wined3d: Call core GL functions through gl_info.gl_ops as well.
[wine/multimedia.git] / dlls / wined3d / drawprim.c
blob8df04a33ff19f301f12e2473b5b4a2a1d90395e7
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 "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
34 #include <stdio.h>
35 #include <math.h>
37 /* GL locking is done by the caller */
38 static void drawStridedFast(const struct wined3d_gl_info *gl_info, GLenum primitive_type, UINT count, UINT idx_size,
39 const void *idx_data, UINT start_idx, INT base_vertex_index)
41 if (idx_size)
43 GLenum idxtype = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
44 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
46 GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
47 (const char *)idx_data + (idx_size * start_idx), base_vertex_index));
48 checkGLcall("glDrawElementsBaseVertex");
50 else
52 gl_info->gl_ops.gl.p_glDrawElements(primitive_type, count,
53 idxtype, (const char *)idx_data + (idx_size * start_idx));
54 checkGLcall("glDrawElements");
57 else
59 gl_info->gl_ops.gl.p_glDrawArrays(primitive_type, start_idx, count);
60 checkGLcall("glDrawArrays");
65 * Actually draw using the supplied information.
66 * Slower GL version which extracts info about each vertex in turn
69 /* GL locking is done by the caller */
70 static void drawStridedSlow(const struct wined3d_device *device, const struct wined3d_context *context,
71 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
72 const void *idxData, UINT idxSize, UINT startIdx)
74 unsigned int textureNo = 0;
75 const WORD *pIdxBufS = NULL;
76 const DWORD *pIdxBufL = NULL;
77 UINT vx_index;
78 const struct wined3d_state *state = &device->stateBlock->state;
79 LONG SkipnStrides = startIdx;
80 BOOL pixelShader = use_ps(state);
81 BOOL specular_fog = FALSE;
82 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
83 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
84 const struct wined3d_gl_info *gl_info = context->gl_info;
85 UINT texture_stages = gl_info->limits.texture_stages;
86 const struct wined3d_stream_info_element *element;
87 UINT num_untracked_materials;
88 DWORD tex_mask = 0;
90 TRACE("Using slow vertex array code\n");
92 /* Variable Initialization */
93 if (idxSize)
95 /* Immediate mode drawing can't make use of indices in a vbo - get the
96 * data from the index buffer. If the index buffer has no vbo (not
97 * supported or other reason), or with user pointer drawing idxData
98 * will be non-NULL. */
99 if (!idxData)
100 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
102 if (idxSize == 2) pIdxBufS = idxData;
103 else pIdxBufL = idxData;
104 } else if (idxData) {
105 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
106 return;
109 /* Start drawing in GL */
110 gl_info->gl_ops.gl.p_glBegin(glPrimType);
112 if (si->use_map & (1 << WINED3D_FFP_POSITION))
114 element = &si->elements[WINED3D_FFP_POSITION];
115 position = element->data.addr;
118 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
120 element = &si->elements[WINED3D_FFP_NORMAL];
121 normal = element->data.addr;
123 else
125 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
128 num_untracked_materials = context->num_untracked_materials;
129 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
131 element = &si->elements[WINED3D_FFP_DIFFUSE];
132 diffuse = element->data.addr;
134 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
135 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
137 else
139 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
142 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
144 element = &si->elements[WINED3D_FFP_SPECULAR];
145 specular = element->data.addr;
147 /* special case where the fog density is stored in the specular alpha channel */
148 if (state->render_states[WINED3D_RS_FOGENABLE]
149 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
150 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
151 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
153 if (gl_info->supported[EXT_FOG_COORD])
155 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
156 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
158 else
160 static BOOL warned;
162 if (!warned)
164 /* TODO: Use the fog table code from old ddraw */
165 FIXME("Implement fog for transformed vertices in software\n");
166 warned = TRUE;
171 else if (gl_info->supported[EXT_SECONDARY_COLOR])
173 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
176 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
178 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
179 DWORD texture_idx = device->texUnitMap[textureNo];
181 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
183 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
184 continue;
187 if (!pixelShader && !state->textures[textureNo]) continue;
189 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
191 if (coordIdx > 7)
193 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
194 continue;
196 else if (coordIdx < 0)
198 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
199 continue;
202 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
204 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
205 texCoords[coordIdx] = element->data.addr;
206 tex_mask |= (1 << textureNo);
208 else
210 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
211 if (gl_info->supported[ARB_MULTITEXTURE])
212 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
213 else
214 gl_info->gl_ops.gl.p_glTexCoord4f(0, 0, 0, 1);
218 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
219 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
222 /* For each primitive */
