[D3D] Add ZBuffer locking support
Lionel Ulmer
lionel.ulmer at free.fr
Sat Sep 13 13:36:40 CDT 2003
This makes Grim Fandango almost work in D3D mode... When I say 'almost' is
because it is abysmally slow (which I find strange as the same Z buffer
write code seems to work relatively fast in Residual).
Anyway, I would be interested to know what people experience on their boxes
:-)
Lionel
Changelog:
- add ZBuffer write support
- some TRACEing fixes
--
Lionel Ulmer - http://www.bbrox.org/
-------------- next part --------------
--- dlls/ddraw_CVS/d3d_private.h Wed Jun 18 23:14:02 2003
+++ dlls/ddraw/d3d_private.h Tue Sep 9 21:53:23 2003
@@ -199,7 +199,8 @@
D3DVIEWPORT7 active_viewport;
IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
-
+ IDirectDrawSurfaceImpl *current_zbuffer;
+
/* Current transformation matrices */
D3DMATRIX *world_mat;
D3DMATRIX *view_mat;
--- dlls/ddraw_CVS/d3ddevice/mesa.c Fri Aug 22 22:42:24 2003
+++ dlls/ddraw/d3ddevice/mesa.c Thu Sep 11 22:12:50 2003
@@ -1093,6 +1093,54 @@
return ret_value;
}
+static void flush_zbuffer_to_GL(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
+ static BOOLEAN first = TRUE;
+ IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+ int row;
+ GLenum type;
+
+ if (first == TRUE) {
+ MESSAGE("Warning : application does direct locking of ZBuffer - expect slowdowns on many GL implementations :-)\n");
+ first = FALSE;
+ }
+
+ TRACE("flushing ZBuffer back to GL\n");
+
+ if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
+ gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
+ d3ddevice_set_ortho(d3d_dev);
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (gl_d3d_dev->depth_test == 0) glEnable(GL_DEPTH_TEST);
+ if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS) glDepthFunc(GL_ALWAYS);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ /* This loop here is to prevent using PixelZoom that may be unoptimized for the 1.0 / -1.0 case
+ in some drivers...
+ */
+ switch (surf->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth) {
+ case 16: type = GL_UNSIGNED_SHORT; break;
+ case 32: type = GL_UNSIGNED_INT; break;
+ default: FIXME("Unhandled ZBuffer format !\n"); goto restore_state;
+ }
+
+ for (row = 0; row < surf->surface_desc.dwHeight; row++) {
+ // glRasterPos3d(0.0, row + 1.0, 0.5);
+ glRasterPos2i(0, row + 1);
+ glDrawPixels(surf->surface_desc.dwWidth, 1, GL_DEPTH_COMPONENT, type,
+ ((unsigned char *) surf->surface_desc.lpSurface) + (row * surf->surface_desc.u1.lPitch));
+ }
+
+ restore_state:
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if (d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1] != D3DCMP_ALWAYS)
+ glDepthFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ZFUNC - 1]));
+ if (gl_d3d_dev->depth_test == 0) glDisable(GL_DEPTH_TEST);
+}
+
/* These are the various handler used in the generic path */
inline static void handle_xyz(D3DVALUE *coords) {
glVertex3fv(coords);
@@ -1248,8 +1296,26 @@
if (glThis->state[WINE_GL_BUFFER_BACK] == SURFACE_MEMORY_DIRTY) {
This->flush_to_framebuffer(This, &(glThis->lock_rect[WINE_GL_BUFFER_BACK]), glThis->lock_surf[WINE_GL_BUFFER_BACK]);
}
-
glThis->state[WINE_GL_BUFFER_BACK] = SURFACE_GL;
+
+ if (This->current_zbuffer == NULL) {
+ /* Search for an attached ZBuffer */
+ static const DDSCAPS2 zbuf_caps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
+ LPDIRECTDRAWSURFACE7 zbuf;
+ HRESULT hr;
+
+ hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(This->surface, IDirectDrawSurface7),
+ (DDSCAPS2 *) &zbuf_caps, &zbuf);
+ if (!FAILED(hr)) {
+ This->current_zbuffer = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, zbuf);
+ IDirectDrawSurface7_Release(zbuf);
+ }
+ }
+ if (This->current_zbuffer != NULL) {
+ if (This->current_zbuffer->get_dirty_status(This->current_zbuffer, NULL)) {
+ flush_zbuffer_to_GL(This, NULL, This->current_zbuffer);
+ }
+ }
/* Just a hack for now.. Will have to find better algorithm :-/ */
if ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
@@ -1267,7 +1333,6 @@
glThis->current_active_tex_unit = GL_TEXTURE0_WINE;
}
-
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
vertex_lighted);
@@ -3157,11 +3222,11 @@
to OpenGL screen coordinates (ie the upper left corner is not the same).
