wined3d: Supply texture coords even if no texture is bound and pshaders are used.
[wine.git] / dlls / wined3d / drawprim.c
blobdcfe20ca851de535f353ad38717c944f78525417
1 /*
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 Henri Verbeet
9 * Copyright 2007 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
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 #include <stdio.h>
34 #if 0 /* TODO */
35 extern IWineD3DVertexShaderImpl* VertexShaders[64];
36 extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
37 extern IWineD3DPixelShaderImpl* PixelShaders[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
40 #endif
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
44 DWORD NumPrimitives,
45 GLenum *primType)
47 DWORD NumVertexes = NumPrimitives;
49 switch (PrimitiveType) {
50 case WINED3DPT_POINTLIST:
51 TRACE("POINTS\n");
52 *primType = GL_POINTS;
53 NumVertexes = NumPrimitives;
54 break;
56 case WINED3DPT_LINELIST:
57 TRACE("LINES\n");
58 *primType = GL_LINES;
59 NumVertexes = NumPrimitives * 2;
60 break;
62 case WINED3DPT_LINESTRIP:
63 TRACE("LINE_STRIP\n");
64 *primType = GL_LINE_STRIP;
65 NumVertexes = NumPrimitives + 1;
66 break;
68 case WINED3DPT_TRIANGLELIST:
69 TRACE("TRIANGLES\n");
70 *primType = GL_TRIANGLES;
71 NumVertexes = NumPrimitives * 3;
72 break;
74 case WINED3DPT_TRIANGLESTRIP:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType = GL_TRIANGLE_STRIP;
77 NumVertexes = NumPrimitives + 2;
78 break;
80 case WINED3DPT_TRIANGLEFAN:
81 TRACE("TRIANGLE_FAN\n");
82 *primType = GL_TRIANGLE_FAN;
83 NumVertexes = NumPrimitives + 2;
84 break;
86 default:
87 FIXME("Unhandled primitive\n");
88 *primType = GL_POINTS;
89 break;
91 return NumVertexes;
94 static BOOL fixed_get_input(
95 BYTE usage, BYTE usage_idx,
96 unsigned int* regnum) {
98 *regnum = -1;
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
104 *regnum = 0;
105 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
106 *regnum = 1;
107 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
108 *regnum = 2;
109 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
110 *regnum = 3;
111 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
112 *regnum = 4;
113 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
114 *regnum = 5;
115 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
116 *regnum = 6;
117 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
118 *regnum = 7 + usage_idx;
119 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
120 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
121 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
122 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
123 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
124 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
125 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
126 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
127 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
128 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
129 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
130 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
131 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
132 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
133 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
134 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
136 if (*regnum < 0) {
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage), usage_idx);
139 return FALSE;
141 return TRUE;
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice *iface,
146 BOOL useVertexShaderFunction,
147 WineDirect3DVertexStridedData *strided,
148 BOOL *fixup) {
150 /* We need to deal with frequency data!*/
152 BYTE *data = NULL;
153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
155 int i;
156 WINED3DVERTEXELEMENT *element;
157 DWORD stride;
158 int reg;
159 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
160 DWORD *streams = vertexDeclaration->streams;
162 /* Check for transformed vertices, disable vertex shader if present */
163 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
164 if(vertexDeclaration->position_transformed) {
165 useVertexShaderFunction = FALSE;
168 /* Translate the declaration into strided data */
169 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
170 GLint streamVBO = 0;
171 BOOL stride_used;
172 unsigned int idx;
174 element = vertexDeclaration->pDeclarationWine + i;
175 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
176 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
178 if (This->stateBlock->streamSource[element->Stream] == NULL)
179 continue;
181 stride = This->stateBlock->streamStride[element->Stream];
182 if (This->stateBlock->streamIsUP) {
183 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
184 streamVBO = 0;
185 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
186 } else {
187 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
188 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
190 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
191 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
192 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
193 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
194 * not, drawStridedSlow is needed, including a vertex buffer path.
196 if(This->stateBlock->loadBaseVertexIndex < 0) {
197 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
198 streamVBO = 0;
199 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
200 if(data + This->stateBlock->loadBaseVertexIndex * stride < 0) {
201 FIXME("System memory vertex data load offset is negative!\n");
205 if(fixup) {
206 if( streamVBO != 0) *fixup = TRUE;
207 else if(*fixup && !useVertexShaderFunction &&
208 (element->Usage == WINED3DDECLUSAGE_COLOR ||
209 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
210 /* This may be bad with the fixed function pipeline */
211 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
215 data += element->Offset;
216 reg = element->Reg;
218 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
220 if (useVertexShaderFunction)
221 stride_used = vshader_get_input(This->stateBlock->vertexShader,
222 element->Usage, element->UsageIndex, &idx);
223 else
224 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
226 if (stride_used) {
227 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
228 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
229 useVertexShaderFunction? "shader": "fixed function", idx,
230 debug_d3ddeclusage(element->Usage), element->UsageIndex,
231 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
233 strided->u.input[idx].lpData = data;
234 strided->u.input[idx].dwType = element->Type;
235 strided->u.input[idx].dwStride = stride;
236 strided->u.input[idx].VBO = streamVBO;
237 strided->u.input[idx].streamNo = element->Stream;
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
243 * own again.
