push 92ef5b88da02911741c0a2f56030fd2e20189321
[wine/hacks.git] / dlls / wined3d / drawprim.c
blob4eb6786e7f4c3e60263c44b85e5d456c9873460b
1 /*
2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Henri Verbeet
9 * Copyright 2007 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 #include <stdio.h>
34 #if 0 /* TODO */
35 extern IWineD3DVertexShaderImpl* VertexShaders[64];
36 extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
37 extern IWineD3DPixelShaderImpl* PixelShaders[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
40 #endif
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
44 DWORD NumPrimitives,
45 GLenum *primType)
47 DWORD NumVertexes = NumPrimitives;
49 switch (PrimitiveType) {
50 case WINED3DPT_POINTLIST:
51 TRACE("POINTS\n");
52 *primType = GL_POINTS;
53 NumVertexes = NumPrimitives;
54 break;
56 case WINED3DPT_LINELIST:
57 TRACE("LINES\n");
58 *primType = GL_LINES;
59 NumVertexes = NumPrimitives * 2;
60 break;
62 case WINED3DPT_LINESTRIP:
63 TRACE("LINE_STRIP\n");
64 *primType = GL_LINE_STRIP;
65 NumVertexes = NumPrimitives + 1;
66 break;
68 case WINED3DPT_TRIANGLELIST:
69 TRACE("TRIANGLES\n");
70 *primType = GL_TRIANGLES;
71 NumVertexes = NumPrimitives * 3;
72 break;
74 case WINED3DPT_TRIANGLESTRIP:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType = GL_TRIANGLE_STRIP;
77 NumVertexes = NumPrimitives + 2;
78 break;
80 case WINED3DPT_TRIANGLEFAN:
81 TRACE("TRIANGLE_FAN\n");
82 *primType = GL_TRIANGLE_FAN;
83 NumVertexes = NumPrimitives + 2;
84 break;
86 default:
87 FIXME("Unhandled primitive\n");
88 *primType = GL_POINTS;
89 break;
91 return NumVertexes;
94 static BOOL fixed_get_input(
95 BYTE usage, BYTE usage_idx,
96 unsigned int* regnum) {
98 *regnum = -1;
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
104 *regnum = 0;
105 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
106 *regnum = 1;
107 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
108 *regnum = 2;
109 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
110 *regnum = 3;
111 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
112 *regnum = 4;
113 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
114 *regnum = 5;
115 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
116 *regnum = 6;
117 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
118 *regnum = 7 + usage_idx;
119 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
120 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
121 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
122 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
123 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
124 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
125 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
126 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
127 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
128 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
129 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
130 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
131 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
132 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
133 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
134 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
136 if (*regnum < 0) {
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage), usage_idx);
139 return FALSE;
141 return TRUE;
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice *iface,
146 BOOL useVertexShaderFunction,
147 WineDirect3DVertexStridedData *strided,
148 BOOL *fixup) {
150 /* We need to deal with frequency data!*/
152 BYTE *data = NULL;
153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
155 int i;
156 WINED3DVERTEXELEMENT *element;
157 DWORD stride;
158 int reg;
159 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
160 DWORD *streams = vertexDeclaration->streams;
162 /* Check for transformed vertices, disable vertex shader if present */
163 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
164 if(vertexDeclaration->position_transformed) {
165 useVertexShaderFunction = FALSE;
168 /* Translate the declaration into strided data */
169 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
170 GLint streamVBO = 0;
171 BOOL stride_used;
172 unsigned int idx;
174 element = vertexDeclaration->pDeclarationWine + i;
175 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
176 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
178 if (This->stateBlock->streamSource[element->Stream] == NULL)
179 continue;
181 stride = This->stateBlock->streamStride[element->Stream];
182 if (This->stateBlock->streamIsUP) {
183 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
184 streamVBO = 0;
185 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
186 } else {
187 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
188 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
190 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
191 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
192 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
193 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
194 * not, drawStridedSlow is needed, including a vertex buffer path.
196 if(This->stateBlock->loadBaseVertexIndex < 0) {
197 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
198 streamVBO = 0;
199 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
200 if(data + This->stateBlock->loadBaseVertexIndex * stride < 0) {
201 FIXME("System memory vertex data load offset is negative!\n");
205 if(fixup) {
206 if( streamVBO != 0) *fixup = TRUE;
207 else if(*fixup && !useVertexShaderFunction &&
208 (element->Usage == WINED3DDECLUSAGE_COLOR ||
209 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
210 /* This may be bad with the fixed function pipeline */
211 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
215 data += element->Offset;
216 reg = element->Reg;
218 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
220 if (useVertexShaderFunction)
221 stride_used = vshader_get_input(This->stateBlock->vertexShader,
222 element->Usage, element->UsageIndex, &idx);
223 else
224 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
226 if (stride_used) {
227 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
228 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
229 useVertexShaderFunction? "shader": "fixed function", idx,
230 debug_d3ddeclusage(element->Usage), element->UsageIndex,
231 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
233 strided->u.input[idx].lpData = data;
234 strided->u.input[idx].dwType = element->Type;
235 strided->u.input[idx].dwStride = stride;
236 strided->u.input[idx].VBO = streamVBO;
237 strided->u.input[idx].streamNo = element->Stream;
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
243 * own again.
