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
35 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
40 DWORD NumVertexes
= NumPrimitives
;
42 switch (PrimitiveType
) {
43 case WINED3DPT_POINTLIST
:
45 *primType
= GL_POINTS
;
46 NumVertexes
= NumPrimitives
;
49 case WINED3DPT_LINELIST
:
52 NumVertexes
= NumPrimitives
* 2;
55 case WINED3DPT_LINESTRIP
:
56 TRACE("LINE_STRIP\n");
57 *primType
= GL_LINE_STRIP
;
58 NumVertexes
= NumPrimitives
+ 1;
61 case WINED3DPT_TRIANGLELIST
:
63 *primType
= GL_TRIANGLES
;
64 NumVertexes
= NumPrimitives
* 3;
67 case WINED3DPT_TRIANGLESTRIP
:
68 TRACE("TRIANGLE_STRIP\n");
69 *primType
= GL_TRIANGLE_STRIP
;
70 NumVertexes
= NumPrimitives
+ 2;
73 case WINED3DPT_TRIANGLEFAN
:
74 TRACE("TRIANGLE_FAN\n");
75 *primType
= GL_TRIANGLE_FAN
;
76 NumVertexes
= NumPrimitives
+ 2;
80 FIXME("Unhandled primitive\n");
81 *primType
= GL_POINTS
;
87 static BOOL
fixed_get_input(
88 BYTE usage
, BYTE usage_idx
,
89 unsigned int* regnum
) {
93 /* Those positions must have the order in the
94 * named part of the strided data */
96 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 0)
98 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
100 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
102 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
104 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
106 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
108 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
110 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
111 *regnum
= 7 + usage_idx
;
112 else if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && usage_idx
== 1)
113 *regnum
= 7 + WINED3DDP_MAXTEXCOORD
;
114 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 1)
115 *regnum
= 8 + WINED3DDP_MAXTEXCOORD
;
116 else if (usage
== WINED3DDECLUSAGE_TANGENT
&& usage_idx
== 0)
117 *regnum
= 9 + WINED3DDP_MAXTEXCOORD
;
118 else if (usage
== WINED3DDECLUSAGE_BINORMAL
&& usage_idx
== 0)
119 *regnum
= 10 + WINED3DDP_MAXTEXCOORD
;
120 else if (usage
== WINED3DDECLUSAGE_TESSFACTOR
&& usage_idx
== 0)
121 *regnum
= 11 + WINED3DDP_MAXTEXCOORD
;
122 else if (usage
== WINED3DDECLUSAGE_FOG
&& usage_idx
== 0)
123 *regnum
= 12 + WINED3DDP_MAXTEXCOORD
;
124 else if (usage
== WINED3DDECLUSAGE_DEPTH
&& usage_idx
== 0)
125 *regnum
= 13 + WINED3DDP_MAXTEXCOORD
;
126 else if (usage
== WINED3DDECLUSAGE_SAMPLE
&& usage_idx
== 0)
127 *regnum
= 14 + WINED3DDP_MAXTEXCOORD
;
130 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131 debug_d3ddeclusage(usage
), usage_idx
);
137 void primitiveDeclarationConvertToStridedData(
138 IWineD3DDevice
*iface
,
139 BOOL useVertexShaderFunction
,
140 WineDirect3DVertexStridedData
*strided
,
143 /* We need to deal with frequency data!*/
146 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
147 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
149 WINED3DVERTEXELEMENT
*element
;
151 DWORD numPreloadStreams
= This
->stateBlock
->streamIsUP
? 0 : vertexDeclaration
->num_streams
;
152 DWORD
*streams
= vertexDeclaration
->streams
;
154 /* Check for transformed vertices, disable vertex shader if present */
155 strided
->u
.s
.position_transformed
= vertexDeclaration
->position_transformed
;
156 if(vertexDeclaration
->position_transformed
) {
157 useVertexShaderFunction
= FALSE
;
160 /* Translate the declaration into strided data */
161 for (i
= 0 ; i
< vertexDeclaration
->declarationWNumElements
- 1; ++i
) {
166 element
= vertexDeclaration
->pDeclarationWine
+ i
;
167 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration
->pDeclarationWine
,
168 element
, i
+ 1, vertexDeclaration
->declarationWNumElements
- 1);
170 if (This
->stateBlock
->streamSource
[element
->Stream
] == NULL
)
173 stride
= This
->stateBlock
->streamStride
[element
->Stream
];
174 if (This
->stateBlock
->streamIsUP
) {
175 TRACE("Stream is up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
177 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
179 TRACE("Stream isn't up %d, %p\n", element
->Stream
, This
->stateBlock
->streamSource
[element
->Stream
]);
180 data
= IWineD3DVertexBufferImpl_GetMemory(This
->stateBlock
->streamSource
[element
->Stream
], 0, &streamVBO
);
182 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186 * not, drawStridedSlow is needed, including a vertex buffer path.
