wined3d: Figure out the index size inside drawPrimitive().
[wine/multimedia.git] / dlls / wined3d / drawprim.c
blob136c8f5b6ebd3bd8d28703c7e8a94ba58868afd8
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);
32 #include <stdio.h>
33 #include <math.h>
35 /* GL locking is done by the caller */
36 static void drawStridedFast(const struct wined3d_gl_info *gl_info, GLenum primitive_type, UINT count, UINT idx_size,
37 const void *idx_data, UINT start_idx, INT base_vertex_index)
39 if (idx_size)
41 GLenum idxtype = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
42 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
44 GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
45 (const char *)idx_data + (idx_size * start_idx), base_vertex_index));
46 checkGLcall("glDrawElementsBaseVertex");
48 else
50 glDrawElements(primitive_type, count,
51 idxtype, (const char *)idx_data + (idx_size * start_idx));
52 checkGLcall("glDrawElements");
55 else
57 glDrawArrays(primitive_type, start_idx, count);
58 checkGLcall("glDrawArrays");
63 * Actually draw using the supplied information.
64 * Slower GL version which extracts info about each vertex in turn
67 /* GL locking is done by the caller */
68 static void drawStridedSlow(const struct wined3d_device *device, const struct wined3d_context *context,
69 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
70 const void *idxData, UINT idxSize, UINT startIdx)
72 unsigned int textureNo = 0;
73 const WORD *pIdxBufS = NULL;
74 const DWORD *pIdxBufL = NULL;
75 UINT vx_index;
76 const struct wined3d_state *state = &device->stateBlock->state;
77 LONG SkipnStrides = startIdx;
78 BOOL pixelShader = use_ps(state);
79 BOOL specular_fog = FALSE;
80 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
81 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
82 const struct wined3d_gl_info *gl_info = context->gl_info;
83 UINT texture_stages = gl_info->limits.texture_stages;
84 const struct wined3d_stream_info_element *element;
85 UINT num_untracked_materials;
86 DWORD tex_mask = 0;
88 TRACE("Using slow vertex array code\n");
90 /* Variable Initialization */
91 if (idxSize)
93 /* Immediate mode drawing can't make use of indices in a vbo - get the
94 * data from the index buffer. If the index buffer has no vbo (not
95 * supported or other reason), or with user pointer drawing idxData
96 * will be non-NULL. */
97 if (!idxData)
98 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
100 if (idxSize == 2) pIdxBufS = idxData;
101 else pIdxBufL = idxData;
102 } else if (idxData) {
103 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
104 return;
107 /* Start drawing in GL */
108 glBegin(glPrimType);
110 if (si->use_map & (1 << WINED3D_FFP_POSITION))
112 element = &si->elements[WINED3D_FFP_POSITION];
113 position = element->data.addr;
116 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
118 element = &si->elements[WINED3D_FFP_NORMAL];
119 normal = element->data.addr;
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.addr;
132 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
133 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
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.addr;
145 /* special case where the fog density is stored in the specular alpha channel */
146 if (state->render_states[WINED3D_RS_FOGENABLE]
147 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
148 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
149 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
151 if (gl_info->supported[EXT_FOG_COORD])
153 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
154 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
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 = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
177 DWORD texture_idx = device->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 && !state->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.addr;
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)
230 /* Indexed so work out the number of strides to skip */
231 if (idxSize == 2)
232 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
233 else
234 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
237 tmp_tex_mask = tex_mask;
238 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
240 int coord_idx;
241 const void *ptr;
242 DWORD texture_idx;
244 if (!(tmp_tex_mask & 1)) continue;
246 coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
247 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
249 texture_idx = device->texUnitMap[texture];
250 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
251 GL_TEXTURE0_ARB + texture_idx, ptr);
254 /* Diffuse -------------------------------- */
255 if (diffuse) {
256 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
258 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
259 if (num_untracked_materials)
261 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
262 unsigned char i;
263 float color[4];
265 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
266 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
267 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
268 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
270 for (i = 0; i < num_untracked_materials; ++i)
272 glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
277 /* Specular ------------------------------- */
278 if (specular) {
279 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
281 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
283 if (specular_fog)
285 DWORD specularColor = *(const DWORD *)ptrToCoords;
286 GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
290 /* Normal -------------------------------- */
291 if (normal)
293 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
294 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