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246 * once in there.
248 for(i=0; i < numPreloadStreams; i++) {
249 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[streams[i]]);
253 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
254 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
257 if (idxSize != 0 /* This crashes sometimes!*/) {
258 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
259 idxData = idxData == (void *)-1 ? NULL : idxData;
260 #if 1
261 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
262 (const char *)idxData+(idxSize * startIdx));
263 checkGLcall("glDrawElements");
264 #else /* using drawRangeElements may be faster */
266 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
267 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
268 (const char *)idxData+(idxSize * startIdx));
269 checkGLcall("glDrawRangeElements");
270 #endif
272 } else {
274 /* Note first is now zero as we shuffled along earlier */
275 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
276 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
277 checkGLcall("glDrawArrays");
281 return;
285 * Actually draw using the supplied information.
286 * Slower GL version which extracts info about each vertex in turn
289 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
290 UINT NumVertexes, GLenum glPrimType,
291 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
293 unsigned int textureNo = 0;
294 const WORD *pIdxBufS = NULL;
295 const DWORD *pIdxBufL = NULL;
296 LONG vx_index;
297 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
298 float rhw = 0.0f; /* rhw */
299 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
300 DWORD specularColor = 0; /* Specular Color */
301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
302 UINT *streamOffset = This->stateBlock->streamOffset;
303 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
305 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
306 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
308 TRACE("Using slow vertex array code\n");
310 /* Variable Initialization */
311 if (idxSize != 0) {
312 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
313 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
314 * idxData will be != NULL
316 if(idxData == NULL) {
317 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
320 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
321 else pIdxBufL = (const DWORD *) idxData;
324 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
325 * to the strided Data in the device and might be needed intact on the next draw
327 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
328 if(sd->u.s.texCoords[textureNo].lpData) {
329 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
330 } else {
331 texCoords[textureNo] = NULL;
334 if(sd->u.s.diffuse.lpData) {
335 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
337 if(sd->u.s.specular.lpData) {
338 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
340 if(sd->u.s.normal.lpData) {
341 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
343 if(sd->u.s.position.lpData) {
344 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
347 /* Start drawing in GL */
348 VTRACE(("glBegin(%x)\n", glPrimType));
349 glBegin(glPrimType);
351 /* Default settings for data that is not passed */
352 if (sd->u.s.normal.lpData == NULL) {
353 glNormal3f(0, 0, 1);
355 if(sd->u.s.diffuse.lpData == NULL) {
356 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
358 if(sd->u.s.specular.lpData == NULL) {
359 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
360 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
364 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
365 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
368 /* For each primitive */
369 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
371 /* Initialize diffuse color */
372 diffuseColor = 0xFFFFFFFF;
374 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
375 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
378 /* For indexed data, we need to go a few more strides in */
379 if (idxData != NULL) {
381 /* Indexed so work out the number of strides to skip */
382 if (idxSize == 2) {
383 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
384 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
385 } else {
386 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
387 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
391 /* Texture coords --------------------------- */
392 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
394 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
395 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
396 continue ;
399 /* Query tex coords */
400 if (This->stateBlock->textures[textureNo] != NULL) {
402 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
403 float *ptrToCoords = NULL;
404 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
406 if (coordIdx > 7) {
407 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
408 continue;
409 } else if (coordIdx < 0) {
410 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
411 continue;
414 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
415 if (texCoords[coordIdx] == NULL) {
416 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
417 glTexCoord4f(0, 0, 0, 1);
418 continue;
419 } else {
420 int texture_idx = This->texUnitMap[textureNo];
421 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
423 if (texture_idx == -1) continue;
425 /* The coords to supply depend completely on the fvf / vertex shader */
426 switch (coordsToUse) {
427 case 4: q = ptrToCoords[3]; /* drop through */
428 case 3: r = ptrToCoords[2]; /* drop through */
429 case 2: t = ptrToCoords[1]; /* drop through */
430 case 1: s = ptrToCoords[0];
433 /* Projected is more 'fun' - Move the last coord to the 'q'
434 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
