wined3d: Add a test for 16 bit floats.
[wine/winequartzdrv.git] / dlls / wined3d / drawprim.c
blobfdba368cca69ed4686263c14ebeceb683482a68d
1 /*
2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Henri Verbeet
9 * Copyright 2007 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
32 #include <stdio.h>
33 #include <math.h>
35 #if 0 /* TODO */
36 extern IWineD3DVertexShaderImpl* VertexShaders[64];
37 extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
38 extern IWineD3DPixelShaderImpl* PixelShaders[64];
40 #undef GL_VERSION_1_4 /* To be fixed, caused by mesa headers */
41 #endif
43 /* Issues the glBegin call for gl given the primitive type and count */
44 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
45 DWORD NumPrimitives,
46 GLenum *primType)
48 DWORD NumVertexes = NumPrimitives;
50 switch (PrimitiveType) {
51 case WINED3DPT_POINTLIST:
52 TRACE("POINTS\n");
53 *primType = GL_POINTS;
54 NumVertexes = NumPrimitives;
55 break;
57 case WINED3DPT_LINELIST:
58 TRACE("LINES\n");
59 *primType = GL_LINES;
60 NumVertexes = NumPrimitives * 2;
61 break;
63 case WINED3DPT_LINESTRIP:
64 TRACE("LINE_STRIP\n");
65 *primType = GL_LINE_STRIP;
66 NumVertexes = NumPrimitives + 1;
67 break;
69 case WINED3DPT_TRIANGLELIST:
70 TRACE("TRIANGLES\n");
71 *primType = GL_TRIANGLES;
72 NumVertexes = NumPrimitives * 3;
73 break;
75 case WINED3DPT_TRIANGLESTRIP:
76 TRACE("TRIANGLE_STRIP\n");
77 *primType = GL_TRIANGLE_STRIP;
78 NumVertexes = NumPrimitives + 2;
79 break;
81 case WINED3DPT_TRIANGLEFAN:
82 TRACE("TRIANGLE_FAN\n");
83 *primType = GL_TRIANGLE_FAN;
84 NumVertexes = NumPrimitives + 2;
85 break;
87 default:
88 FIXME("Unhandled primitive\n");
89 *primType = GL_POINTS;
90 break;
92 return NumVertexes;
95 static BOOL fixed_get_input(
96 BYTE usage, BYTE usage_idx,
97 unsigned int* regnum) {
99 *regnum = -1;
101 /* Those positions must have the order in the
102 * named part of the strided data */
104 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
105 *regnum = 0;
106 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
107 *regnum = 1;
108 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
109 *regnum = 2;
110 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
111 *regnum = 3;
112 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
113 *regnum = 4;
114 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
115 *regnum = 5;
116 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
117 *regnum = 6;
118 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
119 *regnum = 7 + usage_idx;
120 else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
121 *regnum = 7 + WINED3DDP_MAXTEXCOORD;
122 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
123 *regnum = 8 + WINED3DDP_MAXTEXCOORD;
124 else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
125 *regnum = 9 + WINED3DDP_MAXTEXCOORD;
126 else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
127 *regnum = 10 + WINED3DDP_MAXTEXCOORD;
128 else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
129 *regnum = 11 + WINED3DDP_MAXTEXCOORD;
130 else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
131 *regnum = 12 + WINED3DDP_MAXTEXCOORD;
132 else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
133 *regnum = 13 + WINED3DDP_MAXTEXCOORD;
134 else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
135 *regnum = 14 + WINED3DDP_MAXTEXCOORD;
137 if (*regnum == -1) {
138 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
139 debug_d3ddeclusage(usage), usage_idx);
140 return FALSE;
142 return TRUE;
145 void primitiveDeclarationConvertToStridedData(
146 IWineD3DDevice *iface,
147 BOOL useVertexShaderFunction,
148 WineDirect3DVertexStridedData *strided,
149 BOOL *fixup) {
151 /* We need to deal with frequency data!*/
153 BYTE *data = NULL;
154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
155 IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
156 int i;
157 WINED3DVERTEXELEMENT *element;
158 DWORD stride;
159 int reg;
160 DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
161 DWORD *streams = vertexDeclaration->streams;
163 /* Check for transformed vertices, disable vertex shader if present */
164 strided->u.s.position_transformed = vertexDeclaration->position_transformed;
165 if(vertexDeclaration->position_transformed) {
166 useVertexShaderFunction = FALSE;
169 /* Translate the declaration into strided data */
170 for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
171 GLint streamVBO = 0;
172 BOOL stride_used;
173 unsigned int idx;
175 element = vertexDeclaration->pDeclarationWine + i;
176 TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
177 element, i + 1, vertexDeclaration->declarationWNumElements - 1);
179 if (This->stateBlock->streamSource[element->Stream] == NULL)
180 continue;
182 stride = This->stateBlock->streamStride[element->Stream];
183 if (This->stateBlock->streamIsUP) {
184 TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
185 streamVBO = 0;
186 data = (BYTE *)This->stateBlock->streamSource[element->Stream];
187 } else {
188 TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
189 data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
191 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
192 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
193 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
194 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
195 * not, drawStridedSlow is needed, including a vertex buffer path.
