dpwsockx: Implementation of SPInit
[wine/gsoc_dplay.git] / dlls / wined3d / drawprim.c
blob5a2c7e7aac4d453e3cc7f274e4f333a0fe59519f
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, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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 /* GL locking is done by the caller */
36 static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
37 UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
38 const void *idx_data, UINT start_idx)
40 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
42 if (idx_size)
44 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx);
46 #if 1
47 glDrawElements(primitive_type, count,
48 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
49 (const char *)idx_data + (idx_size * start_idx));
50 checkGLcall("glDrawElements");
51 #else
52 glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count,
53 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
54 (const char *)idx_data + (idx_size * start_idx));
55 checkGLcall("glDrawRangeElements");
56 #endif
58 else
60 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
62 glDrawArrays(primitive_type, start_idx, count);
63 checkGLcall("glDrawArrays");
68 * Actually draw using the supplied information.
69 * Slower GL version which extracts info about each vertex in turn
72 /* GL locking is done by the caller */
73 static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context *context,
74 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
75 const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
77 unsigned int textureNo = 0;
78 const WORD *pIdxBufS = NULL;
79 const DWORD *pIdxBufL = NULL;
80 UINT vx_index;
81 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
82 const UINT *streamOffset = This->stateBlock->streamOffset;
83 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
84 BOOL pixelShader = use_ps(This->stateBlock);
85 BOOL specular_fog = FALSE;
86 UINT texture_stages = GL_LIMITS(texture_stages);
87 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
88 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
89 const struct wined3d_stream_info_element *element;
90 UINT num_untracked_materials;
91 DWORD tex_mask = 0;
93 TRACE("Using slow vertex array code\n");
95 /* Variable Initialization */
96 if (idxSize != 0) {
97 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
98 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
99 * idxData will be != NULL
101 if(idxData == NULL) {
102 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
105 if (idxSize == 2) pIdxBufS = idxData;
106 else pIdxBufL = idxData;
107 } else if (idxData) {
108 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
109 return;
112 /* Start drawing in GL */
113 VTRACE(("glBegin(%x)\n", glPrimType));
114 glBegin(glPrimType);
116 if (si->use_map & (1 << WINED3D_FFP_POSITION))
118 element = &si->elements[WINED3D_FFP_POSITION];
119 position = element->data + streamOffset[element->stream_idx];
122 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
124 element = &si->elements[WINED3D_FFP_NORMAL];
125 normal = element->data + streamOffset[element->stream_idx];
127 else
129 glNormal3f(0, 0, 0);
132 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
134 element = &si->elements[WINED3D_FFP_DIFFUSE];
135 diffuse = element->data + streamOffset[element->stream_idx];
137 else
139 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
141 num_untracked_materials = context->num_untracked_materials;
142 if (num_untracked_materials && element->format_desc->format != WINED3DFMT_A8R8G8B8)
143 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format));
145 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
147 element = &si->elements[WINED3D_FFP_SPECULAR];
148 specular = element->data + streamOffset[element->stream_idx];
150 /* special case where the fog density is stored in the specular alpha channel */
151 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
152 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
153 || si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
154 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
156 if (GL_SUPPORT(EXT_FOG_COORD))
158 if (element->format_desc->format == WINED3DFMT_A8R8G8B8) specular_fog = TRUE;
159 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format));
161 else
163 static BOOL warned;
165 if (!warned)
167 /* TODO: Use the fog table code from old ddraw */
168 FIXME("Implement fog for transformed vertices in software\n");
169 warned = TRUE;
174 else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
176 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
179 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
181 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
182 DWORD texture_idx = This->texUnitMap[textureNo];
184 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
186 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
187 continue;
190 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
192 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
194 if (coordIdx > 7)
196 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
197 continue;
199 else if (coordIdx < 0)
201 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
202 continue;
205 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
207 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
208 texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
209 tex_mask |= (1 << textureNo);
211 else
213 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
214 if (GL_SUPPORT(ARB_MULTITEXTURE))
215 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
216 else
217 glTexCoord4f(0, 0, 0, 1);
221 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
222 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
225 /* For each primitive */
226 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
227 UINT texture, tmp_tex_mask;
228 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
229 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
232 /* For indexed data, we need to go a few more strides in */
233 if (idxData != NULL) {
235 /* Indexed so work out the number of strides to skip */
236 if (idxSize == 2) {
237 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
238 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
239 } else {
240 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
241 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
245 tmp_tex_mask = tex_mask;
246 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
248 int coord_idx;
249 const void *ptr;
250 DWORD texture_idx;
252 if (!(tmp_tex_mask & 1)) continue;
254 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
255 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
257 texture_idx = This->texUnitMap[texture];
258 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx](
259 GL_TEXTURE0_ARB + texture_idx, ptr);
262 /* Diffuse -------------------------------- */
263 if (diffuse) {
264 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
