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(GLenum primitive_type
, UINT count
, UINT idx_size
, const void *idx_data
, UINT start_idx
)
40 glDrawElements(primitive_type
, count
,
41 idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
42 (const char *)idx_data
+ (idx_size
* start_idx
));
43 checkGLcall("glDrawElements");
47 glDrawArrays(primitive_type
, start_idx
, count
);
48 checkGLcall("glDrawArrays");
53 * Actually draw using the supplied information.
54 * Slower GL version which extracts info about each vertex in turn
57 /* GL locking is done by the caller */
58 static void drawStridedSlow(IWineD3DDeviceImpl
*device
, const struct wined3d_context
*context
,
59 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
60 const void *idxData
, UINT idxSize
, UINT startIdx
)
62 unsigned int textureNo
= 0;
63 const WORD
*pIdxBufS
= NULL
;
64 const DWORD
*pIdxBufL
= NULL
;
66 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
67 const struct wined3d_stream_state
*streams
= state
->streams
;
68 LONG SkipnStrides
= startIdx
+ state
->load_base_vertex_index
;
69 BOOL pixelShader
= use_ps(state
);
70 BOOL specular_fog
= FALSE
;
71 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
72 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
73 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
74 UINT texture_stages
= gl_info
->limits
.texture_stages
;
75 const struct wined3d_stream_info_element
*element
;
76 UINT num_untracked_materials
;
79 TRACE("Using slow vertex array code\n");
81 /* Variable Initialization */
84 /* Immediate mode drawing can't make use of indices in a vbo - get the
85 * data from the index buffer. If the index buffer has no vbo (not
86 * supported or other reason), or with user pointer drawing idxData
87 * will be non-NULL. */
89 idxData
= buffer_get_sysmem(state
->index_buffer
, gl_info
);
91 if (idxSize
== 2) pIdxBufS
= idxData
;
92 else pIdxBufL
= idxData
;
94 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
98 /* Start drawing in GL */
101 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
103 element
= &si
->elements
[WINED3D_FFP_POSITION
];
104 position
= element
->data
+ streams
[element
->stream_idx
].offset
;
107 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
109 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
110 normal
= element
->data
+ streams
[element
->stream_idx
].offset
;
117 num_untracked_materials
= context
->num_untracked_materials
;
118 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
120 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
121 diffuse
= element
->data
+ streams
[element
->stream_idx
].offset
;
123 if (num_untracked_materials
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
124 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format
->id
));
128 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
131 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
133 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
134 specular
= element
->data
+ streams
[element
->stream_idx
].offset
;
136 /* special case where the fog density is stored in the specular alpha channel */
137 if (state
->render_states
[WINED3DRS_FOGENABLE
]
138 && (state
->render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
139 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
140 && state
->render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
142 if (gl_info
->supported
[EXT_FOG_COORD
])
144 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
145 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format
->id
));
153 /* TODO: Use the fog table code from old ddraw */
154 FIXME("Implement fog for transformed vertices in software\n");
160 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
162 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
165 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
167 int coordIdx
= state
->texture_states
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
168 DWORD texture_idx
= device
->texUnitMap
[textureNo
];
170 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
172 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
176 if (!pixelShader
&& !state
->textures
[textureNo
]) continue;
178 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
182 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
185 else if (coordIdx
< 0)
187 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
191 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
193 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
194 texCoords
[coordIdx
] = element
->data
+ streams
[element
->stream_idx
].offset
;
195 tex_mask
|= (1 << textureNo
);
199 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
200 if (gl_info
->supported
[ARB_MULTITEXTURE
])
201 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
203 glTexCoord4f(0, 0, 0, 1);
207 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
208 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
211 /* For each primitive */
212 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
213 UINT texture
, tmp_tex_mask
;
214 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
215 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
218 /* For indexed data, we need to go a few more strides in */
221 /* Indexed so work out the number of strides to skip */
223 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
225 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
228 tmp_tex_mask
= tex_mask
;
229 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
235 if (!(tmp_tex_mask
& 1)) continue;
237 coord_idx
= state
->texture_states
[texture
][WINED3DTSS_TEXCOORDINDEX
];
238 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
240 texture_idx
= device
->texUnitMap
[texture
];
241 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
242 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
245 /* Diffuse -------------------------------- */
247 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
249 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptrToCoords
);
250 if (num_untracked_materials
)
252 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
256 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
257 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