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246 * once in there.
248 for(i=0; i < numPreloadStreams; i++) {
249 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[streams[i]]);
253 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
254 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
257 if (idxSize != 0 /* This crashes sometimes!*/) {
258 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
259 idxData = idxData == (void *)-1 ? NULL : idxData;
260 #if 1
261 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
262 (const char *)idxData+(idxSize * startIdx));
263 checkGLcall("glDrawElements");
264 #else /* using drawRangeElements may be faster */
266 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
267 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
268 (const char *)idxData+(idxSize * startIdx));
269 checkGLcall("glDrawRangeElements");
270 #endif
272 } else {
274 /* Note first is now zero as we shuffled along earlier */
275 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
276 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
277 checkGLcall("glDrawArrays");
281 return;
285 * Actually draw using the supplied information.
286 * Slower GL version which extracts info about each vertex in turn
289 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
290 UINT NumVertexes, GLenum glPrimType,
291 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
293 unsigned int textureNo = 0;
294 const WORD *pIdxBufS = NULL;
295 const DWORD *pIdxBufL = NULL;
296 LONG vx_index;
297 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
298 float rhw = 0.0f; /* rhw */
299 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
300 DWORD specularColor = 0; /* Specular Color */
301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
302 UINT *streamOffset = This->stateBlock->streamOffset;
303 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
304 BOOL pixelShader = use_ps(This);
306 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
307 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
309 TRACE("Using slow vertex array code\n");
311 /* Variable Initialization */
312 if (idxSize != 0) {
313 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
314 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
315 * idxData will be != NULL
317 if(idxData == NULL) {
318 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
321 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
322 else pIdxBufL = (const DWORD *) idxData;
325 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
326 * to the strided Data in the device and might be needed intact on the next draw
328 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
329 if(sd->u.s.texCoords[textureNo].lpData) {
330 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
331 } else {
332 texCoords[textureNo] = NULL;
335 if(sd->u.s.diffuse.lpData) {
336 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
338 if(sd->u.s.specular.lpData) {
339 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
341 if(sd->u.s.normal.lpData) {
342 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
344 if(sd->u.s.position.lpData) {
345 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
348 /* Start drawing in GL */
349 VTRACE(("glBegin(%x)\n", glPrimType));
350 glBegin(glPrimType);
352 /* Default settings for data that is not passed */
353 if (sd->u.s.normal.lpData == NULL) {
354 glNormal3f(0, 0, 0);
356 if(sd->u.s.diffuse.lpData == NULL) {
357 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
359 if(sd->u.s.specular.lpData == NULL) {
360 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
361 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
365 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
366 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
369 /* For each primitive */
370 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
372 /* Initialize diffuse color */
373 diffuseColor = 0xFFFFFFFF;
375 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
376 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
379 /* For indexed data, we need to go a few more strides in */
380 if (idxData != NULL) {
382 /* Indexed so work out the number of strides to skip */
383 if (idxSize == 2) {
384 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
385 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
386 } else {
387 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
388 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
392 /* Texture coords --------------------------- */
393 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
395 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
396 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
397 continue ;
400 /* Query tex coords */
401 if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
403 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
404 int texture_idx = This->texUnitMap[textureNo];
405 float *ptrToCoords = NULL;
406 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
408 if (coordIdx > 7) {
409 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
410 continue;
411 } else if (coordIdx < 0) {
412 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
413 continue;
416 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
417 if (texCoords[coordIdx] == NULL) {
418 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
419 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
420 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
421 } else {
422 glTexCoord4f(0, 0, 0, 1);
424 continue;
425 } else {
426 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
428 if (texture_idx == -1) continue;
430 /* The coords to supply depend completely on the fvf / vertex shader */
431 switch (coordsToUse) {
432 case 4: q = ptrToCoords[3]; /* drop through */
433 case 3: r = ptrToCoords[2]; /* drop through */
434 case 2: t = ptrToCoords[1]; /* drop through */
435 case 1: s = ptrToCoords[0];
438 switch (coordsToUse) { /* Supply the provided texture coords */
439 case WINED3DTTFF_COUNT1:
440 VTRACE(("tex:%d, s=%f\n", textureNo, s));
441 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
442 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
443 } else {
444 glTexCoord1f(s);
446 break;
447 case WINED3DTTFF_COUNT2:
448 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
449 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
450 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
451 } else {
452 glTexCoord2f(s, t);
454 break;
455 case WINED3DTTFF_COUNT3:
456 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
457 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
458 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
459 } else {
460 glTexCoord3f(s, t, r);
462 break;
463 case WINED3DTTFF_COUNT4:
464 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
465 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
466 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
467 } else {
468 glTexCoord4f(s, t, r, q);
470 break;
471 default:
472 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
