[PATCH 3/5] wined3d: Allow to apply extension emulation wrappers independently.
Matteo Bruni
mbruni at codeweavers.com
Mon Jul 27 07:29:55 CDT 2015
---
dlls/wined3d/directx.c | 3 +-
dlls/wined3d/gl_compat.c | 238 +++++++++++++----------------------------
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 76 insertions(+), 167 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 5880799..0ed97c7 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3805,7 +3805,8 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
init_driver_info(driver_info, card_vendor, device);
- add_gl_compat_wrappers(gl_info);
+ install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE);
+ install_gl_compat_wrapper(gl_info, EXT_FOG_COORD);
return TRUE;
}
diff --git a/dlls/wined3d/gl_compat.c b/dlls/wined3d/gl_compat.c
index a50d5c4..c79a453 100644
--- a/dlls/wined3d/gl_compat.c
+++ b/dlls/wined3d/gl_compat.c
@@ -260,18 +260,7 @@ static void WINE_GLAPI wine_glFogfv(GLenum pname, const GLfloat *param) {
}
static void (WINE_GLAPI *old_fogcoord_glVertex4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glVertex4fv) (const GLfloat *pos) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glVertex3f) (GLfloat x, GLfloat y, GLfloat z) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glVertex3fv) (const GLfloat *pos) = NULL;
static void (WINE_GLAPI *old_fogcoord_glColor4f) (GLfloat r, GLfloat g, GLfloat b, GLfloat a) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glColor4fv) (const GLfloat *color) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glColor3f) (GLfloat r, GLfloat g, GLfloat b) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glColor3fv) (const GLfloat *color) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glColor4ub) (GLubyte r, GLubyte g, GLubyte b, GLubyte a) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glFogCoordfEXT) (GLfloat f) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glFogCoorddEXT) (GLdouble f) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glFogCoordfvEXT) (const GLfloat *f) = NULL;
-static void (WINE_GLAPI *old_fogcoord_glFogCoorddvEXT) (const GLdouble *f) = NULL;
static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
struct wined3d_context *ctx = context_get_current();
@@ -347,198 +336,117 @@ static void WINE_GLAPI wine_glFogCoorddvEXT(const GLdouble *f) {
/* End GL_EXT_fog_coord emulation */
-void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info)
+void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext)
{
- if (!gl_info->supported[ARB_MULTITEXTURE])
+ switch (ext)
{
- TRACE("Applying GL_ARB_multitexture emulation hooks\n");
- gl_info->gl_ops.ext.p_glActiveTexture = wine_glActiveTexture;
- gl_info->gl_ops.ext.p_glClientActiveTextureARB = wine_glClientActiveTextureARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord1fARB = wine_glMultiTexCoord1fARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB = wine_glMultiTexCoord1fvARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord2fARB = wine_glMultiTexCoord2fARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB = wine_glMultiTexCoord2fvARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord3fARB = wine_glMultiTexCoord3fARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB = wine_glMultiTexCoord3fvARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord4fARB = wine_glMultiTexCoord4fARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB = wine_glMultiTexCoord4fvARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord2svARB = wine_glMultiTexCoord2svARB;
- gl_info->gl_ops.ext.p_glMultiTexCoord4svARB = wine_glMultiTexCoord4svARB;
- if(old_multitex_glGetIntegerv) {
- FIXME("GL_ARB_multitexture glGetIntegerv hook already applied\n");
- } else {
+ case ARB_MULTITEXTURE:
+ if (gl_info->supported[ARB_MULTITEXTURE])
+ return;
+ if (gl_info->gl_ops.ext.p_glActiveTexture == wine_glActiveTexture)
+ {
+ FIXME("ARB_multitexture emulation hooks already applied.\n");
+ return;
+ }
+ TRACE("Applying GL_ARB_multitexture emulation hooks.\n");
+ gl_info->gl_ops.ext.p_glActiveTexture = wine_glActiveTexture;