435 if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
436 (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
438 if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
439 switch (coordsToUse) {
440 case 0: /* Drop Through */
441 case 1:
442 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
443 break;
444 case 2:
445 q = t;
446 t = 0.0;
447 coordsToUse = 4;
448 break;
449 case 3:
450 q = r;
451 r = 0.0;
452 coordsToUse = 4;
453 break;
454 case 4: /* Nop here */
455 break;
456 default:
457 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
458 This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
463 switch (coordsToUse) { /* Supply the provided texture coords */
464 case WINED3DTTFF_COUNT1:
465 VTRACE(("tex:%d, s=%f\n", textureNo, s));
466 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
467 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
468 } else {
469 glTexCoord1f(s);
471 break;
472 case WINED3DTTFF_COUNT2:
473 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
474 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
475 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
476 } else {
477 glTexCoord2f(s, t);
479 break;
480 case WINED3DTTFF_COUNT3:
481 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
482 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
483 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
484 } else {
485 glTexCoord3f(s, t, r);
487 break;
488 case WINED3DTTFF_COUNT4:
489 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
490 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
491 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
492 } else {
493 glTexCoord4f(s, t, r, q);
495 break;
496 default:
497 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
501 } /* End of textures */
503 /* Diffuse -------------------------------- */
504 if (diffuse) {
505 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
506 diffuseColor = ptrToCoords[0];
507 VTRACE(("diffuseColor=%lx\n", diffuseColor));
509 glColor4ub(D3DCOLOR_B_R(diffuseColor),
510 D3DCOLOR_B_G(diffuseColor),
511 D3DCOLOR_B_B(diffuseColor),
512 D3DCOLOR_B_A(diffuseColor));
513 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
514 D3DCOLOR_B_R(diffuseColor),
515 D3DCOLOR_B_G(diffuseColor),
516 D3DCOLOR_B_B(diffuseColor),
517 D3DCOLOR_B_A(diffuseColor)));
519 if(This->activeContext->num_untracked_materials) {
520 unsigned char i;
521 float color[4];
522 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
523 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
524 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
525 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
527 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
528 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
533 /* Specular ------------------------------- */
534 if (specular) {
535 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
536 specularColor = ptrToCoords[0];
537 VTRACE(("specularColor=%lx\n", specularColor));
539 /* special case where the fog density is stored in the specular alpha channel */
540 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
541 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
542 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
543 if(GL_SUPPORT(EXT_FOG_COORD)) {
544 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
545 } else {
546 static BOOL warned = FALSE;
547 if(!warned) {
548 /* TODO: Use the fog table code from old ddraw */
549 FIXME("Implement fog for transformed vertices in software\n");
550 warned = TRUE;
555 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
556 D3DCOLOR_B_R(specularColor),
557 D3DCOLOR_B_G(specularColor),
558 D3DCOLOR_B_B(specularColor)));
559 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
560 GL_EXTCALL(glSecondaryColor3ubEXT)(
561 D3DCOLOR_B_R(specularColor),
562 D3DCOLOR_B_G(specularColor),
563 D3DCOLOR_B_B(specularColor));
564 } else {
565 /* Do not worry if specular colour missing and disable request */
566 VTRACE(("Specular color extensions not supplied\n"));
570 /* Normal -------------------------------- */
571 if (normal != NULL) {
572 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
574 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
575 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
578 /* Position -------------------------------- */
579 if (position) {
580 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
581 x = ptrToCoords[0];
582 y = ptrToCoords[1];
583 z = ptrToCoords[2];
584 rhw = 1.0;
585 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
587 /* RHW follows, only if transformed, ie 4 floats were provided */
588 if (sd->u.s.position_transformed) {
589 rhw = ptrToCoords[3];
590 VTRACE(("rhw=%f\n", rhw));
593 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
594 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
595 glVertex3f(x, y, z);
596 } else {
597 GLfloat w = 1.0 / rhw;
598 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
599 glVertex4f(x*w, y*w, z*w, w);
603 /* For non indexed mode, step onto next parts */
604 if (idxData == NULL) {
605 ++SkipnStrides;
609 glEnd();
610 checkGLcall("glEnd and previous calls");
613 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
614 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
615 GLint old_binding = 0;
617 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
619 glDisable(GL_CULL_FACE);
620 glEnable(GL_BLEND);
621 glDisable(GL_ALPHA_TEST);
622 glDisable(GL_SCISSOR_TEST);
623 glDisable(GL_STENCIL_TEST);
624 glEnable(GL_DEPTH_TEST);
625 glDepthFunc(GL_ALWAYS);
626 glBlendFunc(GL_ZERO, GL_ONE);
628 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
629 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
630 glBindTexture(GL_TEXTURE_2D, texture);
631 glEnable(GL_TEXTURE_2D);
633 This->shader_backend->shader_select_depth_blt(iface);
635 glBegin(GL_TRIANGLE_STRIP);
636 glVertex2f(-1.0f, -1.0f);
637 glVertex2f(1.0f, -1.0f);
