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[wine/hacks.git] / dlls / wined3d / drawprim.c
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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 if (This->stateBlock->streamIsUP) {
182 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
183 streamVBO = 0;
184 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
185 } else {
186 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
187 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
188 if(fixup) {
189 if( streamVBO != 0) *fixup = TRUE;
190 else if(*fixup && !useVertexShaderFunction &&
191 (element->Usage == WINED3DDECLUSAGE_COLOR ||
192 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
193 /* This may be bad with the fixed function pipeline */
194 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
198 stride = This->stateBlock->streamStride[element->Stream];
199 data += element->Offset;
200 reg = element->Reg;
202 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
204 if (useVertexShaderFunction)
205 stride_used = vshader_get_input(This->stateBlock->vertexShader,
206 element->Usage, element->UsageIndex, &idx);
207 else
208 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
210 if (stride_used) {
211 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
212 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
213 useVertexShaderFunction? "shader": "fixed function", idx,
214 debug_d3ddeclusage(element->Usage), element->UsageIndex,
215 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
217 strided->u.input[idx].lpData = data;
218 strided->u.input[idx].dwType = element->Type;
219 strided->u.input[idx].dwStride = stride;
220 strided->u.input[idx].VBO = streamVBO;
221 strided->u.input[idx].streamNo = element->Stream;
224 /* Now call PreLoad on all the vertex buffers. In the very rare case
225 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
226 * The vertex buffer can now use the strided structure in the device instead of finding its
227 * own again.
229 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
230 * once in there.
232 for(i=0; i < numPreloadStreams; i++) {
233 IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[streams[i]]);
237 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
238 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
239 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
241 if (idxSize != 0 /* This crashes sometimes!*/) {
242 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
243 idxData = idxData == (void *)-1 ? NULL : idxData;
244 #if 1
245 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
246 (const char *)idxData+(idxSize * startIdx));
247 checkGLcall("glDrawElements");
248 #else /* using drawRangeElements may be faster */
250 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
251 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
252 (const char *)idxData+(idxSize * startIdx));
253 checkGLcall("glDrawRangeElements");
254 #endif
256 } else {
258 /* Note first is now zero as we shuffled along earlier */
259 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
260 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
261 checkGLcall("glDrawArrays");
265 return;
269 * Actually draw using the supplied information.
270 * Slower GL version which extracts info about each vertex in turn
273 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
274 UINT NumVertexes, GLenum glPrimType,
275 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
277 unsigned int textureNo = 0;
278 const WORD *pIdxBufS = NULL;
279 const DWORD *pIdxBufL = NULL;
280 LONG vx_index;
281 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
282 float rhw = 0.0f; /* rhw */
283 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
284 DWORD specularColor = 0; /* Specular Color */
285 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
286 UINT *streamOffset = This->stateBlock->streamOffset;
287 DWORD SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
289 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
290 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
292 TRACE("Using slow vertex array code\n");
294 /* Variable Initialization */
295 if (idxSize != 0) {
296 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
297 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
298 * idxData will be != NULL
300 if(idxData == NULL) {
301 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
304 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
305 else pIdxBufL = (const DWORD *) idxData;
308 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
309 * to the strided Data in the device and might be needed intact on the next draw
311 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
312 if(sd->u.s.texCoords[textureNo].lpData) {
313 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
314 } else {
315 texCoords[textureNo] = NULL;
318 if(sd->u.s.diffuse.lpData) {
319 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
321 if(sd->u.s.specular.lpData) {
322 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
324 if(sd->u.s.normal.lpData) {
325 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
327 if(sd->u.s.position.lpData) {
328 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
331 /* Start drawing in GL */
332 VTRACE(("glBegin(%x)\n", glPrimType));
333 glBegin(glPrimType);
335 /* Default settings for data that is not passed */
336 if (sd->u.s.normal.lpData == NULL) {
337 glNormal3f(0, 0, 1);
339 if(sd->u.s.diffuse.lpData == NULL) {
340 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
342 if(sd->u.s.specular.lpData == NULL) {
343 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
