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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
30 #define GLINFO_LOCATION This->adapter->gl_info
36 extern IWineD3DVertexShaderImpl
* VertexShaders
[64];
37 extern IWineD3DVertexDeclarationImpl
* VertexShaderDeclarations
[64];
38 extern IWineD3DPixelShaderImpl
* PixelShaders
[64];
40 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
43 /* Issues the glBegin call for gl given the primitive type and count */
44 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
48 DWORD NumVertexes
= NumPrimitives
;
50 switch (PrimitiveType
) {
51 case WINED3DPT_POINTLIST
:
53 *primType
= GL_POINTS
;
54 NumVertexes
= NumPrimitives
;
57 case WINED3DPT_LINELIST
:
60 NumVertexes
= NumPrimitives
* 2;
63 case WINED3DPT_LINESTRIP
:
64 TRACE("LINE_STRIP\n");
65 *primType
= GL_LINE_STRIP
;
66 NumVertexes
= NumPrimitives
+ 1;
69 case WINED3DPT_TRIANGLELIST
:
71 *primType
= GL_TRIANGLES
;
72 NumVertexes
= NumPrimitives
* 3;
75 case WINED3DPT_TRIANGLESTRIP
:
76 TRACE("TRIANGLE_STRIP\n");
77 *primType
= GL_TRIANGLE_STRIP
;
78 NumVertexes
= NumPrimitives
+ 2;
81 case WINED3DPT_TRIANGLEFAN
:
82 TRACE("TRIANGLE_FAN\n");
83 *primType
= GL_TRIANGLE_FAN
;
84 NumVertexes
= NumPrimitives
+ 2;
88 FIXME("Unhandled primitive\n");
89 *primType
= GL_POINTS
;
95 static BOOL
fixed_get_input(
96 BYTE usage
, BYTE usage_idx
,
97 unsigned int* regnum
) {
101 /* Those positions must have the order in the
102 * named part of the strided data */
104 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
106 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
108 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
110 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
112 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
114 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
116 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
118 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
119 *regnum
= 7 + usage_idx
;
120 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
121 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
122 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
123 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
124 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
125 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
126 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
127 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
128 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
129 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
130 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
131 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
132 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
133 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
134 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
135 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
138 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
139 debug_d3ddeclusage(usage
), usage_idx
);
145 void primitiveDeclarationConvertToStridedData(
146 IWineD3DDevice
*iface
,
147 BOOL useVertexShaderFunction
,
148 WineDirect3DVertexStridedData
*strided
,
151 /* We need to deal with frequency data!*/
154 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
155 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
157 WINED3DVERTEXELEMENT
*element
;
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
) {
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
)
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
]);
185 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
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
);
199 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
200 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
201 FIXME("System memory vertex data load offset is negative!\n");
206 if( streamVBO
!= 0) *fixup
= TRUE
;
207 else if(*fixup
&& !useVertexShaderFunction
&&
208 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
209 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
210 static BOOL warned
= FALSE
;
212 /* This may be bad with the fixed function pipeline */
213 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
219 data
+= element
->Offset
;
221 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
223 if (useVertexShaderFunction
)
224 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
225 element
->Usage
, element
->UsageIndex
, &idx
);
227 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
230 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
231 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
232 useVertexShaderFunction
? "shader": "fixed function", idx
,
233 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
234 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
236 strided
->u
.input
[idx
].lpData
= data
;
237 strided
->u
.input
[idx
].dwType
= element
->Type
;
238 strided
->u
.input
[idx
].dwStride
= stride
;
239 strided
->u
.input
[idx
].VBO
= streamVBO
;
240 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
243 /* Now call PreLoad on all the vertex buffers. In the very rare case
244 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
245 * The vertex buffer can now use the strided structure in the device instead of finding its
248 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
251 for(i
=0; i
< numPreloadStreams
; i
++) {
252 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
254 IWineD3DVertexBuffer_PreLoad(vb
);
259 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
260 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
261 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
263 if (idxSize
!= 0 /* This crashes sometimes!*/) {
264 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
265 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
267 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
268 (const char *)idxData
+(idxSize
* startIdx
));
269 checkGLcall("glDrawElements");
270 #else /* using drawRangeElements may be faster */
272 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
273 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
274 (const char *)idxData
+(idxSize
* startIdx
));
275 checkGLcall("glDrawRangeElements");
280 /* Note first is now zero as we shuffled along earlier */
281 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This
, glPrimitiveType
, numberOfVertices
);
282 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
283 checkGLcall("glDrawArrays");
291 * Actually draw using the supplied information.