638 glVertex2f(-1.0f, 1.0f);
639 glVertex2f(1.0f, 1.0f);
640 glEnd();
642 glBindTexture(GL_TEXTURE_2D, old_binding);
644 glPopAttrib();
646 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
647 * and this seems easier and more efficient than providing the shader backend with a private
648 * storage to read and restore the old shader settings
650 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
653 static void depth_copy(IWineD3DDevice *iface) {
654 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
655 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
657 /* Only copy the depth buffer if there is one. */
658 if (!depth_stencil) return;
660 /* TODO: Make this work for modes other than FBO */
661 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
663 if (depth_stencil->current_renderbuffer) {
664 FIXME("Not supported with fixed up depth stencil\n");
665 return;
668 if (This->render_offscreen) {
669 static GLuint tmp_texture = 0;
670 GLint old_binding = 0;
672 TRACE("Copying onscreen depth buffer to offscreen surface\n");
674 if (!tmp_texture) {
675 glGenTextures(1, &tmp_texture);
678 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
679 * directly on the FBO texture. That's because we need to flip. */
680 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
681 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
682 glBindTexture(GL_TEXTURE_2D, tmp_texture);
683 glCopyTexImage2D(depth_stencil->glDescription.target,
684 depth_stencil->glDescription.level,
685 depth_stencil->glDescription.glFormatInternal,
688 depth_stencil->currentDesc.Width,
689 depth_stencil->currentDesc.Height,
691 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
694 glBindTexture(GL_TEXTURE_2D, old_binding);
696 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
697 checkGLcall("glBindFramebuffer()");
698 depth_blt(iface, tmp_texture);
699 checkGLcall("depth_blt");
700 } else {
701 TRACE("Copying offscreen surface to onscreen depth buffer\n");
703 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
704 checkGLcall("glBindFramebuffer()");
705 depth_blt(iface, depth_stencil->glDescription.textureName);
706 checkGLcall("depth_blt");
710 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
711 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
712 ULONG startIdx, ULONG startVertex) {
713 UINT numInstances = 0;
714 int numInstancedAttribs = 0, i, j;
715 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
716 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
717 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
719 if (idxSize == 0) {
720 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
721 * We don't support this for now
723 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
724 * But the StreamSourceFreq value has a different meaning in that situation.
726 FIXME("Non-indexed instanced drawing is not supported\n");
727 return;
730 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
731 idxData = idxData == (void *)-1 ? NULL : idxData;
733 /* First, figure out how many instances we have to draw */
734 for(i = 0; i < MAX_STREAMS; i++) {
735 /* Look at all non-instanced streams */
736 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
737 stateblock->streamSource[i]) {
738 int inst = stateblock->streamFreq[i];
740 if(numInstances && inst != numInstances) {
741 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
743 numInstances = inst;
747 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
748 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
749 instancedData[numInstancedAttribs] = i;
750 numInstancedAttribs++;
754 /* now draw numInstances instances :-) */
755 for(i = 0; i < numInstances; i++) {
756 /* Specify the instanced attributes using immediate mode calls */
757 for(j = 0; j < numInstancedAttribs; j++) {
758 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
759 sd->u.input[instancedData[j]].dwStride * i +
760 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
761 if(sd->u.input[instancedData[j]].VBO) {
762 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
763 ptr += (long) vb->resource.allocatedMemory;
766 switch(sd->u.input[instancedData[j]].dwType) {
767 case WINED3DDECLTYPE_FLOAT1:
768 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
769 break;
770 case WINED3DDECLTYPE_FLOAT2:
771 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
772 break;
773 case WINED3DDECLTYPE_FLOAT3:
774 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
775 break;
776 case WINED3DDECLTYPE_FLOAT4:
777 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
778 break;
780 case WINED3DDECLTYPE_UBYTE4:
781 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr));
782 break;
783 case WINED3DDECLTYPE_UBYTE4N:
784 case WINED3DDECLTYPE_D3DCOLOR:
785 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
786 break;
788 case WINED3DDECLTYPE_SHORT2:
789 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
790 break;
791 case WINED3DDECLTYPE_SHORT4:
792 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
793 break;
795 case WINED3DDECLTYPE_SHORT2N:
797 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
798 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
799 break;
801 case WINED3DDECLTYPE_USHORT2N:
803 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
804 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
805 break;
807 case WINED3DDECLTYPE_SHORT4N:
808 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
809 break;
810 case WINED3DDECLTYPE_USHORT4N:
811 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
812 break;
814 case WINED3DDECLTYPE_UDEC3:
815 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
816 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
817 break;
818 case WINED3DDECLTYPE_DEC3N:
819 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
820 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
821 break;
823 case WINED3DDECLTYPE_FLOAT16_2:
824 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
825 * byte float according to the IEEE standard
827 if (GL_SUPPORT(NV_HALF_FLOAT)) {
828 GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr));
829 } else {
830 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
832 break;
833 case WINED3DDECLTYPE_FLOAT16_4:
834 if (GL_SUPPORT(NV_HALF_FLOAT)) {
835 GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr));
836 } else {
837 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
839 break;
841 case WINED3DDECLTYPE_UNUSED:
842 default:
843 ERR("Unexpected declaration in instanced attributes\n");
844 break;
848 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
849 (const char *)idxData+(idxSize * startIdx));
850 checkGLcall("glDrawElements");
854 struct coords {
855 int x, y, z;
858 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
859 struct coords coords[4];
860 int low_coord;
862 /* TODO: This could be supported for lazy unlocking */
863 if(!(surface->Flags & SFLAG_INTEXTURE)) {
864 /* It is ok at init to be nowhere */
865 if(!(surface->Flags & SFLAG_INSYSMEM)) {
866 ERR("Blitting surfaces from sysmem not supported yet\n");
868 return;
871 ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT);
872 ENTER_GL();
874 if(surface->glDescription.target == GL_TEXTURE_2D) {
875 glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName);
876 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
878 coords[0].x = 0; coords[0].y = 0; coords[0].z = 0;
879 coords[1].x = 0; coords[1].y = 1; coords[1].z = 0;
880 coords[2].x = 1; coords[2].y = 1; coords[2].z = 0;
881 coords[3].x = 1; coords[3].y = 0; coords[3].z = 0;
883 low_coord = 0;
884 } else {
885 /* Must be a cube map */
886 glDisable(GL_TEXTURE_2D);
887 checkGLcall("glDisable(GL_TEXTURE_2D)");
888 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
889 checkGLcall("glEnable(surface->glDescription.target)");
890 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName);
891 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
893 switch(surface->glDescription.target) {
894 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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;
899 break;
901 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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;
906 break;
908 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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;
913 break;
915 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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;
920 break;
922 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
923 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
924 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
925 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
926 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
927 break;
929 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
930 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
931 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
932 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
933 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
935 default:
936 ERR("Unexpected texture target\n");
937 LEAVE_GL();
938 return;
941 low_coord = -1;
944 if(This->render_offscreen) {
945 coords[0].y = coords[0].y == 1 ? low_coord : 1;
946 coords[1].y = coords[1].y == 1 ? low_coord : 1;
947 coords[2].y = coords[2].y == 1 ? low_coord : 1;
948 coords[3].y = coords[3].y == 1 ? low_coord : 1;
951 glBegin(GL_QUADS);
952 glTexCoord3iv((GLint *) &coords[0]);
953 glVertex2i(0, 0);
955 glTexCoord3iv((GLint *) &coords[1]);
956 glVertex2i(0, surface->pow2Height);
958 glTexCoord3iv((GLint *) &coords[2]);
959 glVertex2i(surface->pow2Width, surface->pow2Height);
961 glTexCoord3iv((GLint *) &coords[3]);
962 glVertex2i(surface->pow2Width, 0);
963 glEnd();
964 checkGLcall("glEnd");
966 if(surface->glDescription.target != GL_TEXTURE_2D) {
967 glEnable(GL_TEXTURE_2D);
968 checkGLcall("glEnable(GL_TEXTURE_2D)");
969 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
970 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
972 LEAVE_GL();
975 /* Routine common to the draw primitive and draw indexed primitive routines */
976 void drawPrimitive(IWineD3DDevice *iface,
977 int PrimitiveType,
978 long NumPrimitives,
979 /* for Indexed: */
980 long StartVertexIndex,
981 UINT numberOfVertices,
982 long StartIdx,
983 short idxSize,
984 const void *idxData,
985 int minIndex) {
987 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
988 IWineD3DSwapChain *swapchain;
989 IWineD3DBaseTexture *texture = NULL;
990 IWineD3DSurfaceImpl *target;
991 int i;
993 /* Signals other modules that a drawing is in progress and the stateblock finalized */
994 This->isInDraw = TRUE;
996 /* Invalidate the back buffer memory so LockRect will read it the next time */
997 for(i = 0; i < GL_LIMITS(buffers); i++) {
998 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
1000 /* TODO: Only do all that if we're going to change anything
1001 * Texture container dirtification does not work quite right yet
1003 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1004 swapchain = NULL;
1005 texture = NULL;
1007 if(i == 0) {
1008 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1010 /* Need the surface in the drawable! */
1011 if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
1012 blt_to_drawable(This, target);
1015 if(swapchain) {
1016 /* Onscreen target. Invalidate system memory copy and texture copy */
1017 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1018 target->Flags |= SFLAG_INDRAWABLE;
1019 IWineD3DSwapChain_Release(swapchain);
1020 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1021 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1022 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1024 if(texture) {
1025 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1026 IWineD3DTexture_Release(texture);