344 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
348 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
349 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
352 /* For each primitive */
353 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
355 /* Initialize diffuse color */
356 diffuseColor = 0xFFFFFFFF;
358 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
359 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
362 /* For indexed data, we need to go a few more strides in */
363 if (idxData != NULL) {
365 /* Indexed so work out the number of strides to skip */
366 if (idxSize == 2) {
367 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
368 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
369 } else {
370 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
371 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
375 /* Texture coords --------------------------- */
376 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
378 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
379 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
380 continue ;
383 /* Query tex coords */
384 if (This->stateBlock->textures[textureNo] != NULL) {
386 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
387 float *ptrToCoords = NULL;
388 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
390 if (coordIdx > 7) {
391 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
392 continue;
393 } else if (coordIdx < 0) {
394 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
395 continue;
398 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
399 if (texCoords[coordIdx] == NULL) {
400 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
401 continue;
402 } else {
403 int texture_idx = This->texUnitMap[textureNo];
404 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
406 if (texture_idx == -1) continue;
408 /* The coords to supply depend completely on the fvf / vertex shader */
409 switch (coordsToUse) {
410 case 4: q = ptrToCoords[3]; /* drop through */
411 case 3: r = ptrToCoords[2]; /* drop through */
412 case 2: t = ptrToCoords[1]; /* drop through */
413 case 1: s = ptrToCoords[0];
416 /* Projected is more 'fun' - Move the last coord to the 'q'
417 parameter (see comments under WINED3DTSS_TEXTURETRANSFORMFLAGS */
418 if ((This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] != WINED3DTTFF_DISABLE) &&
419 (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
421 if (This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED) {
422 switch (coordsToUse) {
423 case 0: /* Drop Through */
424 case 1:
425 FIXME("WINED3DTTFF_PROJECTED but only zero or one coordinate?\n");
426 break;
427 case 2:
428 q = t;
429 t = 0.0;
430 coordsToUse = 4;
431 break;
432 case 3:
433 q = r;
434 r = 0.0;
435 coordsToUse = 4;
436 break;
437 case 4: /* Nop here */
438 break;
439 default:
440 FIXME("Unexpected WINED3DTSS_TEXTURETRANSFORMFLAGS value of %d\n",
441 This->stateBlock->textureState[textureNo][WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED);
446 switch (coordsToUse) { /* Supply the provided texture coords */
447 case WINED3DTTFF_COUNT1:
448 VTRACE(("tex:%d, s=%f\n", textureNo, s));
449 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
450 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
451 } else {
452 glTexCoord1f(s);
454 break;
455 case WINED3DTTFF_COUNT2:
456 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
457 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
458 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
459 } else {
460 glTexCoord2f(s, t);
462 break;
463 case WINED3DTTFF_COUNT3:
464 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
465 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
466 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
467 } else {
468 glTexCoord3f(s, t, r);
470 break;
471 case WINED3DTTFF_COUNT4:
472 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
473 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
474 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
475 } else {
476 glTexCoord4f(s, t, r, q);
478 break;
479 default:
480 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
484 } /* End of textures */
486 /* Diffuse -------------------------------- */
487 if (diffuse) {
488 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
489 diffuseColor = ptrToCoords[0];
490 VTRACE(("diffuseColor=%lx\n", diffuseColor));
492 glColor4ub(D3DCOLOR_B_R(diffuseColor),
493 D3DCOLOR_B_G(diffuseColor),
494 D3DCOLOR_B_B(diffuseColor),
495 D3DCOLOR_B_A(diffuseColor));
496 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
497 D3DCOLOR_B_R(diffuseColor),
498 D3DCOLOR_B_G(diffuseColor),
499 D3DCOLOR_B_B(diffuseColor),
500 D3DCOLOR_B_A(diffuseColor)));
502 if(This->activeContext->num_untracked_materials) {
503 unsigned char i;
504 float color[4];
505 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
506 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
507 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
508 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
510 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
511 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
516 /* Specular ------------------------------- */
517 if (specular) {
518 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
519 specularColor = ptrToCoords[0];
520 VTRACE(("specularColor=%lx\n", specularColor));
522 /* special case where the fog density is stored in the specular alpha channel */
523 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
524 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
525 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
