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(const struct wined3d_gl_info
*gl_info
, GLenum primitive_type
, UINT count
, UINT idx_size
,
37 const void *idx_data
, UINT start_idx
, INT base_vertex_index
)
41 GLenum idxtype
= idx_size
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
42 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
44 GL_EXTCALL(glDrawElementsBaseVertex(primitive_type
, count
, idxtype
,
45 (const char *)idx_data
+ (idx_size
* start_idx
), base_vertex_index
));
46 checkGLcall("glDrawElementsBaseVertex");
50 glDrawElements(primitive_type
, count
,
51 idxtype
, (const char *)idx_data
+ (idx_size
* start_idx
));
52 checkGLcall("glDrawElements");
57 glDrawArrays(primitive_type
, start_idx
, count
);
58 checkGLcall("glDrawArrays");
63 * Actually draw using the supplied information.
64 * Slower GL version which extracts info about each vertex in turn
67 /* GL locking is done by the caller */
68 static void drawStridedSlow(struct wined3d_device
*device
, const struct wined3d_context
*context
,
69 const struct wined3d_stream_info
*si
, UINT NumVertexes
, GLenum glPrimType
,
70 const void *idxData
, UINT idxSize
, UINT startIdx
)
72 unsigned int textureNo
= 0;
73 const WORD
*pIdxBufS
= NULL
;
74 const DWORD
*pIdxBufL
= NULL
;
76 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
77 const struct wined3d_stream_state
*streams
= state
->streams
;
78 LONG SkipnStrides
= startIdx
;
79 BOOL pixelShader
= use_ps(state
);
80 BOOL specular_fog
= FALSE
;
81 const BYTE
*texCoords
[WINED3DDP_MAXTEXCOORD
];
82 const BYTE
*diffuse
= NULL
, *specular
= NULL
, *normal
= NULL
, *position
= NULL
;
83 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
84 UINT texture_stages
= gl_info
->limits
.texture_stages
;
85 const struct wined3d_stream_info_element
*element
;
86 UINT num_untracked_materials
;
89 TRACE("Using slow vertex array code\n");
91 /* Variable Initialization */
94 /* Immediate mode drawing can't make use of indices in a vbo - get the
95 * data from the index buffer. If the index buffer has no vbo (not
96 * supported or other reason), or with user pointer drawing idxData
97 * will be non-NULL. */
99 idxData
= buffer_get_sysmem(state
->index_buffer
, gl_info
);
101 if (idxSize
== 2) pIdxBufS
= idxData
;
102 else pIdxBufL
= idxData
;
103 } else if (idxData
) {
104 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
108 /* Start drawing in GL */
111 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
113 element
= &si
->elements
[WINED3D_FFP_POSITION
];
114 position
= element
->data
.addr
+ streams
[element
->stream_idx
].offset
;
117 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
119 element
= &si
->elements
[WINED3D_FFP_NORMAL
];
120 normal
= element
->data
.addr
+ streams
[element
->stream_idx
].offset
;
127 num_untracked_materials
= context
->num_untracked_materials
;
128 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
130 element
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
131 diffuse
= element
->data
.addr
+ streams
[element
->stream_idx
].offset
;
133 if (num_untracked_materials
&& element
->format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
134 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element
->format
->id
));
138 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
141 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
143 element
= &si
->elements
[WINED3D_FFP_SPECULAR
];
144 specular
= element
->data
.addr
+ streams
[element
->stream_idx
].offset
;
146 /* special case where the fog density is stored in the specular alpha channel */
147 if (state
->render_states
[WINED3DRS_FOGENABLE
]
148 && (state
->render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
149 || si
->elements
[WINED3D_FFP_POSITION
].format
->id
== WINED3DFMT_R32G32B32A32_FLOAT
)
150 && state
->render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
152 if (gl_info
->supported
[EXT_FOG_COORD
])
154 if (element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
) specular_fog
= TRUE
;
155 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element
->format
->id
));
163 /* TODO: Use the fog table code from old ddraw */
164 FIXME("Implement fog for transformed vertices in software\n");
170 else if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
172 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
175 for (textureNo
= 0; textureNo
< texture_stages
; ++textureNo
)
177 int coordIdx
= state
->texture_states
[textureNo
][WINED3DTSS_TEXCOORDINDEX
];
178 DWORD texture_idx
= device
->texUnitMap
