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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
30 #define GLINFO_LOCATION This->adapter->gl_info
35 extern IWineD3DVertexShaderImpl
* VertexShaders
[64];
36 extern IWineD3DVertexDeclarationImpl
* VertexShaderDeclarations
[64];
37 extern IWineD3DPixelShaderImpl
* PixelShaders
[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
47 DWORD NumVertexes
= NumPrimitives
;
49 switch (PrimitiveType
) {
50 case WINED3DPT_POINTLIST
:
52 *primType
= GL_POINTS
;
53 NumVertexes
= NumPrimitives
;
56 case WINED3DPT_LINELIST
:
59 NumVertexes
= NumPrimitives
* 2;
62 case WINED3DPT_LINESTRIP
:
63 TRACE("LINE_STRIP\n");
64 *primType
= GL_LINE_STRIP
;
65 NumVertexes
= NumPrimitives
+ 1;
68 case WINED3DPT_TRIANGLELIST
:
70 *primType
= GL_TRIANGLES
;
71 NumVertexes
= NumPrimitives
* 3;
74 case WINED3DPT_TRIANGLESTRIP
:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType
= GL_TRIANGLE_STRIP
;
77 NumVertexes
= NumPrimitives
+ 2;
80 case WINED3DPT_TRIANGLEFAN
:
81 TRACE("TRIANGLE_FAN\n");
82 *primType
= GL_TRIANGLE_FAN
;
83 NumVertexes
= NumPrimitives
+ 2;
87 FIXME("Unhandled primitive\n");
88 *primType
= GL_POINTS
;
94 static BOOL
fixed_get_input(
95 BYTE usage
, BYTE usage_idx
,
96 unsigned int* regnum
) {
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
105 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
107 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
109 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
111 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
113 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
115 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
117 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
118 *regnum
= 7 + usage_idx
;
119 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
120 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
121 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
122 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
123 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
124 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
125 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
126 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
127 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
128 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
129 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
130 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
131 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
132 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
133 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
134 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage
), usage_idx
);
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice
*iface
,
146 BOOL useVertexShaderFunction
,
147 WineDirect3DVertexStridedData
*strided
,
150 /* We need to deal with frequency data!*/
153 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
154 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
156 WINED3DVERTEXELEMENT
*element
;
159 char isPreLoaded
[MAX_STREAMS
];
160 DWORD preLoadStreams
[MAX_STREAMS
], numPreloadStreams
= 0;
162 memset(isPreLoaded
, 0, sizeof(isPreLoaded
));
164 /* Check for transformed vertices, disable vertex shader if present */
165 strided
->u
.s
.position_transformed
= FALSE
;
166 for (i
= 0; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
167 element
= vertexDeclaration
->pDeclarationWine
+ i
;
169 if (element
->Usage
== WINED3DDECLUSAGE_POSITIONT
) {
170 strided
->u
.s
.position_transformed
= TRUE
;
171 useVertexShaderFunction
= FALSE
;
175 /* Translate the declaration into strided data */
176 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
181 element
= vertexDeclaration
->pDeclarationWine
+ i
;
182 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
183 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
185 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
188 if (This
->stateBlock
->streamIsUP
) {
189 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
191 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
193 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
194 if(!isPreLoaded
[element
->Stream
]) {
195 preLoadStreams
[numPreloadStreams
] = element
->Stream
;
197 isPreLoaded
[element
->Stream
] = 1;
199 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
201 if( streamVBO
!= 0) *fixup
= TRUE
;
202 else if(*fixup
&& !useVertexShaderFunction
&&
203 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
204 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
205 /* This may be bad with the fixed function pipeline */
206 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
210 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
211 data
+= element
->Offset
;
214 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
216 if (useVertexShaderFunction
)
217 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
218 element
->Usage
, element
->UsageIndex
, &idx
);
220 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
223 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
224 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
225 useVertexShaderFunction
? "shader": "fixed function", idx
,
226 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
227 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
229 strided
->u
.input
[idx
].lpData
= data
;
230 strided
->u
.input
[idx
].dwType
= element
->Type
;
231 strided
->u
.input
[idx
].dwStride
= stride
;
232 strided
->u
.input
[idx
].VBO
= streamVBO
;
233 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
236 /* Now call PreLoad on all the vertex buffers. In the very rare case
237 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
238 * The vertex buffer can now use the strided structure in the device instead of finding its
241 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
244 for(i
=0; i
< numPreloadStreams
; i
++) {
245 IWineD3DVertexBuffer_PreLoad(This
->stateBlock
->streamSource
[preLoadStreams
[i
]]);
249 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
250 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
251 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
253 if (idxSize
!= 0 /* This crashes sometimes!*/) {
254 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
255 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
257 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
258 (const char *)idxData
+(idxSize
* startIdx
));
259 #else /* using drawRangeElements may be faster */
261 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
262 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
263 (const char *)idxData
+(idxSize
* startIdx
));
265 checkGLcall("glDrawRangeElements");
269 /* Note first is now zero as we shuffled along earlier */
270 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This
, glPrimitiveType
, numberOfVertices
);
271 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
272 checkGLcall("glDrawArrays");
280 * Actually draw using the supplied information.
