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");
271 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This
, glPrimitiveType
, startVertex
, numberOfVertices
);
272 glDrawArrays(glPrimitiveType
, startVertex
, numberOfVertices
);
273 checkGLcall("glDrawArrays");
280 * Actually draw using the supplied information.
281 * Slower GL version which extracts info about each vertex in turn
284 static void drawStridedSlow(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
,
285 UINT NumVertexes
, GLenum glPrimType
,
286 const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
, ULONG startVertex
) {
288 unsigned int textureNo
= 0;
289 const WORD
*pIdxBufS
= NULL
;
290 const DWORD
*pIdxBufL
= NULL
;
292 DWORD diffuseColor
= 0xFFFFFFFF; /* Diffuse Color */
293 DWORD specularColor
= 0; /* Specular Color */
294 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
295 UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
296 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
297 BOOL pixelShader
= use_ps(This
);
299 BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
300 BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
302 TRACE("Using slow vertex array code\n");
304 /* Variable Initialization */
306 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
307 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
308 * idxData will be != NULL
310 if(idxData
== NULL
) {
311 idxData
= ((IWineD3DIndexBufferImpl
*) This
->stateBlock
->pIndexData
)->resource
.allocatedMemory
;
314 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
315 else pIdxBufL
= (const DWORD
*) idxData
;
318 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
319 * to the strided Data in the device and might be needed intact on the next draw
321 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
322 if(sd
->u
.s
.texCoords
[textureNo
].lpData
) {
323 texCoords
[textureNo
] = sd
->u
.s
.texCoords
[textureNo
].lpData
+ streamOffset
[sd
->u
.s
.texCoords
[textureNo
].streamNo
];
325 texCoords
[textureNo
] = NULL
;
328 if(sd
->u
.s
.diffuse
.lpData
) {
329 diffuse
= sd
->u
.s
.diffuse
.lpData
+ streamOffset
[sd
->u
.s
.diffuse
.streamNo
];
331 if(sd
->u
.s
.specular
.lpData
) {
332 specular
= sd
->u
.s
.specular
.lpData
+ streamOffset
[sd
->u
.s
.specular
.streamNo
];
334 if(sd
->u
.s
.normal
.lpData
) {
335 normal
= sd
->u
.s
.normal
.lpData
+ streamOffset
[sd
->u
.s
.normal
.streamNo
];
337 if(sd
->u
.s
.position
.lpData
) {
338 position
= sd
->u
.s
.position
.lpData
+ streamOffset
[sd
->u
.s
.position
.streamNo
];
341 /* The texture coordinate types are not so easy to map into a common function signature - we're
342 * not using the vector functions here
344 if(FIXME_ON(d3d_draw
)) {
345 for (textureNo
= 0; textureNo
< GL_LIMITS(textures
); ++textureNo
) {
346 DWORD type
= sd
->u
.s
.texCoords
[textureNo
].dwType
;
347 if (sd
->u
.s
.texCoords
[textureNo
].lpData
&&
348 type
!= WINED3DDECLTYPE_FLOAT1
&&
349 type
!= WINED3DDECLTYPE_FLOAT2
&&
350 type
!= WINED3DDECLTYPE_FLOAT3
&&
351 type
!= WINED3DDECLTYPE_FLOAT4
) {
352 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type
));
355 if(specular
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
356 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position_transformed
)&&
357 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
358 if(GL_SUPPORT(EXT_FOG_COORD
) && sd
->u
.s
.specular
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
359 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd
->u
.s
.specular
.dwType
));
362 if(This
->activeContext
->num_untracked_materials
&& sd
->u
.s
.diffuse
.dwType
!= WINED3DDECLTYPE_D3DCOLOR
) {
363 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd
->u
.s
.diffuse
.dwType
));
367 /* Start drawing in GL */
368 VTRACE(("glBegin(%x)\n", glPrimType
));
371 /* Default settings for data that is not passed */
372 if (sd
->u
.s
.normal
.lpData
== NULL
) {
375 if(sd
->u
.s
.diffuse
.lpData
== NULL
) {
376 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
378 if(sd
->u
.s
.specular
.lpData
== NULL
) {
379 if (GL_SUPPORT(EXT_SECONDARY_COLOR
)) {
380 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
384 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
385 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
388 /* For each primitive */
389 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
391 /* Initialize diffuse color */
392 diffuseColor
= 0xFFFFFFFF;
394 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
395 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
398 /* For indexed data, we need to go a few more strides in */
399 if (idxData
!= NULL
) {
401 /* Indexed so work out the number of strides to skip */
403 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
404 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
406 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
407 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
411 /* Texture coords --------------------------- */
412 for (textureNo
= 0; textureNo
< GL_LIMITS(texture_stages
); ++textureNo
) {
414 if (!GL_SUPPORT(ARB_MULTITEXTURE
) && textureNo
> 0) {
415 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
419 /* Query tex coords */
420 if (This
->stateBlock
->textures
