gdiplus: Implemented GdipGetPenEndCap.
[wine.git] / dlls / wined3d / drawprim.c
blob7214bf86827122f9acd6b3f37f810fce68d43af1
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 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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 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((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
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 static BOOL warned = FALSE;
211 if(!warned) {
212 /* This may be bad with the fixed function pipeline */
213 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
214 warned = TRUE;
219 data += element->Offset;
221 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
223 if (useVertexShaderFunction)
224 stride_used = vshader_get_input(This->stateBlock->vertexShader,
225 element->Usage, element->UsageIndex, &idx);
226 else
227 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
229 if (stride_used) {
230 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
231 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
232 useVertexShaderFunction? "shader": "fixed function", idx,
233 debug_d3ddeclusage(element->Usage), element->UsageIndex,
234 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
236 strided->u.input[idx].lpData = data;
237 strided->u.input[idx].dwType = element->Type;
238 strided->u.input[idx].dwStride = stride;
239 strided->u.input[idx].VBO = streamVBO;
240 strided->u.input[idx].streamNo = element->Stream;
243 /* Now call PreLoad on all the vertex buffers. In the very rare case
244 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
245 * The vertex buffer can now use the strided structure in the device instead of finding its
246 * own again.
248 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
249 * once in there.
251 for(i=0; i < numPreloadStreams; i++) {
252 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
253 if(vb) {
254 IWineD3DVertexBuffer_PreLoad(vb);
259 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
260 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
261 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
263 if (idxSize != 0 /* This crashes sometimes!*/) {
264 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
265 idxData = idxData == (void *)-1 ? NULL : idxData;
266 #if 1
267 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
268 (const char *)idxData+(idxSize * startIdx));
269 checkGLcall("glDrawElements");
270 #else /* using drawRangeElements may be faster */
272 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
273 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
274 (const char *)idxData+(idxSize * startIdx));
275 checkGLcall("glDrawRangeElements");
276 #endif
278 } else {
280 /* Note first is now zero as we shuffled along earlier */
281 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
282 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
283 checkGLcall("glDrawArrays");
287 return;
291 * Actually draw using the supplied information.
292 * Slower GL version which extracts info about each vertex in turn
295 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
296 UINT NumVertexes, GLenum glPrimType,
297 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
299 unsigned int textureNo = 0;
300 const WORD *pIdxBufS = NULL;
301 const DWORD *pIdxBufL = NULL;
302 LONG vx_index;
303 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
304 DWORD specularColor = 0; /* Specular Color */
305 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
306 UINT *streamOffset = This->stateBlock->streamOffset;
307 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
308 BOOL pixelShader = use_ps(This);
310 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
311 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
313 TRACE("Using slow vertex array code\n");
315 /* Variable Initialization */
316 if (idxSize != 0) {
317 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
318 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
319 * idxData will be != NULL
321 if(idxData == NULL) {
322 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
325 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
326 else pIdxBufL = (const DWORD *) idxData;
329 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
330 * to the strided Data in the device and might be needed intact on the next draw
332 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
333 if(sd->u.s.texCoords[textureNo].lpData) {
334 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
335 } else {
336 texCoords[textureNo] = NULL;
339 if(sd->u.s.diffuse.lpData) {
340 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
342 if(sd->u.s.specular.lpData) {
343 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
345 if(sd->u.s.normal.lpData) {
346 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
348 if(sd->u.s.position.lpData) {
349 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
352 /* The texture coordinate types are not so easy to map into a common function signature - we're
353 * not using the vector functions here
355 if(FIXME_ON(d3d_draw)) {
356 for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
357 DWORD type = sd->u.s.texCoords[textureNo].dwType;
358 if (sd->u.s.texCoords[textureNo].lpData &&
359 type != WINED3DDECLTYPE_FLOAT1 &&
360 type != WINED3DDECLTYPE_FLOAT2 &&
361 type != WINED3DDECLTYPE_FLOAT3 &&
362 type != WINED3DDECLTYPE_FLOAT4) {
363 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type));
366 if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
367 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