281 * Slower GL version which extracts info about each vertex in turn
284 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
285 UINT NumVertexes
, GLenum glPrimType
,
286 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
288 unsigned int textureNo
= 0;
289 const WORD
*pIdxBufS
= NULL
;
290 const DWORD
*pIdxBufL
= NULL
;
292 float x
= 0.0f
, y
= 0.0f
, z
= 0.0f
; /* x,y,z coordinates */
293 float rhw
= 0.0f
; /* rhw */
294 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
295 DWORD specularColor
= 0; /* Specular Color */
296 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
297 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
298 DWORD SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
300 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
301 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
303 TRACE("Using slow vertex array code\n");
305 /* Variable Initialization */
307 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
308 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
309 * idxData will be != NULL
311 if(idxData
== NULL
) {
312 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
315 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
316 else pIdxBufL
= (const DWORD
*) idxData
;
319 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
320 * to the strided Data in the device and might be needed intact on the next draw
322 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
323 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
324 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
326 texCoords
[textureNo
] = NULL
;
329 if(sd
->u
.s
.diffuse
.lpData
) {
330 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
332 if(sd
->u
.s
.specular
.lpData
) {
333 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
335 if(sd
->u
.s
.normal
.lpData
) {
336 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
338 if(sd
->u
.s
.position
.lpData
) {
339 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
342 /* Start drawing in GL */
343 VTRACE(("glBegin(%x)\n", glPrimType
));
346 /* Default settings for data that is not passed */
347 if (sd
->u
.s
.normal
.lpData
== NULL
) {
350 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
351 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
353 if(sd
->u
.s
.specular
.lpData
== NULL
) {
354 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
355 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
359 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
360 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
363 /* For each primitive */
364 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
366 /* Initialize diffuse color */
367 diffuseColor
= 0xFFFFFFFF;
369 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
370 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
373 /* For indexed data, we need to go a few more strides in */
374 if (idxData
!= NULL
) {
376 /* Indexed so work out the number of strides to skip */
378 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
379 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
381 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
382 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
386 /* Texture coords --------------------------- */
387 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
389 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
390 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
394 /* Query tex coords */
395 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
397 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
398 float *ptrToCoords
= NULL
;
399 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
402 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
404 } else if (coordIdx
< 0) {
405 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
409 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
410 if (texCoords
[coordIdx
] == NULL
) {
411 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
414 int texture_idx
= This
->texUnitMap
[textureNo
];
415 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
417 if (texture_idx
== -1) continue;
419 /* The coords to supply depend completely on the fvf / vertex shader */
420 switch (coordsToUse
) {
421 case 4: q
= ptrToCoords
[3]; /* drop through */
422 case 3: r
= ptrToCoords
[2]; /* drop through */
423 case 2: t
= ptrToCoords
[1]; /* drop through */
424 case 1: s
= ptrToCoords
[0];
427 /* Projected is more 'fun' - Move the last coord to the 'q'
428 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
429 if ((This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] != WINED3DTTFF_DISABLE
) &&
430 (This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
)) {
432 if (This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
) {
433 switch (coordsToUse
) {
434 case 0: /* Drop Through */
436 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
448 case 4: /* Nop here */
451 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
452 This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
);
457 switch (coordsToUse
) { /* Supply the provided texture coords */
458 case WINED3DTTFF_COUNT1
:
459 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
460 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
461 GL_EXTCALL(glMultiTexCoord1fARB(texture_idx
, s
));
466 case WINED3DTTFF_COUNT2
:
467 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
468 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
469 GL_EXTCALL(glMultiTexCoord2fARB(texture_idx
, s
, t
));
474 case WINED3DTTFF_COUNT3
:
475 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
476 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
477 GL_EXTCALL(glMultiTexCoord3fARB(texture_idx
, s
, t
, r
));
479 glTexCoord3f(s
, t
, r
);
482 case WINED3DTTFF_COUNT4
:
483 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
484 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
485 GL_EXTCALL(glMultiTexCoord4fARB(texture_idx
, s
, t
, r
, q
));
487 glTexCoord4f(s
, t
, r
, q
);
491 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
495 } /* End of textures */
497 /* Diffuse -------------------------------- */
499 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
500 diffuseColor
= ptrToCoords
[0];
501 VTRACE(("diffuseColor=%lx\n", diffuseColor
));
503 glColor4ub(D3DCOLOR_B_R(diffuseColor
),
504 D3DCOLOR_B_G(diffuseColor
),
505 D3DCOLOR_B_B(diffuseColor
),
506 D3DCOLOR_B_A(diffuseColor
));
507 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
508 D3DCOLOR_B_R(diffuseColor
),
509 D3DCOLOR_B_G(diffuseColor
),
510 D3DCOLOR_B_B(diffuseColor
),
511 D3DCOLOR_B_A(diffuseColor
)));
513 if(This
->activeContext
->num_untracked_materials
) {
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 ------------------------------- */
529 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
530 specularColor
= ptrToCoords
[0];
531 VTRACE(("specularColor=%lx\n", specularColor
));
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 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
540 static BOOL warned
= FALSE
;
542 /* TODO: Use the fog table code from old ddraw */
543 FIXME("Implement fog for transformed vertices in software\n");
549 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
550 D3DCOLOR_B_R(specularColor
),
551 D3DCOLOR_B_G(specularColor
),
552 D3DCOLOR_B_B(specularColor
)));
553 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
554 GL_EXTCALL(glSecondaryColor3ubEXT
)(
555 D3DCOLOR_B_R(specularColor
),
556 D3DCOLOR_B_G(specularColor
),
557 D3DCOLOR_B_B(specularColor
));
559 /* Do not worry if specular colour missing and disable request */
560 VTRACE(("Specular color extensions not supplied\n"));
564 /* Normal -------------------------------- */
565 if (normal
!= NULL
) {
566 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
568 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]));
569 glNormal3f(ptrToCoords
[0], ptrToCoords
[1], ptrToCoords
[2]);
572 /* Position -------------------------------- */
574 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
579 VTRACE(("x,y,z=%f,%f,%f\n", x
,y
,z
));
581 /* RHW follows, only if transformed, ie 4 floats were provided */
582 if (sd
->u
.s
.position_transformed
) {
583 rhw
= ptrToCoords
[3];
584 VTRACE(("rhw=%f\n", rhw
));
587 if (1.0f
== rhw
|| ((rhw
< eps
) && (rhw
> -eps
))) {
588 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x
,y
,z
));
591 GLfloat w
= 1.0 / rhw
;
592 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x
,y
,z
,rhw
));
593 glVertex4f(x
*w
, y
*w
, z
*w
, w
);
597 /* For non indexed mode, step onto next parts */
598 if (idxData
== NULL
) {
604 checkGLcall("glEnd and previous calls");
607 static void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
608 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
609 GLint old_binding
= 0;
611 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
613 glDisable(GL_CULL_FACE
);
615 glDisable(GL_ALPHA_TEST
);
616 glDisable(GL_SCISSOR_TEST
);
617 glDisable(GL_STENCIL_TEST
);
618 glEnable(GL_DEPTH_TEST
);
619 glDepthFunc(GL_ALWAYS
);
620 glBlendFunc(GL_ZERO
, GL_ONE
);
622 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
623 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
624 glBindTexture(GL_TEXTURE_2D
, texture
);
625 glEnable(GL_TEXTURE_2D
);
627 This
->shader_backend
->shader_select_depth_blt(iface
);
629 glBegin(GL_TRIANGLE_STRIP
);
630 glVertex2f(-1.0f
, -1.0f
);
631 glVertex2f(1.0f
, -1.0f
);
632 glVertex2f(-1.0f
, 1.0f
);
633 glVertex2f(1.0f
, 1.0f
);
636 glBindTexture(GL_TEXTURE_2D
, old_binding
);
640 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
641 * and this seems easier and more efficient than providing the shader backend with a private
642 * storage to read and restore the old shader settings
644 This
->shader_backend
->shader_select(iface
, use_ps(This
), use_vs(This
));
647 static void depth_copy(IWineD3DDevice
*iface
) {
648 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
649 IWineD3DSurfaceImpl
*depth_stencil
= (IWineD3DSurfaceImpl
*)This
->depthStencilBuffer
;
651 /* Only copy the depth buffer if there is one. */
652 if (!depth_stencil
) return;
654 /* TODO: Make this work for modes other than FBO */
655 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
657 if (depth_stencil
->current_renderbuffer
) {
658 FIXME("Not supported with fixed up depth stencil\n");
662 if (This
->render_offscreen
) {
663 static GLuint tmp_texture
= 0;
664 GLint old_binding
= 0;
666 TRACE("Copying onscreen depth buffer to offscreen surface\n");
669 glGenTextures(1, &tmp_texture
);
672 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
673 * directly on the FBO texture. That's because we need to flip. */
