wined3d: Make sure update_minfilter and update_magfilter are initialized.
[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     BYTE  *data    = NULL;
146     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
147     IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
148     int i;
149     WINED3DVERTEXELEMENT *element;
150     DWORD stride;
151     DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
152     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 (%d of %d)\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("Loaded %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             strided->u.input[idx].lpData = data;
229             strided->u.input[idx].dwType = element->Type;
230             strided->u.input[idx].dwStride = stride;
231             strided->u.input[idx].VBO = streamVBO;
232             strided->u.input[idx].streamNo = element->Stream;
233         }
234     }
235     /* Now call PreLoad on all the vertex buffers. In the very rare case
236      * that the buffers stopps converting PreLoad will dirtify the VDECL again.
237      * The vertex buffer can now use the strided structure in the device instead of finding its
238      * own again.
239      *
240      * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
241      * once in there.
242      */
243     for(i=0; i < numPreloadStreams; i++) {
244         IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
245         if(vb) {
246             IWineD3DVertexBuffer_PreLoad(vb);
247         }
248     }
249 }
250
251 static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum glPrimitiveType,
252                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
253     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
254
255     if (idxSize != 0 /* This crashes sometimes!*/) {
256         TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
257         idxData = idxData == (void *)-1 ? NULL : idxData;
258 #if 1
259         glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
260                      (const char *)idxData+(idxSize * startIdx));
261         checkGLcall("glDrawElements");
262 #else /* using drawRangeElements may be faster */
263
264         glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
265                       idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
266                       (const char *)idxData+(idxSize * startIdx));
267         checkGLcall("glDrawRangeElements");
268 #endif
269
270     } else {
271         TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startVertex, numberOfVertices);
272         glDrawArrays(glPrimitiveType, startVertex, numberOfVertices);
273         checkGLcall("glDrawArrays");
274     }
275
276     return;
277 }
278
279 /*
280  * Actually draw using the supplied information.
281  * Slower GL version which extracts info about each vertex in turn
282  */
283
284 static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
285                      UINT NumVertexes, GLenum glPrimType,
286                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
287
288     unsigned int               textureNo    = 0;
289     const WORD                *pIdxBufS     = NULL;
290     const DWORD               *pIdxBufL     = NULL;
291     LONG                       vx_index;
292     DWORD diffuseColor = 0xFFFFFFFF;       /* Diffuse Color              */
293     DWORD specularColor = 0;               /* Specular Color             */
294     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
295     UINT *streamOffset = This->stateBlock->streamOffset;
296     long                      SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
297     BOOL                      pixelShader = use_ps(This);
298
299     BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
300     BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
301
302     TRACE("Using slow vertex array code\n");
303
304     /* Variable Initialization */
305     if (idxSize != 0) {
306         /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
307          * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
308          * idxData will be != NULL
309          */
310         if(idxData == NULL) {
311             idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
312         }
313
314         if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
315         else pIdxBufL = (const DWORD *) idxData;
316     }
317
318     /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
319      * to the strided Data in the device and might be needed intact on the next draw
320      */
321     for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
322         if(sd->u.s.texCoords[textureNo].lpData) {
323             texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
324         } else {
325             texCoords[textureNo] = NULL;
326         }
327     }
328     if(sd->u.s.diffuse.lpData) {
329         diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
330     }
331     if(sd->u.s.specular.lpData) {
332         specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
333     }
334     if(sd->u.s.normal.lpData) {
335         normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
336     }
337     if(sd->u.s.position.lpData) {
338         position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
339     }
340
341     /* The texture coordinate types are not so easy to map into a common function signature - we're
342      * not using the vector functions here
343      */
344     if(FIXME_ON(d3d_draw)) {
345         for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
346             DWORD type = sd->u.s.texCoords[textureNo].dwType;
347             if (sd->u.s.texCoords[textureNo].lpData &&
348                 type != WINED3DDECLTYPE_FLOAT1 &&
349                 type != WINED3DDECLTYPE_FLOAT2 &&
