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 */
107 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
109 element
= &si
->elements
[WINED3D_FFP_POSITION
];
110 position
= element
->data
+ streamOffset
[element
->stream_idx
];
113 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
115 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
116 normal
= element
->data
+ streamOffset
[element
->stream_idx
];
123 num_untracked_materials
= context
->num_untracked_materials
;
124 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
126 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
127 diffuse
= element
->data
+ streamOffset
[element
->stream_idx
];
129 if (num_untracked_materials
&& element
->format_desc
->format
!= WINED3DFMT_B8G8R8A8_UNORM
)
130 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format_desc
->format
));
134 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
137 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
139 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
140 specular
= element
->data
+ streamOffset
[element
->stream_idx
];
142 /* special case where the fog density is stored in the specular alpha channel */
143 if (This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]
144 && (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
145 || si
->elements
[WINED3D_FFP_POSITION
].format_desc
->format
== WINED3DFMT_R32G32B32A32_FLOAT
)
146 && This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
148 if (gl_info
->supported
[EXT_FOG_COORD
])
150 if (element
->format_desc
->format
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
151 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format_desc
->format
));
159 /* TODO: Use the fog table code from old ddraw */
160 FIXME("Implement fog for transformed vertices in software\n");
166 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
168 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
171 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
173 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
174 DWORD texture_idx
= This
->texUnitMap
[textureNo
];
176 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
178 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
182 if (!pixelShader
&& !This
->stateBlock
->textures
[textureNo
]) continue;
184 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
188 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
191 else if (coordIdx
< 0)
193 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
197 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
199 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
200 texCoords
[coordIdx
] = element
->data
+ streamOffset
[element
->stream_idx
];
201 tex_mask
|= (1 << textureNo
);
205 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
206 if (gl_info
->supported
[ARB_MULTITEXTURE
])
207 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
209 glTexCoord4f(0, 0, 0, 1);
213 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
214 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
217 /* For each primitive */
218 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
219 UINT texture
, tmp_tex_mask
;
220 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
221 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
224 /* For indexed data, we need to go a few more strides in */
225 if (idxData
!= NULL
) {
227 /* Indexed so work out the number of strides to skip */
229 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
231 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
234 tmp_tex_mask
= tex_mask
;
235 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
241 if (!(tmp_tex_mask
& 1)) continue;
243 coord_idx
= This
->stateBlock
->textureState
[texture
][WINED3DTSS_TEXCOORDINDEX
];
244 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
246 texture_idx
= This
->texUnitMap
[texture
];
247 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format_desc
->emit_idx
](
248 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
251 /* Diffuse -------------------------------- */
253 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
255 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format_desc
->emit_idx
](ptrToCoords
);
256 if (num_untracked_materials
)
258 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
262 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
263 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
264 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
265 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
267 for (i
= 0; i
< num_untracked_materials
; ++i
)
269 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
274 /* Specular ------------------------------- */
276 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
278 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format_desc
->emit_idx
](ptrToCoords
);
282 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
283 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
287 /* Normal -------------------------------- */
288 if (normal
!= NULL
) {
289 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
290 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format_desc
->emit_idx
](ptrToCoords
);
293 /* Position -------------------------------- */
295 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
296 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format_desc
->emit_idx
](ptrToCoords
);
