wined3d: Use separate structures for ddraw style strided data and wined3d's internal...
[wine/multimedia.git] / dlls / wined3d / drawprim.c
blob004b0c5ac12bab91b56e3cf6de4013d5dcbfef16
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
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>
33 #include <math.h>
35 static void drawStridedFast(IWineD3DDevice *iface, GLenum primitive_type,
36 UINT min_vertex_idx, UINT max_vertex_idx, UINT count, UINT idx_size,
37 const void *idx_data, UINT start_idx)
39 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
41 if (idx_size)
43 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, primitive_type, count, min_vertex_idx);
45 #if 1
46 glDrawElements(primitive_type, count,
47 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
48 (const char *)idx_data + (idx_size * start_idx));
49 checkGLcall("glDrawElements");
50 #else
51 glDrawRangeElements(primitive_type, min_vertex_idx, max_vertex_idx, count,
52 idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
53 (const char *)idx_data + (idx_size * start_idx));
54 checkGLcall("glDrawRangeElements");
55 #endif
57 else
59 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, primitive_type, start_idx, count);
61 glDrawArrays(primitive_type, start_idx, count);
62 checkGLcall("glDrawArrays");
67 * Actually draw using the supplied information.
68 * Slower GL version which extracts info about each vertex in turn
71 static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT NumVertexes,
72 GLenum glPrimType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
74 unsigned int textureNo = 0;
75 const WORD *pIdxBufS = NULL;
76 const DWORD *pIdxBufL = NULL;
77 UINT vx_index;
78 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
79 const UINT *streamOffset = This->stateBlock->streamOffset;
80 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
81 BOOL pixelShader = use_ps(This->stateBlock);
82 BOOL specular_fog = FALSE;
83 UINT texture_stages = GL_LIMITS(texture_stages);
84 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
85 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
86 const struct wined3d_stream_info_element *element;
87 DWORD tex_mask = 0;
89 TRACE("Using slow vertex array code\n");
91 /* Variable Initialization */
92 if (idxSize != 0) {
93 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
94 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
95 * idxData will be != NULL
97 if(idxData == NULL) {
98 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
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 VTRACE(("glBegin(%x)\n", glPrimType));
110 glBegin(glPrimType);
112 element = &si->elements[WINED3D_FFP_POSITION];
113 if (element->data) position = element->data + streamOffset[element->stream_idx];
115 element = &si->elements[WINED3D_FFP_NORMAL];
116 if (element->data) normal = element->data + streamOffset[element->stream_idx];
117 else glNormal3f(0, 0, 0);
119 element = &si->elements[WINED3D_FFP_DIFFUSE];
120 if (element->data) diffuse = element->data + streamOffset[element->stream_idx];
121 else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
122 if (This->activeContext->num_untracked_materials && element->d3d_type != WINED3DDECLTYPE_D3DCOLOR)
123 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(element->d3d_type));
125 element = &si->elements[WINED3D_FFP_SPECULAR];
126 if (element->data)
128 specular = element->data + streamOffset[element->stream_idx];
130 /* special case where the fog density is stored in the specular alpha channel */
131 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
132 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
133 || si->elements[WINED3D_FFP_POSITION].d3d_type == WINED3DDECLTYPE_FLOAT4)
134 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
136 if (GL_SUPPORT(EXT_FOG_COORD))
138 if (element->d3d_type == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
139 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(element->d3d_type));
141 else
143 static BOOL warned;
145 if (!warned)
147 /* TODO: Use the fog table code from old ddraw */
148 FIXME("Implement fog for transformed vertices in software\n");
149 warned = TRUE;
154 else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
156 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
159 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
161 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
162 int texture_idx = This->texUnitMap[textureNo];
164 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
166 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
167 continue;
170 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
172 if (texture_idx == -1) continue;
174 if (coordIdx > 7)
176 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
177 continue;
179 else if (coordIdx < 0)
181 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
182 continue;
185 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
186 if (element->data)
188 texCoords[coordIdx] = element->data + streamOffset[element->stream_idx];
189 tex_mask |= (1 << textureNo);
191 else
193 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
194 if (GL_SUPPORT(ARB_MULTITEXTURE))
195 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
196 else
197 glTexCoord4f(0, 0, 0, 1);