476 } /* End of textures */
478 /* Diffuse -------------------------------- */
479 if (diffuse) {
480 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
481 diffuseColor = ptrToCoords[0];
482 VTRACE(("diffuseColor=%lx\n", diffuseColor));
484 glColor4ub(D3DCOLOR_B_R(diffuseColor),
485 D3DCOLOR_B_G(diffuseColor),
486 D3DCOLOR_B_B(diffuseColor),
487 D3DCOLOR_B_A(diffuseColor));
488 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
489 D3DCOLOR_B_R(diffuseColor),
490 D3DCOLOR_B_G(diffuseColor),
491 D3DCOLOR_B_B(diffuseColor),
492 D3DCOLOR_B_A(diffuseColor)));
494 if(This->activeContext->num_untracked_materials) {
495 unsigned char i;
496 float color[4];
497 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
498 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
499 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
500 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
502 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
503 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
508 /* Specular ------------------------------- */
509 if (specular) {
510 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
511 specularColor = ptrToCoords[0];
512 VTRACE(("specularColor=%lx\n", specularColor));
514 /* special case where the fog density is stored in the specular alpha channel */
515 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
516 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
517 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
518 if(GL_SUPPORT(EXT_FOG_COORD)) {
519 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
520 } else {
521 static BOOL warned = FALSE;
522 if(!warned) {
523 /* TODO: Use the fog table code from old ddraw */
524 FIXME("Implement fog for transformed vertices in software\n");
525 warned = TRUE;
530 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
531 D3DCOLOR_B_R(specularColor),
532 D3DCOLOR_B_G(specularColor),
533 D3DCOLOR_B_B(specularColor)));
534 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
535 GL_EXTCALL(glSecondaryColor3ubEXT)(
536 D3DCOLOR_B_R(specularColor),
537 D3DCOLOR_B_G(specularColor),
538 D3DCOLOR_B_B(specularColor));
539 } else {
540 /* Do not worry if specular colour missing and disable request */
541 VTRACE(("Specular color extensions not supplied\n"));
545 /* Normal -------------------------------- */
546 if (normal != NULL) {
547 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
549 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
550 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
553 /* Position -------------------------------- */
554 if (position) {
555 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
556 x = ptrToCoords[0];
557 y = ptrToCoords[1];
558 z = ptrToCoords[2];
559 rhw = 1.0;
560 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
562 /* RHW follows, only if transformed, ie 4 floats were provided */
563 if (sd->u.s.position_transformed) {
564 rhw = ptrToCoords[3];
565 VTRACE(("rhw=%f\n", rhw));
568 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
569 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
570 glVertex3f(x, y, z);
571 } else {
572 GLfloat w = 1.0 / rhw;
573 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
574 glVertex4f(x*w, y*w, z*w, w);
578 /* For non indexed mode, step onto next parts */
579 if (idxData == NULL) {
580 ++SkipnStrides;
584 glEnd();
585 checkGLcall("glEnd and previous calls");
588 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
589 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
590 GLint old_binding = 0;
592 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
594 glDisable(GL_CULL_FACE);
595 glEnable(GL_BLEND);
596 glDisable(GL_ALPHA_TEST);
597 glDisable(GL_SCISSOR_TEST);
598 glDisable(GL_STENCIL_TEST);
599 glEnable(GL_DEPTH_TEST);
600 glDepthFunc(GL_ALWAYS);
601 glBlendFunc(GL_ZERO, GL_ONE);
603 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
604 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
605 glBindTexture(GL_TEXTURE_2D, texture);
606 glEnable(GL_TEXTURE_2D);
608 This->shader_backend->shader_select_depth_blt(iface);
610 glBegin(GL_TRIANGLE_STRIP);
611 glVertex2f(-1.0f, -1.0f);
612 glVertex2f(1.0f, -1.0f);
613 glVertex2f(-1.0f, 1.0f);
614 glVertex2f(1.0f, 1.0f);
615 glEnd();
617 glBindTexture(GL_TEXTURE_2D, old_binding);
619 glPopAttrib();
621 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
622 * and this seems easier and more efficient than providing the shader backend with a private
623 * storage to read and restore the old shader settings
625 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
628 static void depth_copy(IWineD3DDevice *iface) {
629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
630 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
632 /* Only copy the depth buffer if there is one. */
633 if (!depth_stencil) return;
635 /* TODO: Make this work for modes other than FBO */
636 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
638 if (depth_stencil->current_renderbuffer) {
639 FIXME("Not supported with fixed up depth stencil\n");
640 return;
643 if (This->render_offscreen) {
644 static GLuint tmp_texture = 0;
645 GLint old_binding = 0;
647 TRACE("Copying onscreen depth buffer to offscreen surface\n");
649 if (!tmp_texture) {
650 glGenTextures(1, &tmp_texture);
653 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
654 * directly on the FBO texture. That's because we need to flip. */
655 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
656 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
657 glBindTexture(GL_TEXTURE_2D, tmp_texture);
658 glCopyTexImage2D(depth_stencil->glDescription.target,
659 depth_stencil->glDescription.level,
660 depth_stencil->glDescription.glFormatInternal,
663 depth_stencil->currentDesc.Width,
664 depth_stencil->currentDesc.Height,
666 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
668 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
669 glBindTexture(GL_TEXTURE_2D, old_binding);
671 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
672 checkGLcall("glBindFramebuffer()");
673 depth_blt(iface, tmp_texture);
674 checkGLcall("depth_blt");
675 } else {
676 TRACE("Copying offscreen surface to onscreen depth buffer\n");
678 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
679 checkGLcall("glBindFramebuffer()");
680 depth_blt(iface, depth_stencil->glDescription.textureName);
681 checkGLcall("depth_blt");
685 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
686 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
687 ULONG startIdx, ULONG startVertex) {
688 UINT numInstances = 0;
689 int numInstancedAttribs = 0, i, j;
690 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
691 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
692 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
694 if (idxSize == 0) {
695 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
696 * We don't support this for now
698 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
699 * But the StreamSourceFreq value has a different meaning in that situation.