299 /* For non indexed mode, step onto next parts */
300 if (idxData
== NULL
) {
306 checkGLcall("glEnd and previous calls");
309 /* GL locking is done by the caller */
310 static inline void send_attribute(IWineD3DDeviceImpl
*This
, WINED3DFORMAT format
, const UINT index
, const void *ptr
)
312 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
316 case WINED3DFMT_R32_FLOAT
:
317 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
319 case WINED3DFMT_R32G32_FLOAT
:
320 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
322 case WINED3DFMT_R32G32B32_FLOAT
:
323 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
325 case WINED3DFMT_R32G32B32A32_FLOAT
:
326 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
329 case WINED3DFMT_R8G8B8A8_UINT
:
330 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
332 case WINED3DFMT_B8G8R8A8_UNORM
:
333 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
335 const DWORD
*src
= ptr
;
336 DWORD c
= *src
& 0xff00ff00;
337 c
|= (*src
& 0xff0000) >> 16;
338 c
|= (*src
& 0xff) << 16;
339 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
342 /* else fallthrough */
343 case WINED3DFMT_R8G8B8A8_UNORM
:
344 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
347 case WINED3DFMT_R16G16_SINT
:
348 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
350 case WINED3DFMT_R16G16B16A16_SINT
:
351 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
354 case WINED3DFMT_R16G16_SNORM
:
356 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
357 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
360 case WINED3DFMT_R16G16_UNORM
:
362 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
363 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
366 case WINED3DFMT_R16G16B16A16_SNORM
:
367 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
369 case WINED3DFMT_R16G16B16A16_UNORM
:
370 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
373 case WINED3DFMT_R10G10B10A2_UINT
:
374 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
375 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
377 case WINED3DFMT_R10G10B10A2_SNORM
:
378 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
379 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
382 case WINED3DFMT_R16G16_FLOAT
:
383 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
384 * byte float according to the IEEE standard
386 if (gl_info
->supported
[NV_HALF_FLOAT
])
388 /* Not supported by GL_ARB_half_float_vertex */
389 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
393 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
394 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
395 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
398 case WINED3DFMT_R16G16B16A16_FLOAT
:
399 if (gl_info
->supported
[NV_HALF_FLOAT
])
401 /* Not supported by GL_ARB_half_float_vertex */
402 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
406 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
407 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
408 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
409 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
410 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
415 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
420 /* GL locking is done by the caller */
421 static void drawStridedSlowVs(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
, UINT numberOfVertices
,
422 GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
, UINT startIdx
)
424 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
425 long SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
426 const WORD
*pIdxBufS
= NULL
;
427 const DWORD
*pIdxBufL
= NULL
;
430 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
434 /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
435 * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
436 * idxData will be != NULL
438 if(idxData
== NULL
) {
439 idxData
= buffer_get_sysmem((struct wined3d_buffer
*) This
->stateBlock
->pIndexData
);
442 if (idxSize
== 2) pIdxBufS
= idxData
;
443 else pIdxBufL
= idxData
;
444 } else if (idxData
) {
445 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
449 /* Start drawing in GL */
450 glBegin(glPrimitiveType
);
452 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
453 if (idxData
!= NULL
) {
455 /* Indexed so work out the number of strides to skip */
457 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
459 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
462 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
464 if (!(si
->use_map
& (1 << i
))) continue;
466 ptr
= si
->elements
[i
].data
+
467 si
->elements
[i
].stride
* SkipnStrides
+
468 stateblock
->streamOffset
[si
->elements
[i
].stream_idx
];
470 send_attribute(This
, si
->elements
[i
].format_desc
->format
, i
, ptr
);
478 /* GL locking is done by the caller */
479 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
,
480 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
,
483 UINT numInstances
= 0, i
;
484 int numInstancedAttribs
= 0, j
;
485 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
486 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
487 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
490 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
491 * We don't support this for now
493 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
494 * But the StreamSourceFreq value has a different meaning in that situation.