292 * Slower GL version which extracts info about each vertex in turn
295 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
296 UINT NumVertexes
, GLenum glPrimType
,
297 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
299 unsigned int textureNo
= 0;
300 const WORD
*pIdxBufS
= NULL
;
301 const DWORD
*pIdxBufL
= NULL
;
303 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
304 DWORD specularColor
= 0; /* Specular Color */
305 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
306 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
307 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
308 BOOL pixelShader
= use_ps(This
);
310 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
311 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
313 TRACE("Using slow vertex array code\n");
315 /* Variable Initialization */
317 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
318 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
319 * idxData will be != NULL
321 if(idxData
== NULL
) {
322 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
325 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
326 else pIdxBufL
= (const DWORD
*) idxData
;
329 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
330 * to the strided Data in the device and might be needed intact on the next draw
332 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
333 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
334 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
336 texCoords
[textureNo
] = NULL
;
339 if(sd
->u
.s
.diffuse
.lpData
) {
340 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
342 if(sd
->u
.s
.specular
.lpData
) {
343 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
345 if(sd
->u
.s
.normal
.lpData
) {
346 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
348 if(sd
->u
.s
.position
.lpData
) {
349 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
352 /* The texture coordinate types are not so easy to map into a common function signature - we're
353 * not using the vector functions here
355 if(FIXME_ON(d3d_draw
)) {
356 for (textureNo
= 0; textureNo
< GL_LIMITS(textures
); ++textureNo
) {
357 DWORD type
= sd
->u
.s
.texCoords
[textureNo
].dwType
;
358 if (sd
->u
.s
.texCoords
[textureNo
].lpData
&&
359 type
!= WINED3DDECLTYPE_FLOAT1
&&
360 type
!= WINED3DDECLTYPE_FLOAT2
&&
361 type
!= WINED3DDECLTYPE_FLOAT3
&&
362 type
!= WINED3DDECLTYPE_FLOAT4
) {
363 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type
));
366 if(specular
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
367 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position_transformed
)&&
368 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
369 if(GL_SUPPORT(EXT_FOG_COORD
) && sd
->u
.s
.specular
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
370 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
373 if(This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
374 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
378 /* Start drawing in GL */
379 VTRACE(("glBegin(%x)\n", glPrimType
));
382 /* Default settings for data that is not passed */
383 if (sd
->u
.s
.normal
.lpData
== NULL
) {
386 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
387 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
389 if(sd
->u
.s
.specular
.lpData
== NULL
) {
390 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
391 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
395 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
396 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
399 /* For each primitive */
400 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
402 /* Initialize diffuse color */
403 diffuseColor
= 0xFFFFFFFF;
405 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
406 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
409 /* For indexed data, we need to go a few more strides in */
410 if (idxData
!= NULL
) {
412 /* Indexed so work out the number of strides to skip */
414 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
415 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
417 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
418 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
422 /* Texture coords --------------------------- */
423 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
425 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
426 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
430 /* Query tex coords */
431 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
433 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
434 int texture_idx
= This
->texUnitMap
[textureNo
];
435 float *ptrToCoords
= NULL
;
436 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
439 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
441 } else if (coordIdx
< 0) {
442 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
446 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
447 if (texCoords
[coordIdx
] == NULL
) {
448 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
449 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
450 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
