2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
31 #define GLINFO_LOCATION This->adapter->gl_info
36 /* GL locking is done by the caller */
37 static void drawStridedFast(IWineD3DDevice
*iface
, GLenum primitive_type
,
38 UINT count
, UINT idx_size
, const void *idx_data
, UINT start_idx
)
42 TRACE("(%p) : glElements(%x, %d, ...)\n", iface
, primitive_type
, count
);
44 glDrawElements(primitive_type
, count
,
45 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
46 (const char *)idx_data
+ (idx_size
* start_idx
));
47 checkGLcall("glDrawElements");
51 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", iface
, primitive_type
, start_idx
, count
);
53 glDrawArrays(primitive_type
, start_idx
, count
);
54 checkGLcall("glDrawArrays");
59 * Actually draw using the supplied information.
60 * Slower GL version which extracts info about each vertex in turn
63 /* GL locking is done by the caller */
64 static void drawStridedSlow(IWineD3DDevice
*iface
, const struct wined3d_context
*context
,
65 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
66 const void *idxData
, UINT idxSize
, UINT startIdx
)
68 unsigned int textureNo
= 0;
69 const WORD
*pIdxBufS
= NULL
;
70 const DWORD
*pIdxBufL
= NULL
;
72 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
73 const UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
74 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
75 BOOL pixelShader
= use_ps(This
->stateBlock
);
76 BOOL specular_fog
= FALSE
;
77 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
78 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
79 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
80 UINT texture_stages
= gl_info
->limits
.texture_stages
;
81 const struct wined3d_stream_info_element
*element
;
82 UINT num_untracked_materials
;
85 TRACE("Using slow vertex array code\n");
87 /* Variable Initialization */
89 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
90 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
91 * idxData will be != NULL
94 idxData
= buffer_get_sysmem((struct wined3d_buffer
*) This
->stateBlock
->pIndexData
);
97 if (idxSize
== 2) pIdxBufS
= idxData
;
98 else pIdxBufL
= idxData
;
100 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
104 /* Start drawing in GL */
105 VTRACE(("glBegin(%x)\n", glPrimType
));
108 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
110 element
= &si
->elements
[WINED3D_FFP_POSITION
];
111 position
= element
->data
+ streamOffset
[element
->stream_idx
];
114 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
116 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
117 normal
= element
->data
+ streamOffset
[element
->stream_idx
];
124 num_untracked_materials
= context
->num_untracked_materials
;
125 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
127 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
128 diffuse
= element
->data
+ streamOffset
[element
->stream_idx
];
130 if (num_untracked_materials
&& element
->format_desc
->format
!= WINED3DFMT_B8G8R8A8_UNORM
)
131 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format_desc
->format
));
135 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
138 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
140 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
141 specular
= element
->data
+ streamOffset
[element
->stream_idx
];
143 /* special case where the fog density is stored in the specular alpha channel */
144 if (This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]
145 && (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
146 || si
->elements
[WINED3D_FFP_POSITION
].format_desc
->format
== WINED3DFMT_R32G32B32A32_FLOAT
)
147 && This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
149 if (gl_info
->supported
[EXT_FOG_COORD
])
151 if (element
->format_desc
->format
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
152 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format_desc
->format
));
160 /* TODO: Use the fog table code from old ddraw */
161 FIXME("Implement fog for transformed vertices in software\n");
167 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
169 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
172 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
174 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
175 DWORD texture_idx
= This
->texUnitMap
[textureNo
];
177 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
179 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
183 if (!pixelShader
&& !This
->stateBlock
->textures
[textureNo
]) continue;
185 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
189 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
192 else if (coordIdx
< 0)
194 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
198 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
200 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
201 texCoords
[coordIdx
] = element
->data
+ streamOffset
[element
->stream_idx
];
202 tex_mask
|= (1 << textureNo
);
206 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
207 if (gl_info
->supported
[ARB_MULTITEXTURE
])
208 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
210 glTexCoord4f(0, 0, 0, 1);
214 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
215 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
218 /* For each primitive */
219 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
220 UINT texture
, tmp_tex_mask
;
221 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
222 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
225 /* For indexed data, we need to go a few more strides in */
226 if (idxData
!= NULL
) {
228 /* Indexed so work out the number of strides to skip */
230 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
231 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
233 VTRACE(("Idx for vertex %u = %u\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
234 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
238 tmp_tex_mask
= tex_mask
;
239 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
245 if (!(tmp_tex_mask
& 1)) continue;
247 coord_idx
= This
->stateBlock
->textureState
[texture
][WINED3DTSS_TEXCOORDINDEX
];
248 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
250 texture_idx
= This
->texUnitMap
[texture
];
251 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format_desc
->emit_idx
](
252 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
255 /* Diffuse -------------------------------- */
257 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
259 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format_desc
->emit_idx
](ptrToCoords
);
260 if (num_untracked_materials
)
262 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