197 if(This->stateBlock->loadBaseVertexIndex < 0) {
198 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
199 streamVBO = 0;
200 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
201 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
202 FIXME("System memory vertex data load offset is negative!\n");
204 } else if(vertexDeclaration->half_float_conv_needed) {
205 WARN("Half float vertex data used, but GL_NV_half_float is not supported. Not using vbos\n");
206 streamVBO = 0;
207 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
210 if(fixup) {
211 if( streamVBO != 0) *fixup = TRUE;
212 else if(*fixup && !useVertexShaderFunction &&
213 (element->Usage == WINED3DDECLUSAGE_COLOR ||
214 element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
215 /* This may be bad with the fixed function pipeline */
216 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
220 data += element->Offset;
221 reg = element->Reg;
223 TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
225 if (useVertexShaderFunction)
226 stride_used = vshader_get_input(This->stateBlock->vertexShader,
227 element->Usage, element->UsageIndex, &idx);
228 else
229 stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
231 if (stride_used) {
232 TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
233 "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
234 useVertexShaderFunction? "shader": "fixed function", idx,
235 debug_d3ddeclusage(element->Usage), element->UsageIndex,
236 element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
238 strided->u.input[idx].lpData = data;
239 strided->u.input[idx].dwType = element->Type;
240 strided->u.input[idx].dwStride = stride;
241 strided->u.input[idx].VBO = streamVBO;
242 strided->u.input[idx].streamNo = element->Stream;
245 /* Now call PreLoad on all the vertex buffers. In the very rare case
246 * that the buffers stopps converting PreLoad will dirtify the VDECL again.
247 * The vertex buffer can now use the strided structure in the device instead of finding its
248 * own again.
250 * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
251 * once in there.
253 for(i=0; i < numPreloadStreams; i++) {
254 IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
255 if(vb) {
256 IWineD3DVertexBuffer_PreLoad(vb);
261 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
262 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
265 if (idxSize != 0 /* This crashes sometimes!*/) {
266 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
267 idxData = idxData == (void *)-1 ? NULL : idxData;
268 #if 1
269 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
270 (const char *)idxData+(idxSize * startIdx));
271 checkGLcall("glDrawElements");
272 #else /* using drawRangeElements may be faster */
274 glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
275 idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
276 (const char *)idxData+(idxSize * startIdx));
277 checkGLcall("glDrawRangeElements");
278 #endif
280 } else {
282 /* Note first is now zero as we shuffled along earlier */
283 TRACE("(%p) : glDrawArrays(%x, 0, %d)\n", This, glPrimitiveType, numberOfVertices);
284 glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
285 checkGLcall("glDrawArrays");
289 return;
293 * Actually draw using the supplied information.
294 * Slower GL version which extracts info about each vertex in turn
297 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
298 UINT NumVertexes, GLenum glPrimType,
299 const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
301 unsigned int textureNo = 0;
302 const WORD *pIdxBufS = NULL;
303 const DWORD *pIdxBufL = NULL;
304 LONG vx_index;
305 DWORD diffuseColor = 0xFFFFFFFF; /* Diffuse Color */
306 DWORD specularColor = 0; /* Specular Color */
307 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
308 UINT *streamOffset = This->stateBlock->streamOffset;
309 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
310 BOOL pixelShader = use_ps(This);
312 BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
313 BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
315 TRACE("Using slow vertex array code\n");
317 /* Variable Initialization */
318 if (idxSize != 0) {
319 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
320 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
321 * idxData will be != NULL
323 if(idxData == NULL) {
324 idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
327 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
328 else pIdxBufL = (const DWORD *) idxData;
331 /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
332 * to the strided Data in the device and might be needed intact on the next draw
334 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
335 if(sd->u.s.texCoords[textureNo].lpData) {
336 texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
337 } else {
338 texCoords[textureNo] = NULL;
341 if(sd->u.s.diffuse.lpData) {
342 diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
344 if(sd->u.s.specular.lpData) {
345 specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
347 if(sd->u.s.normal.lpData) {
348 normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
350 if(sd->u.s.position.lpData) {
351 position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
354 /* The texture coordinate types are not so easy to map into a common function signature - we're
355 * not using the vector functions here
357 if(FIXME_ON(d3d_draw)) {
358 for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
359 DWORD type = sd->u.s.texCoords[textureNo].dwType;
360 if (sd->u.s.texCoords[textureNo].lpData &&
361 type != WINED3DDECLTYPE_FLOAT1 &&
362 type != WINED3DDECLTYPE_FLOAT2 &&
363 type != WINED3DDECLTYPE_FLOAT3 &&
364 type != WINED3DDECLTYPE_FLOAT4) {
365 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type));
368 if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
369 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
370 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
371 if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
372 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
375 if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
376 FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
380 /* Start drawing in GL */
381 VTRACE(("glBegin(%x)\n", glPrimType));
382 glBegin(glPrimType);
384 /* Default settings for data that is not passed */
385 if (sd->u.s.normal.lpData == NULL) {
386 glNormal3f(0, 0, 0);
388 if(sd->u.s.diffuse.lpData == NULL) {
389 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
391 if(sd->u.s.specular.lpData == NULL) {
392 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
393 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
397 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
398 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
401 /* For each primitive */
402 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
404 /* Initialize diffuse color */
405 diffuseColor = 0xFFFFFFFF;
407 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
