2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
30 #define GLINFO_LOCATION This->adapter->gl_info
35 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
40 DWORD NumVertexes
= NumPrimitives
;
42 switch (PrimitiveType
) {
43 case WINED3DPT_POINTLIST
:
45 *primType
= GL_POINTS
;
46 NumVertexes
= NumPrimitives
;
49 case WINED3DPT_LINELIST
:
52 NumVertexes
= NumPrimitives
* 2;
55 case WINED3DPT_LINESTRIP
:
56 TRACE("LINE_STRIP\n");
57 *primType
= GL_LINE_STRIP
;
58 NumVertexes
= NumPrimitives
+ 1;
61 case WINED3DPT_TRIANGLELIST
:
63 *primType
= GL_TRIANGLES
;
64 NumVertexes
= NumPrimitives
* 3;
67 case WINED3DPT_TRIANGLESTRIP
:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType
= GL_TRIANGLE_STRIP
;
70 NumVertexes
= NumPrimitives
+ 2;
73 case WINED3DPT_TRIANGLEFAN
:
74 TRACE("TRIANGLE_FAN\n");
75 *primType
= GL_TRIANGLE_FAN
;
76 NumVertexes
= NumPrimitives
+ 2;
80 FIXME("Unhandled primitive\n");
81 *primType
= GL_POINTS
;
87 static BOOL
fixed_get_input(
88 BYTE usage
, BYTE usage_idx
,
89 unsigned int* regnum
) {
93 /* Those positions must have the order in the
94 * named part of the strided data */
96 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
98 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
100 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
102 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
104 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
106 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
108 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
110 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
111 *regnum
= 7 + usage_idx
;
112 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
113 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
114 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
115 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
116 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
117 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
118 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
119 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
120 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
121 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
122 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
123 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
124 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
125 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
126 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
127 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage
), usage_idx
);
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice
*iface
,
139 BOOL useVertexShaderFunction
,
140 WineDirect3DVertexStridedData
*strided
,
143 /* We need to deal with frequency data!*/
146 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
147 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
149 WINED3DVERTEXELEMENT
*element
;
151 DWORD numPreloadStreams
= This
->stateBlock
->streamIsUP
? 0 : vertexDeclaration
->num_streams
;
152 DWORD
*streams
= vertexDeclaration
->streams
;
154 /* Check for transformed vertices, disable vertex shader if present */
155 strided
->u
.s
.position_transformed
= vertexDeclaration
->position_transformed
;
156 if(vertexDeclaration
->position_transformed
) {
157 useVertexShaderFunction
= FALSE
;
160 /* Translate the declaration into strided data */
161 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
166 element
= vertexDeclaration
->pDeclarationWine
+ i
;
167 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
168 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
170 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
173 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
174 if (This
->stateBlock
->streamIsUP
) {
175 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
177 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
179 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
180 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
182 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186 * not, drawStridedSlow is needed, including a vertex buffer path.
188 if(This
->stateBlock
->loadBaseVertexIndex
< 0) {
189 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This
->stateBlock
->loadBaseVertexIndex
);
191 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
192 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
193 FIXME("System memory vertex data load offset is negative!\n");
198 if( streamVBO
!= 0) *fixup
= TRUE
;
199 else if(*fixup
&& !useVertexShaderFunction
&&
200 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
201 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
202 static BOOL warned
= FALSE
;
204 /* This may be bad with the fixed function pipeline */
205 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
211 data
+= element
->Offset
;
213 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
215 if (useVertexShaderFunction
)
216 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
217 element
->Usage
, element
->UsageIndex
, &idx
);
219 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
222 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
223 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224 useVertexShaderFunction
? "shader": "fixed function", idx
,
225 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
226 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
228 strided
->u
.input
[idx
].lpData
= data
;
229 strided
->u
.input
[idx
].dwType
= element
->Type
;
230 strided
->u
.input
[idx
].dwStride
= stride
;
231 strided
->u
.input
[idx
].VBO
= streamVBO
;
232 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
235 /* Now call PreLoad on all the vertex buffers. In the very rare case
236 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
237 * The vertex buffer can now use the strided structure in the device instead of finding its
240 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
243 for(i
=0; i
< numPreloadStreams
; i
++) {
244 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
246 IWineD3DVertexBuffer_PreLoad(vb
);
251 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
252 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
253 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
255 if (idxSize
!= 0 /* This crashes sometimes!*/) {
256 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
257 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
259 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
260 (const char *)idxData
+(idxSize
* startIdx
));
261 checkGLcall("glDrawElements");
262 #else /* using drawRangeElements may be faster */
264 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
265 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
266 (const char *)idxData
+(idxSize
* startIdx
));
267 checkGLcall("glDrawRangeElements");
271 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This
, glPrimitiveType
, startVertex
, numberOfVertices
);
272 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
273 checkGLcall("glDrawArrays");
280 * Actually draw using the supplied information.
