ntdll: Use list_empty() instead of list_count() == 0.
[wine/multimedia.git] / dlls / wined3d / drawprim.c
blobd5a656e0b7dc7cee0c70382f3e7a3e8964d6315d
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(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 const struct wined3d_stream_state *streams = state->streams;
78 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
79 BOOL pixelShader = use_ps(state);
80 BOOL specular_fog = FALSE;
81 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
82 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
83 const struct wined3d_gl_info *gl_info = context->gl_info;
84 UINT texture_stages = gl_info->limits.texture_stages;
85 const struct wined3d_stream_info_element *element;
86 UINT num_untracked_materials;
87 DWORD tex_mask = 0;
89 TRACE("Using slow vertex array code\n");
91 /* Variable Initialization */
92 if (idxSize)
94 /* Immediate mode drawing can't make use of indices in a vbo - get the
95 * data from the index buffer. If the index buffer has no vbo (not
96 * supported or other reason), or with user pointer drawing idxData
97 * will be non-NULL. */
98 if (!idxData)
99 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
101 if (idxSize == 2) pIdxBufS = idxData;
102 else pIdxBufL = idxData;
103 } else if (idxData) {
104 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
105 return;
108 /* Start drawing in GL */
109 glBegin(glPrimType);
111 if (si->use_map & (1 << WINED3D_FFP_POSITION))
113 element = &si->elements[WINED3D_FFP_POSITION];
114 position = element->data + streams[element->stream_idx].offset;
117 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
119 element = &si->elements[WINED3D_FFP_NORMAL];
120 normal = element->data + streams[element->stream_idx].offset;
122 else
124 glNormal3f(0, 0, 0);
127 num_untracked_materials = context->num_untracked_materials;
128 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
130 element = &si->elements[WINED3D_FFP_DIFFUSE];
131 diffuse = element->data + streams[element->stream_idx].offset;
133 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
134 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
136 else
138 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
141 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
143 element = &si->elements[WINED3D_FFP_SPECULAR];
144 specular = element->data + streams[element->stream_idx].offset;
146 /* special case where the fog density is stored in the specular alpha channel */
147 if (state->render_states[WINED3DRS_FOGENABLE]
148 && (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
149 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
150 && state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
152 if (gl_info->supported[EXT_FOG_COORD])
154 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
155 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
157 else
159 static BOOL warned;
161 if (!warned)
163 /* TODO: Use the fog table code from old ddraw */
164 FIXME("Implement fog for transformed vertices in software\n");
165 warned = TRUE;
170 else if (gl_info->supported[EXT_SECONDARY_COLOR])
172 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
175 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
177 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
178 DWORD texture_idx = device->texUnitMap[textureNo];
180 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
182 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
183 continue;
186 if (!pixelShader && !state->textures[textureNo]) continue;
188 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
190 if (coordIdx > 7)
192 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
193 continue;
195 else if (coordIdx < 0)
197 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
198 continue;
201 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
203 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
204 texCoords[coordIdx] = element->data + streams[element->stream_idx].offset;
205 tex_mask |= (1 << textureNo);
207 else
209 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
210 if (gl_info->supported[ARB_MULTITEXTURE])
211 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
212 else
213 glTexCoord4f(0, 0, 0, 1);
217 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
218 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
221 /* For each primitive */
222 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
223 UINT texture, tmp_tex_mask;
224 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
225 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
228 /* For indexed data, we need to go a few more strides in */
229 if (idxData)
231 /* Indexed so work out the number of strides to skip */
232 if (idxSize == 2)
233 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
234 else
235 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
238 tmp_tex_mask = tex_mask;
239 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
241 int coord_idx;
242 const void *ptr;
243 DWORD texture_idx;
245 if (!(tmp_tex_mask & 1)) continue;
247 coord_idx = state->texture_states[texture][WINED3DTSS_TEXCOORDINDEX];
248 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
250 texture_idx = device->texUnitMap[texture];
251 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
252 GL_TEXTURE0_ARB + texture_idx, ptr);