701 FIXME("Non-indexed instanced drawing is not supported\n");
702 return;
705 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
706 idxData = idxData == (void *)-1 ? NULL : idxData;
708 /* First, figure out how many instances we have to draw */
709 for(i = 0; i < MAX_STREAMS; i++) {
710 /* Look at all non-instanced streams */
711 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
712 stateblock->streamSource[i]) {
713 int inst = stateblock->streamFreq[i];
715 if(numInstances && inst != numInstances) {
716 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
718 numInstances = inst;
722 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
723 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
724 instancedData[numInstancedAttribs] = i;
725 numInstancedAttribs++;
729 /* now draw numInstances instances :-) */
730 for(i = 0; i < numInstances; i++) {
731 /* Specify the instanced attributes using immediate mode calls */
732 for(j = 0; j < numInstancedAttribs; j++) {
733 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
734 sd->u.input[instancedData[j]].dwStride * i +
735 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
736 if(sd->u.input[instancedData[j]].VBO) {
737 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
738 ptr += (long) vb->resource.allocatedMemory;
741 switch(sd->u.input[instancedData[j]].dwType) {
742 case WINED3DDECLTYPE_FLOAT1:
743 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
744 break;
745 case WINED3DDECLTYPE_FLOAT2:
746 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
747 break;
748 case WINED3DDECLTYPE_FLOAT3:
749 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
750 break;
751 case WINED3DDECLTYPE_FLOAT4:
752 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
753 break;
755 case WINED3DDECLTYPE_UBYTE4:
756 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr));
757 break;
758 case WINED3DDECLTYPE_UBYTE4N:
759 case WINED3DDECLTYPE_D3DCOLOR:
760 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
761 break;
763 case WINED3DDECLTYPE_SHORT2:
764 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
765 break;
766 case WINED3DDECLTYPE_SHORT4:
767 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
768 break;
770 case WINED3DDECLTYPE_SHORT2N:
772 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
773 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
774 break;
776 case WINED3DDECLTYPE_USHORT2N:
778 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
779 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
780 break;
782 case WINED3DDECLTYPE_SHORT4N:
783 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
784 break;
785 case WINED3DDECLTYPE_USHORT4N:
786 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
787 break;
789 case WINED3DDECLTYPE_UDEC3:
790 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
791 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
792 break;
793 case WINED3DDECLTYPE_DEC3N:
794 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
795 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
796 break;
798 case WINED3DDECLTYPE_FLOAT16_2:
799 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
800 * byte float according to the IEEE standard
802 if (GL_SUPPORT(NV_HALF_FLOAT)) {
803 GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr));
804 } else {
805 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
807 break;
808 case WINED3DDECLTYPE_FLOAT16_4:
809 if (GL_SUPPORT(NV_HALF_FLOAT)) {
810 GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr));
811 } else {
812 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
814 break;
816 case WINED3DDECLTYPE_UNUSED:
817 default:
818 ERR("Unexpected declaration in instanced attributes\n");
819 break;
823 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
824 (const char *)idxData+(idxSize * startIdx));
825 checkGLcall("glDrawElements");
829 struct coords {
830 int x, y, z;
833 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
834 struct coords coords[4];
835 int low_coord;
837 /* TODO: This could be supported for lazy unlocking */
838 if(!(surface->Flags & SFLAG_INTEXTURE)) {
839 /* It is ok at init to be nowhere */
840 if(!(surface->Flags & SFLAG_INSYSMEM)) {
841 ERR("Blitting surfaces from sysmem not supported yet\n");
843 return;
846 ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT);
847 ENTER_GL();
849 if(surface->glDescription.target == GL_TEXTURE_2D) {
850 glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName);
851 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
853 coords[0].x = 0; coords[0].y = 0; coords[0].z = 0;
854 coords[1].x = 0; coords[1].y = 1; coords[1].z = 0;
855 coords[2].x = 1; coords[2].y = 1; coords[2].z = 0;
856 coords[3].x = 1; coords[3].y = 0; coords[3].z = 0;
858 low_coord = 0;
859 } else {
860 /* Must be a cube map */
861 glDisable(GL_TEXTURE_2D);
862 checkGLcall("glDisable(GL_TEXTURE_2D)");
863 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
864 checkGLcall("glEnable(surface->glDescription.target)");
865 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName);
866 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
868 switch(surface->glDescription.target) {
869 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
870 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
871 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
872 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
873 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
874 break;
876 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
877 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
878 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
879 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
880 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
881 break;
883 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
884 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
885 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