368 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
369 if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
370 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
373 if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
374 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
378 /* Start drawing in GL */
379 VTRACE(("glBegin(%x)\n", glPrimType));
380 glBegin(glPrimType);
382 /* Default settings for data that is not passed */
383 if (sd->u.s.normal.lpData == NULL) {
384 glNormal3f(0, 0, 0);
386 if(sd->u.s.diffuse.lpData == NULL) {
387 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
389 if(sd->u.s.specular.lpData == NULL) {
390 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
391 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
395 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
396 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
399 /* For each primitive */
400 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
402 /* Initialize diffuse color */
403 diffuseColor = 0xFFFFFFFF;
405 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
406 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
409 /* For indexed data, we need to go a few more strides in */
410 if (idxData != NULL) {
412 /* Indexed so work out the number of strides to skip */
413 if (idxSize == 2) {
414 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
415 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
416 } else {
417 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
418 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
422 /* Texture coords --------------------------- */
423 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
425 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
426 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
427 continue ;
430 /* Query tex coords */
431 if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
433 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
434 int texture_idx = This->texUnitMap[textureNo];
435 float *ptrToCoords = NULL;
436 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
438 if (coordIdx > 7) {
439 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
440 continue;
441 } else if (coordIdx < 0) {
442 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
443 continue;
446 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
447 if (texCoords[coordIdx] == NULL) {
448 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
449 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
450 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
451 } else {
452 glTexCoord4f(0, 0, 0, 1);
454 continue;
455 } else {
456 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
458 if (texture_idx == -1) continue;
460 /* The coords to supply depend completely on the fvf / vertex shader */
461 switch (coordsToUse) {
462 case 4: q = ptrToCoords[3]; /* drop through */
463 case 3: r = ptrToCoords[2]; /* drop through */
464 case 2: t = ptrToCoords[1]; /* drop through */
465 case 1: s = ptrToCoords[0];
468 switch (coordsToUse) { /* Supply the provided texture coords */
469 case WINED3DTTFF_COUNT1:
470 VTRACE(("tex:%d, s=%f\n", textureNo, s));
471 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
472 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
473 } else {
474 glTexCoord1f(s);
476 break;
477 case WINED3DTTFF_COUNT2:
478 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
479 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
480 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
481 } else {
482 glTexCoord2f(s, t);
484 break;
485 case WINED3DTTFF_COUNT3:
486 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
487 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
488 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
489 } else {
490 glTexCoord3f(s, t, r);
492 break;
493 case WINED3DTTFF_COUNT4:
494 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
495 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
496 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
497 } else {
498 glTexCoord4f(s, t, r, q);
500 break;
501 default:
502 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
506 } /* End of textures */
508 /* Diffuse -------------------------------- */
509 if (diffuse) {
510 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
512 diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
513 if(This->activeContext->num_untracked_materials) {
514 unsigned char i;
515 float color[4];
517 diffuseColor = ptrToCoords[0];
518 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
519 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
520 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
521 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
523 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
524 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
529 /* Specular ------------------------------- */
530 if (specular) {
531 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
533 /* special case where the fog density is stored in the specular alpha channel */
534 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
535 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
536 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
537 if(GL_SUPPORT(EXT_FOG_COORD)) {
538 specularColor = ptrToCoords[0];
539 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
540 } else {
541 static BOOL warned = FALSE;
542 if(!warned) {
543 /* TODO: Use the fog table code from old ddraw */
544 FIXME("Implement fog for transformed vertices in software\n");
545 warned = TRUE;
550 specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