674 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
675 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
676 glBindTexture(GL_TEXTURE_2D
, tmp_texture
);
677 glCopyTexImage2D(depth_stencil
->glDescription
.target
,
678 depth_stencil
->glDescription
.level
,
679 depth_stencil
->glDescription
.glFormatInternal
,
682 depth_stencil
->currentDesc
.Width
,
683 depth_stencil
->currentDesc
.Height
,
685 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
686 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
687 glTexParameteri(GL_TEXTURE_2D
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
688 glBindTexture(GL_TEXTURE_2D
, old_binding
);
690 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, This
->fbo
));
691 checkGLcall("glBindFramebuffer()");
692 depth_blt(iface
, tmp_texture
);
693 checkGLcall("depth_blt");
695 TRACE("Copying offscreen surface to onscreen depth buffer\n");
697 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0));
698 checkGLcall("glBindFramebuffer()");
699 depth_blt(iface
, depth_stencil
->glDescription
.textureName
);
700 checkGLcall("depth_blt");
704 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
705 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
706 ULONG startIdx
, ULONG startVertex
) {
707 UINT numInstances
= 0;
708 int numInstancedAttribs
= 0, i
, j
;
709 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
710 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
711 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
714 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
715 * We don't support this for now
717 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
718 * But the StreamSourceFreq value has a different meaning in that situation.
720 FIXME("Non-indexed instanced drawing is not supported\n");
724 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
725 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
727 /* First, figure out how many instances we have to draw */
728 for(i
= 0; i
< MAX_STREAMS
; i
++) {
729 /* Look at all non-instanced streams */
730 if(!(stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) &&
731 stateblock
->streamSource
[i
]) {
732 int inst
= stateblock
->streamFreq
[i
];
734 if(numInstances
&& inst
!= numInstances
) {
735 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances
, inst
);
741 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
742 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
743 instancedData
[numInstancedAttribs
] = i
;
744 numInstancedAttribs
++;
748 /* now draw numInstances instances :-) */
749 for(i
= 0; i
< numInstances
; i
++) {
750 /* Specify the instanced attributes using immediate mode calls */
751 for(j
= 0; j
< numInstancedAttribs
; j
++) {
752 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
753 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
754 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
755 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
756 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
757 ptr
+= (long) vb
->resource
.allocatedMemory
;
760 switch(sd
->u
.input
[instancedData
[j
]].dwType
) {
761 case WINED3DDECLTYPE_FLOAT1
:
762 GL_EXTCALL(glVertexAttrib1fvARB(instancedData
[j
], (float *) ptr
));
764 case WINED3DDECLTYPE_FLOAT2
:
765 GL_EXTCALL(glVertexAttrib2fvARB(instancedData
[j
], (float *) ptr
));
767 case WINED3DDECLTYPE_FLOAT3
:
768 GL_EXTCALL(glVertexAttrib3fvARB(instancedData
[j
], (float *) ptr
));
770 case WINED3DDECLTYPE_FLOAT4
:
771 GL_EXTCALL(glVertexAttrib4fvARB(instancedData
[j
], (float *) ptr
));
774 case WINED3DDECLTYPE_UBYTE4
:
775 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
777 case WINED3DDECLTYPE_UBYTE4N
:
778 case WINED3DDECLTYPE_D3DCOLOR
:
779 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
782 case WINED3DDECLTYPE_SHORT2
:
783 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
785 case WINED3DDECLTYPE_SHORT4
:
786 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
789 case WINED3DDECLTYPE_SHORT2N
:
791 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
792 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], s
));
795 case WINED3DDECLTYPE_USHORT2N
:
797 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
798 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], s
));
801 case WINED3DDECLTYPE_SHORT4N
:
802 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], (GLshort
*) ptr
));
804 case WINED3DDECLTYPE_USHORT4N
:
805 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], (GLushort
*) ptr
));
808 case WINED3DDECLTYPE_UDEC3
:
809 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
810 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
812 case WINED3DDECLTYPE_DEC3N
:
813 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
814 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
817 case WINED3DDECLTYPE_FLOAT16_2
:
818 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
819 * byte float according to the IEEE standard
821 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
823 case WINED3DDECLTYPE_FLOAT16_4
:
824 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
827 case WINED3DDECLTYPE_UNUSED
:
829 ERR("Unexpected declaration in instanced attributes\n");
834 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
835 (const char *)idxData
+(idxSize
* startIdx
));
836 checkGLcall("glDrawElements");