408 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
411 /* For indexed data, we need to go a few more strides in */
412 if (idxData != NULL) {
414 /* Indexed so work out the number of strides to skip */
415 if (idxSize == 2) {
416 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
417 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
418 } else {
419 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
420 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
424 /* Texture coords --------------------------- */
425 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
427 if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
428 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
429 continue ;
432 /* Query tex coords */
433 if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
435 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
436 int texture_idx = This->texUnitMap[textureNo];
437 float *ptrToCoords = NULL;
438 float s = 0.0, t = 0.0, r = 0.0, q = 0.0;
440 if (coordIdx > 7) {
441 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
442 continue;
443 } else if (coordIdx < 0) {
444 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
445 continue;
448 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
449 if (texCoords[coordIdx] == NULL) {
450 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
451 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
452 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
453 } else {
454 glTexCoord4f(0, 0, 0, 1);
456 continue;
457 } else {
458 int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
460 if (texture_idx == -1) continue;
462 /* The coords to supply depend completely on the fvf / vertex shader */
463 switch (coordsToUse) {
464 case 4: q = ptrToCoords[3]; /* drop through */
465 case 3: r = ptrToCoords[2]; /* drop through */
466 case 2: t = ptrToCoords[1]; /* drop through */
467 case 1: s = ptrToCoords[0];
470 switch (coordsToUse) { /* Supply the provided texture coords */
471 case WINED3DTTFF_COUNT1:
472 VTRACE(("tex:%d, s=%f\n", textureNo, s));
473 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
474 GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
475 } else {
476 glTexCoord1f(s);
478 break;
479 case WINED3DTTFF_COUNT2:
480 VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
481 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
482 GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
483 } else {
484 glTexCoord2f(s, t);
486 break;
487 case WINED3DTTFF_COUNT3:
488 VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
489 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
490 GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
491 } else {
492 glTexCoord3f(s, t, r);
494 break;
495 case WINED3DTTFF_COUNT4:
496 VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
497 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
498 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
499 } else {
500 glTexCoord4f(s, t, r, q);
502 break;
503 default:
504 FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
508 } /* End of textures */
510 /* Diffuse -------------------------------- */
511 if (diffuse) {
512 DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
514 diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
515 if(This->activeContext->num_untracked_materials) {
516 unsigned char i;
517 float color[4];
519 diffuseColor = ptrToCoords[0];
520 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
521 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
522 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
523 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
525 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
526 glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
531 /* Specular ------------------------------- */
532 if (specular) {
533 DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
535 /* special case where the fog density is stored in the specular alpha channel */
536 if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
537 (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
538 This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
539 if(GL_SUPPORT(EXT_FOG_COORD)) {
540 specularColor = ptrToCoords[0];
541 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
542 } else {
543 static BOOL warned = FALSE;
544 if(!warned) {
545 /* TODO: Use the fog table code from old ddraw */
546 FIXME("Implement fog for transformed vertices in software\n");
547 warned = TRUE;
552 specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
555 /* Normal -------------------------------- */
556 if (normal != NULL) {
557 float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
558 normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
561 /* Position -------------------------------- */
562 if (position) {
563 float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
564 position_funcs[sd->u.s.position.dwType](ptrToCoords);
567 /* For non indexed mode, step onto next parts */
568 if (idxData == NULL) {
569 ++SkipnStrides;
573 glEnd();
574 checkGLcall("glEnd and previous calls");
577 /* See GL_NV_half_float for reference */
578 static inline float float_16_to_32(const unsigned short *in) {
579 const unsigned short s = ((*in) & 0x8000);
580 const unsigned short e = ((*in) & 0x7C00) >> 10;
581 const unsigned short m = (*in) & 0x3FF;
582 const float sgn = (s ? -1.0 : 1.0);
584 if(e == 0) {
585 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
586 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
587 } else if(e < 31) {
588 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
589 } else {
590 if(m == 0) return sgn / 0.0; /* +INF / -INF */
591 else return 0.0 / 0.0; /* NAN */
595 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
596 switch(type) {
597 case WINED3DDECLTYPE_FLOAT1:
598 GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
599 break;
600 case WINED3DDECLTYPE_FLOAT2:
601 GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
602 break;
603 case WINED3DDECLTYPE_FLOAT3:
604 GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
605 break;
606 case WINED3DDECLTYPE_FLOAT4:
607 GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
608 break;
610 case WINED3DDECLTYPE_UBYTE4:
611 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
612 break;
613 case WINED3DDECLTYPE_UBYTE4N:
614 case WINED3DDECLTYPE_D3DCOLOR:
615 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
616 break;
618 case WINED3DDECLTYPE_SHORT2:
619 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
620 break;
621 case WINED3DDECLTYPE_SHORT4:
622 GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
623 break;
625 case WINED3DDECLTYPE_SHORT2N:
627 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
628 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
629 break;
631 case WINED3DDECLTYPE_USHORT2N:
633 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
634 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
