2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw
);
35 /* GL locking is done by the caller */
36 static void drawStridedFast(IWineD3DDevice
*iface
, GLenum primitive_type
,
37 UINT count
, UINT idx_size
, const void *idx_data
, UINT start_idx
)
41 TRACE("(%p) : glElements(%x, %d, ...)\n", iface
, primitive_type
, count
);
43 glDrawElements(primitive_type
, count
,
44 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
45 (const char *)idx_data
+ (idx_size
* start_idx
));
46 checkGLcall("glDrawElements");
50 TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", iface
, primitive_type
, start_idx
, count
);
52 glDrawArrays(primitive_type
, start_idx
, count
);
53 checkGLcall("glDrawArrays");
58 * Actually draw using the supplied information.
59 * Slower GL version which extracts info about each vertex in turn
62 /* GL locking is done by the caller */
63 static void drawStridedSlow(IWineD3DDevice
*iface
, const struct wined3d_context
*context
,
64 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
65 const void *idxData
, UINT idxSize
, UINT startIdx
)
67 unsigned int textureNo
= 0;
68 const WORD
*pIdxBufS
= NULL
;
69 const DWORD
*pIdxBufL
= NULL
;
71 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
72 const UINT
*streamOffset
= This
->stateBlock
->streamOffset
;
73 LONG SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
74 BOOL pixelShader
= use_ps(This
->stateBlock
);
75 BOOL specular_fog
= FALSE
;
76 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
77 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
78 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
79 UINT texture_stages
= gl_info
->limits
.texture_stages
;
80 const struct wined3d_stream_info_element
*element
;
81 UINT num_untracked_materials
;
84 TRACE("Using slow vertex array code\n");
86 /* Variable Initialization */
89 /* Immediate mode drawing can't make use of indices in a vbo - get the
90 * data from the index buffer. If the index buffer has no vbo (not
91 * supported or other reason), or with user pointer drawing idxData
92 * will be non-NULL. */
94 idxData
= buffer_get_sysmem((struct wined3d_buffer
*)This
->stateBlock
->pIndexData
, gl_info
);
96 if (idxSize
== 2) pIdxBufS
= idxData
;
97 else pIdxBufL
= idxData
;
99 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
103 /* Start drawing in GL */
106 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
108 element
= &si
->elements
[WINED3D_FFP_POSITION
];
109 position
= element
->data
+ streamOffset
[element
->stream_idx
];
112 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
114 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
115 normal
= element
->data
+ streamOffset
[element
->stream_idx
];
122 num_untracked_materials
= context
->num_untracked_materials
;
123 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
125 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
126 diffuse
= element
->data
+ streamOffset
[element
->stream_idx
];
128 if (num_untracked_materials
&& element
->format_desc
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
129 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format_desc
->id
));
133 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
136 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
138 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
139 specular
= element
->data
+ streamOffset
[element
->stream_idx
];
141 /* special case where the fog density is stored in the specular alpha channel */
142 if (This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
]
143 && (This
->stateBlock
->renderState
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
144 || si
->elements
[WINED3D_FFP_POSITION
].format_desc
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
145 && This
->stateBlock
->renderState
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
147 if (gl_info
->supported
[EXT_FOG_COORD
])
149 if (element
->format_desc
->id
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
150 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format_desc
->id
));
158 /* TODO: Use the fog table code from old ddraw */
159 FIXME("Implement fog for transformed vertices in software\n");
165 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
167 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
170 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
172 int coordIdx
= This
->stateBlock
->textureState
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
173 DWORD texture_idx
= This
->texUnitMap
[textureNo
];
175 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
177 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
181 if (!pixelShader
&& !This
->stateBlock
->textures
[textureNo
]) continue;
183 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
187 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
190 else if (coordIdx
< 0)
192 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
196 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
198 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
199 texCoords
[coordIdx
] = element
->data
+ streamOffset
[element
->stream_idx
];
200 tex_mask
|= (1 << textureNo
);
204 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