452 glTexCoord4f(0, 0, 0, 1);
456 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
458 if (texture_idx
== -1) continue;
460 /* The coords to supply depend completely on the fvf / vertex shader */
461 switch (coordsToUse
) {
462 case 4: q
= ptrToCoords
[3]; /* drop through */
463 case 3: r
= ptrToCoords
[2]; /* drop through */
464 case 2: t
= ptrToCoords
[1]; /* drop through */
465 case 1: s
= ptrToCoords
[0];
468 switch (coordsToUse
) { /* Supply the provided texture coords */
469 case WINED3DTTFF_COUNT1
:
470 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
471 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
472 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
477 case WINED3DTTFF_COUNT2
:
478 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
479 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
480 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
485 case WINED3DTTFF_COUNT3
:
486 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
487 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
488 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
490 glTexCoord3f(s
, t
, r
);
493 case WINED3DTTFF_COUNT4
:
494 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
495 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
496 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
498 glTexCoord4f(s
, t
, r
, q
);
502 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
506 } /* End of textures */
508 /* Diffuse -------------------------------- */
510 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
512 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
]((void *) ptrToCoords
);
513 if(This
->activeContext
->num_untracked_materials
) {
517 diffuseColor
= ptrToCoords
[0];
518 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
519 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
520 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
521 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
523 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
524 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
529 /* Specular ------------------------------- */
531 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
533 /* special case where the fog density is stored in the specular alpha channel */
534 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
535 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
536 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
537 if(GL_SUPPORT(EXT_FOG_COORD
)) {
538 specularColor
= ptrToCoords
[0];
539 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
541 static BOOL warned
= FALSE
;
543 /* TODO: Use the fog table code from old ddraw */
544 FIXME("Implement fog for transformed vertices in software\n");
550 specular_funcs
[sd
->u
.s
.specular
.dwType
]((void *) ptrToCoords
);
553 /* Normal -------------------------------- */
554 if (normal
!= NULL
) {
555 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
556 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
559 /* Position -------------------------------- */
561 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
562 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
565 /* For non indexed mode, step onto next parts */
566 if (idxData
== NULL
) {
572 checkGLcall("glEnd and previous calls");
575 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
577 case WINED3DDECLTYPE_FLOAT1
:
578 GL_EXTCALL(glVertexAttrib1fvARB(index
, (float *) ptr
));
580 case WINED3DDECLTYPE_FLOAT2
:
581 GL_EXTCALL(glVertexAttrib2fvARB(index
, (float *) ptr
));
583 case WINED3DDECLTYPE_FLOAT3
:
584 GL_EXTCALL(glVertexAttrib3fvARB(index
, (float *) ptr
));
586 case WINED3DDECLTYPE_FLOAT4
:
587 GL_EXTCALL(glVertexAttrib4fvARB(index
, (float *) ptr
));
590 case WINED3DDECLTYPE_UBYTE4
:
591 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
593 case WINED3DDECLTYPE_UBYTE4N
:
594 case WINED3DDECLTYPE_D3DCOLOR
:
595 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
598 case WINED3DDECLTYPE_SHORT2
:
599 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
601 case WINED3DDECLTYPE_SHORT4
:
602 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
605 case WINED3DDECLTYPE_SHORT2N
:
607 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
608 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
611 case WINED3DDECLTYPE_USHORT2N
:
613 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
614 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
617 case WINED3DDECLTYPE_SHORT4N
:
618 GL_EXTCALL(glVertexAttrib4NsvARB(index
, (GLshort
*) ptr
));
620 case WINED3DDECLTYPE_USHORT4N
:
621 GL_EXTCALL(glVertexAttrib4NusvARB(index
, (GLushort
*) ptr
));
624 case WINED3DDECLTYPE_UDEC3
:
625 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
626 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
628 case WINED3DDECLTYPE_DEC3N
:
629 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
630 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
633 case WINED3DDECLTYPE_FLOAT16_2
:
634 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
635 * byte float according to the IEEE standard
637 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