188 if(This
->stateBlock
->loadBaseVertexIndex
< 0) {
189 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This
->stateBlock
->loadBaseVertexIndex
);
191 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
192 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
193 FIXME("System memory vertex data load offset is negative!\n");
198 if( streamVBO
!= 0) *fixup
= TRUE
;
199 else if(*fixup
&& !useVertexShaderFunction
&&
200 (element
->Usage
== WINED3DDECLUSAGE_COLOR
||
201 element
->Usage
== WINED3DDECLUSAGE_POSITIONT
)) {
202 static BOOL warned
= FALSE
;
204 /* This may be bad with the fixed function pipeline */
205 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
211 data
+= element
->Offset
;
213 TRACE("Offset %d Stream %d UsageIndex %d\n", element
->Offset
, element
->Stream
, element
->UsageIndex
);
215 if (useVertexShaderFunction
)
216 stride_used
= vshader_get_input(This
->stateBlock
->vertexShader
,
217 element
->Usage
, element
->UsageIndex
, &idx
);
219 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
222 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
223 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224 useVertexShaderFunction
? "shader": "fixed function", idx
,
225 debug_d3ddeclusage(element
->Usage
), element
->UsageIndex
,
226 element
->Stream
, element
->Offset
, stride
, debug_d3ddecltype(element
->Type
), streamVBO
);
228 strided
->u
.input
[idx
].lpData
= data
;
229 strided
->u
.input
[idx
].dwType
= element
->Type
;
230 strided
->u
.input
[idx
].dwStride
= stride
;
231 strided
->u
.input
[idx
].VBO
= streamVBO
;
232 strided
->u
.input
[idx
].streamNo
= element
->Stream
;
235 /* Now call PreLoad on all the vertex buffers. In the very rare case
236 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
237 * The vertex buffer can now use the strided structure in the device instead of finding its
240 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
243 for(i
=0; i
< numPreloadStreams
; i
++) {
244 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
246 IWineD3DVertexBuffer_PreLoad(vb
);
251 static void drawStridedFast(IWineD3DDevice
*iface
,UINT numberOfVertices
, GLenum glPrimitiveType
,
252 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
253 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
255 if (idxSize
!= 0 /* This crashes sometimes!*/) {
256 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
257 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
259 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
260 (const char *)idxData
+(idxSize
* startIdx
));
261 checkGLcall("glDrawElements");
262 #else /* using drawRangeElements may be faster */
264 glDrawRangeElements(glPrimitiveType
, minIndex
, minIndex
+ numberOfVertices
- 1, numberOfVertices
,
265 idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
266 (const char *)idxData
+(idxSize
* startIdx
));
267 checkGLcall("glDrawRangeElements");
272 /* Note first is now zero as we shuffled along earlier */
273 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This
, glPrimitiveType
, numberOfVertices
);
274 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
275 checkGLcall("glDrawArrays");
283 * Actually draw using the supplied information.
