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[wine/hacks.git] / dlls / wined3d / drawprim.c
blob2d3051068ae7731b1a0d1a662097bf23581c7274
1 /*
2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
31 #define GLINFO_LOCATION This->adapter->gl_info
33 #include <stdio.h>
34 #include <math.h>
36 /* GL locking is done by the caller */
37 static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
38 UINT count, UINT idx_size, const void *idx_data, UINT start_idx)
40 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
42 if (idx_size)
44 TRACE("(%p) : glElements(%x, %d, ...)\n", This, primitive_type, count);
46 glDrawElements(primitive_type, count,
47 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
48 (const char *)idx_data + (idx_size * start_idx));
49 checkGLcall("glDrawElements");
51 else
53 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
55 glDrawArrays(primitive_type, start_idx, count);
56 checkGLcall("glDrawArrays");
61 * Actually draw using the supplied information.
62 * Slower GL version which extracts info about each vertex in turn
65 /* GL locking is done by the caller */
66 static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context *context,
67 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
68 const void *idxData, UINT idxSize, UINT startIdx)
70 unsigned int textureNo = 0;
71 const WORD *pIdxBufS = NULL;
72 const DWORD *pIdxBufL = NULL;
73 UINT vx_index;
74 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
75 const UINT *streamOffset = This->stateBlock->streamOffset;
76 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
77 BOOL pixelShader = use_ps(This->stateBlock);
78 BOOL specular_fog = FALSE;
79 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
80 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
81 const struct wined3d_gl_info *gl_info = context->gl_info;
82 UINT texture_stages = gl_info->limits.texture_stages;
83 const struct wined3d_stream_info_element *element;
84 UINT num_untracked_materials;
85 DWORD tex_mask = 0;
87 TRACE("Using slow vertex array code\n");
89 /* Variable Initialization */
90 if (idxSize != 0) {
91 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
92 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
93 * idxData will be != NULL
95 if(idxData == NULL) {
96 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
99 if (idxSize == 2) pIdxBufS = idxData;
100 else pIdxBufL = idxData;
101 } else if (idxData) {
102 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
103 return;
106 /* Start drawing in GL */
107 VTRACE(("glBegin(%x)\n", glPrimType));
108 glBegin(glPrimType);
110 if (si->use_map & (1 << WINED3D_FFP_POSITION))
112 element = &si->elements[WINED3D_FFP_POSITION];
113 position = element->data + streamOffset[element->stream_idx];
116 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
118 element = &si->elements[WINED3D_FFP_NORMAL];
119 normal = element->data + streamOffset[element->stream_idx];
121 else
123 glNormal3f(0, 0, 0);
126 num_untracked_materials = context->num_untracked_materials;
127 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
129 element = &si->elements[WINED3D_FFP_DIFFUSE];
130 diffuse = element->data + streamOffset[element->stream_idx];
132 if (num_untracked_materials && element->format_desc->format != WINED3DFMT_B8G8R8A8_UNORM)
133 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format_desc->format));
135 else
137 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
140 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
142 element = &si->elements[WINED3D_FFP_SPECULAR];
143 specular = element->data + streamOffset[element->stream_idx];
145 /* special case where the fog density is stored in the specular alpha channel */
146 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
147 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
148 || si->elements[WINED3D_FFP_POSITION].format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
149 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
151 if (gl_info->supported[EXT_FOG_COORD])
153 if (element->format_desc->format == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
154 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format_desc->format));
156 else
158 static BOOL warned;
160 if (!warned)
162 /* TODO: Use the fog table code from old ddraw */
163 FIXME("Implement fog for transformed vertices in software\n");
164 warned = TRUE;
169 else if (gl_info->supported[EXT_SECONDARY_COLOR])
171 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
174 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
176 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
177 DWORD texture_idx = This->texUnitMap[textureNo];
179 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
181 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
182 continue;
185 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
187 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
189 if (coordIdx > 7)
191 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
192 continue;
194 else if (coordIdx < 0)
196 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
197 continue;
200 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
202 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
203 texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
204 tex_mask |= (1 << textureNo);
206 else
208 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
209 if (gl_info->supported[ARB_MULTITEXTURE])
210 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
211 else