635 break;
637 case WINED3DDECLTYPE_SHORT4N:
638 GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
639 break;
640 case WINED3DDECLTYPE_USHORT4N:
641 GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
642 break;
644 case WINED3DDECLTYPE_UDEC3:
645 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
646 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
647 break;
648 case WINED3DDECLTYPE_DEC3N:
649 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
650 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
651 break;
653 case WINED3DDECLTYPE_FLOAT16_2:
654 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
655 * byte float according to the IEEE standard
657 if (GL_SUPPORT(NV_HALF_FLOAT)) {
658 GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
659 } else {
660 float x = float_16_to_32(((unsigned short *) ptr) + 0);
661 float y = float_16_to_32(((unsigned short *) ptr) + 1);
662 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
664 break;
665 case WINED3DDECLTYPE_FLOAT16_4:
666 if (GL_SUPPORT(NV_HALF_FLOAT)) {
667 GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
668 } else {
669 float x = float_16_to_32(((unsigned short *) ptr) + 0);
670 float y = float_16_to_32(((unsigned short *) ptr) + 1);
671 float z = float_16_to_32(((unsigned short *) ptr) + 2);
672 float w = float_16_to_32(((unsigned short *) ptr) + 3);
673 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
675 break;
677 case WINED3DDECLTYPE_UNUSED:
678 default:
679 ERR("Unexpected attribute declaration: %d\n", type);
680 break;
684 static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
685 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
686 ULONG startVertex) {
688 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
689 long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
690 const WORD *pIdxBufS = NULL;
691 const DWORD *pIdxBufL = NULL;
692 LONG vx_index;
693 int i;
694 IWineD3DStateBlockImpl *stateblock = (IWineD3DStateBlockImpl *) This->stateBlock;
695 BYTE *ptr;
697 if (idxSize != 0) {
698 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
699 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
700 * idxData will be != NULL
702 if(idxData == NULL) {
703 idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
706 if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
707 else pIdxBufL = (const DWORD *) idxData;
710 /* Start drawing in GL */
711 VTRACE(("glBegin(%x)\n", glPrimType));
712 glBegin(glPrimitiveType);
714 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
715 if (idxData != NULL) {
717 /* Indexed so work out the number of strides to skip */
718 if (idxSize == 2) {
719 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
720 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
721 } else {
722 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
723 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
727 for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
728 if(!sd->u.input[i].lpData) continue;
730 ptr = sd->u.input[i].lpData +
731 sd->u.input[i].dwStride * SkipnStrides +
732 stateblock->streamOffset[sd->u.input[i].streamNo];
734 send_attribute(This, sd->u.input[i].dwType, i, ptr);
736 SkipnStrides++;
739 glEnd();
742 static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
743 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
744 GLint old_binding = 0;
746 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
748 glDisable(GL_CULL_FACE);
749 glEnable(GL_BLEND);
750 glDisable(GL_ALPHA_TEST);
751 glDisable(GL_SCISSOR_TEST);
752 glDisable(GL_STENCIL_TEST);
753 glEnable(GL_DEPTH_TEST);
754 glDepthFunc(GL_ALWAYS);
755 glBlendFunc(GL_ZERO, GL_ONE);
757 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
758 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
759 glBindTexture(GL_TEXTURE_2D, texture);
760 glEnable(GL_TEXTURE_2D);
762 This->shader_backend->shader_select_depth_blt(iface);
764 glBegin(GL_TRIANGLE_STRIP);
765 glVertex2f(-1.0f, -1.0f);
766 glVertex2f(1.0f, -1.0f);
767 glVertex2f(-1.0f, 1.0f);
768 glVertex2f(1.0f, 1.0f);
769 glEnd();
771 glBindTexture(GL_TEXTURE_2D, old_binding);
773 glPopAttrib();
775 /* Reselect the old shaders. There doesn't seem to be any glPushAttrib bit for arb shaders,
776 * and this seems easier and more efficient than providing the shader backend with a private
777 * storage to read and restore the old shader settings
779 This->shader_backend->shader_select(iface, use_ps(This), use_vs(This));
782 static void depth_copy(IWineD3DDevice *iface) {
783 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
784 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer;
786 /* Only copy the depth buffer if there is one. */
787 if (!depth_stencil) return;
789 /* TODO: Make this work for modes other than FBO */
790 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
792 if (depth_stencil->current_renderbuffer) {
793 FIXME("Not supported with fixed up depth stencil\n");
794 return;
797 if (This->render_offscreen) {
798 static GLuint tmp_texture = 0;
799 GLint old_binding = 0;
801 TRACE("Copying onscreen depth buffer to offscreen surface\n");
803 if (!tmp_texture) {
804 glGenTextures(1, &tmp_texture);
807 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
808 * directly on the FBO texture. That's because we need to flip. */
809 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
810 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
811 glBindTexture(GL_TEXTURE_2D, tmp_texture);
812 glCopyTexImage2D(depth_stencil->glDescription.target,
813 depth_stencil->glDescription.level,
814 depth_stencil->glDescription.glFormatInternal,
817 depth_stencil->currentDesc.Width,
818 depth_stencil->currentDesc.Height,
820 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
821 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
822 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
823 glBindTexture(GL_TEXTURE_2D, old_binding);
825 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
826 checkGLcall("glBindFramebuffer()");
827 depth_blt(iface, tmp_texture);
828 checkGLcall("depth_blt");
829 } else {
830 TRACE("Copying offscreen surface to onscreen depth buffer\n");
832 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
833 checkGLcall("glBindFramebuffer()");
834 depth_blt(iface, depth_stencil->glDescription.textureName);
835 checkGLcall("depth_blt");
839 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
840 GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
841 ULONG startIdx, ULONG startVertex) {
842 UINT numInstances = 0;
843 int numInstancedAttribs = 0, i, j;
844 UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
845 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
846 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
848 if (idxSize == 0) {
849 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
850 * We don't support this for now
852 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
853 * But the StreamSourceFreq value has a different meaning in that situation.