266 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords);
267 if (num_untracked_materials)
269 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
270 unsigned char i;
271 float color[4];
273 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
274 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
275 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
276 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
278 for (i = 0; i < num_untracked_materials; ++i)
280 glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
285 /* Specular ------------------------------- */
286 if (specular) {
287 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
289 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords);
291 if (specular_fog)
293 DWORD specularColor = *(const DWORD *)ptrToCoords;
294 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
298 /* Normal -------------------------------- */
299 if (normal != NULL) {
300 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
301 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords);
304 /* Position -------------------------------- */
305 if (position) {
306 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
307 position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords);
310 /* For non indexed mode, step onto next parts */
311 if (idxData == NULL) {
312 ++SkipnStrides;
316 glEnd();
317 checkGLcall("glEnd and previous calls");
320 /* GL locking is done by the caller */
321 static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
323 switch(format)
325 case WINED3DFMT_R32_FLOAT:
326 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
327 break;
328 case WINED3DFMT_R32G32_FLOAT:
329 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
330 break;
331 case WINED3DFMT_R32G32B32_FLOAT:
332 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
333 break;
334 case WINED3DFMT_R32G32B32A32_FLOAT:
335 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
336 break;
338 case WINED3DFMT_R8G8B8A8_UINT:
339 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
340 break;
341 case WINED3DFMT_A8R8G8B8:
342 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
344 const DWORD *src = ptr;
345 DWORD c = *src & 0xff00ff00;
346 c |= (*src & 0xff0000) >> 16;
347 c |= (*src & 0xff) << 16;
348 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
349 break;
351 /* else fallthrough */
352 case WINED3DFMT_R8G8B8A8_UNORM:
353 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
354 break;
356 case WINED3DFMT_R16G16_SINT:
357 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
358 break;
359 case WINED3DFMT_R16G16B16A16_SINT:
360 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
361 break;
363 case WINED3DFMT_R16G16_SNORM:
365 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
366 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
367 break;
369 case WINED3DFMT_R16G16_UNORM:
371 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
372 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
373 break;
375 case WINED3DFMT_R16G16B16A16_SNORM:
376 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
377 break;
378 case WINED3DFMT_R16G16B16A16_UNORM:
379 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
380 break;
382 case WINED3DFMT_R10G10B10A2_UINT:
383 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
384 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
385 break;
386 case WINED3DFMT_R10G10B10A2_SNORM:
387 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
388 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
389 break;
391 case WINED3DFMT_R16G16_FLOAT:
392 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
393 * byte float according to the IEEE standard
395 if (GL_SUPPORT(NV_HALF_FLOAT)) {
396 /* Not supported by GL_ARB_half_float_vertex */
397 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
398 } else {
399 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
400 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
401 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
403 break;
404 case WINED3DFMT_R16G16B16A16_FLOAT:
405 if (GL_SUPPORT(NV_HALF_FLOAT)) {
406 /* Not supported by GL_ARB_half_float_vertex */
407 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
408 } else {
409 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
410 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
411 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
412 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
413 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
415 break;
417 default:
418 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
419 break;
423 /* GL locking is done by the caller */
424 static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
425 GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
427 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
428 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
429 const WORD *pIdxBufS = NULL;
430 const DWORD *pIdxBufL = NULL;
431 UINT vx_index;
432 int i;
433 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
434 const BYTE *ptr;
436 if (idxSize != 0) {
437 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
438 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
439 * idxData will be != NULL
441 if(idxData == NULL) {
442 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
445 if (idxSize == 2) pIdxBufS = idxData;
446 else pIdxBufL = idxData;
447 } else if (idxData) {
448 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
449 return;
452 /* Start drawing in GL */
453 VTRACE(("glBegin(%x)\n", glPrimitiveType));
454 glBegin(glPrimitiveType);
456 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
457 if (idxData != NULL) {
459 /* Indexed so work out the number of strides to skip */
460 if (idxSize == 2) {
461 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
462 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
463 } else {
464 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
465 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
469 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
471 if (!(si->use_map & (1 << i))) continue;
473 ptr = si->elements[i].data +
474 si->elements[i].stride * SkipnStrides +
475 stateblock->streamOffset[si->elements[i].stream_idx];
477 send_attribute(This, si->elements[i].format_desc->format, i, ptr);
479 SkipnStrides++;
482 glEnd();
485 /* GL locking is done by the caller */
486 static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
487 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
488 UINT startIdx)
490 UINT numInstances = 0, i;
491 int numInstancedAttribs = 0, j;
492 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
493 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
494 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
496 if (idxSize == 0) {
497 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
498 * We don't support this for now
500 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
501 * But the StreamSourceFreq value has a different meaning in that situation.