212 glTexCoord4f(0, 0, 0, 1);
216 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
217 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
220 /* For each primitive */
221 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
222 UINT texture, tmp_tex_mask;
223 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
224 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
227 /* For indexed data, we need to go a few more strides in */
228 if (idxData != NULL) {
230 /* Indexed so work out the number of strides to skip */
231 if (idxSize == 2) {
232 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
233 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
234 } else {
235 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
236 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
240 tmp_tex_mask = tex_mask;
241 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
243 int coord_idx;
244 const void *ptr;
245 DWORD texture_idx;
247 if (!(tmp_tex_mask & 1)) continue;
249 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
250 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
252 texture_idx = This->texUnitMap[texture];
253 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format_desc->emit_idx](
254 GL_TEXTURE0_ARB + texture_idx, ptr);
257 /* Diffuse -------------------------------- */
258 if (diffuse) {
259 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
261 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format_desc->emit_idx](ptrToCoords);
262 if (num_untracked_materials)
264 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
265 unsigned char i;
266 float color[4];
268 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
269 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
270 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
271 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
273 for (i = 0; i < num_untracked_materials; ++i)
275 glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
280 /* Specular ------------------------------- */
281 if (specular) {
282 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
284 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format_desc->emit_idx](ptrToCoords);
286 if (specular_fog)
288 DWORD specularColor = *(const DWORD *)ptrToCoords;
289 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
293 /* Normal -------------------------------- */
294 if (normal != NULL) {
295 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
296 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format_desc->emit_idx](ptrToCoords);
299 /* Position -------------------------------- */
300 if (position) {
301 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
302 position_funcs[si->elements[WINED3D_FFP_POSITION].format_desc->emit_idx](ptrToCoords);
305 /* For non indexed mode, step onto next parts */
306 if (idxData == NULL) {
307 ++SkipnStrides;
311 glEnd();
312 checkGLcall("glEnd and previous calls");
315 /* GL locking is done by the caller */
316 static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
318 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
320 switch(format)
322 case WINED3DFMT_R32_FLOAT:
323 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
324 break;
325 case WINED3DFMT_R32G32_FLOAT:
326 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
327 break;
328 case WINED3DFMT_R32G32B32_FLOAT:
329 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
330 break;
331 case WINED3DFMT_R32G32B32A32_FLOAT:
332 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
333 break;
335 case WINED3DFMT_R8G8B8A8_UINT:
336 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
337 break;
338 case WINED3DFMT_B8G8R8A8_UNORM:
339 if (gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
341 const DWORD *src = ptr;
342 DWORD c = *src & 0xff00ff00;
343 c |= (*src & 0xff0000) >> 16;
344 c |= (*src & 0xff) << 16;
345 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
346 break;
348 /* else fallthrough */
349 case WINED3DFMT_R8G8B8A8_UNORM:
350 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
351 break;
353 case WINED3DFMT_R16G16_SINT:
354 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
355 break;
356 case WINED3DFMT_R16G16B16A16_SINT:
357 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
358 break;
360 case WINED3DFMT_R16G16_SNORM:
362 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
363 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
364 break;
366 case WINED3DFMT_R16G16_UNORM:
368 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
369 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
370 break;
372 case WINED3DFMT_R16G16B16A16_SNORM:
373 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
374 break;
375 case WINED3DFMT_R16G16B16A16_UNORM:
376 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
377 break;
379 case WINED3DFMT_R10G10B10A2_UINT:
380 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
381 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
382 break;
383 case WINED3DFMT_R10G10B10A2_SNORM:
384 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
385 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
386 break;
388 case WINED3DFMT_R16G16_FLOAT:
389 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
390 * byte float according to the IEEE standard
392 if (gl_info->supported[NV_HALF_FLOAT])
394 /* Not supported by GL_ARB_half_float_vertex */
395 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
397 else
399 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