284 * Slower GL version which extracts info about each vertex in turn
287 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
288 UINT NumVertexes
, GLenum glPrimType
,
289 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
291 unsigned int textureNo
= 0;
292 const WORD
*pIdxBufS
= NULL
;
293 const DWORD
*pIdxBufL
= NULL
;
295 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
296 DWORD specularColor
= 0; /* Specular Color */
297 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
298 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
299 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
300 BOOL pixelShader
= use_ps(This
);
302 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
303 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
305 TRACE("Using slow vertex array code\n");
307 /* Variable Initialization */
309 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
310 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
311 * idxData will be != NULL
313 if(idxData
== NULL
) {
314 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
317 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
318 else pIdxBufL
= (const DWORD
*) idxData
;
321 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
322 * to the strided Data in the device and might be needed intact on the next draw
324 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
325 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
326 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
328 texCoords
[textureNo
] = NULL
;
331 if(sd
->u
.s
.diffuse
.lpData
) {
332 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
334 if(sd
->u
.s
.specular
.lpData
) {
335 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
337 if(sd
->u
.s
.normal
.lpData
) {
338 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
340 if(sd
->u
.s
.position
.lpData
) {
341 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
344 /* The texture coordinate types are not so easy to map into a common function signature - we're
345 * not using the vector functions here
347 if(FIXME_ON(d3d_draw
)) {
348 for (textureNo
= 0; textureNo
< GL_LIMITS(textures
); ++textureNo
) {
349 DWORD type
= sd
->u
.s
.texCoords
[textureNo
].dwType
;
350 if (sd
->u
.s
.texCoords
[textureNo
].lpData
&&
351 type
!= WINED3DDECLTYPE_FLOAT1
&&
352 type
!= WINED3DDECLTYPE_FLOAT2
&&
353 type
!= WINED3DDECLTYPE_FLOAT3
&&
354 type
!= WINED3DDECLTYPE_FLOAT4
) {
355 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type
));
358 if(specular
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
359 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position_transformed
)&&
360 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
361 if(GL_SUPPORT(EXT_FOG_COORD
) && sd
->u
.s
.specular
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
362 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
365 if(This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
366 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
370 /* Start drawing in GL */
371 VTRACE(("glBegin(%x)\n", glPrimType
));
374 /* Default settings for data that is not passed */
375 if (sd
->u
.s
.normal
.lpData
== NULL
) {
378 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
379 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
381 if(sd
->u
.s
.specular
.lpData
== NULL
) {
382 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
383 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
387 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
388 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
391 /* For each primitive */
392 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
394 /* Initialize diffuse color */
395 diffuseColor
= 0xFFFFFFFF;
397 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
398 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
401 /* For indexed data, we need to go a few more strides in */
402 if (idxData
!= NULL
) {
404 /* Indexed so work out the number of strides to skip */
406 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
407 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
409 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
410 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
414 /* Texture coords --------------------------- */
415 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
417 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
418 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
422 /* Query tex coords */
423 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
425 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
426 int texture_idx
= This
->texUnitMap
[textureNo
];
427 float *ptrToCoords
= NULL
;
428 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
431 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
433 } else if (coordIdx
< 0) {
434 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
438 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
439 if (texCoords
[coordIdx
] == NULL
) {
440 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
441 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
442 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
444 glTexCoord4f(0, 0, 0, 1);
448 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
450 if (texture_idx
== -1) continue;
452 /* The coords to supply depend completely on the fvf / vertex shader */
453 switch (coordsToUse
) {
454 case 4: q
= ptrToCoords
[3]; /* drop through */
455 case 3: r
= ptrToCoords
[2]; /* drop through */
456 case 2: t
= ptrToCoords
[1]; /* drop through */
457 case 1: s
= ptrToCoords
[0];
460 switch (coordsToUse
) { /* Supply the provided texture coords */
461 case WINED3DTTFF_COUNT1
:
462 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
463 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
464 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
469 case WINED3DTTFF_COUNT2
:
470 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
471 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
472 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
477 case WINED3DTTFF_COUNT3
:
478 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
479 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
480 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
482 glTexCoord3f(s
, t
, r
);
485 case WINED3DTTFF_COUNT4
:
486 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
487 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
488 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
490 glTexCoord4f(s
, t
, r
, q
);
494 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
498 } /* End of textures */
500 /* Diffuse -------------------------------- */
502 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
504 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
]((void *) ptrToCoords
);
505 if(This
->activeContext
->num_untracked_materials
) {
509 diffuseColor
= ptrToCoords
[0];
510 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
511 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
512 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
513 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
