[WINE]
[reactos.git] / dll / directx / wine / wined3d / drawprim.c
1 /*
2 * WINED3D draw functions
3 *
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
11 *
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.
16 *
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.
21 *
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
25 */
26
27 #include "config.h"
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
31
32 #include <stdio.h>
33 #include <math.h>
34
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)
37 {
38 if (idx_size)
39 {
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");
44 }
45 else
46 {
47 glDrawArrays(primitive_type, start_idx, count);
48 checkGLcall("glDrawArrays");
49 }
50 }
51
52 /*
53 * Actually draw using the supplied information.
54 * Slower GL version which extracts info about each vertex in turn
55 */
56
57 /* GL locking is done by the caller */
58 static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context *context,
59 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
60 const void *idxData, UINT idxSize, UINT startIdx)
61 {
62 unsigned int textureNo = 0;
63 const WORD *pIdxBufS = NULL;
64 const DWORD *pIdxBufL = NULL;
65 UINT vx_index;
66 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
67 const struct wined3d_state *state = &This->stateBlock->state;
68 const struct wined3d_stream_state *streams = state->streams;
69 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
70 BOOL pixelShader = use_ps(state);
71 BOOL specular_fog = FALSE;
72 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
73 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
74 const struct wined3d_gl_info *gl_info = context->gl_info;
75 UINT texture_stages = gl_info->limits.texture_stages;
76 const struct wined3d_stream_info_element *element;
77 UINT num_untracked_materials;
78 DWORD tex_mask = 0;
79
80 TRACE("Using slow vertex array code\n");
81
82 /* Variable Initialization */
83 if (idxSize)
84 {
85 /* Immediate mode drawing can't make use of indices in a vbo - get the
86 * data from the index buffer. If the index buffer has no vbo (not
87 * supported or other reason), or with user pointer drawing idxData
88 * will be non-NULL. */
89 if (!idxData)
90 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
91
92 if (idxSize == 2) pIdxBufS = idxData;
93 else pIdxBufL = idxData;
94 } else if (idxData) {
95 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
96 return;
97 }
98
99 /* Start drawing in GL */
100 glBegin(glPrimType);
101
102 if (si->use_map & (1 << WINED3D_FFP_POSITION))
103 {
104 element = &si->elements[WINED3D_FFP_POSITION];
105 position = element->data + streams[element->stream_idx].offset;
106 }
107
108 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
109 {
110 element = &si->elements[WINED3D_FFP_NORMAL];
111 normal = element->data + streams[element->stream_idx].offset;
112 }
113 else
114 {
115 glNormal3f(0, 0, 0);
116 }
117
118 num_untracked_materials = context->num_untracked_materials;
119 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
120 {
121 element = &si->elements[WINED3D_FFP_DIFFUSE];
122 diffuse = element->data + streams[element->stream_idx].offset;
123
124 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
125 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
126 }
127 else
128 {
129 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
130 }
131
132 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
133 {
134 element = &si->elements[WINED3D_FFP_SPECULAR];
135 specular = element->data + streams[element->stream_idx].offset;
136
137 /* special case where the fog density is stored in the specular alpha channel */
138 if (state->render_states[WINED3DRS_FOGENABLE]
139 && (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
140 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
141 && state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
142 {
143 if (gl_info->supported[EXT_FOG_COORD])
144 {
145 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
146 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
147 }
148 else
149 {
150 static BOOL warned;
151
152 if (!warned)
153 {
154 /* TODO: Use the fog table code from old ddraw */
155 FIXME("Implement fog for transformed vertices in software\n");
156 warned = TRUE;
157 }
158 }
159 }
160 }
161 else if (gl_info->supported[EXT_SECONDARY_COLOR])
162 {
163 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
164 }
165
166 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
167 {
168 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
169 DWORD texture_idx = This->texUnitMap[textureNo];
170
171 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
172 {
173 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