553 /* Normal -------------------------------- */
554 if (normal != NULL) {
555 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
556 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
559 /* Position -------------------------------- */
560 if (position) {
561 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
562 position_funcs[sd->u.s.position.dwType](ptrToCoords);
565 /* For non indexed mode, step onto next parts */
566 if (idxData == NULL) {
567 ++SkipnStrides;
571 glEnd();
572 checkGLcall("glEnd and previous calls");
575 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
576 switch(type) {
577 case WINED3DDECLTYPE_FLOAT1:
578 GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
579 break;
580 case WINED3DDECLTYPE_FLOAT2:
581 GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
582 break;
583 case WINED3DDECLTYPE_FLOAT3:
584 GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
585 break;
586 case WINED3DDECLTYPE_FLOAT4:
587 GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
588 break;
590 case WINED3DDECLTYPE_UBYTE4:
591 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
592 break;
593 case WINED3DDECLTYPE_UBYTE4N:
594 case WINED3DDECLTYPE_D3DCOLOR:
595 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
596 break;
598 case WINED3DDECLTYPE_SHORT2:
599 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
600 break;
601 case WINED3DDECLTYPE_SHORT4:
602 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
603 break;
605 case WINED3DDECLTYPE_SHORT2N:
607 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
608 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
609 break;
611 case WINED3DDECLTYPE_USHORT2N:
613 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
614 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
615 break;
617 case WINED3DDECLTYPE_SHORT4N:
618 GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
619 break;
620 case WINED3DDECLTYPE_USHORT4N:
621 GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
622 break;
624 case WINED3DDECLTYPE_UDEC3:
625 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
626 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
627 break;
628 case WINED3DDECLTYPE_DEC3N:
629 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
630 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
631 break;
633 case WINED3DDECLTYPE_FLOAT16_2:
634 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
635 * byte float according to the IEEE standard
637 if (GL_SUPPORT(NV_HALF_FLOAT)) {
638 GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
639 } else {
640 float x = float_16_to_32(((unsigned short *) ptr) + 0);
641 float y = float_16_to_32(((unsigned short *) ptr) + 1);
642 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
644 break;
645 case WINED3DDECLTYPE_FLOAT16_4:
646 if (GL_SUPPORT(NV_HALF_FLOAT)) {
647 GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
648 } else {
649 float x = float_16_to_32(((unsigned short *) ptr) + 0);
650 float y = float_16_to_32(((unsigned short *) ptr) + 1);
651 float z = float_16_to_32(((unsigned short *) ptr) + 2);
652 float w = float_16_to_32(((unsigned short *) ptr) + 3);
653 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
655 break;
657 case WINED3DDECLTYPE_UNUSED:
658 default:
659 ERR("Unexpected attribute declaration: %d\n", type);
660 break;
664 static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
665 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
666 ULONG startVertex) {
668 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
669 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
670 const WORD *pIdxBufS = NULL;
671 const DWORD *pIdxBufL = NULL;
672 LONG vx_index;
673 int i;
674 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
675 BYTE *ptr;
677 if (idxSize != 0) {
678 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
679 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
680 * idxData will be != NULL
682 if(idxData == NULL) {
683 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
686 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
687 else pIdxBufL = (const DWORD *) idxData;
690 /* Start drawing in GL */
691 VTRACE(("glBegin(%x)\n", glPrimType));
692 glBegin(glPrimitiveType);
694 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
695 if (idxData != NULL) {
697 /* Indexed so work out the number of strides to skip */
698 if (idxSize == 2) {
699 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
700 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
701 } else {
702 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
703 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
707 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
708 if(!sd->u.input[i].lpData) continue;
710 ptr = sd->u.input[i].lpData +
711 sd->u.input[i].dwStride * SkipnStrides +
712 stateblock->streamOffset[sd->u.input[i].streamNo];
714 send_attribute(This, sd->u.input[i].dwType, i, ptr);
716 SkipnStrides++;
719 glEnd();
722 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
723 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
724 GLint old_binding = 0;
726 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
728 glDisable(GL_CULL_FACE);
729 glEnable(GL_BLEND);
730 glDisable(GL_ALPHA_TEST);
731 glDisable(GL_SCISSOR_TEST);
732 glDisable(GL_STENCIL_TEST);
733 glEnable(GL_DEPTH_TEST);
734 glDepthFunc(GL_ALWAYS);
735 glDepthMask(GL_TRUE);
736 glBlendFunc(GL_ZERO, GL_ONE);
738 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
739 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
740 glBindTexture(GL_TEXTURE_2D, texture);
741 glEnable(GL_TEXTURE_2D);
743 This->shader_backend->shader_select_depth_blt(iface);