526 if(GL_SUPPORT(EXT_FOG_COORD)) {
527 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
528 } else {
529 static BOOL warned = FALSE;
530 if(!warned) {
531 /* TODO: Use the fog table code from old ddraw */
532 FIXME("Implement fog for transformed vertices in software\n");
533 warned = TRUE;
538 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
539 D3DCOLOR_B_R(specularColor),
540 D3DCOLOR_B_G(specularColor),
541 D3DCOLOR_B_B(specularColor)));
542 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
543 GL_EXTCALL(glSecondaryColor3ubEXT)(
544 D3DCOLOR_B_R(specularColor),
545 D3DCOLOR_B_G(specularColor),
546 D3DCOLOR_B_B(specularColor));
547 } else {
548 /* Do not worry if specular colour missing and disable request */
549 VTRACE(("Specular color extensions not supplied\n"));
553 /* Normal -------------------------------- */
554 if (normal != NULL) {
555 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
557 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
558 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
561 /* Position -------------------------------- */
562 if (position) {
563 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
564 x = ptrToCoords[0];
565 y = ptrToCoords[1];
566 z = ptrToCoords[2];
567 rhw = 1.0;
568 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
570 /* RHW follows, only if transformed, ie 4 floats were provided */
571 if (sd->u.s.position_transformed) {
572 rhw = ptrToCoords[3];
573 VTRACE(("rhw=%f\n", rhw));
576 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
577 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
578 glVertex3f(x, y, z);
579 } else {
580 GLfloat w = 1.0 / rhw;
581 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
582 glVertex4f(x*w, y*w, z*w, w);
586 /* For non indexed mode, step onto next parts */
587 if (idxData == NULL) {
588 ++SkipnStrides;
592 glEnd();
593 checkGLcall("glEnd and previous calls");
596 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
597 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
598 GLint old_binding = 0;
600 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
602 glDisable(GL_CULL_FACE);
603 glEnable(GL_BLEND);
604 glDisable(GL_ALPHA_TEST);
605 glDisable(GL_SCISSOR_TEST);
606 glDisable(GL_STENCIL_TEST);
607 glEnable(GL_DEPTH_TEST);
608 glDepthFunc(GL_ALWAYS);
609 glBlendFunc(GL_ZERO, GL_ONE);
611 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
612 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
613 glBindTexture(GL_TEXTURE_2D, texture);
614 glEnable(GL_TEXTURE_2D);
616 This->shader_backend->shader_select_depth_blt(iface);
618 glBegin(GL_TRIANGLE_STRIP);
619 glVertex2f(-1.0f, -1.0f);
620 glVertex2f(1.0f, -1.0f);
621 glVertex2f(-1.0f, 1.0f);
622 glVertex2f(1.0f, 1.0f);
623 glEnd();
625 glBindTexture(GL_TEXTURE_2D, old_binding);
627 glPopAttrib();
629 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
630 * and this seems easier and more efficient than providing the shader backend with a private
631 * storage to read and restore the old shader settings
633 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
636 static void depth_copy(IWineD3DDevice *iface) {
637 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
638 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->depthStencilBuffer;
640 /* Only copy the depth buffer if there is one. */
641 if (!depth_stencil) return;
643 /* TODO: Make this work for modes other than FBO */
644 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
646 if (depth_stencil->current_renderbuffer) {
647 FIXME("Not supported with fixed up depth stencil\n");
648 return;
651 if (This->render_offscreen) {
652 static GLuint tmp_texture = 0;
653 GLint old_binding = 0;
655 TRACE("Copying onscreen depth buffer to offscreen surface\n");
657 if (!tmp_texture) {
658 glGenTextures(1, &tmp_texture);
661 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
662 * directly on the FBO texture. That's because we need to flip. */
663 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
664 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
665 glBindTexture(GL_TEXTURE_2D, tmp_texture);
666 glCopyTexImage2D(depth_stencil->glDescription.target,
667 depth_stencil->glDescription.level,
668 depth_stencil->glDescription.glFormatInternal,
671 depth_stencil->currentDesc.Width,
672 depth_stencil->currentDesc.Height,
674 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
675 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
676 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
677 glBindTexture(GL_TEXTURE_2D, old_binding);
679 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
680 checkGLcall("glBindFramebuffer()");
681 depth_blt(iface, tmp_texture);
682 checkGLcall("depth_blt");
683 } else {
684 TRACE("Copying offscreen surface to onscreen depth buffer\n");
686 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
687 checkGLcall("glBindFramebuffer()");
688 depth_blt(iface, depth_stencil->glDescription.textureName);
689 checkGLcall("depth_blt");
693 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
694 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
695 ULONG startIdx, ULONG startVertex) {
696 UINT numInstances = 0;
697 int numInstancedAttribs = 0, i, j;
698 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
699 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
700 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
702 if (idxSize == 0) {
703 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
704 * We don't support this for now
706 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
707 * But the StreamSourceFreq value has a different meaning in that situation.