350                 type != WINED3DDECLTYPE_FLOAT3 &&
351                 type != WINED3DDECLTYPE_FLOAT4) {
352                 FIXME("Implement fixed function texture coordinates from %s\n", debug_d3ddecltype(type));
353             }
354         }
355         if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
356            (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
357            This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
358             if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
359                 FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
360             }
361         }
362         if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
363             FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
364         }
365     }
366
367     /* Start drawing in GL */
368     VTRACE(("glBegin(%x)\n", glPrimType));
369     glBegin(glPrimType);
370
371     /* Default settings for data that is not passed */
372     if (sd->u.s.normal.lpData == NULL) {
373         glNormal3f(0, 0, 0);
374     }
375     if(sd->u.s.diffuse.lpData == NULL) {
376         glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
377     }
378     if(sd->u.s.specular.lpData == NULL) {
379         if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
380             GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
381         }
382     }
383
384     /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
385      * Guess it's not necessary(we crash then anyway) and would only eat CPU time
386      */
387
388     /* For each primitive */
389     for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
390
391         /* Initialize diffuse color */
392         diffuseColor = 0xFFFFFFFF;
393
394         /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
395          * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
396          */
397
398         /* For indexed data, we need to go a few more strides in */
399         if (idxData != NULL) {
400
401             /* Indexed so work out the number of strides to skip */
402             if (idxSize == 2) {
403                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
404                 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
405             } else {
406                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
407                 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
408             }
409         }
410
411         /* Texture coords --------------------------- */
412         for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
413
414             if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
415                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
416                 continue ;
417             }
418
419             /* Query tex coords */
420             if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
421
422                 int    coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
423                 int texture_idx = This->texUnitMap[textureNo];
424                 float *ptrToCoords = NULL;
425                 float  s = 0.0, t = 0.0, r = 0.0, q = 0.0;
426
427                 if (coordIdx > 7) {
428                     VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
429                     continue;
430                 } else if (coordIdx < 0) {
431                     FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
432                     continue;
433                 }
434
435                 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
436                 if (texCoords[coordIdx] == NULL) {
437                     TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
438                     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
439                         GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
440                     } else {
441                         glTexCoord4f(0, 0, 0, 1);
442                     }
443                     continue;
444                 } else {
445                     int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
446
447                     if (texture_idx == -1) continue;
448
449                     /* The coords to supply depend completely on the fvf / vertex shader */
450                     switch (coordsToUse) {
451                     case 4: q = ptrToCoords[3]; /* drop through */
452                     case 3: r = ptrToCoords[2]; /* drop through */
453                     case 2: t = ptrToCoords[1]; /* drop through */
454                     case 1: s = ptrToCoords[0];
455                     }
456
457                     switch (coordsToUse) {   /* Supply the provided texture coords */
458                     case WINED3DTTFF_COUNT1:
459                         VTRACE(("tex:%d, s=%f\n", textureNo, s));
460                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
461                             GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
462                         } else {
463                             glTexCoord1f(s);
464                         }
465                         break;
466                     case WINED3DTTFF_COUNT2:
467                         VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
468                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
469                             GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
470                         } else {
471                             glTexCoord2f(s, t);
472                         }
473                         break;
474                     case WINED3DTTFF_COUNT3:
475                         VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
476                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
477                             GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
