d3dx8: Add WINAPI to the prototypes of D3DXMatrixTransformation.
[wine/multimedia.git] / dlls / wined3d / drawprim.c
blob64ed0386bd2d19524837b525dc8b284ea03a1ee7
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 Henri Verbeet
9 * Copyright 2007 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 #include <stdio.h>
34 #if 0 /* TODO */
35 extern IWineD3DVertexShaderImpl* VertexShaders[64];
36 extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
37 extern IWineD3DPixelShaderImpl* PixelShaders[64];
39 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
40 #endif
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
44 DWORD NumPrimitives,
45 GLenum *primType)
47 DWORD NumVertexes = NumPrimitives;
49 switch (PrimitiveType) {
50 case WINED3DPT_POINTLIST:
51 TRACE("POINTS\n");
52 *primType = GL_POINTS;
53 NumVertexes = NumPrimitives;
54 break;
56 case WINED3DPT_LINELIST:
57 TRACE("LINES\n");
58 *primType = GL_LINES;
59 NumVertexes = NumPrimitives * 2;
60 break;
62 case WINED3DPT_LINESTRIP:
63 TRACE("LINE_STRIP\n");
64 *primType = GL_LINE_STRIP;
65 NumVertexes = NumPrimitives + 1;
66 break;
68 case WINED3DPT_TRIANGLELIST:
69 TRACE("TRIANGLES\n");
70 *primType = GL_TRIANGLES;
71 NumVertexes = NumPrimitives * 3;
72 break;
74 case WINED3DPT_TRIANGLESTRIP:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType = GL_TRIANGLE_STRIP;
77 NumVertexes = NumPrimitives + 2;
78 break;
80 case WINED3DPT_TRIANGLEFAN:
81 TRACE("TRIANGLE_FAN\n");
82 *primType = GL_TRIANGLE_FAN;
83 NumVertexes = NumPrimitives + 2;
84 break;
86 default:
87 FIXME("Unhandled primitive\n");
88 *primType = GL_POINTS;
89 break;
91 return NumVertexes;
94 static BOOL fixed_get_input(
95 BYTE usage, BYTE usage_idx,
96 unsigned int* regnum) {
98 *regnum = -1;
100 /* Those positions must have the order in the
101 * named part of the strided data */
103 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
104 *regnum = 0;
105 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
106 *regnum = 1;
107 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
108 *regnum = 2;
109 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
110 *regnum = 3;
111 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
112 *regnum = 4;
113 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
114 *regnum = 5;
115 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
116 *regnum = 6;
117 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
118 *regnum = 7 + usage_idx;
119 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
120 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
121 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
122 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
123 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
124 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
125 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
126 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
127 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
128 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
129 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
130 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
131 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
132 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
133 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
134 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
136 if (*regnum < 0) {
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage), usage_idx);
139 return FALSE;
141 return TRUE;
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice *iface,
146 BOOL useVertexShaderFunction,
147 WineDirect3DVertexStridedData *strided,
148 BOOL *fixup) {
150 /* We need to deal with frequency data!*/
152 BYTE *data = NULL;
153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
155 int i;
156 WINED3DVERTEXELEMENT *element;
157 DWORD stride;
158 int reg;
159 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
160 DWORD *streams = vertexDeclaration->streams;
162 /* Check for transformed vertices, disable vertex shader if present */
163 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
164 if(vertexDeclaration->position_transformed) {
165 useVertexShaderFunction = FALSE;
168 /* Translate the declaration into strided data */
169 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
170 GLint streamVBO = 0;
171 BOOL stride_used;
172 unsigned int idx;
174 element = vertexDeclaration->pDeclarationWine + i;
175 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
176 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
178 if (This->stateBlock->streamSource[element->Stream] == NULL)
179 continue;
181 stride = This->stateBlock->streamStride[element->Stream];
182 if (This->stateBlock->streamIsUP) {
183 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
184 streamVBO = 0;
185 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
186 } else {
187 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
188 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
190 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
191 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
192 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
193 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
194 * not, drawStridedSlow is needed, including a vertex buffer path.
196 if(This->stateBlock->loadBaseVertexIndex < 0) {
197 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
198 streamVBO = 0;
199 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
200 if(data + This->stateBlock->loadBaseVertexIndex * stride < 0) {
201 FIXME("System memory vertex data load offset is negative!\n");
205 if(fixup) {
206 if( streamVBO != 0) *fixup = TRUE;
207 else if(*fixup && !useVertexShaderFunction &&
208 (element->Usage == WINED3DDECLUSAGE_COLOR ||
209 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
210 /* This may be bad with the fixed function pipeline */
211 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
215 data += element->Offset;
216 reg = element->Reg;
218 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
220 if (useVertexShaderFunction)
221 stride_used = vshader_get_input(This->stateBlock->vertexShader,
222 element->Usage, element->UsageIndex, &idx);
223 else
224 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
226 if (stride_used) {
227 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
228 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
229 useVertexShaderFunction? "shader": "fixed function", idx,
230 debug_d3ddeclusage(element->Usage), element->UsageIndex,
231 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
233 strided->u.input[idx].lpData = data;
234 strided->u.input[idx].dwType = element->Type;
235 strided->u.input[idx].dwStride = stride;
236 strided->u.input[idx].VBO = streamVBO;
237 strided->u.input[idx].streamNo = element->Stream;
240 /* Now call PreLoad on all the vertex buffers. In the very rare case
241 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242 * The vertex buffer can now use the strided structure in the device instead of finding its
243 * own again.