709 FIXME("Non-indexed instanced drawing is not supported\n");
710 return;
713 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
714 idxData = idxData == (void *)-1 ? NULL : idxData;
716 /* First, figure out how many instances we have to draw */
717 for(i = 0; i < MAX_STREAMS; i++) {
718 /* Look at all non-instanced streams */
719 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
720 stateblock->streamSource[i]) {
721 int inst = stateblock->streamFreq[i];
723 if(numInstances && inst != numInstances) {
724 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
726 numInstances = inst;
730 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
731 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
732 instancedData[numInstancedAttribs] = i;
733 numInstancedAttribs++;
737 /* now draw numInstances instances :-) */
738 for(i = 0; i < numInstances; i++) {
739 /* Specify the instanced attributes using immediate mode calls */
740 for(j = 0; j < numInstancedAttribs; j++) {
741 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
742 sd->u.input[instancedData[j]].dwStride * i +
743 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
744 if(sd->u.input[instancedData[j]].VBO) {
745 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
746 ptr += (long) vb->resource.allocatedMemory;
749 switch(sd->u.input[instancedData[j]].dwType) {
750 case WINED3DDECLTYPE_FLOAT1:
751 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
752 break;
753 case WINED3DDECLTYPE_FLOAT2:
754 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
755 break;
756 case WINED3DDECLTYPE_FLOAT3:
757 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
758 break;
759 case WINED3DDECLTYPE_FLOAT4:
760 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
761 break;
763 case WINED3DDECLTYPE_UBYTE4:
764 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr));
765 break;
766 case WINED3DDECLTYPE_UBYTE4N:
767 case WINED3DDECLTYPE_D3DCOLOR:
768 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
769 break;
771 case WINED3DDECLTYPE_SHORT2:
772 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
773 break;
774 case WINED3DDECLTYPE_SHORT4:
775 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
776 break;
778 case WINED3DDECLTYPE_SHORT2N:
780 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
781 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
782 break;
784 case WINED3DDECLTYPE_USHORT2N:
786 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
787 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
788 break;
790 case WINED3DDECLTYPE_SHORT4N:
791 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
792 break;
793 case WINED3DDECLTYPE_USHORT4N:
794 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
795 break;
797 case WINED3DDECLTYPE_UDEC3:
798 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
799 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
800 break;
801 case WINED3DDECLTYPE_DEC3N:
802 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
803 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
804 break;
806 case WINED3DDECLTYPE_FLOAT16_2:
807 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
808 * byte float according to the IEEE standard
810 if (GL_SUPPORT(NV_HALF_FLOAT)) {
811 GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr));
812 } else {
813 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
815 break;
816 case WINED3DDECLTYPE_FLOAT16_4:
817 if (GL_SUPPORT(NV_HALF_FLOAT)) {
818 GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr));
819 } else {
820 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
822 break;
824 case WINED3DDECLTYPE_UNUSED:
825 default:
826 ERR("Unexpected declaration in instanced attributes\n");
827 break;
831 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
832 (const char *)idxData+(idxSize * startIdx));
833 checkGLcall("glDrawElements");
837 struct coords {
838 int x, y, z;
841 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
842 struct coords coords[4];
843 int low_coord;
845 /* TODO: This could be supported for lazy unlocking */
846 if(!(surface->Flags & SFLAG_INTEXTURE)) {
847 /* It is ok at init to be nowhere */
848 if(!(surface->Flags & SFLAG_INSYSMEM)) {
849 ERR("Blitting surfaces from sysmem not supported yet\n");
851 return;
854 ActivateContext(This, This->render_targets[0], CTXUSAGE_BLIT);
855 ENTER_GL();
857 if(surface->glDescription.target == GL_TEXTURE_2D) {
858 glBindTexture(GL_TEXTURE_2D, surface->glDescription.textureName);
859 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
861 coords[0].x = 0; coords[0].y = 0; coords[0].z = 0;
862 coords[1].x = 0; coords[1].y = 1; coords[1].z = 0;
863 coords[2].x = 1; coords[2].y = 1; coords[2].z = 0;
864 coords[3].x = 1; coords[3].y = 0; coords[3].z = 0;
866 low_coord = 0;
867 } else {
868 /* Must be a cube map */
869 glDisable(GL_TEXTURE_2D);
870 checkGLcall("glDisable(GL_TEXTURE_2D)");
871 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
872 checkGLcall("glEnable(surface->glDescription.target)");
873 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, surface->glDescription.textureName);
874 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
876 switch(surface->glDescription.target) {
877 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
878 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
879 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
880 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
881 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
882 break;
884 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
885 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
886 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