503 FIXME("Non-indexed instanced drawing is not supported\n");
504 return;
507 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
509 /* First, figure out how many instances we have to draw */
510 for(i = 0; i < MAX_STREAMS; i++) {
511 /* Look at the streams and take the first one which matches */
512 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
513 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
514 if(stateblock->streamFreq[i] == 0){
515 numInstances = 1;
516 } else {
517 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
519 break; /* break, because only the first suitable value is interesting */
523 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
525 if (!(si->use_map & (1 << i))) continue;
527 if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
529 instancedData[numInstancedAttribs] = i;
530 numInstancedAttribs++;
534 /* now draw numInstances instances :-) */
535 for(i = 0; i < numInstances; i++) {
536 /* Specify the instanced attributes using immediate mode calls */
537 for(j = 0; j < numInstancedAttribs; j++) {
538 const BYTE *ptr = si->elements[instancedData[j]].data +
539 si->elements[instancedData[j]].stride * i +
540 stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
541 if (si->elements[instancedData[j]].buffer_object)
543 struct wined3d_buffer *vb =
544 (struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
545 ptr += (long) buffer_get_sysmem(vb);
548 send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
551 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
552 (const char *)idxData+(idxSize * startIdx));
553 checkGLcall("glDrawElements");
557 static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
559 unsigned int i;
561 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
563 struct wined3d_stream_info_element *e;
565 if (!(s->use_map & (1 << i))) continue;
567 e = &s->elements[i];
568 if (e->buffer_object)
570 struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
571 e->buffer_object = 0;
572 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
577 /* Routine common to the draw primitive and draw indexed primitive routines */
578 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
579 UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex)
582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
583 IWineD3DSurfaceImpl *target;
584 struct wined3d_context *context;
585 unsigned int i;
587 if (!index_count) return;
589 if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
591 /* Invalidate the back buffer memory so LockRect will read it the next time */
592 for (i = 0; i < GL_LIMITS(buffers); ++i)
594 target = (IWineD3DSurfaceImpl *)This->render_targets[i];
595 if (target)
597 IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
598 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
603 /* Signals other modules that a drawing is in progress and the stateblock finalized */
604 This->isInDraw = TRUE;
606 context = ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
608 if (This->stencilBufferTarget) {
609 /* Note that this depends on the ActivateContext call above to set
610 * This->render_offscreen properly. We don't currently take the
611 * Z-compare function into account, but we could skip loading the
612 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
613 * that we never copy the stencil data.*/
614 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
615 if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
616 || This->stateBlock->renderState[WINED3DRS_ZENABLE])
617 surface_load_ds_location(This->stencilBufferTarget, context, location);
618 if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
619 surface_modify_ds_location(This->stencilBufferTarget, location);
622 /* Ok, we will be updating the screen from here onwards so grab the lock */
623 ENTER_GL();
625 GLenum glPrimType = This->stateBlock->gl_primitive_type;
626 BOOL emulation = FALSE;
627 const struct wined3d_stream_info *stream_info = &This->strided_streams;
628 struct wined3d_stream_info stridedlcl;
630 if (!numberOfVertices) numberOfVertices = index_count;
632 if (!use_vs(This->stateBlock))
634 if (!This->strided_streams.position_transformed && context->num_untracked_materials
635 && This->stateBlock->renderState[WINED3DRS_LIGHTING])
637 static BOOL warned;
638 if (!warned) {
