Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
15ccb11e
Commit
15ccb11e
authored
Apr 26, 2004
by
Christian Costa
Committed by
Alexandre Julliard
Apr 26, 2004
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Implemented fast rendering to a texture using glCopyTexImage2D
Fixed SetViewport. Fixed SetRenderTarget (based on Jason Edmeades' work). Improved trace.
parent
c5580b03
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
127 additions
and
39 deletions
+127
-39
d3d8_private.h
dlls/d3d8/d3d8_private.h
+4
-0
device.c
dlls/d3d8/device.c
+66
-36
drawprim.c
dlls/d3d8/drawprim.c
+19
-0
surface.c
dlls/d3d8/surface.c
+33
-1
utils.c
dlls/d3d8/utils.c
+5
-2
No files found.
dlls/d3d8/d3d8_private.h
View file @
15ccb11e
...
...
@@ -393,6 +393,8 @@ struct IDirect3DDevice8Impl
UINT
dummyTextureName
[
8
];
/* For rendering to a texture using glCopyTexImage */
BOOL
renderUpsideDown
;
};
/* IUnknown: */
...
...
@@ -627,6 +629,8 @@ struct IDirect3DSurface8Impl
RECT
lockedRect
;
RECT
dirtyRect
;
BOOL
Dirty
;
BOOL
inTexture
;
BOOL
inPBuffer
;
};
/* IUnknown: */
...
...
dlls/d3d8/device.c
View file @
15ccb11e
...
...
@@ -1221,38 +1221,39 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, ID
return
hr
;
}
HRESULT
WINAPI
IDirect3DDevice8Impl_SetRenderTarget
(
LPDIRECT3DDEVICE8
iface
,
IDirect3DSurface8
*
pRenderTarget
,
IDirect3DSurface8
*
pNewZStencil
)
{
HRESULT
hr
;
HRESULT
hr
=
D3D_OK
;
D3DVIEWPORT8
viewport
;
ICOM_THIS
(
IDirect3DDevice8Impl
,
iface
);
/* If pRenderTarget == NULL, it seems to default to back buffer */
if
(
pRenderTarget
==
NULL
)
pRenderTarget
=
(
IDirect3DSurface8
*
)
This
->
backBuffer
;
/* For ease of code later on, handle a null depth as leave alone
- Have not tested real d3d for this case but doing this avoids
numerous null pointer checks */
if
(
pNewZStencil
==
NULL
)
pNewZStencil
=
(
IDirect3DSurface8
*
)
This
->
stencilBufferTarget
;
/* If we are trying to set what we already have, dont bother */
if
((
IDirect3DSurface8Impl
*
)
pRenderTarget
==
This
->
renderTarget
&&
(
IDirect3DSurface8Impl
*
)
pNewZStencil
==
This
->
stencilBufferTarget
)
{
TRACE
(
"Trying to do a NOP SetRenderTarget operation
\n
"
);
return
D3D_OK
;
}
else
{
/* Otherwise, set the render target up */
TRACE
(
"(%p) : newRender@%p newZStencil@%p (default is backbuffer=(%p))
\n
"
,
This
,
pRenderTarget
,
pNewZStencil
,
This
->
backBuffer
);
IDirect3DDevice8Impl_CleanRender
(
iface
);
hr
=
IDirect3DDevice8Impl_ActiveRender
(
iface
,
pRenderTarget
,
pNewZStencil
);
}
IDirect3DDevice8Impl_CleanRender
(
iface
);
if
((
IDirect3DSurface8Impl
*
)
pRenderTarget
==
This
->
frontBuffer
&&
(
IDirect3DSurface8Impl
*
)
pNewZStencil
==
This
->
depthStencilBuffer
)
{
IDirect3DSurface8Impl
*
tmp
;
TRACE
(
"retoring SetRenderTarget defaults
\n
"
);
tmp
=
This
->
renderTarget
;
This
->
renderTarget
=
(
IDirect3DSurface8Impl
*
)
This
->
frontBuffer
;
IDirect3DSurface8Impl_AddRef
((
LPDIRECT3DSURFACE8
)
This
->
renderTarget
);
IDirect3DSurface8Impl_Release
((
LPDIRECT3DSURFACE8
)
tmp
);
tmp
=
This
->
stencilBufferTarget
;
This
->
stencilBufferTarget
=
(
IDirect3DSurface8Impl
*
)
This
->
depthStencilBuffer
;
if
(
NULL
!=
This
->
stencilBufferTarget
)
IDirect3DSurface8Impl_AddRef
((
LPDIRECT3DSURFACE8
)
This
->
stencilBufferTarget
);
if
(
NULL
!=
tmp
)
IDirect3DSurface8Impl_Release
((
LPDIRECT3DSURFACE8
)
tmp
);
return
D3D_OK
;
if
(
SUCCEEDED
(
hr
))
{
/* Finally, reset the viewport as the MSDN states. */
viewport
.
