Commit 0feddccf authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Instancing emulation.

parent 93cd7ef7
......@@ -2067,6 +2067,8 @@ VertexOffset = StartVertex / Divider * StreamStride +
*/
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
......@@ -2075,8 +2077,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *ifa
This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
FIXME("Stream indexing not fully supported\n");
if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
}
return WINED3D_OK;
......
......@@ -1770,6 +1770,26 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return WINED3DERR_NOTAVAILABLE;
/* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
* instancing. To query if the card supports instancing CheckDeviceFormat with the special format
* MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
* We can do instancing with all shader versions, but we need vertex shaders.
*
* Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
* to enable instancing. WineD3D doesn't need that and just ignores it.
*
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
*/
case MAKEFOURCC('I','N','S','T'):
TRACE("ATI Instancing check hack\n");
if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
} else {
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
default:
break;
}
......
......@@ -6,6 +6,7 @@
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Henri Verbeet
* Copyright 2007 Stefan Dsinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -1155,6 +1156,142 @@ static void depth_copy(IWineD3DDevice *iface) {
}
}
inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
ULONG startIdx, ULONG startVertex) {
UINT numInstances = 0;
int numInstancedAttribs = 0, i, j;
UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
if (idxData == NULL) {
/* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
* We don't support this for now
*
* Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
* But the StreamSourceFreq value has a different meaning in that situation.
*/
FIXME("Non-indexed instanced drawing is not supported\n");
return;
}
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
idxData = idxData == (void *)-1 ? NULL : idxData;
/* First, figure out how many instances we have to draw */
for(i = 0; i < MAX_STREAMS; i++) {
/* Look at all non-instanced streams */
if(!(stateblock->streamFlags[i] & D3DSTREAMSOURCE_INSTANCEDATA) &&
stateblock->streamSource[i]) {
int inst = stateblock->streamFreq[i];
if(numInstances && inst != numInstances) {
ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
}
numInstances = inst;
}
}
for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
if(stateblock->streamFlags[sd->u.input[i].streamNo] & D3DSTREAMSOURCE_INSTANCEDATA) {
instancedData[numInstancedAttribs] = i;
numInstancedAttribs++;
}
}
/* now draw numInstances instances :-) */
for(i = 0; i < numInstances; i++) {
/* Specify the instanced attributes using immediate mode calls */
for(j = 0; j < numInstancedAttribs; j++) {
BYTE *ptr = sd->u.input[instancedData[j]].lpData +
sd->u.input[instancedData[j]].dwStride * i +
stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
if(sd->u.input[instancedData[j]].VBO) {
IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
ptr += (long) vb->resource.allocatedMemory;
}
switch(sd->u.input[instancedData[j]].dwType) {
case WINED3DDECLTYPE_FLOAT1:
GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT2:
GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT3:
GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_FLOAT4:
GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
break;
case WINED3DDECLTYPE_UBYTE4:
GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
break;
case WINED3DDECLTYPE_UBYTE4N:
case WINED3DDECLTYPE_D3DCOLOR:
GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
break;
case WINED3DDECLTYPE_SHORT2:
GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
break;
case WINED3DDECLTYPE_SHORT4:
GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
break;
case WINED3DDECLTYPE_SHORT2N:
{
GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
break;
}
case WINED3DDECLTYPE_USHORT2N:
{
GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
break;
}
case WINED3DDECLTYPE_SHORT4N:
GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
break;
case WINED3DDECLTYPE_USHORT4N:
GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
break;
case WINED3DDECLTYPE_UDEC3:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_DEC3N:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_FLOAT16_2:
/* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
* byte float according to the IEEE standard
*/
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
break;
case WINED3DDECLTYPE_FLOAT16_4:
FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
break;
case WINED3DDECLTYPE_UNUSED:
default:
ERR("Unexpected declaration in instanced attributes\n");
break;
}
}
glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(const char *)idxData+(idxSize * startIdx));
checkGLcall("glDrawElements");
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
......@@ -1202,12 +1339,19 @@ void drawPrimitive(IWineD3DDevice *iface,
if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices;
if (This->useDrawStridedSlow)
if (This->useDrawStridedSlow) {
/* Immediate mode drawing */
drawStridedSlow(iface, &This->strided_streams, calculatedNumberOfindices,
glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
else
} else if(This->instancedDraw) {
/* Instancing emulation with mixing immediate mode and arrays */
drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
} else {
/* Simple array draw call */
drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
}
}
/* Finshed updating the screen, restore lock */
......
......@@ -2146,11 +2146,21 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
int i;
UINT *offset = stateblock->streamOffset;
/* Default to no instancing */
stateblock->wineD3DDevice->instancedDraw = FALSE;
for (i = 0; i < MAX_ATTRIBS; i++) {
if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
continue;
/* Do not load instance data. It will be specified using glTexCoord by drawprim */
if(stateblock->streamFlags[strided->u.input[i].streamNo] & D3DSTREAMSOURCE_INSTANCEDATA) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
stateblock->wineD3DDevice->instancedDraw = TRUE;
continue;
}
TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
if(strided->u.input[i].dwStride) {
......@@ -2227,11 +2237,11 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
case WINED3DDECLTYPE_UDEC3:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
/*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
/*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_DEC3N:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
/*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
/*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
break;
case WINED3DDECLTYPE_FLOAT16_2:
......@@ -2262,6 +2272,10 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
TRACE("Using fast vertex array code\n");
/* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
stateblock->wineD3DDevice->instancedDraw = FALSE;
/* Blend Data ---------------------------------------------- */
if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
(sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
......
......@@ -681,6 +681,7 @@ struct IWineD3DDeviceImpl
WineDirect3DVertexStridedData strided_streams;
WineDirect3DVertexStridedData *up_strided;
BOOL useDrawStridedSlow;
BOOL instancedDraw;
/* Context management */
WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
......
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