515 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
516 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
521 /* Specular ------------------------------- */
523 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
525 /* special case where the fog density is stored in the specular alpha channel */
526 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
527 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
528 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
529 if(GL_SUPPORT(EXT_FOG_COORD
)) {
530 specularColor
= ptrToCoords
[0];
531 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
533 static BOOL warned
= FALSE
;
535 /* TODO: Use the fog table code from old ddraw */
536 FIXME("Implement fog for transformed vertices in software\n");
542 specular_funcs
[sd
->u
.s
.specular
.dwType
]((void *) ptrToCoords
);
545 /* Normal -------------------------------- */
546 if (normal
!= NULL
) {
547 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
548 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
551 /* Position -------------------------------- */
553 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
554 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
557 /* For non indexed mode, step onto next parts */
558 if (idxData
== NULL
) {
564 checkGLcall("glEnd and previous calls");
567 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
569 case WINED3DDECLTYPE_FLOAT1
:
570 GL_EXTCALL(glVertexAttrib1fvARB(index
, (float *) ptr
));
572 case WINED3DDECLTYPE_FLOAT2
:
573 GL_EXTCALL(glVertexAttrib2fvARB(index
, (float *) ptr
));
575 case WINED3DDECLTYPE_FLOAT3
:
576 GL_EXTCALL(glVertexAttrib3fvARB(index
, (float *) ptr
));
578 case WINED3DDECLTYPE_FLOAT4
:
579 GL_EXTCALL(glVertexAttrib4fvARB(index
, (float *) ptr
));
582 case WINED3DDECLTYPE_UBYTE4
:
583 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
585 case WINED3DDECLTYPE_UBYTE4N
:
586 case WINED3DDECLTYPE_D3DCOLOR
:
587 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
590 case WINED3DDECLTYPE_SHORT2
:
591 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
593 case WINED3DDECLTYPE_SHORT4
:
594 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
597 case WINED3DDECLTYPE_SHORT2N
:
599 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
600 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
603 case WINED3DDECLTYPE_USHORT2N
:
605 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
606 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
609 case WINED3DDECLTYPE_SHORT4N
:
610 GL_EXTCALL(glVertexAttrib4NsvARB(index
, (GLshort
*) ptr
));
612 case WINED3DDECLTYPE_USHORT4N
:
613 GL_EXTCALL(glVertexAttrib4NusvARB(index
, (GLushort
*) ptr
));
616 case WINED3DDECLTYPE_UDEC3
:
617 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
618 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
620 case WINED3DDECLTYPE_DEC3N
:
621 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
622 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
625 case WINED3DDECLTYPE_FLOAT16_2
:
626 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
627 * byte float according to the IEEE standard
629 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
630 GL_EXTCALL(glVertexAttrib2hvNV(index
, (GLhalfNV
*)ptr
));
632 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
633 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
634 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
637 case WINED3DDECLTYPE_FLOAT16_4
:
638 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
639 GL_EXTCALL(glVertexAttrib4hvNV(index
, (GLhalfNV
*)ptr
));
641 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
642 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
643 float z
= float_16_to_32(((unsigned short *) ptr
) + 2);
644 float w
= float_16_to_32(((unsigned short *) ptr
) + 3);
645 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
649 case WINED3DDECLTYPE_UNUSED
:
651 ERR("Unexpected attribute declaration: %d\n", type
);
656 static void drawStridedSlowVs(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
657 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
,
660 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
661 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
662 const WORD
*pIdxBufS
= NULL
;
663 const DWORD
*pIdxBufL
= NULL
;
666 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
670 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
671 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
672 * idxData will be != NULL
674 if(idxData
== NULL
) {
675 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
678 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
679 else pIdxBufL
= (const DWORD
*) idxData
;
682 /* Start drawing in GL */
683 VTRACE(("glBegin(%x)\n", glPrimType
));
684 glBegin(glPrimitiveType
);
686 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
687 if (idxData
!= NULL
) {
689 /* Indexed so work out the number of strides to skip */
691 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
692 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
694 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
695 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
699 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
700 if(!sd
->u
.input
[i
].lpData
) continue;
702 ptr
= sd
->u
.input
[i
].lpData
+
703 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
704 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
706 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
714 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
) {
715 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
716 GLint old_binding
= 0;
718 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
);
720 glDisable(GL_CULL_FACE
);
722 glDisable(GL_ALPHA_TEST
);
723 glDisable(GL_SCISSOR_TEST
);
724 glDisable(GL_STENCIL_TEST
);
725 glEnable(GL_DEPTH_TEST
);
726 glDepthFunc(GL_ALWAYS
);
727 glDepthMask(GL_TRUE
);
728 glBlendFunc(GL_ZERO
, GL_ONE
);
730 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
731 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
732 glBindTexture(GL_TEXTURE_2D
, texture
);
733 glEnable(GL_TEXTURE_2D
);
735 This
->shader_backend
->shader_select_depth_blt(iface
);
737 glBegin(GL_TRIANGLE_STRIP
);
738 glVertex2f(-1.0f
, -1.0f
);
739 glVertex2f(1.0f
, -1.0f
);
740 glVertex2f(-1.0f
, 1.0f
);
741 glVertex2f(1.0f
, 1.0f
);
744 glBindTexture(GL_TEXTURE_2D
, old_binding
);
748 This
->shader_backend
->shader_deselect_depth_blt(iface
);
751 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
752 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
753 ULONG startIdx
, ULONG startVertex
) {
754 UINT numInstances
= 0;
755 int numInstancedAttribs
= 0, i
, j
;
756 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
757 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
758 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
761 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
762 * We don't support this for now
764 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
765 * But the StreamSourceFreq value has a different meaning in that situation.