297 /* Position -------------------------------- */
298 if (position) {
299 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
300 position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
303 /* For non indexed mode, step onto next parts */
304 if (!idxData) ++SkipnStrides;
307 glEnd();
308 checkGLcall("glEnd and previous calls");
311 /* GL locking is done by the caller */
312 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
313 enum wined3d_format_id format, const UINT index, const void *ptr)
315 switch(format)
317 case WINED3DFMT_R32_FLOAT:
318 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
319 break;
320 case WINED3DFMT_R32G32_FLOAT:
321 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
322 break;
323 case WINED3DFMT_R32G32B32_FLOAT:
324 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
325 break;
326 case WINED3DFMT_R32G32B32A32_FLOAT:
327 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
328 break;
330 case WINED3DFMT_R8G8B8A8_UINT:
331 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
332 break;
333 case WINED3DFMT_B8G8R8A8_UNORM:
334 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
336 const DWORD *src = ptr;
337 DWORD c = *src & 0xff00ff00;
338 c |= (*src & 0xff0000) >> 16;
339 c |= (*src & 0xff) << 16;
340 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
341 break;
343 /* else fallthrough */
344 case WINED3DFMT_R8G8B8A8_UNORM:
345 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
346 break;
348 case WINED3DFMT_R16G16_SINT:
349 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
350 break;
351 case WINED3DFMT_R16G16B16A16_SINT:
352 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
353 break;
355 case WINED3DFMT_R16G16_SNORM:
357 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
358 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
359 break;
361 case WINED3DFMT_R16G16_UNORM:
363 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
364 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
365 break;
367 case WINED3DFMT_R16G16B16A16_SNORM:
368 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
369 break;
370 case WINED3DFMT_R16G16B16A16_UNORM:
371 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
372 break;
374 case WINED3DFMT_R10G10B10A2_UINT:
375 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
376 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
377 break;
378 case WINED3DFMT_R10G10B10A2_SNORM:
379 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
380 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
381 break;
383 case WINED3DFMT_R16G16_FLOAT:
384 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
385 * byte float according to the IEEE standard
387 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
389 /* Not supported by GL_ARB_half_float_vertex */
390 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
392 else
394 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
395 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
396 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
398 break;
399 case WINED3DFMT_R16G16B16A16_FLOAT:
400 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
402 /* Not supported by GL_ARB_half_float_vertex */
403 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
405 else
407 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
408 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
409 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
410 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
411 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
413 break;
415 default:
416 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
417 break;
421 /* GL locking is done by the caller */
422 static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
423 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
424 const void *idxData, UINT idxSize, UINT startIdx)
426 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
427 const DWORD *pIdxBufL = NULL;
428 const WORD *pIdxBufS = NULL;
429 UINT vx_index;
430 int i;
431 const BYTE *ptr;
433 if (idxSize)
435 /* Immediate mode drawing can't make use of indices in a vbo - get the
436 * data from the index buffer. If the index buffer has no vbo (not
437 * supported or other reason), or with user pointer drawing idxData
438 * will be non-NULL. */
439 if (!idxData)
440 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
442 if (idxSize == 2) pIdxBufS = idxData;
443 else pIdxBufL = idxData;
444 } else if (idxData) {
445 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
446 return;
449 /* Start drawing in GL */
450 glBegin(glPrimitiveType);
452 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
454 if (idxData)
456 /* Indexed so work out the number of strides to skip */
457 if (idxSize == 2)
458 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
459 else
460 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
463 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
465 if (!(si->use_map & (1 << i))) continue;
467 ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
469 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
471 SkipnStrides++;
474 glEnd();
477 /* GL locking is done by the caller */
478 static void drawStridedInstanced(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
479 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
480 const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index)
482 UINT numInstances = 0, i;
483 int numInstancedAttribs = 0, j;
484 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
485 GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
487 if (!idxSize)
489 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
490 * We don't support this for now
492 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
493 * But the StreamSourceFreq value has a different meaning in that situation.