[textureNo
];
180 if (!gl_info
->supported
[ARB_MULTITEXTURE
] && textureNo
> 0)
182 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
186 if (!pixelShader
&& !state
->textures
[textureNo
]) continue;
188 if (texture_idx
== WINED3D_UNMAPPED_STAGE
) continue;
192 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo
);
195 else if (coordIdx
< 0)
197 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo
, coordIdx
);
201 if (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
)))
203 element
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
204 texCoords
[coordIdx
] = element
->data
.addr
+ streams
[element
->stream_idx
].offset
;
205 tex_mask
|= (1 << textureNo
);
209 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo
);
210 if (gl_info
->supported
[ARB_MULTITEXTURE
])
211 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ texture_idx
, 0, 0, 0, 1));
213 glTexCoord4f(0, 0, 0, 1);
217 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
218 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
221 /* For each primitive */
222 for (vx_index
= 0; vx_index
< NumVertexes
; ++vx_index
) {
223 UINT texture
, tmp_tex_mask
;
224 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
225 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
228 /* For indexed data, we need to go a few more strides in */
231 /* Indexed so work out the number of strides to skip */
233 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + state
->base_vertex_index
;
235 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + state
->base_vertex_index
;
238 tmp_tex_mask
= tex_mask
;
239 for (texture
= 0; tmp_tex_mask
; tmp_tex_mask
>>= 1, ++texture
)
245 if (!(tmp_tex_mask
& 1)) continue;
247 coord_idx
= state
->texture_states
[texture
][WINED3DTSS_TEXCOORDINDEX
];
248 ptr
= texCoords
[coord_idx
] + (SkipnStrides
* si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].stride
);
250 texture_idx
= device
->texUnitMap
[texture
];
251 multi_texcoord_funcs
[si
->elements
[WINED3D_FFP_TEXCOORD0
+ coord_idx
].format
->emit_idx
](
252 GL_TEXTURE0_ARB
+ texture_idx
, ptr
);
255 /* Diffuse -------------------------------- */
257 const void *ptrToCoords
= diffuse
+ SkipnStrides
* si
->elements
[WINED3D_FFP_DIFFUSE
].stride
;
259 diffuse_funcs
[si
->elements
[WINED3D_FFP_DIFFUSE
].format
->emit_idx
](ptrToCoords
);
260 if (num_untracked_materials
)
262 DWORD diffuseColor
= ((const DWORD
*)ptrToCoords
)[0];
266 color
[0] = D3DCOLOR_B_R(diffuseColor
) / 255.0f
;
267 color
[1] = D3DCOLOR_B_G(diffuseColor
) / 255.0f
;
268 color
[2] = D3DCOLOR_B_B(diffuseColor
) / 255.0f
;
269 color
[3] = D3DCOLOR_B_A(diffuseColor
) / 255.0f
;
271 for (i
= 0; i
< num_untracked_materials
; ++i
)
273 glMaterialfv(GL_FRONT_AND_BACK
, context
->untracked_materials
[i
], color
);
278 /* Specular ------------------------------- */
280 const void *ptrToCoords
= specular
+ SkipnStrides
* si
->elements
[WINED3D_FFP_SPECULAR
].stride
;
282 specular_funcs
[si
->elements
[WINED3D_FFP_SPECULAR
].format
->emit_idx
](ptrToCoords
);
286 DWORD specularColor
= *(const DWORD
*)ptrToCoords
;
287 GL_EXTCALL(glFogCoordfEXT((float) (specularColor
>> 24)));
291 /* Normal -------------------------------- */
294 const void *ptrToCoords
= normal
+ SkipnStrides
* si
->elements
[WINED3D_FFP_NORMAL
].stride
;
295 normal_funcs
[si
->elements
[WINED3D_FFP_NORMAL
].format
->emit_idx
](ptrToCoords
);
298 /* Position -------------------------------- */
300 const void *ptrToCoords
= position
+ SkipnStrides
* si
->elements
[WINED3D_FFP_POSITION
].stride
;
301 position_funcs
[si
->elements
[WINED3D_FFP_POSITION
].format
->emit_idx
](ptrToCoords
);
304 /* For non indexed mode, step onto next parts */
305 if (!idxData
) ++SkipnStrides
;
309 checkGLcall("glEnd and previous calls");
312 /* GL locking is done by the caller */
313 static inline void send_attribute(const struct wined3d_gl_info
*gl_info
,
314 enum wined3d_format_id format
, const UINT index
, const void *ptr
)
318 case WINED3DFMT_R32_FLOAT
:
319 GL_EXTCALL(glVertexAttrib1fvARB(index
, ptr
));
321 case WINED3DFMT_R32G32_FLOAT
:
322 GL_EXTCALL(glVertexAttrib2fvARB(index
, ptr
));
324 case WINED3DFMT_R32G32B32_FLOAT
:
325 GL_EXTCALL(glVertexAttrib3fvARB(index
, ptr
));
327 case WINED3DFMT_R32G32B32A32_FLOAT
:
328 GL_EXTCALL(glVertexAttrib4fvARB(index
, ptr
));
331 case WINED3DFMT_R8G8B8A8_UINT
:
332 GL_EXTCALL(glVertexAttrib4ubvARB(index
, ptr
));
334 case WINED3DFMT_B8G8R8A8_UNORM
:
335 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
337 const DWORD
*src
= ptr
;
338 DWORD c