174 continue;
175 }
176
177 if (!pixelShader && !state->textures[textureNo]) continue;
178
179 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
180
181 if (coordIdx > 7)
182 {
183 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
184 continue;
185 }
186 else if (coordIdx < 0)
187 {
188 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
189 continue;
190 }
191
192 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
193 {
194 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
195 texCoords[coordIdx] = element->data + streams[element->stream_idx].offset;
196 tex_mask |= (1 << textureNo);
197 }
198 else
199 {
200 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
201 if (gl_info->supported[ARB_MULTITEXTURE])
202 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
203 else
204 glTexCoord4f(0, 0, 0, 1);
205 }
206 }
207
208 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
209 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
210 */
211
212 /* For each primitive */
213 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
214 UINT texture, tmp_tex_mask;
215 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
216 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
217 */
218
219 /* For indexed data, we need to go a few more strides in */
220 if (idxData)
221 {
222 /* Indexed so work out the number of strides to skip */
223 if (idxSize == 2)
224 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
225 else
226 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
227 }
228
229 tmp_tex_mask = tex_mask;
230 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
231 {
232 int coord_idx;
233 const void *ptr;
234 DWORD texture_idx;
235
236 if (!(tmp_tex_mask & 1)) continue;
237
238 coord_idx = state->texture_states[texture][WINED3DTSS_TEXCOORDINDEX];
239 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
240
241 texture_idx = This->texUnitMap[texture];
242 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
243 GL_TEXTURE0_ARB + texture_idx, ptr);
244 }
245
246 /* Diffuse -------------------------------- */
247 if (diffuse) {
248 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
249
250 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
251 if (num_untracked_materials)
252 {
253 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
254 unsigned char i;
255 float color[4];
256
257 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
258 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
259 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
260 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
261
262 for (i = 0; i < num_untracked_materials; ++i)
263 {
264 glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
265 }
266 }
267 }
268
269 /* Specular ------------------------------- */
270 if (specular) {
271 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
272
273 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
274
275 if (specular_fog)
276 {
277 DWORD specularColor = *(const DWORD *)ptrToCoords;
278 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
279 }
280 }
281
282 /* Normal -------------------------------- */
283 if (normal)
284 {
285 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
286 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
287 }
288
289 /* Position -------------------------------- */
290 if (position) {
291 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
292 position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
293 }
294
295 /* For non indexed mode, step onto next parts */
296 if (!idxData) ++SkipnStrides;
297 }
298
299 glEnd();
300 checkGLcall("glEnd and previous calls");
301 }
302
303 /* GL locking is done by the caller */
304 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
305 enum wined3d_format_id format, const UINT index, const void *ptr)
306 {
307 switch(format)
308 {
309 case WINED3DFMT_R32_FLOAT:
310 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
311 break;
312 case WINED3DFMT_R32G32_FLOAT:
313 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
314 break;
315 case WINED3DFMT_R32G32B32_FLOAT:
316 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
317 break;
318 case WINED3DFMT_R32G32B32A32_FLOAT:
319 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
320 break;
321
322 case WINED3DFMT_R8G8B8A8_UINT:
323 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
324 break;
325 case WINED3DFMT_B8G8R8A8_UNORM:
326 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
327 {
328 const DWORD *src = ptr;
329 DWORD c = *src & 0xff00ff00;
330 c |= (*src & 0xff0000) >> 16;
331 c |= (*src & 0xff) << 16;
332 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
333 break;
334 }