258 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
259 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
261 for (i
= 0; i
< num_untracked_materials
; ++i
)
263 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
268 /* Specular ------------------------------- */
270 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
272 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptrToCoords
);
276 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
277 GL_EXTCALL(glFogCoordfEXT(specularColor
>> 24));
281 /* Normal -------------------------------- */
284 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
285 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptrToCoords
);
288 /* Position -------------------------------- */
290 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
291 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptrToCoords
);
294 /* For non indexed mode, step onto next parts */
295 if (!idxData
) ++SkipnStrides
;
299 checkGLcall("glEnd and previous calls");
302 /* GL locking is done by the caller */
303 static inline void send_attribute(const struct wined3d_gl_info
*gl_info
,
304 enum wined3d_format_id format
, const UINT index
, const void *ptr
)
308 case WINED3DFMT_R32_FLOAT
:
309 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
311 case WINED3DFMT_R32G32_FLOAT
:
312 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
314 case WINED3DFMT_R32G32B32_FLOAT
:
315 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
317 case WINED3DFMT_R32G32B32A32_FLOAT
:
318 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
321 case WINED3DFMT_R8G8B8A8_UINT
:
322 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
324 case WINED3DFMT_B8G8R8A8_UNORM
:
325 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
327 const DWORD
*src
= ptr
;
328 DWORD c
= *src
& 0xff00ff00;
329 c
|= (*src
& 0xff0000) >> 16;
330 c
|= (*src
& 0xff) << 16;
331 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
334 /* else fallthrough */
335 case WINED3DFMT_R8G8B8A8_UNORM
:
336 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
339 case WINED3DFMT_R16G16_SINT
:
340 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
342 case WINED3DFMT_R16G16B16A16_SINT
:
343 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
346 case WINED3DFMT_R16G16_SNORM
:
348 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
349 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
352 case WINED3DFMT_R16G16_UNORM
:
354 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
355 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
358 case WINED3DFMT_R16G16B16A16_SNORM
:
359 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
361 case WINED3DFMT_R16G16B16A16_UNORM
:
362 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
365 case WINED3DFMT_R10G10B10A2_UINT
:
366 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
367 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
369 case WINED3DFMT_R10G10B10A2_SNORM
:
370 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
371 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
374 case WINED3DFMT_R16G16_FLOAT
:
375 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
376 * byte float according to the IEEE standard
378 if (gl_info
->supported
[NV_HALF_FLOAT
])
380 /* Not supported by GL_ARB_half_float_vertex */
381 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
385 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
386 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
387 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
390 case WINED3DFMT_R16G16B16A16_FLOAT
:
391 if (gl_info
->supported
[NV_HALF_FLOAT
])
393 /* Not supported by GL_ARB_half_float_vertex */
394 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
398 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
399 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
400 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
401 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
402 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
407 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
412 /* GL locking is done by the caller */
413 static void drawStridedSlowVs(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
414 const struct wined3d_stream_info
*si
, UINT numberOfVertices
, GLenum glPrimitiveType
,
415 const void *idxData
, UINT idxSize
, UINT startIdx
)
417 LONG SkipnStrides
= startIdx
+ state
->load_base_vertex_index
;
418 const DWORD
*pIdxBufL
= NULL
;
419 const WORD
*pIdxBufS
= NULL
;
426 /* Immediate mode drawing can't make use of indices in a vbo - get the
427 * data from the index buffer. If the index buffer has no vbo (not
428 * supported or other reason), or with user pointer drawing idxData
429 * will be non-NULL. */
431 idxData
= buffer_get_sysmem(state
->index_buffer
, gl_info
);
433 if (idxSize
== 2) pIdxBufS
= idxData
;
434 else pIdxBufL
= idxData
;
435 } else if (idxData
) {
436 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
440 /* Start drawing in GL */
441 glBegin(glPrimitiveType
);
443 for (vx_index
= 0; vx_index
< numberOfVertices
; ++vx_index
)
447 /* Indexed so work out the number of strides to skip */
449 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
451 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
454 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
456 if (!(si
->use_map
& (1 << i
))) continue;
458 ptr
= si
->elements
[i
].data
+ si
->elements
[i
].stride
* SkipnStrides
459 + state
->streams
[si
->elements
[i
].stream_idx
].offset
;
461 send_attribute(gl_info
, si
->elements
[i
].format
->id
, i
, ptr
);
469 /* GL locking is done by the caller */
470 static void drawStridedInstanced(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
471 const struct wined3d_stream_info
*si
, UINT numberOfVertices
, GLenum glPrimitiveType
,
472 const void *idxData
, UINT idxSize
, UINT startIdx
)
474 UINT numInstances
= 0, i
;
475 int numInstancedAttribs
= 0, j
;
476 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
480 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
481 * We don't support this for now
483 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
484 * But the StreamSourceFreq value has a different meaning in that situation.