281 * Slower GL version which extracts info about each vertex in turn
284 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
285 UINT NumVertexes
, GLenum glPrimType
,
286 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
288 unsigned int textureNo
= 0;
289 const WORD
*pIdxBufS
= NULL
;
290 const DWORD
*pIdxBufL
= NULL
;
292 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
293 DWORD specularColor
= 0; /* Specular Color */
294 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
295 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
296 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
297 BOOL pixelShader
= use_ps(This
);
299 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
300 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
302 TRACE("Using slow vertex array code\n");
304 /* Variable Initialization */
306 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
307 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
308 * idxData will be != NULL
310 if(idxData
== NULL
) {
311 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
314 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
315 else pIdxBufL
= (const DWORD
*) idxData
;
318 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
319 * to the strided Data in the device and might be needed intact on the next draw
321 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
322 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
323 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
325 texCoords
[textureNo
] = NULL
;
328 if(sd
->u
.s
.diffuse
.lpData
) {
329 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
331 if(sd
->u
.s
.specular
.lpData
) {
332 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
334 if(sd
->u
.s
.normal
.lpData
) {
335 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
337 if(sd
->u
.s
.position
.lpData
) {
338 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
341 /* The texture coordinate types are not so easy to map into a common function signature - we're
342 * not using the vector functions here
344 if(FIXME_ON(d3d_draw
)) {
345 for (textureNo
= 0; textureNo
< GL_LIMITS(textures
); ++textureNo
) {
346 DWORD type
= sd
->u
.s
.texCoords
[textureNo
].dwType
;
347 if (sd
->u
.s
.texCoords
[textureNo
].lpData
&&
348 type
!= WINED3DDECLTYPE_FLOAT1
&&
349 type
!= WINED3DDECLTYPE_FLOAT2
&&
350 type
!= WINED3DDECLTYPE_FLOAT3
&&
351 type
!= WINED3DDECLTYPE_FLOAT4
) {
352 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type
));
355 if(specular
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
356 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position_transformed
)&&
357 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
358 if(GL_SUPPORT(EXT_FOG_COORD
) && sd
->u
.s
.specular
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
359 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
362 if(This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
363 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
367 /* Start drawing in GL */
368 VTRACE(("glBegin(%x)\n", glPrimType
));
371 /* Default settings for data that is not passed */
372 if (sd
->u
.s
.normal
.lpData
== NULL
) {
375 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
376 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
378 if(sd
->u
.s
.specular
.lpData
== NULL
) {
379 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
380 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
384 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
385 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
388 /* For each primitive */
389 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
391 /* Initialize diffuse color */
392 diffuseColor
= 0xFFFFFFFF;
394 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
395 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
398 /* For indexed data, we need to go a few more strides in */
399 if (idxData
!= NULL
) {
401 /* Indexed so work out the number of strides to skip */
403 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
404 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
406 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
407 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
411 /* Texture coords --------------------------- */
412 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
414 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
415 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
419 /* Query tex coords */
420 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
422 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
423 int texture_idx
= This
->texUnitMap
[textureNo
];
424 float *ptrToCoords
= NULL
;
425 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
