wined3d: Fake GL_ARB_multitexture.
[wine] / dlls / 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  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 #include <stdio.h>
33 #include <math.h>
34
35 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
37                     DWORD            NumPrimitives,
38                     GLenum          *primType)
39 {
40     DWORD   NumVertexes = NumPrimitives;
41
42     switch (PrimitiveType) {
43     case WINED3DPT_POINTLIST:
44         TRACE("POINTS\n");
45         *primType   = GL_POINTS;
46         NumVertexes = NumPrimitives;
47         break;
48
49     case WINED3DPT_LINELIST:
50         TRACE("LINES\n");
51         *primType   = GL_LINES;
52         NumVertexes = NumPrimitives * 2;
53         break;
54
55     case WINED3DPT_LINESTRIP:
56         TRACE("LINE_STRIP\n");
57         *primType   = GL_LINE_STRIP;
58         NumVertexes = NumPrimitives + 1;
59         break;
60
61     case WINED3DPT_TRIANGLELIST:
62         TRACE("TRIANGLES\n");
63         *primType   = GL_TRIANGLES;
64         NumVertexes = NumPrimitives * 3;
65         break;
66
67     case WINED3DPT_TRIANGLESTRIP:
68         TRACE("TRIANGLE_STRIP\n");
69         *primType   = GL_TRIANGLE_STRIP;
70         NumVertexes = NumPrimitives + 2;
71         break;
72
73     case WINED3DPT_TRIANGLEFAN:
74         TRACE("TRIANGLE_FAN\n");
75         *primType   = GL_TRIANGLE_FAN;
76         NumVertexes = NumPrimitives + 2;
77         break;
78
79     default:
80         FIXME("Unhandled primitive\n");
81         *primType    = GL_POINTS;
82         break;
83     }
84     return NumVertexes;
85 }
86
87 static BOOL fixed_get_input(
88     BYTE usage, BYTE usage_idx,
89     unsigned int* regnum) {
90
91     *regnum = -1;
92
93     /* Those positions must have the order in the
94      * named part of the strided data */
95
96     if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
97         *regnum = 0;
98     else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
99         *regnum = 1;
100     else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
101         *regnum = 2;
102     else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
103         *regnum = 3;
104     else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
105         *regnum = 4;
106     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
107         *regnum = 5;
108     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
109         *regnum = 6;
110     else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
111         *regnum = 7 + usage_idx;
112     else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
113         *regnum = 7 + WINED3DDP_MAXTEXCOORD;
114     else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
115         *regnum = 8 + WINED3DDP_MAXTEXCOORD;
116     else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
117         *regnum = 9 + WINED3DDP_MAXTEXCOORD;
118     else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
119         *regnum = 10 + WINED3DDP_MAXTEXCOORD;
120     else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
121         *regnum = 11 + WINED3DDP_MAXTEXCOORD;
122     else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
123         *regnum = 12 + WINED3DDP_MAXTEXCOORD;
124     else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
125         *regnum = 13 + WINED3DDP_MAXTEXCOORD;
126     else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
127         *regnum = 14 + WINED3DDP_MAXTEXCOORD;
128
129     if (*regnum == -1) {
130         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131             debug_d3ddeclusage(usage), usage_idx);
132         return FALSE;
133     }
134     return TRUE;
135 }
136
137 void primitiveDeclarationConvertToStridedData(
138      IWineD3DDevice *iface,
139      BOOL useVertexShaderFunction,
140      WineDirect3DVertexStridedData *strided,
141      BOOL *fixup) {
142
143      /* We need to deal with frequency data!*/
144
145     const BYTE *data = NULL;
146     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
147     IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
148     unsigned int i;
149     const WINED3DVERTEXELEMENT *element;
150     DWORD stride;
151     DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
152     const DWORD *streams = vertexDeclaration->streams;
153
154     /* Check for transformed vertices, disable vertex shader if present */
155     strided->u.s.position_transformed = vertexDeclaration->position_transformed;
156     if(vertexDeclaration->position_transformed) {
157         useVertexShaderFunction = FALSE;
158     }
159
160     /* Translate the declaration into strided data */
161     for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
162         GLint streamVBO = 0;
163         BOOL stride_used;
164         unsigned int idx;
165
166         element = vertexDeclaration->pDeclarationWine + i;
167         TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
168             element,  i + 1, vertexDeclaration->declarationWNumElements - 1);
169
170         if (This->stateBlock->streamSource[element->Stream] == NULL)
171             continue;
172
173         stride  = This->stateBlock->streamStride[element->Stream];
174         if (This->stateBlock->streamIsUP) {
175             TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
176             streamVBO = 0;
177             data    = (BYTE *)This->stateBlock->streamSource[element->Stream];
178         } else {
179             TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
180             data    = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
181
182             /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183              * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184              * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185              * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186              * not, drawStridedSlow is needed, including a vertex buffer path.
