2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
35 /* GL locking is done by the caller */
36 static void drawStridedFast(GLenum primitive_type
, UINT count
, UINT idx_size
, const void *idx_data
, UINT start_idx
)
40 glDrawElements(primitive_type
, count
,
41 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
42 (const char *)idx_data
+ (idx_size
* start_idx
));
43 checkGLcall("glDrawElements");
47 glDrawArrays(primitive_type
, start_idx
, count
);
48 checkGLcall("glDrawArrays");
53 * Actually draw using the supplied information.
54 * Slower GL version which extracts info about each vertex in turn
57 /* GL locking is done by the caller */
58 static void drawStridedSlow(IWineD3DDevice
*iface
, const struct wined3d_context
*context
,
59 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
60 const void *idxData
, UINT idxSize
, UINT startIdx
)
62 unsigned int textureNo
= 0;
63 const WORD
*pIdxBufS
= NULL
;
64 const DWORD
*pIdxBufL
= NULL
;
66 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
67 const struct wined3d_state
*state
= &This
->stateBlock
->state
;
68 const struct wined3d_stream_state
*streams
= state
->streams
;
69 LONG SkipnStrides
= startIdx
+ state
->load_base_vertex_index
;
70 BOOL pixelShader
= use_ps(state
);
71 BOOL specular_fog
= FALSE
;
72 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
73 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
74 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
75 UINT texture_stages
= gl_info
->limits
.texture_stages
;
76 const struct wined3d_stream_info_element
*element
;
77 UINT num_untracked_materials
;
80 TRACE("Using slow vertex array code\n");
82 /* Variable Initialization */
85 /* Immediate mode drawing can't make use of indices in a vbo - get the
86 * data from the index buffer. If the index buffer has no vbo (not
87 * supported or other reason), or with user pointer drawing idxData
88 * will be non-NULL. */
90 idxData
= buffer_get_sysmem(state
->index_buffer
, gl_info
);
92 if (idxSize
== 2) pIdxBufS
= idxData
;
93 else pIdxBufL
= idxData
;
95 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
99 /* Start drawing in GL */
102 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
104 element
= &si
->elements
[WINED3D_FFP_POSITION
];
105 position
= element
->data
+ streams
[element
->stream_idx
].offset
;
108 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
110 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
111 normal
= element
->data
+ streams
[element
->stream_idx
].offset
;
118 num_untracked_materials
= context
->num_untracked_materials
;
119 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
121 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
122 diffuse
= element
->data
+ streams
[element
->stream_idx
].offset
;
124 if (num_untracked_materials
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
125 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format
->id
));
129 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
132 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
134 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
135 specular
= element
->data
+ streams
[element
->stream_idx
].offset
;
137 /* special case where the fog density is stored in the specular alpha channel */
138 if (state
->render_states
[WINED3DRS_FOGENABLE
]
139 && (state
->render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
140 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
141 && state
->render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
143 if (gl_info
->supported
[EXT_FOG_COORD
])
145 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
146 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format
->id
));
154 /* TODO: Use the fog table code from old ddraw */
155 FIXME("Implement fog for transformed vertices in software\n");
161 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
163 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
166 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
168 int coordIdx
= state
->texture_states
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
169 DWORD texture_idx
= This
->texUnitMap
[textureNo
];
171 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
173 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
177 if (!pixelShader
&& !state
->textures
[textureNo
]) continue;
179 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
183 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
186 else if (coordIdx
< 0)
188 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
192 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
194 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
195 texCoords
[coordIdx
] = element
->data
+ streams
[element
->stream_idx
].offset
;
196 tex_mask
|= (1 << textureNo
);
200 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
201 if (gl_info
->supported
[ARB_MULTITEXTURE
])
202 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
204 glTexCoord4f(0, 0, 0, 1);
208 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
209 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
212 /* For each primitive */
213 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
214 UINT texture
, tmp_tex_mask
;
215 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
216 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
219 /* For indexed data, we need to go a few more strides in */
222 /* Indexed so work out the number of strides to skip */
224 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
226 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
229 tmp_tex_mask
= tex_mask
;
230 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
236 if (!(tmp_tex_mask
& 1)) continue;
238 coord_idx
= state
->texture_states
[texture
][WINED3DTSS_TEXCOORDINDEX
];
239 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
241 texture_idx
= This
->texUnitMap
[texture
];
242 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
243 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
246 /* Diffuse -------------------------------- */
248 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
250 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptrToCoords
);
251 if (num_untracked_materials
)
253 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
257 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