496 FIXME("Non-indexed instanced drawing is not supported\n");
500 TRACE("(%p) : glElements(%x, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
);
502 /* First, figure out how many instances we have to draw */
503 for(i
= 0; i
< MAX_STREAMS
; i
++) {
504 /* Look at the streams and take the first one which matches */
505 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
506 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
507 if(stateblock
->streamFreq
[i
] == 0){
510 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
512 break; /* break, because only the first suitable value is interesting */
516 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
518 if (!(si
->use_map
& (1 << i
))) continue;
520 if (stateblock
->streamFlags
[si
->elements
[i
].stream_idx
] & WINED3DSTREAMSOURCE_INSTANCEDATA
)
522 instancedData
[numInstancedAttribs
] = i
;
523 numInstancedAttribs
++;
527 /* now draw numInstances instances :-) */
528 for(i
= 0; i
< numInstances
; i
++) {
529 /* Specify the instanced attributes using immediate mode calls */
530 for(j
= 0; j
< numInstancedAttribs
; j
++) {
531 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
+
532 si
->elements
[instancedData
[j
]].stride
* i
+
533 stateblock
->streamOffset
[si
->elements
[instancedData
[j
]].stream_idx
];
534 if (si
->elements
[instancedData
[j
]].buffer_object
)
536 struct wined3d_buffer
*vb
=
537 (struct wined3d_buffer
*)stateblock
->streamSource
[si
->elements
[instancedData
[j
]].stream_idx
];
538 ptr
+= (long) buffer_get_sysmem(vb
);
541 send_attribute(This
, si
->elements
[instancedData
[j
]].format_desc
->format
, instancedData
[j
], ptr
);
544 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
545 (const char *)idxData
+(idxSize
* startIdx
));
546 checkGLcall("glDrawElements");
550 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, struct wined3d_stream_info
*s
)
554 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
556 struct wined3d_stream_info_element
*e
;
558 if (!(s
->use_map
& (1 << i
))) continue;
561 if (e
->buffer_object
)
563 struct wined3d_buffer
*vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
564 e
->buffer_object
= 0;
565 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
570 /* Routine common to the draw primitive and draw indexed primitive routines */
571 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
574 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
575 struct wined3d_context
*context
;
578 if (!index_count
) return;
580 if (This
->stateBlock
->renderState
[WINED3DRS_COLORWRITEENABLE
])
582 /* Invalidate the back buffer memory so LockRect will read it the next time */
583 for (i
= 0; i
< This
->adapter
->gl_info
.limits
.buffers
; ++i
)
585 IWineD3DSurface
*target
= (IWineD3DSurface
*)This
->render_targets
[i
];
588 IWineD3DSurface_LoadLocation(target
, SFLAG_INDRAWABLE
, NULL
);
589 IWineD3DSurface_ModifyLocation(target
, SFLAG_INDRAWABLE
, TRUE
);
594 /* Signals other modules that a drawing is in progress and the stateblock finalized */
595 This
->isInDraw
= TRUE
;
597 context
= context_acquire(This
, This
->render_targets
[0]);
600 context_release(context
);
601 WARN("Invalid context, skipping draw.\n");
605 context_apply_draw_state(context
, This
);
607 if (This
->depth_stencil
)
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
])
618 RECT current_rect
, draw_rect
, r
;
620 if (location
== SFLAG_DS_ONSCREEN
&& This
->depth_stencil
!= This
->onscreen_depth_stencil
)
621 device_switch_onscreen_ds(This
, context
, This
->depth_stencil
);
623 if (This
->depth_stencil
->Flags
& location
)
624 SetRect(¤t_rect
, 0, 0,
625 This
->depth_stencil
->ds_current_size
.cx
,
626 This
->depth_stencil
->ds_current_size
.cy
);
628 SetRectEmpty(¤t_rect
);
630 device_get_draw_rect(This
, &draw_rect
);
632 IntersectRect(&r
, &draw_rect
, ¤t_rect
);
633 if (!EqualRect(&r
, &draw_rect
))
634 surface_load_ds_location(This
->depth_stencil
, context
, location
);
636 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
])
637 surface_modify_ds_location(This
->depth_stencil
, location
,
638 This
->depth_stencil
->ds_current_size
.cx
,
639 This
->depth_stencil
->ds_current_size
.cy
);
643 /* Ok, we will be updating the screen from here onwards so grab the lock */
646 GLenum glPrimType
= This
->stateBlock
->gl_primitive_type
;
647 BOOL emulation
= FALSE
;
648 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
649 struct wined3d_stream_info stridedlcl
;
651 if (!use_vs(This
->stateBlock
))
653 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