187              */
188             if(This->stateBlock->loadBaseVertexIndex < 0) {
189                 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
190                 streamVBO = 0;
191                 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
192                 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
193                     FIXME("System memory vertex data load offset is negative!\n");
194                 }
195             }
196
197             if(fixup) {
198                 if( streamVBO != 0) *fixup = TRUE;
199                 else if(*fixup && !useVertexShaderFunction &&
200                        (element->Usage == WINED3DDECLUSAGE_COLOR ||
201                         element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
202                     static BOOL warned = FALSE;
203                     if(!warned) {
204                         /* This may be bad with the fixed function pipeline */
205                         FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
206                         warned = TRUE;
207                     }
208                 }
209             }
210         }
211         data += element->Offset;
212
213         TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
214
215         if (useVertexShaderFunction)
216             stride_used = vshader_get_input(This->stateBlock->vertexShader,
217                 element->Usage, element->UsageIndex, &idx);
218         else
219             stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
220
221         if (stride_used) {
222             TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
223                     "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224                     useVertexShaderFunction? "shader": "fixed function", idx,
225                     debug_d3ddeclusage(element->Usage), element->UsageIndex,
226                     element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
227
228             if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
229                 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
230                     debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
231             } else {
232                 strided->u.input[idx].lpData = data;
233                 strided->u.input[idx].dwType = element->Type;
234                 strided->u.input[idx].dwStride = stride;
235                 strided->u.input[idx].VBO = streamVBO;
236                 strided->u.input[idx].streamNo = element->Stream;
237             }
238         }
239     }
240     /* Now call PreLoad on all the vertex buffers. In the very rare case
241      * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242      * The vertex buffer can now use the strided structure in the device instead of finding its
243      * own again.
244      *
245      * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246      * once in there.
247      */
248     for(i=0; i < numPreloadStreams; i++) {
249         IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
250         if(vb) {
251             IWineD3DVertexBuffer_PreLoad(vb);
252         }
253     }
254 }
255
256 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
257                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
258     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
259
260     if (idxSize != 0 /* This crashes sometimes!*/) {
261         TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
262         idxData = idxData == (void *)-1 ? NULL : idxData;
263 #if 1
264         glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
265                      (const char *)idxData+(idxSize * startIdx));
266         checkGLcall("glDrawElements");
267 #else /* using drawRangeElements may be faster */
268
269         glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
270                       idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
271                       (const char *)idxData+(idxSize * startIdx));
272         checkGLcall("glDrawRangeElements");
273 #endif
274
275     } else {
276         TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startVertex, numberOfVertices);
277         glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
278         checkGLcall("glDrawArrays");
279     }
280
281     return;
282 }
283
284 /*
285  * Actually draw using the supplied information.
286  * Slower GL version which extracts info about each vertex in turn
287  */
288
289 static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
290         GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
291 {
292     unsigned int               textureNo    = 0;
293     const WORD                *pIdxBufS     = NULL;
294     const DWORD               *pIdxBufL     = NULL;
295     ULONG                      vx_index;
296     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
297     const UINT *streamOffset = This->stateBlock->streamOffset;
298     long                      SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
299     BOOL                      pixelShader = use_ps(This);
300     BOOL specular_fog = FALSE;
301     UINT texture_stages = GL_LIMITS(texture_stages);
302     const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
303     const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
304     DWORD tex_mask = 0;
305
306     TRACE("Using slow vertex array code\n");
307
308     /* Variable Initialization */
309     if (idxSize != 0) {
310         /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
311          * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
312          * idxData will be != NULL
313          */
314         if(idxData == NULL) {
315             idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
316         }
317
318         if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
319         else pIdxBufL = (const DWORD *) idxData;
320     } else if (idxData) {
321         ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
322         return;
323     }
324
325     /* Start drawing in GL */
326     VTRACE(("glBegin(%x)\n", glPrimType));
327     glBegin(glPrimType);
328
329     if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
330
331     if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
332     else glNormal3f(0, 0, 0);
333
334     if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
335     else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
336     if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
337         FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
338
339     if (sd->u.s.specular.lpData)
340     {
341         specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
342
343         /* special case where the fog density is stored in the specular alpha channel */
344         if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
345                 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
346                     || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
347                 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
348         {
349             if (GL_SUPPORT(EXT_FOG_COORD))
350             {