[textureNo
] != NULL
|| pixelShader
) {
422 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
423 int texture_idx
= This
->texUnitMap
[textureNo
];
424 float *ptrToCoords
= NULL
;
425 float s
= 0.0, t
= 0.0, r
= 0.0, q
= 0.0;
428 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
430 } else if (coordIdx
< 0) {
431 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
435 ptrToCoords
= (float *)(texCoords
[coordIdx
] + (SkipnStrides
* sd
->u
.s
.texCoords
[coordIdx
].dwStride
));
436 if (texCoords
[coordIdx
] == NULL
) {
437 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
438 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
439 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
441 glTexCoord4f(0, 0, 0, 1);
445 int coordsToUse
= sd
->u
.s
.texCoords
[coordIdx
].dwType
+ 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
447 if (texture_idx
== -1) continue;
449 /* The coords to supply depend completely on the fvf / vertex shader */
450 switch (coordsToUse
) {
451 case 4: q
= ptrToCoords
[3]; /* drop through */
452 case 3: r
= ptrToCoords
[2]; /* drop through */
453 case 2: t
= ptrToCoords
[1]; /* drop through */
454 case 1: s
= ptrToCoords
[0];
457 switch (coordsToUse
) { /* Supply the provided texture coords */
458 case WINED3DTTFF_COUNT1
:
459 VTRACE(("tex:%d, s=%f\n", textureNo
, s
));
460 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
461 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
));
466 case WINED3DTTFF_COUNT2
:
467 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo
, s
, t
));
468 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
469 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
));
474 case WINED3DTTFF_COUNT3
:
475 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo
, s
, t
, r
));
476 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
477 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
));
479 glTexCoord3f(s
, t
, r
);
482 case WINED3DTTFF_COUNT4
:
483 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo
, s
, t
, r
, q
));
484 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
485 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, s
, t
, r
, q
));
487 glTexCoord4f(s
, t
, r
, q
);
491 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
495 } /* End of textures */
497 /* Diffuse -------------------------------- */
499 DWORD
*ptrToCoords
= (DWORD
*)(diffuse
+ (SkipnStrides
* sd
->u
.s
.diffuse
.dwStride
));
501 diffuse_funcs
[sd
->u
.s
.diffuse
.dwType
]((void *) ptrToCoords
);
502 if(This
->activeContext
->num_untracked_materials
) {
506 diffuseColor
= ptrToCoords
[0];
507 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0;
508 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0;
509 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0;
510 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0;
512 for(i
= 0; i
< This
->activeContext
->num_untracked_materials
; i
++) {
513 glMaterialfv(GL_FRONT_AND_BACK
, This
->activeContext
->untracked_materials
[i
], color
);
518 /* Specular ------------------------------- */
520 DWORD
*ptrToCoords
= (DWORD
*)(specular
+ (SkipnStrides
* sd
->u
.s
.specular
.dwStride
));
522 /* special case where the fog density is stored in the specular alpha channel */
523 if(This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
] &&
524 (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| sd
->u
.s
.position
.dwType
== WINED3DDECLTYPE_FLOAT4
)&&
525 This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
) {
526 if(GL_SUPPORT(EXT_FOG_COORD
)) {
527 specularColor
= ptrToCoords
[0];
528 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
530 static BOOL warned
= FALSE
;
532 /* TODO: Use the fog table code from old ddraw */
533 FIXME("Implement fog for transformed vertices in software\n");
539 specular_funcs
[sd
->u
.s
.specular
.dwType
]((void *) ptrToCoords
);
542 /* Normal -------------------------------- */
543 if (normal
!= NULL
) {
544 float *ptrToCoords
= (float *)(normal
+ (SkipnStrides
* sd
->u
.s
.normal
.dwStride
));
545 normal_funcs
[sd
->u
.s
.normal
.dwType
](ptrToCoords
);
548 /* Position -------------------------------- */
550 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
551 position_funcs
[sd
->u
.s
.position
.dwType
](ptrToCoords
);
554 /* For non indexed mode, step onto next parts */
555 if (idxData
== NULL
) {
561 checkGLcall("glEnd and previous calls");
564 static inline void send_attribute(IWineD3DDeviceImpl
*This
, const DWORD type
, const UINT index
, const void *ptr
) {
566 case WINED3DDECLTYPE_FLOAT1
:
567 GL_EXTCALL(glVertexAttrib1fvARB(index
, (float *) ptr
));
569 case WINED3DDECLTYPE_FLOAT2
:
570 GL_EXTCALL(glVertexAttrib2fvARB(index
, (float *) ptr
));
572 case WINED3DDECLTYPE_FLOAT3
:
573 GL_EXTCALL(glVertexAttrib3fvARB(index
, (float *) ptr
));
575 case WINED3DDECLTYPE_FLOAT4
:
576 GL_EXTCALL(glVertexAttrib4fvARB(index
, (float *) ptr
));
579 case WINED3DDECLTYPE_UBYTE4
:
580 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
582 case WINED3DDECLTYPE_UBYTE4N
:
583 case WINED3DDECLTYPE_D3DCOLOR
:
584 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
587 case WINED3DDECLTYPE_SHORT2
:
588 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
590 case WINED3DDECLTYPE_SHORT4
:
591 GL_EXTCALL(glVertexAttrib4svARB(index
, (GLshort
*) ptr
));
594 case WINED3DDECLTYPE_SHORT2N
:
596 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
597 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
600 case WINED3DDECLTYPE_USHORT2N
:
602 GLushort s
[4] = {((unsigned short *) ptr
)[0], ((unsigned short *) ptr
)[1], 0, 1};
603 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
606 case WINED3DDECLTYPE_SHORT4N
:
607 GL_EXTCALL(glVertexAttrib4NsvARB(index
, (GLshort
*) ptr
));
609 case WINED3DDECLTYPE_USHORT4N
:
610 GL_EXTCALL(glVertexAttrib4NusvARB(index
, (GLushort
*) ptr
));
613 case WINED3DDECLTYPE_UDEC3
:
614 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
615 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
617 case WINED3DDECLTYPE_DEC3N
:
618 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
619 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
622 case WINED3DDECLTYPE_FLOAT16_2
:
623 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
624 * byte float according to the IEEE standard
626 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
627 GL_EXTCALL(glVertexAttrib2hvNV(index
, (GLhalfNV
*)ptr
));
629 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
630 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
631 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
634 case WINED3DDECLTYPE_FLOAT16_4
:
635 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
636 GL_EXTCALL(glVertexAttrib4hvNV(index
, (GLhalfNV
*)ptr
));
638 float x
= float_16_to_32(((unsigned short *) ptr
) + 0);
639 float y
= float_16_to_32(((unsigned short *) ptr
) + 1);
640 float z
= float_16_to_32(((unsigned short *) ptr
) + 2);
641 float w
= float_16_to_32(((unsigned short *) ptr
) + 3);
642 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
646 case WINED3DDECLTYPE_UNUSED
:
648 ERR("Unexpected attribute declaration: %d\n", type
);
653 static void drawStridedSlowVs(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
654 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
, ULONG startIdx
,
657 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
658 long SkipnStrides
= startVertex
+ This
->stateBlock
->loadBaseVertexIndex
;
659 const WORD
*pIdxBufS
= NULL
;
660 const DWORD
*pIdxBufL
= NULL
;
663 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
667 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
668 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
669 * idxData will be != NULL
671 if(idxData
== NULL
) {
672 idxData
= ((IWineD3DIndexBufferImpl
*) stateblock
->pIndexData
)->resource
.allocatedMemory
;
675 if (idxSize
== 2) pIdxBufS
= (const WORD
*) idxData
;
676 else pIdxBufL
= (const DWORD
*) idxData
;
679 /* Start drawing in GL */
680 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
681 glBegin(glPrimitiveType
);
683 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
684 if (idxData
!= NULL
) {
686 /* Indexed so work out the number of strides to skip */
688 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
689 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
691 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
692 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
696 for(i
= MAX_ATTRIBS
- 1; i
>= 0; i
--) {
697 if(!sd
->u
.input
[i
].lpData
) continue;
699 ptr
= sd
->u
.input
[i
].lpData
+
700 sd
->u
.input
[i
].dwStride
* SkipnStrides
+
701 stateblock
->streamOffset
[sd
->u
.input
[i
].streamNo
];
703 send_attribute(This
, sd
->u
.input
[i
].dwType
, i
, ptr
);
711 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
, GLsizei w
, GLsizei h
) {
712 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
713 GLint old_binding
= 0;
715 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
717 glDisable(GL_CULL_FACE
);
719 glDisable(GL_ALPHA_TEST
);
720 glDisable(GL_SCISSOR_TEST
);
721 glDisable(GL_STENCIL_TEST
);
722 glEnable(GL_DEPTH_TEST
);
723 glDepthFunc(GL_ALWAYS
);
724 glDepthMask(GL_TRUE
);
725 glBlendFunc(GL_ZERO
, GL_ONE
);
726 glViewport(0, 0, w
, h
);
728 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
729 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
730 glBindTexture(GL_TEXTURE_2D
, texture
);
731 glEnable(GL_TEXTURE_2D
);
733 This
->shader_backend
->shader_select_depth_blt(iface
);
735 glBegin(GL_TRIANGLE_STRIP
);
736 glVertex2f(-1.0f
, -1.0f
);
737 glVertex2f(1.0f
, -1.0f
);
738 glVertex2f(-1.0f
, 1.0f
);
739 glVertex2f(1.0f
, 1.0f
);
742 glBindTexture(GL_TEXTURE_2D
, old_binding
);
746 This
->shader_backend
->shader_deselect_depth_blt(iface
);
749 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*sd
, UINT numberOfVertices
,
750 GLenum glPrimitiveType
, const void *idxData
, short idxSize
, ULONG minIndex
,
751 ULONG startIdx
, ULONG startVertex
) {
752 UINT numInstances
= 0;
753 int numInstancedAttribs
= 0, i
, j
;
754 UINT instancedData
[sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]) /* 16 */];
755 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
756 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
759 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
760 * We don't support this for now
762 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
763 * But the StreamSourceFreq value has a different meaning in that situation.
