static HRESULT WINAPI IDirect3DTexture9Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE9 iface, UINT Level, IDirect3DSurface9** ppSurfaceLevel) { IDirect3DTexture9Impl *This = (IDirect3DTexture9Impl *)iface; HRESULT hrc = D3D_OK; IWineD3DSurface *mySurface = NULL; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hrc = IWineD3DTexture_GetSurfaceLevel(This->wineD3DTexture, Level, &mySurface); if (hrc == D3D_OK && NULL != ppSurfaceLevel) { IWineD3DSurface_GetParent(mySurface, (IUnknown **)ppSurfaceLevel); IWineD3DSurface_Release(mySurface); } LeaveCriticalSection(&d3d9_cs); return hrc; }
/* Routine common to the draw primitive and draw indexed primitive routines */ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT idxSize, const void *idxData) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DSurfaceImpl *target; struct wined3d_context *context; unsigned int i; if (!index_count) return; if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE]) { /* Invalidate the back buffer memory so LockRect will read it the next time */ for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i) { target = (IWineD3DSurfaceImpl *)This->render_targets[i]; if (target) { IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL); IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE); } } } /* Signals other modules that a drawing is in progress and the stateblock finalized */ This->isInDraw = TRUE; context = context_acquire(This, This->render_targets[0], CTXUSAGE_DRAWPRIM); if (!context->valid) { context_release(context); WARN("Invalid context, skipping draw.\n"); return; } #if defined(VBOX_WITH_WDDM) DBGL_CHECK_DRAWPRIM(context->gl_info, This); #endif if (This->stencilBufferTarget) { /* Note that this depends on the context_acquire() call above to set * This->render_offscreen properly. We don't currently take the * Z-compare function into account, but we could skip loading the * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note * that we never copy the stencil data.*/ DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN; if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE] || This->stateBlock->renderState[WINED3DRS_ZENABLE]) surface_load_ds_location(This->stencilBufferTarget, context, location); if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]) surface_modify_ds_location(This->stencilBufferTarget, location); } /* Ok, we will be updating the screen from here onwards so grab the lock */ ENTER_GL(); { GLenum glPrimType = This->stateBlock->gl_primitive_type; BOOL emulation = FALSE; const struct wined3d_stream_info *stream_info = &This->strided_streams; struct wined3d_stream_info stridedlcl; if (!use_vs(This->stateBlock)) { if (!This->strided_streams.position_transformed && context->num_untracked_materials && This->stateBlock->renderState[WINED3DRS_LIGHTING]) { static BOOL warned; if (!warned) { FIXME("Using software emulation because not all material properties could be tracked\n"); warned = TRUE; } else { TRACE("Using software emulation because not all material properties could be tracked\n"); } emulation = TRUE; } else if (context->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) { /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte * to a float in the vertex buffer */ static BOOL warned; if (!warned) { FIXME("Using software emulation because manual fog coordinates are provided\n"); warned = TRUE; } else { TRACE("Using software emulation because manual fog coordinates are provided\n"); } emulation = TRUE; } if(emulation) { stream_info = &stridedlcl; memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl)); remove_vbos(This, &stridedlcl); } } if (This->useDrawStridedSlow || emulation) { /* Immediate mode drawing */ if (use_vs(This->stateBlock)) { static BOOL warned; if (!warned) { FIXME("Using immediate mode with vertex shaders for half float emulation\n"); warned = TRUE; } else { TRACE("Using immediate mode with vertex shaders for half float emulation\n"); } drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, StartIdx); } else { drawStridedSlow(iface, context, stream_info, index_count, glPrimType, idxData, idxSize, StartIdx); } } else if(This->instancedDraw) { /* Instancing emulation with mixing immediate mode and arrays */ drawStridedInstanced(iface, &This->strided_streams, index_count, glPrimType, idxData, idxSize, StartIdx); } else { drawStridedFast(iface, glPrimType, index_count, idxSize, idxData, StartIdx); } } /* Finished updating the screen, restore lock */ LEAVE_GL(); for(i = 0; i < This->num_buffer_queries; i++) { wined3d_event_query_issue(This->buffer_queries[i], This); } if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); TRACE("Done all gl drawing\n"); /* Diagnostics */ #ifdef SHOW_FRAME_MAKEUP { static long int primCounter = 0; /* NOTE: set primCounter to the value reported by drawprim before you want to to write frame makeup to /tmp */ if (primCounter >= 0) { WINED3DLOCKED_RECT r; char buffer[80]; IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY); sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter); TRACE("Saving screenshot %s\n", buffer); IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer); IWineD3DSurface_UnlockRect(This->render_targets[0]); #ifdef SHOW_TEXTURE_MAKEUP { IWineD3DSurface *pSur; int textureNo; for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) { if (This->stateBlock->textures[textureNo] != NULL) { sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo); TRACE("Saving texture %s\n", buffer); if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) { IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur); IWineD3DSurface_SaveSnapshot(pSur, buffer); IWineD3DSurface_Release(pSur); } else { FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo])); } } } } #endif } TRACE("drawprim #%ld\n", primCounter); ++primCounter; } #endif /* Control goes back to the device, stateblock values may change again */ This->isInDraw = FALSE; }