223 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
224 UINT texture, tmp_tex_mask;
225 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
226 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
229 /* For indexed data, we need to go a few more strides in */
230 if (idxData)
232 /* Indexed so work out the number of strides to skip */
233 if (idxSize == 2)
234 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
235 else
236 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
239 tmp_tex_mask = tex_mask;
240 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
242 int coord_idx;
243 const void *ptr;
244 DWORD texture_idx;
246 if (!(tmp_tex_mask & 1)) continue;
248 coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
249 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
251 texture_idx = device->texUnitMap[texture];
252 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
253 GL_TEXTURE0_ARB + texture_idx, ptr);
256 /* Diffuse -------------------------------- */
257 if (diffuse) {
258 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
260 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
261 if (num_untracked_materials)
263 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
264 unsigned char i;
265 float color[4];
267 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
268 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
269 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
270 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
272 for (i = 0; i < num_untracked_materials; ++i)
274 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
279 /* Specular ------------------------------- */
280 if (specular) {
281 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
283 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
285 if (specular_fog)
287 DWORD specularColor = *(const DWORD *)ptrToCoords;
288 GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
292 /* Normal -------------------------------- */
293 if (normal)
295 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
296 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
299 /* Position -------------------------------- */
300 if (position) {
301 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
302 position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
305 /* For non indexed mode, step onto next parts */
306 if (!idxData) ++SkipnStrides;
309 gl_info->gl_ops.gl.p_glEnd();
310 checkGLcall("glEnd and previous calls");
313 /* GL locking is done by the caller */
314 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
315 enum wined3d_format_id format, const UINT index, const void *ptr)
317 switch(format)
319 case WINED3DFMT_R32_FLOAT:
320 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
321 break;
322 case WINED3DFMT_R32G32_FLOAT:
323 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
324 break;
325 case WINED3DFMT_R32G32B32_FLOAT:
326 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
327 break;
328 case WINED3DFMT_R32G32B32A32_FLOAT:
329 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
330 break;
332 case WINED3DFMT_R8G8B8A8_UINT:
333 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
334 break;
335 case WINED3DFMT_B8G8R8A8_UNORM:
336 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
338 const DWORD *src = ptr;
339 DWORD c = *src & 0xff00ff00;
340 c |= (*src & 0xff0000) >> 16;
341 c |= (*src & 0xff) << 16;
342 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
343 break;
345 /* else fallthrough */
346 case WINED3DFMT_R8G8B8A8_UNORM:
347 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
348 break;
350 case WINED3DFMT_R16G16_SINT:
351 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
352 break;
353 case WINED3DFMT_R16G16B16A16_SINT:
354 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
355 break;
357 case WINED3DFMT_R16G16_SNORM:
359 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
360 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
361 break;
363 case WINED3DFMT_R16G16_UNORM:
365 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
366 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
367 break;
369 case WINED3DFMT_R16G16B16A16_SNORM:
370 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
371 break;
372 case WINED3DFMT_R16G16B16A16_UNORM:
373 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
374 break;
376 case WINED3DFMT_R10G10B10A2_UINT:
377 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
378 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
379 break;
380 case WINED3DFMT_R10G10B10A2_SNORM:
381 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
382 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
383 break;
385 case WINED3DFMT_R16G16_FLOAT:
386 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
387 * byte float according to the IEEE standard
389 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
391 /* Not supported by GL_ARB_half_float_vertex */
392 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
394 else
396 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
397 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
398 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
400 break;
401 case WINED3DFMT_R16G16B16A16_FLOAT:
402 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
404 /* Not supported by GL_ARB_half_float_vertex */
405 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
407 else
409 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
410 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
411 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
412 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
