ddraw: Add missing pitch in callback from EnumDisplayModes().
[wine.git] / dlls / wined3d / drawprim.c
blobc3c642cab5c5eec2abc447d94e83cde675166758
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>
33 #include <math.h>
35 #if 0 /* TODO */
36 extern IWineD3DVertexShaderImpl* VertexShaders[64];
37 extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
38 extern IWineD3DPixelShaderImpl* PixelShaders[64];
40 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
41 #endif
43 /* Issues the glBegin call for gl given the primitive type and count */
44 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
45 DWORD NumPrimitives,
46 GLenum *primType)
48 DWORD NumVertexes = NumPrimitives;
50 switch (PrimitiveType) {
51 case WINED3DPT_POINTLIST:
52 TRACE("POINTS\n");
53 *primType = GL_POINTS;
54 NumVertexes = NumPrimitives;
55 break;
57 case WINED3DPT_LINELIST:
58 TRACE("LINES\n");
59 *primType = GL_LINES;
60 NumVertexes = NumPrimitives * 2;
61 break;
63 case WINED3DPT_LINESTRIP:
64 TRACE("LINE_STRIP\n");
65 *primType = GL_LINE_STRIP;
66 NumVertexes = NumPrimitives + 1;
67 break;
69 case WINED3DPT_TRIANGLELIST:
70 TRACE("TRIANGLES\n");
71 *primType = GL_TRIANGLES;
72 NumVertexes = NumPrimitives * 3;
73 break;
75 case WINED3DPT_TRIANGLESTRIP:
76 TRACE("TRIANGLE_STRIP\n");
77 *primType = GL_TRIANGLE_STRIP;
78 NumVertexes = NumPrimitives + 2;
79 break;
81 case WINED3DPT_TRIANGLEFAN:
82 TRACE("TRIANGLE_FAN\n");
83 *primType = GL_TRIANGLE_FAN;
84 NumVertexes = NumPrimitives + 2;
85 break;
87 default:
88 FIXME("Unhandled primitive\n");
89 *primType = GL_POINTS;
90 break;
92 return NumVertexes;
95 static BOOL fixed_get_input(
96 BYTE usage, BYTE usage_idx,
97 unsigned int* regnum) {
99 *regnum = -1;
101 /* Those positions must have the order in the
102 * named part of the strided data */
104 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
105 *regnum = 0;
106 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
107 *regnum = 1;
108 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
109 *regnum = 2;
110 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
111 *regnum = 3;
112 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
113 *regnum = 4;
114 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
115 *regnum = 5;
116 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
117 *regnum = 6;
118 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
119 *regnum = 7 + usage_idx;
120 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
121 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
122 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
123 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
124 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
125 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
126 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
127 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
128 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
129 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
130 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
131 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
132 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
133 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
134 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
135 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
137 if (*regnum == -1) {
138 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
139 debug_d3ddeclusage(usage), usage_idx);
140 return FALSE;
142 return TRUE;
145 void primitiveDeclarationConvertToStridedData(
146 IWineD3DDevice *iface,
147 BOOL useVertexShaderFunction,
148 WineDirect3DVertexStridedData *strided,
149 BOOL *fixup) {
151 /* We need to deal with frequency data!*/
153 BYTE *data = NULL;
154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
155 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
156 int i;
157 WINED3DVERTEXELEMENT *element;
158 DWORD stride;
159 int reg;
160 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
161 DWORD *streams = vertexDeclaration->streams;
163 /* Check for transformed vertices, disable vertex shader if present */
164 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
165 if(vertexDeclaration->position_transformed) {
166 useVertexShaderFunction = FALSE;
169 /* Translate the declaration into strided data */
170 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
171 GLint streamVBO = 0;
172 BOOL stride_used;
173 unsigned int idx;
175 element = vertexDeclaration->pDeclarationWine + i;
176 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
177 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
179 if (This->stateBlock->streamSource[element->Stream] == NULL)
180 continue;
182 stride = This->stateBlock->streamStride[element->Stream];
183 if (This->stateBlock->streamIsUP) {
184 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
185 streamVBO = 0;
186 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
187 } else {
188 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
189 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
191 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
192 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
193 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
194 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
195 * not, drawStridedSlow is needed, including a vertex buffer path.