495 FIXME("Non-indexed instanced drawing is not supported\n");
496 return;
499 /* First, figure out how many instances we have to draw */
500 for (i = 0; i < MAX_STREAMS; ++i)
502 /* Look at the streams and take the first one which matches */
503 if (state->streams[i].buffer
504 && ((state->streams[i].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
505 || (state->streams[i].flags & WINED3DSTREAMSOURCE_INDEXEDDATA)))
507 /* Use the specified number of instances from the first matched
508 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
509 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
510 numInstances = state->streams[i].frequency ? state->streams[i].frequency : 1;
511 break;
515 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
517 if (!(si->use_map & (1 << i))) continue;
519 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
521 instancedData[numInstancedAttribs] = i;
522 numInstancedAttribs++;
526 /* now draw numInstances instances :-) */
527 for(i = 0; i < numInstances; i++) {
528 /* Specify the instanced attributes using immediate mode calls */
529 for(j = 0; j < numInstancedAttribs; j++) {
530 const BYTE *ptr = si->elements[instancedData[j]].data.addr
531 + si->elements[instancedData[j]].stride * i;
532 if (si->elements[instancedData[j]].data.buffer_object)
534 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
535 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
538 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
541 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
543 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
544 (const char *)idxData+(idxSize * startIdx), base_vertex_index));
545 checkGLcall("glDrawElementsBaseVertex");
547 else
549 glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
550 (const char *)idxData+(idxSize * startIdx));
551 checkGLcall("glDrawElements");
556 static void remove_vbos(const struct wined3d_gl_info *gl_info,
557 const struct wined3d_state *state, struct wined3d_stream_info *s)
559 unsigned int i;
561 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
563 struct wined3d_stream_info_element *e;
565 if (!(s->use_map & (1 << i))) continue;
567 e = &s->elements[i];
568 if (e->data.buffer_object)
570 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
571 e->data.buffer_object = 0;
572 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
577 /* Routine common to the draw primitive and draw indexed primitive routines */
578 void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartIdx, BOOL indexed, const void *idxData)
580 const struct wined3d_state *state = &device->stateBlock->state;
581 struct wined3d_context *context;
582 unsigned int i;
584 if (!index_count) return;
586 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
588 /* Invalidate the back buffer memory so LockRect will read it the next time */
589 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
591 struct wined3d_surface *target = device->fb.render_targets[i];
592 if (target)
594 surface_load_location(target, target->draw_binding, NULL);
595 surface_modify_location(target, target->draw_binding, TRUE);
600 /* Signals other modules that a drawing is in progress and the stateblock finalized */
601 device->isInDraw = TRUE;
603 context = context_acquire(device, device->fb.render_targets[0]);
604 if (!context->valid)
606 context_release(context);
607 WARN("Invalid context, skipping draw.\n");
608 return;
611 if (device->fb.depth_stencil)
613 /* Note that this depends on the context_acquire() call above to set
614 * context->render_offscreen properly. We don't currently take the
615 * Z-compare function into account, but we could skip loading the
616 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
617 * that we never copy the stencil data.*/
618 DWORD location = context->render_offscreen ? device->fb.depth_stencil->draw_binding : SFLAG_INDRAWABLE;
619 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
621 struct wined3d_surface *ds = device->fb.depth_stencil;
622 RECT current_rect, draw_rect, r;
624 if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
625 device_switch_onscreen_ds(device, context, ds);
627 if (ds->flags & location)
628 SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
629 else
630 SetRectEmpty(&current_rect);