205 if (gl_info
->supported
[ARB_MULTITEXTURE
])
206 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
208 glTexCoord4f(0, 0, 0, 1);
212 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
213 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
216 /* For each primitive */
217 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
218 UINT texture
, tmp_tex_mask
;
219 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
220 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
223 /* For indexed data, we need to go a few more strides in */
224 if (idxData
!= NULL
) {
226 /* Indexed so work out the number of strides to skip */
228 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
230 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + This
->stateBlock
->loadBaseVertexIndex
;
233 tmp_tex_mask
= tex_mask
;
234 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
240 if (!(tmp_tex_mask
& 1)) continue;
242 coord_idx
= This
->stateBlock
->textureState
[texture
][WINED3DTSS_TEXCOORDINDEX
];
243 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
245 texture_idx
= This
->texUnitMap
[texture
];
246 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format_desc
->emit_idx
](
247 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
250 /* Diffuse -------------------------------- */
252 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
254 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format_desc
->emit_idx
](ptrToCoords
);
255 if (num_untracked_materials
)
257 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
261 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
262 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
263 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
264 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
266 for (i
= 0; i
< num_untracked_materials
; ++i
)
268 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
273 /* Specular ------------------------------- */
275 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
277 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format_desc
->emit_idx
](ptrToCoords
);
281 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
282 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
286 /* Normal -------------------------------- */
287 if (normal
!= NULL
) {
288 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
289 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format_desc
->emit_idx
](ptrToCoords
);
292 /* Position -------------------------------- */
294 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
295 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format_desc
->emit_idx
](ptrToCoords
);
298 /* For non indexed mode, step onto next parts */
299 if (idxData
== NULL
) {
305 checkGLcall("glEnd and previous calls");
308 /* GL locking is done by the caller */
309 static inline void send_attribute(IWineD3DDeviceImpl
*This
,
310 enum wined3d_format_id 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 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
426 LONG SkipnStrides
= startIdx
+ This
->stateBlock
->loadBaseVertexIndex
;
427 const WORD
*pIdxBufS
= NULL
;
428 const DWORD
*pIdxBufL
= NULL
;
431 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
436 /* Immediate mode drawing can't make use of indices in a vbo - get the
437 * data from the index buffer. If the index buffer has no vbo (not
438 * supported or other reason), or with user pointer drawing idxData
439 * will be non-NULL. */
441 idxData
= buffer_get_sysmem((struct wined3d_buffer
*)This
->stateBlock
->pIndexData
, gl_info
);
443 if (idxSize
== 2) pIdxBufS
= idxData
;
444 else pIdxBufL
= idxData
;
445 } else if (idxData
) {
446 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
450 /* Start drawing in GL */
451 glBegin(glPrimitiveType
);
453 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
) {
454 if (idxData
!= NULL
) {
456 /* Indexed so work out the number of strides to skip */
458 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
460 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + stateblock
->loadBaseVertexIndex
;
463 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
465 if (!(si
->use_map
& (1 << i
))) continue;
467 ptr
= si
->elements
[i
].data
+
468 si
->elements
[i
].stride
* SkipnStrides
+
469 stateblock
->streamOffset
[si
->elements
[i
].stream_idx
];
471 send_attribute(This
, si
->elements
[i
].format_desc
->id
, i
, ptr
);
479 /* GL locking is done by the caller */
480 static inline void drawStridedInstanced(IWineD3DDevice
*iface
, const struct wined3d_stream_info
*si
,
481 UINT numberOfVertices
, GLenum glPrimitiveType
, const void *idxData
, UINT idxSize
,
484 UINT numInstances
= 0, i
;
485 int numInstancedAttribs
= 0, j
;
486 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
487 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
488 IWineD3DStateBlockImpl
*stateblock
= This
->stateBlock
;
491 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
492 * We don't support this for now
494 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
495 * But the StreamSourceFreq value has a different meaning in that situation.