= *src
& 0xff00ff00;
339 c
|= (*src
& 0xff0000) >> 16;
340 c
|= (*src
& 0xff) << 16;
341 GL_EXTCALL(glVertexAttrib4NubvARB(index
, (GLubyte
*)&c
));
344 /* else fallthrough */
345 case WINED3DFMT_R8G8B8A8_UNORM
:
346 GL_EXTCALL(glVertexAttrib4NubvARB(index
, ptr
));
349 case WINED3DFMT_R16G16_SINT
:
350 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
352 case WINED3DFMT_R16G16B16A16_SINT
:
353 GL_EXTCALL(glVertexAttrib4svARB(index
, ptr
));
356 case WINED3DFMT_R16G16_SNORM
:
358 GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
359 GL_EXTCALL(glVertexAttrib4NsvARB(index
, s
));
362 case WINED3DFMT_R16G16_UNORM
:
364 GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
365 GL_EXTCALL(glVertexAttrib4NusvARB(index
, s
));
368 case WINED3DFMT_R16G16B16A16_SNORM
:
369 GL_EXTCALL(glVertexAttrib4NsvARB(index
, ptr
));
371 case WINED3DFMT_R16G16B16A16_UNORM
:
372 GL_EXTCALL(glVertexAttrib4NusvARB(index
, ptr
));
375 case WINED3DFMT_R10G10B10A2_UINT
:
376 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
377 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
379 case WINED3DFMT_R10G10B10A2_SNORM
:
380 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
381 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
384 case WINED3DFMT_R16G16_FLOAT
:
385 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
386 * byte float according to the IEEE standard
388 if (gl_info
->supported
[NV_HALF_FLOAT
])
390 /* Not supported by GL_ARB_half_float_vertex */
391 GL_EXTCALL(glVertexAttrib2hvNV(index
, ptr
));
395 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
396 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
397 GL_EXTCALL(glVertexAttrib2fARB(index
, x
, y
));
400 case WINED3DFMT_R16G16B16A16_FLOAT
:
401 if (gl_info
->supported
[NV_HALF_FLOAT
])
403 /* Not supported by GL_ARB_half_float_vertex */
404 GL_EXTCALL(glVertexAttrib4hvNV(index
, ptr
));
408 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
409 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
410 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
411 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
412 GL_EXTCALL(glVertexAttrib4fARB(index
, x
, y
, z
, w
));
417 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format
));
422 /* GL locking is done by the caller */
423 static void drawStridedSlowVs(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
424 const struct wined3d_stream_info
*si
, UINT numberOfVertices
, GLenum glPrimitiveType
,
425 const void *idxData
, UINT idxSize
, UINT startIdx
)
427 LONG SkipnStrides
= startIdx
+ state
->load_base_vertex_index
;
428 const DWORD
*pIdxBufL
= NULL
;
429 const WORD
*pIdxBufS
= NULL
;
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(state
->index_buffer
, 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
)
457 /* Indexed so work out the number of strides to skip */
459 SkipnStrides
= pIdxBufS
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
461 SkipnStrides
= pIdxBufL
[startIdx
+ vx_index
] + state
->load_base_vertex_index
;
464 for (i
= MAX_ATTRIBS
- 1; i
>= 0; i
--)
466 if (!(si
->use_map
& (1 << i
))) continue;
468 ptr
= si
->elements
[i
].data
.addr
+ si
->elements
[i
].stride
* SkipnStrides
469 + state
->streams
[si
->elements
[i
].stream_idx
].offset
;
471 send_attribute(gl_info
, si
->elements
[i
].format
->id
, i
, ptr
);
479 /* GL locking is done by the caller */
480 static void drawStridedInstanced(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
481 const struct wined3d_stream_info
*si
, UINT numberOfVertices
, GLenum glPrimitiveType
,
482 const void *idxData
, UINT idxSize
, UINT startIdx
, UINT base_vertex_index
)
484 UINT numInstances
= 0, i
;
485 int numInstancedAttribs
= 0, j
;
486 UINT instancedData
[sizeof(si
->elements
) / sizeof(*si
->elements
) /* 16 */];
487 GLenum idxtype
= idxSize
== 2 ? GL_UNSIGNED_SHORT
: GL_UNSIGNED_INT
;
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 /* First, figure out how many instances we have to draw */
502 for (i
= 0; i
< MAX_STREAMS
; ++i
)
504 /* Look at the streams and take the first one which matches */
505 if (state
->streams
[i
].buffer
506 && ((state
->streams
[i
].flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
507 || (state
->streams
[i
].flags
& WINED3DSTREAMSOURCE_INDEXEDDATA
)))
509 /* Use the specified number of instances from the first matched
510 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
511 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
512 numInstances
= state
->streams
[i
].frequency
? state
->streams