765 FIXME("Non-indexed instanced drawing is not supported\n");
769 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
, minIndex
);
770 idxData
= idxData
== (void *)-1 ? NULL
: idxData
;
772 /* First, figure out how many instances we have to draw */
773 for(i
= 0; i
< MAX_STREAMS
; i
++) {
774 /* Look at the streams and take the first one which matches */
775 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
776 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
777 if(stateblock
->streamFreq
[i
] == 0){
780 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
782 break; /* break, because only the first suitable value is interesting */
786 for(i
= 0; i
< sizeof(sd
->u
.input
) / sizeof(sd
->u
.input
[0]); i
++) {
787 if(stateblock
->streamFlags
[sd
->u
.input
[i
].streamNo
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) {
788 instancedData
[numInstancedAttribs
] = i
;
789 numInstancedAttribs
++;
793 /* now draw numInstances instances :-) */
794 for(i
= 0; i
< numInstances
; i
++) {
795 /* Specify the instanced attributes using immediate mode calls */
796 for(j
= 0; j
< numInstancedAttribs
; j
++) {
797 BYTE
*ptr
= sd
->u
.input
[instancedData
[j
]].lpData
+
798 sd
->u
.input
[instancedData
[j
]].dwStride
* i
+
799 stateblock
->streamOffset
[sd
->u
.input
[instancedData
[j
]].streamNo
];
800 if(sd
->u
.input
[instancedData
[j
]].VBO
) {
801 IWineD3DVertexBufferImpl
*vb
= (IWineD3DVertexBufferImpl
*) stateblock
->streamSource
[sd
->u
.input
[instancedData
[j
]].streamNo
];
802 ptr
+= (long) vb
->resource
.allocatedMemory
;
805 send_attribute(This
, sd
->u
.input
[instancedData
[j
]].dwType
, instancedData
[j
], ptr
);
808 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
809 (const char *)idxData
+(idxSize
* startIdx
));
810 checkGLcall("glDrawElements");
814 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, WineDirect3DVertexStridedData
*s
) {
816 IWineD3DVertexBufferImpl
*vb
;
818 if(s
->u
.s
.position
.VBO
) {
819 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position
.streamNo
];
820 s
->u
.s
.position
.VBO
= 0;
821 s
->u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
823 if(s
->u
.s
.blendWeights
.VBO
) {
824 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendWeights
.streamNo
];
825 s
->u
.s
.blendWeights
.VBO
= 0;
826 s
->u
.s
.blendWeights
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendWeights
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
828 if(s
->u
.s
.blendMatrixIndices
.VBO
) {
829 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.blendMatrixIndices
.streamNo
];
830 s
->u
.s
.blendMatrixIndices
.VBO
= 0;
831 s
->u
.s
.blendMatrixIndices
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.blendMatrixIndices
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
833 if(s
->u
.s
.normal
.VBO
) {
834 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal
.streamNo
];
835 s
->u
.s
.normal
.VBO
= 0;
836 s
->u
.s
.normal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
838 if(s
->u
.s
.pSize
.VBO
) {
839 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.pSize
.streamNo
];
840 s
->u
.s
.pSize
.VBO
= 0;
841 s
->u
.s
.pSize
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.pSize
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
843 if(s
->u
.s
.diffuse
.VBO
) {
844 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.diffuse
.streamNo
];
845 s
->u
.s
.diffuse
.VBO
= 0;
846 s
->u
.s
.diffuse
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.diffuse
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
848 if(s
->u
.s
.specular
.VBO
) {
849 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.specular
.streamNo
];
850 s
->u
.s
.specular
.VBO
= 0;
851 s
->u
.s
.specular
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.specular
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
853 for(i
= 0; i
< WINED3DDP_MAXTEXCOORD
; i
++) {
854 if(s
->u
.s
.texCoords
[i
].VBO
) {
855 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.texCoords
[i
].streamNo
];
856 s
->u
.s
.texCoords
[i
].VBO
= 0;
857 s
->u
.s
.texCoords
[i
].lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.texCoords
[i
].lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
860 if(s
->u
.s
.position2
.VBO
) {
861 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.position2
.streamNo
];
862 s
->u
.s
.position2
.VBO
= 0;
863 s
->u
.s
.position2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.position2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
865 if(s
->u
.s
.normal2
.VBO
) {
866 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.normal2
.streamNo
];
867 s
->u
.s
.normal2
.VBO
= 0;
868 s
->u
.s
.normal2
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.normal2
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
870 if(s
->u
.s
.tangent
.VBO
) {
871 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tangent
.streamNo
];
872 s
->u
.s
.tangent
.VBO
= 0;
873 s
->u
.s
.tangent
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tangent
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
875 if(s
->u
.s
.binormal
.VBO
) {
876 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.binormal
.streamNo
];
877 s
->u
.s
.binormal