335 /* else fallthrough */
336 case WINED3DFMT_R8G8B8A8_UNORM:
337 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
338 break;
339
340 case WINED3DFMT_R16G16_SINT:
341 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
342 break;
343 case WINED3DFMT_R16G16B16A16_SINT:
344 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
345 break;
346
347 case WINED3DFMT_R16G16_SNORM:
348 {
349 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
350 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
351 break;
352 }
353 case WINED3DFMT_R16G16_UNORM:
354 {
355 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
356 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
357 break;
358 }
359 case WINED3DFMT_R16G16B16A16_SNORM:
360 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
361 break;
362 case WINED3DFMT_R16G16B16A16_UNORM:
363 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
364 break;
365
366 case WINED3DFMT_R10G10B10A2_UINT:
367 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
368 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
369 break;
370 case WINED3DFMT_R10G10B10A2_SNORM:
371 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
372 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
373 break;
374
375 case WINED3DFMT_R16G16_FLOAT:
376 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
377 * byte float according to the IEEE standard
378 */
379 if (gl_info->supported[NV_HALF_FLOAT])
380 {
381 /* Not supported by GL_ARB_half_float_vertex */
382 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
383 }
384 else
385 {
386 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
387 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
388 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
389 }
390 break;
391 case WINED3DFMT_R16G16B16A16_FLOAT:
392 if (gl_info->supported[NV_HALF_FLOAT])
393 {
394 /* Not supported by GL_ARB_half_float_vertex */
395 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
396 }
397 else
398 {
399 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
400 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
401 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
402 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
403 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
404 }
405 break;
406
407 default:
408 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
409 break;
410 }
411 }
412
413 /* GL locking is done by the caller */
414 static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
415 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
416 const void *idxData, UINT idxSize, UINT startIdx)
417 {
418 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
419 const DWORD *pIdxBufL = NULL;
420 const WORD *pIdxBufS = NULL;
421 UINT vx_index;
422 int i;
423 const BYTE *ptr;
424
425 if (idxSize)
426 {
427 /* Immediate mode drawing can't make use of indices in a vbo - get the
428 * data from the index buffer. If the index buffer has no vbo (not
429 * supported or other reason), or with user pointer drawing idxData
430 * will be non-NULL. */
431 if (!idxData)
432 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
433
434 if (idxSize == 2) pIdxBufS = idxData;
435 else pIdxBufL = idxData;
436 } else if (idxData) {
437 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
438 return;
439 }
440
441 /* Start drawing in GL */
442 glBegin(glPrimitiveType);
443
444 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
445 {
446 if (idxData)
447 {
448 /* Indexed so work out the number of strides to skip */
449 if (idxSize == 2)
450 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
451 else
452 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
453 }
454
455 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
456 {
457 if (!(si->use_map & (1 << i))) continue;
458
459 ptr = si->elements[i].data + si->elements[i].stride * SkipnStrides
460 + state->streams[si->elements[i].stream_idx].offset;
461
462 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
463 }
464 SkipnStrides++;
465 }
466
467 glEnd();
468 }
469
470 /* GL locking is done by the caller */
471 static void drawStridedInstanced(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
472 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
473 const void *idxData, UINT idxSize, UINT startIdx)
474 {
475 UINT numInstances = 0, i;
476 int numInstancedAttribs = 0, j;
477 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
478
479 if (!idxSize)
480 {
481 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
482 * We don't support this for now
483 *
484 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
485 * But the StreamSourceFreq value has a different meaning in that situation.