[i
].frequency
: 1;
517 for (i
= 0; i
< sizeof(si
->elements
) / sizeof(*si
->elements
); ++i
)
519 if (!(si
->use_map
& (1 << i
))) continue;
521 if (state
->streams
[si
->elements
[i
].stream_idx
].flags
& 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
.addr
533 + si
->elements
[instancedData
[j
]].stride
* i
534 + state
->streams
[si
->elements
[instancedData
[j
]].stream_idx
].offset
;
535 if (si
->elements
[instancedData
[j
]].data
.buffer_object
)
537 struct wined3d_buffer
*vb
= state
->streams
[si
->elements
[instancedData
[j
]].stream_idx
].buffer
;
538 ptr
+= (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
);
541 send_attribute(gl_info
, si
->elements
[instancedData
[j
]].format
->id
, instancedData
[j
], ptr
);
544 if (gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
])
546 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType
, numberOfVertices
, idxtype
,
547 (const char *)idxData
+(idxSize
* startIdx
), base_vertex_index
));
548 checkGLcall("glDrawElementsBaseVertex");
552 glDrawElements(glPrimitiveType
, numberOfVertices
, idxtype
,
553 (const char *)idxData
+(idxSize
* startIdx
));
554 checkGLcall("glDrawElements");
559 static void remove_vbos(const struct wined3d_gl_info
*gl_info
,
560 const struct wined3d_state
*state
, struct wined3d_stream_info
*s
)
564 for (i
= 0; i
< (sizeof(s
->elements
) / sizeof(*s
->elements
)); ++i
)
566 struct wined3d_stream_info_element
*e
;
568 if (!(s
->use_map
& (1 << i
))) continue;
571 if (e
->data
.buffer_object
)
573 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
574 e
->data
.buffer_object
= 0;
575 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
580 /* Routine common to the draw primitive and draw indexed primitive routines */
581 void drawPrimitive(struct wined3d_device
*device
, UINT index_count
, UINT StartIdx
, UINT idxSize
, const void *idxData
)
583 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
584 struct wined3d_context
*context
;
587 if (!index_count
) return;
589 if (state
->render_states
[WINED3DRS_COLORWRITEENABLE
])
591 /* Invalidate the back buffer memory so LockRect will read it the next time */
592 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
594 struct wined3d_surface
*target
= device
->fb
.render_targets
[i
];
597 surface_load_location(target
, SFLAG_INDRAWABLE
, NULL
);
598 surface_modify_location(target
, SFLAG_INDRAWABLE
, TRUE
);
603 /* Signals other modules that a drawing is in progress and the stateblock finalized */
604 device
->isInDraw
= TRUE
;
606 context
= context_acquire(device
, device
->fb
.render_targets
[0]);
609 context_release(context
);
610 WARN("Invalid context, skipping draw.\n");
614 if (!context_apply_draw_state(context
, device
))
616 context_release(context
);
617 WARN("Unable to apply draw state, skipping draw.\n");
621 if (device
->fb
.depth_stencil
)
623 /* Note that this depends on the context_acquire() call above to set
624 * context->render_offscreen properly. We don't currently take the
625 * Z-compare function into account, but we could skip loading the
626 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
627 * that we never copy the stencil data.*/
628 DWORD location
= context
->render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
629 if (state
->render_states
[WINED3DRS_ZWRITEENABLE
] || state
->render_states
[WINED3DRS_ZENABLE
])
631 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
632 RECT current_rect
, draw_rect
, r
;
634 if (location
== SFLAG_DS_ONSCREEN
&& ds
!= device
->onscreen_depth_stencil
)
635 device_switch_onscreen_ds(device
, context
, ds
);
637 if (ds
->flags
& location
)
638 SetRect(¤t_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
640 SetRectEmpty(¤t_rect
);
642 wined3d_get_draw_rect(state
, &draw_rect
);
644 IntersectRect(&r
, &draw_rect
, ¤t_rect
);
645 if (!EqualRect(&r
, &draw_rect
))
646 surface_load_ds_location(ds
, context
, location
);
648 if (state
->render_states
[WINED3DRS_ZWRITEENABLE
])
650 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
651 surface_modify_location(ds
, SFLAG_INDRAWABLE
, TRUE
);
656 if ((!context
->gl_info
->supported
[WINED3D_GL_VERSION_2_0
]
657 || (!glPointParameteri
&& !context
->gl_info
->supported
[NV_POINT_SPRITE
]))
658 && context
->render_offscreen
659 && state
->render_states
[WINED3DRS_POINTSPRITEENABLE
]
660 && state
->gl_primitive_type
== GL_POINTS
)
662 FIXME("Point sprite coordinate origin switching not supported.\n");
665 /* Ok, we will be updating the screen from here onwards so grab the lock */
668 GLenum glPrimType