855 FIXME("Non-indexed instanced drawing is not supported\n");
856 return;
859 TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
860 idxData = idxData == (void *)-1 ? NULL : idxData;
862 /* First, figure out how many instances we have to draw */
863 for(i = 0; i < MAX_STREAMS; i++) {
864 /* Look at all non-instanced streams */
865 if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
866 stateblock->streamSource[i]) {
867 int inst = stateblock->streamFreq[i];
869 if(numInstances && inst != numInstances) {
870 ERR("Two streams specify a different number of instances. Got %d, new is %d\n", numInstances, inst);
872 numInstances = inst;
876 for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
877 if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
878 instancedData[numInstancedAttribs] = i;
879 numInstancedAttribs++;
883 /* now draw numInstances instances :-) */
884 for(i = 0; i < numInstances; i++) {
885 /* Specify the instanced attributes using immediate mode calls */
886 for(j = 0; j < numInstancedAttribs; j++) {
887 BYTE *ptr = sd->u.input[instancedData[j]].lpData +
888 sd->u.input[instancedData[j]].dwStride * i +
889 stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
890 if(sd->u.input[instancedData[j]].VBO) {
891 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
892 ptr += (long) vb->resource.allocatedMemory;
895 send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
898 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
899 (const char *)idxData+(idxSize * startIdx));
900 checkGLcall("glDrawElements");
904 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
905 unsigned char i;
906 IWineD3DVertexBufferImpl *vb;
908 if(s->u.s.position.VBO) {
909 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
910 s->u.s.position.VBO = 0;
911 s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
913 if(s->u.s.blendWeights.VBO) {
914 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
915 s->u.s.blendWeights.VBO = 0;
916 s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
918 if(s->u.s.blendMatrixIndices.VBO) {
919 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
920 s->u.s.blendMatrixIndices.VBO = 0;
921 s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
923 if(s->u.s.normal.VBO) {
924 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
925 s->u.s.normal.VBO = 0;
926 s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
928 if(s->u.s.pSize.VBO) {
929 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
930 s->u.s.pSize.VBO = 0;
931 s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
933 if(s->u.s.diffuse.VBO) {
934 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
935 s->u.s.diffuse.VBO = 0;
936 s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
938 if(s->u.s.specular.VBO) {
939 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
940 s->u.s.specular.VBO = 0;
941 s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
943 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
944 if(s->u.s.texCoords[i].VBO) {
945 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
946 s->u.s.texCoords[i].VBO = 0;
947 s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
950 if(s->u.s.position2.VBO) {
951 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
952 s->u.s.position2.VBO = 0;
953 s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
955 if(s->u.s.normal2.VBO) {
956 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
957 s->u.s.normal2.VBO = 0;
958 s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
960 if(s->u.s.tangent.VBO) {
961 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
962 s->u.s.tangent.VBO = 0;
963 s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
965 if(s->u.s.binormal.VBO) {
966 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
967 s->u.s.binormal.VBO = 0;
968 s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
970 if(s->u.s.tessFactor.VBO) {
971 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
972 s->u.s.tessFactor.VBO = 0;
973 s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
975 if(s->u.s.fog.VBO) {
976 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
977 s->u.s.fog.VBO = 0;
978 s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
980 if(s->u.s.depth.VBO) {
981 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
982 s->u.s.depth.VBO = 0;
983 s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
985 if(s->u.s.sample.VBO) {
986 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
987 s->u.s.sample.VBO = 0;
988 s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
992 /* Routine common to the draw primitive and draw indexed primitive routines */
993 void drawPrimitive(IWineD3DDevice *iface,
994 int PrimitiveType,
995 long NumPrimitives,
996 /* for Indexed: */
997 long StartVertexIndex,
998 UINT numberOfVertices,
999 long StartIdx,
1000 short idxSize,
1001 const void *idxData,
1002 int minIndex) {
1004 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1005 IWineD3DSwapChain *swapchain;
1006 IWineD3DBaseTexture *texture = NULL;
1007 IWineD3DSurfaceImpl *target;
1008 int i;
1010 /* Signals other modules that a drawing is in progress and the stateblock finalized */
1011 This->isInDraw = TRUE;
1013 /* Invalidate the back buffer memory so LockRect will read it the next time */
1014 for(i = 0; i < GL_LIMITS(buffers); i++) {
1015 target = (IWineD3DSurfaceImpl *) This->render_targets[i];
1017 /* TODO: Only do all that if we're going to change anything
1018 * Texture container dirtification does not work quite right yet
1020 if(target /*&& target->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)*/) {
1021 swapchain = NULL;
1022 texture = NULL;
1024 if(i == 0) {
1025 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1027 /* Need the surface in the drawable! */
1028 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
1030 /* TODO: Move fbo logic to ModifyLocation */
1031 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