478                         } else {
479                             glTexCoord3f(s, t, r);
480                         }
481                         break;
482                     case WINED3DTTFF_COUNT4:
483                         VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
484                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
485                             GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
486                         } else {
487                             glTexCoord4f(s, t, r, q);
488                         }
489                         break;
490                     default:
491                         FIXME("Should not get here as coordsToUse is two bits only (%x)!\n", coordsToUse);
492                     }
493                 }
494             }
495         } /* End of textures */
496
497         /* Diffuse -------------------------------- */
498         if (diffuse) {
499             DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
500
501             diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
502             if(This->activeContext->num_untracked_materials) {
503                 unsigned char i;
504                 float color[4];
505
506                 diffuseColor = ptrToCoords[0];
507                 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
508                 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
509                 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
510                 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
511
512                 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
513                     glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
514                 }
515             }
516         }
517
518         /* Specular ------------------------------- */
519         if (specular) {
520             DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
521
522             /* special case where the fog density is stored in the specular alpha channel */
523             if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
524               (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
525               This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
526                 if(GL_SUPPORT(EXT_FOG_COORD)) {
527                     specularColor = ptrToCoords[0];
528                     GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
529                 } else {
530                     static BOOL warned = FALSE;
531                     if(!warned) {
532                         /* TODO: Use the fog table code from old ddraw */
533                         FIXME("Implement fog for transformed vertices in software\n");
534                         warned = TRUE;
535                     }
536                 }
537             }
538
539             specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
540         }
541
542         /* Normal -------------------------------- */
543         if (normal != NULL) {
544             float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
545             normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
546         }
547
548         /* Position -------------------------------- */
549         if (position) {
550             float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
551             position_funcs[sd->u.s.position.dwType](ptrToCoords);
552         }
553
554         /* For non indexed mode, step onto next parts */
555         if (idxData == NULL) {
556             ++SkipnStrides;
557         }
558     }
559
560     glEnd();
561     checkGLcall("glEnd and previous calls");
562 }
563
564 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
565     switch(type) {
566         case WINED3DDECLTYPE_FLOAT1:
567             GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
568             break;
569         case WINED3DDECLTYPE_FLOAT2:
570             GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
571             break;
572         case WINED3DDECLTYPE_FLOAT3:
573             GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
574             break;
575         case WINED3DDECLTYPE_FLOAT4:
576             GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
577             break;
578
579         case WINED3DDECLTYPE_UBYTE4:
580             GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
581             break;
582         case WINED3DDECLTYPE_UBYTE4N:
583         case WINED3DDECLTYPE_D3DCOLOR:
584             GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
585             break;
586
587         case WINED3DDECLTYPE_SHORT2:
588             GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
589             break;
590         case WINED3DDECLTYPE_SHORT4:
591             GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
592             break;
593
594         case WINED3DDECLTYPE_SHORT2N:
595         {
596             GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
597             GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
598             break;
599         }
600         case WINED3DDECLTYPE_USHORT2N:
601         {
602             GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
603             GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
604             break;
605         }
606         case WINED3DDECLTYPE_SHORT4N:
607             GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
608             break;
609         case WINED3DDECLTYPE_USHORT4N:
610             GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
611             break;
612
613         case WINED3DDECLTYPE_UDEC3:
614             FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
615             /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