= state
->gl_primitive_type
;
669 INT base_vertex_index
= state
->base_vertex_index
;
670 BOOL emulation
= FALSE
;
671 const struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
672 struct wined3d_stream_info stridedlcl
;
676 if (!stream_info
->position_transformed
&& context
->num_untracked_materials
677 && state
->render_states
[WINED3DRS_LIGHTING
])
681 FIXME("Using software emulation because not all material properties could be tracked\n");
684 TRACE("Using software emulation because not all material properties could be tracked\n");
688 else if (context
->fog_coord
&& state
->render_states
[WINED3DRS_FOGENABLE
])
690 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
691 * to a float in the vertex buffer
695 FIXME("Using software emulation because manual fog coordinates are provided\n");
698 TRACE("Using software emulation because manual fog coordinates are provided\n");
704 stream_info
= &stridedlcl
;
705 memcpy(&stridedlcl
, &device
->strided_streams
, sizeof(stridedlcl
));
706 remove_vbos(context
->gl_info
, state
, &stridedlcl
);
710 if (device
->useDrawStridedSlow
|| emulation
)
712 /* Immediate mode drawing */
717 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
720 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
722 drawStridedSlowVs(context
->gl_info
, state
, stream_info
,
723 index_count
, glPrimType
, idxData
, idxSize
, StartIdx
);
727 drawStridedSlow(device
, context
, stream_info
, index_count
,
728 glPrimType
, idxData
, idxSize
, StartIdx
);
731 else if (device
->instancedDraw
)
733 /* Instancing emulation with mixing immediate mode and arrays */
734 drawStridedInstanced(context
->gl_info
, state
, stream_info
,
735 index_count
, glPrimType
, idxData
, idxSize
, StartIdx
, base_vertex_index
);
739 drawStridedFast(context
->gl_info
, glPrimType
, index_count
, idxSize
, idxData
, StartIdx
, base_vertex_index
);
743 /* Finished updating the screen, restore lock */
746 for(i
= 0; i
< device
->num_buffer_queries
; ++i
)
748 wined3d_event_query_issue(device
->buffer_queries
[i
], device
);
751 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
753 context_release(context
);
755 TRACE("Done all gl drawing\n");
757 /* Control goes back to the device, stateblock values may change again */
758 device
->isInDraw
= FALSE
;
761 static void normalize_normal(float *n
) {
762 float length
= n
[0] * n
[0] + n
[1] * n
[1] + n
[2] * n
[2];
763 if (length
== 0.0f
) return;
764 length
= sqrtf(length
);
765 n
[0] = n
[0] / length
;
766 n
[1] = n
[1] / length
;
767 n
[2] = n
[2] / length
;
770 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
772 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
773 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
774 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
775 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
778 * To read back, the opengl feedback mode is used. This creates a problem because we want
779 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
780 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
781 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
782 * them to [-1.0;+1.0] and set the viewport up to scale them back.
784 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
785 * resulting colors back to the normals.
787 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
788 * does not restore it because normally a draw follows immediately afterwards. The caller is
789 * responsible of taking care that either the gl states are restored, or the context activated
790 * for drawing to reset the lastWasBlit flag.
792 HRESULT
tesselate_rectpatch(struct wined3d_device
*This
, struct WineD3DRectPatch
*patch
)
794 unsigned int i
, j
, num_quads
, out_vertex_size
, buffer_size
, d3d_out_vertex_size
;
795 float max_x
= 0.0f
, max_y
= 0.0f
, max_z
= 0.0f
, neg_z
= 0.0f
;
796 struct wined3d_stream_info stream_info
;
797 struct wined3d_stream_info_element
*e
;
798 struct wined3d_context
*context
;
800 const WINED3DRECTPATCH_INFO
*info
= &patch
->RectPatchInfo
;
802 GLenum feedback_type
;
805 /* Simply activate the context for blitting. This disables all the things we don't want and
806 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
807 * patch (as opposed to normal draws) will most likely need different changes anyway. */
808 context
= context_acquire(This
, NULL
);
809 context_apply_blit_state(context
, This
);
811 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
814 device_stream_info_from_declaration(This
, FALSE
, &stream_info
, NULL