255 /* Diffuse -------------------------------- */
256 if (diffuse) {
257 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
259 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
260 if (num_untracked_materials)
262 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
263 unsigned char i;
264 float color[4];
266 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
267 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
268 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
269 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
271 for (i = 0; i < num_untracked_materials; ++i)
273 glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
278 /* Specular ------------------------------- */
279 if (specular) {
280 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
282 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
284 if (specular_fog)
286 DWORD specularColor = *(const DWORD *)ptrToCoords;
287 GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
291 /* Normal -------------------------------- */
292 if (normal)
294 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
295 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
298 /* Position -------------------------------- */
299 if (position) {
300 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
301 position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
304 /* For non indexed mode, step onto next parts */
305 if (!idxData) ++SkipnStrides;
308 glEnd();
309 checkGLcall("glEnd and previous calls");
312 /* GL locking is done by the caller */
313 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
314 enum wined3d_format_id format, const UINT index, const void *ptr)
316 switch(format)
318 case WINED3DFMT_R32_FLOAT:
319 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
320 break;
321 case WINED3DFMT_R32G32_FLOAT:
322 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
323 break;
324 case WINED3DFMT_R32G32B32_FLOAT:
325 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
326 break;
327 case WINED3DFMT_R32G32B32A32_FLOAT:
328 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
329 break;
331 case WINED3DFMT_R8G8B8A8_UINT:
332 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
333 break;
334 case WINED3DFMT_B8G8R8A8_UNORM:
335 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
337 const DWORD *src = ptr;
338 DWORD c = *src & 0xff00ff00;
339 c |= (*src & 0xff0000) >> 16;
340 c |= (*src & 0xff) << 16;
341 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
342 break;
344 /* else fallthrough */
345 case WINED3DFMT_R8G8B8A8_UNORM:
346 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
347 break;
349 case WINED3DFMT_R16G16_SINT:
350 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
351 break;
352 case WINED3DFMT_R16G16B16A16_SINT:
353 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
354 break;
356 case WINED3DFMT_R16G16_SNORM:
358 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
359 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
360 break;
362 case WINED3DFMT_R16G16_UNORM:
364 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
365 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
366 break;
368 case WINED3DFMT_R16G16B16A16_SNORM:
369 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
370 break;
371 case WINED3DFMT_R16G16B16A16_UNORM:
372 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
373 break;
375 case WINED3DFMT_R10G10B10A2_UINT:
376 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
377 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
378 break;
379 case WINED3DFMT_R10G10B10A2_SNORM:
380 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
381 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
382 break;
384 case WINED3DFMT_R16G16_FLOAT:
385 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
386 * byte float according to the IEEE standard
388 if (gl_info->supported[NV_HALF_FLOAT])
390 /* Not supported by GL_ARB_half_float_vertex */
391 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
393 else
395 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
396 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
397 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
399 break;
400 case WINED3DFMT_R16G16B16A16_FLOAT:
401 if (gl_info->supported[NV_HALF_FLOAT])
403 /* Not supported by GL_ARB_half_float_vertex */
404 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
406 else
408 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
409 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
410 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
411 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
412 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
414 break;
416 default:
417 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
418 break;
422 /* GL locking is done by the caller */
423 static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
424 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
425 const void *idxData, UINT idxSize, UINT startIdx)
427 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
428 const DWORD *pIdxBufL = NULL;
429 const WORD *pIdxBufS = NULL;
430 UINT vx_index;
431 int i;
432 const BYTE *ptr;
434 if (idxSize)
436 /* Immediate mode drawing can't make use of indices in a vbo - get the
437 * data from the index buffer. If the index buffer has no vbo (not