887 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
888 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
889 break;
891 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
892 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
893 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
894 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
895 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
896 break;
898 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
899 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
900 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
901 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
902 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
903 break;
905 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
906 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
907 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
908 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
909 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
910 break;
912 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
913 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
914 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
915 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
916 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
918 default:
919 ERR("Unexpected texture target\n");
920 LEAVE_GL();
921 return;
924 low_coord = -1;
927 if(This->render_offscreen) {
928 coords[0].y = coords[0].y == 1 ? low_coord : 1;
929 coords[1].y = coords[1].y == 1 ? low_coord : 1;
930 coords[2].y = coords[2].y == 1 ? low_coord : 1;
931 coords[3].y = coords[3].y == 1 ? low_coord : 1;
934 glBegin(GL_QUADS);
935 glTexCoord3iv((GLint *) &coords[0]);
936 glVertex2i(0, 0);
938 glTexCoord3iv((GLint *) &coords[1]);
939 glVertex2i(0, surface->pow2Height);
941 glTexCoord3iv((GLint *) &coords[2]);
942 glVertex2i(surface->pow2Width, surface->pow2Height);
944 glTexCoord3iv((GLint *) &coords[3]);
945 glVertex2i(surface->pow2Width, 0);
946 glEnd();
947 checkGLcall("glEnd");
949 if(surface->glDescription.target != GL_TEXTURE_2D) {
950 glEnable(GL_TEXTURE_2D);
951 checkGLcall("glEnable(GL_TEXTURE_2D)");
952 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
953 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
955 LEAVE_GL();
958 /* Routine common to the draw primitive and draw indexed primitive routines */
959 void drawPrimitive(IWineD3DDevice *iface,
960 int PrimitiveType,
961 long NumPrimitives,
962 /* for Indexed: */
963 long StartVertexIndex,
964 UINT numberOfVertices,
965 long StartIdx,
966 short idxSize,
967 const void *idxData,
968 int minIndex) {
970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
971 IWineD3DSwapChain *swapchain;
972 IWineD3DBaseTexture *texture = NULL;
973 IWineD3DSurfaceImpl *target;
974 int i;
976 /* Signals other modules that a drawing is in progress and the stateblock finalized */
977 This->isInDraw = TRUE;
979 /* Invalidate the back buffer memory so LockRect will read it the next time */
980 for(i = 0; i < GL_LIMITS(buffers); i++) {
981 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
983 /* TODO: Only do all that if we're going to change anything
984 * Texture container dirtification does not work quite right yet
986 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
987 swapchain = NULL;
988 texture = NULL;
990 if(i == 0) {
991 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
993 /* Need the surface in the drawable! */
994 if(!(target->Flags & SFLAG_INDRAWABLE) && (swapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
995 blt_to_drawable(This, target);
998 if(swapchain) {
999 /* Onscreen target. Invalidate system memory copy and texture copy */
1000 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1001 target->Flags |= SFLAG_INDRAWABLE;
1002 IWineD3DSwapChain_Release(swapchain);
1003 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1004 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1005 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1007 if(texture) {
1008 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1009 IWineD3DTexture_Release(texture);
1012 target->Flags &= ~(SFLAG_INSYSMEM | SFLAG_INTEXTURE);
1013 target->Flags |= SFLAG_INDRAWABLE;
1014 } else {
1015 /* FBO offscreen target. Invalidate system memory copy */
1016 target->Flags &= ~SFLAG_INSYSMEM;
1018 } else {
1019 /* Must be an fbo render target */
1020 target->Flags &= ~SFLAG_INSYSMEM;
1021 target->Flags |= SFLAG_INTEXTURE;
1026 /* Ok, we will be updating the screen from here onwards so grab the lock */
1028 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1029 ENTER_GL();
1030 apply_fbo_state(iface);
1031 LEAVE_GL();
1034 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1035 ENTER_GL();
1037 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1038 depth_copy(iface);
1040 This->depth_copy_state = WINED3D_DCS_INITIAL;
1043 GLenum glPrimType;
1044 BOOL emulation = FALSE;
1045 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1046 WineDirect3DVertexStridedData stridedlcl;
1047 /* Ok, Work out which primitive is requested and how many vertexes that
1048 will be */
1049 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1050 if (numberOfVertices == 0 )
1051 numberOfVertices = calculatedNumberOfindices;
1053 if(!This->strided_streams.u.s.position_transformed && !use_vs(This)) {
1054 if(This->activeContext->num_untracked_materials &&
1055 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1056 IWineD3DVertexBufferImpl *vb;
1058 FIXME("Using software emulation because not all material properties could be tracked\n");
1059 emulation = TRUE;
1061 strided = &stridedlcl;