);
816 e
= &stream_info
.elements
[WINED3D_FFP_POSITION
];
817 if (e
->data
.buffer_object
)
819 struct wined3d_buffer
*vb
= This
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
820 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
->gl_info
));
822 vtxStride
= e
->stride
;
823 data
= e
->data
.addr
+
824 vtxStride
* info
->Stride
* info
->StartVertexOffsetHeight
+
825 vtxStride
* info
->StartVertexOffsetWidth
;
827 /* Not entirely sure about what happens with transformed vertices */
828 if (stream_info
.position_transformed
) FIXME("Transformed position in rectpatch generation\n");
830 if(vtxStride
% sizeof(GLfloat
)) {
831 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
832 * I don't see how the stride could not be a multiple of 4, but make sure
835 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
837 if(info
->Basis
!= WINED3DBASIS_BEZIER
) {
838 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info
->Basis
));
840 if(info
->Degree
!= WINED3DDEGREE_CUBIC
) {
841 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info
->Degree
));
844 /* First, get the boundary cube of the input data */
845 for(j
= 0; j
< info
->Height
; j
++) {
846 for(i
= 0; i
< info
->Width
; i
++) {
847 const float *v
= (const float *)(data
+ vtxStride
* i
+ vtxStride
* info
->Stride
* j
);
848 if(fabs(v
[0]) > max_x
) max_x
= fabsf(v
[0]);
849 if(fabs(v
[1]) > max_y
) max_y
= fabsf(v
[1]);
850 if(fabs(v
[2]) > max_z
) max_z
= fabsf(v
[2]);
851 if(v
[2] < neg_z
) neg_z
= v
[2];
855 /* This needs some improvements in the vertex decl code */
856 FIXME("Cannot find data to generate. Only generating position and normals\n");
857 patch
->has_normals
= TRUE
;
858 patch
->has_texcoords
= FALSE
;
862 glMatrixMode(GL_PROJECTION
);
863 checkGLcall("glMatrixMode(GL_PROJECTION)");
865 checkGLcall("glLoadIdentity()");
866 glScalef(1.0f
/ (max_x
), 1.0f
/ (max_y
), max_z
== 0.0f
? 1.0f
: 1.0f
/ (2.0f
* max_z
));
867 glTranslatef(0.0f
, 0.0f
, 0.5f
);
868 checkGLcall("glScalef");
869 glViewport(-max_x
, -max_y
, 2 * (max_x
), 2 * (max_y
));
870 checkGLcall("glViewport");
872 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
873 * our feedback buffer parser
875 glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
876 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
877 device_invalidate_state(This
, STATE_RENDER(WINED3DRS_FILLMODE
));
878 if (patch
->has_normals
)
880 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
881 static const GLfloat red
[] = {1.0f
, 0.0f
, 0.0f
, 0.0f
};
882 static const GLfloat green
[] = {0.0f
, 1.0f
, 0.0f
, 0.0f
};
883 static const GLfloat blue
[] = {0.0f
, 0.0f
, 1.0f
, 0.0f
};
884 static const GLfloat white
[] = {1.0f
, 1.0f
, 1.0f
, 1.0f
};
885 glEnable(GL_LIGHTING
);
886 checkGLcall("glEnable(GL_LIGHTING)");
887 glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, black
);
888 checkGLcall("glLightModel for MODEL_AMBIENT");
889 device_invalidate_state(This
, STATE_RENDER(WINED3DRS_AMBIENT
));
891 for (i
= 3; i
< context
->gl_info
->limits
.lights
; ++i
)
893 glDisable(GL_LIGHT0
+ i
);
894 checkGLcall("glDisable(GL_LIGHT0 + i)");
895 device_invalidate_state(This
, STATE_ACTIVELIGHT(i
));
898 device_invalidate_state(This
, STATE_ACTIVELIGHT(0));
899 glLightfv(GL_LIGHT0
, GL_DIFFUSE
, red
);
900 glLightfv(GL_LIGHT0
, GL_SPECULAR
, black
);
901 glLightfv(GL_LIGHT0
, GL_AMBIENT
, black
);
902 glLightfv(GL_LIGHT0
, GL_POSITION
, red
);
904 checkGLcall("Setting up light 1");
905 device_invalidate_state(This
, STATE_ACTIVELIGHT(1));
906 glLightfv(GL_LIGHT1
, GL_DIFFUSE
, green
);
907 glLightfv(GL_LIGHT1
, GL_SPECULAR
, black
);
908 glLightfv(GL_LIGHT1
, GL_AMBIENT
, black
);
909 glLightfv(GL_LIGHT1
, GL_POSITION
, green
);
911 checkGLcall("Setting up light 2");
912 device_invalidate_state(This
, STATE_ACTIVELIGHT(2));
913 glLightfv(GL_LIGHT2
, GL_DIFFUSE
, blue
);
914 glLightfv(GL_LIGHT2
, GL_SPECULAR
, black
);
915 glLightfv(GL_LIGHT2
, GL_AMBIENT
, black
);
916 glLightfv(GL_LIGHT2
, GL_POSITION
, blue
);
918 checkGLcall("Setting up light 3");
920 device_invalidate_state(This
, STATE_MATERIAL
);
921 device_invalidate_state(This
, STATE_RENDER(WINED3DRS_COLORVERTEX
));
922 glDisable(GL_COLOR_MATERIAL
);
923 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, black
);
924 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, black
);
925 glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, white
);
926 checkGLcall("Setting up materials");
929 /* Enable the needed maps.
930 * GL_MAP2_VERTEX_3 is needed for positional data.