844 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
) {
845 struct coords coords
[4];
848 /* TODO: This could be supported for lazy unlocking */
849 if(!(surface
->Flags
& SFLAG_INTEXTURE
)) {
850 /* It is ok at init to be nowhere */
851 if(!(surface
->Flags
& SFLAG_INSYSMEM
)) {
852 ERR("Blitting surfaces from sysmem not supported yet\n");
858 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_BLIT
);
860 if(surface
->glDescription
.target
== GL_TEXTURE_2D
) {
861 glBindTexture(GL_TEXTURE_2D
, surface
->glDescription
.textureName
);
862 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
864 coords
[0].x
= 0; coords
[0].y
= 0; coords
[0].z
= 0;
865 coords
[1].x
= 0; coords
[1].y
= 1; coords
[1].z
= 0;
866 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= 0;
867 coords
[3].x
= 1; coords
[3].y
= 0; coords
[3].z
= 0;
871 /* Must be a cube map */
872 glDisable(GL_TEXTURE_2D
);
873 checkGLcall("glDisable(GL_TEXTURE_2D)");
874 glEnable(GL_TEXTURE_CUBE_MAP_ARB
);
875 checkGLcall("glEnable(surface->glDescription.target)");
876 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB
, surface
->glDescription
.textureName
);
877 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
879 switch(surface
->glDescription
.target
) {
880 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
881 coords
[0].x
= 1; coords
[0].y
= -1; coords
[0].z
= 1;
882 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
883 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
884 coords
[3].x
= 1; coords
[3].y
= -1; coords
[3].z
= -1;
887 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
888 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
889 coords
[1].x
= -1; coords
[1].y
= 1; coords
[1].z
= 1;
890 coords
[2].x
= -1; coords
[2].y
= 1; coords
[2].z
= -1;
891 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
894 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
895 coords
[0].x
= -1; coords
[0].y
= 1; coords
[0].z
= 1;
896 coords
[1].x
= 1; coords
[1].y
= 1; coords
[1].z
= 1;
897 coords
[2].x
= 1; coords
[2].y
= 1; coords
[2].z
= -1;
898 coords
[3].x
= -1; coords
[3].y
= 1; coords
[3].z
= -1;
901 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
902 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
903 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
904 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
905 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
908 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
909 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= 1;
910 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= 1;
911 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= 1;
912 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= 1;
915 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
916 coords
[0].x
= -1; coords
[0].y
= -1; coords
[0].z
= -1;
917 coords
[1].x
= 1; coords
[1].y
= -1; coords
[1].z
= -1;
918 coords
[2].x
= 1; coords
[2].y
= -1; coords
[2].z
= -1;
919 coords
[3].x
= -1; coords
[3].y
= -1; coords
[3].z
= -1;
922 ERR("Unexpected texture target\n");
930 if(This
->render_offscreen
) {
931 coords
[0].y
= coords
[0].y
== 1 ? low_coord
: 1;
932 coords
[1].y
= coords
[1].y
== 1 ? low_coord
: 1;
933 coords
[2].y
= coords
[2].y
== 1 ? low_coord
: 1;
934 coords
[3].y
= coords
[3].y
== 1 ? low_coord
: 1;
938 glTexCoord3iv((GLint
*) &coords
[0]);
941 glTexCoord3iv((GLint
*) &coords
[1]);
942 glVertex2i(0, surface
->pow2Height
);
944 glTexCoord3iv((GLint
*) &coords
[2]);
945 glVertex2i(surface
->pow2Width
, surface
->pow2Height
);
947 glTexCoord3iv((GLint
*) &coords
[3]);
948 glVertex2i(surface
->pow2Width
, 0);
950 checkGLcall("glEnd");
952 if(surface
->glDescription
.target
!= GL_TEXTURE_2D
) {
953 glEnable(GL_TEXTURE_2D
);
954 checkGLcall("glEnable(GL_TEXTURE_2D)");
955 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
956 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
961 /* Routine common to the draw primitive and draw indexed primitive routines */
962 void drawPrimitive(IWineD3DDevice
*iface
,
966 long StartVertexIndex
,
967 UINT numberOfVertices
,
973 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
974 IWineD3DSwapChain
*swapchain
;
975 IWineD3DBaseTexture
*texture
= NULL
;
976 IWineD3DSurfaceImpl
*target
;
979 /* Signals other modules that a drawing is in progress and the stateblock finalized */
980 This
->isInDraw
= TRUE
;
982 /* Invalidate the back buffer memory so LockRect will read it the next time */
983 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
984 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
986 /* TODO: Only do all that if we're going to change anything
987 * Texture container dirtification does not work quite right yet
989 if(target
/*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
994 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DSwapChain
, (void **)&swapchain
);
996 /* Need the surface in the drawable! */
997 if(!(target
->Flags
& SFLAG_INDRAWABLE
) && (swapchain
|| wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)) {
998 blt_to_drawable(This
, target
);
1002 /* Onscreen target. Invalidate system memory copy and texture copy */
1003 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1004 target
->Flags
|= SFLAG_INDRAWABLE
;
1005 IWineD3DSwapChain_Release(swapchain
);
1006 } else if(wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) {