1062 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1064 #define FIXVBO(type) \
1065 if(stridedlcl.u.s.type.VBO) { \
1066 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[stridedlcl.u.s.type.streamNo]; \
1067 stridedlcl.u.s.type.VBO = 0; \
1068 stridedlcl.u.s.type.lpData = (BYTE *) ((unsigned long) stridedlcl.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
1070 FIXVBO(position);
1071 FIXVBO(blendWeights);
1072 FIXVBO(blendMatrixIndices);
1073 FIXVBO(normal);
1074 FIXVBO(pSize);
1075 FIXVBO(diffuse);
1076 FIXVBO(specular);
1077 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) FIXVBO(texCoords[i]);
1078 FIXVBO(position2);
1079 FIXVBO(normal2);
1080 FIXVBO(tangent);
1081 FIXVBO(binormal);
1082 FIXVBO(tessFactor);
1083 FIXVBO(fog);
1084 FIXVBO(depth);
1085 FIXVBO(sample);
1086 #undef FIXVBO
1090 if (This->useDrawStridedSlow || emulation) {
1091 /* Immediate mode drawing */
1092 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1093 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1094 } else if(This->instancedDraw) {
1095 /* Instancing emulation with mixing immediate mode and arrays */
1096 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1097 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1098 } else {
1099 /* Simple array draw call */
1100 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1101 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1105 /* Finshed updating the screen, restore lock */
1106 LEAVE_GL();
1107 TRACE("Done all gl drawing\n");
1109 /* Diagnostics */
1110 #ifdef SHOW_FRAME_MAKEUP
1112 static long int primCounter = 0;
1113 /* NOTE: set primCounter to the value reported by drawprim
1114 before you want to to write frame makeup to /tmp */
1115 if (primCounter >= 0) {
1116 WINED3DLOCKED_RECT r;
1117 char buffer[80];
1118 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1119 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1120 TRACE("Saving screenshot %s\n", buffer);
1121 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1122 IWineD3DSurface_UnlockRect(This->renderTarget);
1124 #ifdef SHOW_TEXTURE_MAKEUP
1126 IWineD3DSurface *pSur;
1127 int textureNo;
1128 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1129 if (This->stateBlock->textures[textureNo] != NULL) {
1130 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1131 TRACE("Saving texture %s\n", buffer);
1132 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1133 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1134 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1135 IWineD3DSurface_Release(pSur);
1136 } else {
1137 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1142 #endif
1144 TRACE("drawprim #%d\n", primCounter);
1145 ++primCounter;
1147 #endif
1149 /* Control goes back to the device, stateblock values may change again */
1150 This->isInDraw = FALSE;
1153 static void normalize_normal(float *n) {
1154 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1155 if(length == 0.0) return;
1156 length = sqrt(length);
1157 n[0] = n[0] / length;
1158 n[1] = n[1] / length;
1159 n[2] = n[2] / length;
1162 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1164 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1165 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1166 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1167 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1168 * in drawprim.
1170 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1171 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1172 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1173 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1174 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1176 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1177 * resulting colors back to the normals.
1179 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1180 * does not restore it because normally a draw follows immediately afterwards. The caller is
1181 * responsible of taking care that either the gl states are restored, or the context activated
1182 * for drawing to reset the lastWasBlit flag.
1184 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1185 struct WineD3DRectPatch *patch) {
1186 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1187 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1188 WineDirect3DVertexStridedData strided;
1189 BYTE *data;
1190 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1191 DWORD vtxStride;
1192 GLenum feedback_type;
1193 GLfloat *feedbuffer;
1195 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1196 * Beware of vbos
1198 memset(&strided, 0, sizeof(strided));
1199 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1200 if(strided.u.s.position.VBO) {
1201 IWineD3DVertexBufferImpl *vb;
1202 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1203 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1204 (unsigned long) vb->resource.allocatedMemory);
1206 vtxStride = strided.u.s.position.dwStride;
1207 data = strided.u.s.position.lpData +
1208 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1209 vtxStride * info->StartVertexOffsetWidth;
1211 /* Not entirely sure about what happens with transformed vertices */
1212 if(strided.u.s.position_transformed) {
1213 FIXME("Transformed position in rectpatch generation\n");
1215 if(vtxStride % sizeof(GLfloat)) {
1216 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1217 * I don't see how the stride could not be a multiple of 4, but make sure
1218 * to check it
1220 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1222 if(info->Basis != WINED3DBASIS_BEZIER) {
1223 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1225 if(info->Degree != WINED3DDEGREE_CUBIC) {