931 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
932 * GL_MAP2_TEXTURE_COORD_4 for texture coords
934 num_quads
= ceilf(patch
->numSegs
[0]) * ceilf(patch
->numSegs
[1]);
935 out_vertex_size
= 3 /* position */;
936 d3d_out_vertex_size
= 3;
937 glEnable(GL_MAP2_VERTEX_3
);
938 if(patch
->has_normals
&& patch
->has_texcoords
) {
939 FIXME("Texcoords not handled yet\n");
940 feedback_type
= GL_3D_COLOR_TEXTURE
;
941 out_vertex_size
+= 8;
942 d3d_out_vertex_size
+= 7;
943 glEnable(GL_AUTO_NORMAL
);
944 glEnable(GL_MAP2_TEXTURE_COORD_4
);
945 } else if(patch
->has_texcoords
) {
946 FIXME("Texcoords not handled yet\n");
947 feedback_type
= GL_3D_COLOR_TEXTURE
;
948 out_vertex_size
+= 7;
949 d3d_out_vertex_size
+= 4;
950 glEnable(GL_MAP2_TEXTURE_COORD_4
);
951 } else if(patch
->has_normals
) {
952 feedback_type
= GL_3D_COLOR
;
953 out_vertex_size
+= 4;
954 d3d_out_vertex_size
+= 3;
955 glEnable(GL_AUTO_NORMAL
);
957 feedback_type
= GL_3D
;
959 checkGLcall("glEnable vertex attrib generation");
961 buffer_size
= num_quads
* out_vertex_size
* 2 /* triangle list */ * 3 /* verts per tri */
962 + 4 * num_quads
/* 2 triangle markers per quad + num verts in tri */;
963 feedbuffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer_size
* sizeof(float) * 8);
965 glMap2f(GL_MAP2_VERTEX_3
,
966 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
967 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
968 (const GLfloat
*)data
);
969 checkGLcall("glMap2f");
970 if(patch
->has_texcoords
) {
971 glMap2f(GL_MAP2_TEXTURE_COORD_4
,
972 0.0f
, 1.0f
, vtxStride
/ sizeof(float), info
->Width
,
973 0.0f
, 1.0f
, info
->Stride
* vtxStride
/ sizeof(float), info
->Height
,
974 (const GLfloat
*)data
);
975 checkGLcall("glMap2f");
977 glMapGrid2f(ceilf(patch
->numSegs
[0]), 0.0f
, 1.0f
, ceilf(patch
->numSegs
[1]), 0.0f
, 1.0f
);
978 checkGLcall("glMapGrid2f");
980 glFeedbackBuffer(buffer_size
* 2, feedback_type
, feedbuffer
);
981 checkGLcall("glFeedbackBuffer");
982 glRenderMode(GL_FEEDBACK
);
984 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
985 checkGLcall("glEvalMesh2");
987 i
= glRenderMode(GL_RENDER
);
990 ERR("Feedback failed. Expected %d elements back\n", buffer_size
);
991 HeapFree(GetProcessHeap(), 0, feedbuffer
);
992 context_release(context
);
993 return WINED3DERR_DRIVERINTERNALERROR
;
994 } else if(i
!= buffer_size
) {
996 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size
, i
);
997 HeapFree(GetProcessHeap(), 0, feedbuffer
);
998 context_release(context
);
999 return WINED3DERR_DRIVERINTERNALERROR
;
1001 TRACE("Got %d elements as expected\n", i
);
1004 HeapFree(GetProcessHeap(), 0, patch
->mem
);
1005 patch
->mem
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, num_quads
* 6 * d3d_out_vertex_size
* sizeof(float) * 8);
1007 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1008 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1009 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1012 if(feedbuffer
[j
+ 1] != 3) {
1013 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1016 /* Somehow there are different ideas about back / front facing, so fix up the
1019 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 2 + 2]; /* x, triangle 2 */
1020 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 2 + 3]; /* y, triangle 2 */
1021 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 2 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 3 */
1022 if(patch
->has_normals
) {
1023 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1024 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1025 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1027 i
+= d3d_out_vertex_size
;
1029 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 1 + 2]; /* x, triangle 2 */
1030 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 1 + 3]; /* y, triangle 2 */
1031 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 1 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 2 */
1032 if(patch
->has_normals
) {
1033 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1034 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1035 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 1 + 7];