616             break;
617         case WINED3DDECLTYPE_DEC3N:
618             FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
619             /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
620             break;
621
622         case WINED3DDECLTYPE_FLOAT16_2:
623             /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
624              * byte float according to the IEEE standard
625              */
626             if (GL_SUPPORT(NV_HALF_FLOAT)) {
627                 GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
628             } else {
629                 float x = float_16_to_32(((unsigned short *) ptr) + 0);
630                 float y = float_16_to_32(((unsigned short *) ptr) + 1);
631                 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
632             }
633             break;
634         case WINED3DDECLTYPE_FLOAT16_4:
635             if (GL_SUPPORT(NV_HALF_FLOAT)) {
636                 GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
637             } else {
638                 float x = float_16_to_32(((unsigned short *) ptr) + 0);
639                 float y = float_16_to_32(((unsigned short *) ptr) + 1);
640                 float z = float_16_to_32(((unsigned short *) ptr) + 2);
641                 float w = float_16_to_32(((unsigned short *) ptr) + 3);
642                 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
643             }
644             break;
645
646         case WINED3DDECLTYPE_UNUSED:
647         default:
648             ERR("Unexpected attribute declaration: %d\n", type);
649             break;
650     }
651 }
652
653 static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
654                               GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
655                               ULONG startVertex) {
656
657     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
658     long                      SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
659     const WORD                *pIdxBufS     = NULL;
660     const DWORD               *pIdxBufL     = NULL;
661     LONG                       vx_index;
662     int i;
663     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
664     BYTE *ptr;
665
666     if (idxSize != 0) {
667         /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
668          * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
669          * idxData will be != NULL
670          */
671         if(idxData == NULL) {
672             idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
673         }
674
675         if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
676         else pIdxBufL = (const DWORD *) idxData;
677     }
678
679     /* Start drawing in GL */
680     VTRACE(("glBegin(%x)\n", glPrimitiveType));
681     glBegin(glPrimitiveType);
682
683     for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
684         if (idxData != NULL) {
685
686             /* Indexed so work out the number of strides to skip */
687             if (idxSize == 2) {
688                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
689                 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
690             } else {
691                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
692                 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
693             }
694         }
695
696         for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
697             if(!sd->u.input[i].lpData) continue;
698
699             ptr = sd->u.input[i].lpData +
700                   sd->u.input[i].dwStride * SkipnStrides +
701                   stateblock->streamOffset[sd->u.input[i].streamNo];
702
703             send_attribute(This, sd->u.input[i].dwType, i, ptr);
704         }
705         SkipnStrides++;
706     }
707
708     glEnd();
709 }
710
711 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) {
712     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
713     GLint old_binding = 0;
714
715     glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
716
717     glDisable(GL_CULL_FACE);
718     glEnable(GL_BLEND);
719     glDisable(GL_ALPHA_TEST);
720     glDisable(GL_SCISSOR_TEST);
721     glDisable(GL_STENCIL_TEST);
722     glEnable(GL_DEPTH_TEST);
723     glDepthFunc(GL_ALWAYS);
724     glDepthMask(GL_TRUE);
725     glBlendFunc(GL_ZERO, GL_ONE);
726     glViewport(0, 0, w, h);
727
728     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
729     glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
730     glBindTexture(GL_TEXTURE_2D, texture);
731     glEnable(GL_TEXTURE_2D);
732
733     This->shader_backend->shader_select_depth_blt(iface);
734
735     glBegin(GL_TRIANGLE_STRIP);
736     glVertex2f(-1.0f, -1.0f);
737     glVertex2f(1.0f, -1.0f);
738     glVertex2f(-1.0f, 1.0f);
739     glVertex2f(1.0f, 1.0f);
740     glEnd();
741
742     glBindTexture(GL_TEXTURE_2D, old_binding);
743
744     glPopAttrib();
745
746     This->shader_backend->shader_deselect_depth_blt(iface);
747 }
748
749 static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
750                                  GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
751                                  ULONG startIdx, ULONG startVertex) {
752     UINT numInstances = 0;
753     int numInstancedAttribs = 0, i, j;
754     UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
755     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
756     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
757
758     if (idxSize == 0) {
759         /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
760          * We don't support this for now
761          *
762          * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
763          * But the StreamSourceFreq value has a different meaning in that situation.