1007 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1008 IWineD3DSurface_GetContainer((IWineD3DSurface
*) target
, &IID_IWineD3DBaseTexture
, (void **)&texture
);
1011 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
1012 IWineD3DTexture_Release(texture
);
1015 target
->Flags
&= ~(SFLAG_INSYSMEM
| SFLAG_INTEXTURE
);
1016 target
->Flags
|= SFLAG_INDRAWABLE
;
1018 /* FBO offscreen target. Invalidate system memory copy */
1019 target
->Flags
&= ~SFLAG_INSYSMEM
;
1022 /* Must be an fbo render target */
1023 target
->Flags
&= ~SFLAG_INSYSMEM
;
1024 target
->Flags
|= SFLAG_INTEXTURE
;
1029 /* Ok, we will be updating the screen from here onwards so grab the lock */
1032 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
) {
1033 apply_fbo_state(iface
);
1036 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
1038 if (This
->depth_copy_state
== WINED3D_DCS_COPY
) {
1041 This
->depth_copy_state
= WINED3D_DCS_INITIAL
;
1045 BOOL emulation
= FALSE
;
1046 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
1047 WineDirect3DVertexStridedData stridedlcl
;
1048 /* Ok, Work out which primitive is requested and how many vertexes that
1050 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
1051 if (numberOfVertices
== 0 )
1052 numberOfVertices
= calculatedNumberOfindices
;
1054 if(!This
->strided_streams
.u
.s
.position_transformed
&& !use_vs(This
)) {
1055 if(This
->activeContext
->num_untracked_materials
&&
1056 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
1057 IWineD3DVertexBufferImpl
*vb
;
1059 FIXME("Using software emulation because not all material properties could be tracked\n");
1062 strided
= &stridedlcl
;
1063 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
1065 #define FIXVBO(type) \
1066 if(stridedlcl.u.s.type.VBO) { \
1067 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[stridedlcl.u.s.type.streamNo]; \
1068 stridedlcl.u.s.type.VBO = 0; \
1069 stridedlcl.u.s.type.lpData = (BYTE *) ((unsigned long) stridedlcl.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
1072 FIXVBO(blendWeights
);
1073 FIXVBO(blendMatrixIndices
);
1078 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) FIXVBO(texCoords
[i
]);
1091 if (This
->useDrawStridedSlow
|| emulation
) {
1092 /* Immediate mode drawing */
1093 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1094 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1095 } else if(This
->instancedDraw
) {
1096 /* Instancing emulation with mixing immediate mode and arrays */
1097 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1098 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1100 /* Simple array draw call */
1101 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1102 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1106 /* Finshed updating the screen, restore lock */
1108 TRACE("Done all gl drawing\n");
1111 #ifdef SHOW_FRAME_MAKEUP
1113 static long int primCounter
= 0;
1114 /* NOTE: set primCounter to the value reported by drawprim
1115 before you want to to write frame makeup to /tmp */
1116 if (primCounter
>= 0) {
1117 WINED3DLOCKED_RECT r
;
1119 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1120 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1121 TRACE("Saving screenshot %s\n", buffer
);
1122 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1123 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1125 #ifdef SHOW_TEXTURE_MAKEUP
1127 IWineD3DSurface
*pSur
;
1129 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1130 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1131 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1132 TRACE("Saving texture %s\n", buffer
);
1133 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1134 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1135 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1136 IWineD3DSurface_Release(pSur
);
1138 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1145 TRACE("drawprim #%d\n", primCounter
);
1150 /* Control goes back to the device, stateblock values may change again */
1151 This
->isInDraw
= FALSE
;
1154 static void normalize_normal(float *n
) {
1155 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1156 if(length
== 0.0) return;
1157 length
= sqrt(length
);
1158 n
[0] = n
[0] / length
;
1159 n
[1] = n
[1] / length
;
1160 n
[2] = n
[2] / length
;
1163 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1165 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1166 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1167 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1168 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1171 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1172 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1173 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1174 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1175 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1177 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1178 * resulting colors back to the normals.
1180 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1181 * does not restore it because normally a draw follows immediately afterwards. The caller is
1182 * responsible of taking care that either the gl states are restored, or the context activated
1183 * for drawing to reset the lastWasBlit flag.