654 && This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
])
658 FIXME("Using software emulation because not all material properties could be tracked\n");
661 TRACE("Using software emulation because not all material properties could be tracked\n");
665 else if (context
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
])
667 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
668 * to a float in the vertex buffer
672 FIXME("Using software emulation because manual fog coordinates are provided\n");
675 TRACE("Using software emulation because manual fog coordinates are provided\n");
681 stream_info
= &stridedlcl
;
682 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
683 remove_vbos(This
, &stridedlcl
);
687 if (This
->useDrawStridedSlow
|| emulation
) {
688 /* Immediate mode drawing */
689 if (use_vs(This
->stateBlock
))
693 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
696 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
698 drawStridedSlowVs(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
700 drawStridedSlow(iface
, context
, stream_info
, index_count
,
701 glPrimType
, idxData
, idxSize
, StartIdx
);
703 } else if(This
->instancedDraw
) {
704 /* Instancing emulation with mixing immediate mode and arrays */
705 drawStridedInstanced(iface
, &This
->strided_streams
, index_count
,
706 glPrimType
, idxData
, idxSize
, StartIdx
);
708 drawStridedFast(iface
, glPrimType
, index_count
, idxSize
, idxData
, StartIdx
);
712 /* Finished updating the screen, restore lock */
715 for(i
= 0; i
< This
->num_buffer_queries
; i
++)
717 wined3d_event_query_issue(This
->buffer_queries
[i
], This
);
720 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
722 context_release(context
);
724 TRACE("Done all gl drawing\n");
727 #ifdef SHOW_FRAME_MAKEUP
729 static long int primCounter
= 0;
730 /* NOTE: set primCounter to the value reported by drawprim
731 before you want to to write frame makeup to /tmp */
732 if (primCounter
>= 0) {
733 WINED3DLOCKED_RECT r
;
735 IWineD3DSurface_LockRect(This
->render_targets
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
736 sprintf(buffer
, "/tmp/backbuffer_%ld.tga", primCounter
);
737 TRACE("Saving screenshot %s\n", buffer
);
738 IWineD3DSurface_SaveSnapshot(This
->render_targets
[0], buffer
);
739 IWineD3DSurface_UnlockRect(This
->render_targets
[0]);
741 #ifdef SHOW_TEXTURE_MAKEUP
743 IWineD3DSurface
*pSur
;
745 for (textureNo
= 0; textureNo
< MAX_COMBINED_SAMPLERS
; ++textureNo
) {
746 if (This
->stateBlock
->textures
[textureNo
] != NULL
) {
747 sprintf(buffer
, "/tmp/texture_%p_%ld_%d.tga", This
->stateBlock
->textures
[textureNo
], primCounter
, textureNo
);
748 TRACE("Saving texture %s\n", buffer
);
749 if (IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]) == WINED3DRTYPE_TEXTURE
) {
750 IWineD3DTexture_GetSurfaceLevel(This
->stateBlock
->textures
[textureNo
], 0, &pSur
);
751 IWineD3DSurface_SaveSnapshot(pSur
, buffer
);
752 IWineD3DSurface_Release(pSur
);
754 FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This
->stateBlock
->textures
[textureNo
]));
761 TRACE("drawprim #%ld\n", primCounter
);
766 /* Control goes back to the device, stateblock values may change again */
767 This
->isInDraw
= FALSE
;
770 static void normalize_normal(float *n
) {
771 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
772 if (length
== 0.0f
) return;
773 length
= sqrt(length
);
774 n
[0] = n
[0] / length
;
775 n
[1] = n
[1] / length
;
776 n
[2] = n
[2] / length
;
779 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
781 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
782 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
783 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
784 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
787 * To read back, the opengl feedback mode is used. This creates a problem because we want
788 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
789 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
790 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
791 * them to [-1.0;+1.0] and set the viewport up to scale them back.
793 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
794 * resulting colors back to the normals.
796 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
797 * does not restore it because normally a draw follows immediately afterwards. The caller is
798 * responsible of taking care that either the gl states are restored, or the context activated
799 * for drawing to reset the lastWasBlit flag.
