[3/5] wined3d: Split texture coordinate loading from
loadVertexData()
H. Verbeet
hverbeet at gmail.com
Wed May 9 12:08:10 CDT 2007
Loading texture coordinates work slightly different from loading the
other vertex data, and this allows us to only reload the texture
coordinates in tex_coordindex().
Changelog:
- Split texture coordinate loading from loadVertexData()
-------------- next part --------------
---
dlls/wined3d/state.c | 130 +++++++++++++++++++++++++++-----------------------
1 files changed, 70 insertions(+), 60 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 062e5f7..c0643a2 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1811,7 +1811,69 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
-static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd);
+static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
+ int texture_idx;
+
+ for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
+ GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+}
+
+static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
+ UINT *offset = stateblock->streamOffset;
+ unsigned int mapped_stage = 0;
+ unsigned int textureNo = 0;
+
+ for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
+ /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
+ /* Abort if we don't support the extension. */
+ if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
+ FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
+ continue;
+ }
+
+ if (stateblock->textures[textureNo]) {
+ int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
+
+ mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
+ /* The gl texture unit will never be -1 for a bound texture */
+ GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
+ checkGLcall("glClientActiveTextureARB");
+
+ if (coordIdx >= MAX_TEXTURES) {
+ VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
+ } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
+ VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
+ } else {
+ TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
+ textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
+ if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
+ checkGLcall("glBindBufferARB");
+ *curVBO = sd->u.s.texCoords[coordIdx].VBO;
+ }
+ /* The coords to supply depend completely on the fvf / vertex shader */
+ glTexCoordPointer(
+ WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
+ WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
+ sd->u.s.texCoords[coordIdx].dwStride,
+ sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+ } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
+ }
+ }
+ if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
+ /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
+ for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
+ }
+ }
+}
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
@@ -1983,11 +2045,14 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
/* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
- * source. Call loadVertexData directly because there is no need to reparse the vertex declaration
+ * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
* and do all the things linked to it
* TODO: Tidy that up to reload only the arrays of the changed unit
*/
- loadVertexData(stateblock, &stateblock->wineD3DDevice->strided_streams);
+ GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
+
+ unloadTexCoords(stateblock);
+ loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
}
}
@@ -2528,8 +2593,6 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
* TODO: Only load / unload arrays if we have to.
*/
static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
- int texture_idx;
-
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
@@ -2541,10 +2604,7 @@ static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
} else if (GL_SUPPORT(EXT_VERTEX_WEIGHTING)) {
glDisableClientState(GL_VERTEX_WEIGHT_ARRAY_EXT);
}
- for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
- GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- }
+ unloadTexCoords(stateblock);
}
/* This should match any arrays loaded in loadNumberedArrays
@@ -2691,10 +2751,8 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
/* Used from 2 different functions, and too big to justify making it inlined */
static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
- unsigned int textureNo = 0;
UINT *offset = stateblock->streamOffset;
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
- unsigned int mapped_stage = 0;
TRACE("Using fast vertex array code\n");
@@ -2967,55 +3025,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
}
/* Texture coords -------------------------------------------*/
-
- for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
- /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
- /* Abort if we don't support the extension. */
- if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
- FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
- continue;
- }
-
- if (stateblock->textures[textureNo] != NULL) {
- int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
-
- mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
- /* The gl texture unit will never be -1 for a bound texture */
- GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
- checkGLcall("glClientActiveTextureARB");
-
- if (coordIdx >= MAX_TEXTURES) {
- VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
- } else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
- VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
- } else {
- TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
- textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
- if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
- checkGLcall("glBindBufferARB");
- curVBO = sd->u.s.texCoords[coordIdx].VBO;
- }
- /* The coords to supply depend completely on the fvf / vertex shader */
- glTexCoordPointer(
- WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
- WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
- sd->u.s.texCoords[coordIdx].dwStride,
- sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- } else if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
- }
- }
- if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
- /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
- for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
- }
- }
+ loadTexCoords(stateblock, sd, &curVBO);
}
static inline void drawPrimitiveTraceDataLocations(
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