197 if(This->stateBlock->loadBaseVertexIndex < 0) {
198 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
199 streamVBO = 0;
200 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
201 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
202 FIXME("System memory vertex data load offset is negative!\n");
206 if(fixup) {
207 if( streamVBO != 0) *fixup = TRUE;
208 else if(*fixup && !useVertexShaderFunction &&
209 (element->Usage == WINED3DDECLUSAGE_COLOR ||
210 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
211 /* This may be bad with the fixed function pipeline */
212 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
216 data += element->Offset;
217 reg = element->Reg;
219 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
221 if (useVertexShaderFunction)
222 stride_used = vshader_get_input(This->stateBlock->vertexShader,
223 element->Usage, element->UsageIndex, &idx);
224 else
225 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
227 if (stride_used) {
228 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
229 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
230 useVertexShaderFunction? "shader": "fixed function", idx,
231 debug_d3ddeclusage(element->Usage), element->UsageIndex,
232 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
234 strided->u.input[idx].lpData = data;
235 strided->u.input[idx].dwType = element->Type;
236 strided->u.input[idx].dwStride = stride;
237 strided->u.input[idx].VBO = streamVBO;
238 strided->u.input[idx].streamNo = element->Stream;
241 /* Now call PreLoad on all the vertex buffers. In the very rare case
242 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
243 * The vertex buffer can now use the strided structure in the device instead of finding its
244 * own again.
246 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
247 * once in there.
249 for(i=0; i < numPreloadStreams; i++) {
250 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
251 if(vb) {
252 IWineD3DVertexBuffer_PreLoad(vb);
257 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
258 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
259 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
261 if (idxSize != 0 /* This crashes sometimes!*/) {
262 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
263 idxData = idxData == (void *)-1 ? NULL : idxData;
264 #if 1
265 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
266 (const char *)idxData+(idxSize * startIdx));
267 checkGLcall("glDrawElements");
268 #else /* using drawRangeElements may be faster */
270 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
271 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
272 (const char *)idxData+(idxSize * startIdx));
273 checkGLcall("glDrawRangeElements");
274 #endif
276 } else {
278 /* Note first is now zero as we shuffled along earlier */
279 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
280 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
281 checkGLcall("glDrawArrays");
285 return;
289 * Actually draw using the supplied information.
290 * Slower GL version which extracts info about each vertex in turn
293 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
294 UINT NumVertexes, GLenum glPrimType,
295 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
297 unsigned int textureNo = 0;
298 const WORD *pIdxBufS = NULL;
299 const DWORD *pIdxBufL = NULL;
300 LONG vx_index;
301 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
302 DWORD specularColor = 0; /* Specular Color */
303 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
304 UINT *streamOffset = This->stateBlock->streamOffset;
305 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
306 BOOL pixelShader = use_ps(This);
308 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
309 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
311 TRACE("Using slow vertex array code\n");
313 /* Variable Initialization */
314 if (idxSize != 0) {
315 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
316 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
317 * idxData will be != NULL
319 if(idxData == NULL) {
320 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
323 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
324 else pIdxBufL = (const DWORD *) idxData;
327 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
328 * to the strided Data in the device and might be needed intact on the next draw
330 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
331 if(sd->u.s.texCoords[textureNo].lpData) {
332 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
333 } else {
334 texCoords[textureNo] = NULL;
337 if(sd->u.s.diffuse.lpData) {
338 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
340 if(sd->u.s.specular.lpData) {
341 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
343 if(sd->u.s.normal.lpData) {
344 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
346 if(sd->u.s.position.lpData) {
347 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
350 /* The texture coordinate types are not so easy to map into a common function signature - we're
351 * not using the vector functions here
353 if(FIXME_ON(d3d_draw)) {
354 for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
355 DWORD type = sd->u.s.texCoords[textureNo].dwType;
356 if (sd->u.s.texCoords[textureNo].lpData &&
357 type != WINED3DDECLTYPE_FLOAT1 &&
358 type != WINED3DDECLTYPE_FLOAT2 &&
359 type != WINED3DDECLTYPE_FLOAT3 &&
360 type != WINED3DDECLTYPE_FLOAT4) {
361 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type));
364 if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
365 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
366 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
367 if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
368 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
371 if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
372 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
376 /* Start drawing in GL */
377 VTRACE(("glBegin(%x)\n", glPrimType));
378 glBegin(glPrimType);
380 /* Default settings for data that is not passed */
381 if (sd->u.s.normal.lpData == NULL) {
382 glNormal3f(0, 0, 0);
384 if(sd->u.s.diffuse.lpData == NULL) {
385 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
387 if(sd->u.s.specular.lpData == NULL) {
388 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
389 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
393 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
394 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
397 /* For each primitive */
398 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
400 /* Initialize diffuse color */