497 FIXME("Non-indexed instanced drawing is not supported\n");
501 TRACE("(%p) : glElements(%x, %d, ...)\n", This
, glPrimitiveType
, numberOfVertices
);
503 /* First, figure out how many instances we have to draw */
504 for(i
= 0; i
< MAX_STREAMS
; i
++) {
505 /* Look at the streams and take the first one which matches */
506 if(((stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INSTANCEDATA
) || (stateblock
->streamFlags
[i
] & WINED3DSTREAMSOURCE_INDEXEDDATA
)) && stateblock
->streamSource
[i
]) {
507 /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
508 if(stateblock
->streamFreq
[i
] == 0){
511 numInstances
= stateblock
->streamFreq
[i
]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
513 break; /* break, because only the first suitable value is interesting */
517 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
519 if (!(si
->use_map
& (1 << i
))) continue;
521 if (stateblock
->streamFlags
[si
->elements
[i
].stream_idx
] & WINED3DSTREAMSOURCE_INSTANCEDATA
)
523 instancedData
[numInstancedAttribs
] = i
;
524 numInstancedAttribs
++;
528 /* now draw numInstances instances :-) */
529 for(i
= 0; i
< numInstances
; i
++) {
530 /* Specify the instanced attributes using immediate mode calls */
531 for(j
= 0; j
< numInstancedAttribs
; j
++) {
532 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
+
533 si
->elements
[instancedData
[j
]].stride
* i
+
534 stateblock
->streamOffset
[si
->elements
[instancedData
[j
]].stream_idx
];
535 if (si
->elements
[instancedData
[j
]].buffer_object
)
537 struct wined3d_buffer
*vb
=
538 (struct wined3d_buffer
*)stateblock
->streamSource
[si
->elements
[instancedData
[j
]].stream_idx
];
539 ptr
+= (ULONG_PTR
)buffer_get_sysmem(vb
, &This
->adapter
->gl_info
);
542 send_attribute(This
, si
->elements
[instancedData
[j
]].format_desc
->id
, instancedData
[j
], ptr
);
545 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
546 (const char *)idxData
+(idxSize
* startIdx
));
547 checkGLcall("glDrawElements");
551 static inline void remove_vbos(IWineD3DDeviceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
552 struct wined3d_stream_info
*s
)
556 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
558 struct wined3d_stream_info_element
*e
;
560 if (!(s
->use_map
& (1 << i
))) continue;
563 if (e
->buffer_object
)
565 struct wined3d_buffer
*vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
566 e
->buffer_object
= 0;
567 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
572 /* Routine common to the draw primitive and draw indexed primitive routines */
573 void drawPrimitive(IWineD3DDevice
*iface
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
576 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
577 struct wined3d_context
*context
;
580 if (!index_count
) return;
582 if (This
->stateBlock
->renderState
[WINED3DRS_COLORWRITEENABLE
])
584 /* Invalidate the back buffer memory so LockRect will read it the next time */
585 for (i
= 0; i
< This
->adapter
->gl_info
.limits
.buffers
; ++i
)
587 IWineD3DSurfaceImpl
*target
= This
->render_targets
[i
];
590 surface_load_location(target
, SFLAG_INDRAWABLE
, NULL
);
591 surface_modify_location(target
, SFLAG_INDRAWABLE
, TRUE
);
596 /* Signals other modules that a drawing is in progress and the stateblock finalized */
597 This
->isInDraw
= TRUE
;
599 context
= context_acquire(This
, This
->render_targets
[0]);
602 context_release(context
);
603 WARN("Invalid context, skipping draw.\n");
607 context_apply_draw_state(context
, This
);
609 if (This
->depth_stencil
)
611 /* Note that this depends on the context_acquire() call above to set
612 * This->render_offscreen properly. We don't currently take the
613 * Z-compare function into account, but we could skip loading the
614 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
615 * that we never copy the stencil data.*/
616 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
617 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
]
618 || This
->stateBlock
->renderState
[WINED3DRS_ZENABLE
])
620 RECT current_rect
, draw_rect
, r
;
622 if (location
== SFLAG_DS_ONSCREEN
&& This
->depth_stencil
!= This
->onscreen_depth_stencil
)
623 device_switch_onscreen_ds(This
, context
, This
->depth_stencil
);
625 if (This
->depth_stencil
->Flags
& location
)
626 SetRect(¤t_rect
, 0, 0,
627 This
->depth_stencil
->ds_current_size
.cx
,
628 This
->depth_stencil
->ds_current_size
.cy
);
630 SetRectEmpty(¤t_rect
);
632 device_get_draw_rect(This
, &draw_rect
);