486 */
487 FIXME("Non-indexed instanced drawing is not supported\n");
488 return;
489 }
490
491 /* First, figure out how many instances we have to draw */
492 for (i = 0; i < MAX_STREAMS; ++i)
493 {
494 /* Look at the streams and take the first one which matches */
495 if (state->streams[i].buffer
496 && ((state->streams[i].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
497 || (state->streams[i].flags & WINED3DSTREAMSOURCE_INDEXEDDATA)))
498 {
499 /* Use the specified number of instances from the first matched
500 * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
501 * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
502 numInstances = state->streams[i].frequency ? state->streams[i].frequency : 1;
503 break;
504 }
505 }
506
507 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
508 {
509 if (!(si->use_map & (1 << i))) continue;
510
511 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
512 {
513 instancedData[numInstancedAttribs] = i;
514 numInstancedAttribs++;
515 }
516 }
517
518 /* now draw numInstances instances :-) */
519 for(i = 0; i < numInstances; i++) {
520 /* Specify the instanced attributes using immediate mode calls */
521 for(j = 0; j < numInstancedAttribs; j++) {
522 const BYTE *ptr = si->elements[instancedData[j]].data
523 + si->elements[instancedData[j]].stride * i
524 + state->streams[si->elements[instancedData[j]].stream_idx].offset;
525 if (si->elements[instancedData[j]].buffer_object)
526 {
527 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
528 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
529 }
530
531 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
532 }
533
534 glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
535 (const char *)idxData+(idxSize * startIdx));
536 checkGLcall("glDrawElements");
537 }
538 }
539
540 static void remove_vbos(const struct wined3d_gl_info *gl_info,
541 const struct wined3d_state *state, struct wined3d_stream_info *s)
542 {
543 unsigned int i;
544
545 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
546 {
547 struct wined3d_stream_info_element *e;
548
549 if (!(s->use_map & (1 << i))) continue;
550
551 e = &s->elements[i];
552 if (e->buffer_object)
553 {
554 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
555 e->buffer_object = 0;
556 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
557 }
558 }
559 }
560
561 /* Routine common to the draw primitive and draw indexed primitive routines */
562 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT idxSize, const void *idxData)
563 {
564
565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
566 const struct wined3d_state *state = &This->stateBlock->state;
567 struct wined3d_context *context;
568 unsigned int i;
569
570 if (!index_count) return;
571
572 if (state->render_states[WINED3DRS_COLORWRITEENABLE])
573 {
574 /* Invalidate the back buffer memory so LockRect will read it the next time */
575 for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
576 {
577 IWineD3DSurfaceImpl *target = This->render_targets[i];
578 if (target)
579 {
580 surface_load_location(target, SFLAG_INDRAWABLE, NULL);
581 surface_modify_location(target, SFLAG_INDRAWABLE, TRUE);
582 }
583 }
584 }
585
586 /* Signals other modules that a drawing is in progress and the stateblock finalized */
587 This->isInDraw = TRUE;
588
589 context = context_acquire(This, This->render_targets[0]);
590 if (!context->valid)
591 {
592 context_release(context);
593 WARN("Invalid context, skipping draw.\n");
594 return;
595 }
596
597 context_apply_draw_state(context, This);
598
599 if (This->depth_stencil)
600 {
601 /* Note that this depends on the context_acquire() call above to set
602 * This->render_offscreen properly. We don't currently take the
603 * Z-compare function into account, but we could skip loading the
604 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
605 * that we never copy the stencil data.*/
606 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
607 if (state->render_states[WINED3DRS_ZWRITEENABLE] || state->render_states[WINED3DRS_ZENABLE])
608 {
609 RECT current_rect, draw_rect, r;
610
611 if (location == SFLAG_DS_ONSCREEN && This->depth_stencil != This->onscreen_depth_stencil)
612 device_switch_onscreen_ds(This, context, This->depth_stencil);
613
614 if (This->depth_stencil->Flags & location)
615 SetRect(&current_rect, 0, 0,
616 This->depth_stencil->ds_current_size.cx,
617 This->depth_stencil->ds_current_size.cy);
618 else
619 SetRectEmpty(&current_rect);
620
621 device_get_draw_rect(This, &draw_rect);
622
623 IntersectRect(&r, &draw_rect, &current_rect);