400 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
401 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
403 break;
404 case WINED3DFMT_R16G16B16A16_FLOAT:
405 if (gl_info->supported[NV_HALF_FLOAT])
407 /* Not supported by GL_ARB_half_float_vertex */
408 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
410 else
412 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
413 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
414 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
415 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
416 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
418 break;
420 default:
421 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
422 break;
426 /* GL locking is done by the caller */
427 static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
428 GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT startIdx)
430 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
431 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
432 const WORD *pIdxBufS = NULL;
433 const DWORD *pIdxBufL = NULL;
434 UINT vx_index;
435 int i;
436 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
437 const BYTE *ptr;
439 if (idxSize != 0) {
440 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
441 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
442 * idxData will be != NULL
444 if(idxData == NULL) {
445 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
448 if (idxSize == 2) pIdxBufS = idxData;
449 else pIdxBufL = idxData;
450 } else if (idxData) {
451 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
452 return;
455 /* Start drawing in GL */
456 VTRACE(("glBegin(%x)\n", glPrimitiveType));
457 glBegin(glPrimitiveType);
459 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
460 if (idxData != NULL) {
462 /* Indexed so work out the number of strides to skip */
463 if (idxSize == 2) {
464 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
465 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
466 } else {
467 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
468 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
472 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
474 if (!(si->use_map & (1 << i))) continue;
476 ptr = si->elements[i].data +
477 si->elements[i].stride * SkipnStrides +
478 stateblock->streamOffset[si->elements[i].stream_idx];
480 send_attribute(This, si->elements[i].format_desc->format, i, ptr);
482 SkipnStrides++;
485 glEnd();
488 /* GL locking is done by the caller */
489 static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
490 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize,
491 UINT startIdx)
493 UINT numInstances = 0, i;
494 int numInstancedAttribs = 0, j;
495 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
497 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
499 if (idxSize == 0) {
500 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
501 * We don't support this for now
503 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
504 * But the StreamSourceFreq value has a different meaning in that situation.
506 FIXME("Non-indexed instanced drawing is not supported\n");
507 return;
510 TRACE("(%p) : glElements(%x, %d, ...)\n", This, glPrimitiveType, numberOfVertices);
512 /* First, figure out how many instances we have to draw */
513 for(i = 0; i < MAX_STREAMS; i++) {
514 /* Look at the streams and take the first one which matches */
515 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
516 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
517 if(stateblock->streamFreq[i] == 0){
518 numInstances = 1;
519 } else {
520 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
522 break; /* break, because only the first suitable value is interesting */
526 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
528 if (!(si->use_map & (1 << i))) continue;
530 if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
532 instancedData[numInstancedAttribs] = i;
533 numInstancedAttribs++;
537 /* now draw numInstances instances :-) */
538 for(i = 0; i < numInstances; i++) {
539 /* Specify the instanced attributes using immediate mode calls */
540 for(j = 0; j < numInstancedAttribs; j++) {
541 const BYTE *ptr = si->elements[instancedData[j]].data +
542 si->elements[instancedData[j]].stride * i +
543 stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
544 if (si->elements[instancedData[j]].buffer_object)
546 struct wined3d_buffer *vb =
547 (struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
548 ptr += (long) buffer_get_sysmem(vb);
551 send_attribute(This, si->elements[instancedData[j]].format_desc->format, instancedData[j], ptr);
554 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
555 (const char *)idxData+(idxSize * startIdx));
556 checkGLcall("glDrawElements");
560 static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
562 unsigned int i;
564 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
566 struct wined3d_stream_info_element *e;
568 if (!(s->use_map & (1 << i))) continue;
570 e = &s->elements[i];
571 if (e->buffer_object)
573 struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
574 e->buffer_object = 0;
575 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
580 /* Routine common to the draw primitive and draw indexed primitive routines */
581 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT idxSize, const void *idxData)
584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
585 IWineD3DSurfaceImpl *target;
586 struct wined3d_context *context;
587 unsigned int i;