351                 if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
352                 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
353             }
354             else
355             {
356                 static BOOL warned;
357
358                 if (!warned)
359                 {
360                     /* TODO: Use the fog table code from old ddraw */
361                     FIXME("Implement fog for transformed vertices in software\n");
362                     warned = TRUE;
363                 }
364             }
365         }
366     }
367     else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
368     {
369         GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
370     }
371
372     for (textureNo = 0; textureNo < texture_stages; ++textureNo)
373     {
374         int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
375         int texture_idx = This->texUnitMap[textureNo];
376
377         if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
378         {
379             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
380             continue;
381         }
382
383         if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
384
385         if (texture_idx == -1) continue;
386
387         if (coordIdx > 7)
388         {
389             TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
390             continue;
391         }
392         else if (coordIdx < 0)
393         {
394             FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
395             continue;
396         }
397
398         if(sd->u.s.texCoords[coordIdx].lpData)
399         {
400             texCoords[coordIdx] =
401                     sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo];
402             tex_mask |= (1 << textureNo);
403         }
404         else
405         {
406             TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
407             if (GL_SUPPORT(ARB_MULTITEXTURE))
408                 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
409             else
410                 glTexCoord4f(0, 0, 0, 1);
411         }
412     }
413
414     /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
415      * Guess it's not necessary(we crash then anyway) and would only eat CPU time
416      */
417
418     /* For each primitive */
419     for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
420         UINT texture, tmp_tex_mask;
421         /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
422          * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
423          */
424
425         /* For indexed data, we need to go a few more strides in */
426         if (idxData != NULL) {
427
428             /* Indexed so work out the number of strides to skip */
429             if (idxSize == 2) {
430                 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
431                 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
432             } else {
433                 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
434                 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
435             }
436         }
437
438         tmp_tex_mask = tex_mask;
439         for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
440         {
441             int coord_idx;
442             const void *ptr;
443             int texture_idx;
444
445             if (!(tmp_tex_mask & 1)) continue;
446
447             coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
448             ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
449
450             texture_idx = This->texUnitMap[texture];
451             multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
452         }
453
454         /* Diffuse -------------------------------- */
455         if (diffuse) {
456             const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
457
458             diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
459             if(This->activeContext->num_untracked_materials) {
460                 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
461                 unsigned char i;
462                 float color[4];
463
464                 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
465                 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
466                 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
467                 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
468
469                 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
470                     glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
471                 }
472             }
473         }
474
475         /* Specular ------------------------------- */
476         if (specular) {
477             const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
478
479             specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
480
481             if (specular_fog)
482             {
483                 DWORD specularColor = *(const DWORD *)ptrToCoords;
484                 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
485             }
486         }
487
488         /* Normal -------------------------------- */
489         if (normal != NULL) {
490             const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
491             normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
492         }
493
494         /* Position -------------------------------- */
495         if (position) {
496             const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
497             position_funcs[sd->u.s.position.dwType](ptrToCoords);
498         }
499
500         /* For non indexed mode, step onto next parts */
501         if (idxData == NULL) {
502             ++SkipnStrides;
503         }
504     }
505
506     glEnd();
507     checkGLcall("glEnd and previous calls");
508 }
509
510 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
511     switch(type) {
512         case WINED3DDECLTYPE_FLOAT1:
513             GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr));
514             break;
515         case WINED3DDECLTYPE_FLOAT2:
516             GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr));
517             break;
518         case WINED3DDECLTYPE_FLOAT3:
519             GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr));
520             break;
521         case WINED3DDECLTYPE_FLOAT4:
522             GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr));
523             break;
524
525         case WINED3DDECLTYPE_UBYTE4:
526             GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
527             break;
528         case WINED3DDECLTYPE_UBYTE4N:
529         case WINED3DDECLTYPE_D3DCOLOR:
530             GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
531             break;
532
533         case WINED3DDECLTYPE_SHORT2:
534             GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
535             break;
536         case WINED3DDECLTYPE_SHORT4:
537             GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
538             break;
539
540         case WINED3DDECLTYPE_SHORT2N:
541         {
542             GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