886 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
887 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
888 break;
890 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
891 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
892 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
893 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
894 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
895 break;
897 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
898 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
899 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
900 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
901 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
902 break;
904 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
905 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
906 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
907 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
908 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
910 default:
911 ERR("Unexpected texture target\n");
912 LEAVE_GL();
913 return;
916 low_coord = -1;
919 if(This->render_offscreen) {
920 coords[0].y = coords[0].y == 1 ? low_coord : 1;
921 coords[1].y = coords[1].y == 1 ? low_coord : 1;
922 coords[2].y = coords[2].y == 1 ? low_coord : 1;
923 coords[3].y = coords[3].y == 1 ? low_coord : 1;
926 glBegin(GL_QUADS);
927 glTexCoord3iv((GLint *) &coords[0]);
928 glVertex2i(0, 0);
930 glTexCoord3iv((GLint *) &coords[1]);
931 glVertex2i(0, surface->pow2Height);
933 glTexCoord3iv((GLint *) &coords[2]);
934 glVertex2i(surface->pow2Width, surface->pow2Height);
936 glTexCoord3iv((GLint *) &coords[3]);
937 glVertex2i(surface->pow2Width, 0);
938 glEnd();
939 checkGLcall("glEnd");
941 if(surface->glDescription.target != GL_TEXTURE_2D) {
942 glEnable(GL_TEXTURE_2D);
943 checkGLcall("glEnable(GL_TEXTURE_2D)");
944 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
945 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
947 LEAVE_GL();
950 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
951 unsigned char i;
952 IWineD3DVertexBufferImpl *vb;
954 if(s->u.s.position.VBO) {
955 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
956 s->u.s.position.VBO = 0;
957 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
959 if(s->u.s.blendWeights.VBO) {
960 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
961 s->u.s.blendWeights.VBO = 0;
962 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
964 if(s->u.s.blendMatrixIndices.VBO) {
965 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
966 s->u.s.blendMatrixIndices.VBO = 0;
967 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
969 if(s->u.s.normal.VBO) {
970 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
971 s->u.s.normal.VBO = 0;
972 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
974 if(s->u.s.pSize.VBO) {
975 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
976 s->u.s.pSize.VBO = 0;
977 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
979 if(s->u.s.diffuse.VBO) {
980 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
981 s->u.s.diffuse.VBO = 0;
982 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
984 if(s->u.s.specular.VBO) {
985 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
986 s->u.s.specular.VBO = 0;
987 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
989 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
990 if(s->u.s.texCoords[i].VBO) {
991 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
992 s->u.s.texCoords[i].VBO = 0;
993 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
996 if(s->u.s.position2.VBO) {
997 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
998 s->u.s.position2.VBO = 0;
999 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
1001 if(s->u.s.normal2.VBO) {
1002 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
1003 s->u.s.normal2.VBO = 0;
1004 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
1006 if(s->u.s.tangent.VBO) {
1007 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
1008 s->u.s.tangent.VBO = 0;
1009 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
1011 if(s->u.s.binormal.VBO) {
1012 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
1013 s->u.s.binormal.VBO = 0;
1014 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
1016 if(s->u.s.tessFactor.VBO) {
1017 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
1018 s->u.s.tessFactor.VBO = 0;
1019 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
1021 if(s->u.s.fog.VBO) {
1022 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
1023 s->u.s.fog.VBO = 0;
1024 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
1026 if(s->u.s.depth.VBO) {
1027 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
1028 s->u.s.depth.VBO = 0;
1029 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
1031 if(s->u.s.sample.VBO) {
1032 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
1033 s->u.s.sample.VBO = 0;
1034 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
1038 /* Routine common to the draw primitive and draw indexed primitive routines */
1039 void drawPrimitive(IWineD3DDevice *iface,
1040 int PrimitiveType,
1041 long NumPrimitives,
1042 /* for Indexed: */
1043 long StartVertexIndex,
1044 UINT numberOfVertices,
1045 long StartIdx,
1046 short idxSize,
1047 const void *idxData,
1048 int minIndex) {
1050 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1051 IWineD3DSwapChain *swapchain;
1052 IWineD3DBaseTexture *texture = NULL;
1053 IWineD3DSurfaceImpl *target;
1054 int i;
1056 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1057 This->isInDraw = TRUE;
1059 /* Invalidate the back buffer memory so LockRect will read it the next time */
1060 for(i = 0; i < GL_LIMITS(buffers); i++) {
1061 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
1063 /* TODO: Only do all that if we're going to change anything
1064 * Texture container dirtification does not work quite right yet