639 FIXME("Using software emulation because not all material properties could be tracked\n");
640 warned = TRUE;
641 } else {
642 TRACE("Using software emulation because not all material properties could be tracked\n");
644 emulation = TRUE;
646 else if (context->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE])
648 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
649 * to a float in the vertex buffer
651 static BOOL warned;
652 if (!warned) {
653 FIXME("Using software emulation because manual fog coordinates are provided\n");
654 warned = TRUE;
655 } else {
656 TRACE("Using software emulation because manual fog coordinates are provided\n");
658 emulation = TRUE;
661 if(emulation) {
662 stream_info = &stridedlcl;
663 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
664 remove_vbos(This, &stridedlcl);
668 if (This->useDrawStridedSlow || emulation) {
669 /* Immediate mode drawing */
670 if (use_vs(This->stateBlock))
672 static BOOL warned;
673 if (!warned) {
674 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
675 warned = TRUE;
676 } else {
677 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
679 drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
680 } else {
681 drawStridedSlow(iface, context, stream_info, index_count,
682 glPrimType, idxData, idxSize, minIndex, StartIdx);
684 } else if(This->instancedDraw) {
685 /* Instancing emulation with mixing immediate mode and arrays */
686 drawStridedInstanced(iface, &This->strided_streams, index_count,
687 glPrimType, idxData, idxSize, minIndex, StartIdx);
688 } else {
689 drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1,
690 index_count, idxSize, idxData, StartIdx);
694 /* Finished updating the screen, restore lock */
695 LEAVE_GL();
696 TRACE("Done all gl drawing\n");
698 /* Diagnostics */
699 #ifdef SHOW_FRAME_MAKEUP
701 static long int primCounter = 0;
702 /* NOTE: set primCounter to the value reported by drawprim
703 before you want to to write frame makeup to /tmp */
704 if (primCounter >= 0) {
705 WINED3DLOCKED_RECT r;
706 char buffer[80];
707 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
708 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
709 TRACE("Saving screenshot %s\n", buffer);
710 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
711 IWineD3DSurface_UnlockRect(This->render_targets[0]);
713 #ifdef SHOW_TEXTURE_MAKEUP
715 IWineD3DSurface *pSur;
716 int textureNo;
717 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
718 if (This->stateBlock->textures[textureNo] != NULL) {
719 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
720 TRACE("Saving texture %s\n", buffer);
721 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
722 IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
723 IWineD3DSurface_SaveSnapshot(pSur, buffer);
724 IWineD3DSurface_Release(pSur);
725 } else {
726 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
731 #endif
733 TRACE("drawprim #%ld\n", primCounter);
734 ++primCounter;
736 #endif
738 /* Control goes back to the device, stateblock values may change again */
739 This->isInDraw = FALSE;
742 static void normalize_normal(float *n) {
743 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
744 if (length == 0.0f) return;
745 length = sqrt(length);
746 n[0] = n[0] / length;
747 n[1] = n[1] / length;
748 n[2] = n[2] / length;
751 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
753 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
754 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
755 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
756 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
757 * in drawprim.
759 * To read back, the opengl feedback mode is used. This creates a problem because we want
760 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
761 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
762 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
763 * them to [-1.0;+1.0] and set the viewport up to scale them back.
765 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
766 * resulting colors back to the normals.
768 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
769 * does not restore it because normally a draw follows immediately afterwards. The caller is
770 * responsible of taking care that either the gl states are restored, or the context activated
771 * for drawing to reset the lastWasBlit flag.