543             GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
544             break;
545         }
546         case WINED3DDECLTYPE_USHORT2N:
547         {
548             GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
549             GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
550             break;
551         }
552         case WINED3DDECLTYPE_SHORT4N:
553             GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr));
554             break;
555         case WINED3DDECLTYPE_USHORT4N:
556             GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr));
557             break;
558
559         case WINED3DDECLTYPE_UDEC3:
560             FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
561             /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
562             break;
563         case WINED3DDECLTYPE_DEC3N:
564             FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
565             /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
566             break;
567
568         case WINED3DDECLTYPE_FLOAT16_2:
569             /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
570              * byte float according to the IEEE standard
571              */
572             if (GL_SUPPORT(NV_HALF_FLOAT)) {
573                 GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr));
574             } else {
575                 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
576                 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
577                 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
578             }
579             break;
580         case WINED3DDECLTYPE_FLOAT16_4:
581             if (GL_SUPPORT(NV_HALF_FLOAT)) {
582                 GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr));
583             } else {
584                 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
585                 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
586                 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
587                 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
588                 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
589             }
590             break;
591
592         case WINED3DDECLTYPE_UNUSED:
593         default:
594             ERR("Unexpected attribute declaration: %d\n", type);
595             break;
596     }
597 }
598
599 static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
600         GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
601 {
602     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
603     long                      SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
604     const WORD                *pIdxBufS     = NULL;
605     const DWORD               *pIdxBufL     = NULL;
606     ULONG                      vx_index;
607     int i;
608     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
609     const BYTE *ptr;
610
611     if (idxSize != 0) {
612         /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
613          * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
614          * idxData will be != NULL
615          */
616         if(idxData == NULL) {
617             idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
618         }
619
620         if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
621         else pIdxBufL = (const DWORD *) idxData;
622     } else if (idxData) {
623         ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
624         return;
625     }
626
627     /* Start drawing in GL */
628     VTRACE(("glBegin(%x)\n", glPrimitiveType));
629     glBegin(glPrimitiveType);
630
631     for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
632         if (idxData != NULL) {
633
634             /* Indexed so work out the number of strides to skip */
635             if (idxSize == 2) {
636                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
637                 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
638             } else {
639                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
640                 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
641             }
642         }
643
644         for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
645             if(!sd->u.input[i].lpData) continue;
646
647             ptr = sd->u.input[i].lpData +
648                   sd->u.input[i].dwStride * SkipnStrides +
649                   stateblock->streamOffset[sd->u.input[i].streamNo];
650
651             send_attribute(This, sd->u.input[i].dwType, i, ptr);
652         }
653         SkipnStrides++;
654     }
655
656     glEnd();
657 }
658
659 static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
660         UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
661         ULONG startIdx, ULONG startVertex)
662 {
663     UINT numInstances = 0, i;
664     int numInstancedAttribs = 0, j;
665     UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
666     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
667     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
668
669     if (idxSize == 0) {
670         /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
671          * We don't support this for now
672          *
673          * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
674          * But the StreamSourceFreq value has a different meaning in that situation.
675          */
676         FIXME("Non-indexed instanced drawing is not supported\n");
677         return;
678     }
679
680     TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
681     idxData = idxData == (void *)-1 ? NULL : idxData;
682
683     /* First, figure out how many instances we have to draw */
684     for(i = 0; i < MAX_STREAMS; i++) {
685         /* Look at the streams and take the first one which matches */
686         if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
687             /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
688             if(stateblock->streamFreq[i] == 0){
689                 numInstances = 1;
690             } else {
691                 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
692             }
693             break; /* break, because only the first suitable value is interesting */
694         }
695     }
696
697     for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
698         if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
699             instancedData[numInstancedAttribs] = i;
700             numInstancedAttribs++;
701         }
702     }
703
704     /* now draw numInstances instances :-) */
705     for(i = 0; i < numInstances; i++) {
706         /* Specify the instanced attributes using immediate mode calls */
707         for(j = 0; j < numInstancedAttribs; j++) {
708             const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
709                         sd->u.input[instancedData[j]].dwStride * i +
710                         stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
711             if(sd->u.input[instancedData[j]].VBO) {
712                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