Height
=
((
IDirect3DSurface8Impl
*
)
pRenderTarget
)
->
myDesc
.
Height
;
viewport
.
Width
=
((
IDirect3DSurface8Impl
*
)
pRenderTarget
)
->
myDesc
.
Width
;
viewport
.
X
=
0
;
viewport
.
Y
=
0
;
viewport
.
MaxZ
=
1
.
0
f
;
viewport
.
MinZ
=
0
.
0
f
;
IDirect3DDevice8Impl_SetViewport
(
iface
,
&
viewport
);
}
FIXME
(
"(%p) : expect crash newRender@%p newZStencil@%p
\n
"
,
This
,
pRenderTarget
,
pNewZStencil
);
hr
=
IDirect3DDevice8Impl_ActiveRender
(
iface
,
pRenderTarget
,
pNewZStencil
);
return
hr
;
}
...
...
@@ -1285,6 +1286,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
TRACE
(
"(%p) : stub
\n
"
,
This
);
return
D3D_OK
;
}
HRESULT
WINAPI
IDirect3DDevice8Impl_EndScene
(
LPDIRECT3DDEVICE8
iface
)
{
IDirect3DBaseTexture8
*
cont
=
NULL
;
HRESULT
hr
;
...
...
@@ -1296,12 +1298,13 @@ HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
glFlush
();
checkGLcall
(
"glFlush"
);
/* Useful for debugging sometimes!
#if 0 /* Useful for debugging sometimes! */
printf("Hit Enter ...\n");
getchar(); */
getchar();
#endif
if
(
This
->
frontBuffer
!=
This
->
renderTarget
)
{
{
#if 0
GLenum prev_read;
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
...
...
@@ -1327,13 +1330,16 @@ HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
}
glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer");
}
#endif
hr
=
IDirect3DSurface8_GetContainer
((
LPDIRECT3DSURFACE8
)
This
->
renderTarget
,
&
IID_IDirect3DBaseTexture8
,
(
void
**
)
&
cont
);
if
(
SUCCEEDED
(
hr
)
&&
NULL
!=
cont
)
{
/** always dirtify for now. we must find a better way to see that surface have been modified */
IDirect3DBaseTexture8Impl_SetDirty
(
cont
,
TRUE
);
This
->
renderTarget
->
inPBuffer
=
TRUE
;
This
->
renderTarget
->
inTexture
=
FALSE
;
IDirect3DBaseTexture8Impl_SetDirty
(
cont
,
TRUE
);
IDirect3DBaseTexture8_PreLoad
(
cont
);
This
->
renderTarget
->
inPBuffer
=
FALSE
;
IDirect3DBaseTexture8Impl_Release
(
cont
);
cont
=
NULL
;
}
...
...
@@ -1640,7 +1646,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST
glDepthRange
(
pViewport
->
MinZ
,
pViewport
->
MaxZ
);
checkGLcall
(
"glDepthRange"
);
/* Note: GL requires lower left, DirectX supplies upper left */
glViewport
(
pViewport
->
X
,
(
This
->
PresentParms
.
BackBuffer
Height
-
(
pViewport
->
Y
+
pViewport
->
Height
)),
glViewport
(
pViewport
->
X
,
(
This
->
renderTarget
->
myDesc
.
Height
-
(
pViewport
->
Y
+
pViewport
->
Height
)),
pViewport
->
Width
,
pViewport
->
Height
);
checkGLcall
(
"glViewport"
);
...
...