486 FIXME("Non-indexed instanced drawing is not supported\n");
490 /* First, figure out how many instances we have to draw */
491 for (i
= 0; i
< MAX_STREAMS
; ++i
)
493 /* Look at the streams and take the first one which matches */
494 if (state
->streams
[i
].buffer
495 && ((state
->streams
[i
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
496 || (state
->streams
[i
].flags
& WINED3DSTREAMSOURCE_INDEXEDDATA
)))
498 /* Use the specified number of instances from the first matched
499 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
500 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
501 numInstances
= state
->streams
[i
].frequency
? state
->streams
[i
].frequency
: 1;
506 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
508 if (!(si
->use_map
& (1 << i
))) continue;
510 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
512 instancedData
[numInstancedAttribs
] = i
;
513 numInstancedAttribs
++;
517 /* now draw numInstances instances :-) */
518 for(i
= 0; i
< numInstances
; i
++) {
519 /* Specify the instanced attributes using immediate mode calls */
520 for(j
= 0; j
< numInstancedAttribs
; j
++) {
521 const BYTE
*ptr
= si
->elements
[instancedData
[j
]].data
522 + si
->elements
[instancedData
[j
]].stride
* i
523 + state
->streams
[si
->elements
[instancedData
[j
]].stream_idx
].offset
;
524 if (si
->elements
[instancedData
[j
]].buffer_object
)
526 struct wined3d_buffer
*vb
= state
->streams
[si
->elements
[instancedData
[j
]].stream_idx
].buffer
;
527 ptr
+= (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
);
530 send_attribute(gl_info
, si
->elements
[instancedData
[j
]].format
->id
, instancedData
[j
], ptr
);
533 glDrawElements(glPrimitiveType
, numberOfVertices
, idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
,
534 (const char *)idxData
+(idxSize
* startIdx
));
535 checkGLcall("glDrawElements");
539 static void remove_vbos(const struct wined3d_gl_info
*gl_info
,
540 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
544 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
546 struct wined3d_stream_info_element
*e
;
548 if (!(s
->use_map
& (1 << i
))) continue;
551 if (e
->buffer_object
)
553 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
554 e
->buffer_object
= 0;
555 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
560 /* Routine common to the draw primitive and draw indexed primitive routines */
561 void drawPrimitive(IWineD3DDeviceImpl
*device
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
563 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
564 struct wined3d_context
*context
;
567 if (!index_count
) return;
569 if (state
->render_states
[WINED3DRS_COLORWRITEENABLE
])
571 /* Invalidate the back buffer memory so LockRect will read it the next time */
572 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
574 IWineD3DSurfaceImpl
*target
= device
->render_targets
[i
];
577 surface_load_location(target
, SFLAG_INDRAWABLE
, NULL
);
578 surface_modify_location(target
, SFLAG_INDRAWABLE
, TRUE
);
583 /* Signals other modules that a drawing is in progress and the stateblock finalized */
584 device
->isInDraw
= TRUE
;
586 context
= context_acquire(device
, device
->render_targets
[0]);
589 context_release(context
);
590 WARN("Invalid context, skipping draw.\n");
594 if (!context_apply_draw_state(context
, device
))
596 context_release(context
);
597 WARN("Unable to apply draw state, skipping draw.\n");
601 if (device
->depth_stencil
)
603 /* Note that this depends on the context_acquire() call above to set
604 * context->render_offscreen properly. We don't currently take the
605 * Z-compare function into account, but we could skip loading the
606 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
607 * that we never copy the stencil data.*/
608 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
609 if (state
->render_states
[WINED3DRS_ZWRITEENABLE
] || state
->render_states
[WINED3DRS_ZENABLE
])
611 IWineD3DSurfaceImpl
*ds
= device
->depth_stencil
;
612 RECT current_rect
, draw_rect
, r
;
614 if (location
== SFLAG_DS_ONSCREEN
&& ds
!= device
->onscreen_depth_stencil
)
615 device_switch_onscreen_ds(device
, context
, ds
);
617 if (ds
->flags
& location
)
618 SetRect(¤t_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
620 SetRectEmpty(¤t_rect