428 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
430 } else if (coordIdx
< 0) {
431 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
435 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
436 if (texCoords
[coordIdx
] == NULL
) {
437 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
438 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
439 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
441 glTexCoord4f(0, 0, 0, 1);
445 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
447 if (texture_idx
== -1) continue;
449 /* The coords to supply depend completely on the fvf / vertex shader */
450 switch (coordsToUse
) {
451 case 4: q
= ptrToCoords
[3]; /* drop through */
452 case 3: r
= ptrToCoords
[2]; /* drop through */
453 case 2: t
= ptrToCoords
[1]; /* drop through */
454 case 1: s
= ptrToCoords
[0];
457 switch (coordsToUse
) { /* Supply the provided texture coords */
458 case WINED3DTTFF_COUNT1
:
459 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
460 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
461 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
466 case WINED3DTTFF_COUNT2
:
467 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
468 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
469 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
474 case WINED3DTTFF_COUNT3
:
475 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
476 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
477 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
479 glTexCoord3f(s
, t
, r
);
482 case WINED3DTTFF_COUNT4
:
483 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
484 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
485 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
487 glTexCoord4f(s
, t
, r
, q
);
491 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
495 } /* End of textures */
497 /* Diffuse -------------------------------- */
499 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
501 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
]((void *) ptrToCoords
);
502 if(This
->activeContext
->num_untracked_materials
) {
506 diffuseColor
= ptrToCoords
[0];
507 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
508 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
509 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
510 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
512 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
513 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
518 /* Specular ------------------------------- */
520 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
522 /* special case where the fog density is stored in the specular alpha channel */
523 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
524 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
525 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
526 if(GL_SUPPORT(EXT_FOG_COORD
)) {
527 specularColor
= ptrToCoords
[0];
528 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
530 static BOOL warned
= FALSE
;
532 /* TODO: Use the fog table code from old ddraw */
533 FIXME("Implement fog for transformed vertices in software\n");
539 specular_funcs
[sd
->u
.s
.specular
.dwType
]((void *) ptrToCoords
);
542 /* Normal -------------------------------- */
543 if (normal
!= NULL
) {
544 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
545 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
548 /* Position -------------------------------- */
550 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
551 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
554 /* For non indexed mode, step onto next parts */
555 if (idxData
== NULL
) {
561 checkGLcall("glEnd and previous calls");
564 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
566 case WINED3DDECLTYPE_FLOAT1
:
567 GL_EXTCALL(glVertexAttrib1fvARB(index
, (float *) ptr
));
569 case WINED3DDECLTYPE_FLOAT2
:
570 GL_EXTCALL(glVertexAttrib2fvARB(index
, (float *) ptr
));
572 case WINED3DDECLTYPE_FLOAT3
:
573 GL_EXTCALL(glVertexAttrib3fvARB(index
, (float *) ptr
));
575 case WINED3DDECLTYPE_FLOAT4
:
576 GL_EXTCALL(glVertexAttrib4fvARB(index
, (float *) ptr
));
579 case WINED3DDECLTYPE_UBYTE4
:
580 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
582 case WINED3DDECLTYPE_UBYTE4N
:
583 case WINED3DDECLTYPE_D3DCOLOR
:
584 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
587 case WINED3DDECLTYPE_SHORT2
:
588 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
590 case WINED3DDECLTYPE_SHORT4
:
591 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
594 case WINED3DDECLTYPE_SHORT2N
:
596 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
597 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
600 case WINED3DDECLTYPE_USHORT2N