634 IntersectRect(&r
, &draw_rect
, ¤t_rect
);
635 if (!EqualRect(&r
, &draw_rect
))
636 surface_load_ds_location(This
->depth_stencil
, context
, location
);
638 if (This
->stateBlock
->renderState
[WINED3DRS_ZWRITEENABLE
])
640 surface_modify_ds_location(This
->depth_stencil
, location
,
641 This
->depth_stencil
->ds_current_size
.cx
,
642 This
->depth_stencil
->ds_current_size
.cy
);
643 surface_modify_location(This
->depth_stencil
, SFLAG_INDRAWABLE
, TRUE
);
648 if ((!context
->gl_info
->supported
[WINED3D_GL_VERSION_2_0
]
649 || (!glPointParameteri
&& !context
->gl_info
->supported
[NV_POINT_SPRITE
]))
650 && context
->render_offscreen
651 && This
->stateBlock
->renderState
[WINED3DRS_POINTSPRITEENABLE
]
652 && This
->stateBlock
->gl_primitive_type
== GL_POINTS
)
654 FIXME("Point sprite coordinate origin switching not supported.\n");
657 /* Ok, we will be updating the screen from here onwards so grab the lock */
660 GLenum glPrimType
= This
->stateBlock
->gl_primitive_type
;
661 BOOL emulation
= FALSE
;
662 const struct wined3d_stream_info
*stream_info
= &This
->strided_streams
;
663 struct wined3d_stream_info stridedlcl
;
665 if (!use_vs(This
->stateBlock
))
667 if (!This
->strided_streams
.position_transformed
&& context
->num_untracked_materials
668 && This
->stateBlock
->renderState
[WINED3DRS_LIGHTING
])
672 FIXME("Using software emulation because not all material properties could be tracked\n");
675 TRACE("Using software emulation because not all material properties could be tracked\n");
679 else if (context
->fog_coord
&& This
->stateBlock
->renderState
[WINED3DRS_FOGENABLE
])
681 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
682 * to a float in the vertex buffer
686 FIXME("Using software emulation because manual fog coordinates are provided\n");
689 TRACE("Using software emulation because manual fog coordinates are provided\n");
695 stream_info
= &stridedlcl
;
696 memcpy(&stridedlcl
, &This
->strided_streams
, sizeof(stridedlcl
));
697 remove_vbos(This
, context
->gl_info
, &stridedlcl
);
701 if (This
->useDrawStridedSlow
|| emulation
) {
702 /* Immediate mode drawing */
703 if (use_vs(This
->stateBlock
))
707 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
710 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
712 drawStridedSlowVs(iface
, stream_info
, index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
714 drawStridedSlow(iface
, context
, stream_info
, index_count
,
715 glPrimType
, idxData
, idxSize
, StartIdx
);
717 } else if(This
->instancedDraw
) {
718 /* Instancing emulation with mixing immediate mode and arrays */
719 drawStridedInstanced(iface
, &This
->strided_streams
, index_count
,
720 glPrimType
, idxData
, idxSize
, StartIdx
);
722 drawStridedFast(iface
, glPrimType
, index_count
, idxSize
, idxData
, StartIdx
);
726 /* Finished updating the screen, restore lock */
729 for(i
= 0; i
< This
->num_buffer_queries
; i
++)
731 wined3d_event_query_issue(This
->buffer_queries
[i
], This
);
734 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
736 context_release(context
);
738 TRACE("Done all gl drawing\n");
740 /* Control goes back to the device, stateblock values may change again */
741 This
->isInDraw
= FALSE
;
744 static void normalize_normal(float *n
) {
745 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
746 if (length
== 0.0f
) return;
747 length
= sqrtf(length
);
748 n
[0] = n
[0] / length
;
749 n
[1] = n
[1] / length
;
750 n
[2] = n
[2] / length
;
753 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
755 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
756 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
757 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
758 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
761 * To read back, the opengl feedback mode is used. This creates a problem because we want
762 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
763 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
764 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
765 * them to [-1.0;+1.0] and set the viewport up to scale them back.
767 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
768 * resulting colors back to the normals.
770 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
771 * does not restore it because normally a draw follows immediately afterwards. The caller is
772 * responsible of taking care that either the gl states are restored, or the context activated
773 * for drawing to reset the lastWasBlit flag.