401 diffuseColor = 0xFFFFFFFF;
403 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
404 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
407 /* For indexed data, we need to go a few more strides in */
408 if (idxData != NULL) {
410 /* Indexed so work out the number of strides to skip */
411 if (idxSize == 2) {
412 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
413 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
414 } else {
415 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
416 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
420 /* Texture coords --------------------------- */
421 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
423 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
424 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
425 continue ;
428 /* Query tex coords */
429 if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
431 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
432 int texture_idx = This->texUnitMap[textureNo];
433 float *ptrToCoords = NULL;
434 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
436 if (coordIdx > 7) {
437 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
438 continue;
439 } else if (coordIdx < 0) {
440 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
441 continue;
444 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
445 if (texCoords[coordIdx] == NULL) {
446 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
447 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
448 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
449 } else {
450 glTexCoord4f(0, 0, 0, 1);
452 continue;
453 } else {
454 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
456 if (texture_idx == -1) continue;
458 /* The coords to supply depend completely on the fvf / vertex shader */
459 switch (coordsToUse) {
460 case 4: q = ptrToCoords[3]; /* drop through */
461 case 3: r = ptrToCoords[2]; /* drop through */
462 case 2: t = ptrToCoords[1]; /* drop through */
463 case 1: s = ptrToCoords[0];
466 switch (coordsToUse) { /* Supply the provided texture coords */
467 case WINED3DTTFF_COUNT1:
468 VTRACE(("tex:%d, s=%f\n", textureNo, s));
469 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
470 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
471 } else {
472 glTexCoord1f(s);
474 break;
475 case WINED3DTTFF_COUNT2:
476 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
477 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
478 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
479 } else {
480 glTexCoord2f(s, t);
482 break;
483 case WINED3DTTFF_COUNT3:
484 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
485 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
486 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
487 } else {
488 glTexCoord3f(s, t, r);
490 break;
491 case WINED3DTTFF_COUNT4:
492 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
493 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
494 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
495 } else {
496 glTexCoord4f(s, t, r, q);
498 break;
499 default:
500 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
504 } /* End of textures */
506 /* Diffuse -------------------------------- */
507 if (diffuse) {
508 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
510 diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
511 if(This->activeContext->num_untracked_materials) {
512 unsigned char i;
513 float color[4];
515 diffuseColor = ptrToCoords[0];
516 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
517 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
518 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
519 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
521 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
522 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
527 /* Specular ------------------------------- */
528 if (specular) {
529 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
531 /* special case where the fog density is stored in the specular alpha channel */
532 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
533 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
534 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
535 if(GL_SUPPORT(EXT_FOG_COORD)) {
536 specularColor = ptrToCoords[0];
537 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
538 } else {
539 static BOOL warned = FALSE;
540 if(!warned) {
541 /* TODO: Use the fog table code from old ddraw */
542 FIXME("Implement fog for transformed vertices in software\n");
543 warned = TRUE;
548 specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
551 /* Normal -------------------------------- */
552 if (normal != NULL) {
553 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
554 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
557 /* Position -------------------------------- */
558 if (position) {
559 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
560 position_funcs[sd->u.s.position.dwType](ptrToCoords);
563 /* For non indexed mode, step onto next parts */
564 if (idxData == NULL) {
565 ++SkipnStrides;
569 glEnd();
570 checkGLcall("glEnd and previous calls");
573 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
574 switch(type) {
575 case WINED3DDECLTYPE_FLOAT1:
576 GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
577 break;
578 case WINED3DDECLTYPE_FLOAT2:
579 GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
580 break;
581 case WINED3DDECLTYPE_FLOAT3:
582 GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
583 break;
584 case WINED3DDECLTYPE_FLOAT4:
585 GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
586 break;
588 case WINED3DDECLTYPE_UBYTE4:
589 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
590 break;
591 case WINED3DDECLTYPE_UBYTE4N:
592 case WINED3DDECLTYPE_D3DCOLOR:
593 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
594 break;
596 case WINED3DDECLTYPE_SHORT2:
597 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
598 break;
599 case WINED3DDECLTYPE_SHORT4:
600 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
601 break;
603 case WINED3DDECLTYPE_SHORT2N:
605 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
606 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
607 break;
609 case WINED3DDECLTYPE_USHORT2N:
611 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
612 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
613 break;
615 case WINED3DDECLTYPE_SHORT4N:
616 GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
617 break;
618 case WINED3DDECLTYPE_USHORT4N:
619 GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
620 break;
622 case WINED3DDECLTYPE_UDEC3:
623 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
624 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
625 break;
626 case WINED3DDECLTYPE_DEC3N:
627 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
628 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
629 break;
631 case WINED3DDECLTYPE_FLOAT16_2:
632 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
633 * byte float according to the IEEE standard
635 if (GL_SUPPORT(NV_HALF_FLOAT)) {
636 GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
637 } else {
638 float x = float_16_to_32(((unsigned short *) ptr) + 0);
639 float y = float_16_to_32(((unsigned short *) ptr) + 1);
640 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
642 break;
643 case WINED3DDECLTYPE_FLOAT16_4:
644 if (GL_SUPPORT(NV_HALF_FLOAT)) {
645 GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
646 } else {
647 float x = float_16_to_32(((unsigned short *) ptr) + 0);
648 float y = float_16_to_32(((unsigned short *) ptr) + 1);
649 float z = float_16_to_32(((unsigned short *) ptr) + 2);
650 float w = float_16_to_32(((unsigned short *) ptr) + 3);
651 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
653 break;
655 case WINED3DDECLTYPE_UNUSED:
656 default:
657 ERR("Unexpected attribute declaration: %d\n", type);
658 break;
662 static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
663 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
664 ULONG startVertex) {
666 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
667 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
668 const WORD *pIdxBufS = NULL;
669 const DWORD *pIdxBufL = NULL;
670 LONG vx_index;
671 int i;
672 IWineD3DStateBlockImpl *stateblock = (IWineD3DStateBlockImpl *) This->stateBlock;
673 BYTE *ptr;
675 if (idxSize != 0) {
676 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
677 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
678 * idxData will be != NULL
680 if(idxData == NULL) {
681 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
684 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
685 else pIdxBufL = (const DWORD *) idxData;
688 /* Start drawing in GL */
689 VTRACE(("glBegin(%x)\n", glPrimType));
690 glBegin(glPrimitiveType);
692 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
693 if (idxData != NULL) {
695 /* Indexed so work out the number of strides to skip */
696 if (idxSize == 2) {
697 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
698 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
699 } else {
700 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
701 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
705 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
706 if(!sd->u.input[i].lpData) continue;
708 ptr = sd->u.input[i].lpData +
709 sd->u.input[i].dwStride * SkipnStrides +
710 stateblock->streamOffset[sd->u.input[i].streamNo];
712 send_attribute(This, sd->u.input[i].dwType, i, ptr);
714 SkipnStrides++;
717 glEnd();
720 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
721 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
722 GLint old_binding = 0;
724 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
726 glDisable(GL_CULL_FACE);
727 glEnable(GL_BLEND);
728 glDisable(GL_ALPHA_TEST);
729 glDisable(GL_SCISSOR_TEST);
730 glDisable(GL_STENCIL_TEST);
731 glEnable(GL_DEPTH_TEST);
732 glDepthFunc(GL_ALWAYS);
733 glBlendFunc(GL_ZERO, GL_ONE);
735 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
736 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
737 glBindTexture(GL_TEXTURE_2D, texture);
738 glEnable(GL_TEXTURE_2D);
740 This->shader_backend->shader_select_depth_blt(iface);
742 glBegin(GL_TRIANGLE_STRIP);
743 glVertex2f(-1.0f, -1.0f);
744 glVertex2f(1.0f, -1.0f);
745 glVertex2f(-1.0f, 1.0f);
746 glVertex2f(1.0f, 1.0f);
747 glEnd();
749 glBindTexture(GL_TEXTURE_2D, old_binding);
751 glPopAttrib();
753 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
754 * and this seems easier and more efficient than providing the shader backend with a private
755 * storage to read and restore the old shader settings
757 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
760 static void depth_copy(IWineD3DDevice *iface) {
761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
762 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer;
764 /* Only copy the depth buffer if there is one. */
765 if (!depth_stencil) return;
767 /* TODO: Make this work for modes other than FBO */
768 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
770 if (depth_stencil->current_renderbuffer) {
771 FIXME("Not supported with fixed up depth stencil\n");
772 return;
775 if (This->render_offscreen) {
776 static GLuint tmp_texture = 0;
777 GLint old_binding = 0;
779 TRACE("Copying onscreen depth buffer to offscreen surface\n");
781 if (!tmp_texture) {
782 glGenTextures(1, &tmp_texture);
785 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
786 * directly on the FBO texture. That's because we need to flip. */
787 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
788 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
789 glBindTexture(GL_TEXTURE_2D, tmp_texture);
790 glCopyTexImage2D(depth_stencil->glDescription.target,
791 depth_stencil->glDescription.level,
792 depth_stencil->glDescription.glFormatInternal,
795 depth_stencil->currentDesc.Width,
796 depth_stencil->currentDesc.Height,
798 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
799 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
800 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
801 glBindTexture(GL_TEXTURE_2D, old_binding);
803 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
804 checkGLcall("glBindFramebuffer()");
805 depth_blt(iface, tmp_texture);
806 checkGLcall("depth_blt");
807 } else {
808 TRACE("Copying offscreen surface to onscreen depth buffer\n");
810 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
811 checkGLcall("glBindFramebuffer()");
812 depth_blt(iface, depth_stencil->glDescription.textureName);
813 checkGLcall("depth_blt");
817 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
818 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
819 ULONG startIdx, ULONG startVertex) {
820 UINT numInstances = 0;
821 int numInstancedAttribs = 0, i, j;
822 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
823 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
824 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
826 if (idxSize == 0) {
827 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
828 * We don't support this for now
830 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
831 * But the StreamSourceFreq value has a different meaning in that situation.