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246 * once in there.
248 for(i=0; i < numPreloadStreams; i++) {
249 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
250 if(vb) {
251 IWineD3DVertexBuffer_PreLoad(vb);
256 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
257 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
260 if (idxSize != 0 /* This crashes sometimes!*/) {
261 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
262 idxData = idxData == (void *)-1 ? NULL : idxData;
263 #if 1
264 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
265 (const char *)idxData+(idxSize * startIdx));
266 checkGLcall("glDrawElements");
267 #else /* using drawRangeElements may be faster */
269 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
270 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
271 (const char *)idxData+(idxSize * startIdx));
272 checkGLcall("glDrawRangeElements");
273 #endif
275 } else {
277 /* Note first is now zero as we shuffled along earlier */
278 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
279 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
280 checkGLcall("glDrawArrays");
284 return;
288 * Actually draw using the supplied information.
289 * Slower GL version which extracts info about each vertex in turn
292 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
293 UINT NumVertexes, GLenum glPrimType,
294 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
296 unsigned int textureNo = 0;
297 const WORD *pIdxBufS = NULL;
298 const DWORD *pIdxBufL = NULL;
299 LONG vx_index;
300 float x = 0.0f, y = 0.0f, z = 0.0f; /* x,y,z coordinates */
301 float rhw = 0.0f; /* rhw */
302 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
303 DWORD specularColor = 0; /* Specular Color */
304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
305 UINT *streamOffset = This->stateBlock->streamOffset;
306 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
307 BOOL pixelShader = use_ps(This);
309 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
310 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
312 TRACE("Using slow vertex array code\n");
314 /* Variable Initialization */
315 if (idxSize != 0) {
316 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
317 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
318 * idxData will be != NULL
320 if(idxData == NULL) {
321 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
324 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
325 else pIdxBufL = (const DWORD *) idxData;
328 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
329 * to the strided Data in the device and might be needed intact on the next draw
331 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
332 if(sd->u.s.texCoords[textureNo].lpData) {
333 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
334 } else {
335 texCoords[textureNo] = NULL;
338 if(sd->u.s.diffuse.lpData) {
339 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
341 if(sd->u.s.specular.lpData) {
342 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
344 if(sd->u.s.normal.lpData) {
345 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
347 if(sd->u.s.position.lpData) {
348 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
351 /* Start drawing in GL */
352 VTRACE(("glBegin(%x)\n", glPrimType));
353 glBegin(glPrimType);
355 /* Default settings for data that is not passed */
356 if (sd->u.s.normal.lpData == NULL) {
357 glNormal3f(0, 0, 0);
359 if(sd->u.s.diffuse.lpData == NULL) {
360 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
362 if(sd->u.s.specular.lpData == NULL) {
363 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
364 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
368 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
369 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
372 /* For each primitive */
373 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
375 /* Initialize diffuse color */
376 diffuseColor = 0xFFFFFFFF;
378 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
379 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
382 /* For indexed data, we need to go a few more strides in */
383 if (idxData != NULL) {
385 /* Indexed so work out the number of strides to skip */
386 if (idxSize == 2) {
387 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
388 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
389 } else {
390 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
391 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
395 /* Texture coords --------------------------- */
396 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
398 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
399 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
400 continue ;
403 /* Query tex coords */
404 if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
406 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
407 int texture_idx = This->texUnitMap[textureNo];
408 float *ptrToCoords = NULL;
409 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
411 if (coordIdx > 7) {
412 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
413 continue;
414 } else if (coordIdx < 0) {
415 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
416 continue;
419 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
420 if (texCoords[coordIdx] == NULL) {
421 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
422 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
423 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
424 } else {
425 glTexCoord4f(0, 0, 0, 1);
427 continue;
428 } else {