);
622 device_get_draw_rect(device
, &draw_rect
);
624 IntersectRect(&r
, &draw_rect
, ¤t_rect
);
625 if (!EqualRect(&r
, &draw_rect
))
626 surface_load_ds_location(ds
, context
, location
);
628 if (state
->render_states
[WINED3DRS_ZWRITEENABLE
])
630 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
631 surface_modify_location(ds
, SFLAG_INDRAWABLE
, TRUE
);
636 if ((!context
->gl_info
->supported
[WINED3D_GL_VERSION_2_0
]
637 || (!glPointParameteri
&& !context
->gl_info
->supported
[NV_POINT_SPRITE
]))
638 && context
->render_offscreen
639 && state
->render_states
[WINED3DRS_POINTSPRITEENABLE
]
640 && state
->gl_primitive_type
== GL_POINTS
)
642 FIXME("Point sprite coordinate origin switching not supported.\n");
645 /* Ok, we will be updating the screen from here onwards so grab the lock */
648 GLenum glPrimType
= state
->gl_primitive_type
;
649 BOOL emulation
= FALSE
;
650 const struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
651 struct wined3d_stream_info stridedlcl
;
655 if (!stream_info
->position_transformed
&& context
->num_untracked_materials
656 && state
->render_states
[WINED3DRS_LIGHTING
])
660 FIXME("Using software emulation because not all material properties could be tracked\n");
663 TRACE("Using software emulation because not all material properties could be tracked\n");
667 else if (context
->fog_coord
&& state
->render_states
[WINED3DRS_FOGENABLE
])
669 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
670 * to a float in the vertex buffer
674 FIXME("Using software emulation because manual fog coordinates are provided\n");
677 TRACE("Using software emulation because manual fog coordinates are provided\n");
683 stream_info
= &stridedlcl
;
684 memcpy(&stridedlcl
, &device
->strided_streams
, sizeof(stridedlcl
));
685 remove_vbos(context
->gl_info
, state
, &stridedlcl
);
689 if (device
->useDrawStridedSlow
|| emulation
)
691 /* Immediate mode drawing */
696 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
699 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
701 drawStridedSlowVs(context
->gl_info
, state
, stream_info
,
702 index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
706 drawStridedSlow(device
, context
, stream_info
, index_count
,
707 glPrimType
, idxData
, idxSize
, StartIdx
);
710 else if (device
->instancedDraw
)
712 /* Instancing emulation with mixing immediate mode and arrays */
713 drawStridedInstanced(context
->gl_info
, state
, stream_info
,
714 index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
718 drawStridedFast(glPrimType
, index_count
, idxSize
, idxData
, StartIdx
);
722 /* Finished updating the screen, restore lock */
725 for(i
= 0; i
< device
->num_buffer_queries
; ++i
)
727 wined3d_event_query_issue(device
->buffer_queries
[i
], device
);
730 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
732 context_release(context
);
734 TRACE("Done all gl drawing\n");
736 /* Control goes back to the device, stateblock values may change again */
737 device
->isInDraw
= FALSE
;
740 static void normalize_normal(float *n
) {
741 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
742 if (length
== 0.0f
) return;
743 length
= sqrtf(length
);
744 n
[0] = n
[0] / length
;
745 n
[1] = n
[1] / length
;
746 n
[2] = n
[2] / length
;
749 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
751 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
752 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
753 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
754 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
757 * To read back, the opengl feedback mode is used. This creates a problem because we want
758 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
759 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
760 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
761 * them to [-1.0;+1.0] and set the viewport up to scale them back.
763 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
764 * resulting colors back to the normals.
766 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
767 * does not restore it because normally a draw follows immediately afterwards. The caller is
768 * responsible of taking care that either the gl states are restored, or the context activated
769 * for drawing to reset the lastWasBlit flag.