764          */
765         FIXME("Non-indexed instanced drawing is not supported\n");
766         return;
767     }
768
769     TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
770     idxData = idxData == (void *)-1 ? NULL : idxData;
771
772     /* First, figure out how many instances we have to draw */
773     for(i = 0; i < MAX_STREAMS; i++) {
774         /* Look at the streams and take the first one which matches */
775         if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
776             /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
777             if(stateblock->streamFreq[i] == 0){
778                 numInstances = 1;
779             } else {
780                 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
781             }
782             break; /* break, because only the first suitable value is interesting */
783         }
784     }
785
786     for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
787         if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
788             instancedData[numInstancedAttribs] = i;
789             numInstancedAttribs++;
790         }
791     }
792
793     /* now draw numInstances instances :-) */
794     for(i = 0; i < numInstances; i++) {
795         /* Specify the instanced attributes using immediate mode calls */
796         for(j = 0; j < numInstancedAttribs; j++) {
797             BYTE *ptr = sd->u.input[instancedData[j]].lpData +
798                         sd->u.input[instancedData[j]].dwStride * i +
799                         stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
800             if(sd->u.input[instancedData[j]].VBO) {
801                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
802                 ptr += (long) vb->resource.allocatedMemory;
803             }
804
805             send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
806         }
807
808         glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
809                     (const char *)idxData+(idxSize * startIdx));
810         checkGLcall("glDrawElements");
811     }
812 }
813
814 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
815     unsigned char i;
816     IWineD3DVertexBufferImpl *vb;
817
818     if(s->u.s.position.VBO) {
819         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
820         s->u.s.position.VBO = 0;
821         s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
822     }
823     if(s->u.s.blendWeights.VBO) {
824         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
825         s->u.s.blendWeights.VBO = 0;
826         s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
827     }
828     if(s->u.s.blendMatrixIndices.VBO) {
829         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
830         s->u.s.blendMatrixIndices.VBO = 0;
831         s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
832     }
833     if(s->u.s.normal.VBO) {
834         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
835         s->u.s.normal.VBO = 0;
836         s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
837     }
838     if(s->u.s.pSize.VBO) {
839         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
840         s->u.s.pSize.VBO = 0;
841         s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
842     }
843     if(s->u.s.diffuse.VBO) {
844         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
845         s->u.s.diffuse.VBO = 0;
846         s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
847     }
848     if(s->u.s.specular.VBO) {
849         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
850         s->u.s.specular.VBO = 0;
851         s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
852     }
853     for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
854         if(s->u.s.texCoords[i].VBO) {
855             vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
856             s->u.s.texCoords[i].VBO = 0;
857             s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
858         }
859     }
860     if(s->u.s.position2.VBO) {
861         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
862         s->u.s.position2.VBO = 0;
863         s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
864     }
865     if(s->u.s.normal2.VBO) {
866         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
867         s->u.s.normal2.VBO = 0;
868         s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
869     }
870     if(s->u.s.tangent.VBO) {
871         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
872         s->u.s.tangent.VBO = 0;
873         s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
874     }
875     if(s->u.s.binormal.VBO) {
876         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
877         s->u.s.binormal.VBO = 0;
878         s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
879     }
880     if(s->u.s.tessFactor.VBO) {
881         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
882         s->u.s.tessFactor.VBO = 0;
883         s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
884     }
885     if(s->u.s.fog.VBO) {
886         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
887         s->u.s.fog.VBO = 0;
888         s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
889     }
890     if(s->u.s.depth.VBO) {
891         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
892         s->u.s.depth.VBO = 0;
893         s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
894     }
895     if(s->u.s.sample.VBO) {
896         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
897         s->u.s.sample.VBO = 0;
898         s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
899     }
900 }
901
902 /* Routine common to the draw primitive and draw indexed primitive routines */
903 void drawPrimitive(IWineD3DDevice *iface,
904                    int PrimitiveType,
905                    long NumPrimitives,
906                    /* for Indexed: */
907                    long  StartVertexIndex,
908                    UINT  numberOfVertices,
909                    long  StartIdx,
910                    short idxSize,
911                    const void *idxData,
912                    int   minIndex) {
913
914     IWineD3DDeviceImpl           *This = (IWineD3DDeviceImpl *)iface;
915     IWineD3DSurfaceImpl          *target;
916     int i;
917
918     if (NumPrimitives == 0) return;
919
920     /* Invalidate the back buffer memory so LockRect will read it the next time */
921     for(i = 0; i < GL_LIMITS(buffers); i++) {
922         target = (IWineD3DSurfaceImpl *) This->render_targets[i];
923         if (target) {
924             IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
925             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
926         }
927     }
928