767 FIXME("Non-indexed instanced drawing is not supported\n");
771 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
772 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
774 /* First, figure out how many instances we have to draw */
775 for(i
= 0; i
< MAX_STREAMS
; i
++) {
776 /* Look at the streams and take the first one which matches */
777 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
778 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
779 if(stateblock
->streamFreq
[i
] == 0){
782 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
784 break; /* break, because only the first suitable value is interesting */
788 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
789 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
790 instancedData
[numInstancedAttribs
] = i
;
791 numInstancedAttribs
++;
795 /* now draw numInstances instances :-) */
796 for(i
= 0; i
< numInstances
; i
++) {
797 /* Specify the instanced attributes using immediate mode calls */
798 for(j
= 0; j
< numInstancedAttribs
; j
++) {
799 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
800 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
801 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
802 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
803 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
804 ptr
+= (long) vb
->resource
.allocatedMemory
;
807 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
810 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
811 (const char *)idxData
+(idxSize
* startIdx
));
812 checkGLcall("glDrawElements");
816 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
818 IWineD3DVertexBufferImpl
*vb
;
820 if(s
->u
.s
.position
.VBO
) {
821 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
822 s
->u
.s
.position
.VBO
= 0;
823 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
825 if(s
->u
.s
.blendWeights
.VBO
) {
826 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
827 s
->u
.s
.blendWeights
.VBO
= 0;
828 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
830 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
831 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
832 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
833 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
835 if(s
->u
.s
.normal
.VBO
) {
836 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
837 s
->u
.s
.normal
.VBO
= 0;
838 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
840 if(s
->u
.s
.pSize
.VBO
) {
841 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
842 s
->u
.s
.pSize
.VBO
= 0;
843 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
845 if(s
->u
.s
.diffuse
.VBO
) {
846 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
847 s
->u
.s
.diffuse
.VBO
= 0;
848 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
850 if(s
->u
.s
.specular
.VBO
) {
851 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
852 s
->u
.s
.specular
.VBO
= 0;
853 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
855 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
856 if(s
->u
.s
.texCoords
[i
].VBO
) {
857 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
858 s
->u
.s
.texCoords
[i
].VBO
= 0;
859 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
862 if(s
->u
.s
.position2
.VBO
) {
863 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
864 s
->u
.s
.position2
.VBO
= 0;
865 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
867 if(s
->u
.s
.normal2
.VBO
) {
868 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
869 s
->u
.s
.normal2
.VBO
= 0;
870 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
872 if(s
->u
.s
.tangent
.VBO
) {
873 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
874 s
->u
.s
.tangent
.VBO
= 0;
875 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
877 if(s
->u
.s
.binormal
.VBO
) {
878 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
879 s
->u
.s
.binormal
.VBO
= 0;
880 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
882 if(s
->u
.s
.tessFactor
.VBO
) {
883 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
884 s
->u
.s
.tessFactor
.VBO
= 0;
885 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
888 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
890 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
892 if(s
->u
.s
.depth
.VBO
) {
893 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
894 s
->u
.s
.depth
.VBO
= 0;
895 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
897 if(s
->u
.s
.sample
.VBO
) {
898 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
899 s
->u
.s
.sample
.VBO
= 0;
900 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
904 /* Routine common to the draw primitive and draw indexed primitive routines */
905 void drawPrimitive(IWineD3DDevice
*iface
,
909 long StartVertexIndex
,
910 UINT numberOfVertices
,
916 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
917 IWineD3DSurfaceImpl
*target
;
920 if (NumPrimitives
== 0) return;
922 /* Invalidate the back buffer memory so LockRect will read it the next time */
923 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
924 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
926 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
927 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
931 if (This
->stencilBufferTarget
) {
932 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
933 surface_load_ds_location(This
->stencilBufferTarget
, location
);
934 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
937 /* Signals other modules that a drawing is in progress and the stateblock finalized */
938 This
->isInDraw
= TRUE
;
940 /* Ok, we will be updating the screen from here onwards so grab the lock */
942 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
947 BOOL emulation
= FALSE
;
948 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