438 * supported or other reason), or with user pointer drawing idxData
439 * will be non-NULL. */
440 if (!idxData)
441 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
443 if (idxSize == 2) pIdxBufS = idxData;
444 else pIdxBufL = idxData;
445 } else if (idxData) {
446 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
447 return;
450 /* Start drawing in GL */
451 glBegin(glPrimitiveType);
453 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
455 if (idxData)
457 /* Indexed so work out the number of strides to skip */
458 if (idxSize == 2)
459 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
460 else
461 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
464 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
466 if (!(si->use_map & (1 << i))) continue;
468 ptr = si->elements[i].data + si->elements[i].stride * SkipnStrides
469 + state->streams[si->elements[i].stream_idx].offset;
471 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
473 SkipnStrides++;
476 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
533 + si->elements[instancedData[j]].stride * i
534 + state->streams[si->elements[instancedData[j]].stream_idx].offset;
535 if (si->elements[instancedData[j]].buffer_object)
537 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
538 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
541 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
544 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
546 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
547 (const char *)idxData+(idxSize * startIdx), base_vertex_index));
548 checkGLcall("glDrawElementsBaseVertex");
550 else
552 glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
553 (const char *)idxData+(idxSize * startIdx));
554 checkGLcall("glDrawElements");
559 static void remove_vbos(const struct wined3d_gl_info *gl_info,
560 const struct wined3d_state *state, struct wined3d_stream_info *s)
562 unsigned int i;
564 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
566 struct wined3d_stream_info_element *e;
568 if (!(s->use_map & (1 << i))) continue;
570 e = &s->elements[i];
571 if (e->buffer_object)
573 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
574 e->buffer_object = 0;
575 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
580 /* Routine common to the draw primitive and draw indexed primitive routines */
581 void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartIdx, UINT idxSize, const void *idxData)
583 const struct wined3d_state *state = &device->stateBlock->state;
584 struct wined3d_context *context;
585 unsigned int i;
587 if (!index_count) return;
589 if (state->render_states[WINED3DRS_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, SFLAG_INDRAWABLE, NULL);
598 surface_modify_location(target, SFLAG_INDRAWABLE, 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;
614 if (!context_apply_draw_state(context, device))
616 context_release(context);
617 WARN("Unable to apply draw state, skipping draw.\n");
618 return;
621 if (device->fb.depth_stencil)
623 /* Note that this depends on the context_acquire() call above to set
624 * context->render_offscreen properly. We don't currently take the
625 * Z-compare function into account, but we could skip loading the
626 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
627 * that we never copy the stencil data.*/
628 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
629 if (state->render_states[WINED3DRS_ZWRITEENABLE] || state->render_states[WINED3DRS_ZENABLE])
631 struct wined3d_surface *ds = device->fb.depth_stencil;
632 RECT current_rect, draw_rect, r;
634 if (location == SFLAG_DS_ONSCREEN && ds != device->onscreen_depth_stencil)
635 device_switch_onscreen_ds(device, context, ds);
637 if (ds->flags & location)
638 SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
639 else
640 SetRectEmpty(&current_rect);
642 device_get_draw_rect(device, &draw_rect);
644 IntersectRect(&r, &draw_rect, &current_rect);
645 if (!EqualRect(&r, &draw_rect))
646 surface_load_ds_location(ds, context, location);
648 if (state->render_states[WINED3DRS_ZWRITEENABLE])
650 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
651 surface_modify_location(ds, SFLAG_INDRAWABLE, TRUE);
656 if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
657 || (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
658 && context->render_offscreen
659 && state->render_states[WINED3DRS_POINTSPRITEENABLE]
660 && state->gl_primitive_type == GL_POINTS)
662 FIXME("Point sprite coordinate origin switching not supported.\n");
665 /* Ok, we will be updating the screen from here onwards so grab the lock */
666 ENTER_GL();
668 GLenum glPrimType = state->gl_primitive_type;
669 INT base_vertex_index = state->base_vertex_index;
670 BOOL emulation = FALSE;
671 const struct wined3d_stream_info *stream_info = &device->strided_streams;
672 struct wined3d_stream_info stridedlcl;
674 if (!use_vs(state))
676 if (!stream_info->position_transformed && context->num_untracked_materials
677 && state->render_states[WINED3DRS_LIGHTING])
679 static BOOL warned;
680 if (!warned) {
681 FIXME("Using software emulation because not all material properties could be tracked\n");
682 warned = TRUE;
683 } else {
684 TRACE("Using software emulation because not all material properties could be tracked\n");
686 emulation = TRUE;