:
602 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
603 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
606 case WINED3DDECLTYPE_SHORT4N
:
607 GL_EXTCALL(glVertexAttrib4NsvARB(index
, (GLshort
*) ptr
));
609 case WINED3DDECLTYPE_USHORT4N
:
610 GL_EXTCALL(glVertexAttrib4NusvARB(index
, (GLushort
*) ptr
));
613 case WINED3DDECLTYPE_UDEC3
:
614 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
615 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
617 case WINED3DDECLTYPE_DEC3N
:
618 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
619 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
622 case WINED3DDECLTYPE_FLOAT16_2
:
623 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
624 * byte float according to the IEEE standard
626 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
627 GL_EXTCALL(glVertexAttrib2hvNV(index
, (GLhalfNV
*)ptr
));
629 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
630 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
631 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
634 case WINED3DDECLTYPE_FLOAT16_4
:
635 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
636 GL_EXTCALL(glVertexAttrib4hvNV(index
, (GLhalfNV
*)ptr
));
638 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
639 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
640 float z
= float_16_to_32(((unsigned short *) ptr
) + 2);
641 float w
= float_16_to_32(((unsigned short *) ptr
) + 3);
642 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
646 case WINED3DDECLTYPE_UNUSED
:
648 ERR("Unexpected attribute declaration: %d\n", type
);
653 static void drawStridedSlowVs(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
654 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
,
657 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
658 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
659 const WORD
*pIdxBufS
= NULL
;
660 const DWORD
*pIdxBufL
= NULL
;
663 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
667 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
668 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
669 * idxData will be != NULL
671 if(idxData
== NULL
) {
672 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
675 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
676 else pIdxBufL
= (const DWORD
*) idxData
;
679 /* Start drawing in GL */
680 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
681 glBegin(glPrimitiveType
);
683 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
684 if (idxData
!= NULL
) {
686 /* Indexed so work out the number of strides to skip */
688 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
689 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
691 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
692 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
696 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
697 if(!sd
->u
.input
[i
].lpData
) continue;
699 ptr
= sd
->u
.input
[i
].lpData
+
700 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
701 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
703 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
711 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
712 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
713 GLint old_binding
= 0;
715 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
717 glDisable(GL_CULL_FACE
);
719 glDisable(GL_ALPHA_TEST
);
720 glDisable(GL_SCISSOR_TEST
);
721 glDisable(GL_STENCIL_TEST
);
722 glEnable(GL_DEPTH_TEST
);
723 glDepthFunc(GL_ALWAYS
);
724 glDepthMask(GL_TRUE
);
725 glBlendFunc(GL_ZERO
, GL_ONE
);
727 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
728 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
729 glBindTexture(GL_TEXTURE_2D
, texture
);
730 glEnable(GL_TEXTURE_2D
);
732 This
->shader_backend
->shader_select_depth_blt(iface
);
734 glBegin(GL_TRIANGLE_STRIP
);
735 glVertex2f(-1.0f
, -1.0f
);
736 glVertex2f(1.0f
, -1.0f
);
737 glVertex2f(-1.0f
, 1.0f
);
738 glVertex2f(1.0f
, 1.0f
);
741 glBindTexture(GL_TEXTURE_2D
, old_binding
);
745 This
->shader_backend
->shader_deselect_depth_blt(iface
);
748 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
749 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
750 ULONG startIdx
, ULONG startVertex
) {
751 UINT numInstances
= 0;
752 int numInstancedAttribs
= 0, i
, j
;
753 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
754 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
755 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
758 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
759 * We don't support this for now
761 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
762 * But the StreamSourceFreq value has a different meaning in that situation.