258 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
259 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
260 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
262 for (i
= 0; i
< num_untracked_materials
; ++i
)
264 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
269 /* Specular ------------------------------- */
271 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
273 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptrToCoords
);
277 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
278 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
282 /* Normal -------------------------------- */
285 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
286 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptrToCoords
);
289 /* Position -------------------------------- */
291 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
292 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptrToCoords
);
295 /* For non indexed mode, step onto next parts */
296 if (!idxData
) ++SkipnStrides
;
300 checkGLcall("glEnd and previous calls");
303 /* GL locking is done by the caller */
304 static inline void send_attribute(const struct wined3d_gl_info
*gl_info
,
305 enum wined3d_format_id format
, const UINT index
, const void *ptr
)
309 case WINED3DFMT_R32_FLOAT
:
310 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
312 case WINED3DFMT_R32G32_FLOAT
:
313 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
315 case WINED3DFMT_R32G32B32_FLOAT
:
316 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
318 case WINED3DFMT_R32G32B32A32_FLOAT
:
319 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
322 case WINED3DFMT_R8G8B8A8_UINT
:
323 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
325 case WINED3DFMT_B8G8R8A8_UNORM
:
326 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
328 const DWORD
*src
= ptr
;
329 DWORD c
= *src
& 0xff00ff00;
330 c
|= (*src
& 0xff0000) >> 16;
331 c
|= (*src
& 0xff) << 16;
332 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
335 /* else fallthrough */
336 case WINED3DFMT_R8G8B8A8_UNORM
:
337 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
340 case WINED3DFMT_R16G16_SINT
:
341 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
343 case WINED3DFMT_R16G16B16A16_SINT
:
344 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
347 case WINED3DFMT_R16G16_SNORM
:
349 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
350 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
353 case WINED3DFMT_R16G16_UNORM
:
355 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
356 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
359 case WINED3DFMT_R16G16B16A16_SNORM
:
360 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
362 case WINED3DFMT_R16G16B16A16_UNORM
:
363 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
366 case WINED3DFMT_R10G10B10A2_UINT
:
367 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
368 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
370 case WINED3DFMT_R10G10B10A2_SNORM
:
371 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
372 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
375 case WINED3DFMT_R16G16_FLOAT
:
376 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
377 * byte float according to the IEEE standard
379 if (gl_info
->supported
[NV_HALF_FLOAT
])
381 /* Not supported by GL_ARB_half_float_vertex */
382 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
386 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
387 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
388 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
391 case WINED3DFMT_R16G16B16A16_FLOAT
:
392 if (gl_info
->supported
[NV_HALF_FLOAT
])
394 /* Not supported by GL_ARB_half_float_vertex */
395 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
399 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
400 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
401 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
402 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
403 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
408 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
413 /* GL locking is done by the caller */
414 static void drawStridedSlowVs(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
415 const struct wined3d_stream_info
*si
, UINT numberOfVertices
, GLenum glPrimitiveType
,
416 const void *idxData
, UINT idxSize
, UINT startIdx
)
418 LONG SkipnStrides
= startIdx
+ state
->load_base_vertex_index
;
419 const DWORD
*pIdxBufL
= NULL
;
420 const WORD
*pIdxBufS
= NULL
;
427 /* Immediate mode drawing can't make use of indices in a vbo - get the
428 * data from the index buffer. If the index buffer has no vbo (not
429 * supported or other reason), or with user pointer drawing idxData
430 * will be non-NULL. */
432 idxData
= buffer_get_sysmem(state
->index_buffer
, gl_info
);
434 if (idxSize
== 2) pIdxBufS
= idxData
;
435 else pIdxBufL
= idxData
;
436 } else if (idxData
) {
437 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
441 /* Start drawing in GL */
442 glBegin(glPrimitiveType
);
444 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
)
448 /* Indexed so work out the number of strides to skip */
450 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
452 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
455 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
457 if (!(si
->use_map
& (1 << i
))) continue;
459 ptr
= si
->elements
[i
].data
+ si
->elements
[i
].stride
* SkipnStrides
460 + state
->streams
[si
->elements
[i
].stream_idx
].offset
;
462 send_attribute(gl_info
, si
->elements
[i
].format
->id
, i
, ptr
);
470 /* GL locking is done by the caller */
471 static void drawStridedInstanced(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
472 const struct wined3d_stream_info
*si
, UINT numberOfVertices
, GLenum glPrimitiveType
,
473 const void *idxData
, UINT idxSize
, UINT startIdx
)
475 UINT numInstances
= 0, i
;
476 int numInstancedAttribs
= 0, j
;
477 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
481 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
482 * We don't support this for now
484 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
485 * But the StreamSourceFreq value has a different meaning in that situation.