624 if (!EqualRect(&r, &draw_rect))
625 surface_load_ds_location(This->depth_stencil, context, location);
626
627 if (state->render_states[WINED3DRS_ZWRITEENABLE])
628 {
629 surface_modify_ds_location(This->depth_stencil, location,
630 This->depth_stencil->ds_current_size.cx,
631 This->depth_stencil->ds_current_size.cy);
632 surface_modify_location(This->depth_stencil, SFLAG_INDRAWABLE, TRUE);
633 }
634 }
635 }
636
637 if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
638 || (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
639 && context->render_offscreen
640 && state->render_states[WINED3DRS_POINTSPRITEENABLE]
641 && state->gl_primitive_type == GL_POINTS)
642 {
643 FIXME("Point sprite coordinate origin switching not supported.\n");
644 }
645
646 /* Ok, we will be updating the screen from here onwards so grab the lock */
647 ENTER_GL();
648 {
649 GLenum glPrimType = state->gl_primitive_type;
650 BOOL emulation = FALSE;
651 const struct wined3d_stream_info *stream_info = &This->strided_streams;
652 struct wined3d_stream_info stridedlcl;
653
654 if (!use_vs(state))
655 {
656 if (!This->strided_streams.position_transformed && context->num_untracked_materials
657 && state->render_states[WINED3DRS_LIGHTING])
658 {
659 static BOOL warned;
660 if (!warned) {
661 FIXME("Using software emulation because not all material properties could be tracked\n");
662 warned = TRUE;
663 } else {
664 TRACE("Using software emulation because not all material properties could be tracked\n");
665 }
666 emulation = TRUE;
667 }
668 else if (context->fog_coord && state->render_states[WINED3DRS_FOGENABLE])
669 {
670 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
671 * to a float in the vertex buffer
672 */
673 static BOOL warned;
674 if (!warned) {
675 FIXME("Using software emulation because manual fog coordinates are provided\n");
676 warned = TRUE;
677 } else {
678 TRACE("Using software emulation because manual fog coordinates are provided\n");
679 }
680 emulation = TRUE;
681 }
682
683 if(emulation) {
684 stream_info = &stridedlcl;
685 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
686 remove_vbos(context->gl_info, state, &stridedlcl);
687 }
688 }
689
690 if (This->useDrawStridedSlow || emulation)
691 {
692 /* Immediate mode drawing */
693 if (use_vs(state))
694 {
695 static BOOL warned;
696 if (!warned) {
697 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
698 warned = TRUE;
699 } else {
700 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
701 }
702 drawStridedSlowVs(context->gl_info, state, stream_info,
703 index_count, glPrimType, idxData, idxSize, StartIdx);
704 }
705 else
706 {
707 drawStridedSlow(iface, context, stream_info, index_count,
708 glPrimType, idxData, idxSize, StartIdx);
709 }
710 }
711 else if (This->instancedDraw)
712 {
713 /* Instancing emulation with mixing immediate mode and arrays */
714 drawStridedInstanced(context->gl_info, state, stream_info,
715 index_count, glPrimType, idxData, idxSize, StartIdx);
716 }
717 else
718 {
719 drawStridedFast(glPrimType, index_count, idxSize, idxData, StartIdx);
720 }
721 }
722
723 /* Finished updating the screen, restore lock */
724 LEAVE_GL();
725
726 for(i = 0; i < This->num_buffer_queries; i++)
727 {
728 wined3d_event_query_issue(This->buffer_queries[i], This);
729 }
730
731 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
732
733 context_release(context);
734
735 TRACE("Done all gl drawing\n");
736
737 /* Control goes back to the device, stateblock values may change again */
738 This->isInDraw = FALSE;
739 }
740
741 static void normalize_normal(float *n) {
742 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
743 if (length == 0.0f) return;
744 length = sqrtf(length);
745 n[0] = n[0] / length;
746 n[1] = n[1] / length;
747 n[2] = n[2] / length;
748 }
749
750 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
751 *
752 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
753 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
754 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
755 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
756 * in drawprim.
757 *
758 * To read back, the opengl feedback mode is used. This creates a problem because we want
759 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
760 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
761 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
762 * them to [-1.0;+1.0] and set the viewport up to scale them back.
763 *
764 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
765 * resulting colors back to the normals.