632 wined3d_get_draw_rect(state, &draw_rect);
634 IntersectRect(&r, &draw_rect, &current_rect);
635 if (!EqualRect(&r, &draw_rect))
636 surface_load_ds_location(ds, context, location);
640 if (!context_apply_draw_state(context, device))
642 context_release(context);
643 WARN("Unable to apply draw state, skipping draw.\n");
644 return;
647 if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
649 struct wined3d_surface *ds = device->fb.depth_stencil;
650 DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
652 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
655 if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
656 || (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
657 && context->render_offscreen
658 && state->render_states[WINED3D_RS_POINTSPRITEENABLE]
659 && state->gl_primitive_type == GL_POINTS)
661 FIXME("Point sprite coordinate origin switching not supported.\n");
664 /* Ok, we will be updating the screen from here onwards so grab the lock */
665 ENTER_GL();
667 GLenum glPrimType = state->gl_primitive_type;
668 INT base_vertex_index = state->base_vertex_index;
669 BOOL emulation = FALSE;
670 const struct wined3d_stream_info *stream_info = &device->strided_streams;
671 struct wined3d_stream_info stridedlcl;
672 UINT idx_size;
674 if (!indexed)
675 idx_size = 0;
676 else if (state->index_format == WINED3DFMT_R16_UINT)
677 idx_size = 2;
678 else
679 idx_size = 4;
681 if (!use_vs(state))
683 if (!stream_info->position_transformed && context->num_untracked_materials
684 && state->render_states[WINED3D_RS_LIGHTING])
686 static BOOL warned;
687 if (!warned) {
688 FIXME("Using software emulation because not all material properties could be tracked\n");
689 warned = TRUE;
690 } else {
691 TRACE("Using software emulation because not all material properties could be tracked\n");
693 emulation = TRUE;
695 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
697 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
698 * to a float in the vertex buffer
700 static BOOL warned;
701 if (!warned) {
702 FIXME("Using software emulation because manual fog coordinates are provided\n");
703 warned = TRUE;
704 } else {
705 TRACE("Using software emulation because manual fog coordinates are provided\n");
707 emulation = TRUE;
710 if(emulation) {
711 stream_info = &stridedlcl;
712 memcpy(&stridedlcl, &device->strided_streams, sizeof(stridedlcl));
713 remove_vbos(context->gl_info, state, &stridedlcl);
717 if (device->useDrawStridedSlow || emulation)
719 /* Immediate mode drawing */
720 if (use_vs(state))
722 static BOOL warned;
723 if (!warned) {
724 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
725 warned = TRUE;
726 } else {
727 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
729 drawStridedSlowVs(context->gl_info, state, stream_info,
730 index_count, glPrimType, idxData, idx_size, StartIdx);
732 else
734 drawStridedSlow(device, context, stream_info, index_count,
735 glPrimType, idxData, idx_size, StartIdx);
738 else if (device->instancedDraw)
740 /* Instancing emulation with mixing immediate mode and arrays */
741 drawStridedInstanced(context->gl_info, state, stream_info,
742 index_count, glPrimType, idxData, idx_size, StartIdx, base_vertex_index);
744 else
746 drawStridedFast(context->gl_info, glPrimType, index_count, idx_size, idxData, StartIdx, base_vertex_index);
750 /* Finished updating the screen, restore lock */
751 LEAVE_GL();
753 for(i = 0; i < device->num_buffer_queries; ++i)
755 wined3d_event_query_issue(device->buffer_queries[i], device);
758 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
760 context_release(context);
762 TRACE("Done all gl drawing\n");
764 /* Control goes back to the device, stateblock values may change again */
765 device->isInDraw = FALSE;
768 static void normalize_normal(float *n) {
769 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
770 if (length == 0.0f) return;
771 length = sqrtf(length);
772 n[0] = n[0] / length;
773 n[1] = n[1] / length;
774 n[2] = n[2] / length;
777 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
779 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
780 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
781 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
782 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
783 * in drawprim.