For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between
-1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */
- trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
- trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
- trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = -1.0;
- trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
-
+ trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0;
+ trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0;
+ trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0;
+ trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0;
+
ENTER_GL();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@@ -3871,6 +3936,7 @@
static void fill_caps(void)
{
GLint max_clip_planes;
+ GLint depth_bits;
/* Fill first all the fields with default values which will be overriden later on with
correct ones from the GL code
@@ -3883,7 +3949,6 @@
fill_opengl_primcaps(&(opengl_device_caps.dpcLineCaps));
fill_opengl_primcaps(&(opengl_device_caps.dpcTriCaps));
opengl_device_caps.dwDeviceRenderBitDepth = DDBD_16|DDBD_24|DDBD_32;
- opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32;
opengl_device_caps.dwMinTextureWidth = 1;
opengl_device_caps.dwMinTextureHeight = 1;
opengl_device_caps.dwMaxTextureWidth = 1024;
@@ -3934,6 +3999,15 @@
glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
opengl_device_caps.wMaxUserClipPlanes = max_clip_planes;
TRACE(": max clipping planes = %d\n", opengl_device_caps.wMaxUserClipPlanes);
+
+ glGetIntegerv(GL_DEPTH_BITS, &depth_bits);
+ TRACE(": Z bits = %d\n", depth_bits);
+ switch (depth_bits) {
+ case 16: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16; break;
+ case 24: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_24; break;
+ case 32: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_32; break;
+ default: opengl_device_caps.dwDeviceZBufferBitDepth = DDBD_16|DDBD_24|DDBD_32; break;
+ }
}
BOOL
--- dlls/ddraw_CVS/ddraw_private.h Fri Jun 6 21:24:12 2003
+++ dlls/ddraw/ddraw_private.h Tue Sep 9 22:17:10 2003
@@ -320,6 +320,7 @@
LPVOID tex_private;
void (*lock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags);
void (*unlock_update_prev)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
+ BOOLEAN (*get_dirty_status)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
};
/*****************************************************************************
--- dlls/ddraw_CVS/dsurface/fakezbuffer.c Fri Jun 6 21:24:12 2003
+++ dlls/ddraw/dsurface/fakezbuffer.c Tue Sep 9 22:24:12 2003
@@ -44,12 +44,34 @@
static ICOM_VTABLE(IDirectDrawSurface7) FakeZBuffer_IDirectDrawSurface7_VTable;
+#ifdef HAVE_OPENGL
+static void zbuffer_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
+{
+ /* Note that this does not do anything for now... At least it's not needed for Grim Fandango :-) */
+}
+
+static void zbuffer_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
+{
+ ((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory = TRUE;
+}
+
+static BOOLEAN zbuffer_get_dirty_status(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
+{
+ if (((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory == TRUE) {
+ ((FakeZBuffer_DirectDrawSurfaceImpl *) This->private)->in_memory = FALSE;
+ return TRUE;
+ }
+ return FALSE;
+}
+#endif
+
HRESULT FakeZBuffer_DirectDrawSurface_Construct(IDirectDrawSurfaceImpl *This,
IDirectDrawImpl *pDD,
const DDSURFACEDESC2 *pDDSD)
{
HRESULT hr;
-
+ BYTE zdepth = 16; /* Default value.. Should use the one from GL */
+
assert(pDDSD->ddsCaps.dwCaps & DDSCAPS_ZBUFFER);
hr = Main_DirectDrawSurface_Construct(This, pDD, pDDSD);
@@ -61,6 +83,33 @@
This->final_release = FakeZBuffer_DirectDrawSurface_final_release;
This->duplicate_surface = FakeZBuffer_DirectDrawSurface_duplicate_surface;
+#ifdef HAVE_OPENGL