429 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
431 if (texture_idx == -1) continue;
433 /* The coords to supply depend completely on the fvf / vertex shader */
434 switch (coordsToUse) {
435 case 4: q = ptrToCoords[3]; /* drop through */
436 case 3: r = ptrToCoords[2]; /* drop through */
437 case 2: t = ptrToCoords[1]; /* drop through */
438 case 1: s = ptrToCoords[0];
441 switch (coordsToUse) { /* Supply the provided texture coords */
442 case WINED3DTTFF_COUNT1:
443 VTRACE(("tex:%d, s=%f\n", textureNo, s));
444 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
445 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
446 } else {
447 glTexCoord1f(s);
449 break;
450 case WINED3DTTFF_COUNT2:
451 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
452 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
453 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
454 } else {
455 glTexCoord2f(s, t);
457 break;
458 case WINED3DTTFF_COUNT3:
459 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
460 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
461 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
462 } else {
463 glTexCoord3f(s, t, r);
465 break;
466 case WINED3DTTFF_COUNT4:
467 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
468 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
469 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
470 } else {
471 glTexCoord4f(s, t, r, q);
473 break;
474 default:
475 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
479 } /* End of textures */
481 /* Diffuse -------------------------------- */
482 if (diffuse) {
483 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
484 diffuseColor = ptrToCoords[0];
485 VTRACE(("diffuseColor=%lx\n", diffuseColor));
487 glColor4ub(D3DCOLOR_B_R(diffuseColor),
488 D3DCOLOR_B_G(diffuseColor),
489 D3DCOLOR_B_B(diffuseColor),
490 D3DCOLOR_B_A(diffuseColor));
491 VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
492 D3DCOLOR_B_R(diffuseColor),
493 D3DCOLOR_B_G(diffuseColor),
494 D3DCOLOR_B_B(diffuseColor),
495 D3DCOLOR_B_A(diffuseColor)));
497 if(This->activeContext->num_untracked_materials) {
498 unsigned char i;
499 float color[4];
500 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
501 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
502 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
503 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
505 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
506 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
511 /* Specular ------------------------------- */
512 if (specular) {
513 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
514 specularColor = ptrToCoords[0];
515 VTRACE(("specularColor=%lx\n", specularColor));
517 /* special case where the fog density is stored in the specular alpha channel */
518 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
519 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
520 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
521 if(GL_SUPPORT(EXT_FOG_COORD)) {
522 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
523 } else {
524 static BOOL warned = FALSE;
525 if(!warned) {
526 /* TODO: Use the fog table code from old ddraw */
527 FIXME("Implement fog for transformed vertices in software\n");
528 warned = TRUE;
533 VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
534 D3DCOLOR_B_R(specularColor),
535 D3DCOLOR_B_G(specularColor),
536 D3DCOLOR_B_B(specularColor)));
537 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
538 GL_EXTCALL(glSecondaryColor3ubEXT)(
539 D3DCOLOR_B_R(specularColor),
540 D3DCOLOR_B_G(specularColor),
541 D3DCOLOR_B_B(specularColor));
542 } else {
543 /* Do not worry if specular colour missing and disable request */
544 VTRACE(("Specular color extensions not supplied\n"));
548 /* Normal -------------------------------- */
549 if (normal != NULL) {
550 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
552 VTRACE(("glNormal:nx,ny,nz=%f,%f,%f\n", ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]));
553 glNormal3f(ptrToCoords[0], ptrToCoords[1], ptrToCoords[2]);
556 /* Position -------------------------------- */
557 if (position) {
558 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
559 x = ptrToCoords[0];
560 y = ptrToCoords[1];
561 z = ptrToCoords[2];
562 rhw = 1.0;
563 VTRACE(("x,y,z=%f,%f,%f\n", x,y,z));
565 /* RHW follows, only if transformed, ie 4 floats were provided */
566 if (sd->u.s.position_transformed) {
567 rhw = ptrToCoords[3];
568 VTRACE(("rhw=%f\n", rhw));
571 if (1.0f == rhw || ((rhw < eps) && (rhw > -eps))) {
572 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
573 glVertex3f(x, y, z);
574 } else {
575 GLfloat w = 1.0 / rhw;
576 VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
577 glVertex4f(x*w, y*w, z*w, w);
581 /* For non indexed mode, step onto next parts */
582 if (idxData == NULL) {
583 ++SkipnStrides;
587 glEnd();
588 checkGLcall("glEnd and previous calls");
591 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
592 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
593 GLint old_binding = 0;
595 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
597 glDisable(GL_CULL_FACE);
598 glEnable(GL_BLEND);
599 glDisable(GL_ALPHA_TEST);
600 glDisable(GL_SCISSOR_TEST);
601 glDisable(GL_STENCIL_TEST);
602 glEnable(GL_DEPTH_TEST);
603 glDepthFunc(GL_ALWAYS);
604 glBlendFunc(GL_ZERO, GL_ONE);
606 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
607 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
608 glBindTexture(GL_TEXTURE_2D, texture);
609 glEnable(GL_TEXTURE_2D);
611 This->shader_backend->shader_select_depth_blt(iface);