713                 ptr += (long) vb->resource.allocatedMemory;
714             }
715
716             send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
717         }
718
719         glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
720                     (const char *)idxData+(idxSize * startIdx));
721         checkGLcall("glDrawElements");
722     }
723 }
724
725 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
726     unsigned char i;
727     IWineD3DVertexBufferImpl *vb;
728
729     if(s->u.s.position.VBO) {
730         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
731         s->u.s.position.VBO = 0;
732         s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
733     }
734     if(s->u.s.blendWeights.VBO) {
735         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
736         s->u.s.blendWeights.VBO = 0;
737         s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
738     }
739     if(s->u.s.blendMatrixIndices.VBO) {
740         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
741         s->u.s.blendMatrixIndices.VBO = 0;
742         s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
743     }
744     if(s->u.s.normal.VBO) {
745         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
746         s->u.s.normal.VBO = 0;
747         s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
748     }
749     if(s->u.s.pSize.VBO) {
750         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
751         s->u.s.pSize.VBO = 0;
752         s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
753     }
754     if(s->u.s.diffuse.VBO) {
755         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
756         s->u.s.diffuse.VBO = 0;
757         s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
758     }
759     if(s->u.s.specular.VBO) {
760         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
761         s->u.s.specular.VBO = 0;
762         s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
763     }
764     for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
765         if(s->u.s.texCoords[i].VBO) {
766             vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
767             s->u.s.texCoords[i].VBO = 0;
768             s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
769         }
770     }
771     if(s->u.s.position2.VBO) {
772         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
773         s->u.s.position2.VBO = 0;
774         s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
775     }
776     if(s->u.s.normal2.VBO) {
777         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
778         s->u.s.normal2.VBO = 0;
779         s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
780     }
781     if(s->u.s.tangent.VBO) {
782         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
783         s->u.s.tangent.VBO = 0;
784         s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
785     }
786     if(s->u.s.binormal.VBO) {
787         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
788         s->u.s.binormal.VBO = 0;
789         s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
790     }
791     if(s->u.s.tessFactor.VBO) {
792         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
793         s->u.s.tessFactor.VBO = 0;
794         s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
795     }
796     if(s->u.s.fog.VBO) {
797         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
798         s->u.s.fog.VBO = 0;
799         s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
800     }
801     if(s->u.s.depth.VBO) {
802         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
803         s->u.s.depth.VBO = 0;
804         s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
805     }
806     if(s->u.s.sample.VBO) {
807         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
808         s->u.s.sample.VBO = 0;
809         s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
810     }
811 }
812
813 /* Routine common to the draw primitive and draw indexed primitive routines */
814 void drawPrimitive(IWineD3DDevice *iface,
815                    int PrimitiveType,
816                    long NumPrimitives,
817                    /* for Indexed: */
818                    long  StartVertexIndex,
819                    UINT  numberOfVertices,
820                    long  StartIdx,
821                    short idxSize,
822                    const void *idxData,
823                    int   minIndex) {
824
825     IWineD3DDeviceImpl           *This = (IWineD3DDeviceImpl *)iface;
826     IWineD3DSurfaceImpl          *target;
827     unsigned int i;
828
829     if (NumPrimitives == 0) return;
830
831     /* Invalidate the back buffer memory so LockRect will read it the next time */
832     for(i = 0; i < GL_LIMITS(buffers); i++) {
833         target = (IWineD3DSurfaceImpl *) This->render_targets[i];
834         if (target) {
835             IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
836             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
837         }
838     }
839
840     /* Signals other modules that a drawing is in progress and the stateblock finalized */
841     This->isInDraw = TRUE;
842
843     ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
844
845     if (This->stencilBufferTarget) {
846         /* Note that this depends on the ActivateContext call above to set
847          * This->render_offscreen properly */
848         DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
849         surface_load_ds_location(This->stencilBufferTarget, location);
850         surface_modify_ds_location(This->stencilBufferTarget, location);
851     }
852
853     /* Ok, we will be updating the screen from here onwards so grab the lock */
854     ENTER_GL();
855     {
856         GLenum glPrimType;
857         BOOL emulation = FALSE;
858         const WineDirect3DVertexStridedData *strided = &This->strided_streams;
859         WineDirect3DVertexStridedData stridedlcl;
860         /* Ok, Work out which primitive is requested and how many vertexes that
861            will be                                                              */
862         UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
863         if (numberOfVertices == 0 )
864             numberOfVertices = calculatedNumberOfindices;
865
866         if(!use_vs(This)) {
867             if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
868                 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
869                 static BOOL warned;
870                 if (!warned) {
871                     FIXME("Using software emulation because not all material properties could be tracked\n");
872                     warned = TRUE;
873                 } else {
874                     TRACE("Using software emulation because not all material properties could be tracked\n");
875                 }
876                 emulation = TRUE;
877             }
878             else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
879                 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