1066 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1067 swapchain = NULL;
1068 texture = NULL;
1070 if(i == 0) {
1071 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1073 /* Need the surface in the drawable! */
1074 if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
1075 blt_to_drawable(This, target);
1078 if(swapchain) {
1079 /* Onscreen target. Invalidate system memory copy and texture copy */
1080 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1081 target->Flags |= SFLAG_INDRAWABLE;
1082 IWineD3DSwapChain_Release(swapchain);
1083 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1084 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1085 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1087 if(texture) {
1088 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1089 IWineD3DTexture_Release(texture);
1092 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1093 target->Flags |= SFLAG_INDRAWABLE;
1094 } else {
1095 /* FBO offscreen target. Invalidate system memory copy */
1096 target->Flags &= ~SFLAG_INSYSMEM;
1098 } else {
1099 /* Must be an fbo render target */
1100 target->Flags &= ~SFLAG_INSYSMEM;
1101 target->Flags |= SFLAG_INTEXTURE;
1106 /* Ok, we will be updating the screen from here onwards so grab the lock */
1108 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1109 ENTER_GL();
1110 apply_fbo_state(iface);
1111 LEAVE_GL();
1114 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1115 ENTER_GL();
1117 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1118 depth_copy(iface);
1120 This->depth_copy_state = WINED3D_DCS_INITIAL;
1123 GLenum glPrimType;
1124 BOOL emulation = FALSE;
1125 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1126 WineDirect3DVertexStridedData stridedlcl;
1127 /* Ok, Work out which primitive is requested and how many vertexes that
1128 will be */
1129 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1130 if (numberOfVertices == 0 )
1131 numberOfVertices = calculatedNumberOfindices;
1133 if(!use_vs(This)) {
1134 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
1135 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1136 FIXME("Using software emulation because not all material properties could be tracked\n");
1137 emulation = TRUE;
1139 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
1140 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1141 * to a float in the vertex buffer
1143 FIXME("Using software emulation because manual fog coordinates are provided\n");
1144 emulation = TRUE;
1147 if(emulation) {
1148 strided = &stridedlcl;
1149 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1150 remove_vbos(This, &stridedlcl);
1154 if (This->useDrawStridedSlow || emulation) {
1155 /* Immediate mode drawing */
1156 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1157 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1158 } else if(This->instancedDraw) {
1159 /* Instancing emulation with mixing immediate mode and arrays */
1160 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1161 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1162 } else {
1163 /* Simple array draw call */
1164 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1165 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1169 /* Finshed updating the screen, restore lock */
1170 LEAVE_GL();
1171 TRACE("Done all gl drawing\n");
1173 /* Diagnostics */
1174 #ifdef SHOW_FRAME_MAKEUP
1176 static long int primCounter = 0;
1177 /* NOTE: set primCounter to the value reported by drawprim
1178 before you want to to write frame makeup to /tmp */
1179 if (primCounter >= 0) {
1180 WINED3DLOCKED_RECT r;
1181 char buffer[80];
1182 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1183 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1184 TRACE("Saving screenshot %s\n", buffer);
1185 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1186 IWineD3DSurface_UnlockRect(This->renderTarget);
1188 #ifdef SHOW_TEXTURE_MAKEUP
1190 IWineD3DSurface *pSur;
1191 int textureNo;
1192 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1193 if (This->stateBlock->textures[textureNo] != NULL) {
1194 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1195 TRACE("Saving texture %s\n", buffer);
1196 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1197 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1198 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1199 IWineD3DSurface_Release(pSur);
1200 } else {
1201 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1206 #endif
1208 TRACE("drawprim #%d\n", primCounter);
1209 ++primCounter;
1211 #endif
1213 /* Control goes back to the device, stateblock values may change again */
1214 This->isInDraw = FALSE;
1217 static void normalize_normal(float *n) {
1218 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1219 if(length == 0.0) return;
1220 length = sqrt(length);
1221 n[0] = n[0] / length;
1222 n[1] = n[1] / length;
1223 n[2] = n[2] / length;
1226 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1228 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1229 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1230 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1231 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1232 * in drawprim.
1234 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1235 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1236 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1237 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1238 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1240 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1241 * resulting colors back to the normals.
1243 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1244 * does not restore it because normally a draw follows immediately afterwards. The caller is
1245 * responsible of taking care that either the gl states are restored, or the context activated
1246 * for drawing to reset the lastWasBlit flag.