201 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
202 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
205 /* For each primitive */
206 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
207 UINT texture, tmp_tex_mask;
208 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
209 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
212 /* For indexed data, we need to go a few more strides in */
213 if (idxData != NULL) {
215 /* Indexed so work out the number of strides to skip */
216 if (idxSize == 2) {
217 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
218 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
219 } else {
220 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
221 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
225 tmp_tex_mask = tex_mask;
226 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
228 int coord_idx;
229 const void *ptr;
230 int texture_idx;
232 if (!(tmp_tex_mask & 1)) continue;
234 coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
235 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
237 texture_idx = This->texUnitMap[texture];
238 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].d3d_type](
239 GL_TEXTURE0_ARB + texture_idx, ptr);
242 /* Diffuse -------------------------------- */
243 if (diffuse) {
244 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
246 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].d3d_type](ptrToCoords);
247 if(This->activeContext->num_untracked_materials) {
248 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
249 unsigned char i;
250 float color[4];
252 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
253 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
254 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
255 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
257 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
258 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
263 /* Specular ------------------------------- */
264 if (specular) {
265 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
267 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].d3d_type](ptrToCoords);
269 if (specular_fog)
271 DWORD specularColor = *(const DWORD *)ptrToCoords;
272 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
276 /* Normal -------------------------------- */
277 if (normal != NULL) {
278 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
279 normal_funcs[si->elements[WINED3D_FFP_NORMAL].d3d_type](ptrToCoords);
282 /* Position -------------------------------- */
283 if (position) {
284 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
285 position_funcs[si->elements[WINED3D_FFP_POSITION].d3d_type](ptrToCoords);
288 /* For non indexed mode, step onto next parts */
289 if (idxData == NULL) {
290 ++SkipnStrides;
294 glEnd();
295 checkGLcall("glEnd and previous calls");
298 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
299 switch(type) {
300 case WINED3DDECLTYPE_FLOAT1:
301 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
302 break;
303 case WINED3DDECLTYPE_FLOAT2:
304 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
305 break;
306 case WINED3DDECLTYPE_FLOAT3:
307 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
308 break;
309 case WINED3DDECLTYPE_FLOAT4:
310 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
311 break;
313 case WINED3DDECLTYPE_UBYTE4:
314 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
315 break;
316 case WINED3DDECLTYPE_D3DCOLOR:
317 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
319 const DWORD *src = ptr;
320 DWORD c = *src & 0xff00ff00;
321 c |= (*src & 0xff0000) >> 16;
322 c |= (*src & 0xff) << 16;
323 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
324 break;
326 /* else fallthrough */
327 case WINED3DDECLTYPE_UBYTE4N:
328 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
329 break;
331 case WINED3DDECLTYPE_SHORT2:
332 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
333 break;
334 case WINED3DDECLTYPE_SHORT4:
335 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
336 break;
338 case WINED3DDECLTYPE_SHORT2N:
340 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
341 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
342 break;
344 case WINED3DDECLTYPE_USHORT2N:
346 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
347 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
348 break;
350 case WINED3DDECLTYPE_SHORT4N:
351 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
352 break;
353 case WINED3DDECLTYPE_USHORT4N:
354 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
355 break;
357 case WINED3DDECLTYPE_UDEC3:
358 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
359 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
360 break;
361 case WINED3DDECLTYPE_DEC3N:
362 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
363 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
364 break;
366 case WINED3DDECLTYPE_FLOAT16_2:
367 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
368 * byte float according to the IEEE standard
370 if (GL_SUPPORT(NV_HALF_FLOAT)) {
371 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
372 } else {
373 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
374 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