487 FIXME("Non-indexed instanced drawing is not supported\n");
491 /* First, figure out how many instances we have to draw */
492 for (i
= 0; i
< MAX_STREAMS
; ++i
)
494 /* Look at the streams and take the first one which matches */
495 if (state
->streams
[i
].buffer
496 && ((state
->streams
[i
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
497 || (state
->streams
[i
].flags
& WINED3DSTREAMSOURCE_INDEXEDDATA
)))
499 /* Use the specified number of instances from the first matched
500 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
501 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
502 numInstances
= state
->streams
[i
].frequency
? state
->streams
[i
].frequency
: 1;
507 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
509 if (!(si
->use_map
& (1 << i
))) continue;
511 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
513 instancedData
[numInstancedAttribs
] = i
;
514 numInstancedAttribs
++;
518 /* now draw numInstances instances :-) */
519 for(i
= 0; i
< numInstances
; i
++) {
520 /* Specify the instanced attributes using immediate mode calls */
521 for(j
= 0; j
< numInstancedAttribs
; j
++) {
522 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
523 + si
->elements
[instancedData
[j
]].stride
* i
524 + state
->streams
[si
->elements
[instancedData
[j
]].stream_idx
].offset
;
525 if (si
->elements
[instancedData
[j
]].buffer_object
)
527 struct wined3d_buffer
*vb
= state
->streams
[si
->elements
[instancedData
[j
]].stream_idx
].buffer
;
528 ptr
+= (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
);
531 send_attribute(gl_info
, si
->elements
[instancedData
[j
]].format
->id
, instancedData
[j
], ptr
);
534 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
535 (const char *)idxData
+(idxSize
* startIdx
));
536 checkGLcall("glDrawElements");
540 static void remove_vbos(const struct wined3d_gl_info
*gl_info
,
541 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
545 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
547 struct wined3d_stream_info_element
*e
;
549 if (!(s
->use_map
& (1 << i
))) continue;
552 if (e
->buffer_object
)
554 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
555 e
->buffer_object
= 0;
556 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
561 /* Routine common to the draw primitive and draw indexed primitive routines */
562 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
565 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
566 const struct wined3d_state
*state
= &This
->stateBlock
->state
;
567 struct wined3d_context
*context
;
570 if (!index_count
) return;
572 if (state
->render_states
[WINED3DRS_COLORWRITEENABLE
])
574 /* Invalidate the back buffer memory so LockRect will read it the next time */
575 for (i
= 0; i
< This
->adapter
->gl_info
.limits
.buffers
; ++i
)
577 IWineD3DSurfaceImpl
*target
= This
->render_targets
[i
];
580 surface_load_location(target
, SFLAG_INDRAWABLE
, NULL
);
581 surface_modify_location(target
, SFLAG_INDRAWABLE
, TRUE
);
586 /* Signals other modules that a drawing is in progress and the stateblock finalized */
587 This
->isInDraw
= TRUE
;
589 context
= context_acquire(This
, This
->render_targets
[0]);
592 context_release(context
);
593 WARN("Invalid context, skipping draw.\n");
597 context_apply_draw_state(context
, This
);
599 if (This
->depth_stencil
)
601 /* Note that this depends on the context_acquire() call above to set
602 * This->render_offscreen properly. We don't currently take the
603 * Z-compare function into account, but we could skip loading the
604 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
605 * that we never copy the stencil data.*/
606 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
607 if (state
->render_states
[WINED3DRS_ZWRITEENABLE
] || state
->render_states
[WINED3DRS_ZENABLE
])
609 RECT current_rect
, draw_rect
, r
;
611 if (location
== SFLAG_DS_ONSCREEN
&& This
->depth_stencil
!= This
->onscreen_depth_stencil
)
612 device_switch_onscreen_ds(This
, context
, This
->depth_stencil
);
614 if (This
->depth_stencil
->Flags
& location
)
615 SetRect(¤t_rect
, 0, 0,
616 This
->depth_stencil
->ds_current_size
.cx
,
617 This
->depth_stencil
->ds_current_size
.cy
);
619 SetRectEmpty(¤t_rect
);
621 device_get_draw_rect(This
, &draw_rect
);
623 IntersectRect(&r
