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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
30 #define GLINFO_LOCATION This->adapter->gl_info
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 */
42 /* Issues the glBegin call for gl given the primitive type and count */
43 static DWORD
primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType
,
47 DWORD NumVertexes
= NumPrimitives
;
49 switch (PrimitiveType
) {
50 case WINED3DPT_POINTLIST
:
52 *primType
= GL_POINTS
;
53 NumVertexes
= NumPrimitives
;
56 case WINED3DPT_LINELIST
:
59 NumVertexes
= NumPrimitives
* 2;
62 case WINED3DPT_LINESTRIP
:
63 TRACE("LINE_STRIP\n");
64 *primType
= GL_LINE_STRIP
;
65 NumVertexes
= NumPrimitives
+ 1;
68 case WINED3DPT_TRIANGLELIST
:
70 *primType
= GL_TRIANGLES
;
71 NumVertexes
= NumPrimitives
* 3;
74 case WINED3DPT_TRIANGLESTRIP
:
75 TRACE("TRIANGLE_STRIP\n");
76 *primType
= GL_TRIANGLE_STRIP
;
77 NumVertexes
= NumPrimitives
+ 2;
80 case WINED3DPT_TRIANGLEFAN
:
81 TRACE("TRIANGLE_FAN\n");
82 *primType
= GL_TRIANGLE_FAN
;
83 NumVertexes
= NumPrimitives
+ 2;
87 FIXME("Unhandled primitive\n");
88 *primType
= GL_POINTS
;
94 static BOOL
fixed_get_input(
95 BYTE usage
, BYTE usage_idx
,
96 unsigned int* regnum
) {
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)
105 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& usage_idx
== 0)
107 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& usage_idx
== 0)
109 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& usage_idx
== 0)
111 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& usage_idx
== 0)
113 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 0)
115 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
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
;
137 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
138 debug_d3ddeclusage(usage
), usage_idx
);
144 void primitiveDeclarationConvertToStridedData(
145 IWineD3DDevice
*iface
,
146 BOOL useVertexShaderFunction
,
147 WineDirect3DVertexStridedData
*strided
,
150 /* We need to deal with frequency data!*/
153 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
154 IWineD3DVertexDeclarationImpl
* vertexDeclaration
= (IWineD3DVertexDeclarationImpl
*)This
->stateBlock
->vertexDecl
;
156 WINED3DVERTEXELEMENT
*element
;
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
) {
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
)
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
]);
185 data
= (BYTE
*)This
->stateBlock
->streamSource
[element
->Stream
];
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
);
199 data
= ((IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[element
->Stream
])->resource
.allocatedMemory
;
200 if((UINT_PTR
)data
< -This
->stateBlock
->loadBaseVertexIndex
* stride
) {
201 FIXME("System memory vertex data load offset is negative!\n");
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
;
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
);
224 stride_used
= fixed_get_input(element
->Usage
, element
->UsageIndex
, &idx
);
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
245 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
248 for(i
=0; i
< numPreloadStreams
; i
++) {
249 IWineD3DVertexBuffer
*vb
= This
->stateBlock
->streamSource
[streams
[i
]];
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
;
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");
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");
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
;
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 */
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
];
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
));
355 /* Default settings for data that is not passed */
356 if (sd
->u
.s
.normal
.lpData
== NULL
) {
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 */
387 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
388 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
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");
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;
412 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo
));
414 } else if (coordIdx
< 0) {
415 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
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));
425 glTexCoord4f(0, 0, 0, 1);
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
));
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
));
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
));
463 glTexCoord3f(s
, t
, r
);
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
));
471 glTexCoord4f(s
, t
, r
, q
);
475 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse
);
479 } /* End of textures */
481 /* 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
) {
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 ------------------------------- */
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));
524 static BOOL warned
= FALSE
;
526 /* TODO: Use the fog table code from old ddraw */
527 FIXME("Implement fog for transformed vertices in software\n");
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
));
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 -------------------------------- */
558 float *ptrToCoords
= (float *)(position
+ (SkipnStrides
* sd
->u
.s
.position
.dwStride
));
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
));
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
) {
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
);
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
);
620 glBindTexture(GL_TEXTURE_2D
, old_binding
);
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");
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");
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");
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