375 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
377 break;
378 case WINED3DDECLTYPE_FLOAT16_4:
379 if (GL_SUPPORT(NV_HALF_FLOAT)) {
380 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
381 } else {
382 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
383 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
384 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
385 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
386 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
388 break;
390 case WINED3DDECLTYPE_UNUSED:
391 default:
392 ERR("Unexpected attribute declaration: %d\n", type);
393 break;
397 static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
398 GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex, UINT startIdx)
400 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
401 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
402 const WORD *pIdxBufS = NULL;
403 const DWORD *pIdxBufL = NULL;
404 UINT vx_index;
405 int i;
406 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
407 const BYTE *ptr;
409 if (idxSize != 0) {
410 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
411 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
412 * idxData will be != NULL
414 if(idxData == NULL) {
415 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
418 if (idxSize == 2) pIdxBufS = idxData;
419 else pIdxBufL = idxData;
420 } else if (idxData) {
421 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
422 return;
425 /* Start drawing in GL */
426 VTRACE(("glBegin(%x)\n", glPrimitiveType));
427 glBegin(glPrimitiveType);
429 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
430 if (idxData != NULL) {
432 /* Indexed so work out the number of strides to skip */
433 if (idxSize == 2) {
434 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
435 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
436 } else {
437 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
438 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
442 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
443 if(!si->elements[i].data) continue;
445 ptr = si->elements[i].data +
446 si->elements[i].stride * SkipnStrides +
447 stateblock->streamOffset[si->elements[i].stream_idx];
449 send_attribute(This, si->elements[i].d3d_type, i, ptr);
451 SkipnStrides++;
454 glEnd();
457 static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wined3d_stream_info *si,
458 UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT minIndex,
459 UINT startIdx)
461 UINT numInstances = 0, i;
462 int numInstancedAttribs = 0, j;
463 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
464 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
465 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
467 if (idxSize == 0) {
468 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
469 * We don't support this for now
471 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
472 * But the StreamSourceFreq value has a different meaning in that situation.
474 FIXME("Non-indexed instanced drawing is not supported\n");
475 return;
478 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
480 /* First, figure out how many instances we have to draw */
481 for(i = 0; i < MAX_STREAMS; i++) {
482 /* Look at the streams and take the first one which matches */
483 if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
484 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
485 if(stateblock->streamFreq[i] == 0){
486 numInstances = 1;
487 } else {
488 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
490 break; /* break, because only the first suitable value is interesting */
494 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
496 if (stateblock->streamFlags[si->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
498 instancedData[numInstancedAttribs] = i;
499 numInstancedAttribs++;
503 /* now draw numInstances instances :-) */
504 for(i = 0; i < numInstances; i++) {
505 /* Specify the instanced attributes using immediate mode calls */
506 for(j = 0; j < numInstancedAttribs; j++) {
507 const BYTE *ptr = si->elements[instancedData[j]].data +
508 si->elements[instancedData[j]].stride * i +
509 stateblock->streamOffset[si->elements[instancedData[j]].stream_idx];
510 if (si->elements[instancedData[j]].buffer_object)
512 struct wined3d_buffer *vb =
513 (struct wined3d_buffer *)stateblock->streamSource[si->elements[instancedData[j]].stream_idx];
514 ptr += (long) vb->resource.allocatedMemory;
517 send_attribute(This, si->elements[instancedData[j]].d3d_type, instancedData[j], ptr);
520 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
521 (const char *)idxData+(idxSize * startIdx));
522 checkGLcall("glDrawElements");
526 static inline void remove_vbos(IWineD3DDeviceImpl *This, struct wined3d_stream_info *s)
528 unsigned int i;
530 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
532 struct wined3d_stream_info_element *e = &s->elements[i];
533 if (e->buffer_object)
535 struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
536 e->buffer_object = 0;
537 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory);
542 /* Routine common to the draw primitive and draw indexed primitive routines */
543 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