764 FIXME("Non-indexed instanced drawing is not supported\n");
768 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
769 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
771 /* First, figure out how many instances we have to draw */
772 for(i
= 0; i
< MAX_STREAMS
; i
++) {
773 /* Look at the streams and take the first one which matches */
774 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
775 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
776 if(stateblock
->streamFreq
[i
] == 0){
779 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
781 break; /* break, because only the first suitable value is interesting */
785 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
786 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
787 instancedData
[numInstancedAttribs
] = i
;
788 numInstancedAttribs
++;
792 /* now draw numInstances instances :-) */
793 for(i
= 0; i
< numInstances
; i
++) {
794 /* Specify the instanced attributes using immediate mode calls */
795 for(j
= 0; j
< numInstancedAttribs
; j
++) {
796 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
797 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
798 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
799 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
800 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
801 ptr
+= (long) vb
->resource
.allocatedMemory
;
804 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
807 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
808 (const char *)idxData
+(idxSize
* startIdx
));
809 checkGLcall("glDrawElements");
813 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
815 IWineD3DVertexBufferImpl
*vb
;
817 if(s
->u
.s
.position
.VBO
) {
818 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
819 s
->u
.s
.position
.VBO
= 0;
820 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
822 if(s
->u
.s
.blendWeights
.VBO
) {
823 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
824 s
->u
.s
.blendWeights
.VBO
= 0;
825 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
827 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
828 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
829 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
830 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
832 if(s
->u
.s
.normal
.VBO
) {
833 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
834 s
->u
.s
.normal
.VBO
= 0;
835 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
837 if(s
->u
.s
.pSize
.VBO
) {
838 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
839 s
->u
.s
.pSize
.VBO
= 0;
840 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
842 if(s
->u
.s
.diffuse
.VBO
) {
843 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
844 s
->u
.s
.diffuse
.VBO
= 0;
845 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
847 if(s
->u
.s
.specular
.VBO
) {
848 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
849 s
->u
.s
.specular
.VBO
= 0;
850 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
852 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
853 if(s
->u
.s
.texCoords
[i
].VBO
) {
854 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
855 s
->u
.s
.texCoords
[i
].VBO
= 0;
856 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
859 if(s
->u
.s
.position2
.VBO
) {
860 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
861 s
->u
.s
.position2
.VBO
= 0;
862 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
864 if(s
->u
.s
.normal2
.VBO
) {
865 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
866 s
->u
.s
.normal2
.VBO
= 0;
867 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
869 if(s
->u
.s
.tangent
.VBO
) {
870 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
871 s
->u
.s
.tangent
.VBO
= 0;
872 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
874 if(s
->u
.s
.binormal
.VBO
) {
875 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
876 s
->u
.s
.binormal
.VBO
= 0;
877 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
879 if(s
->u
.s
.tessFactor
.VBO
) {
880 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
881 s
->u
.s
.tessFactor
.VBO
= 0;
882 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
885 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
887 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
889 if(s
->u
.s
.depth
.VBO
) {
890 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
891 s
->u
.s
.depth
.VBO
= 0;
892 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
894 if(s
->u
.s
.sample
.VBO
) {
895 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
896 s
->u
.s
.sample
.VBO
= 0;
897 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
901 /* Routine common to the draw primitive and draw indexed primitive routines */
902 void drawPrimitive(IWineD3DDevice
*iface
,
906 long StartVertexIndex
,
907 UINT numberOfVertices
,
913 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
914 IWineD3DSurfaceImpl
*target
;
917 if (NumPrimitives
== 0) return;
919 /* Invalidate the back buffer memory so LockRect will read it the next time */
920 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
921 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
923 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
924 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
928 /* Signals other modules that a drawing is in progress and the stateblock finalized */
929 This
->isInDraw
= TRUE
;
931 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
933 if (This
->stencilBufferTarget
) {
934 /* Note that this depends on the ActivateContext call above to set
935 * This->render_offscreen properly */
936 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
937 surface_load_ds_location(This
->stencilBufferTarget
, location
);
938 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
941 /* Ok, we will be updating the screen from here onwards so grab the lock */
