Commit 1eaee423 authored by Lionel Ulmer's avatar Lionel Ulmer Committed by Alexandre Julliard

Use vertex arrays when possible.

parent 2d6a3fcc
...@@ -836,42 +836,36 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface, ...@@ -836,42 +836,36 @@ GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
return DD_OK; return DD_OK;
} }
static void draw_primitive_start_GL(D3DPRIMITIVETYPE d3dpt) static GLenum convert_D3D_ptype_to_GL(D3DPRIMITIVETYPE d3dpt)
{ {
switch (d3dpt) { switch (d3dpt) {
case D3DPT_POINTLIST: case D3DPT_POINTLIST:
TRACE("Start POINTS\n"); TRACE(" primitive type is POINTS\n");
glBegin(GL_POINTS); return GL_POINTS;
break;
case D3DPT_LINELIST: case D3DPT_LINELIST:
TRACE("Start LINES\n"); TRACE(" primitive type is LINES\n");
glBegin(GL_LINES); return GL_LINES;
break;
case D3DPT_LINESTRIP: case D3DPT_LINESTRIP:
TRACE("Start LINE_STRIP\n"); TRACE(" primitive type is LINE_STRIP\n");
glBegin(GL_LINE_STRIP); return GL_LINE_STRIP;
break;
case D3DPT_TRIANGLELIST: case D3DPT_TRIANGLELIST:
TRACE("Start TRIANGLES\n"); TRACE(" primitive type is TRIANGLES\n");
glBegin(GL_TRIANGLES); return GL_TRIANGLES;
break;
case D3DPT_TRIANGLESTRIP: case D3DPT_TRIANGLESTRIP:
TRACE("Start TRIANGLE_STRIP\n"); TRACE(" primitive type is TRIANGLE_STRIP\n");
glBegin(GL_TRIANGLE_STRIP); return GL_TRIANGLE_STRIP;
break;
case D3DPT_TRIANGLEFAN: case D3DPT_TRIANGLEFAN:
TRACE("Start TRIANGLE_FAN\n"); TRACE(" primitive type is TRIANGLE_FAN\n");
glBegin(GL_TRIANGLE_FAN); return GL_TRIANGLE_FAN;
break;
default: default:
FIXME("Unhandled primitive %08x\n", d3dpt); FIXME("Unhandled primitive %08x\n", d3dpt);
break; return GL_POINTS;
} }
} }
...@@ -1305,6 +1299,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This, ...@@ -1305,6 +1299,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
BOOLEAN vertex_lighted = FALSE; BOOLEAN vertex_lighted = FALSE;
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This; IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
int num_active_stages = 0; int num_active_stages = 0;
int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
/* I put the trace before the various locks... So as to better understand where locks occur :-) */ /* I put the trace before the various locks... So as to better understand where locks occur :-) */
if (TRACE_ON(ddraw)) { if (TRACE_ON(ddraw)) {
...@@ -1356,7 +1351,68 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This, ...@@ -1356,7 +1351,68 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
draw_primitive_handle_GL_state(This, draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ, (d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
vertex_lighted); vertex_lighted);
draw_primitive_start_GL(d3dptPrimitiveType);
/* First, see if we can use the OpenGL vertex arrays... This is very limited
for now to some 'special' cases where we can do a direct mapping between D3D
types and GL types.