, &draw_rect
, ¤t_rect
);
624 if (!EqualRect(&r
, &draw_rect
))
625 surface_load_ds_location(This
->depth_stencil
, context
, location
);
627 if (state
->render_states
[WINED3DRS_ZWRITEENABLE
])
629 surface_modify_ds_location(This
->depth_stencil
, location
,
630 This
->depth_stencil
->ds_current_size
.cx
,
631 This
->depth_stencil
->ds_current_size
.cy
);
632 surface_modify_location(This
->depth_stencil
, SFLAG_INDRAWABLE
, TRUE
);
637 if ((!context
->gl_info
->supported
[WINED3D_GL_VERSION_2_0
]
638 || (!glPointParameteri
&& !context
->gl_info
->supported
[NV_POINT_SPRITE
]))
639 && context
->render_offscreen
640 && state
->render_states
[WINED3DRS_POINTSPRITEENABLE
]
641 && state
->gl_primitive_type
== GL_POINTS
)
643 FIXME("Point sprite coordinate origin switching not supported.\n");
646 /* Ok, we will be updating the screen from here onwards so grab the lock */
649 GLenum glPrimType
= state
->gl_primitive_type
;
650 BOOL emulation
= FALSE
;
651 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
652 struct wined3d_stream_info stridedlcl
;
656 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
657 && state
->render_states
[WINED3DRS_LIGHTING
])
661 FIXME("Using software emulation because not all material properties could be tracked\n");
664 TRACE("Using software emulation because not all material properties could be tracked\n");
668 else if (context
->fog_coord
&& state
->render_states
[WINED3DRS_FOGENABLE
])
670 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
671 * to a float in the vertex buffer
675 FIXME("Using software emulation because manual fog coordinates are provided\n");
678 TRACE("Using software emulation because manual fog coordinates are provided\n");
684 stream_info
= &stridedlcl
;
685 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
686 remove_vbos(context
->gl_info
, state
, &stridedlcl
);
690 if (This
->useDrawStridedSlow
|| emulation
)
692 /* Immediate mode drawing */
697 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
700 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
702 drawStridedSlowVs(context
->gl_info
, state
, stream_info
,
703 index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
707 drawStridedSlow(iface
, context
, stream_info
, index_count
,
708 glPrimType
, idxData
, idxSize
, StartIdx
);
711 else if (This
->instancedDraw
)
713 /* Instancing emulation with mixing immediate mode and arrays */
714 drawStridedInstanced(context
->gl_info
, state
, stream_info
,
715 index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
719 drawStridedFast(glPrimType
, index_count
, idxSize
, idxData
, StartIdx
);
723 /* Finished updating the screen, restore lock */
726 for(i
= 0; i
< This
->num_buffer_queries
; i
++)
728 wined3d_event_query_issue(This
->buffer_queries
[i
], This
);
731 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
733 context_release(context
);
735 TRACE("Done all gl drawing\n");
737 /* Control goes back to the device, stateblock values may change again */
738 This
->isInDraw
= FALSE
;
741 static void normalize_normal(float *n
) {
742 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
743 if (length
== 0.0f
) return;
744 length
= sqrtf(length
);
745 n
[0] = n
[0] / length
;
746 n
[1] = n
[1] / length
;
747 n
[2] = n
[2] / length
;
750 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
752 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
753 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
754 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
755 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
758 * To read back, the opengl feedback mode is used. This creates a problem because we want
759 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
760 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
761 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
762 * them to [-1.0;+1.0] and set the viewport up to scale them back.
764 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
765 * resulting colors back to the normals.
767 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
768 * does not restore it because normally a draw follows immediately afterwards. The caller is
769 * responsible of taking care that either the gl states are restored, or the context activated
770 * for drawing to reset the lastWasBlit flag.