544 UINT StartIdx, UINT idxSize, const void *idxData, UINT minIndex)
547 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
548 IWineD3DSurfaceImpl *target;
549 unsigned int i;
551 if (!index_count) return;
553 /* Invalidate the back buffer memory so LockRect will read it the next time */
554 for(i = 0; i < GL_LIMITS(buffers); i++) {
555 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
556 if (target) {
557 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
558 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
562 /* Signals other modules that a drawing is in progress and the stateblock finalized */
563 This->isInDraw = TRUE;
565 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
567 if (This->stencilBufferTarget) {
568 /* Note that this depends on the ActivateContext call above to set
569 * This->render_offscreen properly */
570 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
571 surface_load_ds_location(This->stencilBufferTarget, location);
572 surface_modify_ds_location(This->stencilBufferTarget, location);
575 /* Ok, we will be updating the screen from here onwards so grab the lock */
576 ENTER_GL();
578 GLenum glPrimType = This->stateBlock->gl_primitive_type;
579 BOOL emulation = FALSE;
580 const struct wined3d_stream_info *stream_info = &This->strided_streams;
581 struct wined3d_stream_info stridedlcl;
583 if (!numberOfVertices) numberOfVertices = index_count;
585 if (!use_vs(This->stateBlock))
587 if (!This->strided_streams.position_transformed && This->activeContext->num_untracked_materials
588 && This->stateBlock->renderState[WINED3DRS_LIGHTING])
590 static BOOL warned;
591 if (!warned) {
592 FIXME("Using software emulation because not all material properties could be tracked\n");
593 warned = TRUE;
594 } else {
595 TRACE("Using software emulation because not all material properties could be tracked\n");
597 emulation = TRUE;
599 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
600 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
601 * to a float in the vertex buffer
603 static BOOL warned;
604 if (!warned) {
605 FIXME("Using software emulation because manual fog coordinates are provided\n");
606 warned = TRUE;
607 } else {
608 TRACE("Using software emulation because manual fog coordinates are provided\n");
610 emulation = TRUE;
613 if(emulation) {
614 stream_info = &stridedlcl;
615 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
616 remove_vbos(This, &stridedlcl);
620 if (This->useDrawStridedSlow || emulation) {
621 /* Immediate mode drawing */
622 if (use_vs(This->stateBlock))
624 static BOOL warned;
625 if (!warned) {
626 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
627 warned = TRUE;
628 } else {
629 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
631 drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
632 } else {
633 drawStridedSlow(iface, stream_info, index_count, glPrimType, idxData, idxSize, minIndex, StartIdx);
635 } else if(This->instancedDraw) {
636 /* Instancing emulation with mixing immediate mode and arrays */
637 drawStridedInstanced(iface, &This->strided_streams, index_count,
638 glPrimType, idxData, idxSize, minIndex, StartIdx);
639 } else {
640 drawStridedFast(iface, glPrimType, minIndex, minIndex + numberOfVertices - 1,
641 index_count, idxSize, idxData, StartIdx);
645 /* Finished updating the screen, restore lock */
646 LEAVE_GL();
647 TRACE("Done all gl drawing\n");
649 /* Diagnostics */
650 #ifdef SHOW_FRAME_MAKEUP
652 static long int primCounter = 0;
653 /* NOTE: set primCounter to the value reported by drawprim
654 before you want to to write frame makeup to /tmp */
655 if (primCounter >= 0) {
656 WINED3DLOCKED_RECT r;
657 char buffer[80];
658 IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
659 sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
660 TRACE("Saving screenshot %s\n", buffer);
661 IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
662 IWineD3DSurface_UnlockRect(This->render_targets[0]);
664 #ifdef SHOW_TEXTURE_MAKEUP
666 IWineD3DSurface *pSur;
667 int textureNo;
668 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
669 if (This->stateBlock->textures[textureNo] != NULL) {
670 sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
671 TRACE("Saving texture %s\n", buffer);
672 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
673 IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
674 IWineD3DSurface_SaveSnapshot(pSur, buffer);
675 IWineD3DSurface_Release(pSur);
676 } else {
677 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
682 #endif
684 TRACE("drawprim #%ld\n", primCounter);
685 ++primCounter;
687 #endif
689 /* Control goes back to the device, stateblock values may change again */
690 This->isInDraw = FALSE;
693 static void normalize_normal(float *n) {
694 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
695 if(length == 0.0) return;
696 length = sqrt(length);
697 n[0] = n[0] / length;
698 n[1] = n[1] / length;
699 n[2] = n[2] / length;
702 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
704 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
705 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
706 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
707 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
708 * in drawprim.