745 glBegin(GL_TRIANGLE_STRIP);
746 glVertex2f(-1.0f, -1.0f);
747 glVertex2f(1.0f, -1.0f);
748 glVertex2f(-1.0f, 1.0f);
749 glVertex2f(1.0f, 1.0f);
750 glEnd();
752 glBindTexture(GL_TEXTURE_2D, old_binding);
754 glPopAttrib();
756 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
757 * and this seems easier and more efficient than providing the shader backend with a private
758 * storage to read and restore the old shader settings
760 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
763 void depth_copy(IWineD3DDevice *iface) {
764 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
765 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer;
767 /* Only copy the depth buffer if there is one. */
768 if (!depth_stencil) return;
770 /* TODO: Make this work for modes other than FBO */
771 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
773 if (depth_stencil->current_renderbuffer) {
774 FIXME("Not supported with fixed up depth stencil\n");
775 return;
778 if (This->render_offscreen) {
779 GLint old_binding = 0;
781 TRACE("Copying onscreen depth buffer to offscreen surface\n");
783 if (!This->depth_blt_texture) {
784 glGenTextures(1, &This->depth_blt_texture);
787 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
788 * directly on the FBO texture. That's because we need to flip. */
789 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
790 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
791 glBindTexture(GL_TEXTURE_2D, This->depth_blt_texture);
792 glCopyTexImage2D(depth_stencil->glDescription.target,
793 depth_stencil->glDescription.level,
794 depth_stencil->glDescription.glFormatInternal,
797 depth_stencil->currentDesc.Width,
798 depth_stencil->currentDesc.Height,
800 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
801 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
802 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
803 glBindTexture(GL_TEXTURE_2D, old_binding);
805 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
806 checkGLcall("glBindFramebuffer()");
807 depth_blt(iface, This->depth_blt_texture);
808 checkGLcall("depth_blt");
809 } else {
810 TRACE("Copying offscreen surface to onscreen depth buffer\n");
812 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
813 checkGLcall("glBindFramebuffer()");
814 depth_blt(iface, depth_stencil->glDescription.textureName);
815 checkGLcall("depth_blt");
819 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
820 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
821 ULONG startIdx, ULONG startVertex) {
822 UINT numInstances = 0;
823 int numInstancedAttribs = 0, i, j;
824 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
825 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
826 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
828 if (idxSize == 0) {
829 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
830 * We don't support this for now
832 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
833 * But the StreamSourceFreq value has a different meaning in that situation.
835 FIXME("Non-indexed instanced drawing is not supported\n");
836 return;
839 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
840 idxData = idxData == (void *)-1 ? NULL : idxData;
842 /* First, figure out how many instances we have to draw */
843 for(i = 0; i < MAX_STREAMS; i++) {
844 /* Look at the streams and take the first one which matches */
845 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
846 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
847 if(stateblock->streamFreq[i] == 0){
848 numInstances = 1;
849 } else {
850 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
852 break; /* break, because only the first suitable value is interesting */
856 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
857 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
858 instancedData[numInstancedAttribs] = i;
859 numInstancedAttribs++;
863 /* now draw numInstances instances :-) */
864 for(i = 0; i < numInstances; i++) {
865 /* Specify the instanced attributes using immediate mode calls */
866 for(j = 0; j < numInstancedAttribs; j++) {
867 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
868 sd->u.input[instancedData[j]].dwStride * i +
869 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
870 if(sd->u.input[instancedData[j]].VBO) {
871 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
872 ptr += (long) vb->resource.allocatedMemory;
875 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
878 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
879 (const char *)idxData+(idxSize * startIdx));
880 checkGLcall("glDrawElements");
884 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
885 unsigned char i;
886 IWineD3DVertexBufferImpl *vb;
888 if(s->u.s.position.VBO) {
889 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
890 s->u.s.position.VBO = 0;
891 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
893 if(s->u.s.blendWeights.VBO) {
894 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
895 s->u.s.blendWeights.VBO = 0;
896 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
898 if(s->u.s.blendMatrixIndices.VBO) {
899 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
900 s->u.s.blendMatrixIndices.VBO = 0;
901 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
903 if(s->u.s.normal.VBO) {
904 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
905 s->u.s.normal.VBO = 0;
906 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
908 if(s->u.s.pSize.VBO) {
909 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
910 s->u.s.pSize.VBO = 0;
911 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