949 WineDirect3DVertexStridedData stridedlcl
;
950 /* Ok, Work out which primitive is requested and how many vertexes that
952 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
953 if (numberOfVertices
== 0 )
954 numberOfVertices
= calculatedNumberOfindices
;
957 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
958 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
959 static BOOL first
= TRUE
;
961 FIXME("Using software emulation because not all material properties could be tracked\n");
964 TRACE("Using software emulation because not all material properties could be tracked\n");
968 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
969 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
970 * to a float in the vertex buffer
972 static BOOL first
= TRUE
;
974 FIXME("Using software emulation because manual fog coordinates are provided\n");
977 TRACE("Using software emulation because manual fog coordinates are provided\n");
983 strided
= &stridedlcl
;
984 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
985 remove_vbos(This
, &stridedlcl
);
989 if (This
->useDrawStridedSlow
|| emulation
) {
990 /* Immediate mode drawing */
992 static BOOL first
= TRUE
;
994 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
997 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
999 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
, glPrimType
,
1000 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1002 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1003 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1005 } else if(This
->instancedDraw
) {
1006 /* Instancing emulation with mixing immediate mode and arrays */
1007 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1008 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1010 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1011 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1015 /* Finished updating the screen, restore lock */
1017 TRACE("Done all gl drawing\n");
1020 #ifdef SHOW_FRAME_MAKEUP
1022 static long int primCounter
= 0;
1023 /* NOTE: set primCounter to the value reported by drawprim
1024 before you want to to write frame makeup to /tmp */
1025 if (primCounter
>= 0) {
1026 WINED3DLOCKED_RECT r
;
1028 IWineD3DSurface_LockRect(This
->renderTarget
, &r
, NULL
, WINED3DLOCK_READONLY
);
1029 sprintf(buffer
, "/tmp/backbuffer_%d.tga", primCounter
);
1030 TRACE("Saving screenshot %s\n", buffer
);
1031 IWineD3DSurface_SaveSnapshot(This
->renderTarget
, buffer
);
1032 IWineD3DSurface_UnlockRect(This
->renderTarget
);
1034 #ifdef SHOW_TEXTURE_MAKEUP
1036 IWineD3DSurface
*pSur
;
1038 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1039 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1040 sprintf(buffer
, "/tmp/texture_%p_%d_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1041 TRACE("Saving texture %s\n", buffer
);
1042 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1043 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1044 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1045 IWineD3DSurface_Release(pSur
);
1047 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1054 TRACE("drawprim #%d\n", primCounter
);
1058 #ifdef SHOW_FRAME_MAKEUP_ONKEY
1060 /* NOTE: set primCounter to the value reported by drawprim
1061 before you want to to write frame makeup to /tmp */
1062 if ( GetKeyState(VK_F12
) ) {
1063 static long int primCounter
= 0;
1064 WINED3DLOCKED_RECT r
;
1066 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
1067 sprintf(buffer
, "/tmp/wine/backbuffer_%03ld.tga", primCounter
);
1068 /*TRACE("Saving screenshot %s\n", buffer);*/
1069 TRACE("Saving drawprim %03ld\n", primCounter
);
1070 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
1071 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
1074 IWineD3DSurface
*pSur
;
1076 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1077 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1078 sprintf(buffer
, "/tmp/wine/texture_%03ld_%02d_%p.tga", primCounter
, textureNo
, This
->stateBlock
->textures
[textureNo
]);
1079 /*TRACE("Saving texture %s\n", buffer);*/
1080 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1081 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1082 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1083 IWineD3DSurface_Release(pSur
);
1085 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1091 if (primCounter
> 50) exit(0);
1093 TRACE("drawprim #%d\n", primCounter
);
1099 /* Control goes back to the device, stateblock values may change again */
1100 This
->isInDraw
= FALSE
;
1103 static void normalize_normal(float *n
) {
1104 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1105 if(length
== 0.0) return;
1106 length
= sqrt(length
);
1107 n
[0] = n
[0] / length
;
1108 n
[1] = n
[1] / length
;
1109 n
[2] = n
[2] / length
;
1112 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1114 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1115 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1116 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1117 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1120 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1121 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1122 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1123 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1124 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1126 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1127 * resulting colors back to the normals.
1129 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1130 * does not restore it because normally a draw follows immediately afterwards. The caller is
1131 * responsible of taking care that either the gl states are restored, or the context activated
1132 * for drawing to reset the lastWasBlit flag.