775 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
776 struct WineD3DRectPatch
*patch
) {
777 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
778 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
779 struct wined3d_stream_info stream_info
;
780 struct wined3d_stream_info_element
*e
;
781 struct wined3d_context
*context
;
783 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
785 GLenum feedback_type
;
788 /* Simply activate the context for blitting. This disables all the things we don't want and
789 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
790 * patch (as opposed to normal draws) will most likely need different changes anyway. */
791 context
= context_acquire(This
, NULL
);
792 context_apply_blit_state(context
, This
);
794 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
797 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
799 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
800 if (e
->buffer_object
)
802 struct wined3d_buffer
*vb
;
803 vb
= (struct wined3d_buffer
*)This
->stateBlock
->streamSource
[e
->stream_idx
];
804 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
->gl_info
));
806 vtxStride
= e
->stride
;
808 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
809 vtxStride
* info
->StartVertexOffsetWidth
;
811 /* Not entirely sure about what happens with transformed vertices */
812 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
814 if(vtxStride
% sizeof(GLfloat
)) {
815 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
816 * I don't see how the stride could not be a multiple of 4, but make sure
819 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
821 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
822 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
824 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
825 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
828 /* First, get the boundary cube of the input data */
829 for(j
= 0; j
< info
->Height
; j
++) {
830 for(i
= 0; i
< info
->Width
; i
++) {
831 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
832 if(fabs(v
[0]) > max_x
) max_x
= fabsf(v
[0]);
833 if(fabs(v
[1]) > max_y
) max_y
= fabsf(v
[1]);
834 if(fabs(v
[2]) > max_z
) max_z
= fabsf(v
[2]);
835 if(v
[2] < neg_z
) neg_z
= v
[2];
839 /* This needs some improvements in the vertex decl code */
840 FIXME("Cannot find data to generate. Only generating position and normals\n");
841 patch
->has_normals
= TRUE
;
842 patch
->has_texcoords
= FALSE
;
846 glMatrixMode(GL_PROJECTION
);
847 checkGLcall("glMatrixMode(GL_PROJECTION)");
849 checkGLcall("glLoadIndentity()");
850 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
851 glTranslatef(0.0f
, 0.0f
, 0.5f
);
852 checkGLcall("glScalef");
853 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
854 checkGLcall("glViewport");
856 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
857 * our feedback buffer parser
859 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
860 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
861 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
862 if(patch
->has_normals
) {
863 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
864 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
865 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
866 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
867 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
868 glEnable(GL_LIGHTING
);
869 checkGLcall("glEnable(GL_LIGHTING)");
870 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
871 checkGLcall("glLightModel for MODEL_AMBIENT");
872 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
874 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
876 glDisable(GL_LIGHT0
+ i
);
877 checkGLcall("glDisable(GL_LIGHT0 + i)");
878 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
881 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
882 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
883 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
884 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
885 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
887 checkGLcall("Setting up light 1");
888 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
889 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
890 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
891 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
892 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
894 checkGLcall("Setting up light 2");
895 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
896 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
897 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
898 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
899 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
901 checkGLcall("Setting up light 3");
903 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
904 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
905 glDisable(GL_COLOR_MATERIAL
);
906 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
907 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
908 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
909 checkGLcall("Setting up materials");
912 /* Enable the needed maps.
913 * GL_MAP2_VERTEX_3 is needed for positional data.
914 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
915 * GL_MAP2_TEXTURE_COORD_4 for texture coords
917 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
918 out_vertex_size
= 3 /* position */;
919 d3d_out_vertex_size
= 3;
920 glEnable(GL_MAP2_VERTEX_3
);
921 if(patch
->has_normals
&& patch
->has_texcoords
) {
922 FIXME("Texcoords not handled yet\n");
923 feedback_type
= GL_3D_COLOR_TEXTURE
;
924 out_vertex_size
+= 8;
925 d3d_out_vertex_size
+= 7;
926 glEnable(GL_AUTO_NORMAL
);
927 glEnable(GL_MAP2_TEXTURE_COORD_4
);
928 } else if(patch
->has_texcoords
) {
929 FIXME("Texcoords not handled yet\n");
930 feedback_type
= GL_3D_COLOR_TEXTURE
;
931 out_vertex_size
+= 7;
932 d3d_out_vertex_size
+= 4;
933 glEnable(GL_MAP2_TEXTURE_COORD_4
);
934 } else if(patch
->has_normals
) {
935 feedback_type
= GL_3D_COLOR
;
936 out_vertex_size
+= 4;
937 d3d_out_vertex_size
+= 3;
938 glEnable(GL_AUTO_NORMAL
);
940 feedback_type
= GL_3D
;
942 checkGLcall("glEnable vertex attrib generation");
944 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