929     /* Signals other modules that a drawing is in progress and the stateblock finalized */
930     This->isInDraw = TRUE;
931
932     ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
933
934     if (This->stencilBufferTarget) {
935         /* Note that this depends on the ActivateContext call above to set
936          * This->render_offscreen properly */
937         DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
938         surface_load_ds_location(This->stencilBufferTarget, location);
939         surface_modify_ds_location(This->stencilBufferTarget, location);
940     }
941
942     /* Ok, we will be updating the screen from here onwards so grab the lock */
943     ENTER_GL();
944     {
945         GLenum glPrimType;
946         BOOL emulation = FALSE;
947         WineDirect3DVertexStridedData *strided = &This->strided_streams;
948         WineDirect3DVertexStridedData stridedlcl;
949         /* Ok, Work out which primitive is requested and how many vertexes that
950            will be                                                              */
951         UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
952         if (numberOfVertices == 0 )
953             numberOfVertices = calculatedNumberOfindices;
954
955         if(!use_vs(This)) {
956             if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
957                 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
958                 static BOOL first = TRUE;
959                 if(first) {
960                     FIXME("Using software emulation because not all material properties could be tracked\n");
961                     first = FALSE;
962                 } else {
963                     TRACE("Using software emulation because not all material properties could be tracked\n");
964                 }
965                 emulation = TRUE;
966             }
967             else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
968                 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
969                  * to a float in the vertex buffer
970                  */
971                 static BOOL first = TRUE;
972                 if(first) {
973                     FIXME("Using software emulation because manual fog coordinates are provided\n");
974                     first = FALSE;
975                 } else {
976                     TRACE("Using software emulation because manual fog coordinates are provided\n");
977                 }
978                 emulation = TRUE;
979             }
980
981             if(emulation) {
982                 strided = &stridedlcl;
983                 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
984                 remove_vbos(This, &stridedlcl);
985             }
986         }
987
988         if (This->useDrawStridedSlow || emulation) {
989             /* Immediate mode drawing */
990             if(use_vs(This)) {
991                 static BOOL first = TRUE;
992                 if(first) {
993                     FIXME("Using immediate mode with vertex shaders for half float emulation\n");
994                     first = FALSE;
995                 } else {
996                     TRACE("Using immediate mode with vertex shaders for half float emulation\n");
997                 }
998                 drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
999                                   idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1000             } else {
1001                 drawStridedSlow(iface, strided, calculatedNumberOfindices,
1002                                 glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1003             }
1004         } else if(This->instancedDraw) {
1005             /* Instancing emulation with mixing immediate mode and arrays */
1006             drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
1007                             idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1008         } else {
1009             drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
1010                             idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
1011         }
1012     }
1013
1014     /* Finished updating the screen, restore lock */
1015     LEAVE_GL();
1016     TRACE("Done all gl drawing\n");
1017
1018     /* Diagnostics */
1019 #ifdef SHOW_FRAME_MAKEUP
1020     {
1021         static long int primCounter = 0;
1022         /* NOTE: set primCounter to the value reported by drawprim 
1023            before you want to to write frame makeup to /tmp */
1024         if (primCounter >= 0) {
1025             WINED3DLOCKED_RECT r;
1026             char buffer[80];
1027             IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
1028             sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
1029             TRACE("Saving screenshot %s\n", buffer);
1030             IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
1031             IWineD3DSurface_UnlockRect(This->render_targets[0]);
1032
1033 #ifdef SHOW_TEXTURE_MAKEUP
1034            {
1035             IWineD3DSurface *pSur;
1036             int textureNo;
1037             for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
1038                 if (This->stateBlock->textures[textureNo] != NULL) {
1039                     sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
1040                     TRACE("Saving texture %s\n", buffer);
1041                     if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
1042                             IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
1043                             IWineD3DSurface_SaveSnapshot(pSur, buffer);
1044                             IWineD3DSurface_Release(pSur);
1045                     } else  {
1046                         FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
1047                     }
1048                 }
1049             }
1050            }
1051 #endif
1052         }
1053         TRACE("drawprim #%ld\n", primCounter);
1054         ++primCounter;
1055     }
1056 #endif
1057
1058     /* Control goes back to the device, stateblock values may change again */
1059     This->isInDraw = FALSE;
1060 }
1061
1062 static void normalize_normal(float *n) {
1063     float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
1064     if(length == 0.0) return;
1065     length = sqrt(length);
1066     n[0] = n[0] / length;
1067     n[1] = n[1] / length;
1068     n[2] = n[2] / length;
1069 }
1070
1071 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
1072  *
1073  * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
1074  * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
1075  * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
1076  * attributes to numbered shader attributes, so we have to store them and rebind them as needed
1077  * in drawprim.