833 FIXME("Non-indexed instanced drawing is not supported\n");
834 return;
837 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
838 idxData = idxData == (void *)-1 ? NULL : idxData;
840 /* First, figure out how many instances we have to draw */
841 for(i = 0; i < MAX_STREAMS; i++) {
842 /* Look at all non-instanced streams */
843 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
844 stateblock->streamSource[i]) {
845 int inst = stateblock->streamFreq[i];
847 if(numInstances && inst != numInstances) {
848 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
850 numInstances = inst;
854 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
855 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
856 instancedData[numInstancedAttribs] = i;
857 numInstancedAttribs++;
861 /* now draw numInstances instances :-) */
862 for(i = 0; i < numInstances; i++) {
863 /* Specify the instanced attributes using immediate mode calls */
864 for(j = 0; j < numInstancedAttribs; j++) {
865 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
866 sd->u.input[instancedData[j]].dwStride * i +
867 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
868 if(sd->u.input[instancedData[j]].VBO) {
869 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
870 ptr += (long) vb->resource.allocatedMemory;
873 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
876 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
877 (const char *)idxData+(idxSize * startIdx));
878 checkGLcall("glDrawElements");
882 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
883 unsigned char i;
884 IWineD3DVertexBufferImpl *vb;
886 if(s->u.s.position.VBO) {
887 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
888 s->u.s.position.VBO = 0;
889 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
891 if(s->u.s.blendWeights.VBO) {
892 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
893 s->u.s.blendWeights.VBO = 0;
894 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
896 if(s->u.s.blendMatrixIndices.VBO) {
897 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
898 s->u.s.blendMatrixIndices.VBO = 0;
899 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
901 if(s->u.s.normal.VBO) {
902 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
903 s->u.s.normal.VBO = 0;
904 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
906 if(s->u.s.pSize.VBO) {
907 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
908 s->u.s.pSize.VBO = 0;
909 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
911 if(s->u.s.diffuse.VBO) {
912 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
913 s->u.s.diffuse.VBO = 0;
914 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
916 if(s->u.s.specular.VBO) {
917 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
918 s->u.s.specular.VBO = 0;
919 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
921 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
922 if(s->u.s.texCoords[i].VBO) {
923 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
924 s->u.s.texCoords[i].VBO = 0;
925 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
928 if(s->u.s.position2.VBO) {
929 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
930 s->u.s.position2.VBO = 0;
931 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
933 if(s->u.s.normal2.VBO) {
934 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
935 s->u.s.normal2.VBO = 0;
936 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
938 if(s->u.s.tangent.VBO) {
939 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
940 s->u.s.tangent.VBO = 0;
941 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
943 if(s->u.s.binormal.VBO) {
944 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
945 s->u.s.binormal.VBO = 0;
946 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
948 if(s->u.s.tessFactor.VBO) {
949 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
950 s->u.s.tessFactor.VBO = 0;
951 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
953 if(s->u.s.fog.VBO) {
954 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
955 s->u.s.fog.VBO = 0;
956 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
958 if(s->u.s.depth.VBO) {
959 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
960 s->u.s.depth.VBO = 0;
961 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
963 if(s->u.s.sample.VBO) {
964 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
965 s->u.s.sample.VBO = 0;
966 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
970 /* Routine common to the draw primitive and draw indexed primitive routines */
971 void drawPrimitive(IWineD3DDevice *iface,
972 int PrimitiveType,
973 long NumPrimitives,
974 /* for Indexed: */
975 long StartVertexIndex,
976 UINT numberOfVertices,
977 long StartIdx,
978 short idxSize,
979 const void *idxData,
980 int minIndex) {
982 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
983 IWineD3DSwapChain *swapchain;
984 IWineD3DBaseTexture *texture = NULL;
985 IWineD3DSurfaceImpl *target;
986 int i;
988 /* Signals other modules that a drawing is in progress and the stateblock finalized */
989 This->isInDraw = TRUE;
991 /* Invalidate the back buffer memory so LockRect will read it the next time */
992 for(i = 0; i < GL_LIMITS(buffers); i++) {
993 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
995 /* TODO: Only do all that if we're going to change anything
996 * Texture container dirtification does not work quite right yet
998 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
999 swapchain = NULL;
1000 texture = NULL;
1002 if(i == 0) {
1003 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1005 /* Need the surface in the drawable! */
1006 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
1008 /* TODO: Move fbo logic to ModifyLocation */