801 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
802 struct WineD3DRectPatch
*patch
) {
803 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
804 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
805 struct wined3d_stream_info stream_info
;
806 struct wined3d_stream_info_element
*e
;
807 struct wined3d_context
*context
;
809 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
811 GLenum feedback_type
;
814 /* Simply activate the context for blitting. This disables all the things we don't want and
815 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
816 * patch (as opposed to normal draws) will most likely need different changes anyway. */
817 context
= context_acquire(This
, NULL
);
818 context_apply_blit_state(context
, This
);
820 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
823 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
825 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
826 if (e
->buffer_object
)
828 struct wined3d_buffer
*vb
;
829 vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
830 e
->data
= (BYTE
*)((unsigned long)e
->data
+ (unsigned long)buffer_get_sysmem(vb
));
832 vtxStride
= e
->stride
;
834 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
835 vtxStride
* info
->StartVertexOffsetWidth
;
837 /* Not entirely sure about what happens with transformed vertices */
838 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
840 if(vtxStride
% sizeof(GLfloat
)) {
841 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
842 * I don't see how the stride could not be a multiple of 4, but make sure
845 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
847 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
848 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
850 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
851 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
854 /* First, get the boundary cube of the input data */
855 for(j
= 0; j
< info
->Height
; j
++) {
856 for(i
= 0; i
< info
->Width
; i
++) {
857 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
858 if(fabs(v
[0]) > max_x
) max_x
= fabs(v
[0]);
859 if(fabs(v
[1]) > max_y
) max_y
= fabs(v
[1]);
860 if(fabs(v
[2]) > max_z
) max_z
= fabs(v
[2]);
861 if(v
[2] < neg_z
) neg_z
= v
[2];
865 /* This needs some improvements in the vertex decl code */
866 FIXME("Cannot find data to generate. Only generating position and normals\n");
867 patch
->has_normals
= TRUE
;
868 patch
->has_texcoords
= FALSE
;
872 glMatrixMode(GL_PROJECTION
);
873 checkGLcall("glMatrixMode(GL_PROJECTION)");
875 checkGLcall("glLoadIndentity()");
876 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
877 glTranslatef(0.0f
, 0.0f
, 0.5f
);
878 checkGLcall("glScalef");
879 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
880 checkGLcall("glViewport");
882 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
883 * our feedback buffer parser
885 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
886 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
887 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
888 if(patch
->has_normals
) {
889 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
890 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
891 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
892 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
893 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
894 glEnable(GL_LIGHTING
);
895 checkGLcall("glEnable(GL_LIGHTING)");
896 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
897 checkGLcall("glLightModel for MODEL_AMBIENT");
898 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
900 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
902 glDisable(GL_LIGHT0
+ i
);
903 checkGLcall("glDisable(GL_LIGHT0 + i)");
904 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
907 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
908 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
909 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
910 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
911 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
913 checkGLcall("Setting up light 1");
914 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
915 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
916 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
917 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
918 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
920 checkGLcall("Setting up light 2");
921 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
922 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
923 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
924 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
925 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
927 checkGLcall("Setting up light 3");
929 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
930 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
931 glDisable(GL_COLOR_MATERIAL
);
932 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
933 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
934 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
935 checkGLcall("Setting up materials");
938 /* Enable the needed maps.
939 * GL_MAP2_VERTEX_3 is needed for positional data.
940 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
941 * GL_MAP2_TEXTURE_COORD_4 for texture coords
943 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
944 out_vertex_size
= 3 /* position */;
945 d3d_out_vertex_size
= 3;
946 glEnable(GL_MAP2_VERTEX_3
);
947 if(patch
->has_normals
&& patch
->has_texcoords
) {
948 FIXME("Texcoords not handled yet\n");
949 feedback_type
= GL_3D_COLOR_TEXTURE
;
950 out_vertex_size
+= 8;
951 d3d_out_vertex_size
+= 7;
952 glEnable(GL_AUTO_NORMAL
);
953 glEnable(GL_MAP2_TEXTURE_COORD_4
);
954 } else if(patch
->has_texcoords
) {
955 FIXME("Texcoords not handled yet\n");
956 feedback_type
= GL_3D_COLOR_TEXTURE
;
957 out_vertex_size
+= 7;
958 d3d_out_vertex_size
+= 4;
959 glEnable(GL_MAP2_TEXTURE_COORD_4
);
960 } else if(patch
->has_normals
) {
961 feedback_type
= GL_3D_COLOR
;
962 out_vertex_size
+= 4;
963 d3d_out_vertex_size
+= 3;
964 glEnable(GL_AUTO_NORMAL
);
966 feedback_type
= GL_3D
;
968 checkGLcall("glEnable vertex attrib generation");
970 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
971 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