1029 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1030 target->Flags |= SFLAG_INDRAWABLE;
1031 } else {
1032 /* FBO offscreen target. Invalidate system memory copy */
1033 target->Flags &= ~SFLAG_INSYSMEM;
1035 } else {
1036 /* Must be an fbo render target */
1037 target->Flags &= ~SFLAG_INSYSMEM;
1038 target->Flags |= SFLAG_INTEXTURE;
1043 /* Ok, we will be updating the screen from here onwards so grab the lock */
1045 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1046 ENTER_GL();
1047 apply_fbo_state(iface);
1048 LEAVE_GL();
1051 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1052 ENTER_GL();
1054 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1055 depth_copy(iface);
1057 This->depth_copy_state = WINED3D_DCS_INITIAL;
1060 GLenum glPrimType;
1061 BOOL emulation = FALSE;
1062 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1063 WineDirect3DVertexStridedData stridedlcl;
1064 /* Ok, Work out which primitive is requested and how many vertexes that
1065 will be */
1066 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1067 if (numberOfVertices == 0 )
1068 numberOfVertices = calculatedNumberOfindices;
1070 if(!use_vs(This)) {
1071 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
1072 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1073 FIXME("Using software emulation because not all material properties could be tracked\n");
1074 emulation = TRUE;
1076 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
1077 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1078 * to a float in the vertex buffer
1080 FIXME("Using software emulation because manual fog coordinates are provided\n");
1081 emulation = TRUE;
1084 if(emulation) {
1085 IWineD3DVertexBufferImpl *vb;
1087 strided = &stridedlcl;
1088 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1090 #define FIXVBO(type) \
1091 if(stridedlcl.u.s.type.VBO) { \
1092 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[stridedlcl.u.s.type.streamNo]; \
1093 stridedlcl.u.s.type.VBO = 0; \
1094 stridedlcl.u.s.type.lpData = (BYTE *) ((unsigned long) stridedlcl.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
1096 FIXVBO(position);
1097 FIXVBO(blendWeights);
1098 FIXVBO(blendMatrixIndices);
1099 FIXVBO(normal);
1100 FIXVBO(pSize);
1101 FIXVBO(diffuse);
1102 FIXVBO(specular);
1103 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) FIXVBO(texCoords[i]);
1104 FIXVBO(position2);
1105 FIXVBO(normal2);
1106 FIXVBO(tangent);
1107 FIXVBO(binormal);
1108 FIXVBO(tessFactor);
1109 FIXVBO(fog);
1110 FIXVBO(depth);
1111 FIXVBO(sample);
1112 #undef FIXVBO
1116 if (This->useDrawStridedSlow || emulation) {
1117 /* Immediate mode drawing */
1118 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1119 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1120 } else if(This->instancedDraw) {
1121 /* Instancing emulation with mixing immediate mode and arrays */
1122 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1123 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1124 } else {
1125 /* Simple array draw call */
1126 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1127 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1131 /* Finshed updating the screen, restore lock */
1132 LEAVE_GL();
1133 TRACE("Done all gl drawing\n");
1135 /* Diagnostics */
1136 #ifdef SHOW_FRAME_MAKEUP
1138 static long int primCounter = 0;
1139 /* NOTE: set primCounter to the value reported by drawprim
1140 before you want to to write frame makeup to /tmp */
1141 if (primCounter >= 0) {
1142 WINED3DLOCKED_RECT r;
1143 char buffer[80];
1144 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1145 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1146 TRACE("Saving screenshot %s\n", buffer);
1147 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1148 IWineD3DSurface_UnlockRect(This->renderTarget);
1150 #ifdef SHOW_TEXTURE_MAKEUP
1152 IWineD3DSurface *pSur;
1153 int textureNo;
1154 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1155 if (This->stateBlock->textures[textureNo] != NULL) {
1156 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1157 TRACE("Saving texture %s\n", buffer);
1158 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1159 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1160 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1161 IWineD3DSurface_Release(pSur);
1162 } else {
1163 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1168 #endif
1170 TRACE("drawprim #%d\n", primCounter);
1171 ++primCounter;
1173 #endif
1175 /* Control goes back to the device, stateblock values may change again */
1176 This->isInDraw = FALSE;
1179 static void normalize_normal(float *n) {
1180 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1181 if(length == 0.0) return;
1182 length = sqrt(length);
1183 n[0] = n[0] / length;
1184 n[1] = n[1] / length;
1185 n[2] = n[2] / length;
1188 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1190 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1191 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1192 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1193 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1194 * in drawprim.
1196 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1197 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1198 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1199 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1200 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1202 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1203 * resulting colors back to the normals.
1205 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1206 * does not restore it because normally a draw follows immediately afterwards. The caller is
1207 * responsible of taking care that either the gl states are restored, or the context activated
1208 * for drawing to reset the lastWasBlit flag.