Note that in the future all calls will go through vertex arrays but the arrays
will be generated by this function. */
if (((d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZ) && /* Standard XYZ vertices */
(((d3dvtVertexType & (D3DFVF_DIFFUSE|D3DFVF_SPECULAR)) == 0) || /* Either no colours */
(((d3dvtVertexType & D3DFVF_DIFFUSE) != 0) && /* Or diffuse only but the Alpha component is not used */
(This->state_block.render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == FALSE) &&
(This->state_block.render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == FALSE)))) {
int tex_stage;
TRACE(" using GL vertex arrays for performance !\n");
/* First, the vertices (we are sure we have some :-) */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, lpD3DDrawPrimStrideData->position.dwStride, lpD3DDrawPrimStrideData->position.lpvData);
/* Then the normals */
if (d3dvtVertexType & D3DFVF_NORMAL) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, lpD3DDrawPrimStrideData->normal.dwStride, lpD3DDrawPrimStrideData->normal.lpvData);
}
/* Then the diffuse colour */
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_UNSIGNED_BYTE, lpD3DDrawPrimStrideData->normal.dwStride,
((char *) lpD3DDrawPrimStrideData->diffuse.lpvData));
}
/* Then the various textures */
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
int tex_index = This->state_block.texture_stage_state[tex_stage][D3DTSS_TEXCOORDINDEX - 1] & 0x0000FFFF;
if (tex_index >= num_tex_index) {
WARN("Default texture coordinate not handled in the vertex array path !!!\n");
tex_index = num_tex_index - 1;
}
if (GL_extensions.glClientActiveTexture) {
GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, lpD3DDrawPrimStrideData->textureCoords[tex_index].dwStride,
lpD3DDrawPrimStrideData->textureCoords[tex_index].lpvData);
}
if (dwIndices != NULL) {
glDrawElements(convert_D3D_ptype_to_GL(d3dptPrimitiveType), dwIndexCount, GL_UNSIGNED_SHORT, dwIndices);
} else {
glDrawArrays(convert_D3D_ptype_to_GL(d3dptPrimitiveType), 0, dwIndexCount);
}
glDisableClientState(GL_VERTEX_ARRAY);
if (d3dvtVertexType & D3DFVF_NORMAL) {
glDisableClientState(GL_NORMAL_ARRAY);
}
if (d3dvtVertexType & D3DFVF_DIFFUSE) {
glDisableClientState(GL_COLOR_ARRAY);
}
for (tex_stage = 0; tex_stage < num_active_stages; tex_stage++) {
if (GL_extensions.glClientActiveTexture) {
GL_extensions.glClientActiveTexture(GL_TEXTURE0_WINE + tex_stage);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
} else {
glBegin(convert_D3D_ptype_to_GL(d3dptPrimitiveType));
/* Some fast paths first before the generic case.... */ /* Some fast paths first before the generic case.... */
if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) { if ((d3dvtVertexType == D3DFVF_VERTEX) && (num_active_stages <= 1)) {
...@@ -1416,7 +1472,6 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This, ...@@ -1416,7 +1472,6 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
Note that people should write a fast path for all vertex formats out there... Note that people should write a fast path for all vertex formats out there...
*/ */
int index; int index;
int num_tex_index = ((d3dvtVertexType & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT);
static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 }; static const D3DVALUE no_index[] = { 0.0, 0.0, 0.0, 0.0 };
for (index = 0; index < dwIndexCount; index++) { for (index = 0; index < dwIndexCount; index++) {
...@@ -1517,6 +1572,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This, ...@@ -1517,6 +1572,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
} }
glEnd(); glEnd();
}
/* Whatever the case, disable the color material stuff */ /* Whatever the case, disable the color material stuff */
glDisable(GL_COLOR_MATERIAL); glDisable(GL_COLOR_MATERIAL);
...@@ -4203,6 +4259,7 @@ d3ddevice_init_at_startup(void *gl_handle) ...@@ -4203,6 +4259,7 @@ d3ddevice_init_at_startup(void *gl_handle)
/* We query the ARB version to be the most portable we can... */ /* We query the ARB version to be the most portable we can... */
GL_extensions.glActiveTexture = pglXGetProcAddressARB("glActiveTextureARB"); GL_extensions.glActiveTexture = pglXGetProcAddressARB("glActiveTextureARB");
GL_extensions.glMultiTexCoord2fv = pglXGetProcAddressARB("glMultiTexCoord2fv"); GL_extensions.glMultiTexCoord2fv = pglXGetProcAddressARB("glMultiTexCoord2fv");
GL_extensions.glClientActiveTexture = pglXGetProcAddressARB("glClientActiveTextureARB");
} }
} }
......