589 if (!index_count) return;
591 if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
593 /* Invalidate the back buffer memory so LockRect will read it the next time */
594 for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
596 target = (IWineD3DSurfaceImpl *)This->render_targets[i];
597 if (target)
599 IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
600 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
605 /* Signals other modules that a drawing is in progress and the stateblock finalized */
606 This->isInDraw = TRUE;
608 context = context_acquire(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
610 if (This->stencilBufferTarget) {
611 /* Note that this depends on the context_acquire() call above to set
612 * This->render_offscreen properly. We don't currently take the
613 * Z-compare function into account, but we could skip loading the
614 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
615 * that we never copy the stencil data.*/
616 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
617 if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
618 || This->stateBlock->renderState[WINED3DRS_ZENABLE])
619 surface_load_ds_location(This->stencilBufferTarget, context, location);
620 if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
621 surface_modify_ds_location(This->stencilBufferTarget, location);
624 /* Ok, we will be updating the screen from here onwards so grab the lock */
625 ENTER_GL();
627 GLenum glPrimType = This->stateBlock->gl_primitive_type;
628 BOOL emulation = FALSE;
629 const struct wined3d_stream_info *stream_info = &This->strided_streams;
630 struct wined3d_stream_info stridedlcl;
632 if (!use_vs(This->stateBlock))
634 if (!This->strided_streams.position_transformed && context->num_untracked_materials
635 && This->stateBlock->renderState[WINED3DRS_LIGHTING])
637 static BOOL warned;
638 if (!warned) {
639 FIXME("Using software emulation because not all material properties could be tracked\n");
640 warned = TRUE;
641 } else {
642 TRACE("Using software emulation because not all material properties could be tracked\n");
644 emulation = TRUE;
646 else if (context->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE])
648 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
649 * to a float in the vertex buffer
651 static BOOL warned;
652 if (!warned) {
653 FIXME("Using software emulation because manual fog coordinates are provided\n");
654 warned = TRUE;
655 } else {
656 TRACE("Using software emulation because manual fog coordinates are provided\n");
658 emulation = TRUE;
661 if(emulation) {
662 stream_info = &stridedlcl;
663 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
664 remove_vbos(This, &stridedlcl);
668 if (This->useDrawStridedSlow || emulation) {
669 /* Immediate mode drawing */
670 if (use_vs(This->stateBlock))
672 static BOOL warned;
673 if (!warned) {
674 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
675 warned = TRUE;
676 } else {
677 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
679 drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, StartIdx);
680 } else {
681 drawStridedSlow(iface, context, stream_info, index_count,
682 glPrimType, idxData, idxSize, StartIdx);
684 } else if(This->instancedDraw) {
685 /* Instancing emulation with mixing immediate mode and arrays */
686 drawStridedInstanced(iface, &This->strided_streams, index_count,
687 glPrimType, idxData, idxSize, StartIdx);
688 } else {
689 drawStridedFast(iface, glPrimType, index_count, idxSize, idxData, StartIdx);
693 /* Finished updating the screen, restore lock */
694 LEAVE_GL();
695 context_release(context);
697 TRACE("Done all gl drawing\n");
699 /* Diagnostics */
700 #ifdef SHOW_FRAME_MAKEUP
702 static long int primCounter = 0;
703 /* NOTE: set primCounter to the value reported by drawprim
704 before you want to to write frame makeup to /tmp */
705 if (primCounter >= 0) {
706 WINED3DLOCKED_RECT r;
707 char buffer[80];
708 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
709 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
710 TRACE("Saving screenshot %s\n", buffer);
711 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
712 IWineD3DSurface_UnlockRect(This->render_targets[0]);
714 #ifdef SHOW_TEXTURE_MAKEUP
716 IWineD3DSurface *pSur;
717 int textureNo;
718 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
719 if (This->stateBlock->textures[textureNo] != NULL) {
720 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
721 TRACE("Saving texture %s\n", buffer);
722 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
723 IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
724 IWineD3DSurface_SaveSnapshot(pSur, buffer);
725 IWineD3DSurface_Release(pSur);
726 } else {
727 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
732 #endif
734 TRACE("drawprim #%ld\n", primCounter);
735 ++primCounter;
737 #endif
739 /* Control goes back to the device, stateblock values may change again */
740 This->isInDraw = FALSE;
743 static void normalize_normal(float *n) {
744 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
745 if (length == 0.0f) return;
746 length = sqrt(length);
747 n[0] = n[0] / length;
748 n[1] = n[1] / length;
749 n[2] = n[2] / length;
752 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
754 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
755 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
756 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
757 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
758 * in drawprim.