.VBO
= 0;
878 s
->u
.s
.binormal
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.binormal
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
880 if(s
->u
.s
.tessFactor
.VBO
) {
881 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.tessFactor
.streamNo
];
882 s
->u
.s
.tessFactor
.VBO
= 0;
883 s
->u
.s
.tessFactor
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.tessFactor
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
886 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
888 s
->u
.s
.fog
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.fog
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
890 if(s
->u
.s
.depth
.VBO
) {
891 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.depth
.streamNo
];
892 s
->u
.s
.depth
.VBO
= 0;
893 s
->u
.s
.depth
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.depth
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
895 if(s
->u
.s
.sample
.VBO
) {
896 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.sample
.streamNo
];
897 s
->u
.s
.sample
.VBO
= 0;
898 s
->u
.s
.sample
.lpData
= (BYTE
*) ((unsigned long) s
->u
.s
.sample
.lpData
+ (unsigned long) vb
->resource
.allocatedMemory
);
902 /* Routine common to the draw primitive and draw indexed primitive routines */
903 void drawPrimitive(IWineD3DDevice
*iface
,
907 long StartVertexIndex
,
908 UINT numberOfVertices
,
914 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
915 IWineD3DSurfaceImpl
*target
;
918 if (NumPrimitives
== 0) return;
920 /* Invalidate the back buffer memory so LockRect will read it the next time */
921 for(i
= 0; i
< GL_LIMITS(buffers
); i
++) {
922 target
= (IWineD3DSurfaceImpl
*) This
->render_targets
[i
];
924 IWineD3DSurface_LoadLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, NULL
);
925 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) target
, SFLAG_INDRAWABLE
, TRUE
);
929 /* Signals other modules that a drawing is in progress and the stateblock finalized */
930 This
->isInDraw
= TRUE
;
932 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
934 if (This
->stencilBufferTarget
) {
935 /* Note that this depends on the ActivateContext call above to set
936 * This->render_offscreen properly */
937 DWORD location
= This
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
938 surface_load_ds_location(This
->stencilBufferTarget
, location
);
939 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
942 /* Ok, we will be updating the screen from here onwards so grab the lock */
946 BOOL emulation
= FALSE
;
947 WineDirect3DVertexStridedData
*strided
= &This
->strided_streams
;
948 WineDirect3DVertexStridedData stridedlcl
;
949 /* Ok, Work out which primitive is requested and how many vertexes that
951 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
952 if (numberOfVertices
== 0 )
953 numberOfVertices
= calculatedNumberOfindices
;
956 if(!This
->strided_streams
.u
.s
.position_transformed
&& This
->activeContext
->num_untracked_materials
&&
957 This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
]) {
958 static BOOL first
= TRUE
;
960 FIXME("Using software emulation because not all material properties could be tracked\n");
963 TRACE("Using software emulation because not all material properties could be tracked\n");
967 else if(This
->activeContext
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]) {
968 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
969 * to a float in the vertex buffer
971 static BOOL first
= TRUE
;
973 FIXME("Using software emulation because manual fog coordinates are provided\n");
976 TRACE("Using software emulation because manual fog coordinates are provided\n");
982 strided
= &stridedlcl
;
983 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
984 remove_vbos(This
, &stridedlcl
);
988 if (This
->useDrawStridedSlow
|| emulation
) {
989 /* Immediate mode drawing */
991 static BOOL first
= TRUE
;
993 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
996 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
998 drawStridedSlowVs(iface
, strided
, calculatedNumberOfindices
, glPrimType
,
999 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1001 drawStridedSlow(iface
, strided
, calculatedNumberOfindices
,
1002 glPrimType
, idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1004 } else if(This
->instancedDraw
) {
1005 /* Instancing emulation with mixing immediate mode and arrays */
1006 drawStridedInstanced(iface
, &This
->strided_streams
, calculatedNumberOfindices
, glPrimType
,
1007 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1009 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1010 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1014 /* Finished updating the screen, restore lock */
1016 TRACE("Done all gl drawing\n");
1019 #ifdef SHOW_FRAME_MAKEUP
1021 static long int primCounter
= 0;
1022 /* NOTE: set primCounter to the value reported by drawprim
1023 before you want to to write frame makeup to /tmp */
1024 if (primCounter
>= 0) {
1025 WINED3DLOCKED_RECT r
;
1027 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
1028 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
1029 TRACE("Saving screenshot %s\n", buffer
);
1030 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