...@@ -40,6 +40,7 @@ GL_API_FUNCTION(glColor3ub) ...@@ -40,6 +40,7 @@ GL_API_FUNCTION(glColor3ub)
GL_API_FUNCTION(glColor4ub) GL_API_FUNCTION(glColor4ub)
GL_API_FUNCTION(glColorMask) GL_API_FUNCTION(glColorMask)
GL_API_FUNCTION(glColorMaterial) GL_API_FUNCTION(glColorMaterial)
GL_API_FUNCTION(glColorPointer)
GL_API_FUNCTION(glCopyPixels) GL_API_FUNCTION(glCopyPixels)
GL_API_FUNCTION(glCopyTexSubImage2D) GL_API_FUNCTION(glCopyTexSubImage2D)
GL_API_FUNCTION(glCullFace) GL_API_FUNCTION(glCullFace)
...@@ -48,9 +49,13 @@ GL_API_FUNCTION(glDepthFunc) ...@@ -48,9 +49,13 @@ GL_API_FUNCTION(glDepthFunc)
GL_API_FUNCTION(glDepthMask) GL_API_FUNCTION(glDepthMask)
GL_API_FUNCTION(glDepthRange) GL_API_FUNCTION(glDepthRange)
GL_API_FUNCTION(glDisable) GL_API_FUNCTION(glDisable)
GL_API_FUNCTION(glDisableClientState)
GL_API_FUNCTION(glDrawArrays)
GL_API_FUNCTION(glDrawBuffer) GL_API_FUNCTION(glDrawBuffer)
GL_API_FUNCTION(glDrawElements)
GL_API_FUNCTION(glDrawPixels) GL_API_FUNCTION(glDrawPixels)
GL_API_FUNCTION(glEnable) GL_API_FUNCTION(glEnable)
GL_API_FUNCTION(glEnableClientState)
GL_API_FUNCTION(glEnd) GL_API_FUNCTION(glEnd)
GL_API_FUNCTION(glFlush) GL_API_FUNCTION(glFlush)
GL_API_FUNCTION(glFogf) GL_API_FUNCTION(glFogf)
...@@ -77,6 +82,7 @@ GL_API_FUNCTION(glMatrixMode) ...@@ -77,6 +82,7 @@ GL_API_FUNCTION(glMatrixMode)
GL_API_FUNCTION(glMultMatrixf) GL_API_FUNCTION(glMultMatrixf)
GL_API_FUNCTION(glNormal3f) GL_API_FUNCTION(glNormal3f)
GL_API_FUNCTION(glNormal3fv) GL_API_FUNCTION(glNormal3fv)
GL_API_FUNCTION(glNormalPointer)
GL_API_FUNCTION(glOrtho) GL_API_FUNCTION(glOrtho)
GL_API_FUNCTION(glPixelStorei) GL_API_FUNCTION(glPixelStorei)
GL_API_FUNCTION(glPolygonMode) GL_API_FUNCTION(glPolygonMode)
...@@ -94,6 +100,7 @@ GL_API_FUNCTION(glStencilMask) ...@@ -94,6 +100,7 @@ GL_API_FUNCTION(glStencilMask)
GL_API_FUNCTION(glStencilOp) GL_API_FUNCTION(glStencilOp)
GL_API_FUNCTION(glTexCoord2f) GL_API_FUNCTION(glTexCoord2f)
GL_API_FUNCTION(glTexCoord2fv) GL_API_FUNCTION(glTexCoord2fv)
GL_API_FUNCTION(glTexCoordPointer)
GL_API_FUNCTION(glTexEnvf) GL_API_FUNCTION(glTexEnvf)
GL_API_FUNCTION(glTexEnvfv) GL_API_FUNCTION(glTexEnvfv)
GL_API_FUNCTION(glTexEnvi) GL_API_FUNCTION(glTexEnvi)
...@@ -106,6 +113,7 @@ GL_API_FUNCTION(glVertex3d) ...@@ -106,6 +113,7 @@ GL_API_FUNCTION(glVertex3d)
GL_API_FUNCTION(glVertex3f) GL_API_FUNCTION(glVertex3f)
GL_API_FUNCTION(glVertex3fv) GL_API_FUNCTION(glVertex3fv)
GL_API_FUNCTION(glVertex4f) GL_API_FUNCTION(glVertex4f)
GL_API_FUNCTION(glVertexPointer)
GL_API_FUNCTION(glViewport) GL_API_FUNCTION(glViewport)
GL_API_FUNCTION(glXCreateContext) GL_API_FUNCTION(glXCreateContext)
GL_API_FUNCTION(glXDestroyContext) GL_API_FUNCTION(glXDestroyContext)
......