266 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
267 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
268 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
269 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
271 for (i
= 0; i
< num_untracked_materials
; ++i
)
273 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
278 /* Specular ------------------------------- */
280 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
282 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format_desc
->emit_idx
](ptrToCoords
);
286 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
287 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
291 /* Normal -------------------------------- */
292 if (normal
!= NULL
) {
293 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
294 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format_desc
->emit_idx
](ptrToCoords
);
297 /* Position -------------------------------- */
299 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
300 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format_desc
->emit_idx
](ptrToCoords
);
303 /* For non indexed mode, step onto next parts */
304 if (idxData
== NULL
) {
310 checkGLcall("glEnd and previous calls");
313 /* GL locking is done by the caller */
314 static inline void send_attribute(IWineD3DDeviceImpl
*This
, WINED3DFORMAT format
, const UINT index
, const void *ptr
)
316 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
320 case WINED3DFMT_R32_FLOAT
:
321 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
323 case WINED3DFMT_R32G32_FLOAT
:
324 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
326 case WINED3DFMT_R32G32B32_FLOAT
:
327 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
329 case WINED3DFMT_R32G32B32A32_FLOAT
:
330 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
333 case WINED3DFMT_R8G8B8A8_UINT
:
334 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
336 case WINED3DFMT_B8G8R8A8_UNORM
:
337 if (gl_info
->supported
[EXT_VERTEX_ARRAY_BGRA
])
339 const DWORD
*src
= ptr
;
340 DWORD c
= *src
& 0xff00ff00;
341 c
|= (*src
& 0xff0000) >> 16;
342 c
|= (*src
& 0xff) << 16;
343 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
346 /* else fallthrough */
347 case WINED3DFMT_R8G8B8A8_UNORM
:
348 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
351 case WINED3DFMT_R16G16_SINT
:
352 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
354 case WINED3DFMT_R16G16B16A16_SINT
:
355 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
358 case WINED3DFMT_R16G16_SNORM
:
360 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
361 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
364 case WINED3DFMT_R16G16_UNORM
:
366 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
367 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
370 case WINED3DFMT_R16G16B16A16_SNORM
:
371 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
373 case WINED3DFMT_R16G16B16A16_UNORM
:
374 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
377 case WINED3DFMT_R10G10B10A2_UINT
:
378 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
379 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
381 case WINED3DFMT_R10G10B10A2_SNORM
:
382 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
383 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
386 case WINED3DFMT_R16G16_FLOAT
:
387 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
388 * byte float according to the IEEE standard
390 if (gl_info
->supported
[NV_HALF_FLOAT
])
392 /* Not supported by GL_ARB_half_float_vertex */
393 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
397 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
398 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
399 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
402 case WINED3DFMT_R16G16B16A16_FLOAT
:
403 if (gl_info
->supported
[NV_HALF_FLOAT
])
405 /* Not supported by GL_ARB_half_float_vertex */
406 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
410 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
411 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
412 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
413 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
414 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
419 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
424 /* GL locking is done by the caller */
425 static void drawStridedSlowVs(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
, UINT numberOfVertices
,
426 GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT startIdx
)
428 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
429 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
430 const WORD
*pIdxBufS
= NULL
;
431 const DWORD
*pIdxBufL
= NULL
;
434 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
438 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
439 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
440 * idxData will be != NULL
442 if(idxData
== NULL
) {
443 idxData
= buffer_get_sysmem((struct wined3d_buffer
*) This
->stateBlock
->pIndexData
);
446 if (idxSize
== 2) pIdxBufS
= idxData
;
447 else pIdxBufL
= idxData
;
448 } else if (idxData
) {
449 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
453 /* Start drawing in GL */
454 VTRACE(("glBegin(%x)\n", glPrimitiveType
));
455 glBegin(glPrimitiveType
);
457 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
458 if (idxData
!= NULL
) {
460 /* Indexed so work out the number of strides to skip */
462 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufS
[startIdx
+vx_index
]));
463 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
465 VTRACE(("Idx for vertex %d = %d\n", vx_index
, pIdxBufL
[startIdx
+vx_index
]));
466 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
470 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
472 if (!(si
->use_map
& (1 << i
))) continue;
474 ptr
= si
->elements
[i
].data
+
475 si
->elements
[i
].stride
* SkipnStrides
+
476 stateblock
->streamOffset
[si
->elements
[i
].stream_idx
];
478 send_attribute(This
, si
->elements
[i
].format_desc
->format
, i
, ptr
);
486 /* GL locking is done by the caller */
487 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
,
488 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
,
491 UINT numInstances
= 0, i
;
492 int numInstancedAttribs
= 0, j
;
493 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
494 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
495 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
498 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
499 * We don't support this for now
501 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
502 * But the StreamSourceFreq value has a different meaning in that situation.