613 glBegin(GL_TRIANGLE_STRIP);
614 glVertex2f(-1.0f, -1.0f);
615 glVertex2f(1.0f, -1.0f);
616 glVertex2f(-1.0f, 1.0f);
617 glVertex2f(1.0f, 1.0f);
618 glEnd();
620 glBindTexture(GL_TEXTURE_2D, old_binding);
622 glPopAttrib();
624 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
625 * and this seems easier and more efficient than providing the shader backend with a private
626 * storage to read and restore the old shader settings
628 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
631 static void depth_copy(IWineD3DDevice *iface) {
632 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
633 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer;
635 /* Only copy the depth buffer if there is one. */
636 if (!depth_stencil) return;
638 /* TODO: Make this work for modes other than FBO */
639 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
641 if (depth_stencil->current_renderbuffer) {
642 FIXME("Not supported with fixed up depth stencil\n");
643 return;
646 if (This->render_offscreen) {
647 static GLuint tmp_texture = 0;
648 GLint old_binding = 0;
650 TRACE("Copying onscreen depth buffer to offscreen surface\n");
652 if (!tmp_texture) {
653 glGenTextures(1, &tmp_texture);
656 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
657 * directly on the FBO texture. That's because we need to flip. */
658 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
659 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
660 glBindTexture(GL_TEXTURE_2D, tmp_texture);
661 glCopyTexImage2D(depth_stencil->glDescription.target,
662 depth_stencil->glDescription.level,
663 depth_stencil->glDescription.glFormatInternal,
666 depth_stencil->currentDesc.Width,
667 depth_stencil->currentDesc.Height,
669 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
670 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
671 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
672 glBindTexture(GL_TEXTURE_2D, old_binding);
674 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
675 checkGLcall("glBindFramebuffer()");
676 depth_blt(iface, tmp_texture);
677 checkGLcall("depth_blt");
678 } else {
679 TRACE("Copying offscreen surface to onscreen depth buffer\n");
681 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
682 checkGLcall("glBindFramebuffer()");
683 depth_blt(iface, depth_stencil->glDescription.textureName);
684 checkGLcall("depth_blt");
688 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
689 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
690 ULONG startIdx, ULONG startVertex) {
691 UINT numInstances = 0;
692 int numInstancedAttribs = 0, i, j;
693 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
694 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
695 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
697 if (idxSize == 0) {
698 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
699 * We don't support this for now
701 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
702 * But the StreamSourceFreq value has a different meaning in that situation.
704 FIXME("Non-indexed instanced drawing is not supported\n");
705 return;
708 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
709 idxData = idxData == (void *)-1 ? NULL : idxData;
711 /* First, figure out how many instances we have to draw */
712 for(i = 0; i < MAX_STREAMS; i++) {
713 /* Look at all non-instanced streams */
714 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
715 stateblock->streamSource[i]) {
716 int inst = stateblock->streamFreq[i];
718 if(numInstances && inst != numInstances) {
719 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
721 numInstances = inst;
725 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
726 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
727 instancedData[numInstancedAttribs] = i;
728 numInstancedAttribs++;
732 /* now draw numInstances instances :-) */
733 for(i = 0; i < numInstances; i++) {
734 /* Specify the instanced attributes using immediate mode calls */
735 for(j = 0; j < numInstancedAttribs; j++) {
736 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
737 sd->u.input[instancedData[j]].dwStride * i +
738 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
739 if(sd->u.input[instancedData[j]].VBO) {
740 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
741 ptr += (long) vb->resource.allocatedMemory;
744 switch(sd->u.input[instancedData[j]].dwType) {
745 case WINED3DDECLTYPE_FLOAT1:
746 GL_EXTCALL(glVertexAttrib1fvARB(instancedData[j], (float *) ptr));
747 break;
748 case WINED3DDECLTYPE_FLOAT2:
749 GL_EXTCALL(glVertexAttrib2fvARB(instancedData[j], (float *) ptr));
750 break;
751 case WINED3DDECLTYPE_FLOAT3:
752 GL_EXTCALL(glVertexAttrib3fvARB(instancedData[j], (float *) ptr));
753 break;
754 case WINED3DDECLTYPE_FLOAT4:
755 GL_EXTCALL(glVertexAttrib4fvARB(instancedData[j], (float *) ptr));
756 break;
758 case WINED3DDECLTYPE_UBYTE4:
759 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData[j], ptr));
760 break;
761 case WINED3DDECLTYPE_UBYTE4N:
762 case WINED3DDECLTYPE_D3DCOLOR:
763 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData[j], ptr));
764 break;
766 case WINED3DDECLTYPE_SHORT2:
767 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
768 break;
769 case WINED3DDECLTYPE_SHORT4:
770 GL_EXTCALL(glVertexAttrib4svARB(instancedData[j], (GLshort *) ptr));
771 break;
773 case WINED3DDECLTYPE_SHORT2N:
775 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
776 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], s));
777 break;
779 case WINED3DDECLTYPE_USHORT2N:
781 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