688 else if (context->fog_coord && state->render_states[WINED3DRS_FOGENABLE])
690 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
691 * to a float in the vertex buffer
693 static BOOL warned;
694 if (!warned) {
695 FIXME("Using software emulation because manual fog coordinates are provided\n");
696 warned = TRUE;
697 } else {
698 TRACE("Using software emulation because manual fog coordinates are provided\n");
700 emulation = TRUE;
703 if(emulation) {
704 stream_info = &stridedlcl;
705 memcpy(&stridedlcl, &device->strided_streams, sizeof(stridedlcl));
706 remove_vbos(context->gl_info, state, &stridedlcl);
710 if (device->useDrawStridedSlow || emulation)
712 /* Immediate mode drawing */
713 if (use_vs(state))
715 static BOOL warned;
716 if (!warned) {
717 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
718 warned = TRUE;
719 } else {
720 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
722 drawStridedSlowVs(context->gl_info, state, stream_info,
723 index_count, glPrimType, idxData, idxSize, StartIdx);
725 else
727 drawStridedSlow(device, context, stream_info, index_count,
728 glPrimType, idxData, idxSize, StartIdx);
731 else if (device->instancedDraw)
733 /* Instancing emulation with mixing immediate mode and arrays */
734 drawStridedInstanced(context->gl_info, state, stream_info,
735 index_count, glPrimType, idxData, idxSize, StartIdx, base_vertex_index);
737 else
739 drawStridedFast(context->gl_info, glPrimType, index_count, idxSize, idxData, StartIdx, base_vertex_index);
743 /* Finished updating the screen, restore lock */
744 LEAVE_GL();
746 for(i = 0; i < device->num_buffer_queries; ++i)
748 wined3d_event_query_issue(device->buffer_queries[i], device);
751 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
753 context_release(context);
755 TRACE("Done all gl drawing\n");
757 /* Control goes back to the device, stateblock values may change again */
758 device->isInDraw = FALSE;
761 static void normalize_normal(float *n) {
762 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
763 if (length == 0.0f) return;
764 length = sqrtf(length);
765 n[0] = n[0] / length;
766 n[1] = n[1] / length;
767 n[2] = n[2] / length;
770 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
772 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
773 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
774 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
775 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
776 * in drawprim.
778 * To read back, the opengl feedback mode is used. This creates a problem because we want
779 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
780 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
781 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
782 * them to [-1.0;+1.0] and set the viewport up to scale them back.
784 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
785 * resulting colors back to the normals.
787 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
788 * does not restore it because normally a draw follows immediately afterwards. The caller is
789 * responsible of taking care that either the gl states are restored, or the context activated
790 * for drawing to reset the lastWasBlit flag.
792 HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch *patch)
794 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
795 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
796 struct wined3d_stream_info stream_info;
797 struct wined3d_stream_info_element *e;
798 struct wined3d_context *context;
799 const BYTE *data;
800 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
801 DWORD vtxStride;
802 GLenum feedback_type;
803 GLfloat *feedbuffer;
805 /* Simply activate the context for blitting. This disables all the things we don't want and
806 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
807 * patch (as opposed to normal draws) will most likely need different changes anyway. */
808 context = context_acquire(This, NULL);
809 context_apply_blit_state(context, This);
811 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
812 * Beware of vbos
814 device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
816 e = &stream_info.elements[WINED3D_FFP_POSITION];
817 if (e->buffer_object)
819 struct wined3d_buffer *vb = This->stateBlock->state.streams[e->stream_idx].buffer;
820 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
822 vtxStride = e->stride;
823 data = e->data +
824 vtxStride * info->Stride * info->StartVertexOffsetHeight +
825 vtxStride * info->StartVertexOffsetWidth;
827 /* Not entirely sure about what happens with transformed vertices */
828 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
830 if(vtxStride % sizeof(GLfloat)) {
831 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
832 * I don't see how the stride could not be a multiple of 4, but make sure
833 * to check it
835 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
837 if(info->Basis != WINED3DBASIS_BEZIER) {
838 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
840 if(info->Degree != WINED3DDEGREE_CUBIC) {
841 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
844 /* First, get the boundary cube of the input data */
845 for(j = 0; j < info->Height; j++) {
846 for(i = 0; i < info->Width; i++) {
847 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
848 if(fabs(v[0]) > max_x) max_x = fabsf(v[0]);