...@@ -82,6 +82,7 @@ ...@@ -82,6 +82,7 @@
#define glColor3ub pglColor3ub #define glColor3ub pglColor3ub
#define glColor4ub pglColor4ub #define glColor4ub pglColor4ub
#define glColorMask pglColorMask #define glColorMask pglColorMask
#define glColorPointer pglColorPointer
#define glCopyPixels pglCopyPixels #define glCopyPixels pglCopyPixels
#define glCopyTexSubImage2D pglCopyTexSubImage2D #define glCopyTexSubImage2D pglCopyTexSubImage2D
#define glColorMaterial pglColorMaterial #define glColorMaterial pglColorMaterial
...@@ -91,9 +92,13 @@ ...@@ -91,9 +92,13 @@
#define glDepthMask pglDepthMask #define glDepthMask pglDepthMask
#define glDepthRange pglDepthRange #define glDepthRange pglDepthRange
#define glDisable pglDisable #define glDisable pglDisable
#define glDisableClientState pglDisableClientState
#define glDrawArrays pglDrawArrays
#define glDrawBuffer pglDrawBuffer #define glDrawBuffer pglDrawBuffer
#define glDrawElements pglDrawElements
#define glDrawPixels pglDrawPixels #define glDrawPixels pglDrawPixels
#define glEnable pglEnable #define glEnable pglEnable
#define glEnableClientState pglEnableClientState
#define glEnd pglEnd #define glEnd pglEnd
#define glFlush pglFlush #define glFlush pglFlush
#define glFogf pglFogf #define glFogf pglFogf
...@@ -120,6 +125,7 @@ ...@@ -120,6 +125,7 @@
#define glMultMatrixf pglMultMatrixf #define glMultMatrixf pglMultMatrixf
#define glNormal3f pglNormal3f #define glNormal3f pglNormal3f
#define glNormal3fv pglNormal3fv #define glNormal3fv pglNormal3fv
#define glNormalPointer pglNormalPointer
#define glOrtho pglOrtho #define glOrtho pglOrtho
#define glPixelStorei pglPixelStorei #define glPixelStorei pglPixelStorei
#define glPolygonMode pglPolygonMode #define glPolygonMode pglPolygonMode
...@@ -137,6 +143,7 @@ ...@@ -137,6 +143,7 @@
#define glStencilOp pglStencilOp #define glStencilOp pglStencilOp
#define glTexCoord2f pglTexCoord2f #define glTexCoord2f pglTexCoord2f
#define glTexCoord2fv pglTexCoord2fv #define glTexCoord2fv pglTexCoord2fv
#define glTexCoordPointer pglTexCoordPointer
#define glTexEnvf pglTexEnvf #define glTexEnvf pglTexEnvf
#define glTexEnvfv pglTexEnvfv #define glTexEnvfv pglTexEnvfv
#define glTexEnvi pglTexEnvi #define glTexEnvi pglTexEnvi
...@@ -149,6 +156,7 @@ ...@@ -149,6 +156,7 @@
#define glVertex3f pglVertex3f #define glVertex3f pglVertex3f
#define glVertex3fv pglVertex3fv #define glVertex3fv pglVertex3fv
#define glVertex4f pglVertex4f #define glVertex4f pglVertex4f
#define glVertexPointer pglVertexPointer
#define glViewport pglViewport #define glViewport pglViewport
#define glXCreateContext pglXCreateContext #define glXCreateContext pglXCreateContext
#define glXDestroyContext pglXDestroyContext #define glXDestroyContext pglXDestroyContext
......
...@@ -174,6 +174,7 @@ typedef struct { ...@@ -174,6 +174,7 @@ typedef struct {
GLint max_texture_units; GLint max_texture_units;
void (*glActiveTexture)(GLenum texture); void (*glActiveTexture)(GLenum texture);
void (*glMultiTexCoord2fv)(GLenum target, const GLfloat *v); void (*glMultiTexCoord2fv)(GLenum target, const GLfloat *v);
void (*glClientActiveTexture)(GLenum texture);
} GL_EXTENSIONS_LIST; } GL_EXTENSIONS_LIST;
extern GL_EXTENSIONS_LIST GL_extensions; extern GL_EXTENSIONS_LIST GL_extensions;
......
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