1032 if(swapchain) {
1033 /* Onscreen target. Invalidate system memory copy and texture copy */
1034 IWineD3DSwapChain_Release(swapchain);
1035 } else if(wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1036 /* Non-FBO target: Invalidate system copy, texture copy and dirtify the container */
1037 /* TODO: Move container dirtification to ModifyLocation */
1038 IWineD3DSurface_GetContainer((IWineD3DSurface *) target, &IID_IWineD3DBaseTexture, (void **)&texture);
1040 if(texture) {
1041 IWineD3DBaseTexture_SetDirty(texture, TRUE);
1042 IWineD3DTexture_Release(texture);
1044 } else {
1045 /* FBO offscreen target. Texture == Drawable */
1046 target->Flags |= SFLAG_INTEXTURE;
1048 } else {
1049 /* Must be an fbo render target */
1050 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
1051 target->Flags |= SFLAG_INTEXTURE;
1056 /* Ok, we will be updating the screen from here onwards so grab the lock */
1058 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1059 ENTER_GL();
1060 apply_fbo_state(iface);
1061 LEAVE_GL();
1064 ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
1065 ENTER_GL();
1067 if (This->depth_copy_state == WINED3D_DCS_COPY) {
1068 depth_copy(iface);
1070 This->depth_copy_state = WINED3D_DCS_INITIAL;
1073 GLenum glPrimType;
1074 BOOL emulation = FALSE;
1075 WineDirect3DVertexStridedData *strided = &This->strided_streams;
1076 WineDirect3DVertexStridedData stridedlcl;
1077 /* Ok, Work out which primitive is requested and how many vertexes that
1078 will be */
1079 UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
1080 if (numberOfVertices == 0 )
1081 numberOfVertices = calculatedNumberOfindices;
1083 if(!use_vs(This)) {
1084 if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
1085 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
1086 FIXME("Using software emulation because not all material properties could be tracked\n");
1087 emulation = TRUE;
1089 else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
1090 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
1091 * to a float in the vertex buffer
1093 FIXME("Using software emulation because manual fog coordinates are provided\n");
1094 emulation = TRUE;
1097 if(emulation) {
1098 strided = &stridedlcl;
1099 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
1100 remove_vbos(This, &stridedlcl);
1104 if (This->useDrawStridedSlow || emulation) {
1105 /* Immediate mode drawing */
1106 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1107 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1108 } else if(This->instancedDraw) {
1109 /* Instancing emulation with mixing immediate mode and arrays */
1110 drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1111 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1112 } else if(!((IWineD3DVertexDeclarationImpl *) This->stateBlock->vertexDecl)->half_float_conv_needed) {
1113 drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1114 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1115 } else {
1116 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
1117 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
1118 idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1122 /* Finshed updating the screen, restore lock */
1123 LEAVE_GL();
1124 TRACE("Done all gl drawing\n");
1126 /* Diagnostics */
1127 #ifdef SHOW_FRAME_MAKEUP
1129 static long int primCounter = 0;
1130 /* NOTE: set primCounter to the value reported by drawprim
1131 before you want to to write frame makeup to /tmp */
1132 if (primCounter >= 0) {
1133 WINED3DLOCKED_RECT r;
1134 char buffer[80];
1135 IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
1136 sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
1137 TRACE("Saving screenshot %s\n", buffer);
1138 IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
1139 IWineD3DSurface_UnlockRect(This->renderTarget);
1141 #ifdef SHOW_TEXTURE_MAKEUP
1143 IWineD3DSurface *pSur;
1144 int textureNo;
1145 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1146 if (This->stateBlock->textures[textureNo] != NULL) {
1147 sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1148 TRACE("Saving texture %s\n", buffer);
1149 if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1150 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1151 IWineD3DSurface_SaveSnapshot(pSur, buffer);
1152 IWineD3DSurface_Release(pSur);
1153 } else {
1154 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1159 #endif
1161 TRACE("drawprim #%d\n", primCounter);
1162 ++primCounter;
1164 #endif
1166 /* Control goes back to the device, stateblock values may change again */
1167 This->isInDraw = FALSE;
1170 static void normalize_normal(float *n) {
1171 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1172 if(length == 0.0) return;
1173 length = sqrt(length);
1174 n[0] = n[0] / length;
1175 n[1] = n[1] / length;
1176 n[2] = n[2] / length;
1179 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1181 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1182 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1183 * to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
1184 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1185 * in drawprim.
1187 * To read back, the opengl feedback mode is used. This creates a proplem because we want
1188 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1189 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1190 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1191 * them to [-1.0;+1.0] and set the viewport up to scale them back.
1193 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1194 * resulting colors back to the normals.
1196 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1197 * does not restore it because normally a draw follows immediately afterwards. The caller is
1198 * responsible of taking care that either the gl states are restored, or the context activated
1199 * for drawing to reset the lastWasBlit flag.