413 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
415 break;
417 default:
418 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
419 break;
423 /* GL locking is done by the caller */
424 static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
425 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
426 const void *idxData, UINT idxSize, UINT startIdx)
428 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
429 const DWORD *pIdxBufL = NULL;
430 const WORD *pIdxBufS = NULL;
431 UINT vx_index;
432 int i;
433 const BYTE *ptr;
435 if (idxSize)
437 /* Immediate mode drawing can't make use of indices in a vbo - get the
438 * data from the index buffer. If the index buffer has no vbo (not
439 * supported or other reason), or with user pointer drawing idxData
440 * will be non-NULL. */
441 if (!idxData)
442 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
444 if (idxSize == 2) pIdxBufS = idxData;
445 else pIdxBufL = idxData;
446 } else if (idxData) {
447 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
448 return;
451 /* Start drawing in GL */
452 gl_info->gl_ops.gl.p_glBegin(glPrimitiveType);
454 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
456 if (idxData)
458 /* Indexed so work out the number of strides to skip */
459 if (idxSize == 2)
460 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
461 else
462 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
465 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
467 if (!(si->use_map & (1 << i))) continue;
469 ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
471 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
473 SkipnStrides++;
476 gl_info->gl_ops.gl.p_glEnd();
479 /* GL locking is done by the caller */
480 static void drawStridedInstanced(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
481 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
482 const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index)
484 UINT numInstances = 0, i;
485 int numInstancedAttribs = 0, j;
486 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
487 GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
489 if (!idxSize)
491 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
492 * We don't support this for now
494 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
495 * But the StreamSourceFreq value has a different meaning in that situation.
497 FIXME("Non-indexed instanced drawing is not supported\n");
498 return;
501 /* First, figure out how many instances we have to draw */
502 for (i = 0; i < MAX_STREAMS; ++i)
504 /* Look at the streams and take the first one which matches */
505 if (state->streams[i].buffer
506 && ((state->streams[i].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
507 || (state->streams[i].flags & WINED3DSTREAMSOURCE_INDEXEDDATA)))
509 /* Use the specified number of instances from the first matched
510 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
511 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
512 numInstances = state->streams[i].frequency ? state->streams[i].frequency : 1;
513 break;
517 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
519 if (!(si->use_map & (1 << i))) continue;
521 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
523 instancedData[numInstancedAttribs] = i;
524 numInstancedAttribs++;
528 /* now draw numInstances instances :-) */
529 for(i = 0; i < numInstances; i++) {
530 /* Specify the instanced attributes using immediate mode calls */
531 for(j = 0; j < numInstancedAttribs; j++) {
532 const BYTE *ptr = si->elements[instancedData[j]].data.addr
533 + si->elements[instancedData[j]].stride * i;
534 if (si->elements[instancedData[j]].data.buffer_object)
536 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
537 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
540 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
543 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
545 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
546 (const char *)idxData+(idxSize * startIdx), base_vertex_index));
547 checkGLcall("glDrawElementsBaseVertex");
549 else
551 gl_info->gl_ops.gl.p_glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
552 (const char *)idxData + (idxSize * startIdx));
553 checkGLcall("glDrawElements");
558 static void remove_vbos(const struct wined3d_gl_info *gl_info,
559 const struct wined3d_state *state, struct wined3d_stream_info *s)
561 unsigned int i;
563 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
565 struct wined3d_stream_info_element *e;
567 if (!(s->use_map & (1 << i))) continue;
569 e = &s->elements[i];
570 if (e->data.buffer_object)
572 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
573 e->data.buffer_object = 0;
574 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
579 /* Routine common to the draw primitive and draw indexed primitive routines */
580 void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartIdx, BOOL indexed, const void *idxData)
582 const struct wined3d_state *state = &device->stateBlock->state;
583 const struct wined3d_gl_info *gl_info;
584 struct wined3d_context *context;
585 unsigned int i;
587 if (!index_count) return;
589 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
591 /* Invalidate the back buffer memory so LockRect will read it the next time */
592 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
594 struct wined3d_surface *target = device->fb.render_targets[i];
595 if (target)
597 surface_load_location(target, target->draw_binding, NULL);
598 surface_modify_location(target, target->draw_binding, TRUE);
603 /* Signals other modules that a drawing is in progress and the stateblock finalized */