880                  * to a float in the vertex buffer
881                  */
882                 static BOOL warned;
883                 if (!warned) {
884                     FIXME("Using software emulation because manual fog coordinates are provided\n");
885                     warned = TRUE;
886                 } else {
887                     TRACE("Using software emulation because manual fog coordinates are provided\n");
888                 }
889                 emulation = TRUE;
890             }
891
892             if(emulation) {
893                 strided = &stridedlcl;
894                 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
895                 remove_vbos(This, &stridedlcl);
896             }
897         }
898
899         if (This->useDrawStridedSlow || emulation) {
900             /* Immediate mode drawing */
901             if(use_vs(This)) {
902                 static BOOL warned;
903                 if (!warned) {
904                     FIXME("Using immediate mode with vertex shaders for half float emulation\n");
905                     warned = TRUE;
906                 } else {
907                     TRACE("Using immediate mode with vertex shaders for half float emulation\n");
908                 }
909                 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
910                                   idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
911             } else {
912                 drawStridedSlow(iface, strided, calculatedNumberOfindices,
913                                 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
914             }
915         } else if(This->instancedDraw) {
916             /* Instancing emulation with mixing immediate mode and arrays */
917             drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
918                             idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
919         } else {
920             drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
921                             idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
922         }
923     }
924
925     /* Finished updating the screen, restore lock */
926     LEAVE_GL();
927     TRACE("Done all gl drawing\n");
928
929     /* Diagnostics */
930 #ifdef SHOW_FRAME_MAKEUP
931     {
932         static long int primCounter = 0;
933         /* NOTE: set primCounter to the value reported by drawprim 
934            before you want to to write frame makeup to /tmp */
935         if (primCounter >= 0) {
936             WINED3DLOCKED_RECT r;
937             char buffer[80];
938             IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
939             sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
940             TRACE("Saving screenshot %s\n", buffer);
941             IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
942             IWineD3DSurface_UnlockRect(This->render_targets[0]);
943
944 #ifdef SHOW_TEXTURE_MAKEUP
945            {
946             IWineD3DSurface *pSur;
947             int textureNo;
948             for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
949                 if (This->stateBlock->textures[textureNo] != NULL) {
950                     sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
951                     TRACE("Saving texture %s\n", buffer);
952                     if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
953                             IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
954                             IWineD3DSurface_SaveSnapshot(pSur, buffer);
955                             IWineD3DSurface_Release(pSur);
956                     } else  {
957                         FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
958                     }
959                 }
960             }
961            }
962 #endif
963         }
964         TRACE("drawprim #%ld\n", primCounter);
965         ++primCounter;
966     }
967 #endif
968
969     /* Control goes back to the device, stateblock values may change again */
970     This->isInDraw = FALSE;
971 }
972
973 static void normalize_normal(float *n) {
974     float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
975     if(length == 0.0) return;
976     length = sqrt(length);
977     n[0] = n[0] / length;
978     n[1] = n[1] / length;
979     n[2] = n[2] / length;
980 }
981
982 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
983  *
984  * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
985  * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
986  * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
987  * attributes to numbered shader attributes, so we have to store them and rebind them as needed
988  * in drawprim.
989  *
990  * To read back, the opengl feedback mode is used. This creates a problem because we want
991  * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
992  * Thus disable lighting and set identity matrices to get unmodified colors and positions.
993  * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
994  * them to [-1.0;+1.0] and set the viewport up to scale them back.
995  *
996  * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
997  * resulting colors back to the normals.
998  *
999  * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1000  * does not restore it because normally a draw follows immediately afterwards. The caller is
1001  * responsible of taking care that either the gl states are restored, or the context activated
1002  * for drawing to reset the lastWasBlit flag.
1003  */
1004 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1005                             struct WineD3DRectPatch *patch) {
1006     unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1007     float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1008     WineDirect3DVertexStridedData strided;
1009     const BYTE *data;
1010     const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1011     DWORD vtxStride;
1012     GLenum feedback_type;
1013     GLfloat *feedbuffer;
1014
1015     /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1016      * Beware of vbos
1017      */
1018     memset(&strided, 0, sizeof(strided));
1019     primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1020     if(strided.u.s.position.VBO) {
1021         IWineD3DVertexBufferImpl *vb;
1022         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1023         strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1024                                                 (unsigned long) vb->resource.allocatedMemory);
1025     }
1026     vtxStride = strided.u.s.position.dwStride;
1027     data = strided.u.s.position.lpData +
1028            vtxStride * info->Stride * info->StartVertexOffsetHeight +
1029            vtxStride * info->StartVertexOffsetWidth;
1030
1031     /* Not entirely sure about what happens with transformed vertices */
1032     if(strided.u.s.position_transformed) {
1033         FIXME("Transformed position in rectpatch generation\n");
1034     }
1035     if(vtxStride % sizeof(GLfloat)) {
1036         /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1037          * I don't see how the stride could not be a multiple of 4, but make sure