785 * To read back, the opengl feedback mode is used. This creates a problem because we want
786 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
787 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
788 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
789 * them to [-1.0;+1.0] and set the viewport up to scale them back.
791 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
792 * resulting colors back to the normals.
794 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
795 * does not restore it because normally a draw follows immediately afterwards. The caller is
796 * responsible of taking care that either the gl states are restored, or the context activated
797 * for drawing to reset the lastWasBlit flag.
799 HRESULT tesselate_rectpatch(struct wined3d_device *This, struct wined3d_rect_patch *patch)
801 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
802 const struct wined3d_rect_patch_info *info = &patch->rect_patch_info;
803 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
804 struct wined3d_state *state = &This->stateBlock->state;
805 struct wined3d_stream_info stream_info;
806 struct wined3d_stream_info_element *e;
807 struct wined3d_context *context;
808 struct wined3d_shader *vs;
809 const BYTE *data;
810 DWORD vtxStride;
811 GLenum feedback_type;
812 GLfloat *feedbuffer;
814 /* Simply activate the context for blitting. This disables all the things we don't want and
815 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
816 * patch (as opposed to normal draws) will most likely need different changes anyway. */
817 context = context_acquire(This, NULL);
818 context_apply_blit_state(context, This);
820 /* First, locate the position data. This is provided in a vertex buffer in
821 * the stateblock. Beware of VBOs. */
822 vs = state->vertex_shader;
823 state->vertex_shader = NULL;
824 device_stream_info_from_declaration(This, &stream_info);
825 state->vertex_shader = vs;
827 e = &stream_info.elements[WINED3D_FFP_POSITION];
828 if (e->data.buffer_object)
830 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
831 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
833 vtxStride = e->stride;
834 data = e->data.addr
835 + vtxStride * info->stride * info->start_vertex_offset_height
836 + vtxStride * info->start_vertex_offset_width;
838 /* Not entirely sure about what happens with transformed vertices */
839 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
841 if(vtxStride % sizeof(GLfloat)) {
842 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
843 * I don't see how the stride could not be a multiple of 4, but make sure
844 * to check it
846 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
848 if (info->basis != WINED3D_BASIS_BEZIER)
849 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->basis));
850 if (info->degree != WINED3D_DEGREE_CUBIC)
851 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->degree));
853 /* First, get the boundary cube of the input data */
854 for (j = 0; j < info->height; ++j)
856 for (i = 0; i < info->width; ++i)
858 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->stride * j);
859 if(fabs(v[0]) > max_x) max_x = fabsf(v[0]);
860 if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
861 if(fabs(v[2]) > max_z) max_z = fabsf(v[2]);
862 if(v[2] < neg_z) neg_z = v[2];
866 /* This needs some improvements in the vertex decl code */
867 FIXME("Cannot find data to generate. Only generating position and normals\n");
868 patch->has_normals = TRUE;
869 patch->has_texcoords = FALSE;
871 ENTER_GL();
873 glMatrixMode(GL_PROJECTION);
874 checkGLcall("glMatrixMode(GL_PROJECTION)");
875 glLoadIdentity();
876 checkGLcall("glLoadIdentity()");
877 glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
878 glTranslatef(0.0f, 0.0f, 0.5f);
879 checkGLcall("glScalef");
880 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
881 checkGLcall("glViewport");
883 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
884 * our feedback buffer parser
886 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
887 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
888 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FILLMODE));
889 if (patch->has_normals)
891 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
892 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
893 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
894 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
895 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
896 glEnable(GL_LIGHTING);
897 checkGLcall("glEnable(GL_LIGHTING)");
898 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
899 checkGLcall("glLightModel for MODEL_AMBIENT");
900 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_AMBIENT));
902 for (i = 3; i < context->gl_info->limits.lights; ++i)
904 glDisable(GL_LIGHT0 + i);
905 checkGLcall("glDisable(GL_LIGHT0 + i)");
906 context_invalidate_state(context, STATE_ACTIVELIGHT(i));
909 context_invalidate_state(context, STATE_ACTIVELIGHT(0));
910 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
911 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
912 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
913 glLightfv(GL_LIGHT0, GL_POSITION, red);
914 glEnable(GL_LIGHT0);
915 checkGLcall("Setting up light 1");
916 context_invalidate_state(context, STATE_ACTIVELIGHT(1));
917 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
918 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
919 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
920 glLightfv(GL_LIGHT1, GL_POSITION, green);
921 glEnable(GL_LIGHT1);
922 checkGLcall("Setting up light 2");
923 context_invalidate_state(context, STATE_ACTIVELIGHT(2));
924 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
925 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
926 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
927 glLightfv(GL_LIGHT2, GL_POSITION, blue);
928 glEnable(GL_LIGHT2);
929 checkGLcall("Setting up light 3");
931 context_invalidate_state(context, STATE_MATERIAL);
932 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORVERTEX));
933 glDisable(GL_COLOR_MATERIAL);
934 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
935 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
936 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
937 checkGLcall("Setting up materials");
940 /* Enable the needed maps.