972 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
974 glMap2f(GL_MAP2_VERTEX_3
,
975 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
976 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
977 (const GLfloat
*)data
);
978 checkGLcall("glMap2f");
979 if(patch
->has_texcoords
) {
980 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
981 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
982 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
983 (const GLfloat
*)data
);
984 checkGLcall("glMap2f");
986 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
987 checkGLcall("glMapGrid2f");
989 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
990 checkGLcall("glFeedbackBuffer");
991 glRenderMode(GL_FEEDBACK
);
993 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
994 checkGLcall("glEvalMesh2");
996 i
= glRenderMode(GL_RENDER
);
999 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
1000 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1001 context_release(context
);
1002 return WINED3DERR_DRIVERINTERNALERROR
;
1003 } else if(i
!= buffer_size
) {
1005 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
1006 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1007 context_release(context
);
1008 return WINED3DERR_DRIVERINTERNALERROR
;
1010 TRACE("Got %d elements as expected\n", i
);
1013 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1014 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1016 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1017 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1018 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1021 if(feedbuffer
[j
+ 1] != 3) {
1022 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1025 /* Somehow there are different ideas about back / front facing, so fix up the
1028 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1029 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1030 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1031 if(patch
->has_normals
) {
1032 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1033 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1034 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1036 i
+= d3d_out_vertex_size
;
1038 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1039 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1040 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1041 if(patch
->has_normals
) {
1042 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1043 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1044 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1046 i
+= d3d_out_vertex_size
;
1048 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1049 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1050 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1051 if(patch
->has_normals
) {
1052 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1053 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1054 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1056 i
+= d3d_out_vertex_size
;
1059 if(patch
->has_normals
) {
1060 /* Now do the same with reverse light directions */
1061 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1062 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1063 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1064 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1065 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1066 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1067 checkGLcall("Setting up reverse light directions");
1069 glRenderMode(GL_FEEDBACK
);
1070 checkGLcall("glRenderMode(GL_FEEDBACK)");
1071 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1072 checkGLcall("glEvalMesh2");
1073 i
= glRenderMode(GL_RENDER
);
1074 checkGLcall("glRenderMode(GL_RENDER)");
1077 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1078 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1079 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1082 if(feedbuffer
[j
+ 1] != 3) {
1083 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1086 if(patch
->mem
[i
+ 3] == 0.0f
)
1087 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1088 if(patch
->mem
[i
+ 4] == 0.0f
)
1089 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1090 if(patch
->mem
[i
+ 5] == 0.0f
)
1091 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1092 normalize_normal(patch
->mem
+ i
+ 3);
1093 i
+= d3d_out_vertex_size
;
1095 if(patch
->mem
[i
+ 3] == 0.0f
)
1096 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1097 if(patch
->mem
[i
+ 4] == 0.0f
)
1098 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1099 if(patch
->mem
[i
+ 5] == 0.0f
)
1100 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1101 normalize_normal(patch
->mem
+ i
+ 3);
1102 i
+= d3d_out_vertex_size
;
1104 if(patch
->mem
[i
+ 3] == 0.0f
)
1105 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1106 if(patch
->mem
[i
+ 4] == 0.0f
)
1107 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1108 if(patch
->mem
[i
+ 5] == 0.0f
)
1109 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1110 normalize_normal(patch
->mem
+ i
+ 3);
1111 i
+= d3d_out_vertex_size
;
1115 glDisable(GL_MAP2_VERTEX_3
);
1116 glDisable(GL_AUTO_NORMAL
);
1117 glDisable(GL_MAP2_NORMAL
);
1118 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1119 checkGLcall("glDisable vertex attrib generation");
1122 context_release(context
);
1124 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1126 vtxStride
= 3 * sizeof(float);
1127 if(patch
->has_normals
) {
1128 vtxStride
+= 3 * sizeof(float);
1130 if(patch
->has_texcoords
) {
1131 vtxStride
+= 4 * sizeof(float);
1133 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1134 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1135 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1136 patch
->strided
.position
.dwStride
= vtxStride
;
1138 if(patch
->has_normals
) {
1139 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1140 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1141 patch
->strided
.normal
.dwStride
= vtxStride
;
1143 if(patch
->has_texcoords
) {
1144 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1145 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1146 if(patch
->has_normals
) {
1147 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1149 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;