849 if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
850 if(fabs(v[2]) > max_z) max_z = fabsf(v[2]);
851 if(v[2] < neg_z) neg_z = v[2];
855 /* This needs some improvements in the vertex decl code */
856 FIXME("Cannot find data to generate. Only generating position and normals\n");
857 patch->has_normals = TRUE;
858 patch->has_texcoords = FALSE;
860 ENTER_GL();
862 glMatrixMode(GL_PROJECTION);
863 checkGLcall("glMatrixMode(GL_PROJECTION)");
864 glLoadIdentity();
865 checkGLcall("glLoadIdentity()");
866 glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
867 glTranslatef(0.0f, 0.0f, 0.5f);
868 checkGLcall("glScalef");
869 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
870 checkGLcall("glViewport");
872 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
873 * our feedback buffer parser
875 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
876 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
877 device_invalidate_state(This, STATE_RENDER(WINED3DRS_FILLMODE));
878 if (patch->has_normals)
880 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
881 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
882 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
883 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
884 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
885 glEnable(GL_LIGHTING);
886 checkGLcall("glEnable(GL_LIGHTING)");
887 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
888 checkGLcall("glLightModel for MODEL_AMBIENT");
889 device_invalidate_state(This, STATE_RENDER(WINED3DRS_AMBIENT));
891 for (i = 3; i < context->gl_info->limits.lights; ++i)
893 glDisable(GL_LIGHT0 + i);
894 checkGLcall("glDisable(GL_LIGHT0 + i)");
895 device_invalidate_state(This, STATE_ACTIVELIGHT(i));
898 device_invalidate_state(This, STATE_ACTIVELIGHT(0));
899 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
900 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
901 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
902 glLightfv(GL_LIGHT0, GL_POSITION, red);
903 glEnable(GL_LIGHT0);
904 checkGLcall("Setting up light 1");
905 device_invalidate_state(This, STATE_ACTIVELIGHT(1));
906 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
907 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
908 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
909 glLightfv(GL_LIGHT1, GL_POSITION, green);
910 glEnable(GL_LIGHT1);
911 checkGLcall("Setting up light 2");
912 device_invalidate_state(This, STATE_ACTIVELIGHT(2));
913 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
914 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
915 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
916 glLightfv(GL_LIGHT2, GL_POSITION, blue);
917 glEnable(GL_LIGHT2);
918 checkGLcall("Setting up light 3");
920 device_invalidate_state(This, STATE_MATERIAL);
921 device_invalidate_state(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
922 glDisable(GL_COLOR_MATERIAL);
923 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
924 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
925 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
926 checkGLcall("Setting up materials");
929 /* Enable the needed maps.
930 * GL_MAP2_VERTEX_3 is needed for positional data.
931 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
932 * GL_MAP2_TEXTURE_COORD_4 for texture coords
934 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
935 out_vertex_size = 3 /* position */;
936 d3d_out_vertex_size = 3;
937 glEnable(GL_MAP2_VERTEX_3);
938 if(patch->has_normals && patch->has_texcoords) {
939 FIXME("Texcoords not handled yet\n");
940 feedback_type = GL_3D_COLOR_TEXTURE;
941 out_vertex_size += 8;
942 d3d_out_vertex_size += 7;
943 glEnable(GL_AUTO_NORMAL);
944 glEnable(GL_MAP2_TEXTURE_COORD_4);
945 } else if(patch->has_texcoords) {
946 FIXME("Texcoords not handled yet\n");
947 feedback_type = GL_3D_COLOR_TEXTURE;
948 out_vertex_size += 7;
949 d3d_out_vertex_size += 4;
950 glEnable(GL_MAP2_TEXTURE_COORD_4);
951 } else if(patch->has_normals) {
952 feedback_type = GL_3D_COLOR;
953 out_vertex_size += 4;
954 d3d_out_vertex_size += 3;
955 glEnable(GL_AUTO_NORMAL);
956 } else {
957 feedback_type = GL_3D;
959 checkGLcall("glEnable vertex attrib generation");
961 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
962 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
963 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
965 glMap2f(GL_MAP2_VERTEX_3,
966 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
967 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
968 (const GLfloat *)data);
969 checkGLcall("glMap2f");
970 if(patch->has_texcoords) {
971 glMap2f(GL_MAP2_TEXTURE_COORD_4,
972 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
973 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
974 (const GLfloat *)data);
975 checkGLcall("glMap2f");
977 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
978 checkGLcall("glMapGrid2f");
980 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
981 checkGLcall("glFeedbackBuffer");
982 glRenderMode(GL_FEEDBACK);
984 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
985 checkGLcall("glEvalMesh2");
987 i = glRenderMode(GL_RENDER);
988 if(i == -1) {
989 LEAVE_GL();
990 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
991 HeapFree(GetProcessHeap(), 0, feedbuffer);
992 context_release(context);