638 GL_EXTCALL(glVertexAttrib2hvNV(index
, (GLhalfNV
*)ptr
));
640 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
641 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
642 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
645 case WINED3DDECLTYPE_FLOAT16_4
:
646 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
647 GL_EXTCALL(glVertexAttrib4hvNV(index
, (GLhalfNV
*)ptr
));
649 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
650 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
651 float z
= float_16_to_32(((unsigned short *) ptr
) + 2);
652 float w
= float_16_to_32(((unsigned short *) ptr
) + 3);
653 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
657 case WINED3DDECLTYPE_UNUSED
:
659 ERR("Unexpected attribute declaration: %d\n", type
);
664 static void drawStridedSlowVs(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
665 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
,
668 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
669 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
670 const WORD
*pIdxBufS
= NULL
;
671 const DWORD
*pIdxBufL
= NULL
;
674 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
678 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
679 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
680 * idxData will be != NULL
682 if(idxData
== NULL
) {
683 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
686 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
687 else pIdxBufL
= (const DWORD
*) idxData
;
690 /* Start drawing in GL */
691 VTRACE(("glBegin(%x)\n", glPrimType
));
692 glBegin(glPrimitiveType
);
694 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
695 if (idxData
!= NULL
) {
697 /* Indexed so work out the number of strides to skip */
699 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
700 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
702 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
703 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
707 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
708 if(!sd
->u
.input
[i
].lpData
) continue;
710 ptr
= sd
->u
.input
[i
].lpData
+
711 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
712 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
714 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
722 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
723 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
724 GLint old_binding
= 0;
726 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
728 glDisable(GL_CULL_FACE
);
730 glDisable(GL_ALPHA_TEST
);
731 glDisable(GL_SCISSOR_TEST
);
732 glDisable(GL_STENCIL_TEST
);
733 glEnable(GL_DEPTH_TEST
);
734 glDepthFunc(GL_ALWAYS
);
735 glDepthMask(GL_TRUE
);
736 glBlendFunc(GL_ZERO
, GL_ONE
);
738 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
739 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
740 glBindTexture(GL_TEXTURE_2D
, texture
);
741 glEnable(GL_TEXTURE_2D
);
743 This
->shader_backend
->shader_select_depth_blt(iface
);
745 glBegin(GL_TRIANGLE_STRIP
);
746 glVertex2f(-1.0f
, -1.0f
);
747 glVertex2f(1.0f
, -1.0f
);
748 glVertex2f(-1.0f
, 1.0f
);
749 glVertex2f(1.0f
, 1.0f
);
752 glBindTexture(GL_TEXTURE_2D
, old_binding
);
756 This
->shader_backend
->shader_deselect_depth_blt(iface
);
759 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
760 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
761 ULONG startIdx
, ULONG startVertex
) {
762 UINT numInstances
= 0;
763 int numInstancedAttribs
= 0, i
, j
;
764 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
765 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
766 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
769 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
770 * We don't support this for now
772 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
773 * But the StreamSourceFreq value has a different meaning in that situation.
775 FIXME("Non-indexed instanced drawing is not supported\n");
779 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
780 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
782 /* First, figure out how many instances we have to draw */
783 for(i
= 0; i
< MAX_STREAMS
; i
++) {
784 /* Look at the streams and take the first one which matches */
785 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
786 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
787 if(stateblock
->streamFreq
[i
] == 0){
790 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
792 break; /* break, because only the first suitable value is interesting */
796 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
797 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
798 instancedData
[numInstancedAttribs
] = i
;
799 numInstancedAttribs
++;
803 /* now draw numInstances instances :-) */
804 for(i
= 0; i
< numInstances
; i
++) {
805 /* Specify the instanced attributes using immediate mode calls */
806 for(j
= 0; j
< numInstancedAttribs
; j
++) {
807 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
808 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
809 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
810 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