604 device->isInDraw = TRUE;
606 context = context_acquire(device, device->fb.render_targets[0]);
607 if (!context->valid)
609 context_release(context);
610 WARN("Invalid context, skipping draw.\n");
611 return;
613 gl_info = context->gl_info;
615 if (device->fb.depth_stencil)
617 /* Note that this depends on the context_acquire() call above to set
618 * context->render_offscreen properly. We don't currently take the
619 * Z-compare function into account, but we could skip loading the
620 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
621 * that we never copy the stencil data.*/
622 DWORD location = context->render_offscreen ? device->fb.depth_stencil->draw_binding : SFLAG_INDRAWABLE;
623 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
625 struct wined3d_surface *ds = device->fb.depth_stencil;
626 RECT current_rect, draw_rect, r;
628 if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
629 device_switch_onscreen_ds(device, context, ds);
631 if (ds->flags & location)
632 SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
633 else
634 SetRectEmpty(&current_rect);
636 wined3d_get_draw_rect(state, &draw_rect);
638 IntersectRect(&r, &draw_rect, &current_rect);
639 if (!EqualRect(&r, &draw_rect))
640 surface_load_ds_location(ds, context, location);
644 if (!context_apply_draw_state(context, device))
646 context_release(context);
647 WARN("Unable to apply draw state, skipping draw.\n");
648 return;
651 if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
653 struct wined3d_surface *ds = device->fb.depth_stencil;
654 DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
656 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
659 if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
660 || !gl_info->supported[NV_POINT_SPRITE])
661 && context->render_offscreen
662 && state->render_states[WINED3D_RS_POINTSPRITEENABLE]
663 && state->gl_primitive_type == GL_POINTS)
665 FIXME("Point sprite coordinate origin switching not supported.\n");
668 /* Ok, we will be updating the screen from here onwards so grab the lock */
669 ENTER_GL();
671 GLenum glPrimType = state->gl_primitive_type;
672 INT base_vertex_index = state->base_vertex_index;
673 BOOL emulation = FALSE;
674 const struct wined3d_stream_info *stream_info = &device->strided_streams;
675 struct wined3d_stream_info stridedlcl;
676 UINT idx_size = 0;
678 if (indexed)
680 if (!state->user_stream)
682 struct wined3d_buffer *index_buffer = state->index_buffer;
683 if (!index_buffer->buffer_object || !stream_info->all_vbo)
684 idxData = index_buffer->resource.allocatedMemory;
685 else
686 idxData = NULL;
689 if (state->index_format == WINED3DFMT_R16_UINT)
690 idx_size = 2;
691 else
692 idx_size = 4;
695 if (!use_vs(state))
697 if (!stream_info->position_transformed && context->num_untracked_materials
698 && state->render_states[WINED3D_RS_LIGHTING])
700 static BOOL warned;
701 if (!warned) {
702 FIXME("Using software emulation because not all material properties could be tracked\n");
703 warned = TRUE;
704 } else {
705 TRACE("Using software emulation because not all material properties could be tracked\n");
707 emulation = TRUE;
709 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
711 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
712 * to a float in the vertex buffer
714 static BOOL warned;
715 if (!warned) {
716 FIXME("Using software emulation because manual fog coordinates are provided\n");
717 warned = TRUE;
718 } else {
719 TRACE("Using software emulation because manual fog coordinates are provided\n");
721 emulation = TRUE;
724 if(emulation) {
725 stream_info = &stridedlcl;
726 memcpy(&stridedlcl, &device->strided_streams, sizeof(stridedlcl));
727 remove_vbos(gl_info, state, &stridedlcl);
731 if (device->useDrawStridedSlow || emulation)
733 /* Immediate mode drawing */
734 if (use_vs(state))
736 static BOOL warned;
737 if (!warned) {
738 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
739 warned = TRUE;
740 } else {
741 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
743 drawStridedSlowVs(gl_info, state, stream_info,
744 index_count, glPrimType, idxData, idx_size, StartIdx);
746 else
748 drawStridedSlow(device, context, stream_info, index_count,
749 glPrimType, idxData, idx_size, StartIdx);
752 else if (device->instancedDraw)
754 /* Instancing emulation with mixing immediate mode and arrays */
755 drawStridedInstanced(gl_info, state, stream_info,
756 index_count, glPrimType, idxData, idx_size, StartIdx, base_vertex_index);
758 else
760 drawStridedFast(gl_info, glPrimType, index_count, idx_size, idxData, StartIdx, base_vertex_index);
764 /* Finished updating the screen, restore lock */
765 LEAVE_GL();
767 for(i = 0; i < device->num_buffer_queries; ++i)
769 wined3d_event_query_issue(device->buffer_queries[i], device);
772 if (wined3d_settings.strict_draw_ordering)
773 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
775 context_release(context);
777 TRACE("Done all gl drawing\n");
779 /* Control goes back to the device, stateblock values may change again */
780 device->isInDraw = FALSE;
783 static void normalize_normal(float *n) {
784 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
785 if (length == 0.0f) return;
786 length = sqrtf(length);
787 n[0] = n[0] / length;
788 n[1] = n[1] / length;
789 n[2] = n[2] / length;
792 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
794 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
795 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
796 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
797 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
798 * in drawprim.