913 if(s->u.s.diffuse.VBO) {
914 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
915 s->u.s.diffuse.VBO = 0;
916 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
918 if(s->u.s.specular.VBO) {
919 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
920 s->u.s.specular.VBO = 0;
921 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
923 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
924 if(s->u.s.texCoords[i].VBO) {
925 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
926 s->u.s.texCoords[i].VBO = 0;
927 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
930 if(s->u.s.position2.VBO) {
931 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
932 s->u.s.position2.VBO = 0;
933 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
935 if(s->u.s.normal2.VBO) {
936 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
937 s->u.s.normal2.VBO = 0;
938 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
940 if(s->u.s.tangent.VBO) {
941 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
942 s->u.s.tangent.VBO = 0;
943 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
945 if(s->u.s.binormal.VBO) {
946 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
947 s->u.s.binormal.VBO = 0;
948 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
950 if(s->u.s.tessFactor.VBO) {
951 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
952 s->u.s.tessFactor.VBO = 0;
953 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
955 if(s->u.s.fog.VBO) {
956 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
957 s->u.s.fog.VBO = 0;
958 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
960 if(s->u.s.depth.VBO) {
961 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
962 s->u.s.depth.VBO = 0;
963 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
965 if(s->u.s.sample.VBO) {
966 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
967 s->u.s.sample.VBO = 0;
968 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
972 /* Routine common to the draw primitive and draw indexed primitive routines */
973 void drawPrimitive(IWineD3DDevice *iface,
974 int PrimitiveType,
975 long NumPrimitives,
976 /* for Indexed: */
977 long StartVertexIndex,
978 UINT numberOfVertices,
979 long StartIdx,
980 short idxSize,
981 const void *idxData,
982 int minIndex) {
984 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
985 IWineD3DSwapChain *swapchain;
986 IWineD3DBaseTexture *texture = NULL;
987 IWineD3DSurfaceImpl *target;
988 int i;
990 if (NumPrimitives == 0) return;
992 /* Invalidate the back buffer memory so LockRect will read it the next time */
993 for(i = 0; i < GL_LIMITS(buffers); i++) {
994 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
996 /* TODO: Only do all that if we're going to change anything
997 * Texture container dirtification does not work quite right yet
999 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1000 swapchain = NULL;
1001 texture = NULL;
1003 if(i == 0) {
1004 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1006 /* Need the surface in the drawable! */
1007 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
1009 /* TODO: Move fbo logic to ModifyLocation */
1010 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
1011 if(swapchain) {
1012 /* Onscreen target. Invalidate system memory copy and texture copy */
1013 IWineD3DSwapChain_Release(swapchain);
1014 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1015 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1016 /* TODO: Move container dirtification to ModifyLocation */
1017 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1019 if(texture) {
1020 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1021 IWineD3DTexture_Release(texture);
1023 } else {
1024 /* FBO offscreen target. Texture == Drawable */
1025 target->Flags |= SFLAG_INTEXTURE;
1027 } else {
1028 /* Must be an fbo render target */
1029 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
1030 target->Flags |= SFLAG_INTEXTURE;
1035 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1036 This->isInDraw = TRUE;
1038 /* Ok, we will be updating the screen from here onwards so grab the lock */
1040 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1041 ENTER_GL();
1042 apply_fbo_state(iface);
1043 LEAVE_GL();
1046 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1047 ENTER_GL();
1049 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1050 depth_copy(iface);
1052 This->depth_copy_state = WINED3D_DCS_INITIAL;
1055 GLenum glPrimType;
1056 BOOL emulation = FALSE;
1057 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1058 WineDirect3DVertexStridedData stridedlcl;
1059 /* Ok, Work out which primitive is requested and how many vertexes that
1060 will be */
1061 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1062 if (numberOfVertices == 0 )
1063 numberOfVertices = calculatedNumberOfindices;
1065 if(!use_vs(This)) {
1066 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
1067 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1068 static BOOL first = TRUE;
1069 if(first) {
1070 FIXME("Using software emulation because not all material properties could be tracked\n");
1071 first = FALSE;
1072 } else {
1073 TRACE("Using software emulation because not all material properties could be tracked\n");
1075 emulation = TRUE;
1077 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
1078 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1079 * to a float in the vertex buffer
1081 static BOOL first = TRUE;
1082 if(first) {
1083 FIXME("Using software emulation because manual fog coordinates are provided\n");