811 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
812 ptr
+= (long) vb
->resource
.allocatedMemory
;
815 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
818 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
819 (const char *)idxData
+(idxSize
* startIdx
));
820 checkGLcall("glDrawElements");
824 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
826 IWineD3DVertexBufferImpl
*vb
;
828 if(s
->u
.s
.position
.VBO
) {
829 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
830 s
->u
.s
.position
.VBO
= 0;
831 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
833 if(s
->u
.s
.blendWeights
.VBO
) {
834 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
835 s
->u
.s
.blendWeights
.VBO
= 0;
836 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
838 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
839 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
840 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
841 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
843 if(s
->u
.s
.normal
.VBO
) {
844 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
845 s
->u
.s
.normal
.VBO
= 0;
846 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
848 if(s
->u
.s
.pSize
.VBO
) {
849 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
850 s
->u
.s
.pSize
.VBO
= 0;
851 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
853 if(s
->u
.s
.diffuse
.VBO
) {
854 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
855 s
->u
.s
.diffuse
.VBO
= 0;
856 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
858 if(s
->u
.s
.specular
.VBO
) {
859 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
860 s
->u
.s
.specular
.VBO
= 0;
861 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
863 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
864 if(s
->u
.s
.texCoords
[i
].VBO
) {
865 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
866 s
->u
.s
.texCoords
[i
].VBO
= 0;
867 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
870 if(s
->u
.s
.position2
.VBO
) {
871 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
872 s
->u
.s
.position2
.VBO
= 0;
873 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
875 if(s
->u
.s
.normal2
.VBO
) {
876 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
877 s
->u
.s
.normal2
.VBO
= 0;
878 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
880 if(s
->u
.s
.tangent
.VBO
) {
881 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
882 s
->u
.s
.tangent
.VBO
= 0;
883 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
885 if(s
->u
.s
.binormal
.VBO
) {
886 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
887 s
->u
.s
.binormal
.VBO
= 0;
888 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
890 if(s
->u
.s
.tessFactor
.VBO
) {
891 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
892 s
->u
.s
.tessFactor
.VBO
= 0;
893 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
896 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
898 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
900 if(s
->u
.s
.depth
.VBO
) {
901 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
902 s
->u
.s
.depth
.VBO
= 0;
903 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
905 if(s
->u
.s
.sample
.VBO
) {
906 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
907 s
->u
.s
.sample
.VBO
= 0;
908 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
912 /* Routine common to the draw primitive and draw indexed primitive routines */
913 void drawPrimitive(IWineD3DDevice
*iface
,
917 long StartVertexIndex
,
918 UINT numberOfVertices
,
924 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
925 IWineD3DSurfaceImpl
*target
;
928 if (NumPrimitives
== 0) return;
930 /* Invalidate the back buffer memory so LockRect will read it the next time */
931 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
932 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
934 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
935 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
939 if (This
->stencilBufferTarget
) {
940 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
941 surface_load_ds_location(This
->stencilBufferTarget
, location
);
942 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
945 /* Signals other modules that a drawing is in progress and the stateblock finalized */
946 This
->isInDraw
= TRUE
;
948 /* Ok, we will be updating the screen from here onwards so grab the lock */
950 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
955 BOOL emulation
= FALSE
;
956 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
957 WineDirect3DVertexStridedData stridedlcl
;
958 /* Ok, Work out which primitive is requested and how many vertexes that
960 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
961 if (numberOfVertices
== 0 )
962 numberOfVertices
= calculatedNumberOfindices
;
965 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
966 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
967 static BOOL first
= TRUE
;
969 FIXME("Using software emulation because not all material properties could be tracked\n");
972 TRACE("Using software emulation because not all material properties could be tracked\n");