1226 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1229 /* First, get the boundary cube of the input data */
1230 for(j = 0; j < info->Height; j++) {
1231 for(i = 0; i < info->Width; i++) {
1232 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1233 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1234 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1235 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1236 if(v[2] < neg_z) neg_z = v[2];
1240 /* This needs some improvements in the vertex decl code */
1241 FIXME("Cannot find data to generate. Only generating position and normals\n");
1242 patch->has_normals = TRUE;
1243 patch->has_texcoords = FALSE;
1245 /* Simply activate the context for blitting. This disables all the things we don't want and
1246 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1247 * patch (as opposed to normal draws) will most likely need different changes anyway
1249 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1250 ENTER_GL();
1252 glMatrixMode(GL_PROJECTION);
1253 checkGLcall("glMatrixMode(GL_PROJECTION)");
1254 glLoadIdentity();
1255 checkGLcall("glLoadIndentity()");
1256 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1257 glTranslatef(0, 0, 0.5);
1258 checkGLcall("glScalef");
1259 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1260 checkGLcall("glViewport");
1262 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1263 * our feedback buffer parser
1265 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1266 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1267 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1268 if(patch->has_normals) {
1269 float black[4] = {0, 0, 0, 0};
1270 float red[4] = {1, 0, 0, 0};
1271 float green[4] = {0, 1, 0, 0};
1272 float blue[4] = {0, 0, 1, 0};
1273 float white[4] = {1, 1, 1, 1};
1274 glEnable(GL_LIGHTING);
1275 checkGLcall("glEnable(GL_LIGHTING)");
1276 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1277 checkGLcall("glLightModel for MODEL_AMBIENT");
1278 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1280 for(i = 3; i < GL_LIMITS(lights); i++) {
1281 glDisable(GL_LIGHT0 + i);
1282 checkGLcall("glDisable(GL_LIGHT0 + i)");
1283 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1286 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1287 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1288 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1289 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1290 glLightfv(GL_LIGHT0, GL_POSITION, red);
1291 glEnable(GL_LIGHT0);
1292 checkGLcall("Setting up light 1\n");
1293 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1294 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1295 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1296 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1297 glLightfv(GL_LIGHT1, GL_POSITION, green);
1298 glEnable(GL_LIGHT1);
1299 checkGLcall("Setting up light 2\n");
1300 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1301 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1302 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1303 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1304 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1305 glEnable(GL_LIGHT2);
1306 checkGLcall("Setting up light 3\n");
1308 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1309 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1310 glDisable(GL_COLOR_MATERIAL);
1311 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1312 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1313 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1314 checkGLcall("Setting up materials\n");
1317 /* Enable the needed maps.
1318 * GL_MAP2_VERTEX_3 is needed for positional data.
1319 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1320 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1322 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1323 out_vertex_size = 3 /* position */;
1324 d3d_out_vertex_size = 3;
1325 glEnable(GL_MAP2_VERTEX_3);
1326 if(patch->has_normals && patch->has_texcoords) {
1327 FIXME("Texcoords not handled yet\n");
1328 feedback_type = GL_3D_COLOR_TEXTURE;
1329 out_vertex_size += 8;
1330 d3d_out_vertex_size += 7;
1331 glEnable(GL_AUTO_NORMAL);
1332 glEnable(GL_MAP2_TEXTURE_COORD_4);
1333 } else if(patch->has_texcoords) {
1334 FIXME("Texcoords not handled yet\n");
1335 feedback_type = GL_3D_COLOR_TEXTURE;
1336 out_vertex_size += 7;
1337 d3d_out_vertex_size += 4;
1338 glEnable(GL_MAP2_TEXTURE_COORD_4);
1339 } else if(patch->has_normals) {
1340 feedback_type = GL_3D_COLOR;
1341 out_vertex_size += 4;
1342 d3d_out_vertex_size += 3;
1343 glEnable(GL_AUTO_NORMAL);
1344 } else {
1345 feedback_type = GL_3D;
1347 checkGLcall("glEnable vertex attrib generation");
1349 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1350 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1351 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1353 glMap2f(GL_MAP2_VERTEX_3,
1354 0, 1, vtxStride / sizeof(float), info->Width,
1355 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1356 (float *) data);
1357 checkGLcall("glMap2f");
1358 if(patch->has_texcoords) {
1359 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1360 0, 1, vtxStride / sizeof(float), info->Width,
1361 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1362 (float *) data);
1363 checkGLcall("glMap2f");
1365 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1366 checkGLcall("glMapGrid2f");
1368 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1369 checkGLcall("glFeedbackBuffer");
1370 glRenderMode(GL_FEEDBACK);
1372 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1373 checkGLcall("glEvalMesh2\n");
