Hi, one or more nvidia sdk demos using instancing.
Mirek
Stefan Dösinger napsal(a):
> Stumbled uppon that while reading up instancing. This is a functionality
> technically required for all d3d9 drivers. The new functionality is not
> really tested because I have no app that really needs this, but it should not
> cause issues with games not using stream offsets.
>
>
> ------------------------------------------------------------------------
>
> From 6bd68813f3b05e525555ab2c28b331d838b50b92 Mon Sep 17 00:00:00 2001
> From: Stefan Doesinger <stefan(a)codeweavers.com>
> Date: Sat, 13 Jan 2007 15:09:16 +0100
> Subject: [PATCH] WineD3D: Implement per stream offsets
>
> ---
> dlls/wined3d/directx.c | 2 +-
> dlls/wined3d/drawprim.c | 47 +++++++++++++++++++++++++++++++++++++----------
> dlls/wined3d/state.c | 22 ++++++++++++----------
> 3 files changed, 50 insertions(+), 21 deletions(-)
>
> diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
> index cbcbdc2..0e6f4bc 100644
> --- a/dlls/wined3d/directx.c
> +++ b/dlls/wined3d/directx.c
> @@ -2244,7 +2244,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
> ------------------------------------------------ */
> if (This->dxVersion > 8) {
> /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
> - *pCaps->DevCaps2 = 0;
> + *pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET;
> /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
> *pCaps->MaxNpatchTessellationLevel = 0;
> *pCaps->MasterAdapterOrdinal = 0;
> diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
> index 400ffb5..fdc9843 100644
> --- a/dlls/wined3d/drawprim.c
> +++ b/dlls/wined3d/drawprim.c
> @@ -628,8 +628,12 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
> DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
> DWORD specularColor = 0; /* Specular Color */
> IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
> + UINT *streamOffset = This->stateBlock->streamOffset;
> LONG SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
>
> + BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
> + BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
> +
> TRACE("Using slow vertex array code\n");
>
> /* Variable Initialization */
> @@ -638,6 +642,29 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
> else pIdxBufL = (const long *) idxData;
> }
>
> + /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
> + * to the strided Data in the device and might be needed intact on the next draw
> + */
> + for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
> + if(sd->u.s.texCoords[textureNo].lpData) {
> + texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
> + } else {
> + texCoords[textureNo] = NULL;
> + }
> + }
> + if(sd->u.s.diffuse.lpData) {
> + diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
> + }
> + if(sd->u.s.specular.lpData) {
> + specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
> + }
> + if(sd->u.s.normal.lpData) {
> + normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
> + }
> + if(sd->u.s.position.lpData) {
> + position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
> + }
> +
> /* Start drawing in GL */
> VTRACE(("glBegin(%x)\n", glPrimType));
> glBegin(glPrimType);
> @@ -707,8 +734,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
> continue;
> }
>
> - ptrToCoords = (float *)(sd->u.s.texCoords[coordIdx].lpData + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
> - if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
> + ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
> + if (texCoords[coordIdx] == NULL) {
> TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
> ++texture_idx;
> continue;
> @@ -796,8 +823,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
> } /* End of textures */
>
> /* Diffuse -------------------------------- */
> - if (sd->u.s.diffuse.lpData != NULL) {
> - DWORD *ptrToCoords = (DWORD *)(sd->u.s.diffuse.lpData + (SkipnStrides * sd->u.s.diffuse.dwStride));
> + if (diffuse) {
> + DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
> diffuseColor = ptrToCoords[0];
> VTRACE(("diffuseColor=%lx\n", diffuseColor));
>
> @@ -813,8 +840,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
> }
>
> /* Specular ------------------------------- */
> - if (sd->u.s.specular.lpData != NULL) {
> - DWORD *ptrToCoords = (DWORD *)(sd->u.s.specular.lpData + (SkipnStrides * sd->u.s.specular.dwStride));
> + if (specular) {
> + DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
> specularColor = ptrToCoords[0];
> VTRACE(("specularColor=%lx\n", specularColor));
>
> @@ -850,16 +877,16 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
> }
>
> /* Normal -------------------------------- */
> - if (sd->u.s.normal.lpData != NULL) {
> - float *ptrToCoords = (float *)(sd->u.s.normal.lpData + (SkipnStrides * sd->u.s.normal.dwStride));
> + if (normal != NULL) {
> + float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
>
> VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
> glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
> }
>
> /* Position -------------------------------- */
> - if (sd->u.s.position.lpData != NULL) {
> - float *ptrToCoords = (float *)(sd->u.s.position.lpData + (SkipnStrides * sd->u.s.position.dwStride));
> + if (position) {
> + float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
> x = ptrToCoords[0];
> y = ptrToCoords[1];
> z = ptrToCoords[2];
> diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
> index bc2686f..8d74006 100644
> --- a/dlls/wined3d/state.c
> +++ b/dlls/wined3d/state.c
> @@ -2112,6 +2112,7 @@ static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
> static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
> GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
> int i;
> + UINT *offset = stateblock->streamOffset;
>
> for (i = 0; i < MAX_ATTRIBS; i++) {
>
> @@ -2130,7 +2131,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
> WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
> WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
> strided->u.input[i].dwStride,
> - strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride));
> + strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) );
> GL_EXTCALL(glEnableVertexAttribArrayARB(i));
> }
> }
> @@ -2139,6 +2140,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
> static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
> unsigned int textureNo = 0;
> unsigned int texture_idx = 0;
> + UINT *offset = stateblock->streamOffset;
> GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
>
> TRACE("Using fast vertex array code\n");
> @@ -2155,7 +2157,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> #endif
>
> TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
> - sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride);
> + sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
> /* FIXME("TODO\n");*/
> /* Note dwType == float3 or float4 == 2 or 3 */
>
> @@ -2170,7 +2172,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
> WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
> sd->u.s.blendWeights.dwStride,
> - sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride));
> + sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
>
> if(curVBO != sd->u.s.blendWeights.VBO) {
> GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
> @@ -2182,7 +2184,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
> WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
> sd->u.s.blendWeights.dwStride,
> - sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride);
> + sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
>
> checkGLcall("glWeightPointerARB");
>
> @@ -2320,12 +2322,12 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> if(sd->u.s.position.VBO == 0) {
> glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
> WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
> - sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride);
> + sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
> } else {
> glVertexPointer(
> WINED3D_ATR_SIZE(sd->u.s.position.dwType),
> WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
> - sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride);
> + sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
> }
> checkGLcall("glVertexPointer(...)");
> glEnableClientState(GL_VERTEX_ARRAY);
> @@ -2350,7 +2352,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> glNormalPointer(
> WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
> sd->u.s.normal.dwStride,
> - sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride);
> + sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
> checkGLcall("glNormalPointer(...)");
> glEnableClientState(GL_NORMAL_ARRAY);
> checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
> @@ -2384,7 +2386,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> }
> glColorPointer(4, GL_UNSIGNED_BYTE,
> sd->u.s.diffuse.dwStride,
> - sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride);
> + sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
> checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
> glEnableClientState(GL_COLOR_ARRAY);
> checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
> @@ -2411,7 +2413,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> }
> GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE,
> sd->u.s.specular.dwStride,
> - sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride);
> + sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
> vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
> glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
> vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
> @@ -2476,7 +2478,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
> 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);
> + 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)) {
>
>
> ------------------------------------------------------------------------
>
>