976 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
977 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
978 * to a float in the vertex buffer
980 static BOOL first
= TRUE
;
982 FIXME("Using software emulation because manual fog coordinates are provided\n");
985 TRACE("Using software emulation because manual fog coordinates are provided\n");
991 strided
= &stridedlcl
;
992 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
993 remove_vbos(This
, &stridedlcl
);
997 if (This
->useDrawStridedSlow
|| emulation
) {
998 /* Immediate mode drawing */
1000 static BOOL first
= TRUE
;
1002 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
1005 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
1007 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
, glPrimType
,
1008 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1010 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1011 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1013 } else if(This
->instancedDraw
) {
1014 /* Instancing emulation with mixing immediate mode and arrays */
1015 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1016 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1018 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1019 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1023 /* Finished updating the screen, restore lock */
1025 TRACE("Done all gl drawing\n");
1028 #ifdef SHOW_FRAME_MAKEUP
1030 static long int primCounter
= 0;
1031 /* NOTE: set primCounter to the value reported by drawprim
1032 before you want to to write frame makeup to /tmp */
1033 if (primCounter
>= 0) {
1034 WINED3DLOCKED_RECT r
;
1036 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1037 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1038 TRACE("Saving screenshot %s\n", buffer
);
1039 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1040 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1042 #ifdef SHOW_TEXTURE_MAKEUP
1044 IWineD3DSurface
*pSur
;
1046 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1047 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1048 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1049 TRACE("Saving texture %s\n", buffer
);
1050 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1051 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1052 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1053 IWineD3DSurface_Release(pSur
);
1055 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1062 TRACE("drawprim #%d\n", primCounter
);
1066 #ifdef SHOW_FRAME_MAKEUP_ONKEY
1068 /* NOTE: set primCounter to the value reported by drawprim
1069 before you want to to write frame makeup to /tmp */
1070 if ( GetKeyState(VK_F12
) ) {
1071 static long int primCounter
= 0;
1072 WINED3DLOCKED_RECT r
;
1074 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
1075 sprintf(buffer
, "/tmp/wine/backbuffer_%03ld.tga", primCounter
);
1076 /*TRACE("Saving screenshot %s\n", buffer);*/
1077 TRACE("Saving drawprim %03ld\n", primCounter
);
1078 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
1079 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
1082 IWineD3DSurface
*pSur
;
1084 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1085 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1086 sprintf(buffer
, "/tmp/wine/texture_%03ld_%02d_%p.tga", primCounter
, textureNo
, This
->stateBlock
->textures
[textureNo
]);
1087 /*TRACE("Saving texture %s\n", buffer);*/
1088 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1089 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1090 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1091 IWineD3DSurface_Release(pSur
);
1093 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1099 if (primCounter
> 50) exit(0);
1101 TRACE("drawprim #%d\n", primCounter
);
1107 /* Control goes back to the device, stateblock values may change again */
1108 This
->isInDraw
= FALSE
;
1111 static void normalize_normal(float *n
) {
1112 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1113 if(length
== 0.0) return;
1114 length
= sqrt(length
);
1115 n
[0] = n
[0] / length
;
1116 n
[1] = n
[1] / length
;
1117 n
[2] = n
[2] / length
;
1120 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1122 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1123 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1124 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1125 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1128 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1129 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1130 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1131 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1132 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1134 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1135 * resulting colors back to the normals.
1137 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1138 * does not restore it because normally a draw follows immediately afterwards. The caller is
1139 * responsible of taking care that either the gl states are restored, or the context activated
1140 * for drawing to reset the lastWasBlit flag.