782 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], s));
783 break;
785 case WINED3DDECLTYPE_SHORT4N:
786 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData[j], (GLshort *) ptr));
787 break;
788 case WINED3DDECLTYPE_USHORT4N:
789 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData[j], (GLushort *) ptr));
790 break;
792 case WINED3DDECLTYPE_UDEC3:
793 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
794 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
795 break;
796 case WINED3DDECLTYPE_DEC3N:
797 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
798 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
799 break;
801 case WINED3DDECLTYPE_FLOAT16_2:
802 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
803 * byte float according to the IEEE standard
805 if (GL_SUPPORT(NV_HALF_FLOAT)) {
806 GL_EXTCALL(glVertexAttrib2hvNV(instancedData[j], (GLhalfNV *)ptr));
807 } else {
808 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
810 break;
811 case WINED3DDECLTYPE_FLOAT16_4:
812 if (GL_SUPPORT(NV_HALF_FLOAT)) {
813 GL_EXTCALL(glVertexAttrib4hvNV(instancedData[j], (GLhalfNV *)ptr));
814 } else {
815 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
817 break;
819 case WINED3DDECLTYPE_UNUSED:
820 default:
821 ERR("Unexpected declaration in instanced attributes\n");
822 break;
826 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
827 (const char *)idxData+(idxSize * startIdx));
828 checkGLcall("glDrawElements");
832 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
833 unsigned char i;
834 IWineD3DVertexBufferImpl *vb;
836 if(s->u.s.position.VBO) {
837 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
838 s->u.s.position.VBO = 0;
839 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
841 if(s->u.s.blendWeights.VBO) {
842 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
843 s->u.s.blendWeights.VBO = 0;
844 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
846 if(s->u.s.blendMatrixIndices.VBO) {
847 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
848 s->u.s.blendMatrixIndices.VBO = 0;
849 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
851 if(s->u.s.normal.VBO) {
852 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
853 s->u.s.normal.VBO = 0;
854 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
856 if(s->u.s.pSize.VBO) {
857 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
858 s->u.s.pSize.VBO = 0;
859 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
861 if(s->u.s.diffuse.VBO) {
862 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
863 s->u.s.diffuse.VBO = 0;
864 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
866 if(s->u.s.specular.VBO) {
867 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
868 s->u.s.specular.VBO = 0;
869 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
871 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
872 if(s->u.s.texCoords[i].VBO) {
873 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
874 s->u.s.texCoords[i].VBO = 0;
875 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
878 if(s->u.s.position2.VBO) {
879 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
880 s->u.s.position2.VBO = 0;
881 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
883 if(s->u.s.normal2.VBO) {
884 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
885 s->u.s.normal2.VBO = 0;
886 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
888 if(s->u.s.tangent.VBO) {
889 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
890 s->u.s.tangent.VBO = 0;
891 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
893 if(s->u.s.binormal.VBO) {
894 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
895 s->u.s.binormal.VBO = 0;
896 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
898 if(s->u.s.tessFactor.VBO) {
899 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
900 s->u.s.tessFactor.VBO = 0;
901 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
903 if(s->u.s.fog.VBO) {
904 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
905 s->u.s.fog.VBO = 0;
906 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
908 if(s->u.s.depth.VBO) {
909 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
910 s->u.s.depth.VBO = 0;
911 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
913 if(s->u.s.sample.VBO) {
914 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
915 s->u.s.sample.VBO = 0;
916 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
920 /* Routine common to the draw primitive and draw indexed primitive routines */
921 void drawPrimitive(IWineD3DDevice *iface,
922 int PrimitiveType,
923 long NumPrimitives,
924 /* for Indexed: */
925 long StartVertexIndex,
926 UINT numberOfVertices,
927 long StartIdx,
928 short idxSize,
929 const void *idxData,
930 int minIndex) {
932 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
933 IWineD3DSwapChain *swapchain;
934 IWineD3DBaseTexture *texture = NULL;
935 IWineD3DSurfaceImpl *target;
936 int i;
938 /* Signals other modules that a drawing is in progress and the stateblock finalized */
939 This->isInDraw = TRUE;
941 /* Invalidate the back buffer memory so LockRect will read it the next time */
942 for(i = 0; i < GL_LIMITS(buffers); i++) {
943 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
945 /* TODO: Only do all that if we're going to change anything
946 * Texture container dirtification does not work quite right yet
948 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
949 swapchain = NULL;
950 texture = NULL;
952 if(i == 0) {
953 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
955 /* Need the surface in the drawable! */