1038          * to check it
1039          */
1040         ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1041     }
1042     if(info->Basis != WINED3DBASIS_BEZIER) {
1043         FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1044     }
1045     if(info->Degree != WINED3DDEGREE_CUBIC) {
1046         FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1047     }
1048
1049     /* First, get the boundary cube of the input data */
1050     for(j = 0; j < info->Height; j++) {
1051         for(i = 0; i < info->Width; i++) {
1052             const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
1053             if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1054             if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1055             if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1056             if(v[2] < neg_z) neg_z = v[2];
1057         }
1058     }
1059
1060     /* This needs some improvements in the vertex decl code */
1061     FIXME("Cannot find data to generate. Only generating position and normals\n");
1062     patch->has_normals = TRUE;
1063     patch->has_texcoords = FALSE;
1064
1065     /* Simply activate the context for blitting. This disables all the things we don't want and
1066      * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1067      * patch (as opposed to normal draws) will most likely need different changes anyway
1068      */
1069     ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1070     ENTER_GL();
1071
1072     glMatrixMode(GL_PROJECTION);
1073     checkGLcall("glMatrixMode(GL_PROJECTION)");
1074     glLoadIdentity();
1075     checkGLcall("glLoadIndentity()");
1076     glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1077     glTranslatef(0, 0, 0.5);
1078     checkGLcall("glScalef");
1079     glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1080     checkGLcall("glViewport");
1081
1082     /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1083      * our feedback buffer parser
1084      */
1085     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1086     checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1087     IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1088     if(patch->has_normals) {
1089         static const GLfloat black[] = {0, 0, 0, 0};
1090         static const GLfloat red[]   = {1, 0, 0, 0};
1091         static const GLfloat green[] = {0, 1, 0, 0};
1092         static const GLfloat blue[]  = {0, 0, 1, 0};
1093         static const GLfloat white[] = {1, 1, 1, 1};
1094         glEnable(GL_LIGHTING);
1095         checkGLcall("glEnable(GL_LIGHTING)");
1096         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1097         checkGLcall("glLightModel for MODEL_AMBIENT");
1098         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1099
1100         for(i = 3; i < GL_LIMITS(lights); i++) {
1101             glDisable(GL_LIGHT0 + i);
1102             checkGLcall("glDisable(GL_LIGHT0 + i)");
1103             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1104         }
1105
1106         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1107         glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1108         glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1109         glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1110         glLightfv(GL_LIGHT0, GL_POSITION, red);
1111         glEnable(GL_LIGHT0);
1112         checkGLcall("Setting up light 1\n");
1113         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1114         glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1115         glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1116         glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1117         glLightfv(GL_LIGHT1, GL_POSITION, green);
1118         glEnable(GL_LIGHT1);
1119         checkGLcall("Setting up light 2\n");
1120         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1121         glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1122         glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1123         glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1124         glLightfv(GL_LIGHT2, GL_POSITION, blue);
1125         glEnable(GL_LIGHT2);
1126         checkGLcall("Setting up light 3\n");
1127
1128         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1129         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1130         glDisable(GL_COLOR_MATERIAL);
1131         glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1132         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1133         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1134         checkGLcall("Setting up materials\n");
1135     }
1136
1137     /* Enable the needed maps.
1138      * GL_MAP2_VERTEX_3 is needed for positional data.
1139      * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1140      * GL_MAP2_TEXTURE_COORD_4 for texture coords
1141      */
1142     num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1143     out_vertex_size = 3 /* position */;
1144     d3d_out_vertex_size = 3;
1145     glEnable(GL_MAP2_VERTEX_3);
1146     if(patch->has_normals && patch->has_texcoords) {
1147         FIXME("Texcoords not handled yet\n");
1148         feedback_type = GL_3D_COLOR_TEXTURE;
1149         out_vertex_size += 8;
1150         d3d_out_vertex_size += 7;
1151         glEnable(GL_AUTO_NORMAL);
1152         glEnable(GL_MAP2_TEXTURE_COORD_4);
1153     } else if(patch->has_texcoords) {
1154         FIXME("Texcoords not handled yet\n");
1155         feedback_type = GL_3D_COLOR_TEXTURE;
1156         out_vertex_size += 7;
1157         d3d_out_vertex_size += 4;
1158         glEnable(GL_MAP2_TEXTURE_COORD_4);
1159     } else if(patch->has_normals) {
1160         feedback_type = GL_3D_COLOR;
1161         out_vertex_size += 4;
1162         d3d_out_vertex_size += 3;
1163         glEnable(GL_AUTO_NORMAL);
1164     } else {
1165         feedback_type = GL_3D;
1166     }
1167     checkGLcall("glEnable vertex attrib generation");
1168
1169     buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1170                    + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1171     feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1172
1173     glMap2f(GL_MAP2_VERTEX_3,
1174             0, 1, vtxStride / sizeof(float), info->Width,
1175             0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1176             (const GLfloat *)data);
1177     checkGLcall("glMap2f");
1178     if(patch->has_texcoords) {
1179         glMap2f(GL_MAP2_TEXTURE_COORD_4,
1180                 0, 1, vtxStride / sizeof(float), info->Width,
1181                 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1182                 (const GLfloat *)data);
1183         checkGLcall("glMap2f");
1184     }
1185     glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1186     checkGLcall("glMapGrid2f");
1187
1188     glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1189     checkGLcall("glFeedbackBuffer");
1190     glRenderMode(GL_FEEDBACK);
1191
1192     glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1193     checkGLcall("glEvalMesh2\n");
1194
1195     i = glRenderMode(GL_RENDER);