773 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
774 struct WineD3DRectPatch *patch) {
775 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
776 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
777 struct wined3d_stream_info stream_info;
778 struct wined3d_stream_info_element *e;
779 const BYTE *data;
780 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
781 DWORD vtxStride;
782 GLenum feedback_type;
783 GLfloat *feedbuffer;
785 /* Simply activate the context for blitting. This disables all the things we don't want and
786 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
787 * patch (as opposed to normal draws) will most likely need different changes anyway. */
788 ActivateContext(This, NULL, CTXUSAGE_BLIT);
790 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
791 * Beware of vbos
793 device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
795 e = &stream_info.elements[WINED3D_FFP_POSITION];
796 if (e->buffer_object)
798 struct wined3d_buffer *vb;
799 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
800 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
802 vtxStride = e->stride;
803 data = e->data +
804 vtxStride * info->Stride * info->StartVertexOffsetHeight +
805 vtxStride * info->StartVertexOffsetWidth;
807 /* Not entirely sure about what happens with transformed vertices */
808 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
810 if(vtxStride % sizeof(GLfloat)) {
811 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
812 * I don't see how the stride could not be a multiple of 4, but make sure
813 * to check it
815 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
817 if(info->Basis != WINED3DBASIS_BEZIER) {
818 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
820 if(info->Degree != WINED3DDEGREE_CUBIC) {
821 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
824 /* First, get the boundary cube of the input data */
825 for(j = 0; j < info->Height; j++) {
826 for(i = 0; i < info->Width; i++) {
827 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
828 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
829 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
830 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
831 if(v[2] < neg_z) neg_z = v[2];
835 /* This needs some improvements in the vertex decl code */
836 FIXME("Cannot find data to generate. Only generating position and normals\n");
837 patch->has_normals = TRUE;
838 patch->has_texcoords = FALSE;
840 ENTER_GL();
842 glMatrixMode(GL_PROJECTION);
843 checkGLcall("glMatrixMode(GL_PROJECTION)");
844 glLoadIdentity();
845 checkGLcall("glLoadIndentity()");
846 glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
847 glTranslatef(0.0f, 0.0f, 0.5f);
848 checkGLcall("glScalef");
849 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
850 checkGLcall("glViewport");
852 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
853 * our feedback buffer parser
855 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
856 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
857 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
858 if(patch->has_normals) {
859 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
860 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
861 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
862 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
863 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
864 glEnable(GL_LIGHTING);
865 checkGLcall("glEnable(GL_LIGHTING)");
866 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
867 checkGLcall("glLightModel for MODEL_AMBIENT");
868 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
870 for(i = 3; i < GL_LIMITS(lights); i++) {
871 glDisable(GL_LIGHT0 + i);
872 checkGLcall("glDisable(GL_LIGHT0 + i)");
873 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
876 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
877 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
878 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
879 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
880 glLightfv(GL_LIGHT0, GL_POSITION, red);
881 glEnable(GL_LIGHT0);
882 checkGLcall("Setting up light 1");
883 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
884 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
885 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
886 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
887 glLightfv(GL_LIGHT1, GL_POSITION, green);
888 glEnable(GL_LIGHT1);
889 checkGLcall("Setting up light 2");
890 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
891 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
892 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
893 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
894 glLightfv(GL_LIGHT2, GL_POSITION, blue);
895 glEnable(GL_LIGHT2);
896 checkGLcall("Setting up light 3");
898 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
899 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
900 glDisable(GL_COLOR_MATERIAL);
901 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
902 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
903 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
904 checkGLcall("Setting up materials");
907 /* Enable the needed maps.
908 * GL_MAP2_VERTEX_3 is needed for positional data.
909 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
910 * GL_MAP2_TEXTURE_COORD_4 for texture coords
912 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
913 out_vertex_size = 3 /* position */;
914 d3d_out_vertex_size = 3;
915 glEnable(GL_MAP2_VERTEX_3);
916 if(patch->has_normals && patch->has_texcoords) {
917 FIXME("Texcoords not handled yet\n");
918 feedback_type = GL_3D_COLOR_TEXTURE;
919 out_vertex_size += 8;
920 d3d_out_vertex_size += 7;
921 glEnable(GL_AUTO_NORMAL);
922 glEnable(GL_MAP2_TEXTURE_COORD_4);
923 } else if(patch->has_texcoords) {
924 FIXME("Texcoords not handled yet\n");
925 feedback_type = GL_3D_COLOR_TEXTURE;
926 out_vertex_size += 7;
927 d3d_out_vertex_size += 4;
928 glEnable(GL_MAP2_TEXTURE_COORD_4);
929 } else if(patch->has_normals) {
930 feedback_type = GL_3D_COLOR;
931 out_vertex_size += 4;
932 d3d_out_vertex_size += 3;
933 glEnable(GL_AUTO_NORMAL);
934 } else {
935 feedback_type = GL_3D;
937 checkGLcall("glEnable vertex attrib generation");