1248 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1249 struct WineD3DRectPatch *patch) {
1250 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1251 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1252 WineDirect3DVertexStridedData strided;
1253 BYTE *data;
1254 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1255 DWORD vtxStride;
1256 GLenum feedback_type;
1257 GLfloat *feedbuffer;
1259 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1260 * Beware of vbos
1262 memset(&strided, 0, sizeof(strided));
1263 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1264 if(strided.u.s.position.VBO) {
1265 IWineD3DVertexBufferImpl *vb;
1266 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1267 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1268 (unsigned long) vb->resource.allocatedMemory);
1270 vtxStride = strided.u.s.position.dwStride;
1271 data = strided.u.s.position.lpData +
1272 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1273 vtxStride * info->StartVertexOffsetWidth;
1275 /* Not entirely sure about what happens with transformed vertices */
1276 if(strided.u.s.position_transformed) {
1277 FIXME("Transformed position in rectpatch generation\n");
1279 if(vtxStride % sizeof(GLfloat)) {
1280 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1281 * I don't see how the stride could not be a multiple of 4, but make sure
1282 * to check it
1284 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1286 if(info->Basis != WINED3DBASIS_BEZIER) {
1287 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1289 if(info->Degree != WINED3DDEGREE_CUBIC) {
1290 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1293 /* First, get the boundary cube of the input data */
1294 for(j = 0; j < info->Height; j++) {
1295 for(i = 0; i < info->Width; i++) {
1296 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1297 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1298 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1299 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1300 if(v[2] < neg_z) neg_z = v[2];
1304 /* This needs some improvements in the vertex decl code */
1305 FIXME("Cannot find data to generate. Only generating position and normals\n");
1306 patch->has_normals = TRUE;
1307 patch->has_texcoords = FALSE;
1309 /* Simply activate the context for blitting. This disables all the things we don't want and
1310 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1311 * patch (as opposed to normal draws) will most likely need different changes anyway
1313 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1314 ENTER_GL();
1316 glMatrixMode(GL_PROJECTION);
1317 checkGLcall("glMatrixMode(GL_PROJECTION)");
1318 glLoadIdentity();
1319 checkGLcall("glLoadIndentity()");
1320 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1321 glTranslatef(0, 0, 0.5);
1322 checkGLcall("glScalef");
1323 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1324 checkGLcall("glViewport");
1326 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1327 * our feedback buffer parser
1329 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1330 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1331 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1332 if(patch->has_normals) {
1333 float black[4] = {0, 0, 0, 0};
1334 float red[4] = {1, 0, 0, 0};
1335 float green[4] = {0, 1, 0, 0};
1336 float blue[4] = {0, 0, 1, 0};
1337 float white[4] = {1, 1, 1, 1};
1338 glEnable(GL_LIGHTING);
1339 checkGLcall("glEnable(GL_LIGHTING)");
1340 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1341 checkGLcall("glLightModel for MODEL_AMBIENT");
1342 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1344 for(i = 3; i < GL_LIMITS(lights); i++) {
1345 glDisable(GL_LIGHT0 + i);
1346 checkGLcall("glDisable(GL_LIGHT0 + i)");
1347 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1350 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1351 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1352 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1353 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1354 glLightfv(GL_LIGHT0, GL_POSITION, red);
1355 glEnable(GL_LIGHT0);
1356 checkGLcall("Setting up light 1\n");
1357 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1358 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1359 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1360 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1361 glLightfv(GL_LIGHT1, GL_POSITION, green);
1362 glEnable(GL_LIGHT1);
1363 checkGLcall("Setting up light 2\n");
1364 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1365 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1366 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1367 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1368 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1369 glEnable(GL_LIGHT2);
1370 checkGLcall("Setting up light 3\n");
1372 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1373 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1374 glDisable(GL_COLOR_MATERIAL);
1375 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1376 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1377 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1378 checkGLcall("Setting up materials\n");
1381 /* Enable the needed maps.
1382 * GL_MAP2_VERTEX_3 is needed for positional data.
1383 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1384 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1386 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1387 out_vertex_size = 3 /* position */;
1388 d3d_out_vertex_size = 3;
1389 glEnable(GL_MAP2_VERTEX_3);
1390 if(patch->has_normals && patch->has_texcoords) {
1391 FIXME("Texcoords not handled yet\n");
1392 feedback_type = GL_3D_COLOR_TEXTURE;
1393 out_vertex_size += 8;
1394 d3d_out_vertex_size += 7;
1395 glEnable(GL_AUTO_NORMAL);
1396 glEnable(GL_MAP2_TEXTURE_COORD_4);
1397 } else if(patch->has_texcoords) {
1398 FIXME("Texcoords not handled yet\n");
1399 feedback_type = GL_3D_COLOR_TEXTURE;
1400 out_vertex_size += 7;
1401 d3d_out_vertex_size += 4;
1402 glEnable(GL_MAP2_TEXTURE_COORD_4);
1403 } else if(patch->has_normals) {
1404 feedback_type = GL_3D_COLOR;
1405 out_vertex_size += 4;
1406 d3d_out_vertex_size += 3;
1407 glEnable(GL_AUTO_NORMAL);
1408 } else {
1409 feedback_type = GL_3D;
1411 checkGLcall("glEnable vertex attrib generation");
1413 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1414 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1415 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1417 glMap2f(GL_MAP2_VERTEX_3,