504 FIXME("Non-indexed instanced drawing is not supported\n");
508 TRACE("(%p) : glElements(%x, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
);
510 /* First, figure out how many instances we have to draw */
511 for(i
= 0; i
< MAX_STREAMS
; i
++) {
512 /* Look at the streams and take the first one which matches */
513 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
514 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
515 if(stateblock
->streamFreq
[i
] == 0){
518 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
520 break; /* break, because only the first suitable value is interesting */
524 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
526 if (!(si
->use_map
& (1 << i
))) continue;
528 if (stateblock
->streamFlags
[si
->elements
[i
].stream_idx
] & WINED3DSTREAMSOURCE_INSTANCEDATA
)
530 instancedData
[numInstancedAttribs
] = i
;
531 numInstancedAttribs
++;
535 /* now draw numInstances instances :-) */
536 for(i
= 0; i
< numInstances
; i
++) {
537 /* Specify the instanced attributes using immediate mode calls */
538 for(j
= 0; j
< numInstancedAttribs
; j
++) {
539 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
+
540 si
->elements
[instancedData
[j
]].stride
* i
+
541 stateblock
->streamOffset
[si
->elements
[instancedData
[j
]].stream_idx
];
542 if (si
->elements
[instancedData
[j
]].buffer_object
)
544 struct wined3d_buffer
*vb
=
545 (struct wined3d_buffer
*)stateblock
->streamSource
[si
->elements
[instancedData
[j
]].stream_idx
];
546 ptr
+= (long) buffer_get_sysmem(vb
);
549 send_attribute(This
, si
->elements
[instancedData
[j
]].format_desc
->format
, instancedData
[j
], ptr
);
552 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
553 (const char *)idxData
+(idxSize
* startIdx
));
554 checkGLcall("glDrawElements");
558 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, struct wined3d_stream_info
*s
)
562 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
564 struct wined3d_stream_info_element
*e
;
566 if (!(s
->use_map
& (1 << i
))) continue;
569 if (e
->buffer_object
)
571 struct wined3d_buffer
*vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
572 e
->buffer_object
= 0;
573 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
578 /* Routine common to the draw primitive and draw indexed primitive routines */
579 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
582 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
583 IWineD3DSurfaceImpl
*target
;
584 struct wined3d_context
*context
;
587 if (!index_count
) return;
589 if (This
->stateBlock
->renderState
[WINED3DRS_COLORWRITEENABLE
])
591 /* Invalidate the back buffer memory so LockRect will read it the next time */
592 for (i
= 0; i
< This
->adapter
->gl_info
.limits
.buffers
; ++i
)
594 target
= (IWineD3DSurfaceImpl
*)This
->render_targets
[i
];
597 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)target
, SFLAG_INDRAWABLE
, NULL
);
598 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)target
, SFLAG_INDRAWABLE
, TRUE
);
603 /* Signals other modules that a drawing is in progress and the stateblock finalized */
604 This
->isInDraw
= TRUE
;
606 context
= context_acquire(This
, This
->render_targets
[0], CTXUSAGE_DRAWPRIM
);
608 if (This
->stencilBufferTarget
) {
609 /* Note that this depends on the context_acquire() call above to set
610 * This->render_offscreen properly. We don't currently take the
611 * Z-compare function into account, but we could skip loading the
612 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
613 * that we never copy the stencil data.*/
614 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
615 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
]
616 || This
->stateBlock
->renderState
[WINED3DRS_ZENABLE
])
617 surface_load_ds_location(This
->stencilBufferTarget
, context
, location
);
618 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
])
619 surface_modify_ds_location(This
->stencilBufferTarget
, location
);
622 /* Ok, we will be updating the screen from here onwards so grab the lock */
625 GLenum glPrimType
= This
->stateBlock
->gl_primitive_type
;
626 BOOL emulation
= FALSE
;
627 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
628 struct wined3d_stream_info stridedlcl