945 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
946 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
948 glMap2f(GL_MAP2_VERTEX_3
,
949 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
950 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
951 (const GLfloat
*)data
);
952 checkGLcall("glMap2f");
953 if(patch
->has_texcoords
) {
954 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
955 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
956 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
957 (const GLfloat
*)data
);
958 checkGLcall("glMap2f");
960 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
961 checkGLcall("glMapGrid2f");
963 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
964 checkGLcall("glFeedbackBuffer");
965 glRenderMode(GL_FEEDBACK
);
967 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
968 checkGLcall("glEvalMesh2");
970 i
= glRenderMode(GL_RENDER
);
973 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
974 HeapFree(GetProcessHeap(), 0, feedbuffer
);
975 context_release(context
);
976 return WINED3DERR_DRIVERINTERNALERROR
;
977 } else if(i
!= buffer_size
) {
979 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
980 HeapFree(GetProcessHeap(), 0, feedbuffer
);
981 context_release(context
);
982 return WINED3DERR_DRIVERINTERNALERROR
;
984 TRACE("Got %d elements as expected\n", i
);
987 HeapFree(GetProcessHeap(), 0, patch
->mem
);
988 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
990 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
991 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
992 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
995 if(feedbuffer
[j
+ 1] != 3) {
996 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
999 /* Somehow there are different ideas about back / front facing, so fix up the
1002 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1003 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1004 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1005 if(patch
->has_normals
) {
1006 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1007 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1008 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1010 i
+= d3d_out_vertex_size
;
1012 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1013 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1014 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1015 if(patch
->has_normals
) {
1016 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1017 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1018 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1020 i
+= d3d_out_vertex_size
;
1022 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1023 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1024 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1025 if(patch
->has_normals
) {
1026 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1027 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1028 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1030 i
+= d3d_out_vertex_size
;
1033 if(patch
->has_normals
) {
1034 /* Now do the same with reverse light directions */
1035 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1036 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1037 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1038 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1039 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1040 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1041 checkGLcall("Setting up reverse light directions");
1043 glRenderMode(GL_FEEDBACK
);
1044 checkGLcall("glRenderMode(GL_FEEDBACK)");
1045 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1046 checkGLcall("glEvalMesh2");
1047 i
= glRenderMode(GL_RENDER
);
1048 checkGLcall("glRenderMode(GL_RENDER)");
1051 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1052 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1053 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1056 if(feedbuffer
[j
+ 1] != 3) {
1057 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1060 if(patch
->mem
[i
+ 3] == 0.0f
)
1061 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1062 if(patch
->mem
[i
+ 4] == 0.0f
)
1063 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1064 if(patch
->mem
[i
+ 5] == 0.0f
)
1065 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1066 normalize_normal(patch
->mem
+ i
+ 3);
1067 i
+= d3d_out_vertex_size
;
1069 if(patch
->mem
[i
+ 3] == 0.0f
)
1070 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1071 if(patch
->mem
[i
+ 4] == 0.0f
)
1072 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1073 if(patch
->mem
[i
+ 5] == 0.0f
)
1074 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1075 normalize_normal(patch
->mem
+ i
+ 3);
1076 i
+= d3d_out_vertex_size
;
1078 if(patch
->mem
[i
+ 3] == 0.0f
)
1079 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1080 if(patch
->mem
[i
+ 4] == 0.0f
)
1081 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1082 if(patch
->mem
[i
+ 5] == 0.0f
)
1083 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1084 normalize_normal(patch
->mem
+ i
+ 3);
1085 i
+= d3d_out_vertex_size
;
1089 glDisable(GL_MAP2_VERTEX_3
);
1090 glDisable(GL_AUTO_NORMAL
);
1091 glDisable(GL_MAP2_NORMAL
);
1092 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1093 checkGLcall("glDisable vertex attrib generation");
1096 context_release(context
);
1098 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1100 vtxStride
= 3 * sizeof(float);
1101 if(patch
->has_normals
) {
1102 vtxStride
+= 3 * sizeof(float);
1104 if(patch
->has_texcoords
) {
1105 vtxStride
+= 4 * sizeof(float);
1107 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1108 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1109 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1110 patch
->strided
.position
.dwStride
= vtxStride
;
1112 if(patch
->has_normals
) {
1113 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1114 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1115 patch
->strided
.normal
.dwStride
= vtxStride
;
1117 if(patch
->has_texcoords
) {
1118 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1119 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1120 if(patch
->has_normals
) {
1121 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1123 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;