1185 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1186 struct WineD3DRectPatch
*patch
) {
1187 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1188 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1189 WineDirect3DVertexStridedData strided
;
1191 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1193 GLenum feedback_type
;
1194 GLfloat
*feedbuffer
;
1196 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1199 memset(&strided
, 0, sizeof(strided
));
1200 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1201 if(strided
.u
.s
.position
.VBO
) {
1202 IWineD3DVertexBufferImpl
*vb
;
1203 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1204 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1205 (unsigned long) vb
->resource
.allocatedMemory
);
1207 vtxStride
= strided
.u
.s
.position
.dwStride
;
1208 data
= strided
.u
.s
.position
.lpData
+
1209 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1210 vtxStride
* info
->StartVertexOffsetWidth
;
1212 /* Not entirely sure about what happens with transformed vertices */
1213 if(strided
.u
.s
.position_transformed
) {
1214 FIXME("Transformed position in rectpatch generation\n");
1216 if(vtxStride
% sizeof(GLfloat
)) {
1217 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1218 * I don't see how the stride could not be a multiple of 4, but make sure
1221 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1223 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1224 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1226 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1227 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1230 /* First, get the boundary cube of the input data */
1231 for(j
= 0; j
< info
->Height
; j
++) {
1232 for(i
= 0; i
< info
->Width
; i
++) {
1233 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1234 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1235 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1236 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1237 if(v
[2] < neg_z
) neg_z
= v
[2];
1241 /* This needs some improvements in the vertex decl code */
1242 FIXME("Cannot find data to generate. Only generating position and normals\n");
1243 patch
->has_normals
= TRUE
;
1244 patch
->has_texcoords
= FALSE
;
1247 /* Simply activate the context for blitting. This disables all the things we don't want and
1248 * takes care for dirtifying. Dirtifying is prefered over pushing / popping, since drawing the
1249 * patch(as opposed to normal draws) will most likely need different changes anyway
1251 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1253 glMatrixMode(GL_PROJECTION
);
1254 checkGLcall("glMatrixMode(GL_PROJECTION)");
1256 checkGLcall("glLoadIndentity()");
1257 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1258 glTranslatef(0, 0, 0.5);
1259 checkGLcall("glScalef");
1260 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1261 checkGLcall("glViewport");
1263 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1264 * our feedback buffer parser
1266 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1267 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1268 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1269 if(patch
->has_normals
) {
1270 float black
[4] = {0, 0, 0, 0};
1271 float red
[4] = {1, 0, 0, 0};
1272 float green
[4] = {0, 1, 0, 0};
1273 float blue
[4] = {0, 0, 1, 0};
1274 float white
[4] = {1, 1, 1, 1};
1275 glEnable(GL_LIGHTING
);
1276 checkGLcall("glEnable(GL_LIGHTING)");
1277 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1278 checkGLcall("glLightModel for MODEL_AMBIENT");
1279 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1281 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1282 glDisable(GL_LIGHT0
+ i
);
1283 checkGLcall("glDisable(GL_LIGHT0 + i)");
1284 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1287 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1288 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1289 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1290 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1291 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1292 glEnable(GL_LIGHT0
);
1293 checkGLcall("Setting up light 1\n");
1294 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1295 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1296 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1297 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1298 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1299 glEnable(GL_LIGHT1
);
1300 checkGLcall("Setting up light 2\n");
1301 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1302 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1303 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1304 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1305 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1306 glEnable(GL_LIGHT2
);
1307 checkGLcall("Setting up light 3\n");
1309 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1310 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1311 glDisable(GL_COLOR_MATERIAL
);
1312 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1313 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1314 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1315 checkGLcall("Setting up materials\n");
1318 /* Enable the needed maps.
1319 * GL_MAP2_VERTEX_3 is needed for positional data.