1084 first = FALSE;
1085 } else {
1086 TRACE("Using software emulation because manual fog coordinates are provided\n");
1088 emulation = TRUE;
1091 if(emulation) {
1092 strided = &stridedlcl;
1093 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1094 remove_vbos(This, &stridedlcl);
1098 if (This->useDrawStridedSlow || emulation) {
1099 /* Immediate mode drawing */
1100 if(use_vs(This)) {
1101 static BOOL first = TRUE;
1102 if(first) {
1103 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
1104 first = FALSE;
1105 } else {
1106 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
1108 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
1109 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1110 } else {
1111 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1112 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1114 } else if(This->instancedDraw) {
1115 /* Instancing emulation with mixing immediate mode and arrays */
1116 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1117 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1118 } else {
1119 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1120 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1124 /* Finished updating the screen, restore lock */
1125 LEAVE_GL();
1126 TRACE("Done all gl drawing\n");
1128 /* Diagnostics */
1129 #ifdef SHOW_FRAME_MAKEUP
1131 static long int primCounter = 0;
1132 /* NOTE: set primCounter to the value reported by drawprim
1133 before you want to to write frame makeup to /tmp */
1134 if (primCounter >= 0) {
1135 WINED3DLOCKED_RECT r;
1136 char buffer[80];
1137 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1138 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1139 TRACE("Saving screenshot %s\n", buffer);
1140 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1141 IWineD3DSurface_UnlockRect(This->renderTarget);
1143 #ifdef SHOW_TEXTURE_MAKEUP
1145 IWineD3DSurface *pSur;
1146 int textureNo;
1147 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1148 if (This->stateBlock->textures[textureNo] != NULL) {
1149 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1150 TRACE("Saving texture %s\n", buffer);
1151 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1152 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1153 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1154 IWineD3DSurface_Release(pSur);
1155 } else {
1156 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1161 #endif
1163 TRACE("drawprim #%d\n", primCounter);
1164 ++primCounter;
1166 #endif
1168 /* Control goes back to the device, stateblock values may change again */
1169 This->isInDraw = FALSE;
1172 static void normalize_normal(float *n) {
1173 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1174 if(length == 0.0) return;
1175 length = sqrt(length);
1176 n[0] = n[0] / length;
1177 n[1] = n[1] / length;
1178 n[2] = n[2] / length;
1181 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1183 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1184 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1185 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1186 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1187 * in drawprim.
1189 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1190 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1191 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1192 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1193 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1195 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1196 * resulting colors back to the normals.
1198 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1199 * does not restore it because normally a draw follows immediately afterwards. The caller is
1200 * responsible of taking care that either the gl states are restored, or the context activated
1201 * for drawing to reset the lastWasBlit flag.
1203 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1204 struct WineD3DRectPatch *patch) {
1205 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1206 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1207 WineDirect3DVertexStridedData strided;
1208 BYTE *data;
1209 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1210 DWORD vtxStride;
1211 GLenum feedback_type;
1212 GLfloat *feedbuffer;
1214 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1215 * Beware of vbos
1217 memset(&strided, 0, sizeof(strided));
1218 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1219 if(strided.u.s.position.VBO) {
1220 IWineD3DVertexBufferImpl *vb;
1221 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1222 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1223 (unsigned long) vb->resource.allocatedMemory);
1225 vtxStride = strided.u.s.position.dwStride;
1226 data = strided.u.s.position.lpData +
1227 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1228 vtxStride * info->StartVertexOffsetWidth;
1230 /* Not entirely sure about what happens with transformed vertices */
1231 if(strided.u.s.position_transformed) {
1232 FIXME("Transformed position in rectpatch generation\n");
1234 if(vtxStride % sizeof(GLfloat)) {
1235 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1236 * I don't see how the stride could not be a multiple of 4, but make sure
1237 * to check it
1239 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1241 if(info->Basis != WINED3DBASIS_BEZIER) {
1242 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1244 if(info->Degree != WINED3DDEGREE_CUBIC) {
1245 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1248 /* First, get the boundary cube of the input data */
1249 for(j = 0; j < info->Height; j++) {