1009 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
1010 if(swapchain) {
1011 /* Onscreen target. Invalidate system memory copy and texture copy */
1012 IWineD3DSwapChain_Release(swapchain);
1013 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1014 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1015 /* TODO: Move container dirtification to ModifyLocation */
1016 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1018 if(texture) {
1019 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1020 IWineD3DTexture_Release(texture);
1022 } else {
1023 /* FBO offscreen target. Texture == Drawable */
1024 target->Flags |= SFLAG_INTEXTURE;
1026 } else {
1027 /* Must be an fbo render target */
1028 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
1029 target->Flags |= SFLAG_INTEXTURE;
1034 /* Ok, we will be updating the screen from here onwards so grab the lock */
1036 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1037 ENTER_GL();
1038 apply_fbo_state(iface);
1039 LEAVE_GL();
1042 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1043 ENTER_GL();
1045 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1046 depth_copy(iface);
1048 This->depth_copy_state = WINED3D_DCS_INITIAL;
1051 GLenum glPrimType;
1052 BOOL emulation = FALSE;
1053 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1054 WineDirect3DVertexStridedData stridedlcl;
1055 /* Ok, Work out which primitive is requested and how many vertexes that
1056 will be */
1057 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1058 if (numberOfVertices == 0 )
1059 numberOfVertices = calculatedNumberOfindices;
1061 if(!use_vs(This)) {
1062 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
1063 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1064 FIXME("Using software emulation because not all material properties could be tracked\n");
1065 emulation = TRUE;
1067 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
1068 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1069 * to a float in the vertex buffer
1071 FIXME("Using software emulation because manual fog coordinates are provided\n");
1072 emulation = TRUE;
1075 if(emulation) {
1076 strided = &stridedlcl;
1077 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1078 remove_vbos(This, &stridedlcl);
1082 if (This->useDrawStridedSlow || emulation) {
1083 /* Immediate mode drawing */
1084 if(use_vs(This)) {
1085 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
1086 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
1087 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1088 } else {
1089 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1090 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1092 } else if(This->instancedDraw) {
1093 /* Instancing emulation with mixing immediate mode and arrays */
1094 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1095 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1096 } else {
1097 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1098 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1102 /* Finshed updating the screen, restore lock */
1103 LEAVE_GL();
1104 TRACE("Done all gl drawing\n");
1106 /* Diagnostics */
1107 #ifdef SHOW_FRAME_MAKEUP
1109 static long int primCounter = 0;
1110 /* NOTE: set primCounter to the value reported by drawprim
1111 before you want to to write frame makeup to /tmp */
1112 if (primCounter >= 0) {
1113 WINED3DLOCKED_RECT r;
1114 char buffer[80];
1115 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1116 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1117 TRACE("Saving screenshot %s\n", buffer);
1118 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1119 IWineD3DSurface_UnlockRect(This->renderTarget);
1121 #ifdef SHOW_TEXTURE_MAKEUP
1123 IWineD3DSurface *pSur;
1124 int textureNo;
1125 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1126 if (This->stateBlock->textures[textureNo] != NULL) {
1127 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1128 TRACE("Saving texture %s\n", buffer);
1129 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1130 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1131 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1132 IWineD3DSurface_Release(pSur);
1133 } else {
1134 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1139 #endif
1141 TRACE("drawprim #%d\n", primCounter);
1142 ++primCounter;
1144 #endif
1146 /* Control goes back to the device, stateblock values may change again */
1147 This->isInDraw = FALSE;
1150 static void normalize_normal(float *n) {
1151 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1152 if(length == 0.0) return;
1153 length = sqrt(length);
1154 n[0] = n[0] / length;
1155 n[1] = n[1] / length;
1156 n[2] = n[2] / length;
1159 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1161 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1162 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1163 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1164 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1165 * in drawprim.
1167 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1168 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1169 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1170 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1171 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1173 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1174 * resulting colors back to the normals.
1176 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1177 * does not restore it because normally a draw follows immediately afterwards. The caller is
1178 * responsible of taking care that either the gl states are restored, or the context activated
1179 * for drawing to reset the lastWasBlit flag.