;
630 if (!use_vs(This
->stateBlock
))
632 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
633 && This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
])
637 FIXME("Using software emulation because not all material properties could be tracked\n");
640 TRACE("Using software emulation because not all material properties could be tracked\n");
644 else if (context
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
])
646 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
647 * to a float in the vertex buffer
651 FIXME("Using software emulation because manual fog coordinates are provided\n");
654 TRACE("Using software emulation because manual fog coordinates are provided\n");
660 stream_info
= &stridedlcl
;
661 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
662 remove_vbos(This
, &stridedlcl
);
666 if (This
->useDrawStridedSlow
|| emulation
) {
667 /* Immediate mode drawing */
668 if (use_vs(This
->stateBlock
))
672 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
675 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
677 drawStridedSlowVs(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
679 drawStridedSlow(iface
, context
, stream_info
, index_count
,
680 glPrimType
, idxData
, idxSize
, StartIdx
);
682 } else if(This
->instancedDraw
) {
683 /* Instancing emulation with mixing immediate mode and arrays */
684 drawStridedInstanced(iface
, &This
->strided_streams
, index_count
,
685 glPrimType
, idxData
, idxSize
, StartIdx
);
687 drawStridedFast(iface
, glPrimType
, index_count
, idxSize
, idxData
, StartIdx
);
691 /* Finished updating the screen, restore lock */
693 context_release(context
);
695 TRACE("Done all gl drawing\n");
698 #ifdef SHOW_FRAME_MAKEUP
700 static long int primCounter
= 0;
701 /* NOTE: set primCounter to the value reported by drawprim
702 before you want to to write frame makeup to /tmp */
703 if (primCounter
>= 0) {
704 WINED3DLOCKED_RECT r
;
706 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
707 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
708 TRACE("Saving screenshot %s\n", buffer
);
709 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
710 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
712 #ifdef SHOW_TEXTURE_MAKEUP
714 IWineD3DSurface
*pSur
;
716 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
717 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
718 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
719 TRACE("Saving texture %s\n", buffer
);
720 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
721 IWineD3DTexture_GetSurfaceLevel(This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
722 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
723 IWineD3DSurface_Release(pSur
);
725 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
732 TRACE("drawprim #%ld\n", primCounter
);
737 /* Control goes back to the device, stateblock values may change again */
738 This
->isInDraw
= FALSE
;
741 static void normalize_normal(float *n
) {
742 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
743 if (length
== 0.0f
) return;
744 length
= sqrt(length
);
745 n
[0] = n
[0] / length
;
746 n
[1] = n
[1] / length
;
747 n
[2] = n
[2] / length
;
750 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
752 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
753 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
754 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
755 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
758 * To read back, the opengl feedback mode is used. This creates a problem because we want
759 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
760 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
761 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
762 * them to [-1.0;+1.0] and set the viewport up to scale them back.
764 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
765 * resulting colors back to the normals.
767 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
768 * does not restore it because normally a draw follows immediately afterwards. The caller is
769 * responsible of taking care that either the gl states are restored, or the context activated
770 * for drawing to reset the lastWasBlit flag.