1250 for(i = 0; i < info->Width; i++) {
1251 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1252 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1253 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1254 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1255 if(v[2] < neg_z) neg_z = v[2];
1259 /* This needs some improvements in the vertex decl code */
1260 FIXME("Cannot find data to generate. Only generating position and normals\n");
1261 patch->has_normals = TRUE;
1262 patch->has_texcoords = FALSE;
1264 /* Simply activate the context for blitting. This disables all the things we don't want and
1265 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1266 * patch (as opposed to normal draws) will most likely need different changes anyway
1268 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1269 ENTER_GL();
1271 glMatrixMode(GL_PROJECTION);
1272 checkGLcall("glMatrixMode(GL_PROJECTION)");
1273 glLoadIdentity();
1274 checkGLcall("glLoadIndentity()");
1275 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1276 glTranslatef(0, 0, 0.5);
1277 checkGLcall("glScalef");
1278 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1279 checkGLcall("glViewport");
1281 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1282 * our feedback buffer parser
1284 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1285 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1286 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1287 if(patch->has_normals) {
1288 float black[4] = {0, 0, 0, 0};
1289 float red[4] = {1, 0, 0, 0};
1290 float green[4] = {0, 1, 0, 0};
1291 float blue[4] = {0, 0, 1, 0};
1292 float white[4] = {1, 1, 1, 1};
1293 glEnable(GL_LIGHTING);
1294 checkGLcall("glEnable(GL_LIGHTING)");
1295 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1296 checkGLcall("glLightModel for MODEL_AMBIENT");
1297 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1299 for(i = 3; i < GL_LIMITS(lights); i++) {
1300 glDisable(GL_LIGHT0 + i);
1301 checkGLcall("glDisable(GL_LIGHT0 + i)");
1302 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1305 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1306 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1307 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1308 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1309 glLightfv(GL_LIGHT0, GL_POSITION, red);
1310 glEnable(GL_LIGHT0);
1311 checkGLcall("Setting up light 1\n");
1312 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1313 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1314 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1315 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1316 glLightfv(GL_LIGHT1, GL_POSITION, green);
1317 glEnable(GL_LIGHT1);
1318 checkGLcall("Setting up light 2\n");
1319 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1320 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1321 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1322 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1323 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1324 glEnable(GL_LIGHT2);
1325 checkGLcall("Setting up light 3\n");
1327 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1328 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1329 glDisable(GL_COLOR_MATERIAL);
1330 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1331 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1332 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1333 checkGLcall("Setting up materials\n");
1336 /* Enable the needed maps.
1337 * GL_MAP2_VERTEX_3 is needed for positional data.
1338 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1339 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1341 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1342 out_vertex_size = 3 /* position */;
1343 d3d_out_vertex_size = 3;
1344 glEnable(GL_MAP2_VERTEX_3);
1345 if(patch->has_normals && patch->has_texcoords) {
1346 FIXME("Texcoords not handled yet\n");
1347 feedback_type = GL_3D_COLOR_TEXTURE;
1348 out_vertex_size += 8;
1349 d3d_out_vertex_size += 7;
1350 glEnable(GL_AUTO_NORMAL);
1351 glEnable(GL_MAP2_TEXTURE_COORD_4);
1352 } else if(patch->has_texcoords) {
1353 FIXME("Texcoords not handled yet\n");
1354 feedback_type = GL_3D_COLOR_TEXTURE;
1355 out_vertex_size += 7;
1356 d3d_out_vertex_size += 4;
1357 glEnable(GL_MAP2_TEXTURE_COORD_4);
1358 } else if(patch->has_normals) {
1359 feedback_type = GL_3D_COLOR;
1360 out_vertex_size += 4;
1361 d3d_out_vertex_size += 3;
1362 glEnable(GL_AUTO_NORMAL);
1363 } else {
1364 feedback_type = GL_3D;
1366 checkGLcall("glEnable vertex attrib generation");
1368 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1369 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1370 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1372 glMap2f(GL_MAP2_VERTEX_3,
1373 0, 1, vtxStride / sizeof(float), info->Width,
1374 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1375 (float *) data);
1376 checkGLcall("glMap2f");
1377 if(patch->has_texcoords) {
1378 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1379 0, 1, vtxStride / sizeof(float), info->Width,
1380 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1381 (float *) data);
1382 checkGLcall("glMap2f");
1384 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1385 checkGLcall("glMapGrid2f");
1387 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1388 checkGLcall("glFeedbackBuffer");
1389 glRenderMode(GL_FEEDBACK);
1391 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1392 checkGLcall("glEvalMesh2\n");
1394 i = glRenderMode(GL_RENDER);
1395 if(i == -1) {
1396 LEAVE_GL();