760 * To read back, the opengl feedback mode is used. This creates a problem because we want
761 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
762 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
763 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
764 * them to [-1.0;+1.0] and set the viewport up to scale them back.
766 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
767 * resulting colors back to the normals.
769 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
770 * does not restore it because normally a draw follows immediately afterwards. The caller is
771 * responsible of taking care that either the gl states are restored, or the context activated
772 * for drawing to reset the lastWasBlit flag.
774 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
775 struct WineD3DRectPatch *patch) {
776 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
777 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
778 struct wined3d_stream_info stream_info;
779 struct wined3d_stream_info_element *e;
780 struct wined3d_context *context;
781 const BYTE *data;
782 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
783 DWORD vtxStride;
784 GLenum feedback_type;
785 GLfloat *feedbuffer;
787 /* Simply activate the context for blitting. This disables all the things we don't want and
788 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
789 * patch (as opposed to normal draws) will most likely need different changes anyway. */
790 context = context_acquire(This, NULL, CTXUSAGE_BLIT);
792 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
793 * Beware of vbos
795 device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
797 e = &stream_info.elements[WINED3D_FFP_POSITION];
798 if (e->buffer_object)
800 struct wined3d_buffer *vb;
801 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
802 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
804 vtxStride = e->stride;
805 data = e->data +
806 vtxStride * info->Stride * info->StartVertexOffsetHeight +
807 vtxStride * info->StartVertexOffsetWidth;
809 /* Not entirely sure about what happens with transformed vertices */
810 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
812 if(vtxStride % sizeof(GLfloat)) {
813 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
814 * I don't see how the stride could not be a multiple of 4, but make sure
815 * to check it
817 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
819 if(info->Basis != WINED3DBASIS_BEZIER) {
820 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
822 if(info->Degree != WINED3DDEGREE_CUBIC) {
823 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
826 /* First, get the boundary cube of the input data */
827 for(j = 0; j < info->Height; j++) {
828 for(i = 0; i < info->Width; i++) {
829 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
830 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
831 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
832 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
833 if(v[2] < neg_z) neg_z = v[2];
837 /* This needs some improvements in the vertex decl code */
838 FIXME("Cannot find data to generate. Only generating position and normals\n");
839 patch->has_normals = TRUE;
840 patch->has_texcoords = FALSE;
842 ENTER_GL();
844 glMatrixMode(GL_PROJECTION);
845 checkGLcall("glMatrixMode(GL_PROJECTION)");
846 glLoadIdentity();
847 checkGLcall("glLoadIndentity()");
848 glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
849 glTranslatef(0.0f, 0.0f, 0.5f);
850 checkGLcall("glScalef");
851 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
852 checkGLcall("glViewport");
854 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
855 * our feedback buffer parser
857 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
858 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
859 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
860 if(patch->has_normals) {
861 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
862 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
863 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
864 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
865 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
866 glEnable(GL_LIGHTING);
867 checkGLcall("glEnable(GL_LIGHTING)");
868 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
869 checkGLcall("glLightModel for MODEL_AMBIENT");
870 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
872 for (i = 3; i < context->gl_info->limits.lights; ++i)