800 * To read back, the opengl feedback mode is used. This creates a problem because we want
801 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
802 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
803 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
804 * them to [-1.0;+1.0] and set the viewport up to scale them back.
806 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
807 * resulting colors back to the normals.
809 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
810 * does not restore it because normally a draw follows immediately afterwards. The caller is
811 * responsible of taking care that either the gl states are restored, or the context activated
812 * for drawing to reset the lastWasBlit flag.
814 HRESULT tesselate_rectpatch(struct wined3d_device *This, struct wined3d_rect_patch *patch)
816 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
817 const struct wined3d_rect_patch_info *info = &patch->rect_patch_info;
818 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
819 struct wined3d_state *state = &This->stateBlock->state;
820 struct wined3d_stream_info stream_info;
821 struct wined3d_stream_info_element *e;
822 const struct wined3d_gl_info *gl_info;
823 struct wined3d_context *context;
824 struct wined3d_shader *vs;
825 const BYTE *data;
826 DWORD vtxStride;
827 GLenum feedback_type;
828 GLfloat *feedbuffer;
830 /* Simply activate the context for blitting. This disables all the things we don't want and
831 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
832 * patch (as opposed to normal draws) will most likely need different changes anyway. */
833 context = context_acquire(This, NULL);
834 gl_info = context->gl_info;
835 context_apply_blit_state(context, This);
837 /* First, locate the position data. This is provided in a vertex buffer in
838 * the stateblock. Beware of VBOs. */
839 vs = state->vertex_shader;
840 state->vertex_shader = NULL;
841 device_stream_info_from_declaration(This, &stream_info);
842 state->vertex_shader = vs;
844 e = &stream_info.elements[WINED3D_FFP_POSITION];
845 if (e->data.buffer_object)
847 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
848 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
850 vtxStride = e->stride;
851 data = e->data.addr
852 + vtxStride * info->stride * info->start_vertex_offset_height
853 + vtxStride * info->start_vertex_offset_width;
855 /* Not entirely sure about what happens with transformed vertices */
856 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
858 if(vtxStride % sizeof(GLfloat)) {
859 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
860 * I don't see how the stride could not be a multiple of 4, but make sure
861 * to check it
863 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
865 if (info->basis != WINED3D_BASIS_BEZIER)
866 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->basis));
867 if (info->degree != WINED3D_DEGREE_CUBIC)
868 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->degree));
870 /* First, get the boundary cube of the input data */
871 for (j = 0; j < info->height; ++j)
873 for (i = 0; i < info->width; ++i)
875 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->stride * j);
876 if(fabs(v[0]) > max_x) max_x = fabsf(v[0]);
877 if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
878 if(fabs(v[2]) > max_z) max_z = fabsf(v[2]);
879 if(v[2] < neg_z) neg_z = v[2];
883 /* This needs some improvements in the vertex decl code */
884 FIXME("Cannot find data to generate. Only generating position and normals\n");
885 patch->has_normals = TRUE;
886 patch->has_texcoords = FALSE;
888 ENTER_GL();
890 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
891 checkGLcall("glMatrixMode(GL_PROJECTION)");
892 gl_info->gl_ops.gl.p_glLoadIdentity();
893 checkGLcall("glLoadIdentity()");
894 gl_info->gl_ops.gl.p_glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
895 gl_info->gl_ops.gl.p_glTranslatef(0.0f, 0.0f, 0.5f);
896 checkGLcall("glScalef");
897 gl_info->gl_ops.gl.p_glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
898 checkGLcall("glViewport");
900 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
901 * our feedback buffer parser
903 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
904 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
905 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FILLMODE));
906 if (patch->has_normals)
908 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
909 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
910 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
911 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
912 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
913 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
914 checkGLcall("glEnable(GL_LIGHTING)");
915 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
916 checkGLcall("glLightModel for MODEL_AMBIENT");
917 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_AMBIENT));
919 for (i = 3; i < context->gl_info->limits.lights; ++i)