956 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
958 /* TODO: Move fbo logic to ModifyLocation */
959 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
960 if(swapchain) {
961 /* Onscreen target. Invalidate system memory copy and texture copy */
962 IWineD3DSwapChain_Release(swapchain);
963 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
964 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
965 /* TODO: Move container dirtification to ModifyLocation */
966 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
968 if(texture) {
969 IWineD3DBaseTexture_SetDirty(texture, TRUE);
970 IWineD3DTexture_Release(texture);
972 } else {
973 /* FBO offscreen target. Texture == Drawable */
974 target->Flags |= SFLAG_INTEXTURE;
976 } else {
977 /* Must be an fbo render target */
978 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
979 target->Flags |= SFLAG_INTEXTURE;
984 /* Ok, we will be updating the screen from here onwards so grab the lock */
986 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
987 ENTER_GL();
988 apply_fbo_state(iface);
989 LEAVE_GL();
992 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
993 ENTER_GL();
995 if (This->depth_copy_state == WINED3D_DCS_COPY) {
996 depth_copy(iface);
998 This->depth_copy_state = WINED3D_DCS_INITIAL;
1001 GLenum glPrimType;
1002 BOOL emulation = FALSE;
1003 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1004 WineDirect3DVertexStridedData stridedlcl;
1005 /* Ok, Work out which primitive is requested and how many vertexes that
1006 will be */
1007 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1008 if (numberOfVertices == 0 )
1009 numberOfVertices = calculatedNumberOfindices;
1011 if(!use_vs(This)) {
1012 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
1013 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1014 FIXME("Using software emulation because not all material properties could be tracked\n");
1015 emulation = TRUE;
1017 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
1018 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1019 * to a float in the vertex buffer
1021 FIXME("Using software emulation because manual fog coordinates are provided\n");
1022 emulation = TRUE;
1025 if(emulation) {
1026 strided = &stridedlcl;
1027 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1028 remove_vbos(This, &stridedlcl);
1032 if (This->useDrawStridedSlow || emulation) {
1033 /* Immediate mode drawing */
1034 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1035 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1036 } else if(This->instancedDraw) {
1037 /* Instancing emulation with mixing immediate mode and arrays */
1038 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1039 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1040 } else {
1041 /* Simple array draw call */
1042 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1043 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1047 /* Finshed updating the screen, restore lock */
1048 LEAVE_GL();
1049 TRACE("Done all gl drawing\n");
1051 /* Diagnostics */
1052 #ifdef SHOW_FRAME_MAKEUP
1054 static long int primCounter = 0;
1055 /* NOTE: set primCounter to the value reported by drawprim
1056 before you want to to write frame makeup to /tmp */
1057 if (primCounter >= 0) {
1058 WINED3DLOCKED_RECT r;
1059 char buffer[80];
1060 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1061 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1062 TRACE("Saving screenshot %s\n", buffer);
1063 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1064 IWineD3DSurface_UnlockRect(This->renderTarget);
1066 #ifdef SHOW_TEXTURE_MAKEUP
1068 IWineD3DSurface *pSur;
1069 int textureNo;
1070 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1071 if (This->stateBlock->textures[textureNo] != NULL) {
1072 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1073 TRACE("Saving texture %s\n", buffer);
1074 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1075 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1076 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1077 IWineD3DSurface_Release(pSur);
1078 } else {
1079 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1084 #endif
1086 TRACE("drawprim #%d\n", primCounter);
1087 ++primCounter;
1089 #endif
1091 /* Control goes back to the device, stateblock values may change again */
1092 This->isInDraw = FALSE;
1095 static void normalize_normal(float *n) {
1096 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1097 if(length == 0.0) return;
1098 length = sqrt(length);
1099 n[0] = n[0] / length;
1100 n[1] = n[1] / length;
1101 n[2] = n[2] / length;
1104 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1106 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1107 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1108 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1109 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1110 * in drawprim.
1112 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1113 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1114 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1115 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1116 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1118 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1119 * resulting colors back to the normals.
1121 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1122 * does not restore it because normally a draw follows immediately afterwards. The caller is
1123 * responsible of taking care that either the gl states are restored, or the context activated
1124 * for drawing to reset the lastWasBlit flag.