+ gl_info->gl_ops.ext.p_glClientActiveTextureARB = wine_glClientActiveTextureARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord1fARB = wine_glMultiTexCoord1fARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB = wine_glMultiTexCoord1fvARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord2fARB = wine_glMultiTexCoord2fARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB = wine_glMultiTexCoord2fvARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord3fARB = wine_glMultiTexCoord3fARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB = wine_glMultiTexCoord3fvARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord4fARB = wine_glMultiTexCoord4fARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB = wine_glMultiTexCoord4fvARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord2svARB = wine_glMultiTexCoord2svARB;
+ gl_info->gl_ops.ext.p_glMultiTexCoord4svARB = wine_glMultiTexCoord4svARB;
old_multitex_glGetIntegerv = gl_info->gl_ops.gl.p_glGetIntegerv;
gl_info->gl_ops.gl.p_glGetIntegerv = wine_glGetIntegerv;
- }
- if(old_multitex_glGetFloatv) {
- FIXME("GL_ARB_multitexture glGetGloatv hook already applied\n");
- } else {
old_multitex_glGetFloatv = gl_info->gl_ops.gl.p_glGetFloatv;
gl_info->gl_ops.gl.p_glGetFloatv = wine_glGetFloatv;
- }
- if(old_multitex_glGetDoublev) {
- FIXME("GL_ARB_multitexture glGetDoublev hook already applied\n");
- } else {
old_multitex_glGetDoublev = gl_info->gl_ops.gl.p_glGetDoublev;
gl_info->gl_ops.gl.p_glGetDoublev = wine_glGetDoublev;
- }
- gl_info->supported[ARB_MULTITEXTURE] = TRUE;
- }
+ gl_info->supported[ARB_MULTITEXTURE] = TRUE;
+ return;
+
+ case EXT_FOG_COORD:
+ /* This emulation isn't perfect. There are a number of potential problems, but they should
+ * not matter in practise:
+ *
+ * Fog vs fragment shader: If we are using GL_ARB_fragment_program with the fog option, the
+ * glDisable(GL_FOG) here won't matter. However, if we have GL_ARB_fragment_program, it is pretty
+ * unlikely that we don't have GL_EXT_fog_coord. Besides, we probably have GL_ARB_vertex_program
+ * too, which would allow fog coord emulation in a fixed function vertex pipeline replacement.
+ *
+ * Fog vs texture: We apply the fog in the vertex color. An app could set up texturing settings which
+ * ignore the vertex color, thus effectively disabling our fog. However, in D3D this type of fog is
+ * a per-vertex fog too, so the apps shouldn't do that.
+ *
+ * Fog vs lighting: The app could in theory use D3DFOG_NONE table and D3DFOG_NONE vertex fog with
+ * untransformed vertices. That enables lighting and fog coords at the same time, and the lighting
+ * calculations could affect the already blended in fog color. There's nothing we can do against that,
+ * but most apps using fog color do their own lighting too and often even use RHW vertices. So live
+ * with it.
+ */
+ if (gl_info->supported[EXT_FOG_COORD])
+ return;
+ if (gl_info->gl_ops.gl.p_glFogi == wine_glFogi)
+ {
+ FIXME("EXT_fog_coord emulation hooks already applied.\n");
+ return;
+ }
+ TRACE("Applying GL_ARB_fog_coord emulation hooks\n");
+
+ /* This probably means that the implementation doesn't advertise the extension, but implicitly supports
+ * it via the GL core version, or someone messed around in the extension table in directx.c. Add version-
+ * dependent loading for this extension if we ever hit this situation
+ */
+ if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ {
+ FIXME("GL implementation supports GL_ARB_fragment_program but not GL_EXT_fog_coord\n");
+ FIXME("The fog coord emulation will most likely fail\n");
+ }
+ else if (gl_info->supported[ARB_FRAGMENT_SHADER])
+ {
+ FIXME("GL implementation supports GL_ARB_fragment_shader but not GL_EXT_fog_coord\n");
+ FIXME("The fog coord emulation will most likely fail\n");
+ }
- if (!gl_info->supported[EXT_FOG_COORD])
- {
- /* This emulation isn't perfect. There are a number of potential problems, but they should
- * not matter in practise:
- *
- * Fog vs fragment shader: If we are using GL_ARB_fragment_program with the fog option, the
- * glDisable(GL_FOG) here won't matter. However, if we have GL_ARB_fragment_program, it is pretty
- * unlikely that we don't have GL_EXT_fog_coord. Besides, we probably have GL_ARB_vertex_program
- * too, which would allow fog coord emulation in a fixed function vertex pipeline replacement.