710 * To read back, the opengl feedback mode is used. This creates a problem because we want
711 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
712 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
713 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
714 * them to [-1.0;+1.0] and set the viewport up to scale them back.
716 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
717 * resulting colors back to the normals.
719 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
720 * does not restore it because normally a draw follows immediately afterwards. The caller is
721 * responsible of taking care that either the gl states are restored, or the context activated
722 * for drawing to reset the lastWasBlit flag.
724 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
725 struct WineD3DRectPatch *patch) {
726 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
727 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
728 struct wined3d_stream_info stream_info;
729 struct wined3d_stream_info_element *e;
730 const BYTE *data;
731 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
732 DWORD vtxStride;
733 GLenum feedback_type;
734 GLfloat *feedbuffer;
736 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
737 * Beware of vbos
739 device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
741 e = &stream_info.elements[WINED3D_FFP_POSITION];
742 if (e->buffer_object)
744 struct wined3d_buffer *vb;
745 vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
746 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)vb->resource.allocatedMemory);
748 vtxStride = e->stride;
749 data = e->data +
750 vtxStride * info->Stride * info->StartVertexOffsetHeight +
751 vtxStride * info->StartVertexOffsetWidth;
753 /* Not entirely sure about what happens with transformed vertices */
754 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
756 if(vtxStride % sizeof(GLfloat)) {
757 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
758 * I don't see how the stride could not be a multiple of 4, but make sure
759 * to check it
761 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
763 if(info->Basis != WINED3DBASIS_BEZIER) {
764 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
766 if(info->Degree != WINED3DDEGREE_CUBIC) {
767 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
770 /* First, get the boundary cube of the input data */
771 for(j = 0; j < info->Height; j++) {
772 for(i = 0; i < info->Width; i++) {
773 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
774 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
775 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
776 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
777 if(v[2] < neg_z) neg_z = v[2];
781 /* This needs some improvements in the vertex decl code */
782 FIXME("Cannot find data to generate. Only generating position and normals\n");
783 patch->has_normals = TRUE;
784 patch->has_texcoords = FALSE;
786 /* Simply activate the context for blitting. This disables all the things we don't want and
787 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
788 * patch (as opposed to normal draws) will most likely need different changes anyway
790 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
791 ENTER_GL();
793 glMatrixMode(GL_PROJECTION);
794 checkGLcall("glMatrixMode(GL_PROJECTION)");
795 glLoadIdentity();
796 checkGLcall("glLoadIndentity()");
797 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
798 glTranslatef(0, 0, 0.5);
799 checkGLcall("glScalef");
800 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
801 checkGLcall("glViewport");
803 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
804 * our feedback buffer parser
806 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
807 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
808 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
809 if(patch->has_normals) {
810 static const GLfloat black[] = {0, 0, 0, 0};
811 static const GLfloat red[] = {1, 0, 0, 0};
812 static const GLfloat green[] = {0, 1, 0, 0};
813 static const GLfloat blue[] = {0, 0, 1, 0};
814 static const GLfloat white[] = {1, 1, 1, 1};
815 glEnable(GL_LIGHTING);
816 checkGLcall("glEnable(GL_LIGHTING)");
817 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
818 checkGLcall("glLightModel for MODEL_AMBIENT");
819 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
821 for(i = 3; i < GL_LIMITS(lights); i++) {
822 glDisable(GL_LIGHT0 + i);
823 checkGLcall("glDisable(GL_LIGHT0 + i)");
824 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
827 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
828 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
829 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
830 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
831 glLightfv(GL_LIGHT0, GL_POSITION, red);
832 glEnable(GL_LIGHT0);
833 checkGLcall("Setting up light 1\n");
834 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
835 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
836 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
837 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
838 glLightfv(GL_LIGHT1, GL_POSITION, green);
839 glEnable(GL_LIGHT1);
840 checkGLcall("Setting up light 2\n");
841 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
842 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
843 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
844 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
845 glLightfv(GL_LIGHT2, GL_POSITION, blue);
846 glEnable(GL_LIGHT2);
847 checkGLcall("Setting up light 3\n");
849 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
850 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
851 glDisable(GL_COLOR_MATERIAL);
852 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
853 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
854 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
855 checkGLcall("Setting up materials\n");
858 /* Enable the needed maps.