1201 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1202 struct WineD3DRectPatch *patch) {
1203 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1204 float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1205 WineDirect3DVertexStridedData strided;
1206 BYTE *data;
1207 WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1208 DWORD vtxStride;
1209 GLenum feedback_type;
1210 GLfloat *feedbuffer;
1212 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1213 * Beware of vbos
1215 memset(&strided, 0, sizeof(strided));
1216 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1217 if(strided.u.s.position.VBO) {
1218 IWineD3DVertexBufferImpl *vb;
1219 vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1220 strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1221 (unsigned long) vb->resource.allocatedMemory);
1223 vtxStride = strided.u.s.position.dwStride;
1224 data = strided.u.s.position.lpData +
1225 vtxStride * info->Stride * info->StartVertexOffsetHeight +
1226 vtxStride * info->StartVertexOffsetWidth;
1228 /* Not entirely sure about what happens with transformed vertices */
1229 if(strided.u.s.position_transformed) {
1230 FIXME("Transformed position in rectpatch generation\n");
1232 if(vtxStride % sizeof(GLfloat)) {
1233 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1234 * I don't see how the stride could not be a multiple of 4, but make sure
1235 * to check it
1237 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1239 if(info->Basis != WINED3DBASIS_BEZIER) {
1240 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1242 if(info->Degree != WINED3DDEGREE_CUBIC) {
1243 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1246 /* First, get the boundary cube of the input data */
1247 for(j = 0; j < info->Height; j++) {
1248 for(i = 0; i < info->Width; i++) {
1249 float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1250 if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1251 if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1252 if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1253 if(v[2] < neg_z) neg_z = v[2];
1257 /* This needs some improvements in the vertex decl code */
1258 FIXME("Cannot find data to generate. Only generating position and normals\n");
1259 patch->has_normals = TRUE;
1260 patch->has_texcoords = FALSE;
1262 /* Simply activate the context for blitting. This disables all the things we don't want and
1263 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1264 * patch (as opposed to normal draws) will most likely need different changes anyway
1266 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1267 ENTER_GL();
1269 glMatrixMode(GL_PROJECTION);
1270 checkGLcall("glMatrixMode(GL_PROJECTION)");
1271 glLoadIdentity();
1272 checkGLcall("glLoadIndentity()");
1273 glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1274 glTranslatef(0, 0, 0.5);
1275 checkGLcall("glScalef");
1276 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1277 checkGLcall("glViewport");
1279 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1280 * our feedback buffer parser
1282 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1283 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1284 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1285 if(patch->has_normals) {
1286 float black[4] = {0, 0, 0, 0};
1287 float red[4] = {1, 0, 0, 0};
1288 float green[4] = {0, 1, 0, 0};
1289 float blue[4] = {0, 0, 1, 0};
1290 float white[4] = {1, 1, 1, 1};
1291 glEnable(GL_LIGHTING);
1292 checkGLcall("glEnable(GL_LIGHTING)");
1293 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1294 checkGLcall("glLightModel for MODEL_AMBIENT");
1295 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1297 for(i = 3; i < GL_LIMITS(lights); i++) {
1298 glDisable(GL_LIGHT0 + i);
1299 checkGLcall("glDisable(GL_LIGHT0 + i)");
1300 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1303 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1304 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1305 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1306 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1307 glLightfv(GL_LIGHT0, GL_POSITION, red);
1308 glEnable(GL_LIGHT0);
1309 checkGLcall("Setting up light 1\n");
1310 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1311 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1312 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1313 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1314 glLightfv(GL_LIGHT1, GL_POSITION, green);
1315 glEnable(GL_LIGHT1);
1316 checkGLcall("Setting up light 2\n");
1317 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1318 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1319 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1320 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1321 glLightfv(GL_LIGHT2, GL_POSITION, blue);
1322 glEnable(GL_LIGHT2);
1323 checkGLcall("Setting up light 3\n");
1325 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1326 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1327 glDisable(GL_COLOR_MATERIAL);
1328 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1329 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1330 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1331 checkGLcall("Setting up materials\n");
1334 /* Enable the needed maps.
1335 * GL_MAP2_VERTEX_3 is needed for positional data.