772 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
773 struct WineD3DRectPatch
*patch
) {
774 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
775 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
776 struct wined3d_stream_info stream_info
;
777 struct wined3d_stream_info_element
*e
;
778 struct wined3d_context
*context
;
780 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
782 GLenum feedback_type
;
785 /* Simply activate the context for blitting. This disables all the things we don't want and
786 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
787 * patch (as opposed to normal draws) will most likely need different changes anyway. */
788 context
= context_acquire(This
, NULL
);
789 context_apply_blit_state(context
, This
);
791 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
794 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
796 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
797 if (e
->buffer_object
)
799 struct wined3d_buffer
*vb
= This
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
800 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
->gl_info
));
802 vtxStride
= e
->stride
;
804 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
805 vtxStride
* info
->StartVertexOffsetWidth
;
807 /* Not entirely sure about what happens with transformed vertices */
808 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
810 if(vtxStride
% sizeof(GLfloat
)) {
811 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
812 * I don't see how the stride could not be a multiple of 4, but make sure
815 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
817 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
818 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
820 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
821 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
824 /* First, get the boundary cube of the input data */
825 for(j
= 0; j
< info
->Height
; j
++) {
826 for(i
= 0; i
< info
->Width
; i
++) {
827 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
828 if(fabs(v
[0]) > max_x
) max_x
= fabsf(v
[0]);
829 if(fabs(v
[1]) > max_y
) max_y
= fabsf(v
[1]);
830 if(fabs(v
[2]) > max_z
) max_z
= fabsf(v
[2]);
831 if(v
[2] < neg_z
) neg_z
= v
[2];
835 /* This needs some improvements in the vertex decl code */
836 FIXME("Cannot find data to generate. Only generating position and normals\n");
837 patch
->has_normals
= TRUE
;
838 patch
->has_texcoords
= FALSE
;
842 glMatrixMode(GL_PROJECTION
);
843 checkGLcall("glMatrixMode(GL_PROJECTION)");
845 checkGLcall("glLoadIndentity()");
846 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
847 glTranslatef(0.0f
, 0.0f
, 0.5f
);
848 checkGLcall("glScalef");
849 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
850 checkGLcall("glViewport");
852 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
853 * our feedback buffer parser
855 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
856 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
857 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
858 if(patch
->has_normals
) {
859 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
860 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
861 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
862 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
863 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
864 glEnable(GL_LIGHTING
);
865 checkGLcall("glEnable(GL_LIGHTING)");
866 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
867 checkGLcall("glLightModel for MODEL_AMBIENT");
868 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
870 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
872 glDisable(GL_LIGHT0
+ i
);
873 checkGLcall("glDisable(GL_LIGHT0 + i)");
874 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
877 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
878 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
879 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
880 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
881 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
883 checkGLcall("Setting up light 1");
884 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
885 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
886 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
887 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
888 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
890 checkGLcall("Setting up light 2");
891 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
892 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
893 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
894 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
895 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
897 checkGLcall("Setting up light 3");
899 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
900 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
901 glDisable(GL_COLOR_MATERIAL
);
902 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
903 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
904 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
905 checkGLcall("Setting up materials");
908 /* Enable the needed maps.
909 * GL_MAP2_VERTEX_3 is needed for positional data.
910 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
911 * GL_MAP2_TEXTURE_COORD_4 for texture coords
913 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
914 out_vertex_size
= 3 /* position */;
915 d3d_out_vertex_size
= 3;
916 glEnable(GL_MAP2_VERTEX_3
);
917 if(patch
->has_normals
&& patch
->has_texcoords
) {
918 FIXME("Texcoords not handled yet\n");
919 feedback_type
= GL_3D_COLOR_TEXTURE
;
920 out_vertex_size
+= 8;
921 d3d_out_vertex_size
+= 7;
922 glEnable(GL_AUTO_NORMAL
);
923 glEnable(GL_MAP2_TEXTURE_COORD_4
);
924 } else if(patch
->has_texcoords
) {
925 FIXME("Texcoords not handled yet\n");
926 feedback_type
= GL_3D_COLOR_TEXTURE
;
927 out_vertex_size
+= 7;
928 d3d_out_vertex_size
+= 4;
929 glEnable(GL_MAP2_TEXTURE_COORD_4
);
930 } else if(patch
->has_normals
) {
931 feedback_type
= GL_3D_COLOR
;
932 out_vertex_size
+= 4;
933 d3d_out_vertex_size
+= 3;
934 glEnable(GL_AUTO_NORMAL
);
936 feedback_type
= GL_3D
;
938 checkGLcall("glEnable vertex attrib generation");
940 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
941 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