772 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
773 struct WineD3DRectPatch
*patch
) {
774 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
775 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
776 struct wined3d_stream_info stream_info
;
777 struct wined3d_stream_info_element
*e
;
778 struct wined3d_context
*context
;
780 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
782 GLenum feedback_type
;
785 /* Simply activate the context for blitting. This disables all the things we don't want and
786 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
787 * patch (as opposed to normal draws) will most likely need different changes anyway. */
788 context
= context_acquire(This
, NULL
, CTXUSAGE_BLIT
);
790 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
793 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
795 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
796 if (e
->buffer_object
)
798 struct wined3d_buffer
*vb
;
799 vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
800 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
802 vtxStride
= e
->stride
;
804 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
805 vtxStride
* info
->StartVertexOffsetWidth
;
807 /* Not entirely sure about what happens with transformed vertices */
808 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
810 if(vtxStride
% sizeof(GLfloat
)) {
811 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
812 * I don't see how the stride could not be a multiple of 4, but make sure
815 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
817 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
818 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
820 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
821 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
824 /* First, get the boundary cube of the input data */
825 for(j
= 0; j
< info
->Height
; j
++) {
826 for(i
= 0; i
< info
->Width
; i
++) {
827 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
828 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
829 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
830 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
831 if(v
[2] < neg_z
) neg_z
= v
[2];
835 /* This needs some improvements in the vertex decl code */
836 FIXME("Cannot find data to generate. Only generating position and normals\n");
837 patch
->has_normals
= TRUE
;
838 patch
->has_texcoords
= FALSE
;
842 glMatrixMode(GL_PROJECTION
);
843 checkGLcall("glMatrixMode(GL_PROJECTION)");
845 checkGLcall("glLoadIndentity()");
846 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
847 glTranslatef(0.0f
, 0.0f
, 0.5f
);
848 checkGLcall("glScalef");
849 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
850 checkGLcall("glViewport");
852 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
853 * our feedback buffer parser
855 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
856 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
857 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
858 if(patch
->has_normals
) {
859 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
860 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
861 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
862 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
863 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
864 glEnable(GL_LIGHTING
);
865 checkGLcall("glEnable(GL_LIGHTING)");
866 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
867 checkGLcall("glLightModel for MODEL_AMBIENT");
868 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
870 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
872 glDisable(GL_LIGHT0
+ i
);
873 checkGLcall("glDisable(GL_LIGHT0 + i)");
874 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
877 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
878 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
879 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
880 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
881 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
883 checkGLcall("Setting up light 1");
884 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
885 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
886 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
887 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
888 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
890 checkGLcall("Setting up light 2");
891 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
892 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
893 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
894 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
895 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
897 checkGLcall("Setting up light 3");
899 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
900 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
901 glDisable(GL_COLOR_MATERIAL
);
902 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
903 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
904 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
905 checkGLcall("Setting up materials");
908 /* Enable the needed maps.
909 * GL_MAP2_VERTEX_3 is needed for positional data.
910 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
911 * GL_MAP2_TEXTURE_COORD_4 for texture coords
913 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
914 out_vertex_size
= 3 /* position */;
915 d3d_out_vertex_size
= 3;
916 glEnable(GL_MAP2_VERTEX_3
);
917 if(patch
->has_normals
&& patch
->has_texcoords
) {
918 FIXME("Texcoords not handled yet\n");
919 feedback_type
= GL_3D_COLOR_TEXTURE
;
920 out_vertex_size
+= 8;
921 d3d_out_vertex_size
+= 7;
922 glEnable(GL_AUTO_NORMAL
);
923 glEnable(GL_MAP2_TEXTURE_COORD_4
);
924 } else if(patch
->has_texcoords
) {
925 FIXME("Texcoords not handled yet\n");
926 feedback_type
= GL_3D_COLOR_TEXTURE
;
927 out_vertex_size
+= 7;
928 d3d_out_vertex_size
+= 4;
929 glEnable(GL_MAP2_TEXTURE_COORD_4
);
930 } else if(patch
->has_normals
) {
931 feedback_type
= GL_3D_COLOR
;
932 out_vertex_size
+= 4;
933 d3d_out_vertex_size
+= 3;
934 glEnable(GL_AUTO_NORMAL
);
936 feedback_type
= GL_3D
;
938 checkGLcall("glEnable vertex attrib generation");
940 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
941 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