1196     if(i == -1) {
1197         LEAVE_GL();
1198         ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1199         Sleep(10000);
1200         HeapFree(GetProcessHeap(), 0, feedbuffer);
1201         return WINED3DERR_DRIVERINTERNALERROR;
1202     } else if(i != buffer_size) {
1203         LEAVE_GL();
1204         ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1205         Sleep(10000);
1206         HeapFree(GetProcessHeap(), 0, feedbuffer);
1207         return WINED3DERR_DRIVERINTERNALERROR;
1208     } else {
1209         TRACE("Got %d elements as expected\n", i);
1210     }
1211
1212     HeapFree(GetProcessHeap(), 0, patch->mem);
1213     patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1214     i = 0;
1215     for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1216         if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1217             ERR("Unexpected token: %f\n", feedbuffer[j]);
1218             continue;
1219         }
1220         if(feedbuffer[j + 1] != 3) {
1221             ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1222             continue;
1223         }
1224         /* Somehow there are different ideas about back / front facing, so fix up the
1225          * vertex order
1226          */
1227         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1228         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1229         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1230         if(patch->has_normals) {
1231             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1232             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1233             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1234         }
1235         i += d3d_out_vertex_size;
1236
1237         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1238         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1239         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1240         if(patch->has_normals) {
1241             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1242             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1243             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1244         }
1245         i += d3d_out_vertex_size;
1246
1247         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1248         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1249         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1250         if(patch->has_normals) {
1251             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1252             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1253             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1254         }
1255         i += d3d_out_vertex_size;
1256     }
1257
1258     if(patch->has_normals) {
1259         /* Now do the same with reverse light directions */
1260         static const GLfloat x[] = {-1,  0,  0, 0};
1261         static const GLfloat y[] = { 0, -1,  0, 0};
1262         static const GLfloat z[] = { 0,  0, -1, 0};
1263         glLightfv(GL_LIGHT0, GL_POSITION, x);
1264         glLightfv(GL_LIGHT1, GL_POSITION, y);
1265         glLightfv(GL_LIGHT2, GL_POSITION, z);
1266         checkGLcall("Setting up reverse light directions\n");
1267
1268         glRenderMode(GL_FEEDBACK);
1269         checkGLcall("glRenderMode(GL_FEEDBACK)");
1270         glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1271         checkGLcall("glEvalMesh2\n");
1272         i = glRenderMode(GL_RENDER);
1273         checkGLcall("glRenderMode(GL_RENDER)");
1274
1275         i = 0;
1276         for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1277             if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1278                 ERR("Unexpected token: %f\n", feedbuffer[j]);
1279                 continue;
1280             }
1281             if(feedbuffer[j + 1] != 3) {
1282                 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1283                 continue;
1284             }
1285             if(patch->mem[i + 3] == 0.0)
1286                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1287             if(patch->mem[i + 4] == 0.0)
1288                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1289             if(patch->mem[i + 5] == 0.0)
1290                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1291             normalize_normal(patch->mem + i + 3);
1292             i += d3d_out_vertex_size;
1293
1294             if(patch->mem[i + 3] == 0.0)
1295                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1296             if(patch->mem[i + 4] == 0.0)
1297                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1298             if(patch->mem[i + 5] == 0.0)
1299                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1300             normalize_normal(patch->mem + i + 3);
1301             i += d3d_out_vertex_size;
1302
1303             if(patch->mem[i + 3] == 0.0)
1304                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1305             if(patch->mem[i + 4] == 0.0)
1306                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1307             if(patch->mem[i + 5] == 0.0)
1308                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1309             normalize_normal(patch->mem + i + 3);
1310             i += d3d_out_vertex_size;
1311         }
1312     }
1313
1314     glDisable(GL_MAP2_VERTEX_3);
1315     glDisable(GL_AUTO_NORMAL);
1316     glDisable(GL_MAP2_NORMAL);
1317     glDisable(GL_MAP2_TEXTURE_COORD_4);
1318     checkGLcall("glDisable vertex attrib generation");
1319     LEAVE_GL();
1320
1321     HeapFree(GetProcessHeap(), 0, feedbuffer);
1322
1323     vtxStride = 3 * sizeof(float);
1324     if(patch->has_normals) {
1325         vtxStride += 3 * sizeof(float);
1326     }
1327     if(patch->has_texcoords) {
1328         vtxStride += 4 * sizeof(float);
1329     }
1330     memset(&patch->strided, 0, sizeof(&patch->strided));
1331     patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1332     patch->strided.u.s.position.dwStride = vtxStride;
1333     patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1334     patch->strided.u.s.position.streamNo = 255;
1335
1336     if(patch->has_normals) {
1337         patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1338         patch->strided.u.s.normal.dwStride = vtxStride;
1339         patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1340         patch->strided.u.s.normal.streamNo = 255;
1341     }
1342     if(patch->has_texcoords) {
1343         patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1344         if(patch->has_normals) {
1345             patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1346         }
1347         patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1348         patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1349         /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1350          * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1351          * application.
1352          */
1353         patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1354     }
1355
1356     return WINED3D_OK;
1357 }