@@ -2256,15 +2262,25 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
case
D3DCULL_CW
:
glEnable
(
GL_CULL_FACE
);
checkGLcall
(
"glEnable GL_CULL_FACE"
);
glFrontFace
(
GL_CCW
);
checkGLcall
(
"glFrontFace GL_CCW"
);
if
(
This
->
renderUpsideDown
)
{
glFrontFace
(
GL_CW
);
checkGLcall
(
"glFrontFace GL_CW"
);
}
else
{
glFrontFace
(
GL_CCW
);
checkGLcall
(
"glFrontFace GL_CCW"
);
}
glCullFace
(
GL_BACK
);
break
;
case
D3DCULL_CCW
:
glEnable
(
GL_CULL_FACE
);
checkGLcall
(
"glEnable GL_CULL_FACE"
);
glFrontFace
(
GL_CW
);
checkGLcall
(
"glFrontFace GL_CW"
);
if
(
This
->
renderUpsideDown
)
{
glFrontFace
(
GL_CCW
);
checkGLcall
(
"glFrontFace GL_CCW"
);
}
else
{
glFrontFace
(
GL_CW
);
checkGLcall
(
"glFrontFace GL_CW"
);
}
glCullFace
(
GL_BACK
);
break
;
default:
...
...
@@ -4403,7 +4419,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
#define PUSH1(att) attribs[nAttribs++] = (att);
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
PUSH2
(
GLX_DRAWABLE_TYPE
,
GLX_
WINDOW_BIT
|
GLX_WINDOW
|
GLX_
PBUFFER_BIT
);
PUSH2
(
GLX_DRAWABLE_TYPE
,
GLX_PBUFFER_BIT
);
PUSH2
(
GLX_X_RENDERABLE
,
TRUE
);
PUSH2
(
GLX_DOUBLEBUFFER
,
TRUE
);
...
...
@@ -4503,7 +4519,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
#endif
if
(
NULL
!=
This
->
renderTarget
)
{
GLenum
prev_read
;
/*GLenum prev_read; */
glFlush
();
vcheckGLcall
(
"glFlush"
);
...
...
@@ -4514,6 +4530,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
getchar
();
#endif
#if 0
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
glReadBuffer(GL_BACK);
...
...
@@ -4538,6 +4555,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
}
glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer");
#endif
}
if
(
BackBufferFormat
!=
This
->
renderTarget
->
myDesc
.
Format
&&
...
...
@@ -4571,6 +4589,18 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
if
(
NULL
!=
This
->
stencilBufferTarget
)
IDirect3DSurface8Impl_AddRef
((
LPDIRECT3DSURFACE8
)
This
->
stencilBufferTarget
);
if
(
NULL
!=
tmp
)
IDirect3DSurface8Impl_Release
((
LPDIRECT3DSURFACE8
)
tmp
);
{
DWORD
value
;
/* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
This
->
renderUpsideDown
=
This
->
renderTarget
!=
This
->
frontBuffer
;
/* Force updating the cull mode */
IDirect3DDevice8_GetRenderState
(
iface
,
D3DRS_CULLMODE
,
&
value
);
IDirect3DDevice8_SetRenderState
(
iface
,
D3DRS_CULLMODE
,
value
);
/* Force updating projection matrix */
This
->
last_was_rhw
=
FALSE
;
This
->
proj_valid
=
FALSE
;
}
ret
=
D3D_OK
;
}
else
{
...
...
dlls/d3d8/drawprim.c
View file @
15ccb11e
...
...
@@ -218,6 +218,12 @@ void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
}
static
GLfloat
invymat
[
16
]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
-
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
};
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */
...
...
@@ -271,6 +277,10 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
a pixel (See comment above glTranslate below) */
glTranslatef
(
0
.
5
,
0
.
5
,
0
);
checkGLcall
(
"glTranslatef(0.5, 0.5, 0)"
);
if
(
This
->
renderUpsideDown
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
}
}
else
{
...
...
@@ -311,6 +321,11 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
glLoadIdentity
();
glTranslatef
(
1
.
0
/
This
->
StateBlock
->
viewport
.
Width
,
-
1
.
0
/
This
->
StateBlock
->
viewport
.