993 return WINED3DERR_DRIVERINTERNALERROR;
994 } else if(i != buffer_size) {
995 LEAVE_GL();
996 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
997 HeapFree(GetProcessHeap(), 0, feedbuffer);
998 context_release(context);
999 return WINED3DERR_DRIVERINTERNALERROR;
1000 } else {
1001 TRACE("Got %d elements as expected\n", i);
1004 HeapFree(GetProcessHeap(), 0, patch->mem);
1005 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1006 i = 0;
1007 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1008 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1009 ERR("Unexpected token: %f\n", feedbuffer[j]);
1010 continue;
1012 if(feedbuffer[j + 1] != 3) {
1013 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1014 continue;
1016 /* Somehow there are different ideas about back / front facing, so fix up the
1017 * vertex order
1019 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1020 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1021 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1022 if(patch->has_normals) {
1023 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1024 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1025 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1027 i += d3d_out_vertex_size;
1029 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1030 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1031 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1032 if(patch->has_normals) {
1033 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1034 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1035 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1037 i += d3d_out_vertex_size;
1039 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1040 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1041 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1042 if(patch->has_normals) {
1043 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1044 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1045 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1047 i += d3d_out_vertex_size;
1050 if(patch->has_normals) {
1051 /* Now do the same with reverse light directions */
1052 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1053 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1054 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1055 glLightfv(GL_LIGHT0, GL_POSITION, x);
1056 glLightfv(GL_LIGHT1, GL_POSITION, y);
1057 glLightfv(GL_LIGHT2, GL_POSITION, z);
1058 checkGLcall("Setting up reverse light directions");
1060 glRenderMode(GL_FEEDBACK);
1061 checkGLcall("glRenderMode(GL_FEEDBACK)");
1062 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1063 checkGLcall("glEvalMesh2");
1064 i = glRenderMode(GL_RENDER);
1065 checkGLcall("glRenderMode(GL_RENDER)");
1067 i = 0;
1068 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1069 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1070 ERR("Unexpected token: %f\n", feedbuffer[j]);
1071 continue;
1073 if(feedbuffer[j + 1] != 3) {
1074 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1075 continue;
1077 if(patch->mem[i + 3] == 0.0f)
1078 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1079 if(patch->mem[i + 4] == 0.0f)
1080 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1081 if(patch->mem[i + 5] == 0.0f)
1082 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1083 normalize_normal(patch->mem + i + 3);
1084 i += d3d_out_vertex_size;
1086 if(patch->mem[i + 3] == 0.0f)
1087 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1088 if(patch->mem[i + 4] == 0.0f)
1089 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1090 if(patch->mem[i + 5] == 0.0f)
1091 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1092 normalize_normal(patch->mem + i + 3);
1093 i += d3d_out_vertex_size;
1095 if(patch->mem[i + 3] == 0.0f)
1096 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1097 if(patch->mem[i + 4] == 0.0f)
1098 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1099 if(patch->mem[i + 5] == 0.0f)
1100 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1101 normalize_normal(patch->mem + i + 3);
1102 i += d3d_out_vertex_size;
1106 glDisable(GL_MAP2_VERTEX_3);
1107 glDisable(GL_AUTO_NORMAL);
1108 glDisable(GL_MAP2_NORMAL);
1109 glDisable(GL_MAP2_TEXTURE_COORD_4);
1110 checkGLcall("glDisable vertex attrib generation");
1111 LEAVE_GL();
1113 context_release(context);
1115 HeapFree(GetProcessHeap(), 0, feedbuffer);
1117 vtxStride = 3 * sizeof(float);
1118 if(patch->has_normals) {
1119 vtxStride += 3 * sizeof(float);
1121 if(patch->has_texcoords) {
1122 vtxStride += 4 * sizeof(float);
1124 memset(&patch->strided, 0, sizeof(patch->strided));
1125 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1126 patch->strided.position.lpData = (BYTE *) patch->mem;
1127 patch->strided.position.dwStride = vtxStride;
1129 if(patch->has_normals) {
1130 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1131 patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1132 patch->strided.normal.dwStride = vtxStride;
1134 if(patch->has_texcoords) {
1135 patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1136 patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1137 if(patch->has_normals) {
1138 patch->strided.texCoords[0].lpData += 3 * sizeof(float);
1140 patch->strided.texCoords[0].dwStride = vtxStride;
1143 return WINED3D_OK;