939 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
940 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
941 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
943 glMap2f(GL_MAP2_VERTEX_3,
944 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
945 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
946 (const GLfloat *)data);
947 checkGLcall("glMap2f");
948 if(patch->has_texcoords) {
949 glMap2f(GL_MAP2_TEXTURE_COORD_4,
950 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
951 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
952 (const GLfloat *)data);
953 checkGLcall("glMap2f");
955 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
956 checkGLcall("glMapGrid2f");
958 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
959 checkGLcall("glFeedbackBuffer");
960 glRenderMode(GL_FEEDBACK);
962 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
963 checkGLcall("glEvalMesh2");
965 i = glRenderMode(GL_RENDER);
966 if(i == -1) {
967 LEAVE_GL();
968 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
969 HeapFree(GetProcessHeap(), 0, feedbuffer);
970 return WINED3DERR_DRIVERINTERNALERROR;
971 } else if(i != buffer_size) {
972 LEAVE_GL();
973 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
974 HeapFree(GetProcessHeap(), 0, feedbuffer);
975 return WINED3DERR_DRIVERINTERNALERROR;
976 } else {
977 TRACE("Got %d elements as expected\n", i);
980 HeapFree(GetProcessHeap(), 0, patch->mem);
981 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
982 i = 0;
983 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
984 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
985 ERR("Unexpected token: %f\n", feedbuffer[j]);
986 continue;
988 if(feedbuffer[j + 1] != 3) {
989 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
990 continue;
992 /* Somehow there are different ideas about back / front facing, so fix up the
993 * vertex order
995 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
996 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
997 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
998 if(patch->has_normals) {
999 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1000 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1001 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1003 i += d3d_out_vertex_size;
1005 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1006 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1007 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1008 if(patch->has_normals) {
1009 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1010 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1011 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1013 i += d3d_out_vertex_size;
1015 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1016 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1017 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1018 if(patch->has_normals) {
1019 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1020 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1021 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1023 i += d3d_out_vertex_size;
1026 if(patch->has_normals) {
1027 /* Now do the same with reverse light directions */
1028 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1029 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1030 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1031 glLightfv(GL_LIGHT0, GL_POSITION, x);
1032 glLightfv(GL_LIGHT1, GL_POSITION, y);
1033 glLightfv(GL_LIGHT2, GL_POSITION, z);
1034 checkGLcall("Setting up reverse light directions");
1036 glRenderMode(GL_FEEDBACK);
1037 checkGLcall("glRenderMode(GL_FEEDBACK)");
1038 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1039 checkGLcall("glEvalMesh2");
1040 i = glRenderMode(GL_RENDER);
1041 checkGLcall("glRenderMode(GL_RENDER)");
1043 i = 0;
1044 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1045 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1046 ERR("Unexpected token: %f\n", feedbuffer[j]);
1047 continue;
1049 if(feedbuffer[j + 1] != 3) {
1050 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1051 continue;
1053 if(patch->mem[i + 3] == 0.0f)
1054 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1055 if(patch->mem[i + 4] == 0.0f)
1056 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1057 if(patch->mem[i + 5] == 0.0f)
1058 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1059 normalize_normal(patch->mem + i + 3);
1060 i += d3d_out_vertex_size;
1062 if(patch->mem[i + 3] == 0.0f)
1063 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1064 if(patch->mem[i + 4] == 0.0f)
1065 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1066 if(patch->mem[i + 5] == 0.0f)
1067 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1068 normalize_normal(patch->mem + i + 3);
1069 i += d3d_out_vertex_size;
1071 if(patch->mem[i + 3] == 0.0f)
1072 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1073 if(patch->mem[i + 4] == 0.0f)
1074 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1075 if(patch->mem[i + 5] == 0.0f)
1076 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1077 normalize_normal(patch->mem + i + 3);
1078 i += d3d_out_vertex_size;
1082 glDisable(GL_MAP2_VERTEX_3);
1083 glDisable(GL_AUTO_NORMAL);
1084 glDisable(GL_MAP2_NORMAL);
1085 glDisable(GL_MAP2_TEXTURE_COORD_4);
1086 checkGLcall("glDisable vertex attrib generation");
1087 LEAVE_GL();
1089 HeapFree(GetProcessHeap(), 0, feedbuffer);
1091 vtxStride = 3 * sizeof(float);
1092 if(patch->has_normals) {
1093 vtxStride += 3 * sizeof(float);
1095 if(patch->has_texcoords) {
1096 vtxStride += 4 * sizeof(float);
1098 memset(&patch->strided, 0, sizeof(&patch->strided));
1099 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1100 patch->strided.position.lpData = (BYTE *) patch->mem;
1101 patch->strided.position.dwStride = vtxStride;
1103 if(patch->has_normals) {
1104 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1105 patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1106 patch->strided.normal.dwStride = vtxStride;
1108 if(patch->has_texcoords) {
1109 patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1110 patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1111 if(patch->has_normals) {
1112 patch->strided.texCoords[0].lpData += 3 * sizeof(float);
1114 patch->strided.texCoords[0].dwStride = vtxStride;
1117 return WINED3D_OK;