942 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
944 glMap2f(GL_MAP2_VERTEX_3
,
945 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
946 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
947 (const GLfloat
*)data
);
948 checkGLcall("glMap2f");
949 if(patch
->has_texcoords
) {
950 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
951 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
952 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
953 (const GLfloat
*)data
);
954 checkGLcall("glMap2f");
956 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
957 checkGLcall("glMapGrid2f");
959 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
960 checkGLcall("glFeedbackBuffer");
961 glRenderMode(GL_FEEDBACK
);
963 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
964 checkGLcall("glEvalMesh2");
966 i
= glRenderMode(GL_RENDER
);
969 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
970 HeapFree(GetProcessHeap(), 0, feedbuffer
);
971 context_release(context
);
972 return WINED3DERR_DRIVERINTERNALERROR
;
973 } else if(i
!= buffer_size
) {
975 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
976 HeapFree(GetProcessHeap(), 0, feedbuffer
);
977 context_release(context
);
978 return WINED3DERR_DRIVERINTERNALERROR
;
980 TRACE("Got %d elements as expected\n", i
);
983 HeapFree(GetProcessHeap(), 0, patch
->mem
);
984 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
986 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
987 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
988 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
991 if(feedbuffer
[j
+ 1] != 3) {
992 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
995 /* Somehow there are different ideas about back / front facing, so fix up the
998 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
999 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1000 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1001 if(patch
->has_normals
) {
1002 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1003 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1004 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1006 i
+= d3d_out_vertex_size
;
1008 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1009 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1010 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1011 if(patch
->has_normals
) {
1012 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1013 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1014 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1016 i
+= d3d_out_vertex_size
;
1018 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1019 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1020 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1021 if(patch
->has_normals
) {
1022 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1023 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1024 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1026 i
+= d3d_out_vertex_size
;
1029 if(patch
->has_normals
) {
1030 /* Now do the same with reverse light directions */
1031 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1032 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1033 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1034 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1035 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1036 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1037 checkGLcall("Setting up reverse light directions");
1039 glRenderMode(GL_FEEDBACK
);
1040 checkGLcall("glRenderMode(GL_FEEDBACK)");
1041 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1042 checkGLcall("glEvalMesh2");
1043 i
= glRenderMode(GL_RENDER
);
1044 checkGLcall("glRenderMode(GL_RENDER)");
1047 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1048 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1049 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1052 if(feedbuffer
[j
+ 1] != 3) {
1053 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1056 if(patch
->mem
[i
+ 3] == 0.0f
)
1057 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1058 if(patch
->mem
[i
+ 4] == 0.0f
)
1059 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1060 if(patch
->mem
[i
+ 5] == 0.0f
)
1061 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1062 normalize_normal(patch
->mem
+ i
+ 3);
1063 i
+= d3d_out_vertex_size
;
1065 if(patch
->mem
[i
+ 3] == 0.0f
)
1066 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1067 if(patch
->mem
[i
+ 4] == 0.0f
)
1068 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1069 if(patch
->mem
[i
+ 5] == 0.0f
)
1070 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1071 normalize_normal(patch
->mem
+ i
+ 3);
1072 i
+= d3d_out_vertex_size
;
1074 if(patch
->mem
[i
+ 3] == 0.0f
)
1075 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1076 if(patch
->mem
[i
+ 4] == 0.0f
)
1077 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1078 if(patch
->mem
[i
+ 5] == 0.0f
)
1079 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1080 normalize_normal(patch
->mem
+ i
+ 3);
1081 i
+= d3d_out_vertex_size
;
1085 glDisable(GL_MAP2_VERTEX_3
);
1086 glDisable(GL_AUTO_NORMAL
);
1087 glDisable(GL_MAP2_NORMAL
);
1088 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1089 checkGLcall("glDisable vertex attrib generation");
1092 context_release(context
);
1094 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1096 vtxStride
= 3 * sizeof(float);
1097 if(patch
->has_normals
) {
1098 vtxStride
+= 3 * sizeof(float);
1100 if(patch
->has_texcoords
) {
1101 vtxStride
+= 4 * sizeof(float);
1103 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1104 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1105 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1106 patch
->strided
.position
.dwStride
= vtxStride
;
1108 if(patch
->has_normals
) {
1109 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1110 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1111 patch
->strided
.normal
.dwStride
= vtxStride
;
1113 if(patch
->has_texcoords
) {
1114 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1115 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1116 if(patch
->has_normals
) {
1117 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1119 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;