941 * GL_MAP2_VERTEX_3 is needed for positional data.
942 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
943 * GL_MAP2_TEXTURE_COORD_4 for texture coords
945 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
946 out_vertex_size = 3 /* position */;
947 d3d_out_vertex_size = 3;
948 glEnable(GL_MAP2_VERTEX_3);
949 if(patch->has_normals && patch->has_texcoords) {
950 FIXME("Texcoords not handled yet\n");
951 feedback_type = GL_3D_COLOR_TEXTURE;
952 out_vertex_size += 8;
953 d3d_out_vertex_size += 7;
954 glEnable(GL_AUTO_NORMAL);
955 glEnable(GL_MAP2_TEXTURE_COORD_4);
956 } else if(patch->has_texcoords) {
957 FIXME("Texcoords not handled yet\n");
958 feedback_type = GL_3D_COLOR_TEXTURE;
959 out_vertex_size += 7;
960 d3d_out_vertex_size += 4;
961 glEnable(GL_MAP2_TEXTURE_COORD_4);
962 } else if(patch->has_normals) {
963 feedback_type = GL_3D_COLOR;
964 out_vertex_size += 4;
965 d3d_out_vertex_size += 3;
966 glEnable(GL_AUTO_NORMAL);
967 } else {
968 feedback_type = GL_3D;
970 checkGLcall("glEnable vertex attrib generation");
972 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
973 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
974 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
976 glMap2f(GL_MAP2_VERTEX_3,
977 0.0f, 1.0f, vtxStride / sizeof(float), info->width,
978 0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
979 (const GLfloat *)data);
980 checkGLcall("glMap2f");
981 if (patch->has_texcoords)
983 glMap2f(GL_MAP2_TEXTURE_COORD_4,
984 0.0f, 1.0f, vtxStride / sizeof(float), info->width,
985 0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
986 (const GLfloat *)data);
987 checkGLcall("glMap2f");
989 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
990 checkGLcall("glMapGrid2f");
992 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
993 checkGLcall("glFeedbackBuffer");
994 glRenderMode(GL_FEEDBACK);
996 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
997 checkGLcall("glEvalMesh2");
999 i = glRenderMode(GL_RENDER);
1000 if(i == -1) {
1001 LEAVE_GL();
1002 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1003 HeapFree(GetProcessHeap(), 0, feedbuffer);
1004 context_release(context);
1005 return WINED3DERR_DRIVERINTERNALERROR;
1006 } else if(i != buffer_size) {
1007 LEAVE_GL();
1008 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1009 HeapFree(GetProcessHeap(), 0, feedbuffer);
1010 context_release(context);
1011 return WINED3DERR_DRIVERINTERNALERROR;
1012 } else {
1013 TRACE("Got %d elements as expected\n", i);
1016 HeapFree(GetProcessHeap(), 0, patch->mem);
1017 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1018 i = 0;
1019 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1020 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1021 ERR("Unexpected token: %f\n", feedbuffer[j]);
1022 continue;
1024 if(feedbuffer[j + 1] != 3) {
1025 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1026 continue;
1028 /* Somehow there are different ideas about back / front facing, so fix up the
1029 * vertex order
1031 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1032 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1033 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1034 if(patch->has_normals) {
1035 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1036 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1037 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1039 i += d3d_out_vertex_size;
1041 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1042 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1043 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1044 if(patch->has_normals) {
1045 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1046 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1047 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1049 i += d3d_out_vertex_size;