859 * GL_MAP2_VERTEX_3 is needed for positional data.
860 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
861 * GL_MAP2_TEXTURE_COORD_4 for texture coords
863 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
864 out_vertex_size = 3 /* position */;
865 d3d_out_vertex_size = 3;
866 glEnable(GL_MAP2_VERTEX_3);
867 if(patch->has_normals && patch->has_texcoords) {
868 FIXME("Texcoords not handled yet\n");
869 feedback_type = GL_3D_COLOR_TEXTURE;
870 out_vertex_size += 8;
871 d3d_out_vertex_size += 7;
872 glEnable(GL_AUTO_NORMAL);
873 glEnable(GL_MAP2_TEXTURE_COORD_4);
874 } else if(patch->has_texcoords) {
875 FIXME("Texcoords not handled yet\n");
876 feedback_type = GL_3D_COLOR_TEXTURE;
877 out_vertex_size += 7;
878 d3d_out_vertex_size += 4;
879 glEnable(GL_MAP2_TEXTURE_COORD_4);
880 } else if(patch->has_normals) {
881 feedback_type = GL_3D_COLOR;
882 out_vertex_size += 4;
883 d3d_out_vertex_size += 3;
884 glEnable(GL_AUTO_NORMAL);
885 } else {
886 feedback_type = GL_3D;
888 checkGLcall("glEnable vertex attrib generation");
890 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
891 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
892 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
894 glMap2f(GL_MAP2_VERTEX_3,
895 0, 1, vtxStride / sizeof(float), info->Width,
896 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
897 (const GLfloat *)data);
898 checkGLcall("glMap2f");
899 if(patch->has_texcoords) {
900 glMap2f(GL_MAP2_TEXTURE_COORD_4,
901 0, 1, vtxStride / sizeof(float), info->Width,
902 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
903 (const GLfloat *)data);
904 checkGLcall("glMap2f");
906 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
907 checkGLcall("glMapGrid2f");
909 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
910 checkGLcall("glFeedbackBuffer");
911 glRenderMode(GL_FEEDBACK);
913 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
914 checkGLcall("glEvalMesh2\n");
916 i = glRenderMode(GL_RENDER);
917 if(i == -1) {
918 LEAVE_GL();
919 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
920 Sleep(10000);
921 HeapFree(GetProcessHeap(), 0, feedbuffer);
922 return WINED3DERR_DRIVERINTERNALERROR;
923 } else if(i != buffer_size) {
924 LEAVE_GL();
925 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
926 Sleep(10000);
927 HeapFree(GetProcessHeap(), 0, feedbuffer);
928 return WINED3DERR_DRIVERINTERNALERROR;
929 } else {
930 TRACE("Got %d elements as expected\n", i);
933 HeapFree(GetProcessHeap(), 0, patch->mem);
934 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
935 i = 0;
936 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
937 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
938 ERR("Unexpected token: %f\n", feedbuffer[j]);
939 continue;
941 if(feedbuffer[j + 1] != 3) {
942 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
943 continue;
945 /* Somehow there are different ideas about back / front facing, so fix up the
946 * vertex order
948 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
949 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
950 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
951 if(patch->has_normals) {
952 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
953 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
954 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
956 i += d3d_out_vertex_size;
958 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
959 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
960 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
961 if(patch->has_normals) {
962 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
963 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