874 glDisable(GL_LIGHT0 + i);
875 checkGLcall("glDisable(GL_LIGHT0 + i)");
876 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
879 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
880 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
881 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
882 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
883 glLightfv(GL_LIGHT0, GL_POSITION, red);
884 glEnable(GL_LIGHT0);
885 checkGLcall("Setting up light 1");
886 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
887 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
888 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
889 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
890 glLightfv(GL_LIGHT1, GL_POSITION, green);
891 glEnable(GL_LIGHT1);
892 checkGLcall("Setting up light 2");
893 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
894 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
895 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
896 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
897 glLightfv(GL_LIGHT2, GL_POSITION, blue);
898 glEnable(GL_LIGHT2);
899 checkGLcall("Setting up light 3");
901 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
902 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
903 glDisable(GL_COLOR_MATERIAL);
904 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
905 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
906 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
907 checkGLcall("Setting up materials");
910 /* Enable the needed maps.
911 * GL_MAP2_VERTEX_3 is needed for positional data.
912 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
913 * GL_MAP2_TEXTURE_COORD_4 for texture coords
915 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
916 out_vertex_size = 3 /* position */;
917 d3d_out_vertex_size = 3;
918 glEnable(GL_MAP2_VERTEX_3);
919 if(patch->has_normals && patch->has_texcoords) {
920 FIXME("Texcoords not handled yet\n");
921 feedback_type = GL_3D_COLOR_TEXTURE;
922 out_vertex_size += 8;
923 d3d_out_vertex_size += 7;
924 glEnable(GL_AUTO_NORMAL);
925 glEnable(GL_MAP2_TEXTURE_COORD_4);
926 } else if(patch->has_texcoords) {
927 FIXME("Texcoords not handled yet\n");
928 feedback_type = GL_3D_COLOR_TEXTURE;
929 out_vertex_size += 7;
930 d3d_out_vertex_size += 4;
931 glEnable(GL_MAP2_TEXTURE_COORD_4);
932 } else if(patch->has_normals) {
933 feedback_type = GL_3D_COLOR;
934 out_vertex_size += 4;
935 d3d_out_vertex_size += 3;
936 glEnable(GL_AUTO_NORMAL);
937 } else {
938 feedback_type = GL_3D;
940 checkGLcall("glEnable vertex attrib generation");
942 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
943 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
944 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
946 glMap2f(GL_MAP2_VERTEX_3,
947 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
948 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
949 (const GLfloat *)data);
950 checkGLcall("glMap2f");
951 if(patch->has_texcoords) {
952 glMap2f(GL_MAP2_TEXTURE_COORD_4,
953 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
954 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
955 (const GLfloat *)data);
956 checkGLcall("glMap2f");
958 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
959 checkGLcall("glMapGrid2f");
961 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
962 checkGLcall("glFeedbackBuffer");
963 glRenderMode(GL_FEEDBACK);
965 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
966 checkGLcall("glEvalMesh2");
968 i = glRenderMode(GL_RENDER);
969 if(i == -1) {
970 LEAVE_GL();
971 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
972 HeapFree(GetProcessHeap(), 0, feedbuffer);
973 context_release(context);
974 return WINED3DERR_DRIVERINTERNALERROR;
975 } else if(i != buffer_size) {
976 LEAVE_GL();
977 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
978 HeapFree(GetProcessHeap(), 0, feedbuffer);
979 context_release(context);
980 return WINED3DERR_DRIVERINTERNALERROR;
981 } else {
982 TRACE("Got %d elements as expected\n", i);
985 HeapFree(GetProcessHeap(), 0, patch->mem);
986 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
987 i = 0;
988 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
989 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
990 ERR("Unexpected token: %f\n", feedbuffer[j]);
991 continue;
993 if(feedbuffer[j + 1] != 3) {
994 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
995 continue;
997 /* Somehow there are different ideas about back / front facing, so fix up the