1142 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1143 struct WineD3DRectPatch
*patch
) {
1144 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1145 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1146 WineDirect3DVertexStridedData strided
;
1148 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1150 GLenum feedback_type
;
1151 GLfloat
*feedbuffer
;
1153 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1156 memset(&strided
, 0, sizeof(strided
));
1157 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1158 if(strided
.u
.s
.position
.VBO
) {
1159 IWineD3DVertexBufferImpl
*vb
;
1160 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1161 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1162 (unsigned long) vb
->resource
.allocatedMemory
);
1164 vtxStride
= strided
.u
.s
.position
.dwStride
;
1165 data
= strided
.u
.s
.position
.lpData
+
1166 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1167 vtxStride
* info
->StartVertexOffsetWidth
;
1169 /* Not entirely sure about what happens with transformed vertices */
1170 if(strided
.u
.s
.position_transformed
) {
1171 FIXME("Transformed position in rectpatch generation\n");
1173 if(vtxStride
% sizeof(GLfloat
)) {
1174 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1175 * I don't see how the stride could not be a multiple of 4, but make sure
1178 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1180 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1181 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1183 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1184 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1187 /* First, get the boundary cube of the input data */
1188 for(j
= 0; j
< info
->Height
; j
++) {
1189 for(i
= 0; i
< info
->Width
; i
++) {
1190 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1191 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1192 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1193 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1194 if(v
[2] < neg_z
) neg_z
= v
[2];
1198 /* This needs some improvements in the vertex decl code */
1199 FIXME("Cannot find data to generate. Only generating position and normals\n");
1200 patch
->has_normals
= TRUE
;
1201 patch
->has_texcoords
= FALSE
;
1203 /* Simply activate the context for blitting. This disables all the things we don't want and
1204 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1205 * patch (as opposed to normal draws) will most likely need different changes anyway
1207 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1210 glMatrixMode(GL_PROJECTION
);
1211 checkGLcall("glMatrixMode(GL_PROJECTION)");
1213 checkGLcall("glLoadIndentity()");
1214 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1215 glTranslatef(0, 0, 0.5);
1216 checkGLcall("glScalef");
1217 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1218 checkGLcall("glViewport");
1220 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1221 * our feedback buffer parser
1223 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1224 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1225 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1226 if(patch
->has_normals
) {
1227 float black
[4] = {0, 0, 0, 0};
1228 float red
[4] = {1, 0, 0, 0};
1229 float green
[4] = {0, 1, 0, 0};
1230 float blue
[4] = {0, 0, 1, 0};
1231 float white
[4] = {1, 1, 1, 1};
1232 glEnable(GL_LIGHTING
);
1233 checkGLcall("glEnable(GL_LIGHTING)");
1234 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1235 checkGLcall("glLightModel for MODEL_AMBIENT");
1236 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1238 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1239 glDisable(GL_LIGHT0
+ i
);
1240 checkGLcall("glDisable(GL_LIGHT0 + i)");
1241 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1244 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1245 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1246 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1247 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1248 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1249 glEnable(GL_LIGHT0
);
1250 checkGLcall("Setting up light 1\n");
1251 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1252 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1253 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1254 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1255 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1256 glEnable(GL_LIGHT1
);
1257 checkGLcall("Setting up light 2\n");
1258 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1259 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1260 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1261 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1262 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1263 glEnable(GL_LIGHT2
);
1264 checkGLcall("Setting up light 3\n");
1266 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1267 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1268 glDisable(GL_COLOR_MATERIAL
);
1269 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1270 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1271 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1272 checkGLcall("Setting up materials\n");
1275 /* Enable the needed maps.
1276 * GL_MAP2_VERTEX_3 is needed for positional data.
1277 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1278 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1280 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1281 out_vertex_size
= 3 /* position */;
1282 d3d_out_vertex_size
= 3;
1283 glEnable(GL_MAP2_VERTEX_3
);
1284 if(patch
->has_normals
&& patch
->has_texcoords
) {
1285 FIXME("Texcoords not handled yet\n");
1286 feedback_type
= GL_3D_COLOR_TEXTURE
;
1287 out_vertex_size
+= 8;
1288 d3d_out_vertex_size
+= 7;
1289 glEnable(GL_AUTO_NORMAL
);
1290 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1291 } else if(patch
->has_texcoords
) {
1292 FIXME("Texcoords not handled yet\n");
1293 feedback_type
= GL_3D_COLOR_TEXTURE
;
1294 out_vertex_size
+= 7;
1295 d3d_out_vertex_size
+= 4;
1296 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1297 } else if(patch
->has_normals
) {
1298 feedback_type
= GL_3D_COLOR
;
1299 out_vertex_size
+= 4;
1300 d3d_out_vertex_size
+= 3;
1301 glEnable(GL_AUTO_NORMAL
);
1303 feedback_type
= GL_3D
;
1305 checkGLcall("glEnable vertex attrib generation");