766 *
767 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
768 * does not restore it because normally a draw follows immediately afterwards. The caller is
769 * responsible of taking care that either the gl states are restored, or the context activated
770 * for drawing to reset the lastWasBlit flag.
771 */
772 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
773 struct WineD3DRectPatch *patch) {
774 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
775 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
776 struct wined3d_stream_info stream_info;
777 struct wined3d_stream_info_element *e;
778 struct wined3d_context *context;
779 const BYTE *data;
780 const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
781 DWORD vtxStride;
782 GLenum feedback_type;
783 GLfloat *feedbuffer;
784
785 /* Simply activate the context for blitting. This disables all the things we don't want and
786 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
787 * patch (as opposed to normal draws) will most likely need different changes anyway. */
788 context = context_acquire(This, NULL);
789 context_apply_blit_state(context, This);
790
791 /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
792 * Beware of vbos
793 */
794 device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
795
796 e = &stream_info.elements[WINED3D_FFP_POSITION];
797 if (e->buffer_object)
798 {
799 struct wined3d_buffer *vb = This->stateBlock->state.streams[e->stream_idx].buffer;
800 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
801 }
802 vtxStride = e->stride;
803 data = e->data +
804 vtxStride * info->Stride * info->StartVertexOffsetHeight +
805 vtxStride * info->StartVertexOffsetWidth;
806
807 /* Not entirely sure about what happens with transformed vertices */
808 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
809
810 if(vtxStride % sizeof(GLfloat)) {
811 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
812 * I don't see how the stride could not be a multiple of 4, but make sure
813 * to check it
814 */
815 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
816 }
817 if(info->Basis != WINED3DBASIS_BEZIER) {
818 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
819 }
820 if(info->Degree != WINED3DDEGREE_CUBIC) {
821 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
822 }
823
824 /* First, get the boundary cube of the input data */
825 for(j = 0; j < info->Height; j++) {
826 for(i = 0; i < info->Width; i++) {
827 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
828 if(fabs(v[0]) > max_x) max_x = fabsf(v[0]);
829 if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
830 if(fabs(v[2]) > max_z) max_z = fabsf(v[2]);
831 if(v[2] < neg_z) neg_z = v[2];
832 }
833 }
834
835 /* This needs some improvements in the vertex decl code */
836 FIXME("Cannot find data to generate. Only generating position and normals\n");
837 patch->has_normals = TRUE;
838 patch->has_texcoords = FALSE;
839
840 ENTER_GL();
841
842 glMatrixMode(GL_PROJECTION);
843 checkGLcall("glMatrixMode(GL_PROJECTION)");
844 glLoadIdentity();
845 checkGLcall("glLoadIndentity()");
846 glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
847 glTranslatef(0.0f, 0.0f, 0.5f);
848 checkGLcall("glScalef");
849 glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
850 checkGLcall("glViewport");
851
852 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
853 * our feedback buffer parser
854 */
855 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
856 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
857 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
858 if(patch->has_normals) {
859 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
860 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
861 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
862 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
863 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
864 glEnable(GL_LIGHTING);
865 checkGLcall("glEnable(GL_LIGHTING)");
866 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
867 checkGLcall("glLightModel for MODEL_AMBIENT");
868 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
869
870 for (i = 3; i < context->gl_info->limits.lights; ++i)
871 {
872 glDisable(GL_LIGHT0 + i);
873 checkGLcall("glDisable(GL_LIGHT0 + i)");
874 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
875 }
876
877 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
878 glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
879 glLightfv(GL_LIGHT0, GL_SPECULAR, black);
880 glLightfv(GL_LIGHT0, GL_AMBIENT, black);
881 glLightfv(GL_LIGHT0, GL_POSITION, red);
882 glEnable(GL_LIGHT0);
883 checkGLcall("Setting up light 1");
884 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
885 glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
886 glLightfv(GL_LIGHT1, GL_SPECULAR, black);
887 glLightfv(GL_LIGHT1, GL_AMBIENT, black);
888 glLightfv(GL_LIGHT1, GL_POSITION, green);
889 glEnable(GL_LIGHT1);
890 checkGLcall("Setting up light 2");
891 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
892 glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
893 glLightfv(GL_LIGHT2, GL_SPECULAR, black);
894 glLightfv(GL_LIGHT2, GL_AMBIENT, black);
895 glLightfv(GL_LIGHT2, GL_POSITION, blue);
896 glEnable(GL_LIGHT2);
897 checkGLcall("Setting up light 3");
898
899 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
900 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
901 glDisable(GL_COLOR_MATERIAL);
902 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
903 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
904 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
905 checkGLcall("Setting up materials");
906 }
907
908 /* Enable the needed maps.