1210 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1211 struct WineD3DRectPatch *patch) {
1212 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1213 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1214 WineDirect3DVertexStridedData strided;
1215 BYTE *data;
1216 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1217 DWORD vtxStride;
1218 GLenum feedback_type;
1219 GLfloat *feedbuffer;
1221 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1222 * Beware of vbos
1224 memset(&strided, 0, sizeof(strided));
1225 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1226 if(strided.u.s.position.VBO) {
1227 IWineD3DVertexBufferImpl *vb;
1228 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1229 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1230 (unsigned long) vb->resource.allocatedMemory);
1232 vtxStride = strided.u.s.position.dwStride;
1233 data = strided.u.s.position.lpData +
1234 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1235 vtxStride * info->StartVertexOffsetWidth;
1237 /* Not entirely sure about what happens with transformed vertices */
1238 if(strided.u.s.position_transformed) {
1239 FIXME("Transformed position in rectpatch generation\n");
1241 if(vtxStride % sizeof(GLfloat)) {
1242 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1243 * I don't see how the stride could not be a multiple of 4, but make sure
1244 * to check it
1246 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1248 if(info->Basis != WINED3DBASIS_BEZIER) {
1249 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1251 if(info->Degree != WINED3DDEGREE_CUBIC) {
1252 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1255 /* First, get the boundary cube of the input data */
1256 for(j = 0; j < info->Height; j++) {
1257 for(i = 0; i < info->Width; i++) {
1258 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1259 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1260 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1261 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1262 if(v[2] < neg_z) neg_z = v[2];
1266 /* This needs some improvements in the vertex decl code */
1267 FIXME("Cannot find data to generate. Only generating position and normals\n");
1268 patch->has_normals = TRUE;
1269 patch->has_texcoords = FALSE;
1271 /* Simply activate the context for blitting. This disables all the things we don't want and
1272 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1273 * patch (as opposed to normal draws) will most likely need different changes anyway
1275 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1276 ENTER_GL();
1278 glMatrixMode(GL_PROJECTION);
1279 checkGLcall("glMatrixMode(GL_PROJECTION)");
1280 glLoadIdentity();
1281 checkGLcall("glLoadIndentity()");
1282 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1283 glTranslatef(0, 0, 0.5);
1284 checkGLcall("glScalef");
1285 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1286 checkGLcall("glViewport");
1288 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1289 * our feedback buffer parser
1291 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1292 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1293 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1294 if(patch->has_normals) {
1295 float black[4] = {0, 0, 0, 0};
1296 float red[4] = {1, 0, 0, 0};
1297 float green[4] = {0, 1, 0, 0};
1298 float blue[4] = {0, 0, 1, 0};
1299 float white[4] = {1, 1, 1, 1};
1300 glEnable(GL_LIGHTING);
1301 checkGLcall("glEnable(GL_LIGHTING)");
1302 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1303 checkGLcall("glLightModel for MODEL_AMBIENT");
1304 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1306 for(i = 3; i < GL_LIMITS(lights); i++) {
1307 glDisable(GL_LIGHT0 + i);
1308 checkGLcall("glDisable(GL_LIGHT0 + i)");
1309 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1312 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1313 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1314 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1315 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1316 glLightfv(GL_LIGHT0, GL_POSITION, red);
1317 glEnable(GL_LIGHT0);
1318 checkGLcall("Setting up light 1\n");
1319 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1320 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1321 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1322 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1323 glLightfv(GL_LIGHT1, GL_POSITION, green);
1324 glEnable(GL_LIGHT1);
1325 checkGLcall("Setting up light 2\n");
1326 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1327 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1328 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1329 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1330 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1331 glEnable(GL_LIGHT2);
1332 checkGLcall("Setting up light 3\n");
1334 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1335 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1336 glDisable(GL_COLOR_MATERIAL);
1337 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1338 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1339 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1340 checkGLcall("Setting up materials\n");
1343 /* Enable the needed maps.
1344 * GL_MAP2_VERTEX_3 is needed for positional data.
1345 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1346 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1348 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1349 out_vertex_size = 3 /* position */;
1350 d3d_out_vertex_size = 3;
1351 glEnable(GL_MAP2_VERTEX_3);
1352 if(patch->has_normals && patch->has_texcoords) {
1353 FIXME("Texcoords not handled yet\n");
1354 feedback_type = GL_3D_COLOR_TEXTURE;
1355 out_vertex_size += 8;
1356 d3d_out_vertex_size += 7;
1357 glEnable(GL_AUTO_NORMAL);
1358 glEnable(GL_MAP2_TEXTURE_COORD_4);
1359 } else if(patch->has_texcoords) {
1360 FIXME("Texcoords not handled yet\n");
1361 feedback_type = GL_3D_COLOR_TEXTURE;
1362 out_vertex_size += 7;
1363 d3d_out_vertex_size += 4;
1364 glEnable(GL_MAP2_TEXTURE_COORD_4);
1365 } else if(patch->has_normals) {
1366 feedback_type = GL_3D_COLOR;
1367 out_vertex_size += 4;
1368 d3d_out_vertex_size += 3;
1369 glEnable(GL_AUTO_NORMAL);
1370 } else {
1371 feedback_type = GL_3D;
1373 checkGLcall("glEnable vertex attrib generation");
1375 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1376 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1377 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1379 glMap2f(GL_MAP2_VERTEX_3,