+ if (opengl_initialized) {
+ This->lock_update = zbuffer_lock_update;
+ This->unlock_update = zbuffer_unlock_update;
+ This->get_dirty_status = zbuffer_get_dirty_status;
+ }
+#endif
+
+
+ /* Beginning of some D3D hacks :-) */
+ if (This->surface_desc.dwFlags & DDSD_ZBUFFERBITDEPTH) {
+ zdepth = This->surface_desc.u2.dwMipMapCount; /* This is where the Z buffer depth is stored in 'old' versions */
+ }
+
+ if ((This->surface_desc.dwFlags & DDSD_PIXELFORMAT) == 0) {
+ This->surface_desc.dwFlags |= DDSD_PIXELFORMAT;
+ This->surface_desc.u4.ddpfPixelFormat.dwSize = sizeof(This->surface_desc.u4.ddpfPixelFormat);
+ This->surface_desc.u4.ddpfPixelFormat.dwFlags = DDPF_ZBUFFER;
+ This->surface_desc.u4.ddpfPixelFormat.u1.dwZBufferBitDepth = zdepth;
+ }
+ if ((This->surface_desc.dwFlags & DDSD_PITCH) == 0) {
+ This->surface_desc.dwFlags |= DDSD_PITCH;
+ This->surface_desc.u1.lPitch = ((zdepth + 7) / 8) * This->surface_desc.dwWidth;
+ }
+ This->surface_desc.lpSurface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ This->surface_desc.u1.lPitch * This->surface_desc.dwHeight);
+
return DD_OK;
}
--- dlls/ddraw_CVS/dsurface/fakezbuffer.h Tue Jul 23 20:39:11 2002
+++ dlls/ddraw/dsurface/fakezbuffer.h Tue Sep 9 21:50:49 2003
@@ -19,14 +19,9 @@
#ifndef DDRAW_DSURFACE_FAKEZBUFFER_H_INCLUDED
#define DDRAW_DSURFACE_FAKEZBUFFER_H_INCLUDED
-struct FakeZBuffer_DirectDrawSurfaceImpl_Part
-{
- int dummy;
-};
-
typedef struct
{
- struct FakeZBuffer_DirectDrawSurfaceImpl_Part fakezbuffer;
+ BOOLEAN in_memory;
} FakeZBuffer_DirectDrawSurfaceImpl;
HRESULT
--- dlls/ddraw_CVS/gl_api.h Sat Aug 9 12:06:51 2003
+++ dlls/ddraw/gl_api.h Thu Sep 11 21:57:28 2003
@@ -38,6 +38,7 @@
GL_API_FUNCTION(glColor3f)
GL_API_FUNCTION(glColor3ub)
GL_API_FUNCTION(glColor4ub)
+GL_API_FUNCTION(glColorMask)
GL_API_FUNCTION(glColorMaterial)
GL_API_FUNCTION(glCopyPixels)
GL_API_FUNCTION(glCopyTexSubImage2D)
@@ -76,11 +77,13 @@
GL_API_FUNCTION(glMultMatrixf)
GL_API_FUNCTION(glNormal3f)
GL_API_FUNCTION(glNormal3fv)
+GL_API_FUNCTION(glOrtho)
GL_API_FUNCTION(glPixelStorei)
GL_API_FUNCTION(glPolygonMode)
GL_API_FUNCTION(glPolygonOffset)
GL_API_FUNCTION(glPopMatrix)
GL_API_FUNCTION(glPushMatrix)
+GL_API_FUNCTION(glRasterPos2i)
GL_API_FUNCTION(glRasterPos3d)
GL_API_FUNCTION(glReadBuffer)
GL_API_FUNCTION(glReadPixels)
--- dlls/ddraw_CVS/gl_private.h Fri Aug 22 22:42:24 2003
+++ dlls/ddraw/gl_private.h Thu Sep 11 21:57:40 2003
@@ -81,6 +81,7 @@
#define glColor3f pglColor3f
#define glColor3ub pglColor3ub
#define glColor4ub pglColor4ub
+#define glColorMask pglColorMask
#define glCopyPixels pglCopyPixels
#define glCopyTexSubImage2D pglCopyTexSubImage2D
#define glColorMaterial pglColorMaterial
@@ -119,11 +120,13 @@
#define glMultMatrixf pglMultMatrixf
#define glNormal3f pglNormal3f
#define glNormal3fv pglNormal3fv
+#define glOrtho pglOrtho
#define glPixelStorei pglPixelStorei
#define glPolygonMode pglPolygonMode
#define glPolygonOffset pglPolygonOffset
#define glPopMatrix pglPopMatrix
#define glPushMatrix pglPushMatrix
+#define glRasterPos2i pglRasterPos2i
#define glRasterPos3d pglRasterPos3d
#define glReadBuffer pglReadBuffer
#define glReadPixels pglReadPixels
--- dlls/ddraw_CVS/helper.c Fri Aug 1 21:38:18 2003
+++ dlls/ddraw/helper.c Sun Sep 7 20:21:53 2003
@@ -347,6 +347,7 @@
ME(DDSD_LINEARSIZE, DDRAW_dump_DWORD, u1.dwLinearSize),
ME(DDSD_BACKBUFFERCOUNT, DDRAW_dump_DWORD, dwBackBufferCount),
ME(DDSD_MIPMAPCOUNT, DDRAW_dump_DWORD, u2.dwMipMapCount),
+ ME(DDSD_ZBUFFERBITDEPTH, DDRAW_dump_DWORD, u2.dwMipMapCount), /* This is for 'old-style' D3D */
ME(DDSD_REFRESHRATE, DDRAW_dump_DWORD, u2.dwRefreshRate),
ME(DDSD_ALPHABITDEPTH, DDRAW_dump_DWORD, dwAlphaBitDepth),
ME(DDSD_LPSURFACE, DDRAW_dump_PTR, lpSurface),
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