1126 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1127 struct WineD3DRectPatch *patch) {
1128 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1129 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1130 WineDirect3DVertexStridedData strided;
1131 BYTE *data;
1132 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1133 DWORD vtxStride;
1134 GLenum feedback_type;
1135 GLfloat *feedbuffer;
1137 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1138 * Beware of vbos
1140 memset(&strided, 0, sizeof(strided));
1141 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1142 if(strided.u.s.position.VBO) {
1143 IWineD3DVertexBufferImpl *vb;
1144 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1145 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1146 (unsigned long) vb->resource.allocatedMemory);
1148 vtxStride = strided.u.s.position.dwStride;
1149 data = strided.u.s.position.lpData +
1150 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1151 vtxStride * info->StartVertexOffsetWidth;
1153 /* Not entirely sure about what happens with transformed vertices */
1154 if(strided.u.s.position_transformed) {
1155 FIXME("Transformed position in rectpatch generation\n");
1157 if(vtxStride % sizeof(GLfloat)) {
1158 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1159 * I don't see how the stride could not be a multiple of 4, but make sure
1160 * to check it
1162 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1164 if(info->Basis != WINED3DBASIS_BEZIER) {
1165 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1167 if(info->Degree != WINED3DDEGREE_CUBIC) {
1168 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1171 /* First, get the boundary cube of the input data */
1172 for(j = 0; j < info->Height; j++) {
1173 for(i = 0; i < info->Width; i++) {
1174 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1175 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1176 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1177 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1178 if(v[2] < neg_z) neg_z = v[2];
1182 /* This needs some improvements in the vertex decl code */
1183 FIXME("Cannot find data to generate. Only generating position and normals\n");
1184 patch->has_normals = TRUE;
1185 patch->has_texcoords = FALSE;
1187 /* Simply activate the context for blitting. This disables all the things we don't want and
1188 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1189 * patch (as opposed to normal draws) will most likely need different changes anyway
1191 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1192 ENTER_GL();
1194 glMatrixMode(GL_PROJECTION);
1195 checkGLcall("glMatrixMode(GL_PROJECTION)");
1196 glLoadIdentity();
1197 checkGLcall("glLoadIndentity()");
1198 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1199 glTranslatef(0, 0, 0.5);
1200 checkGLcall("glScalef");
1201 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1202 checkGLcall("glViewport");
1204 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1205 * our feedback buffer parser
1207 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1208 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1209 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1210 if(patch->has_normals) {
1211 float black[4] = {0, 0, 0, 0};
1212 float red[4] = {1, 0, 0, 0};
1213 float green[4] = {0, 1, 0, 0};
1214 float blue[4] = {0, 0, 1, 0};
1215 float white[4] = {1, 1, 1, 1};
1216 glEnable(GL_LIGHTING);
1217 checkGLcall("glEnable(GL_LIGHTING)");
1218 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1219 checkGLcall("glLightModel for MODEL_AMBIENT");
1220 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1222 for(i = 3; i < GL_LIMITS(lights); i++) {
1223 glDisable(GL_LIGHT0 + i);
1224 checkGLcall("glDisable(GL_LIGHT0 + i)");
1225 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1228 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1229 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1230 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1231 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1232 glLightfv(GL_LIGHT0, GL_POSITION, red);
1233 glEnable(GL_LIGHT0);
1234 checkGLcall("Setting up light 1\n");
1235 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1236 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1237 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1238 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1239 glLightfv(GL_LIGHT1, GL_POSITION, green);
1240 glEnable(GL_LIGHT1);
1241 checkGLcall("Setting up light 2\n");
1242 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1243 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1244 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1245 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1246 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1247 glEnable(GL_LIGHT2);
1248 checkGLcall("Setting up light 3\n");
1250 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1251 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1252 glDisable(GL_COLOR_MATERIAL);
1253 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1254 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1255 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1256 checkGLcall("Setting up materials\n");
1259 /* Enable the needed maps.
1260 * GL_MAP2_VERTEX_3 is needed for positional data.
1261 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1262 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1264 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1265 out_vertex_size = 3 /* position */;
1266 d3d_out_vertex_size = 3;
1267 glEnable(GL_MAP2_VERTEX_3);
1268 if(patch->has_normals && patch->has_texcoords) {
1269 FIXME("Texcoords not handled yet\n");
1270 feedback_type = GL_3D_COLOR_TEXTURE;
1271 out_vertex_size += 8;
1272 d3d_out_vertex_size += 7;
1273 glEnable(GL_AUTO_NORMAL);
1274 glEnable(GL_MAP2_TEXTURE_COORD_4);
1275 } else if(patch->has_texcoords) {
1276 FIXME("Texcoords not handled yet\n");
1277 feedback_type = GL_3D_COLOR_TEXTURE;
1278 out_vertex_size += 7;
1279 d3d_out_vertex_size += 4;
1280 glEnable(GL_MAP2_TEXTURE_COORD_4);
1281 } else if(patch->has_normals) {
1282 feedback_type = GL_3D_COLOR;
1283 out_vertex_size += 4;
1284 d3d_out_vertex_size += 3;
1285 glEnable(GL_AUTO_NORMAL);
1286 } else {
1287 feedback_type = GL_3D;
1289 checkGLcall("glEnable vertex attrib generation");
1291 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1292 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1293 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1295 glMap2f(GL_MAP2_VERTEX_3,