1134 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1135 struct WineD3DRectPatch
*patch
) {
1136 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1137 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1138 WineDirect3DVertexStridedData strided
;
1140 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1142 GLenum feedback_type
;
1143 GLfloat
*feedbuffer
;
1145 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1148 memset(&strided
, 0, sizeof(strided
));
1149 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1150 if(strided
.u
.s
.position
.VBO
) {
1151 IWineD3DVertexBufferImpl
*vb
;
1152 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1153 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1154 (unsigned long) vb
->resource
.allocatedMemory
);
1156 vtxStride
= strided
.u
.s
.position
.dwStride
;
1157 data
= strided
.u
.s
.position
.lpData
+
1158 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1159 vtxStride
* info
->StartVertexOffsetWidth
;
1161 /* Not entirely sure about what happens with transformed vertices */
1162 if(strided
.u
.s
.position_transformed
) {
1163 FIXME("Transformed position in rectpatch generation\n");
1165 if(vtxStride
% sizeof(GLfloat
)) {
1166 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1167 * I don't see how the stride could not be a multiple of 4, but make sure
1170 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1172 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1173 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1175 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1176 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1179 /* First, get the boundary cube of the input data */
1180 for(j
= 0; j
< info
->Height
; j
++) {
1181 for(i
= 0; i
< info
->Width
; i
++) {
1182 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1183 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1184 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1185 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1186 if(v
[2] < neg_z
) neg_z
= v
[2];
1190 /* This needs some improvements in the vertex decl code */
1191 FIXME("Cannot find data to generate. Only generating position and normals\n");
1192 patch
->has_normals
= TRUE
;
1193 patch
->has_texcoords
= FALSE
;
1195 /* Simply activate the context for blitting. This disables all the things we don't want and
1196 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1197 * patch (as opposed to normal draws) will most likely need different changes anyway
1199 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1202 glMatrixMode(GL_PROJECTION
);
1203 checkGLcall("glMatrixMode(GL_PROJECTION)");
1205 checkGLcall("glLoadIndentity()");
1206 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1207 glTranslatef(0, 0, 0.5);
1208 checkGLcall("glScalef");
1209 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1210 checkGLcall("glViewport");
1212 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1213 * our feedback buffer parser
1215 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1216 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1217 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1218 if(patch
->has_normals
) {
1219 float black
[4] = {0, 0, 0, 0};
1220 float red
[4] = {1, 0, 0, 0};
1221 float green
[4] = {0, 1, 0, 0};
1222 float blue
[4] = {0, 0, 1, 0};
1223 float white
[4] = {1, 1, 1, 1};
1224 glEnable(GL_LIGHTING
);
1225 checkGLcall("glEnable(GL_LIGHTING)");
1226 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1227 checkGLcall("glLightModel for MODEL_AMBIENT");
1228 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1230 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1231 glDisable(GL_LIGHT0
+ i
);
1232 checkGLcall("glDisable(GL_LIGHT0 + i)");
1233 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1236 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1237 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1238 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1239 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1240 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1241 glEnable(GL_LIGHT0
);
1242 checkGLcall("Setting up light 1\n");
1243 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1244 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1245 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1246 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1247 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1248 glEnable(GL_LIGHT1
);
1249 checkGLcall("Setting up light 2\n");
1250 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1251 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1252 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1253 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1254 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1255 glEnable(GL_LIGHT2
);
1256 checkGLcall("Setting up light 3\n");
1258 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1259 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1260 glDisable(GL_COLOR_MATERIAL
);
1261 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1262 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1263 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1264 checkGLcall("Setting up materials\n");
1267 /* Enable the needed maps.
1268 * GL_MAP2_VERTEX_3 is needed for positional data.