1181 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1182 struct WineD3DRectPatch *patch) {
1183 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1184 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1185 WineDirect3DVertexStridedData strided;
1186 BYTE *data;
1187 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1188 DWORD vtxStride;
1189 GLenum feedback_type;
1190 GLfloat *feedbuffer;
1192 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1193 * Beware of vbos
1195 memset(&strided, 0, sizeof(strided));
1196 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1197 if(strided.u.s.position.VBO) {
1198 IWineD3DVertexBufferImpl *vb;
1199 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1200 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1201 (unsigned long) vb->resource.allocatedMemory);
1203 vtxStride = strided.u.s.position.dwStride;
1204 data = strided.u.s.position.lpData +
1205 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1206 vtxStride * info->StartVertexOffsetWidth;
1208 /* Not entirely sure about what happens with transformed vertices */
1209 if(strided.u.s.position_transformed) {
1210 FIXME("Transformed position in rectpatch generation\n");
1212 if(vtxStride % sizeof(GLfloat)) {
1213 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1214 * I don't see how the stride could not be a multiple of 4, but make sure
1215 * to check it
1217 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1219 if(info->Basis != WINED3DBASIS_BEZIER) {
1220 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1222 if(info->Degree != WINED3DDEGREE_CUBIC) {
1223 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1226 /* First, get the boundary cube of the input data */
1227 for(j = 0; j < info->Height; j++) {
1228 for(i = 0; i < info->Width; i++) {
1229 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1230 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1231 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1232 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1233 if(v[2] < neg_z) neg_z = v[2];
1237 /* This needs some improvements in the vertex decl code */
1238 FIXME("Cannot find data to generate. Only generating position and normals\n");
1239 patch->has_normals = TRUE;
1240 patch->has_texcoords = FALSE;
1242 /* Simply activate the context for blitting. This disables all the things we don't want and
1243 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1244 * patch (as opposed to normal draws) will most likely need different changes anyway
1246 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1247 ENTER_GL();
1249 glMatrixMode(GL_PROJECTION);
1250 checkGLcall("glMatrixMode(GL_PROJECTION)");
1251 glLoadIdentity();
1252 checkGLcall("glLoadIndentity()");
1253 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1254 glTranslatef(0, 0, 0.5);
1255 checkGLcall("glScalef");
1256 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1257 checkGLcall("glViewport");
1259 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1260 * our feedback buffer parser
1262 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1263 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1264 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1265 if(patch->has_normals) {
1266 float black[4] = {0, 0, 0, 0};
1267 float red[4] = {1, 0, 0, 0};
1268 float green[4] = {0, 1, 0, 0};
1269 float blue[4] = {0, 0, 1, 0};
1270 float white[4] = {1, 1, 1, 1};
1271 glEnable(GL_LIGHTING);
1272 checkGLcall("glEnable(GL_LIGHTING)");
1273 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1274 checkGLcall("glLightModel for MODEL_AMBIENT");
1275 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1277 for(i = 3; i < GL_LIMITS(lights); i++) {
1278 glDisable(GL_LIGHT0 + i);
1279 checkGLcall("glDisable(GL_LIGHT0 + i)");
1280 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1283 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1284 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1285 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1286 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1287 glLightfv(GL_LIGHT0, GL_POSITION, red);
1288 glEnable(GL_LIGHT0);
1289 checkGLcall("Setting up light 1\n");
1290 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1291 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1292 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1293 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1294 glLightfv(GL_LIGHT1, GL_POSITION, green);
1295 glEnable(GL_LIGHT1);
1296 checkGLcall("Setting up light 2\n");
1297 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1298 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1299 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1300 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1301 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1302 glEnable(GL_LIGHT2);
1303 checkGLcall("Setting up light 3\n");
1305 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1306 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1307 glDisable(GL_COLOR_MATERIAL);
1308 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1309 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1310 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1311 checkGLcall("Setting up materials\n");
1314 /* Enable the needed maps.
1315 * GL_MAP2_VERTEX_3 is needed for positional data.
1316 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1317 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1319 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1320 out_vertex_size = 3 /* position */;
1321 d3d_out_vertex_size = 3;
1322 glEnable(GL_MAP2_VERTEX_3);
1323 if(patch->has_normals && patch->has_texcoords) {
1324 FIXME("Texcoords not handled yet\n");
1325 feedback_type = GL_3D_COLOR_TEXTURE;
1326 out_vertex_size += 8;
1327 d3d_out_vertex_size += 7;
1328 glEnable(GL_AUTO_NORMAL);
1329 glEnable(GL_MAP2_TEXTURE_COORD_4);
1330 } else if(patch->has_texcoords) {
1331 FIXME("Texcoords not handled yet\n");
1332 feedback_type = GL_3D_COLOR_TEXTURE;
1333 out_vertex_size += 7;
1334 d3d_out_vertex_size += 4;
1335 glEnable(GL_MAP2_TEXTURE_COORD_4);
1336 } else if(patch->has_normals) {
1337 feedback_type = GL_3D_COLOR;
1338 out_vertex_size += 4;
1339 d3d_out_vertex_size += 3;
1340 glEnable(GL_AUTO_NORMAL);
1341 } else {
1342 feedback_type = GL_3D;
1344 checkGLcall("glEnable vertex attrib generation");
1346 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1347 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1348 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1350 glMap2f(GL_MAP2_VERTEX_3,