- *
- * Fog vs texture: We apply the fog in the vertex color. An app could set up texturing settings which
- * ignore the vertex color, thus effectively disabling our fog. However, in D3D this type of fog is
- * a per-vertex fog too, so the apps shouldn't do that.
- *
- * Fog vs lighting: The app could in theory use D3DFOG_NONE table and D3DFOG_NONE vertex fog with
- * untransformed vertices. That enables lighting and fog coords at the same time, and the lighting
- * calculations could affect the already blended in fog color. There's nothing we can do against that,
- * but most apps using fog color do their own lighting too and often even use RHW vertices. So live
- * with it.
- */
- TRACE("Applying GL_ARB_fog_coord emulation hooks\n");
-
- /* This probably means that the implementation doesn't advertise the extension, but implicitly supports
- * it via the GL core version, or someone messed around in the extension table in directx.c. Add version-
- * dependent loading for this extension if we ever hit this situation
- */
- if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
- {
- FIXME("GL implementation supports GL_ARB_fragment_program but not GL_EXT_fog_coord\n");
- FIXME("The fog coord emulation will most likely fail\n");
- }
- else if (gl_info->supported[ARB_FRAGMENT_SHADER])
- {
- FIXME("GL implementation supports GL_ARB_fragment_shader but not GL_EXT_fog_coord\n");
- FIXME("The fog coord emulation will most likely fail\n");
- }
-
- if(old_fogcoord_glFogi) {
- FIXME("GL_EXT_fogcoord glFogi hook already applied\n");
- } else {
old_fogcoord_glFogi = gl_info->gl_ops.gl.p_glFogi;
gl_info->gl_ops.gl.p_glFogi = wine_glFogi;
- }
- if(old_fogcoord_glFogiv) {
- FIXME("GL_EXT_fogcoord glFogiv hook already applied\n");
- } else {
old_fogcoord_glFogiv = gl_info->gl_ops.gl.p_glFogiv;
gl_info->gl_ops.gl.p_glFogiv = wine_glFogiv;
- }
- if(old_fogcoord_glFogf) {
- FIXME("GL_EXT_fogcoord glFogf hook already applied\n");
- } else {
old_fogcoord_glFogf = gl_info->gl_ops.gl.p_glFogf;
gl_info->gl_ops.gl.p_glFogf = wine_glFogf;
- }
- if(old_fogcoord_glFogfv) {
- FIXME("GL_EXT_fogcoord glFogfv hook already applied\n");
- } else {
old_fogcoord_glFogfv = gl_info->gl_ops.gl.p_glFogfv;
gl_info->gl_ops.gl.p_glFogfv = wine_glFogfv;
- }
- if(old_fogcoord_glEnable) {
- FIXME("GL_EXT_fogcoord glEnable hook already applied\n");
- } else {
old_fogcoord_glEnable = glEnableWINE;
glEnableWINE = wine_glEnable;
- }
- if(old_fogcoord_glDisable) {
- FIXME("GL_EXT_fogcoord glDisable hook already applied\n");
- } else {
old_fogcoord_glDisable = glDisableWINE;
glDisableWINE = wine_glDisable;
- }
- if(old_fogcoord_glVertex4f) {
- FIXME("GL_EXT_fogcoord glVertex4f hook already applied\n");
- } else {
old_fogcoord_glVertex4f = gl_info->gl_ops.gl.p_glVertex4f;
gl_info->gl_ops.gl.p_glVertex4f = wine_glVertex4f;
- }
- if(old_fogcoord_glVertex4fv) {
- FIXME("GL_EXT_fogcoord glVertex4fv hook already applied\n");
- } else {
- old_fogcoord_glVertex4fv = gl_info->gl_ops.gl.p_glVertex4fv;
gl_info->gl_ops.gl.p_glVertex4fv = wine_glVertex4fv;