771 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
,
772 struct WineD3DRectPatch
*patch
) {
773 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
774 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
775 struct wined3d_stream_info stream_info
;
776 struct wined3d_stream_info_element
*e
;
777 struct wined3d_context
*context
;
779 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
781 GLenum feedback_type
;
784 /* Simply activate the context for blitting. This disables all the things we don't want and
785 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
786 * patch (as opposed to normal draws) will most likely need different changes anyway. */
787 context
= context_acquire(This
, NULL
);
788 context_apply_blit_state(context
, This
);
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
= This
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
799 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
->gl_info
));
801 vtxStride
= e
->stride
;
803 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
804 vtxStride
* info
->StartVertexOffsetWidth
;
806 /* Not entirely sure about what happens with transformed vertices */
807 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
809 if(vtxStride
% sizeof(GLfloat
)) {
810 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
811 * I don't see how the stride could not be a multiple of 4, but make sure
814 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
816 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
817 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
819 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
820 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
823 /* First, get the boundary cube of the input data */
824 for(j
= 0; j
< info
->Height
; j
++) {
825 for(i
= 0; i
< info
->Width
; i
++) {
826 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
827 if(fabs(v
[0]) > max_x
) max_x
= fabsf(v
[0]);
828 if(fabs(v
[1]) > max_y
) max_y
= fabsf(v
[1]);
829 if(fabs(v
[2]) > max_z
) max_z
= fabsf(v
[2]);
830 if(v
[2] < neg_z
) neg_z
= v
[2];
834 /* This needs some improvements in the vertex decl code */
835 FIXME("Cannot find data to generate. Only generating position and normals\n");
836 patch
->has_normals
= TRUE
;
837 patch
->has_texcoords
= FALSE
;
841 glMatrixMode(GL_PROJECTION
);
842 checkGLcall("glMatrixMode(GL_PROJECTION)");
844 checkGLcall("glLoadIdentity()");
845 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
846 glTranslatef(0.0f
, 0.0f
, 0.5f
);
847 checkGLcall("glScalef");
848 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
849 checkGLcall("glViewport");
851 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
852 * our feedback buffer parser
854 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
855 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
856 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
857 if(patch
->has_normals
) {
858 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
859 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
860 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
861 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
862 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
863 glEnable(GL_LIGHTING
);
864 checkGLcall("glEnable(GL_LIGHTING)");
865 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
866 checkGLcall("glLightModel for MODEL_AMBIENT");
867 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
869 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
871 glDisable(GL_LIGHT0
+ i
);
872 checkGLcall("glDisable(GL_LIGHT0 + i)");
873 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(i
));
876 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(0));
877 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
878 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
879 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
880 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
882 checkGLcall("Setting up light 1");
883 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(1));
884 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
885 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
886 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
887 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
889 checkGLcall("Setting up light 2");
890 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_ACTIVELIGHT(2));
891 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
892 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
893 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
894 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
896 checkGLcall("Setting up light 3");
898 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_MATERIAL
);
899 IWineD3DDeviceImpl_MarkStateDirty(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
900 glDisable(GL_COLOR_MATERIAL
);
901 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
902 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
903 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
904 checkGLcall("Setting up materials");
907 /* Enable the needed maps.
908 * GL_MAP2_VERTEX_3 is needed for positional data.
909 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
910 * GL_MAP2_TEXTURE_COORD_4 for texture coords
912 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
913 out_vertex_size
= 3 /* position */;
914 d3d_out_vertex_size
= 3;
915 glEnable(GL_MAP2_VERTEX_3
);
916 if(patch
->has_normals
&& patch
->has_texcoords
) {
917 FIXME("Texcoords not handled yet\n");
918 feedback_type
= GL_3D_COLOR_TEXTURE
;
919 out_vertex_size
+= 8;
920 d3d_out_vertex_size
+= 7;
921 glEnable(GL_AUTO_NORMAL
);
922 glEnable(GL_MAP2_TEXTURE_COORD_4
);
923 } else if(patch
->has_texcoords
) {
924 FIXME("Texcoords not handled yet\n");
925 feedback_type
= GL_3D_COLOR_TEXTURE
;
926 out_vertex_size
+= 7;
927 d3d_out_vertex_size
+= 4;
928 glEnable(GL_MAP2_TEXTURE_COORD_4
);
929 } else if(patch
->has_normals
) {
930 feedback_type
= GL_3D_COLOR
;
931 out_vertex_size
+= 4;
932 d3d_out_vertex_size
+= 3;
933 glEnable(GL_AUTO_NORMAL
);
935 feedback_type
= GL_3D
;
937 checkGLcall("glEnable vertex attrib generation");
939 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
940 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