1296 0, 1, vtxStride / sizeof(float), info->Width,
1297 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1298 (float *) data);
1299 checkGLcall("glMap2f");
1300 if(patch->has_texcoords) {
1301 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1302 0, 1, vtxStride / sizeof(float), info->Width,
1303 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1304 (float *) data);
1305 checkGLcall("glMap2f");
1307 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1308 checkGLcall("glMapGrid2f");
1310 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1311 checkGLcall("glFeedbackBuffer");
1312 glRenderMode(GL_FEEDBACK);
1314 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1315 checkGLcall("glEvalMesh2\n");
1317 i = glRenderMode(GL_RENDER);
1318 if(i == -1) {
1319 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1320 Sleep(10000);
1321 HeapFree(GetProcessHeap(), 0, feedbuffer);
1322 return WINED3DERR_DRIVERINTERNALERROR;
1323 } else if(i != buffer_size) {
1324 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1325 Sleep(10000);
1326 HeapFree(GetProcessHeap(), 0, feedbuffer);
1327 return WINED3DERR_DRIVERINTERNALERROR;
1328 } else {
1329 TRACE("Got %d elements as expected\n", i);
1332 HeapFree(GetProcessHeap(), 0, patch->mem);
1333 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1334 i = 0;
1335 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1336 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1337 ERR("Unexpected token: %f\n", feedbuffer[j]);
1338 continue;
1340 if(feedbuffer[j + 1] != 3) {
1341 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1342 continue;
1344 /* Somehow there are different ideas about back / front facing, so fix up the
1345 * vertex order
1347 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1348 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1349 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1350 if(patch->has_normals) {
1351 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1352 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1353 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1355 i += d3d_out_vertex_size;
1357 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1358 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1359 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1360 if(patch->has_normals) {
1361 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1362 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1363 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1365 i += d3d_out_vertex_size;
1367 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1368 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1369 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1370 if(patch->has_normals) {
1371 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1372 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1373 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1375 i += d3d_out_vertex_size;
1378 if(patch->has_normals) {
1379 /* Now do the same with reverse light directions */
1380 float x[4] = {-1, 0, 0, 0};
1381 float y[4] = { 0, -1, 0, 0};
1382 float z[4] = { 0, 0, -1, 0};
1383 glLightfv(GL_LIGHT0, GL_POSITION, x);
1384 glLightfv(GL_LIGHT1, GL_POSITION, y);
1385 glLightfv(GL_LIGHT2, GL_POSITION, z);
1386 checkGLcall("Setting up reverse light directions\n");
1388 glRenderMode(GL_FEEDBACK);
1389 checkGLcall("glRenderMode(GL_FEEDBACK)");
1390 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1391 checkGLcall("glEvalMesh2\n");
1392 i = glRenderMode(GL_RENDER);
1393 checkGLcall("glRenderMode(GL_RENDER)");
1395 i = 0;
1396 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1397 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1398 ERR("Unexpected token: %f\n", feedbuffer[j]);
1399 continue;
1401 if(feedbuffer[j + 1] != 3) {
1402 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1403 continue;
1405 if(patch->mem[i + 3] == 0.0)
1406 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1407 if(patch->mem[i + 4] == 0.0)
1408 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1409 if(patch->mem[i + 5] == 0.0)
1410 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1411 normalize_normal(patch->mem + i + 3);
1412 i += d3d_out_vertex_size;
1414 if(patch->mem[i + 3] == 0.0)
1415 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1416 if(patch->mem[i + 4] == 0.0)
1417 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1418 if(patch->mem[i + 5] == 0.0)
1419 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1420 normalize_normal(patch->mem + i + 3);
1421 i += d3d_out_vertex_size;
1423 if(patch->mem[i + 3] == 0.0)
1424 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1425 if(patch->mem[i + 4] == 0.0)
1426 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1427 if(patch->mem[i + 5] == 0.0)
1428 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1429 normalize_normal(patch->mem + i + 3);
1430 i += d3d_out_vertex_size;
1434 glDisable(GL_MAP2_VERTEX_3);
1435 glDisable(GL_AUTO_NORMAL);
1436 glDisable(GL_MAP2_NORMAL);
1437 glDisable(GL_MAP2_TEXTURE_COORD_4);
1438 checkGLcall("glDisable vertex attrib generation");
1439 LEAVE_GL();
1441 HeapFree(GetProcessHeap(), 0, feedbuffer);
1443 vtxStride = 3 * sizeof(float);
1444 if(patch->has_normals) {
1445 vtxStride += 3 * sizeof(float);
1447 if(patch->has_texcoords) {
1448 vtxStride += 4 * sizeof(float);
1450 memset(&patch->strided, 0, sizeof(&patch->strided));
1451 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1452 patch->strided.u.s.position.dwStride = vtxStride;
1453 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1454 patch->strided.u.s.position.streamNo = 255;
1456 if(patch->has_normals) {
1457 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1458 patch->strided.u.s.normal.dwStride = vtxStride;
1459 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1460 patch->strided.u.s.normal.streamNo = 255;
1462 if(patch->has_texcoords) {
1463 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1464 if(patch->has_normals) {
1465 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1467 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1468 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1469 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1470 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1471 * application.
1473 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1476 return WINED3D_OK;