1031 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
1033 #ifdef SHOW_TEXTURE_MAKEUP
1035 IWineD3DSurface
*pSur
;
1037 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
1038 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
1039 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
1040 TRACE("Saving texture %s\n", buffer
);
1041 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
1042 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture
*)This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
1043 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
1044 IWineD3DSurface_Release(pSur
);
1046 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1053 TRACE("drawprim #%ld\n", primCounter
);
1058 /* Control goes back to the device, stateblock values may change again */
1059 This
->isInDraw
= FALSE
;
1062 static void normalize_normal(float *n
) {
1063 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
1064 if(length
== 0.0) return;
1065 length
= sqrt(length
);
1066 n
[0] = n
[0] / length
;
1067 n
[1] = n
[1] / length
;
1068 n
[2] = n
[2] / length
;
1071 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1073 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1074 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1075 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1076 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1079 * To read back, the opengl feedback mode is used. This creates a problem because we want
1080 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1081 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1082 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1083 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1085 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1086 * resulting colors back to the normals.
1088 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1089 * does not restore it because normally a draw follows immediately afterwards. The caller is
1090 * responsible of taking care that either the gl states are restored, or the context activated
1091 * for drawing to reset the lastWasBlit flag.
1093 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
1094 struct WineD3DRectPatch
*patch
) {
1095 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
1096 float max_x
= 0.0, max_y
= 0.0, max_z
= 0.0, neg_z
= 0.0;
1097 WineDirect3DVertexStridedData strided
;
1099 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1101 GLenum feedback_type
;
1102 GLfloat
*feedbuffer
;
1104 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1107 memset(&strided
, 0, sizeof(strided
));
1108 primitiveDeclarationConvertToStridedData((IWineD3DDevice
*) This
, FALSE
, &strided
, NULL
);
1109 if(strided
.u
.s
.position
.VBO
) {
1110 IWineD3DVertexBufferImpl
*vb
;
1111 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[strided
.u
.s
.position
.streamNo
];
1112 strided
.u
.s
.position
.lpData
= (BYTE
*) ((unsigned long) strided
.u
.s
.position
.lpData
+
1113 (unsigned long) vb
->resource
.allocatedMemory
);
1115 vtxStride
= strided
.u
.s
.position
.dwStride
;
1116 data
= strided
.u
.s
.position
.lpData
+
1117 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
1118 vtxStride
* info
->StartVertexOffsetWidth
;
1120 /* Not entirely sure about what happens with transformed vertices */
1121 if(strided
.u
.s
.position_transformed
) {
1122 FIXME("Transformed position in rectpatch generation\n");
1124 if(vtxStride
% sizeof(GLfloat
)) {
1125 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1126 * I don't see how the stride could not be a multiple of 4, but make sure
1129 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1131 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
1132 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
1134 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
1135 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
1138 /* First, get the boundary cube of the input data */
1139 for(j
= 0; j
< info
->Height
; j
++) {
1140 for(i
= 0; i
< info
->Width
; i
++) {
1141 float *v
= (float *) (data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
1142 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
1143 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
1144 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
1145 if(v
[2] < neg_z
) neg_z
= v
[2];
1149 /* This needs some improvements in the vertex decl code */
1150 FIXME("Cannot find data to generate. Only generating position and normals\n");
1151 patch
->has_normals
= TRUE
;
1152 patch
->has_texcoords
= FALSE
;
1154 /* Simply activate the context for blitting. This disables all the things we don't want and
1155 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1156 * patch (as opposed to normal draws) will most likely need different changes anyway
1158 ActivateContext(This
, This
->lastActiveRenderTarget
, CTXUSAGE_BLIT
);
1161 glMatrixMode(GL_PROJECTION
);
1162 checkGLcall("glMatrixMode(GL_PROJECTION)");
1164 checkGLcall("glLoadIndentity()");
1165 glScalef(1 / (max_x
) , 1 / (max_y
), max_z
== 0 ? 1 : 1 / ( 2 * max_z
));
1166 glTranslatef(0, 0, 0.5);
1167 checkGLcall("glScalef");
1168 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