945 BOOL emulation
= FALSE
;
946 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
947 WineDirect3DVertexStridedData stridedlcl
;
948 /* Ok, Work out which primitive is requested and how many vertexes that
950 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
951 if (numberOfVertices
== 0 )
952 numberOfVertices
= calculatedNumberOfindices
;
955 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
956 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
957 static BOOL first
= TRUE
;
959 FIXME("Using software emulation because not all material properties could be tracked\n");
962 TRACE("Using software emulation because not all material properties could be tracked\n");
966 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
967 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
968 * to a float in the vertex buffer
970 static BOOL first
= TRUE
;
972 FIXME("Using software emulation because manual fog coordinates are provided\n");
975 TRACE("Using software emulation because manual fog coordinates are provided\n");
981 strided
= &stridedlcl
;
982 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
983 remove_vbos(This
, &stridedlcl
);
987 if (This
->useDrawStridedSlow
|| emulation
) {
988 /* Immediate mode drawing */
990 static BOOL first
= TRUE
;
992 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
995 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
997 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
, glPrimType
,
998 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1000 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1001 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1003 } else if(This
->instancedDraw
) {
1004 /* Instancing emulation with mixing immediate mode and arrays */
1005 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1006 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1008 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1009 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1013 /* Finished updating the screen, restore lock */
1015 TRACE("Done all gl drawing\n");
1018 #ifdef SHOW_FRAME_MAKEUP
1020 static long int primCounter
= 0;
1021 /* NOTE: set primCounter to the value reported by drawprim
1022 before you want to to write frame makeup to /tmp */
1023 if (primCounter
>= 0) {
1024 WINED3DLOCKED_RECT r
;
1026 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1027 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1028 TRACE("Saving screenshot %s\n", buffer
);
1029 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1030 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1032 #ifdef SHOW_TEXTURE_MAKEUP
1034 IWineD3DSurface
*pSur
;
1036 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1037 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1038 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1039 TRACE("Saving texture %s\n", buffer
);
1040 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1041 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1042 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1043 IWineD3DSurface_Release(pSur
);
1045 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1052 TRACE("drawprim #%d\n", primCounter
);
1057 /* Control goes back to the device, stateblock values may change again */
1058 This
->isInDraw
= FALSE
;
1061 static void normalize_normal(float *n
) {
1062 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1063 if(length
== 0.0) return;
1064 length
= sqrt(length
);
1065 n
[0] = n
[0] / length
;
1066 n
[1] = n
[1] / length
;
1067 n
[2] = n
[2] / length
;
1070 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1072 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1073 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1074 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1075 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1078 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1079 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1080 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1081 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1082 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1084 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1085 * resulting colors back to the normals.
1087 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1088 * does not restore it because normally a draw follows immediately afterwards. The caller is
1089 * responsible of taking care that either the gl states are restored, or the context activated
1090 * for drawing to reset the lastWasBlit flag.
1092 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1093 struct WineD3DRectPatch
*patch
) {
1094 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1095 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1096 WineDirect3DVertexStridedData strided
;
1098 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1100 GLenum feedback_type
;
1101 GLfloat
*feedbuffer
;
1103 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1106 memset(&strided
, 0, sizeof(strided
));
1107 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1108 if(strided
.u
.s
.position
.VBO
) {
1109 IWineD3DVertexBufferImpl
*vb
;
1110 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1111 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1112 (unsigned long) vb
->resource
.allocatedMemory
);
1114 vtxStride
= strided
.u
.s
.position
.dwStride
;
1115 data
= strided
.u
.s
.position
.lpData
+
1116 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1117 vtxStride
* info
->StartVertexOffsetWidth
;
1119 /* Not entirely sure about what happens with transformed vertices */
1120 if(strided
.u
.s
.position_transformed
) {
1121 FIXME("Transformed position in rectpatch generation\n");
1123 if(vtxStride
% sizeof(GLfloat
)) {