921 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + i);
922 checkGLcall("glDisable(GL_LIGHT0 + i)");
923 context_invalidate_state(context, STATE_ACTIVELIGHT(i));
926 context_invalidate_state(context, STATE_ACTIVELIGHT(0));
927 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
928 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_SPECULAR, black);
929 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_AMBIENT, black);
930 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, red);
931 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0);
932 checkGLcall("Setting up light 1");
933 context_invalidate_state(context, STATE_ACTIVELIGHT(1));
934 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
935 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_SPECULAR, black);
936 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_AMBIENT, black);
937 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, green);
938 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT1);
939 checkGLcall("Setting up light 2");
940 context_invalidate_state(context, STATE_ACTIVELIGHT(2));
941 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
942 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_SPECULAR, black);
943 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_AMBIENT, black);
944 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, blue);
945 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT2);
946 checkGLcall("Setting up light 3");
948 context_invalidate_state(context, STATE_MATERIAL);
949 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORVERTEX));
950 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
951 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
952 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
953 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
954 checkGLcall("Setting up materials");
957 /* Enable the needed maps.
958 * GL_MAP2_VERTEX_3 is needed for positional data.
959 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
960 * GL_MAP2_TEXTURE_COORD_4 for texture coords
962 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
963 out_vertex_size = 3 /* position */;
964 d3d_out_vertex_size = 3;
965 gl_info->gl_ops.gl.p_glEnable(GL_MAP2_VERTEX_3);
966 if (patch->has_normals && patch->has_texcoords)
968 FIXME("Texcoords not handled yet\n");
969 feedback_type = GL_3D_COLOR_TEXTURE;
970 out_vertex_size += 8;
971 d3d_out_vertex_size += 7;
972 gl_info->gl_ops.gl.p_glEnable(GL_AUTO_NORMAL);
973 gl_info->gl_ops.gl.p_glEnable(GL_MAP2_TEXTURE_COORD_4);
975 else if (patch->has_texcoords)
977 FIXME("Texcoords not handled yet\n");
978 feedback_type = GL_3D_COLOR_TEXTURE;
979 out_vertex_size += 7;
980 d3d_out_vertex_size += 4;
981 gl_info->gl_ops.gl.p_glEnable(GL_MAP2_TEXTURE_COORD_4);
983 else if (patch->has_normals)
985 feedback_type = GL_3D_COLOR;
986 out_vertex_size += 4;
987 d3d_out_vertex_size += 3;
988 gl_info->gl_ops.gl.p_glEnable(GL_AUTO_NORMAL);
990 else
992 feedback_type = GL_3D;
994 checkGLcall("glEnable vertex attrib generation");
996 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
997 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
998 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1000 gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_VERTEX_3,
1001 0.0f, 1.0f, vtxStride / sizeof(float), info->width,
1002 0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
1003 (const GLfloat *)data);
1004 checkGLcall("glMap2f");
1005 if (patch->has_texcoords)
1007 gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_TEXTURE_COORD_4,
1008 0.0f, 1.0f, vtxStride / sizeof(float), info->width,
1009 0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
1010 (const GLfloat *)data);
1011 checkGLcall("glMap2f");
1013 gl_info->gl_ops.gl.p_glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
1014 checkGLcall("glMapGrid2f");
1016 gl_info->gl_ops.gl.p_glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1017 checkGLcall("glFeedbackBuffer");
1018 gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
1020 gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1021 checkGLcall("glEvalMesh2");
1023 i = gl_info->gl_ops.gl.p_glRenderMode(GL_RENDER);
1024 if (i == -1)
1026 LEAVE_GL();
1027 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1028 HeapFree(GetProcessHeap(), 0, feedbuffer);
1029 context_release(context);
1030 return WINED3DERR_DRIVERINTERNALERROR;
1031 } else if(i != buffer_size) {
1032 LEAVE_GL();
1033 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1034 HeapFree(GetProcessHeap(), 0, feedbuffer);
1035 context_release(context);
1036 return WINED3DERR_DRIVERINTERNALERROR;
1037 } else {
1038 TRACE("Got %d elements as expected\n", i);
1041 HeapFree(GetProcessHeap(), 0, patch->mem);
1042 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1043 i = 0;
1044 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1045 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1046 ERR("Unexpected token: %f\n", feedbuffer[j]);