Height
,
0
);
checkGLcall
(
"glTranslatef (1.0/width, -1.0/height, 0)"
);
if
(
This
->
renderUpsideDown
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
glMultMatrixf
((
float
*
)
&
This
->
StateBlock
->
transforms
[
D3DTS_PROJECTION
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
}
...
...
@@ -330,6 +345,10 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
a pixel (See comment above glTranslate above) */
glTranslatef
(
1
.
0
/
This
->
StateBlock
->
viewport
.
Width
,
-
1
.
0
/
This
->
StateBlock
->
viewport
.
Height
,
0
);
checkGLcall
(
"glTranslatef (1.0/width, -1.0/height, 0)"
);
if
(
This
->
renderUpsideDown
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
This
->
modelview_valid
=
FALSE
;
This
->
proj_valid
=
FALSE
;
}
...
...
dlls/d3d8/surface.c
View file @
15ccb11e
...
...
@@ -129,7 +129,12 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
ICOM_THIS
(
IDirect3DSurface8Impl
,
iface
);
/* fixme: should we really lock as such? */
if
(
This
->
inTexture
&&
This
->
inPBuffer
)
{
FIXME
(
"Warning: Surface is in texture memory or pbuffer
\n
"
);
This
->
inTexture
=
0
;
This
->
inPBuffer
=
0
;
}
if
(
FALSE
==
This
->
lockable
)
{
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
texture regions, and since the destination is an unlockable region we need
...
...
@@ -474,6 +479,33 @@ ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
HRESULT
WINAPI
IDirect3DSurface8Impl_LoadTexture
(
LPDIRECT3DSURFACE8
iface
,
GLenum
gl_target
,
GLenum
gl_level
)
{
ICOM_THIS
(
IDirect3DSurface8Impl
,
iface
);
if
(
This
->
inTexture
)
return
D3D_OK
;
if
(
This
->
inPBuffer
)
{
ENTER_GL
();
if
(
gl_level
!=
0
)
FIXME
(
"Surface in texture is only supported for level 0
\n
"
);
else
if
(
This
->
myDesc
.
Format
==
D3DFMT_P8
||
This
->
myDesc
.
Format
==
D3DFMT_A8P8
||
This
->
myDesc
.
Format
==
D3DFMT_DXT1
||
This
->
myDesc
.
Format
==
D3DFMT_DXT3
||
This
->
myDesc
.
Format
==
D3DFMT_DXT5
)
FIXME
(
"Format %d not supported
\n
"
,
This
->
myDesc
.
Format
);
else
{
glCopyTexImage2D
(
gl_target
,
0
,
D3DFmt2GLIntFmt
(
This
->
Device
,
This
->
myDesc
.
Format
),
0
,
0
,
/*This->surfaces[j][i]->myDesc.Height-1,*/
This
->
myDesc
.
Width
,
This
->
myDesc
.
Height
,
0
);
TRACE
(
"Updating target %d
\n
"
,
gl_target
);
This
->
inTexture
=
TRUE
;
}
LEAVE_GL
();
return
D3D_OK
;
}
if
((
This
->
myDesc
.
Format
==
D3DFMT_P8
||
This
->
myDesc
.
Format
==
D3DFMT_A8P8
)
&&
!
GL_SUPPORT_DEV
(
EXT_PALETTED_TEXTURE
,
This
->
Device
))
{
/**
...
...
dlls/d3d8/utils.c
View file @
15ccb11e
...
...
@@ -653,14 +653,17 @@ void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum*
case
D3DTA_TFACTOR
:
*
source
=
GL_CONSTANT_EXT
;
break
;
case
D3DTA_SPECULAR
:
/*
*
/*
* According to the GL_ARB_texture_env_combine specs, SPECULAR is
* 'Secondary color' and isn't supported until base GL supports it
* There is no concept of temp registers as far as I can tell
*/
FIXME
(
"Unhandled texture arg D3DTA_SPECULAR
\n
"
);
*
source
=
GL_TEXTURE
;
break
;
default:
FIXME
(
"Unrecognized
or unhandled
texture arg %ld
\n
"
,
iValue
);
FIXME
(
"Unrecognized texture arg %ld
\n
"
,
iValue
);
*
source
=
GL_TEXTURE
;
}
}
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment