Commit 20de200f authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move the functionality of primitiveInitState to the state table.

parent a48bbc36
......@@ -2366,21 +2366,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
/* Capture the times we can just ignore the change for now */
if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
This->modelview_valid = FALSE;
return WINED3D_OK;
} else if (d3dts == WINED3DTS_PROJECTION) {
This->proj_valid = FALSE;
return WINED3D_OK;
} else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
/* Indexed Vertex Blending Matrices 256 -> 511 */
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
return WINED3D_OK;
}
if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
/* This is now set with the texture unit states, it may be a good idea to flag the change though! */
} else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
/* Handled by the state manager */
......
......@@ -227,116 +227,6 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
}
}
}
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */
static void primitiveInitState(
IWineD3DDevice *iface,
WineDirect3DVertexStridedData* strided,
BOOL useVS,
BOOL* lighting_changed,
BOOL* lighting_original) {
BOOL fixed_vtx_transformed =
(strided->u.s.position.lpData != NULL || strided->u.s.position.VBO != 0 ||
strided->u.s.position2.lpData != NULL || strided->u.s.position2.VBO != 0) &&
strided->u.s.position_transformed;
BOOL fixed_vtx_lit =
strided->u.s.normal.lpData == NULL && strided->u.s.normal.VBO == 0 &&
strided->u.s.normal2.lpData == NULL && strided->u.s.normal2.VBO == 0;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*lighting_changed = FALSE;
/* If no normals, DISABLE lighting otherwise, don't touch lighing as it is
set by the appropriate render state. Note Vertex Shader output is already lit */
if (fixed_vtx_lit || useVS) {
*lighting_changed = TRUE;
*lighting_original = glIsEnabled(GL_LIGHTING);
glDisable(GL_LIGHTING);
checkGLcall("glDisable(GL_LIGHTING);");
TRACE("Disabled lighting, old state = %d\n", *lighting_original);
}
if (!useVS && fixed_vtx_transformed) {
d3ddevice_set_ortho(This);
} else {
/* Untransformed, so relies on the view and projection matrices */
This->untransformed = TRUE;
if (!useVS && (This->last_was_rhw || !This->modelview_valid)) {
/* Only reapply when have to */
This->modelview_valid = TRUE;
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
/* In the general case, the view matrix is the identity matrix */
if (This->view_ident) {
glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glLoadMatrixf");
} else {
glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
}
}
if (!useVS && (This->last_was_rhw || !This->proj_valid)) {
/* Only reapply when have to */
This->proj_valid = TRUE;
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glLoadIdentity();
glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (This->render_offscreen) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
/* Vertex Shader output is already transformed, so set up identity matrices */
if (useVS) {
This->posFixup[1] = This->render_offscreen ? -1.0 : 1.0;
This->posFixup[2] = 0.9 / This->stateBlock->viewport.Width;
This->posFixup[3] = -0.9 / This->stateBlock->viewport.Height;
}
This->last_was_rhw = FALSE;
/* Setup fogging */
if (useVS && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->usesFog) {
/* In D3D vertex shader return the 'final' fog value, while in OpenGL it is the 'input' fog value.
* The code below 'disables' the OpenGL postprocessing by setting the formula to '1'. */
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 1.0f);
glFogf(GL_FOG_END, 0.0f);
} else if(This->stateBlock->renderState[WINED3DRS_FOGENABLE]
&& This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] != WINED3DFOG_NONE) {
/* Reapply the fog */
StateTable[STATE_RENDER(WINED3DRS_FOGENABLE)].apply(STATE_RENDER(WINED3DRS_FOGSTART), This->stateBlock);
}
}
}
static BOOL fixed_get_input(
BYTE usage, BYTE usage_idx,
......@@ -1947,8 +1837,6 @@ void drawPrimitive(IWineD3DDevice *iface,
DWORD dirtyState, idx;
BYTE shift;
BOOL lighting_changed, lighting_original = FALSE;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if (This->vs_selected_mode != SHADER_NONE && This->stateBlock->vertexShader &&
......@@ -1991,9 +1879,6 @@ void drawPrimitive(IWineD3DDevice *iface,
}
This->depth_copy_state = WINED3D_DCS_INITIAL;
/* Setup transform matrices and sort out */
primitiveInitState(iface, &This->strided_streams, useVertexShaderFunction, &lighting_changed, &lighting_original);
/* Now initialize the materials state */
init_materials(iface, (This->strided_streams.u.s.diffuse.lpData != NULL || This->strided_streams.u.s.diffuse.VBO != 0));
......@@ -2010,13 +1895,6 @@ void drawPrimitive(IWineD3DDevice *iface,
idxData, idxSize, minIndex, StartIdx, fixup);
}
/* If vertex shaders or no normals, restore previous lighting state */
if (lighting_changed) {
if (lighting_original) glEnable(GL_LIGHTING);
else glDisable(GL_LIGHTING);
TRACE("Restored lighting to original state\n");
}
/* Finshed updating the screen, restore lock */
LEAVE_GL();
TRACE("Done all gl drawing\n");
......