1397 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1398 Sleep(10000);
1399 HeapFree(GetProcessHeap(), 0, feedbuffer);
1400 return WINED3DERR_DRIVERINTERNALERROR;
1401 } else if(i != buffer_size) {
1402 LEAVE_GL();
1403 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1404 Sleep(10000);
1405 HeapFree(GetProcessHeap(), 0, feedbuffer);
1406 return WINED3DERR_DRIVERINTERNALERROR;
1407 } else {
1408 TRACE("Got %d elements as expected\n", i);
1411 HeapFree(GetProcessHeap(), 0, patch->mem);
1412 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1413 i = 0;
1414 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1415 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1416 ERR("Unexpected token: %f\n", feedbuffer[j]);
1417 continue;
1419 if(feedbuffer[j + 1] != 3) {
1420 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1421 continue;
1423 /* Somehow there are different ideas about back / front facing, so fix up the
1424 * vertex order
1426 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1427 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1428 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1429 if(patch->has_normals) {
1430 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1431 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1432 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1434 i += d3d_out_vertex_size;
1436 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1437 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1438 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1439 if(patch->has_normals) {
1440 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1441 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1442 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1444 i += d3d_out_vertex_size;
1446 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1447 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1448 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1449 if(patch->has_normals) {
1450 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1451 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1452 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1454 i += d3d_out_vertex_size;
1457 if(patch->has_normals) {
1458 /* Now do the same with reverse light directions */
1459 float x[4] = {-1, 0, 0, 0};
1460 float y[4] = { 0, -1, 0, 0};
1461 float z[4] = { 0, 0, -1, 0};
1462 glLightfv(GL_LIGHT0, GL_POSITION, x);
1463 glLightfv(GL_LIGHT1, GL_POSITION, y);
1464 glLightfv(GL_LIGHT2, GL_POSITION, z);
1465 checkGLcall("Setting up reverse light directions\n");
1467 glRenderMode(GL_FEEDBACK);
1468 checkGLcall("glRenderMode(GL_FEEDBACK)");
1469 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1470 checkGLcall("glEvalMesh2\n");
1471 i = glRenderMode(GL_RENDER);
1472 checkGLcall("glRenderMode(GL_RENDER)");
1474 i = 0;
1475 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1476 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1477 ERR("Unexpected token: %f\n", feedbuffer[j]);
1478 continue;
1480 if(feedbuffer[j + 1] != 3) {
1481 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1482 continue;
1484 if(patch->mem[i + 3] == 0.0)
1485 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1486 if(patch->mem[i + 4] == 0.0)
1487 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1488 if(patch->mem[i + 5] == 0.0)
1489 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1490 normalize_normal(patch->mem + i + 3);
1491 i += d3d_out_vertex_size;
1493 if(patch->mem[i + 3] == 0.0)
1494 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1495 if(patch->mem[i + 4] == 0.0)
1496 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1497 if(patch->mem[i + 5] == 0.0)
1498 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1499 normalize_normal(patch->mem + i + 3);
1500 i += d3d_out_vertex_size;
1502 if(patch->mem[i + 3] == 0.0)
1503 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1504 if(patch->mem[i + 4] == 0.0)
1505 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1506 if(patch->mem[i + 5] == 0.0)
1507 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1508 normalize_normal(patch->mem + i + 3);
1509 i += d3d_out_vertex_size;
1513 glDisable(GL_MAP2_VERTEX_3);
1514 glDisable(GL_AUTO_NORMAL);
1515 glDisable(GL_MAP2_NORMAL);
1516 glDisable(GL_MAP2_TEXTURE_COORD_4);
1517 checkGLcall("glDisable vertex attrib generation");
1518 LEAVE_GL();
1520 HeapFree(GetProcessHeap(), 0, feedbuffer);
1522 vtxStride = 3 * sizeof(float);
1523 if(patch->has_normals) {
1524 vtxStride += 3 * sizeof(float);
1526 if(patch->has_texcoords) {
1527 vtxStride += 4 * sizeof(float);
1529 memset(&patch->strided, 0, sizeof(&patch->strided));
1530 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1531 patch->strided.u.s.position.dwStride = vtxStride;
1532 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1533 patch->strided.u.s.position.streamNo = 255;
1535 if(patch->has_normals) {
1536 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1537 patch->strided.u.s.normal.dwStride = vtxStride;
1538 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1539 patch->strided.u.s.normal.streamNo = 255;
1541 if(patch->has_texcoords) {
1542 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1543 if(patch->has_normals) {
1544 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1546 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1547 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1548 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1549 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1550 * application.
1552 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1555 return WINED3D_OK;