1320 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1321 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1323 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1324 out_vertex_size
= 3 /* position */;
1325 d3d_out_vertex_size
= 3;
1326 glEnable(GL_MAP2_VERTEX_3
);
1327 if(patch
->has_normals
&& patch
->has_texcoords
) {
1328 FIXME("Texcoords not handled yet\n");
1329 feedback_type
= GL_3D_COLOR_TEXTURE
;
1330 out_vertex_size
+= 8;
1331 d3d_out_vertex_size
+= 7;
1332 glEnable(GL_AUTO_NORMAL
);
1333 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1334 } else if(patch
->has_texcoords
) {
1335 FIXME("Texcoords not handled yet\n");
1336 feedback_type
= GL_3D_COLOR_TEXTURE
;
1337 out_vertex_size
+= 7;
1338 d3d_out_vertex_size
+= 4;
1339 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1340 } else if(patch
->has_normals
) {
1341 feedback_type
= GL_3D_COLOR
;
1342 out_vertex_size
+= 4;
1343 d3d_out_vertex_size
+= 3;
1344 glEnable(GL_AUTO_NORMAL
);
1346 feedback_type
= GL_3D
;
1348 checkGLcall("glEnable vertex attrib generation");
1350 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1351 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1352 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1354 glMap2f(GL_MAP2_VERTEX_3
,
1355 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1356 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1358 checkGLcall("glMap2f");
1359 if(patch
->has_texcoords
) {
1360 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1361 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1362 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1364 checkGLcall("glMap2f");
1366 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1367 checkGLcall("glMapGrid2f");
1369 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1370 checkGLcall("glFeedbackBuffer");
1371 glRenderMode(GL_FEEDBACK
);
1373 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1374 checkGLcall("glEvalMesh2\n");
1376 i
= glRenderMode(GL_RENDER
);
1378 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1380 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1381 return WINED3DERR_DRIVERINTERNALERROR
;
1382 } else if(i
!= buffer_size
) {
1383 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1385 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1386 return WINED3DERR_DRIVERINTERNALERROR
;
1388 TRACE("Got %d elements as expected\n", i
);
1391 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1392 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1394 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1395 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1396 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1399 if(feedbuffer
[j
+ 1] != 3) {
1400 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1403 /* Somehow there are different ideas about back / front facing, so fix up the
1406 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1407 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1408 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1409 if(patch
->has_normals
) {
1410 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1411 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1412 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1414 i
+= d3d_out_vertex_size
;
1416 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1417 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1418 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1419 if(patch
->has_normals
) {
1420 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1421 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1422 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1424 i
+= d3d_out_vertex_size
;
1426 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1427 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1428 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1429 if(patch
->has_normals
) {
1430 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1431 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1432 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1434 i
+= d3d_out_vertex_size
;
1437 if(patch
->has_normals
) {
1438 /* Now do the same with reverse light directions */
1439 float x
[4] = {-1, 0, 0, 0};
1440 float y
[4] = { 0, -1, 0, 0};
1441 float z
[4] = { 0, 0, -1, 0};
1442 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1443 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1444 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1445 checkGLcall("Setting up reverse light directions\n");
1447 glRenderMode(GL_FEEDBACK
);
1448 checkGLcall("glRenderMode(GL_FEEDBACK)");
1449 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1450 checkGLcall("glEvalMesh2\n");
1451 i
= glRenderMode(GL_RENDER
);
1452 checkGLcall("glRenderMode(GL_RENDER)");
1455 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1456 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1457 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1460 if(feedbuffer
[j
+ 1] != 3) {
1461 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1464 if(patch
->mem
[i
+ 3] == 0.0)
1465 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1466 if(patch
->mem
[i
+ 4] == 0.0)
1467 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1468 if(patch
->mem
[i
+ 5] == 0.0)
1469 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1470 normalize_normal(patch
->mem
+ i
+ 3);
1471 i
+= d3d_out_vertex_size
;
1473 if(patch
->mem
[i
+ 3] == 0.0)
1474 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1475 if(patch
->mem
[i
+ 4] == 0.0)
1476 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1477 if(patch
->mem
[i
+ 5] == 0.0)
1478 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1479 normalize_normal(patch
->mem
+ i
+ 3);
1480 i
+= d3d_out_vertex_size
;
1482 if(patch
->mem
[i
+ 3] == 0.0)
1483 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1484 if(patch
->mem
[i
+ 4] == 0.0)
1485 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1486 if(patch
->mem
[i
+ 5] == 0.0)
1487 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1488 normalize_normal(patch
->mem
+ i
+ 3);
1489 i
+= d3d_out_vertex_size
;
1493 glDisable(GL_MAP2_VERTEX_3
);
1494 glDisable(GL_AUTO_NORMAL
);
1495 glDisable(GL_MAP2_NORMAL
);
1496 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1497 checkGLcall("glDisable vertex attrib generation");
1500 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1502 vtxStride
= 3 * sizeof(float);
1503 if(patch
->has_normals
) {
1504 vtxStride
+= 3 * sizeof(float);
1506 if(patch
->has_texcoords
) {
1507 vtxStride
+= 4 * sizeof(float);
1509 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1510 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1511 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1512 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1513 patch
->strided
.u
.s
.position
.streamNo
= 255;
1515 if(patch
->has_normals
) {
1516 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1517 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1518 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1519 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1521 if(patch
->has_texcoords
) {
1522 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1523 if(patch
->has_normals
) {
1524 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1526 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1527 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1528 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1529 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1532 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;