......@@ -71,6 +71,8 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
}
#if 0
/* if 0ed because it will be revived later */
static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* TODO: Lighting is only enabled if Vertex normals are passed by the application,
......@@ -85,6 +87,7 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
checkGLcall("glDisable GL_LIGHTING");
}
}
#endif
static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
......@@ -646,7 +649,6 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
fogend = tmpvalue.f;
#if 0
/* Activate when vertex shaders are in the state table */
if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
......@@ -656,17 +658,14 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
fogend = 0.0;
stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
}
#endif
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
* the system will apply only pixel(=table) fog effects."
*/
/* else */ if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
glHint(GL_FOG_HINT, GL_FASTEST);
checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
#if 0
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
#endif
switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
/* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
* If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
......@@ -727,9 +726,8 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
} else {
glHint(GL_FOG_HINT, GL_NICEST);
checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
#if 0
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
#endif
switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
case D3DFOG_EXP:
glFogi(GL_FOG_MODE, GL_EXP);
......@@ -1851,29 +1849,48 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
glPopMatrix();
checkGLcall("glPopMatrix()");
/* Call the vdecl update. Will be tidied up later */
StateTable[STATE_VDECL].apply(STATE_VDECL, stateblock);
}
static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateBlock) {
WARN("World matrix 1 - 255 not supported yet\n");
}
static const GLfloat invymat[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
BOOL useVertexShaderFunction = FALSE;
stateblock->wineD3DDevice->streamFixedUp = FALSE;
BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
BOOL transformed, lit;
/* Some stuff is in the device until we have per context tracking */
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
device->streamFixedUp = FALSE;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders
*/
if (stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL)
if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
useVertexShaderFunction = TRUE;
if(stateblock->wineD3DDevice->up_strided) {
if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != device->last_was_foggy_shader) {
updateFog = TRUE;
}
} else if(device->last_was_foggy_shader) {
updateFog = TRUE;
}
if(device->up_strided) {
/* Note: this is a ddraw fixed-function code path */
TRACE("================ Strided Input ===================\n");
memcpy(&stateblock->wineD3DDevice->strided_streams, stateblock->wineD3DDevice->up_strided, sizeof(stateblock->wineD3DDevice->strided_streams));
stateblock->wineD3DDevice->streamFixedUp = FALSE;
memcpy(&device->strided_streams, device->up_strided, sizeof(device->strided_streams));
}
else if (stateblock->vertexDecl || stateblock->vertexShader) {
/* Note: This is a fixed function or shader codepath.
......@@ -1882,13 +1899,13 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
* don't set any declaration at all
*/
TRACE("================ Vertex Declaration ===================\n");
memset(&stateblock->wineD3DDevice->strided_streams, 0, sizeof(stateblock->wineD3DDevice->strided_streams));
memset(&device->strided_streams, 0, sizeof(device->strided_streams));
if (stateblock->vertexDecl != NULL ||
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->vertexDeclaration != NULL) {
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) stateblock->wineD3DDevice, useVertexShaderFunction,
&stateblock->wineD3DDevice->strided_streams, &stateblock->wineD3DDevice->streamFixedUp);
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction,
&device->strided_streams, &device->streamFixedUp);
}
} else {
/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
......@@ -1896,9 +1913,96 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
* It will not work properly for shaders.