1336 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1337 * GL_MAP2_TEXTURE_COORD_4 for texture coords
1339 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1340 out_vertex_size = 3 /* position */;
1341 d3d_out_vertex_size = 3;
1342 glEnable(GL_MAP2_VERTEX_3);
1343 if(patch->has_normals && patch->has_texcoords) {
1344 FIXME("Texcoords not handled yet\n");
1345 feedback_type = GL_3D_COLOR_TEXTURE;
1346 out_vertex_size += 8;
1347 d3d_out_vertex_size += 7;
1348 glEnable(GL_AUTO_NORMAL);
1349 glEnable(GL_MAP2_TEXTURE_COORD_4);
1350 } else if(patch->has_texcoords) {
1351 FIXME("Texcoords not handled yet\n");
1352 feedback_type = GL_3D_COLOR_TEXTURE;
1353 out_vertex_size += 7;
1354 d3d_out_vertex_size += 4;
1355 glEnable(GL_MAP2_TEXTURE_COORD_4);
1356 } else if(patch->has_normals) {
1357 feedback_type = GL_3D_COLOR;
1358 out_vertex_size += 4;
1359 d3d_out_vertex_size += 3;
1360 glEnable(GL_AUTO_NORMAL);
1361 } else {
1362 feedback_type = GL_3D;
1364 checkGLcall("glEnable vertex attrib generation");
1366 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1367 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1368 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1370 glMap2f(GL_MAP2_VERTEX_3,
1371 0, 1, vtxStride / sizeof(float), info->Width,
1372 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1373 (float *) data);
1374 checkGLcall("glMap2f");
1375 if(patch->has_texcoords) {
1376 glMap2f(GL_MAP2_TEXTURE_COORD_4,
1377 0, 1, vtxStride / sizeof(float), info->Width,
1378 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1379 (float *) data);
1380 checkGLcall("glMap2f");
1382 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1383 checkGLcall("glMapGrid2f");
1385 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1386 checkGLcall("glFeedbackBuffer");
1387 glRenderMode(GL_FEEDBACK);
1389 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1390 checkGLcall("glEvalMesh2\n");
1392 i = glRenderMode(GL_RENDER);
1393 if(i == -1) {
1394 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1395 Sleep(10000);
1396 HeapFree(GetProcessHeap(), 0, feedbuffer);
1397 return WINED3DERR_DRIVERINTERNALERROR;
1398 } else if(i != buffer_size) {
1399 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1400 Sleep(10000);
1401 HeapFree(GetProcessHeap(), 0, feedbuffer);
1402 return WINED3DERR_DRIVERINTERNALERROR;
1403 } else {
1404 TRACE("Got %d elements as expected\n", i);
1407 HeapFree(GetProcessHeap(), 0, patch->mem);
1408 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1409 i = 0;
1410 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1411 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1412 ERR("Unexpected token: %f\n", feedbuffer[j]);
1413 continue;
1415 if(feedbuffer[j + 1] != 3) {
1416 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1417 continue;
1419 /* Somehow there are different ideas about back / front facing, so fix up the
1420 * vertex order
1422 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1423 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1424 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1425 if(patch->has_normals) {
1426 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1427 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1428 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1430 i += d3d_out_vertex_size;
1432 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1433 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1434 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1435 if(patch->has_normals) {
1436 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1437 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1438 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1440 i += d3d_out_vertex_size;
1442 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1443 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1444 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1445 if(patch->has_normals) {
1446 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1447 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1448 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1450 i += d3d_out_vertex_size;
1453 if(patch->has_normals) {
1454 /* Now do the same with reverse light directions */
1455 float x[4] = {-1, 0, 0, 0};
1456 float y[4] = { 0, -1, 0, 0};
1457 float z[4] = { 0, 0, -1, 0};
1458 glLightfv(GL_LIGHT0, GL_POSITION, x);
1459 glLightfv(GL_LIGHT1, GL_POSITION, y);
1460 glLightfv(GL_LIGHT2, GL_POSITION, z);
1461 checkGLcall("Setting up reverse light directions\n");
1463 glRenderMode(GL_FEEDBACK);
1464 checkGLcall("glRenderMode(GL_FEEDBACK)");
1465 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1466 checkGLcall("glEvalMesh2\n");
1467 i = glRenderMode(GL_RENDER);
1468 checkGLcall("glRenderMode(GL_RENDER)");
1470 i = 0;
1471 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1472 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1473 ERR("Unexpected token: %f\n", feedbuffer[j]);
1474 continue;
1476 if(feedbuffer[j + 1] != 3) {
1477 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1478 continue;
1480 if(patch->mem[i + 3] == 0.0)
1481 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1482 if(patch->mem[i + 4] == 0.0)
1483 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1484 if(patch->mem[i + 5] == 0.0)
1485 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1486 normalize_normal(patch->mem + i + 3);
1487 i += d3d_out_vertex_size;
1489 if(patch->mem[i + 3] == 0.0)
1490 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1491 if(patch->mem[i + 4] == 0.0)
1492 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1493 if(patch->mem[i + 5] == 0.0)
1494 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1495 normalize_normal(patch->mem + i + 3);
1496 i += d3d_out_vertex_size;
1498 if(patch->mem[i + 3] == 0.0)
1499 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1500 if(patch->mem[i + 4] == 0.0)
1501 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1502 if(patch->mem[i + 5] == 0.0)
1503 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1504 normalize_normal(patch->mem + i + 3);
1505 i += d3d_out_vertex_size;
1509 glDisable(GL_MAP2_VERTEX_3);
1510 glDisable(GL_AUTO_NORMAL);
1511 glDisable(GL_MAP2_NORMAL);
1512 glDisable(GL_MAP2_TEXTURE_COORD_4);
1513 checkGLcall("glDisable vertex attrib generation");
1514 LEAVE_GL();
1516 HeapFree(GetProcessHeap(), 0, feedbuffer);
1518 vtxStride = 3 * sizeof(float);
1519 if(patch->has_normals) {
1520 vtxStride += 3 * sizeof(float);
1522 if(patch->has_texcoords) {
1523 vtxStride += 4 * sizeof(float);
1525 memset(&patch->strided, 0, sizeof(&patch->strided));
1526 patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1527 patch->strided.u.s.position.dwStride = vtxStride;
1528 patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1529 patch->strided.u.s.position.streamNo = 255;
1531 if(patch->has_normals) {
1532 patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1533 patch->strided.u.s.normal.dwStride = vtxStride;
1534 patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1535 patch->strided.u.s.normal.streamNo = 255;
1537 if(patch->has_texcoords) {
1538 patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1539 if(patch->has_normals) {
1540 patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1542 patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1543 patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1544 /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1545 * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1546 * application.
1548 patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1551 return WINED3D_OK;