1169 checkGLcall("glViewport");
1171 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1172 * our feedback buffer parser
1174 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
1175 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1176 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
1177 if(patch
->has_normals
) {
1178 float black
[4] = {0, 0, 0, 0};
1179 float red
[4] = {1, 0, 0, 0};
1180 float green
[4] = {0, 1, 0, 0};
1181 float blue
[4] = {0, 0, 1, 0};
1182 float white
[4] = {1, 1, 1, 1};
1183 glEnable(GL_LIGHTING
);
1184 checkGLcall("glEnable(GL_LIGHTING)");
1185 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
1186 checkGLcall("glLightModel for MODEL_AMBIENT");
1187 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
1189 for(i
= 3; i
< GL_LIMITS(lights
); i
++) {
1190 glDisable(GL_LIGHT0
+ i
);
1191 checkGLcall("glDisable(GL_LIGHT0 + i)");
1192 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
1195 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
1196 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
1197 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
1198 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
1199 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
1200 glEnable(GL_LIGHT0
);
1201 checkGLcall("Setting up light 1\n");
1202 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
1203 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
1204 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
1205 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
1206 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
1207 glEnable(GL_LIGHT1
);
1208 checkGLcall("Setting up light 2\n");
1209 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
1210 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
1211 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
1212 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
1213 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
1214 glEnable(GL_LIGHT2
);
1215 checkGLcall("Setting up light 3\n");
1217 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
1218 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
1219 glDisable(GL_COLOR_MATERIAL
);
1220 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
1221 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
1222 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
1223 checkGLcall("Setting up materials\n");
1226 /* Enable the needed maps.
1227 * GL_MAP2_VERTEX_3 is needed for positional data.
1228 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1229 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1231 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
1232 out_vertex_size
= 3 /* position */;
1233 d3d_out_vertex_size
= 3;
1234 glEnable(GL_MAP2_VERTEX_3
);
1235 if(patch
->has_normals
&& patch
->has_texcoords
) {
1236 FIXME("Texcoords not handled yet\n");
1237 feedback_type
= GL_3D_COLOR_TEXTURE
;
1238 out_vertex_size
+= 8;
1239 d3d_out_vertex_size
+= 7;
1240 glEnable(GL_AUTO_NORMAL
);
1241 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1242 } else if(patch
->has_texcoords
) {
1243 FIXME("Texcoords not handled yet\n");
1244 feedback_type
= GL_3D_COLOR_TEXTURE
;
1245 out_vertex_size
+= 7;
1246 d3d_out_vertex_size
+= 4;
1247 glEnable(GL_MAP2_TEXTURE_COORD_4
);
1248 } else if(patch
->has_normals
) {
1249 feedback_type
= GL_3D_COLOR
;
1250 out_vertex_size
+= 4;
1251 d3d_out_vertex_size
+= 3;
1252 glEnable(GL_AUTO_NORMAL
);
1254 feedback_type
= GL_3D
;
1256 checkGLcall("glEnable vertex attrib generation");
1258 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
1259 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
1260 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
1262 glMap2f(GL_MAP2_VERTEX_3
,
1263 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1264 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1266 checkGLcall("glMap2f");
1267 if(patch
->has_texcoords
) {
1268 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
1269 0, 1, vtxStride
/ sizeof(float), info
->Width
,
1270 0, 1, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
1272 checkGLcall("glMap2f");
1274 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0, 1.0, ceilf(patch
->numSegs
[1]), 0.0, 1.0);
1275 checkGLcall("glMapGrid2f");
1277 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
1278 checkGLcall("glFeedbackBuffer");
1279 glRenderMode(GL_FEEDBACK
);
1281 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1282 checkGLcall("glEvalMesh2\n");
1284 i
= glRenderMode(GL_RENDER
);
1287 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1289 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1290 return WINED3DERR_DRIVERINTERNALERROR
;
1291 } else if(i
!= buffer_size
) {
1293 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1295 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1296 return WINED3DERR_DRIVERINTERNALERROR
;
1298 TRACE("Got %d elements as expected\n", i
);
1301 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1302 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1304 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1305 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1306 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1309 if(feedbuffer