;
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");
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
);
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
));
748 case WINED3DDECLTYPE_FLOAT2
:
749 GL_EXTCALL(glVertexAttrib2fvARB(instancedData
[j
], (float *) ptr
));
751 case WINED3DDECLTYPE_FLOAT3
:
752 GL_EXTCALL(glVertexAttrib3fvARB(instancedData
[j
], (float *) ptr
));
754 case WINED3DDECLTYPE_FLOAT4
:
755 GL_EXTCALL(glVertexAttrib4fvARB(instancedData
[j
], (float *) ptr
));
758 case WINED3DDECLTYPE_UBYTE4
:
759 GL_EXTCALL(glVertexAttrib4ubvARB(instancedData
[j
], ptr
));
761 case WINED3DDECLTYPE_UBYTE4N
:
762 case WINED3DDECLTYPE_D3DCOLOR
:
763 GL_EXTCALL(glVertexAttrib4NubvARB(instancedData
[j
], ptr
));
766 case WINED3DDECLTYPE_SHORT2
:
767 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
769 case WINED3DDECLTYPE_SHORT4
:
770 GL_EXTCALL(glVertexAttrib4svARB(instancedData
[j
], (GLshort
*) ptr
));
773 case WINED3DDECLTYPE_SHORT2N
:
775 GLshort s
[4] = {((short *) ptr
)[0], ((short *) ptr
)[1], 0, 1};
776 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], s
));
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
));
785 case WINED3DDECLTYPE_SHORT4N
:
786 GL_EXTCALL(glVertexAttrib4NsvARB(instancedData
[j
], (GLshort
*) ptr
));
788 case WINED3DDECLTYPE_USHORT4N
:
789 GL_EXTCALL(glVertexAttrib4NusvARB(instancedData
[j
], (GLushort
*) ptr
));
792 case WINED3DDECLTYPE_UDEC3
:
793 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
794 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
796 case WINED3DDECLTYPE_DEC3N
:
797 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
798 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
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
));
808 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
811 case WINED3DDECLTYPE_FLOAT16_4
:
812 if (GL_SUPPORT(NV_HALF_FLOAT
)) {
813 GL_EXTCALL(glVertexAttrib4hvNV(instancedData
[j
], (GLhalfNV
*)ptr
));
815 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
819 case WINED3DDECLTYPE_UNUSED
:
821 ERR("Unexpected declaration in instanced attributes\n");
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
) {
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
);
904 vb
= (IWineD3DVertexBufferImpl
*) This
->stateBlock
->streamSource
[s
->u
.s
.fog
.streamNo
];
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
,
925 long StartVertexIndex
,
926 UINT numberOfVertices
,
932 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
933 IWineD3DSwapChain
*swapchain
;
934 IWineD3DBaseTexture
*texture
= NULL
;
935 IWineD3DSurfaceImpl
*target
;
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)*/) {
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
);
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
);
969 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
970 IWineD3DTexture_Release(texture
);
973 /* FBO offscreen target. Texture == Drawable */
974 target
->Flags
|= SFLAG_INTEXTURE
;
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
) {
988 apply_fbo_state(iface
);
992 ActivateContext(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
995 if (This
->depth_copy_state
== WINED3D_DCS_COPY
) {
998 This
->depth_copy_state
= WINED3D_DCS_INITIAL
;
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
1007 UINT calculatedNumberOfindices
= primitiveToGl(PrimitiveType
, NumPrimitives
, &glPrimType
);
1008 if (numberOfVertices
== 0 )
1009 numberOfVertices
= calculatedNumberOfindices
;
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");
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");
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
);
1041 /* Simple array draw call */
1042 drawStridedFast(iface
, calculatedNumberOfindices
, glPrimType
,
1043 idxData
, idxSize
, minIndex
, StartIdx
, StartVertexIndex
);
1047 /* Finshed updating the screen, restore lock */
1049 TRACE("Done all gl drawing\n");
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
;
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
;
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
);
1079 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
1086 TRACE("drawprim #%d\n", primCounter
);
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
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
;
1132 WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
1134 GLenum feedback_type
;
1135 GLfloat
*feedbuffer
;
1137 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
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
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
);
1194 glMatrixMode(GL_PROJECTION
);
1195 checkGLcall("glMatrixMode(GL_PROJECTION)");
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
);
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
,
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
,
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
);
1319 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
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
);
1326 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1327 return WINED3DERR_DRIVERINTERNALERROR
;
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);
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
]);
1340 if(feedbuffer
[j
+ 1] != 3) {
1341 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1344 /* Somehow there are different ideas about back / front facing, so fix up the
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)");
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
]);
1401 if(feedbuffer
[j
+ 1] != 3) {
1402 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
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");
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
1473 patch
->strided
.u
.s
.texCoords
[0].streamNo
= MAX_STREAMS
;