1380 0, 1, vtxStride / sizeof(float), info->Width,
1381 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1382 (float *) data);
1383 checkGLcall("glMap2f");
1384 if(patch->has_texcoords) {
1385 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1386 0, 1, vtxStride / sizeof(float), info->Width,
1387 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1388 (float *) data);
1389 checkGLcall("glMap2f");
1391 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1392 checkGLcall("glMapGrid2f");
1394 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1395 checkGLcall("glFeedbackBuffer");
1396 glRenderMode(GL_FEEDBACK);
1398 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1399 checkGLcall("glEvalMesh2\n");
1401 i = glRenderMode(GL_RENDER);
1402 if(i == -1) {
1403 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1404 Sleep(10000);
1405 HeapFree(GetProcessHeap(), 0, feedbuffer);
1406 return WINED3DERR_DRIVERINTERNALERROR;
1407 } else if(i != buffer_size) {
1408 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1409 Sleep(10000);
1410 HeapFree(GetProcessHeap(), 0, feedbuffer);
1411 return WINED3DERR_DRIVERINTERNALERROR;
1412 } else {
1413 TRACE("Got %d elements as expected\n", i);
1416 HeapFree(GetProcessHeap(), 0, patch->mem);
1417 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1418 i = 0;
1419 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1420 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1421 ERR("Unexpected token: %f\n", feedbuffer[j]);
1422 continue;
1424 if(feedbuffer[j + 1] != 3) {
1425 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1426 continue;
1428 /* Somehow there are different ideas about back / front facing, so fix up the
1429 * vertex order
1431 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1432 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1433 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1434 if(patch->has_normals) {
1435 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1436 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1437 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1439 i += d3d_out_vertex_size;
1441 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1442 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1443 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1444 if(patch->has_normals) {
1445 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1446 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1447 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1449 i += d3d_out_vertex_size;
1451 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1452 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1453 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1454 if(patch->has_normals) {
1455 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1456 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1457 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1459 i += d3d_out_vertex_size;
1462 if(patch->has_normals) {
1463 /* Now do the same with reverse light directions */
1464 float x[4] = {-1, 0, 0, 0};
1465 float y[4] = { 0, -1, 0, 0};
1466 float z[4] = { 0, 0, -1, 0};
1467 glLightfv(GL_LIGHT0, GL_POSITION, x);
1468 glLightfv(GL_LIGHT1, GL_POSITION, y);
1469 glLightfv(GL_LIGHT2, GL_POSITION, z);
1470 checkGLcall("Setting up reverse light directions\n");
1472 glRenderMode(GL_FEEDBACK);
1473 checkGLcall("glRenderMode(GL_FEEDBACK)");
1474 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1475 checkGLcall("glEvalMesh2\n");
1476 i = glRenderMode(GL_RENDER);
1477 checkGLcall("glRenderMode(GL_RENDER)");
1479 i = 0;
1480 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1481 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1482 ERR("Unexpected token: %f\n", feedbuffer[j]);
1483 continue;
1485 if(feedbuffer[j + 1] != 3) {
1486 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1487 continue;
1489 if(patch->mem[i + 3] == 0.0)
1490 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1491 if(patch->mem[i + 4] == 0.0)
1492 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1493 if(patch->mem[i + 5] == 0.0)
1494 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1495 normalize_normal(patch->mem + i + 3);
1496 i += d3d_out_vertex_size;
1498 if(patch->mem[i + 3] == 0.0)
1499 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1500 if(patch->mem[i + 4] == 0.0)
1501 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1502 if(patch->mem[i + 5] == 0.0)
1503 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1504 normalize_normal(patch->mem + i + 3);
1505 i += d3d_out_vertex_size;
1507 if(patch->mem[i + 3] == 0.0)
1508 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1509 if(patch->mem[i + 4] == 0.0)
1510 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1511 if(patch->mem[i + 5] == 0.0)
1512 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1513 normalize_normal(patch->mem + i + 3);
1514 i += d3d_out_vertex_size;
1518 glDisable(GL_MAP2_VERTEX_3);
1519 glDisable(GL_AUTO_NORMAL);
1520 glDisable(GL_MAP2_NORMAL);
1521 glDisable(GL_MAP2_TEXTURE_COORD_4);
1522 checkGLcall("glDisable vertex attrib generation");
1523 LEAVE_GL();
1525 HeapFree(GetProcessHeap(), 0, feedbuffer);
1527 vtxStride = 3 * sizeof(float);
1528 if(patch->has_normals) {
1529 vtxStride += 3 * sizeof(float);
1531 if(patch->has_texcoords) {
1532 vtxStride += 4 * sizeof(float);
1534 memset(&patch->strided, 0, sizeof(&patch->strided));
1535 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1536 patch->strided.u.s.position.dwStride = vtxStride;
1537 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1538 patch->strided.u.s.position.streamNo = 255;
1540 if(patch->has_normals) {
1541 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1542 patch->strided.u.s.normal.dwStride = vtxStride;
1543 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1544 patch->strided.u.s.normal.streamNo = 255;
1546 if(patch->has_texcoords) {
1547 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1548 if(patch->has_normals) {
1549 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1551 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1552 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1553 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1554 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1555 * application.
1557 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1560 return WINED3D_OK;