1124 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1125 * I don't see how the stride could not be a multiple of 4, but make sure
1128 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1130 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1131 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1133 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1134 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1137 /* First, get the boundary cube of the input data */
1138 for(j
= 0; j
< info
->Height
; j
++) {
1139 for(i
= 0; i
< info
->Width
; i
++) {
1140 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1141 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1142 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1143 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1144 if(v
[2] < neg_z
) neg_z
= v
[2];
1148 /* This needs some improvements in the vertex decl code */
1149 FIXME("Cannot find data to generate. Only generating position and normals\n");
1150 patch
->has_normals
= TRUE
;
1151 patch
->has_texcoords
= FALSE
;
1153 /* Simply activate the context for blitting. This disables all the things we don't want and
1154 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1155 * patch (as opposed to normal draws) will most likely need different changes anyway
1157 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1160 glMatrixMode(GL_PROJECTION
);
1161 checkGLcall("glMatrixMode(GL_PROJECTION)");
1163 checkGLcall("glLoadIndentity()");
1164 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1165 glTranslatef(0, 0, 0.5);
1166 checkGLcall("glScalef");
1167 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1168 checkGLcall("glViewport");
1170 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1171 * our feedback buffer parser
1173 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1174 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1175 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1176 if(patch
->has_normals
) {
1177 float black
[4] = {0, 0, 0, 0};
1178 float red
[4] = {1, 0, 0, 0};
1179 float green
[4] = {0, 1, 0, 0};
1180 float blue
[4] = {0, 0, 1, 0};
1181 float white
[4] = {1, 1, 1, 1};
1182 glEnable(GL_LIGHTING
);
1183 checkGLcall("glEnable(GL_LIGHTING)");
1184 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1185 checkGLcall("glLightModel for MODEL_AMBIENT");
1186 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1188 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1189 glDisable(GL_LIGHT0
+ i
);
1190 checkGLcall("glDisable(GL_LIGHT0 + i)");
1191 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1194 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1195 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1196 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1197 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1198 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1199 glEnable(GL_LIGHT0
);
1200 checkGLcall("Setting up light 1\n");
1201 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1202 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1203 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1204 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1205 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1206 glEnable(GL_LIGHT1
);
1207 checkGLcall("Setting up light 2\n");
1208 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1209 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1210 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1211 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1212 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1213 glEnable(GL_LIGHT2
);
1214 checkGLcall("Setting up light 3\n");
1216 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1217 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1218 glDisable(GL_COLOR_MATERIAL
);
1219 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1220 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1221 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1222 checkGLcall("Setting up materials\n");
1225 /* Enable the needed maps.
1226 * GL_MAP2_VERTEX_3 is needed for positional data.
1227 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1228 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1230 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1231 out_vertex_size
= 3 /* position */;
1232 d3d_out_vertex_size
= 3;
1233 glEnable(GL_MAP2_VERTEX_3
);
1234 if(patch
->has_normals
&& patch
->has_texcoords
) {
1235 FIXME("Texcoords not handled yet\n");
1236 feedback_type
= GL_3D_COLOR_TEXTURE
;
1237 out_vertex_size
+= 8;
1238 d3d_out_vertex_size
+= 7;
1239 glEnable(GL_AUTO_NORMAL
);
1240 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1241 } else if(patch
->has_texcoords
) {
1242 FIXME("Texcoords not handled yet\n");
1243 feedback_type
= GL_3D_COLOR_TEXTURE
;
1244 out_vertex_size
+= 7;
1245 d3d_out_vertex_size
+= 4;
1246 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1247 } else if(patch
->has_normals
) {
1248 feedback_type
= GL_3D_COLOR
;
1249 out_vertex_size
+= 4;
1250 d3d_out_vertex_size
+= 3;
1251 glEnable(GL_AUTO_NORMAL
);
1253 feedback_type
= GL_3D
;
1255 checkGLcall("glEnable vertex attrib generation");
1257 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1258 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1259 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1261 glMap2f(GL_MAP2_VERTEX_3
,
1262 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1263 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1265 checkGLcall("glMap2f");
1266 if(patch
->has_texcoords
) {
1267 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1268 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1269 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1271 checkGLcall("glMap2f");
1273 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1274 checkGLcall("glMapGrid2f");