1375 i = glRenderMode(GL_RENDER);
1376 if(i == -1) {
1377 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1378 Sleep(10000);
1379 HeapFree(GetProcessHeap(), 0, feedbuffer);
1380 return WINED3DERR_DRIVERINTERNALERROR;
1381 } else if(i != buffer_size) {
1382 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1383 Sleep(10000);
1384 HeapFree(GetProcessHeap(), 0, feedbuffer);
1385 return WINED3DERR_DRIVERINTERNALERROR;
1386 } else {
1387 TRACE("Got %d elements as expected\n", i);
1390 HeapFree(GetProcessHeap(), 0, patch->mem);
1391 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1392 i = 0;
1393 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1394 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1395 ERR("Unexpected token: %f\n", feedbuffer[j]);
1396 continue;
1398 if(feedbuffer[j + 1] != 3) {
1399 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1400 continue;
1402 /* Somehow there are different ideas about back / front facing, so fix up the
1403 * vertex order
1405 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1406 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1407 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1408 if(patch->has_normals) {
1409 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1410 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1411 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1413 i += d3d_out_vertex_size;
1415 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1416 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1417 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1418 if(patch->has_normals) {
1419 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1420 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1421 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1423 i += d3d_out_vertex_size;
1425 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1426 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1427 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1428 if(patch->has_normals) {
1429 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1430 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1431 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1433 i += d3d_out_vertex_size;
1436 if(patch->has_normals) {
1437 /* Now do the same with reverse light directions */
1438 float x[4] = {-1, 0, 0, 0};
1439 float y[4] = { 0, -1, 0, 0};
1440 float z[4] = { 0, 0, -1, 0};
1441 glLightfv(GL_LIGHT0, GL_POSITION, x);
1442 glLightfv(GL_LIGHT1, GL_POSITION, y);
1443 glLightfv(GL_LIGHT2, GL_POSITION, z);
1444 checkGLcall("Setting up reverse light directions\n");
1446 glRenderMode(GL_FEEDBACK);
1447 checkGLcall("glRenderMode(GL_FEEDBACK)");
1448 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1449 checkGLcall("glEvalMesh2\n");
1450 i = glRenderMode(GL_RENDER);
1451 checkGLcall("glRenderMode(GL_RENDER)");
1453 i = 0;
1454 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1455 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1456 ERR("Unexpected token: %f\n", feedbuffer[j]);
1457 continue;
1459 if(feedbuffer[j + 1] != 3) {
1460 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1461 continue;
1463 if(patch->mem[i + 3] == 0.0)
1464 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1465 if(patch->mem[i + 4] == 0.0)
1466 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1467 if(patch->mem[i + 5] == 0.0)
1468 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1469 normalize_normal(patch->mem + i + 3);
1470 i += d3d_out_vertex_size;
1472 if(patch->mem[i + 3] == 0.0)
1473 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1474 if(patch->mem[i + 4] == 0.0)
1475 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1476 if(patch->mem[i + 5] == 0.0)
1477 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1478 normalize_normal(patch->mem + i + 3);
1479 i += d3d_out_vertex_size;
1481 if(patch->mem[i + 3] == 0.0)
1482 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1483 if(patch->mem[i + 4] == 0.0)
1484 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1485 if(patch->mem[i + 5] == 0.0)
1486 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1487 normalize_normal(patch->mem + i + 3);
1488 i += d3d_out_vertex_size;
1492 glDisable(GL_MAP2_VERTEX_3);
1493 glDisable(GL_AUTO_NORMAL);
1494 glDisable(GL_MAP2_NORMAL);
1495 glDisable(GL_MAP2_TEXTURE_COORD_4);
1496 checkGLcall("glDisable vertex attrib generation");
1497 LEAVE_GL();
1499 HeapFree(GetProcessHeap(), 0, feedbuffer);
1501 vtxStride = 3 * sizeof(float);
1502 if(patch->has_normals) {
1503 vtxStride += 3 * sizeof(float);
1505 if(patch->has_texcoords) {
1506 vtxStride += 4 * sizeof(float);
1508 memset(&patch->strided, 0, sizeof(&patch->strided));
1509 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1510 patch->strided.u.s.position.dwStride = vtxStride;
1511 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1512 patch->strided.u.s.position.streamNo = 255;
1514 if(patch->has_normals) {
1515 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1516 patch->strided.u.s.normal.dwStride = vtxStride;
1517 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1518 patch->strided.u.s.normal.streamNo = 255;
1520 if(patch->has_texcoords) {
1521 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1522 if(patch->has_normals) {
1523 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1525 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1526 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1527 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1528 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1529 * application.
1531 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1534 return WINED3D_OK;