909 * GL_MAP2_VERTEX_3 is needed for positional data.
910 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
911 * GL_MAP2_TEXTURE_COORD_4 for texture coords
912 */
913 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
914 out_vertex_size = 3 /* position */;
915 d3d_out_vertex_size = 3;
916 glEnable(GL_MAP2_VERTEX_3);
917 if(patch->has_normals && patch->has_texcoords) {
918 FIXME("Texcoords not handled yet\n");
919 feedback_type = GL_3D_COLOR_TEXTURE;
920 out_vertex_size += 8;
921 d3d_out_vertex_size += 7;
922 glEnable(GL_AUTO_NORMAL);
923 glEnable(GL_MAP2_TEXTURE_COORD_4);
924 } else if(patch->has_texcoords) {
925 FIXME("Texcoords not handled yet\n");
926 feedback_type = GL_3D_COLOR_TEXTURE;
927 out_vertex_size += 7;
928 d3d_out_vertex_size += 4;
929 glEnable(GL_MAP2_TEXTURE_COORD_4);
930 } else if(patch->has_normals) {
931 feedback_type = GL_3D_COLOR;
932 out_vertex_size += 4;
933 d3d_out_vertex_size += 3;
934 glEnable(GL_AUTO_NORMAL);
935 } else {
936 feedback_type = GL_3D;
937 }
938 checkGLcall("glEnable vertex attrib generation");
939
940 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
941 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
942 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
943
944 glMap2f(GL_MAP2_VERTEX_3,
945 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
946 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
947 (const GLfloat *)data);
948 checkGLcall("glMap2f");
949 if(patch->has_texcoords) {
950 glMap2f(GL_MAP2_TEXTURE_COORD_4,
951 0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
952 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
953 (const GLfloat *)data);
954 checkGLcall("glMap2f");
955 }
956 glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
957 checkGLcall("glMapGrid2f");
958
959 glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
960 checkGLcall("glFeedbackBuffer");
961 glRenderMode(GL_FEEDBACK);
962
963 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
964 checkGLcall("glEvalMesh2");
965
966 i = glRenderMode(GL_RENDER);
967 if(i == -1) {
968 LEAVE_GL();
969 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
970 HeapFree(GetProcessHeap(), 0, feedbuffer);
971 context_release(context);
972 return WINED3DERR_DRIVERINTERNALERROR;
973 } else if(i != buffer_size) {
974 LEAVE_GL();
975 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
976 HeapFree(GetProcessHeap(), 0, feedbuffer);
977 context_release(context);
978 return WINED3DERR_DRIVERINTERNALERROR;
979 } else {
980 TRACE("Got %d elements as expected\n", i);
981 }
982
983 HeapFree(GetProcessHeap(), 0, patch->mem);
984 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
985 i = 0;
986 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
987 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
988 ERR("Unexpected token: %f\n", feedbuffer[j]);
989 continue;
990 }
991 if(feedbuffer[j + 1] != 3) {
992 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
993 continue;
994 }
995 /* Somehow there are different ideas about back / front facing, so fix up the
996 * vertex order
997 */
998 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
999 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1000 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1001 if(patch->has_normals) {
1002 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1003 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1004 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1005 }
1006 i += d3d_out_vertex_size;
1007
1008 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1009 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1010 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1011 if(patch->has_normals) {
1012 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1013 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1014 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1015 }