*/
TRACE("================ FVF ===================\n");
memset(&stateblock->wineD3DDevice->strided_streams, 0, sizeof(stateblock->wineD3DDevice->strided_streams));
primitiveConvertToStridedData((IWineD3DDevice *) stateblock->wineD3DDevice, &stateblock->wineD3DDevice->strided_streams,
&stateblock->wineD3DDevice->streamFixedUp);
memset(&device->strided_streams, 0, sizeof(device->strided_streams));
primitiveConvertToStridedData((IWineD3DDevice *) device, &device->strided_streams,
&device->streamFixedUp);
}
/* Do I have to use ? TRUE : FALSE ? Or can I rely on 15==15 beeing equal to TRUE(=1)? */
transformed = ((device->strided_streams.u.s.position.lpData != NULL ||
device->strided_streams.u.s.position.VBO != 0) &&
device->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
lit = device->strided_streams.u.s.normal.lpData == NULL &&
device->strided_streams.u.s.normal.VBO == 0;
if(transformed != device->last_was_rhw && !useVertexShaderFunction) {
updateFog = TRUE;
}
/* TODO: The vertex declaration changes lighting, but lighting doesn't affect the vertex declaration and the
* stream sources. This can be handled nicer
*/
if(stateblock->renderState[WINED3DRS_LIGHTING] && !lit) {
glEnable(GL_LIGHTING);
checkGLcall("glEnable(GL_LIGHTING)");
} else {
glDisable(GL_LIGHTING);
checkGLcall("glDisable(GL_LIGHTING");
}
if (!useVertexShaderFunction && transformed) {
d3ddevice_set_ortho(device);
} else {
/* Untransformed, so relies on the view and projection matrices */
device->untransformed = TRUE;
if (!useVertexShaderFunction) {
device->modelview_valid = TRUE;
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
/* In the general case, the view matrix is the identity matrix */
if (device->view_ident) {
glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glLoadMatrixf");
} else {
glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf");
glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
checkGLcall("glMultMatrixf");
}
}
if (!useVertexShaderFunction) {
device->proj_valid = TRUE;
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glLoadIdentity();
glTranslatef(0.9 / stateblock->viewport.Width, -0.9 / stateblock->viewport.Height, 0);
checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (device->render_offscreen) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
}
glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");
}
/* Vertex Shader output is already transformed, so set up identity matrices */
if (useVertexShaderFunction) {
device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
device->posFixup[2] = 0.9 / stateblock->viewport.Width;
device->posFixup[3] = -0.9 / stateblock->viewport.Height;
}
device->last_was_rhw = FALSE;
}
/* Setup fogging */
if(updateFog) {
state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock);
}
}
......@@ -2043,7 +2147,7 @@ const struct StateEntry StateTable[] =
{ /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
{ /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
{ /*137, WINED3DRS_LIGHTING */ STATE_VDECL, vertexdeclaration },
{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_extents },
{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
......@@ -2404,7 +2508,7 @@ const struct StateEntry StateTable[] =
/* Transform states follow */
{ /* 1, undefined */ 0, state_undefined },
{ /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), transform_view },
{ /* 3, WINED3DTS_PROJECTION */ STATE_TRANSFORM(WINED3DTS_PROJECTION), state_undefined },
{ /* 3, WINED3DTS_PROJECTION */ STATE_VDECL, vertexdeclaration },
{ /* 4, undefined */ 0, state_undefined },
{ /* 5, undefined */ 0, state_undefined },
{ /* 6, undefined */ 0, state_undefined },
......@@ -2659,7 +2763,7 @@ const struct StateEntry StateTable[] =
{ /*254, undefined */ 0, state_undefined },
{ /*255, undefined */ 0, state_undefined },
/* End huge gap */
{ /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), state_undefined },
{ /*256, WINED3DTS_WORLDMATRIX(0) */ STATE_VDECL, vertexdeclaration },
{ /*257, WINED3DTS_WORLDMATRIX(1) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(1)), transform_worldex },
{ /*258, WINED3DTS_WORLDMATRIX(2) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(2)), transform_worldex },
{ /*259, WINED3DTS_WORLDMATRIX(3) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(3)), transform_worldex },
......
......@@ -581,6 +581,7 @@ typedef struct IWineD3DDeviceImpl
BOOL last_was_notclipped;
BOOL untransformed;
BOOL last_was_pshader;
BOOL last_was_foggy_shader;
/* State block related */
BOOL isRecordingState;
......
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