1418 0, 1, vtxStride / sizeof(float), info->Width,
1419 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1420 (float *) data);
1421 checkGLcall("glMap2f");
1422 if(patch->has_texcoords) {
1423 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1424 0, 1, vtxStride / sizeof(float), info->Width,
1425 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1426 (float *) data);
1427 checkGLcall("glMap2f");
1429 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1430 checkGLcall("glMapGrid2f");
1432 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1433 checkGLcall("glFeedbackBuffer");
1434 glRenderMode(GL_FEEDBACK);
1436 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1437 checkGLcall("glEvalMesh2\n");
1439 i = glRenderMode(GL_RENDER);
1440 if(i == -1) {
1441 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1442 Sleep(10000);
1443 HeapFree(GetProcessHeap(), 0, feedbuffer);
1444 return WINED3DERR_DRIVERINTERNALERROR;
1445 } else if(i != buffer_size) {
1446 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1447 Sleep(10000);
1448 HeapFree(GetProcessHeap(), 0, feedbuffer);
1449 return WINED3DERR_DRIVERINTERNALERROR;
1450 } else {
1451 TRACE("Got %d elements as expected\n", i);
1454 HeapFree(GetProcessHeap(), 0, patch->mem);
1455 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1456 i = 0;
1457 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1458 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1459 ERR("Unexpected token: %f\n", feedbuffer[j]);
1460 continue;
1462 if(feedbuffer[j + 1] != 3) {
1463 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1464 continue;
1466 /* Somehow there are different ideas about back / front facing, so fix up the
1467 * vertex order
1469 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1470 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1471 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1472 if(patch->has_normals) {
1473 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1474 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1475 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1477 i += d3d_out_vertex_size;
1479 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1480 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1481 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1482 if(patch->has_normals) {
1483 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1484 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1485 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1487 i += d3d_out_vertex_size;
1489 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1490 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1491 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1492 if(patch->has_normals) {
1493 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1494 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1495 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1497 i += d3d_out_vertex_size;
1500 if(patch->has_normals) {
1501 /* Now do the same with reverse light directions */
1502 float x[4] = {-1, 0, 0, 0};
1503 float y[4] = { 0, -1, 0, 0};
1504 float z[4] = { 0, 0, -1, 0};
1505 glLightfv(GL_LIGHT0, GL_POSITION, x);
1506 glLightfv(GL_LIGHT1, GL_POSITION, y);
1507 glLightfv(GL_LIGHT2, GL_POSITION, z);
1508 checkGLcall("Setting up reverse light directions\n");
1510 glRenderMode(GL_FEEDBACK);
1511 checkGLcall("glRenderMode(GL_FEEDBACK)");
1512 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1513 checkGLcall("glEvalMesh2\n");
1514 i = glRenderMode(GL_RENDER);
1515 checkGLcall("glRenderMode(GL_RENDER)");
1517 i = 0;
1518 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1519 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1520 ERR("Unexpected token: %f\n", feedbuffer[j]);
1521 continue;
1523 if(feedbuffer[j + 1] != 3) {
1524 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1525 continue;
1527 if(patch->mem[i + 3] == 0.0)
1528 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1529 if(patch->mem[i + 4] == 0.0)
1530 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1531 if(patch->mem[i + 5] == 0.0)
1532 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1533 normalize_normal(patch->mem + i + 3);
1534 i += d3d_out_vertex_size;
1536 if(patch->mem[i + 3] == 0.0)
1537 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1538 if(patch->mem[i + 4] == 0.0)
1539 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1540 if(patch->mem[i + 5] == 0.0)
1541 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1542 normalize_normal(patch->mem + i + 3);
1543 i += d3d_out_vertex_size;
1545 if(patch->mem[i + 3] == 0.0)
1546 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1547 if(patch->mem[i + 4] == 0.0)
1548 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1549 if(patch->mem[i + 5] == 0.0)
1550 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1551 normalize_normal(patch->mem + i + 3);
1552 i += d3d_out_vertex_size;
1556 glDisable(GL_MAP2_VERTEX_3);
1557 glDisable(GL_AUTO_NORMAL);
1558 glDisable(GL_MAP2_NORMAL);
1559 glDisable(GL_MAP2_TEXTURE_COORD_4);
1560 checkGLcall("glDisable vertex attrib generation");
1561 LEAVE_GL();
1563 HeapFree(GetProcessHeap(), 0, feedbuffer);
1565 vtxStride = 3 * sizeof(float);
1566 if(patch->has_normals) {
1567 vtxStride += 3 * sizeof(float);
1569 if(patch->has_texcoords) {
1570 vtxStride += 4 * sizeof(float);
1572 memset(&patch->strided, 0, sizeof(&patch->strided));
1573 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1574 patch->strided.u.s.position.dwStride = vtxStride;
1575 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1576 patch->strided.u.s.position.streamNo = 255;
1578 if(patch->has_normals) {
1579 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1580 patch->strided.u.s.normal.dwStride = vtxStride;
1581 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1582 patch->strided.u.s.normal.streamNo = 255;
1584 if(patch->has_texcoords) {
1585 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1586 if(patch->has_normals) {
1587 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1589 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1590 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1591 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1592 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1593 * application.
1595 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1598 return WINED3D_OK;