1276 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1277 checkGLcall("glFeedbackBuffer");
1278 glRenderMode(GL_FEEDBACK
);
1280 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1281 checkGLcall("glEvalMesh2\n");
1283 i
= glRenderMode(GL_RENDER
);
1286 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1288 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1289 return WINED3DERR_DRIVERINTERNALERROR
;
1290 } else if(i
!= buffer_size
) {
1292 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1294 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1295 return WINED3DERR_DRIVERINTERNALERROR
;
1297 TRACE("Got %d elements as expected\n", i
);
1300 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1301 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1303 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1304 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1305 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1308 if(feedbuffer
[j
+ 1] != 3) {
1309 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1312 /* Somehow there are different ideas about back / front facing, so fix up the
1315 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1316 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1317 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1318 if(patch
->has_normals
) {
1319 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1320 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1321 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1323 i
+= d3d_out_vertex_size
;
1325 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1326 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1327 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1328 if(patch
->has_normals
) {
1329 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1330 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1331 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1333 i
+= d3d_out_vertex_size
;
1335 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1336 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1337 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1338 if(patch
->has_normals
) {
1339 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1340 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1341 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1343 i
+= d3d_out_vertex_size
;
1346 if(patch
->has_normals
) {
1347 /* Now do the same with reverse light directions */
1348 float x
[4] = {-1, 0, 0, 0};
1349 float y
[4] = { 0, -1, 0, 0};
1350 float z
[4] = { 0, 0, -1, 0};
1351 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1352 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1353 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1354 checkGLcall("Setting up reverse light directions\n");
1356 glRenderMode(GL_FEEDBACK
);
1357 checkGLcall("glRenderMode(GL_FEEDBACK)");
1358 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1359 checkGLcall("glEvalMesh2\n");
1360 i
= glRenderMode(GL_RENDER
);
1361 checkGLcall("glRenderMode(GL_RENDER)");
1364 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1365 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1366 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1369 if(feedbuffer
[j
+ 1] != 3) {
1370 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1373 if(patch
->mem
[i
+ 3] == 0.0)
1374 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1375 if(patch
->mem
[i
+ 4] == 0.0)
1376 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1377 if(patch
->mem
[i
+ 5] == 0.0)
1378 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1379 normalize_normal(patch
->mem
+ i
+ 3);
1380 i
+= d3d_out_vertex_size
;
1382 if(patch
->mem
[i
+ 3] == 0.0)
1383 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1384 if(patch
->mem
[i
+ 4] == 0.0)
1385 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1386 if(patch
->mem
[i
+ 5] == 0.0)
1387 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1388 normalize_normal(patch
->mem
+ i
+ 3);
1389 i
+= d3d_out_vertex_size
;
1391 if(patch
->mem
[i
+ 3] == 0.0)
1392 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1393 if(patch
->mem
[i
+ 4] == 0.0)
1394 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1395 if(patch
->mem
[i
+ 5] == 0.0)
1396 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1397 normalize_normal(patch
->mem
+ i
+ 3);
1398 i
+= d3d_out_vertex_size
;
1402 glDisable(GL_MAP2_VERTEX_3
);
1403 glDisable(GL_AUTO_NORMAL
);
1404 glDisable(GL_MAP2_NORMAL
);
1405 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1406 checkGLcall("glDisable vertex attrib generation");
1409 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1411 vtxStride
= 3 * sizeof(float);
1412 if(patch
->has_normals
) {
1413 vtxStride
+= 3 * sizeof(float);
1415 if(patch
->has_texcoords
) {
1416 vtxStride
+= 4 * sizeof(float);
1418 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1419 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1420 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1421 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1422 patch
->strided
.u
.s
.position
.streamNo
= 255;
1424 if(patch
->has_normals
) {
1425 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1426 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1427 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1428 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1430 if(patch
->has_texcoords
) {
1431 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1432 if(patch
->has_normals
) {
1433 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1435 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1436 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1437 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1438 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1441 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;