1351 0, 1, vtxStride / sizeof(float), info->Width,
1352 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1353 (float *) data);
1354 checkGLcall("glMap2f");
1355 if(patch->has_texcoords) {
1356 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1357 0, 1, vtxStride / sizeof(float), info->Width,
1358 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1359 (float *) data);
1360 checkGLcall("glMap2f");
1362 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1363 checkGLcall("glMapGrid2f");
1365 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1366 checkGLcall("glFeedbackBuffer");
1367 glRenderMode(GL_FEEDBACK);
1369 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1370 checkGLcall("glEvalMesh2\n");
1372 i = glRenderMode(GL_RENDER);
1373 if(i == -1) {
1374 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1375 Sleep(10000);
1376 HeapFree(GetProcessHeap(), 0, feedbuffer);
1377 return WINED3DERR_DRIVERINTERNALERROR;
1378 } else if(i != buffer_size) {
1379 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1380 Sleep(10000);
1381 HeapFree(GetProcessHeap(), 0, feedbuffer);
1382 return WINED3DERR_DRIVERINTERNALERROR;
1383 } else {
1384 TRACE("Got %d elements as expected\n", i);
1387 HeapFree(GetProcessHeap(), 0, patch->mem);
1388 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1389 i = 0;
1390 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1391 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1392 ERR("Unexpected token: %f\n", feedbuffer[j]);
1393 continue;
1395 if(feedbuffer[j + 1] != 3) {
1396 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1397 continue;
1399 /* Somehow there are different ideas about back / front facing, so fix up the
1400 * vertex order
1402 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1403 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1404 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1405 if(patch->has_normals) {
1406 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1407 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1408 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1410 i += d3d_out_vertex_size;
1412 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1413 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1414 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1415 if(patch->has_normals) {
1416 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1417 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1418 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1420 i += d3d_out_vertex_size;
1422 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1423 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1424 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1425 if(patch->has_normals) {
1426 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1427 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1428 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1430 i += d3d_out_vertex_size;
1433 if(patch->has_normals) {
1434 /* Now do the same with reverse light directions */
1435 float x[4] = {-1, 0, 0, 0};
1436 float y[4] = { 0, -1, 0, 0};
1437 float z[4] = { 0, 0, -1, 0};
1438 glLightfv(GL_LIGHT0, GL_POSITION, x);
1439 glLightfv(GL_LIGHT1, GL_POSITION, y);
1440 glLightfv(GL_LIGHT2, GL_POSITION, z);
1441 checkGLcall("Setting up reverse light directions\n");
1443 glRenderMode(GL_FEEDBACK);
1444 checkGLcall("glRenderMode(GL_FEEDBACK)");
1445 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1446 checkGLcall("glEvalMesh2\n");
1447 i = glRenderMode(GL_RENDER);
1448 checkGLcall("glRenderMode(GL_RENDER)");
1450 i = 0;
1451 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1452 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1453 ERR("Unexpected token: %f\n", feedbuffer[j]);
1454 continue;
1456 if(feedbuffer[j + 1] != 3) {
1457 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1458 continue;
1460 if(patch->mem[i + 3] == 0.0)
1461 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1462 if(patch->mem[i + 4] == 0.0)
1463 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1464 if(patch->mem[i + 5] == 0.0)
1465 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1466 normalize_normal(patch->mem + i + 3);
1467 i += d3d_out_vertex_size;
1469 if(patch->mem[i + 3] == 0.0)
1470 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1471 if(patch->mem[i + 4] == 0.0)
1472 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1473 if(patch->mem[i + 5] == 0.0)
1474 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1475 normalize_normal(patch->mem + i + 3);
1476 i += d3d_out_vertex_size;
1478 if(patch->mem[i + 3] == 0.0)
1479 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1480 if(patch->mem[i + 4] == 0.0)
1481 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1482 if(patch->mem[i + 5] == 0.0)
1483 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1484 normalize_normal(patch->mem + i + 3);
1485 i += d3d_out_vertex_size;
1489 glDisable(GL_MAP2_VERTEX_3);
1490 glDisable(GL_AUTO_NORMAL);
1491 glDisable(GL_MAP2_NORMAL);
1492 glDisable(GL_MAP2_TEXTURE_COORD_4);
1493 checkGLcall("glDisable vertex attrib generation");
1494 LEAVE_GL();
1496 HeapFree(GetProcessHeap(), 0, feedbuffer);
1498 vtxStride = 3 * sizeof(float);
1499 if(patch->has_normals) {
1500 vtxStride += 3 * sizeof(float);
1502 if(patch->has_texcoords) {
1503 vtxStride += 4 * sizeof(float);
1505 memset(&patch->strided, 0, sizeof(&patch->strided));
1506 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1507 patch->strided.u.s.position.dwStride = vtxStride;
1508 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1509 patch->strided.u.s.position.streamNo = 255;
1511 if(patch->has_normals) {
1512 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1513 patch->strided.u.s.normal.dwStride = vtxStride;
1514 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1515 patch->strided.u.s.normal.streamNo = 255;
1517 if(patch->has_texcoords) {
1518 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1519 if(patch->has_normals) {
1520 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1522 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1523 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1524 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1525 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1526 * application.
1528 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1531 return WINED3D_OK;