VERTEXBUFFER = 6,
WINED3DRTYPE_INDEXBUFFER = 7,
WINED3DRTYPE_BUFFER = 8,
WINED3DRTYPE_BUFFER = 6,
WINED3DRTYPE_FORCE_DWORD = 0x7fffffff
} WINED3DRESOURCETYPE;
const UINT WINED3DRTYPECOUNT = WINED3DRTYPE_INDEXBUFFER + 1;
const UINT WINED3DRTYPECOUNT = WINED3DRTYPE_BUFFER + 1;
typedef enum _WINED3DPOOL
{
@ -1864,24 +1862,13 @@ typedef struct WINED3DDEVINFO_VCACHE
non user modifiable (only valid if OptMethod==1) */
} WINED3DDEVINFO_VCACHE;
typedef struct _WINED3DVERTEXBUFFER_DESC
typedef struct _WINED3DBUFFER_DESC
{
WINED3DFORMAT Format;
WINED3DRESOURCETYPE Type;
DWORD Usage;
WINED3DPOOL Pool;
UINT Size;
DWORD FVF;
} WINED3DVERTEXBUFFER_DESC;
typedef struct _WINED3DINDEXBUFFER_DESC
{
WINED3DFORMAT Format;
WINED3DRESOURCETYPE Type;
DWORD Usage;
WINED3DPOOL Pool;
UINT Size;
} WINED3DINDEXBUFFER_DESC;
} WINED3DBUFFER_DESC;
typedef struct glDescriptor
{
@ -2350,26 +2337,6 @@ interface IWineD3DRendertargetView : IWineD3DBase
);
}
[
object,
local,
uuid(3a02a54e-6f30-11d9-c687-00046142c14f)
]
interface IWineD3DIndexBuffer : IWineD3DResource
{
HRESULT Lock(
[in] UINT offset,
[in] UINT size,
[out] BYTE **data,
[in] DWORD flags
);
HRESULT Unlock(
);
HRESULT GetDesc(
[out] WINED3DINDEXBUFFER_DESC *desc
);
}
[
object,
local,
@ -2844,7 +2811,7 @@ interface IWineD3DBuffer : IWineD3DResource
HRESULT Unmap(
);
HRESULT GetDesc(
[out] WINED3DVERTEXBUFFER_DESC *desc
[out] WINED3DBUFFER_DESC *desc
);
}
@ -2925,9 +2892,8 @@ interface IWineD3DDevice : IWineD3DBase
HRESULT CreateIndexBuffer(
[in] UINT length,
[in] DWORD usage,
[in] WINED3DFORMAT format,
[in] WINED3DPOOL pool,
[out] IWineD3DIndexBuffer **index_buffer,
[out] IWineD3DBuffer **index_buffer,
[in] HANDLE *shared_handle,
[in] IUnknown *parent
);
@ -3150,10 +3116,11 @@ interface IWineD3DDevice : IWineD3DBase
[out] WINED3DGAMMARAMP *ramp
);
HRESULT SetIndices(
[in] IWineD3DIndexBuffer *index_buffer
[in] IWineD3DBuffer *index_buffer,
[in] WINED3DFORMAT format
);
HRESULT GetIndices(
[out] IWineD3DIndexBuffer **index_buffer
[out] IWineD3DBuffer **index_buffer
);
HRESULT SetBaseVertexIndex(
[in] INT base_index
@ -3380,7 +3347,8 @@ interface IWineD3DDevice : IWineD3DBase
[in] UINT vertex_count,
[in] IWineD3DBuffer *dest_buffer,
[in] IWineD3DVertexDeclaration *declaration,
[in] DWORD flags
[in] DWORD flags,
[in] DWORD DestFVF
);
HRESULT BeginStateBlock(
);