1307 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1308 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1309 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1311 glMap2f(GL_MAP2_VERTEX_3
,
1312 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1313 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1315 checkGLcall("glMap2f");
1316 if(patch
->has_texcoords
) {
1317 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1318 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1319 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1321 checkGLcall("glMap2f");
1323 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1324 checkGLcall("glMapGrid2f");
1326 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1327 checkGLcall("glFeedbackBuffer");
1328 glRenderMode(GL_FEEDBACK
);
1330 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1331 checkGLcall("glEvalMesh2\n");
1333 i
= glRenderMode(GL_RENDER
);
1336 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1338 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1339 return WINED3DERR_DRIVERINTERNALERROR
;
1340 } else if(i
!= buffer_size
) {
1342 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1344 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1345 return WINED3DERR_DRIVERINTERNALERROR
;
1347 TRACE("Got %d elements as expected\n", i
);
1350 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1351 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1353 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1354 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1355 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1358 if(feedbuffer
[j
+ 1] != 3) {
1359 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1362 /* Somehow there are different ideas about back / front facing, so fix up the
1365 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1366 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1367 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1368 if(patch
->has_normals
) {
1369 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1370 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1371 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1373 i
+= d3d_out_vertex_size
;
1375 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1376 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1377 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1378 if(patch
->has_normals
) {
1379 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1380 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1381 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1383 i
+= d3d_out_vertex_size
;
1385 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1386 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1387 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1388 if(patch
->has_normals
) {
1389 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1390 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1391 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1393 i
+= d3d_out_vertex_size
;
1396 if(patch
->has_normals
) {
1397 /* Now do the same with reverse light directions */
1398 float x
[4] = {-1, 0, 0, 0};
1399 float y
[4] = { 0, -1, 0, 0};
1400 float z
[4] = { 0, 0, -1, 0};
1401 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1402 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1403 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1404 checkGLcall("Setting up reverse light directions\n");
1406 glRenderMode(GL_FEEDBACK
);
1407 checkGLcall("glRenderMode(GL_FEEDBACK)");
1408 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1409 checkGLcall("glEvalMesh2\n");
1410 i
= glRenderMode(GL_RENDER
);
1411 checkGLcall("glRenderMode(GL_RENDER)");
1414 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1415 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1416 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1419 if(feedbuffer
[j
+ 1] != 3) {
1420 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1423 if(patch
->mem
[i
+ 3] == 0.0)
1424 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1425 if(patch
->mem
[i
+ 4] == 0.0)
1426 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1427 if(patch
->mem
[i
+ 5] == 0.0)
1428 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1429 normalize_normal(patch
->mem
+ i
+ 3);
1430 i
+= d3d_out_vertex_size
;
1432 if(patch
->mem
[i
+ 3] == 0.0)
1433 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1434 if(patch
->mem
[i
+ 4] == 0.0)
1435 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1436 if(patch
->mem
[i
+ 5] == 0.0)
1437 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1438 normalize_normal(patch
->mem
+ i
+ 3);
1439 i
+= d3d_out_vertex_size
;
1441 if(patch
->mem
[i
+ 3] == 0.0)
1442 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1443 if(patch
->mem
[i
+ 4] == 0.0)
1444 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1445 if(patch
->mem
[i
+ 5] == 0.0)
1446 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1447 normalize_normal(patch
->mem
+ i
+ 3);
1448 i
+= d3d_out_vertex_size
;
1452 glDisable(GL_MAP2_VERTEX_3
);
1453 glDisable(GL_AUTO_NORMAL
);
1454 glDisable(GL_MAP2_NORMAL
);
1455 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1456 checkGLcall("glDisable vertex attrib generation");
1459 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1461 vtxStride
= 3 * sizeof(float);
1462 if(patch
->has_normals
) {
1463 vtxStride
+= 3 * sizeof(float);
1465 if(patch
->has_texcoords
) {
1466 vtxStride
+= 4 * sizeof(float);
1468 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1469 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1470 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1471 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1472 patch
->strided
.u
.s
.position
.streamNo
= 255;
1474 if(patch
->has_normals
) {
1475 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1476 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1477 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1478 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1480 if(patch
->has_texcoords
) {
1481 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1482 if(patch
->has_normals
) {
1483 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1485 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1486 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1487 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1488 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1491 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;