1047 continue;
1049 if(feedbuffer[j + 1] != 3) {
1050 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1051 continue;
1053 /* Somehow there are different ideas about back / front facing, so fix up the
1054 * vertex order
1056 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1057 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1058 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1059 if(patch->has_normals) {
1060 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1061 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1062 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1064 i += d3d_out_vertex_size;
1066 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1067 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1068 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1069 if(patch->has_normals) {
1070 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1071 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1072 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1074 i += d3d_out_vertex_size;
1076 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1077 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1078 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1079 if(patch->has_normals) {
1080 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1081 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1082 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1084 i += d3d_out_vertex_size;
1087 if(patch->has_normals) {
1088 /* Now do the same with reverse light directions */
1089 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1090 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1091 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1092 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, x);
1093 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, y);
1094 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, z);
1095 checkGLcall("Setting up reverse light directions");
1097 gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
1098 checkGLcall("glRenderMode(GL_FEEDBACK)");
1099 gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1100 checkGLcall("glEvalMesh2");
1101 i = gl_info->gl_ops.gl.p_glRenderMode(GL_RENDER);
1102 checkGLcall("glRenderMode(GL_RENDER)");
1104 i = 0;
1105 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1106 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1107 ERR("Unexpected token: %f\n", feedbuffer[j]);
1108 continue;
1110 if(feedbuffer[j + 1] != 3) {
1111 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1112 continue;
1114 if(patch->mem[i + 3] == 0.0f)
1115 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1116 if(patch->mem[i + 4] == 0.0f)
1117 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1118 if(patch->mem[i + 5] == 0.0f)
1119 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1120 normalize_normal(patch->mem + i + 3);
1121 i += d3d_out_vertex_size;
1123 if(patch->mem[i + 3] == 0.0f)
1124 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1125 if(patch->mem[i + 4] == 0.0f)
1126 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1127 if(patch->mem[i + 5] == 0.0f)
1128 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1129 normalize_normal(patch->mem + i + 3);
1130 i += d3d_out_vertex_size;
1132 if(patch->mem[i + 3] == 0.0f)
1133 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1134 if(patch->mem[i + 4] == 0.0f)
1135 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1136 if(patch->mem[i + 5] == 0.0f)
1137 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1138 normalize_normal(patch->mem + i + 3);
1139 i += d3d_out_vertex_size;
1143 gl_info->gl_ops.gl.p_glDisable(GL_MAP2_VERTEX_3);
1144 gl_info->gl_ops.gl.p_glDisable(GL_AUTO_NORMAL);
1145 gl_info->gl_ops.gl.p_glDisable(GL_MAP2_NORMAL);
1146 gl_info->gl_ops.gl.p_glDisable(GL_MAP2_TEXTURE_COORD_4);
1147 checkGLcall("glDisable vertex attrib generation");
1148 LEAVE_GL();
1150 context_release(context);
1152 HeapFree(GetProcessHeap(), 0, feedbuffer);
1154 vtxStride = 3 * sizeof(float);
1155 if(patch->has_normals) {
1156 vtxStride += 3 * sizeof(float);
1158 if(patch->has_texcoords) {
1159 vtxStride += 4 * sizeof(float);
1161 memset(&patch->strided, 0, sizeof(patch->strided));
1162 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1163 patch->strided.position.data = (BYTE *)patch->mem;
1164 patch->strided.position.stride = vtxStride;
1166 if (patch->has_normals)
1168 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1169 patch->strided.normal.data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
1170 patch->strided.normal.stride = vtxStride;
1172 if (patch->has_texcoords)
1174 patch->strided.tex_coords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1175 patch->strided.tex_coords[0].data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
1176 if (patch->has_normals)
1177 patch->strided.tex_coords[0].data += 3 * sizeof(float);
1178 patch->strided.tex_coords[0].stride = vtxStride;
1181 return WINED3D_OK;