1037 i
+= d3d_out_vertex_size
;
1039 patch
->mem
[i
+ 0] = feedbuffer
[j
+ out_vertex_size
* 0 + 2]; /* x, triangle 1 */
1040 patch
->mem
[i
+ 1] = feedbuffer
[j
+ out_vertex_size
* 0 + 3]; /* y, triangle 1 */
1041 patch
->mem
[i
+ 2] = (feedbuffer
[j
+ out_vertex_size
* 0 + 4] - 0.5f
) * 4.0f
* max_z
; /* z, triangle 1 */
1042 if(patch
->has_normals
) {
1043 patch
->mem
[i
+ 3] = feedbuffer
[j
+ out_vertex_size
* 0 + 5];
1044 patch
->mem
[i
+ 4] = feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1045 patch
->mem
[i
+ 5] = feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1047 i
+= d3d_out_vertex_size
;
1050 if(patch
->has_normals
) {
1051 /* Now do the same with reverse light directions */
1052 static const GLfloat x
[] = {-1.0f
, 0.0f
, 0.0f
, 0.0f
};
1053 static const GLfloat y
[] = { 0.0f
, -1.0f
, 0.0f
, 0.0f
};
1054 static const GLfloat z
[] = { 0.0f
, 0.0f
, -1.0f
, 0.0f
};
1055 glLightfv(GL_LIGHT0
, GL_POSITION
, x
);
1056 glLightfv(GL_LIGHT1
, GL_POSITION
, y
);
1057 glLightfv(GL_LIGHT2
, GL_POSITION
, z
);
1058 checkGLcall("Setting up reverse light directions");
1060 glRenderMode(GL_FEEDBACK
);
1061 checkGLcall("glRenderMode(GL_FEEDBACK)");
1062 glEvalMesh2(GL_FILL
, 0, ceilf(patch
->numSegs
[0]), 0, ceilf(patch
->numSegs
[1]));
1063 checkGLcall("glEvalMesh2");
1064 i
= glRenderMode(GL_RENDER
);
1065 checkGLcall("glRenderMode(GL_RENDER)");
1068 for(j
= 0; j
< buffer_size
; j
+= (3 /* num verts */ * out_vertex_size
+ 2 /* tri marker */)) {
1069 if(feedbuffer
[j
] != GL_POLYGON_TOKEN
) {
1070 ERR("Unexpected token: %f\n", feedbuffer
[j
]);
1073 if(feedbuffer
[j
+ 1] != 3) {
1074 ERR("Unexpected polygon: %f corners\n", feedbuffer
[j
+ 1]);
1077 if(patch
->mem
[i
+ 3] == 0.0f
)
1078 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 2 + 5];
1079 if(patch
->mem
[i
+ 4] == 0.0f
)
1080 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 2 + 6];
1081 if(patch
->mem
[i
+ 5] == 0.0f
)
1082 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 2 + 7];
1083 normalize_normal(patch
->mem
+ i
+ 3);
1084 i
+= d3d_out_vertex_size
;
1086 if(patch
->mem
[i
+ 3] == 0.0f
)
1087 patch
->mem
[i
+ 3] = -feedbuffer
[j
+ out_vertex_size
* 1 + 5];
1088 if(patch
->mem
[i
+ 4] == 0.0f
)
1089 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 1 + 6];
1090 if(patch
->mem
[i
+ 5] == 0.0f
)
1091 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 1 + 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
* 0 + 5];
1097 if(patch
->mem
[i
+ 4] == 0.0f
)
1098 patch
->mem
[i
+ 4] = -feedbuffer
[j
+ out_vertex_size
* 0 + 6];
1099 if(patch
->mem
[i
+ 5] == 0.0f
)
1100 patch
->mem
[i
+ 5] = -feedbuffer
[j
+ out_vertex_size
* 0 + 7];
1101 normalize_normal(patch
->mem
+ i
+ 3);
1102 i
+= d3d_out_vertex_size
;
1106 glDisable(GL_MAP2_VERTEX_3
);
1107 glDisable(GL_AUTO_NORMAL
);
1108 glDisable(GL_MAP2_NORMAL
);
1109 glDisable(GL_MAP2_TEXTURE_COORD_4
);
1110 checkGLcall("glDisable vertex attrib generation");
1113 context_release(context
);
1115 HeapFree(GetProcessHeap(), 0, feedbuffer
);
1117 vtxStride
= 3 * sizeof(float);
1118 if(patch
->has_normals
) {
1119 vtxStride
+= 3 * sizeof(float);
1121 if(patch
->has_texcoords
) {
1122 vtxStride
+= 4 * sizeof(float);
1124 memset(&patch
->strided
, 0, sizeof(patch
->strided
));
1125 patch
->strided
.position
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1126 patch
->strided
.position
.lpData
= (BYTE
*) patch
->mem
;
1127 patch
->strided
.position
.dwStride
= vtxStride
;
1129 if(patch
->has_normals
) {
1130 patch
->strided
.normal
.format
= WINED3DFMT_R32G32B32_FLOAT
;
1131 patch
->strided
.normal
.lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1132 patch
->strided
.normal
.dwStride
= vtxStride
;
1134 if(patch
->has_texcoords
) {
1135 patch
->strided
.texCoords
[0].format
= WINED3DFMT_R32G32B32A32_FLOAT
;
1136 patch
->strided
.texCoords
[0].lpData
= (BYTE
*) patch
->mem
+ 3 * sizeof(float) /* pos */;
1137 if(patch
->has_normals
) {
1138 patch
->strided
.texCoords
[0].lpData
+= 3 * sizeof(float);
1140 patch
->strided
.texCoords
[0].dwStride
= vtxStride
;