998 * vertex order
1000 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1001 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1002 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1003 if(patch->has_normals) {
1004 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1005 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1006 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1008 i += d3d_out_vertex_size;
1010 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1011 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1012 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1013 if(patch->has_normals) {
1014 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1015 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1016 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1018 i += d3d_out_vertex_size;
1020 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1021 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1022 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1023 if(patch->has_normals) {
1024 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1025 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1026 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1028 i += d3d_out_vertex_size;
1031 if(patch->has_normals) {
1032 /* Now do the same with reverse light directions */
1033 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1034 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1035 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1036 glLightfv(GL_LIGHT0, GL_POSITION, x);
1037 glLightfv(GL_LIGHT1, GL_POSITION, y);
1038 glLightfv(GL_LIGHT2, GL_POSITION, z);
1039 checkGLcall("Setting up reverse light directions");
1041 glRenderMode(GL_FEEDBACK);
1042 checkGLcall("glRenderMode(GL_FEEDBACK)");
1043 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1044 checkGLcall("glEvalMesh2");
1045 i = glRenderMode(GL_RENDER);
1046 checkGLcall("glRenderMode(GL_RENDER)");
1048 i = 0;
1049 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1050 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1051 ERR("Unexpected token: %f\n", feedbuffer[j]);
1052 continue;
1054 if(feedbuffer[j + 1] != 3) {
1055 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1056 continue;
1058 if(patch->mem[i + 3] == 0.0f)
1059 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1060 if(patch->mem[i + 4] == 0.0f)
1061 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1062 if(patch->mem[i + 5] == 0.0f)
1063 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1064 normalize_normal(patch->mem + i + 3);
1065 i += d3d_out_vertex_size;
1067 if(patch->mem[i + 3] == 0.0f)
1068 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1069 if(patch->mem[i + 4] == 0.0f)
1070 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1071 if(patch->mem[i + 5] == 0.0f)
1072 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1073 normalize_normal(patch->mem + i + 3);
1074 i += d3d_out_vertex_size;
1076 if(patch->mem[i + 3] == 0.0f)
1077 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1078 if(patch->mem[i + 4] == 0.0f)
1079 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1080 if(patch->mem[i + 5] == 0.0f)
1081 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1082 normalize_normal(patch->mem + i + 3);
1083 i += d3d_out_vertex_size;
1087 glDisable(GL_MAP2_VERTEX_3);
1088 glDisable(GL_AUTO_NORMAL);
1089 glDisable(GL_MAP2_NORMAL);
1090 glDisable(GL_MAP2_TEXTURE_COORD_4);
1091 checkGLcall("glDisable vertex attrib generation");
1092 LEAVE_GL();
1094 context_release(context);
1096 HeapFree(GetProcessHeap(), 0, feedbuffer);
1098 vtxStride = 3 * sizeof(float);
1099 if(patch->has_normals) {
1100 vtxStride += 3 * sizeof(float);
1102 if(patch->has_texcoords) {
1103 vtxStride += 4 * sizeof(float);
1105 memset(&patch->strided, 0, sizeof(&patch->strided));
1106 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1107 patch->strided.position.lpData = (BYTE *) patch->mem;
1108 patch->strided.position.dwStride = vtxStride;
1110 if(patch->has_normals) {
1111 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1112 patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1113 patch->strided.normal.dwStride = vtxStride;
1115 if(patch->has_texcoords) {
1116 patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1117 patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1118 if(patch->has_normals) {
1119 patch->strided.texCoords[0].lpData += 3 * sizeof(float);
1121 patch->strided.texCoords[0].dwStride = vtxStride;
1124 return WINED3D_OK;