1269 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1270 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1272 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1273 out_vertex_size
= 3 /* position */;
1274 d3d_out_vertex_size
= 3;
1275 glEnable(GL_MAP2_VERTEX_3
);
1276 if(patch
->has_normals
&& patch
->has_texcoords
) {
1277 FIXME("Texcoords not handled yet\n");
1278 feedback_type
= GL_3D_COLOR_TEXTURE
;
1279 out_vertex_size
+= 8;
1280 d3d_out_vertex_size
+= 7;
1281 glEnable(GL_AUTO_NORMAL
);
1282 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1283 } else if(patch
->has_texcoords
) {
1284 FIXME("Texcoords not handled yet\n");
1285 feedback_type
= GL_3D_COLOR_TEXTURE
;
1286 out_vertex_size
+= 7;
1287 d3d_out_vertex_size
+= 4;
1288 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1289 } else if(patch
->has_normals
) {
1290 feedback_type
= GL_3D_COLOR
;
1291 out_vertex_size
+= 4;
1292 d3d_out_vertex_size
+= 3;
1293 glEnable(GL_AUTO_NORMAL
);
1295 feedback_type
= GL_3D
;
1297 checkGLcall("glEnable vertex attrib generation");
1299 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1300 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1301 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1303 glMap2f(GL_MAP2_VERTEX_3
,
1304 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1305 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1307 checkGLcall("glMap2f");
1308 if(patch
->has_texcoords
) {
1309 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1310 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1311 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1313 checkGLcall("glMap2f");
1315 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1316 checkGLcall("glMapGrid2f");
1318 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1319 checkGLcall("glFeedbackBuffer");
1320 glRenderMode(GL_FEEDBACK
);
1322 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1323 checkGLcall("glEvalMesh2\n");
1325 i
= glRenderMode(GL_RENDER
);
1328 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1330 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1331 return WINED3DERR_DRIVERINTERNALERROR
;
1332 } else if(i
!= buffer_size
) {
1334 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1336 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1337 return WINED3DERR_DRIVERINTERNALERROR
;
1339 TRACE("Got %d elements as expected\n", i
);
1342 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1343 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1345 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1346 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1347 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1350 if(feedbuffer
[j
+ 1] != 3) {
1351 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1354 /* Somehow there are different ideas about back / front facing, so fix up the
1357 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1358 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1359 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1360 if(patch
->has_normals
) {
1361 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1362 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1363 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1365 i
+= d3d_out_vertex_size
;
1367 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1368 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1369 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1370 if(patch
->has_normals
) {
1371 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1372 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1373 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1375 i
+= d3d_out_vertex_size
;
1377 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1378 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1379 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1380 if(patch
->has_normals
) {
1381 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1382 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1383 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1385 i
+= d3d_out_vertex_size
;
1388 if(patch
->has_normals
) {
1389 /* Now do the same with reverse light directions */
1390 float x
[4] = {-1, 0, 0, 0};
1391 float y
[4] = { 0, -1, 0, 0};
1392 float z
[4] = { 0, 0, -1, 0};
1393 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1394 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1395 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1396 checkGLcall("Setting up reverse light directions\n");
1398 glRenderMode(GL_FEEDBACK
);
1399 checkGLcall("glRenderMode(GL_FEEDBACK)");
1400 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1401 checkGLcall("glEvalMesh2\n");
1402 i
= glRenderMode(GL_RENDER
);
1403 checkGLcall("glRenderMode(GL_RENDER)");
1406 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1407 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1408 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1411 if(feedbuffer
[j
+ 1] != 3) {
1412 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1415 if(patch
->mem
[i
+ 3] == 0.0)
1416 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1417 if(patch
->mem
[i
+ 4] == 0.0)
1418 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1419 if(patch
->mem
[i
+ 5] == 0.0)
1420 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1421 normalize_normal(patch
->mem
+ i
+ 3);
1422 i
+= d3d_out_vertex_size
;
1424 if(patch
->mem
[i
+ 3] == 0.0)
1425 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1426 if(patch
->mem
[i
+ 4] == 0.0)
1427 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1428 if(patch
->mem
[i
+ 5] == 0.0)
1429 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1430 normalize_normal(patch
->mem
+ i
+ 3);
1431 i
+= d3d_out_vertex_size
;
1433 if(patch
->mem
[i
+ 3] == 0.0)
1434 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1435 if(patch
->mem
[i
+ 4] == 0.0)
1436 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1437 if(patch
->mem
[i
+ 5] == 0.0)
1438 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1439 normalize_normal(patch
->mem
+ i
+ 3);
1440 i
+= d3d_out_vertex_size
;
1444 glDisable(GL_MAP2_VERTEX_3
);
1445 glDisable(GL_AUTO_NORMAL
);
1446 glDisable(GL_MAP2_NORMAL
);
1447 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1448 checkGLcall("glDisable vertex attrib generation");
1451 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1453 vtxStride
= 3 * sizeof(float);
1454 if(patch
->has_normals
) {
1455 vtxStride
+= 3 * sizeof(float);
1457 if(patch
->has_texcoords
) {
1458 vtxStride
+= 4 * sizeof(float);
1460 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1461 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1462 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1463 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1464 patch
->strided
.u
.s
.position
.streamNo
= 255;
1466 if(patch
->has_normals
) {
1467 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1468 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1469 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1470 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1472 if(patch
->has_texcoords
) {
1473 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1474 if(patch
->has_normals
) {
1475 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1477 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1478 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1479 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1480 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1483 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;