[j
+ 1] != 3) {
1310 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1313 /* Somehow there are different ideas about back / front facing, so fix up the
1316 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1317 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1318 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5) * 4 * max_z
; /* z, triangle 3 */
1319 if(patch
->has_normals
) {
1320 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1321 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1322 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1324 i
+= d3d_out_vertex_size
;
1326 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1327 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1328 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5) * 4 * max_z
; /* z, triangle 2 */
1329 if(patch
->has_normals
) {
1330 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1331 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1332 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1334 i
+= d3d_out_vertex_size
;
1336 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1337 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1338 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5) * 4 * max_z
; /* z, triangle 1 */
1339 if(patch
->has_normals
) {
1340 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1341 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1342 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1344 i
+= d3d_out_vertex_size
;
1347 if(patch
->has_normals
) {
1348 /* Now do the same with reverse light directions */
1349 float x
[4] = {-1, 0, 0, 0};
1350 float y
[4] = { 0, -1, 0, 0};
1351 float z
[4] = { 0, 0, -1, 0};
1352 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1353 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1354 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1355 checkGLcall("Setting up reverse light directions\n");
1357 glRenderMode(GL_FEEDBACK
);
1358 checkGLcall("glRenderMode(GL_FEEDBACK)");
1359 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1360 checkGLcall("glEvalMesh2\n");
1361 i
= glRenderMode(GL_RENDER
);
1362 checkGLcall("glRenderMode(GL_RENDER)");
1365 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1366 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1367 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1370 if(feedbuffer
[j
+ 1] != 3) {
1371 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1374 if(patch
->mem
[i
+ 3] == 0.0)
1375 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1376 if(patch
->mem
[i
+ 4] == 0.0)
1377 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1378 if(patch
->mem
[i
+ 5] == 0.0)
1379 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1380 normalize_normal(patch
->mem
+ i
+ 3);
1381 i
+= d3d_out_vertex_size
;
1383 if(patch
->mem
[i
+ 3] == 0.0)
1384 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1385 if(patch
->mem
[i
+ 4] == 0.0)
1386 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1387 if(patch
->mem
[i
+ 5] == 0.0)
1388 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1389 normalize_normal(patch
->mem
+ i
+ 3);
1390 i
+= d3d_out_vertex_size
;
1392 if(patch
->mem
[i
+ 3] == 0.0)
1393 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1394 if(patch
->mem
[i
+ 4] == 0.0)
1395 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1396 if(patch
->mem
[i
+ 5] == 0.0)
1397 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1398 normalize_normal(patch
->mem
+ i
+ 3);
1399 i
+= d3d_out_vertex_size
;
1403 glDisable(GL_MAP2_VERTEX_3
);
1404 glDisable(GL_AUTO_NORMAL
);
1405 glDisable(GL_MAP2_NORMAL
);
1406 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1407 checkGLcall("glDisable vertex attrib generation");
1410 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1412 vtxStride
= 3 * sizeof(float);
1413 if(patch
->has_normals
) {
1414 vtxStride
+= 3 * sizeof(float);
1416 if(patch
->has_texcoords
) {
1417 vtxStride
+= 4 * sizeof(float);
1419 memset(&patch
->strided
, 0, sizeof(&patch
->strided
));
1420 patch
->strided
.u
.s
.position
.lpData
= (BYTE
*) patch
->mem
;
1421 patch
->strided
.u
.s
.position
.dwStride
= vtxStride
;
1422 patch
->strided
.u
.s
.position
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1423 patch
->strided
.u
.s
.position
.streamNo
= 255;
1425 if(patch
->has_normals
) {
1426 patch
->strided
.u
.s
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1427 patch
->strided
.u
.s
.normal
.dwStride
= vtxStride
;
1428 patch
->strided
.u
.s
.normal
.dwType
= WINED3DDECLTYPE_FLOAT3
;
1429 patch
->strided
.u
.s
.normal
.streamNo
= 255;
1431 if(patch
->has_texcoords
) {
1432 patch
->strided
.u
.s
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1433 if(patch
->has_normals
) {
1434 patch
->strided
.u
.s
.texCoords
[0].lpData
+= 3 * sizeof(float);
1436 patch
->strided
.u
.s
.texCoords
[0].dwStride
= vtxStride
;
1437 patch
->strided
.u
.s
.texCoords
[0].dwType
= WINED3DDECLTYPE_FLOAT4
;
1438 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1439 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1442 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;