1051 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1052 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1053 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1054 if(patch->has_normals) {
1055 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1056 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1057 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1059 i += d3d_out_vertex_size;
1062 if(patch->has_normals) {
1063 /* Now do the same with reverse light directions */
1064 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1065 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1066 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1067 glLightfv(GL_LIGHT0, GL_POSITION, x);
1068 glLightfv(GL_LIGHT1, GL_POSITION, y);
1069 glLightfv(GL_LIGHT2, GL_POSITION, z);
1070 checkGLcall("Setting up reverse light directions");
1072 glRenderMode(GL_FEEDBACK);
1073 checkGLcall("glRenderMode(GL_FEEDBACK)");
1074 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1075 checkGLcall("glEvalMesh2");
1076 i = glRenderMode(GL_RENDER);
1077 checkGLcall("glRenderMode(GL_RENDER)");
1079 i = 0;
1080 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1081 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1082 ERR("Unexpected token: %f\n", feedbuffer[j]);
1083 continue;
1085 if(feedbuffer[j + 1] != 3) {
1086 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1087 continue;
1089 if(patch->mem[i + 3] == 0.0f)
1090 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1091 if(patch->mem[i + 4] == 0.0f)
1092 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1093 if(patch->mem[i + 5] == 0.0f)
1094 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1095 normalize_normal(patch->mem + i + 3);
1096 i += d3d_out_vertex_size;
1098 if(patch->mem[i + 3] == 0.0f)
1099 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1100 if(patch->mem[i + 4] == 0.0f)
1101 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1102 if(patch->mem[i + 5] == 0.0f)
1103 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1104 normalize_normal(patch->mem + i + 3);
1105 i += d3d_out_vertex_size;
1107 if(patch->mem[i + 3] == 0.0f)
1108 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1109 if(patch->mem[i + 4] == 0.0f)
1110 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1111 if(patch->mem[i + 5] == 0.0f)
1112 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1113 normalize_normal(patch->mem + i + 3);
1114 i += d3d_out_vertex_size;
1118 glDisable(GL_MAP2_VERTEX_3);
1119 glDisable(GL_AUTO_NORMAL);
1120 glDisable(GL_MAP2_NORMAL);
1121 glDisable(GL_MAP2_TEXTURE_COORD_4);
1122 checkGLcall("glDisable vertex attrib generation");
1123 LEAVE_GL();
1125 context_release(context);
1127 HeapFree(GetProcessHeap(), 0, feedbuffer);
1129 vtxStride = 3 * sizeof(float);
1130 if(patch->has_normals) {
1131 vtxStride += 3 * sizeof(float);
1133 if(patch->has_texcoords) {
1134 vtxStride += 4 * sizeof(float);
1136 memset(&patch->strided, 0, sizeof(patch->strided));
1137 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1138 patch->strided.position.data = (BYTE *)patch->mem;
1139 patch->strided.position.stride = vtxStride;
1141 if (patch->has_normals)
1143 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1144 patch->strided.normal.data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
1145 patch->strided.normal.stride = vtxStride;
1147 if (patch->has_texcoords)
1149 patch->strided.tex_coords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1150 patch->strided.tex_coords[0].data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
1151 if (patch->has_normals)
1152 patch->strided.tex_coords[0].data += 3 * sizeof(float);
1153 patch->strided.tex_coords[0].stride = vtxStride;
1156 return WINED3D_OK;