941 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
943 glMap2f(GL_MAP2_VERTEX_3
,
944 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
945 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
946 (const GLfloat
*)data
);
947 checkGLcall("glMap2f");
948 if(patch
->has_texcoords
) {
949 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
950 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
951 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
952 (const GLfloat
*)data
);
953 checkGLcall("glMap2f");
955 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
956 checkGLcall("glMapGrid2f");
958 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
959 checkGLcall("glFeedbackBuffer");
960 glRenderMode(GL_FEEDBACK
);
962 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
963 checkGLcall("glEvalMesh2");
965 i
= glRenderMode(GL_RENDER
);
968 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
969 HeapFree(GetProcessHeap(), 0, feedbuffer
);
970 context_release(context
);
971 return WINED3DERR_DRIVERINTERNALERROR
;
972 } else if(i
!= buffer_size
) {
974 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
975 HeapFree(GetProcessHeap(), 0, feedbuffer
);
976 context_release(context
);
977 return WINED3DERR_DRIVERINTERNALERROR
;
979 TRACE("Got %d elements as expected\n", i
);
982 HeapFree(GetProcessHeap(), 0, patch
->mem
);
983 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
985 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
986 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
987 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
990 if(feedbuffer
[j
+ 1] != 3) {
991 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
994 /* Somehow there are different ideas about back / front facing, so fix up the
997 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
998 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
999 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1000 if(patch
->has_normals
) {
1001 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1002 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1003 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1005 i
+= d3d_out_vertex_size
;
1007 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1008 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1009 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1010 if(patch
->has_normals
) {
1011 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1012 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1013 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1015 i
+= d3d_out_vertex_size
;
1017 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1018 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1019 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1020 if(patch
->has_normals
) {
1021 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1022 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1023 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1025 i
+= d3d_out_vertex_size
;
1028 if(patch
->has_normals
) {
1029 /* Now do the same with reverse light directions */
1030 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1031 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1032 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1033 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1034 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1035 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1036 checkGLcall("Setting up reverse light directions");
1038 glRenderMode(GL_FEEDBACK
);
1039 checkGLcall("glRenderMode(GL_FEEDBACK)");
1040 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1041 checkGLcall("glEvalMesh2");
1042 i
= glRenderMode(GL_RENDER
);
1043 checkGLcall("glRenderMode(GL_RENDER)");
1046 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1047 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1048 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1051 if(feedbuffer
[j
+ 1] != 3) {
1052 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1055 if(patch
->mem
[i
+ 3] == 0.0f
)
1056 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1057 if(patch
->mem
[i
+ 4] == 0.0f
)
1058 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1059 if(patch
->mem
[i
+ 5] == 0.0f
)
1060 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1061 normalize_normal(patch
->mem
+ i
+ 3);
1062 i
+= d3d_out_vertex_size
;
1064 if(patch
->mem
[i
+ 3] == 0.0f
)
1065 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1066 if(patch
->mem
[i
+ 4] == 0.0f
)
1067 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1068 if(patch
->mem
[i
+ 5] == 0.0f
)
1069 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1070 normalize_normal(patch
->mem
+ i
+ 3);
1071 i
+= d3d_out_vertex_size
;
1073 if(patch
->mem
[i
+ 3] == 0.0f
)
1074 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1075 if(patch
->mem
[i
+ 4] == 0.0f
)
1076 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1077 if(patch
->mem
[i
+ 5] == 0.0f
)
1078 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1079 normalize_normal(patch
->mem
+ i
+ 3);
1080 i
+= d3d_out_vertex_size
;
1084 glDisable(GL_MAP2_VERTEX_3
);
1085 glDisable(GL_AUTO_NORMAL
);
1086 glDisable(GL_MAP2_NORMAL
);
1087 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1088 checkGLcall("glDisable vertex attrib generation");
1091 context_release(context
);
1093 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1095 vtxStride
= 3 * sizeof(float);
1096 if(patch
->has_normals
) {
1097 vtxStride
+= 3 * sizeof(float);
1099 if(patch
->has_texcoords
) {
1100 vtxStride
+= 4 * sizeof(float);
1102 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1103 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1104 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1105 patch
->strided
.position
.dwStride
= vtxStride
;
1107 if(patch
->has_normals
) {
1108 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1109 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1110 patch
->strided
.normal
.dwStride
= vtxStride
;
1112 if(patch
->has_texcoords
) {
1113 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1114 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1115 if(patch
->has_normals
) {
1116 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1118 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;