1016 i += d3d_out_vertex_size;
1017
1018 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1019 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1020 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1021 if(patch->has_normals) {
1022 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1023 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1024 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1025 }
1026 i += d3d_out_vertex_size;
1027 }
1028
1029 if(patch->has_normals) {
1030 /* Now do the same with reverse light directions */
1031 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1032 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1033 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1034 glLightfv(GL_LIGHT0, GL_POSITION, x);
1035 glLightfv(GL_LIGHT1, GL_POSITION, y);
1036 glLightfv(GL_LIGHT2, GL_POSITION, z);
1037 checkGLcall("Setting up reverse light directions");
1038
1039 glRenderMode(GL_FEEDBACK);
1040 checkGLcall("glRenderMode(GL_FEEDBACK)");
1041 glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1042 checkGLcall("glEvalMesh2");
1043 i = glRenderMode(GL_RENDER);
1044 checkGLcall("glRenderMode(GL_RENDER)");
1045
1046 i = 0;
1047 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1048 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1049 ERR("Unexpected token: %f\n", feedbuffer[j]);
1050 continue;
1051 }
1052 if(feedbuffer[j + 1] != 3) {
1053 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1054 continue;
1055 }
1056 if(patch->mem[i + 3] == 0.0f)
1057 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1058 if(patch->mem[i + 4] == 0.0f)
1059 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1060 if(patch->mem[i + 5] == 0.0f)
1061 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1062 normalize_normal(patch->mem + i + 3);
1063 i += d3d_out_vertex_size;
1064
1065 if(patch->mem[i + 3] == 0.0f)
1066 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1067 if(patch->mem[i + 4] == 0.0f)
1068 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1069 if(patch->mem[i + 5] == 0.0f)
1070 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1071 normalize_normal(patch->mem + i + 3);
1072 i += d3d_out_vertex_size;
1073
1074 if(patch->mem[i + 3] == 0.0f)
1075 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1076 if(patch->mem[i + 4] == 0.0f)
1077 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1078 if(patch->mem[i + 5] == 0.0f)
1079 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1080 normalize_normal(patch->mem + i + 3);
1081 i += d3d_out_vertex_size;
1082 }
1083 }
1084
1085 glDisable(GL_MAP2_VERTEX_3);
1086 glDisable(GL_AUTO_NORMAL);
1087 glDisable(GL_MAP2_NORMAL);
1088 glDisable(GL_MAP2_TEXTURE_COORD_4);
1089 checkGLcall("glDisable vertex attrib generation");
1090 LEAVE_GL();
1091
1092 context_release(context);
1093
1094 HeapFree(GetProcessHeap(), 0, feedbuffer);
1095
1096 vtxStride = 3 * sizeof(float);
1097 if(patch->has_normals) {
1098 vtxStride += 3 * sizeof(float);
1099 }
1100 if(patch->has_texcoords) {
1101 vtxStride += 4 * sizeof(float);
1102 }
1103 memset(&patch->strided, 0, sizeof(patch->strided));
1104 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1105 patch->strided.position.lpData = (BYTE *) patch->mem;
1106 patch->strided.position.dwStride = vtxStride;
1107
1108 if(patch->has_normals) {
1109 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1110 patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1111 patch->strided.normal.dwStride = vtxStride;
1112 }
1113 if(patch->has_texcoords) {
1114 patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1115 patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1116 if(patch->has_normals) {
1117 patch->strided.texCoords[0].lpData += 3 * sizeof(float);
1118 }
1119 patch->strided.texCoords[0].dwStride = vtxStride;
1120 }
1121
1122 return WINED3D_OK;
1123 }