964 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
966 i += d3d_out_vertex_size;
968 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
969 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
970 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
971 if(patch->has_normals) {
972 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
973 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
974 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
976 i += d3d_out_vertex_size;
979 if(patch->has_normals) {
980 /* Now do the same with reverse light directions */
981 static const GLfloat x[] = {-1, 0, 0, 0};
982 static const GLfloat y[] = { 0, -1, 0, 0};
983 static const GLfloat z[] = { 0, 0, -1, 0};
984 glLightfv(GL_LIGHT0, GL_POSITION, x);
985 glLightfv(GL_LIGHT1, GL_POSITION, y);
986 glLightfv(GL_LIGHT2, GL_POSITION, z);
987 checkGLcall("Setting up reverse light directions\n");
989 glRenderMode(GL_FEEDBACK);
990 checkGLcall("glRenderMode(GL_FEEDBACK)");
991 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
992 checkGLcall("glEvalMesh2\n");
993 i = glRenderMode(GL_RENDER);
994 checkGLcall("glRenderMode(GL_RENDER)");
996 i = 0;
997 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
998 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
999 ERR("Unexpected token: %f\n", feedbuffer[j]);
1000 continue;
1002 if(feedbuffer[j + 1] != 3) {
1003 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1004 continue;
1006 if(patch->mem[i + 3] == 0.0)
1007 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1008 if(patch->mem[i + 4] == 0.0)
1009 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1010 if(patch->mem[i + 5] == 0.0)
1011 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1012 normalize_normal(patch->mem + i + 3);
1013 i += d3d_out_vertex_size;
1015 if(patch->mem[i + 3] == 0.0)
1016 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1017 if(patch->mem[i + 4] == 0.0)
1018 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1019 if(patch->mem[i + 5] == 0.0)
1020 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1021 normalize_normal(patch->mem + i + 3);
1022 i += d3d_out_vertex_size;
1024 if(patch->mem[i + 3] == 0.0)
1025 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1026 if(patch->mem[i + 4] == 0.0)
1027 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1028 if(patch->mem[i + 5] == 0.0)
1029 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1030 normalize_normal(patch->mem + i + 3);
1031 i += d3d_out_vertex_size;
1035 glDisable(GL_MAP2_VERTEX_3);
1036 glDisable(GL_AUTO_NORMAL);
1037 glDisable(GL_MAP2_NORMAL);
1038 glDisable(GL_MAP2_TEXTURE_COORD_4);
1039 checkGLcall("glDisable vertex attrib generation");
1040 LEAVE_GL();
1042 HeapFree(GetProcessHeap(), 0, feedbuffer);
1044 vtxStride = 3 * sizeof(float);
1045 if(patch->has_normals) {
1046 vtxStride += 3 * sizeof(float);
1048 if(patch->has_texcoords) {
1049 vtxStride += 4 * sizeof(float);
1051 memset(&patch->strided, 0, sizeof(&patch->strided));
1052 patch->strided.position.dwType = WINED3DDECLTYPE_FLOAT3;
1053 patch->strided.position.lpData = (BYTE *) patch->mem;
1054 patch->strided.position.dwStride = vtxStride;
1056 if(patch->has_normals) {
1057 patch->strided.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1058 patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1059 patch->strided.normal.dwStride = vtxStride;
1061 if(patch->has_texcoords) {
1062 patch->strided.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1063 patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1064 if(patch->has_normals) {
1065 patch->strided.texCoords[0].lpData += 3 * sizeof(float);
1067 patch->strided.texCoords[0].dwStride = vtxStride;
1070 return WINED3D_OK;