942 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
944 glMap2f(GL_MAP2_VERTEX_3
,
945 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
946 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
947 (const GLfloat
*)data
);
948 checkGLcall("glMap2f");
949 if(patch
->has_texcoords
) {
950 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
951 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
952 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
953 (const GLfloat
*)data
);
954 checkGLcall("glMap2f");
956 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
957 checkGLcall("glMapGrid2f");
959 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
960 checkGLcall("glFeedbackBuffer");
961 glRenderMode(GL_FEEDBACK
);
963 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
964 checkGLcall("glEvalMesh2");
966 i
= glRenderMode(GL_RENDER
);
969 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
970 HeapFree(GetProcessHeap(), 0, feedbuffer
);
971 context_release(context
);
972 return WINED3DERR_DRIVERINTERNALERROR
;
973 } else if(i
!= buffer_size
) {
975 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
976 HeapFree(GetProcessHeap(), 0, feedbuffer
);
977 context_release(context
);
978 return WINED3DERR_DRIVERINTERNALERROR
;
980 TRACE("Got %d elements as expected\n", i
);
983 HeapFree(GetProcessHeap(), 0, patch
->mem
);
984 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
986 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
987 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
988 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
991 if(feedbuffer
[j
+ 1] != 3) {
992 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
995 /* Somehow there are different ideas about back / front facing, so fix up the
998 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
999 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1000 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1001 if(patch
->has_normals
) {
1002 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1003 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1004 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1006 i
+= d3d_out_vertex_size
;
1008 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1009 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1010 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1011 if(patch
->has_normals
) {
1012 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1013 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1014 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1016 i
+= d3d_out_vertex_size
;
1018 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1019 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1020 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1021 if(patch
->has_normals
) {
1022 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1023 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1024 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1026 i
+= d3d_out_vertex_size
;
1029 if(patch
->has_normals
) {
1030 /* Now do the same with reverse light directions */
1031 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1032 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1033 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1034 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1035 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1036 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1037 checkGLcall("Setting up reverse light directions");
1039 glRenderMode(GL_FEEDBACK
);
1040 checkGLcall("glRenderMode(GL_FEEDBACK)");
1041 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1042 checkGLcall("glEvalMesh2");
1043 i
= glRenderMode(GL_RENDER
);
1044 checkGLcall("glRenderMode(GL_RENDER)");
1047 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1048 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1049 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1052 if(feedbuffer
[j
+ 1] != 3) {
1053 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1056 if(patch
->mem
[i
+ 3] == 0.0f
)
1057 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1058 if(patch
->mem
[i
+ 4] == 0.0f
)
1059 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1060 if(patch
->mem
[i
+ 5] == 0.0f
)
1061 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1062 normalize_normal(patch
->mem
+ i
+ 3);
1063 i
+= d3d_out_vertex_size
;
1065 if(patch
->mem
[i
+ 3] == 0.0f
)
1066 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1067 if(patch
->mem
[i
+ 4] == 0.0f
)
1068 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1069 if(patch
->mem
[i
+ 5] == 0.0f
)
1070 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1071 normalize_normal(patch
->mem
+ i
+ 3);
1072 i
+= d3d_out_vertex_size
;
1074 if(patch
->mem
[i
+ 3] == 0.0f
)
1075 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1076 if(patch
->mem
[i
+ 4] == 0.0f
)
1077 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1078 if(patch
->mem
[i
+ 5] == 0.0f
)
1079 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1080 normalize_normal(patch
->mem
+ i
+ 3);
1081 i
+= d3d_out_vertex_size
;
1085 glDisable(GL_MAP2_VERTEX_3
);
1086 glDisable(GL_AUTO_NORMAL
);
1087 glDisable(GL_MAP2_NORMAL
);
1088 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1089 checkGLcall("glDisable vertex attrib generation");
1092 context_release(context
);
1094 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1096 vtxStride
= 3 * sizeof(float);
1097 if(patch
->has_normals
) {
1098 vtxStride
+= 3 * sizeof(float);
1100 if(patch
->has_texcoords
) {
1101 vtxStride
+= 4 * sizeof(float);
1103 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1104 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1105 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1106 patch
->strided
.position
.dwStride
= vtxStride
;
1108 if(patch
->has_normals
) {
1109 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1110 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1111 patch
->strided
.normal
.dwStride
= vtxStride
;
1113 if(patch
->has_texcoords
) {
1114 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1115 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1116 if(patch
->has_normals
) {
1117 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1119 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;