- }
- if(old_fogcoord_glVertex3f) {
- FIXME("GL_EXT_fogcoord glVertex3f hook already applied\n");
- } else {
- old_fogcoord_glVertex3f = gl_info->gl_ops.gl.p_glVertex3f;
gl_info->gl_ops.gl.p_glVertex3f = wine_glVertex3f;
- }
- if(old_fogcoord_glVertex3fv) {
- FIXME("GL_EXT_fogcoord glVertex3fv hook already applied\n");
- } else {
- old_fogcoord_glVertex3fv = gl_info->gl_ops.gl.p_glVertex3fv;
gl_info->gl_ops.gl.p_glVertex3fv = wine_glVertex3fv;
- }
- if(old_fogcoord_glColor4f) {
- FIXME("GL_EXT_fogcoord glColor4f hook already applied\n");
- } else {
old_fogcoord_glColor4f = gl_info->gl_ops.gl.p_glColor4f;
gl_info->gl_ops.gl.p_glColor4f = wine_glColor4f;
- }
- if(old_fogcoord_glColor4fv) {
- FIXME("GL_EXT_fogcoord glColor4fv hook already applied\n");
- } else {
- old_fogcoord_glColor4fv = gl_info->gl_ops.gl.p_glColor4fv;
gl_info->gl_ops.gl.p_glColor4fv = wine_glColor4fv;
- }
- if(old_fogcoord_glColor3f) {
- FIXME("GL_EXT_fogcoord glColor3f hook already applied\n");
- } else {
- old_fogcoord_glColor3f = gl_info->gl_ops.gl.p_glColor3f;
gl_info->gl_ops.gl.p_glColor3f = wine_glColor3f;
- }
- if(old_fogcoord_glColor3fv) {
- FIXME("GL_EXT_fogcoord glColor3fv hook already applied\n");
- } else {
- old_fogcoord_glColor3fv = gl_info->gl_ops.gl.p_glColor3fv;
gl_info->gl_ops.gl.p_glColor3fv = wine_glColor3fv;
- }
- if(old_fogcoord_glColor4ub) {
- FIXME("GL_EXT_fogcoord glColor4ub hook already applied\n");
- } else {
- old_fogcoord_glColor4ub = gl_info->gl_ops.gl.p_glColor4ub;
gl_info->gl_ops.gl.p_glColor4ub = wine_glColor4ub;
- }
- if(old_fogcoord_glFogCoordfEXT) {
- FIXME("GL_EXT_fogcoord glFogCoordfEXT hook already applied\n");
- } else {
- old_fogcoord_glFogCoordfEXT = gl_info->gl_ops.ext.p_glFogCoordfEXT;
gl_info->gl_ops.ext.p_glFogCoordfEXT = wine_glFogCoordfEXT;
- }
- if(old_fogcoord_glFogCoordfvEXT) {
- FIXME("GL_EXT_fogcoord glFogCoordfvEXT hook already applied\n");
- } else {
- old_fogcoord_glFogCoordfvEXT = gl_info->gl_ops.ext.p_glFogCoordfvEXT;
gl_info->gl_ops.ext.p_glFogCoordfvEXT = wine_glFogCoordfvEXT;
- }
- if(old_fogcoord_glFogCoorddEXT) {
- FIXME("GL_EXT_fogcoord glFogCoorddEXT hook already applied\n");
- } else {
- old_fogcoord_glFogCoorddEXT = gl_info->gl_ops.ext.p_glFogCoorddEXT;
gl_info->gl_ops.ext.p_glFogCoorddEXT = wine_glFogCoorddEXT;
- }
- if(old_fogcoord_glFogCoorddvEXT) {
- FIXME("GL_EXT_fogcoord glFogCoorddvEXT hook already applied\n");
- } else {
- old_fogcoord_glFogCoorddvEXT = gl_info->gl_ops.ext.p_glFogCoorddvEXT;
gl_info->gl_ops.ext.p_glFogCoorddvEXT = wine_glFogCoorddvEXT;
- }
- gl_info->supported[EXT_FOG_COORD] = TRUE;
+ gl_info->supported[EXT_FOG_COORD] = TRUE;
+ return;
+
+ default:
+ FIXME("Extension %u emulation not supported.\n", ext);
}
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 27dacb8..d239ac1 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1812,7 +1812,7 @@ BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
-extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
enum projection_types
{
--
2.3.6
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