1078  *
1079  * To read back, the opengl feedback mode is used. This creates a problem because we want
1080  * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
1081  * Thus disable lighting and set identity matrices to get unmodified colors and positions.
1082  * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
1083  * them to [-1.0;+1.0] and set the viewport up to scale them back.
1084  *
1085  * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
1086  * resulting colors back to the normals.
1087  *
1088  * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
1089  * does not restore it because normally a draw follows immediately afterwards. The caller is
1090  * responsible of taking care that either the gl states are restored, or the context activated
1091  * for drawing to reset the lastWasBlit flag.
1092  */
1093 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1094                             struct WineD3DRectPatch *patch) {
1095     unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1096     float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1097     WineDirect3DVertexStridedData strided;
1098     BYTE *data;
1099     WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1100     DWORD vtxStride;
1101     GLenum feedback_type;
1102     GLfloat *feedbuffer;
1103
1104     /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1105      * Beware of vbos
1106      */
1107     memset(&strided, 0, sizeof(strided));
1108     primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1109     if(strided.u.s.position.VBO) {
1110         IWineD3DVertexBufferImpl *vb;
1111         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1112         strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1113                                                 (unsigned long) vb->resource.allocatedMemory);
1114     }
1115     vtxStride = strided.u.s.position.dwStride;
1116     data = strided.u.s.position.lpData +
1117            vtxStride * info->Stride * info->StartVertexOffsetHeight +
1118            vtxStride * info->StartVertexOffsetWidth;
1119
1120     /* Not entirely sure about what happens with transformed vertices */
1121     if(strided.u.s.position_transformed) {
1122         FIXME("Transformed position in rectpatch generation\n");
1123     }
1124     if(vtxStride % sizeof(GLfloat)) {
1125         /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1126          * I don't see how the stride could not be a multiple of 4, but make sure
1127          * to check it
1128          */
1129         ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1130     }
1131     if(info->Basis != WINED3DBASIS_BEZIER) {
1132         FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1133     }
1134     if(info->Degree != WINED3DDEGREE_CUBIC) {
1135         FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1136     }
1137
1138     /* First, get the boundary cube of the input data */
1139     for(j = 0; j < info->Height; j++) {
1140         for(i = 0; i < info->Width; i++) {
1141             float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
1142             if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1143             if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1144             if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1145             if(v[2] < neg_z) neg_z = v[2];
1146         }
1147     }
1148
1149     /* This needs some improvements in the vertex decl code */
1150     FIXME("Cannot find data to generate. Only generating position and normals\n");
1151     patch->has_normals = TRUE;
1152     patch->has_texcoords = FALSE;
1153
1154     /* Simply activate the context for blitting. This disables all the things we don't want and
1155      * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1156      * patch (as opposed to normal draws) will most likely need different changes anyway
1157      */
1158     ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1159     ENTER_GL();
1160
1161     glMatrixMode(GL_PROJECTION);
1162     checkGLcall("glMatrixMode(GL_PROJECTION)");
1163     glLoadIdentity();
1164     checkGLcall("glLoadIndentity()");
1165     glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1166     glTranslatef(0, 0, 0.5);
1167     checkGLcall("glScalef");
1168     glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1169     checkGLcall("glViewport");
1170
1171     /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1172      * our feedback buffer parser
1173      */
1174     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1175     checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1176     IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1177     if(patch->has_normals) {
1178         float black[4] = {0, 0, 0, 0};
1179         float red[4]   = {1, 0, 0, 0};
1180         float green[4] = {0, 1, 0, 0};
1181         float blue[4]  = {0, 0, 1, 0};
1182         float white[4] = {1, 1, 1, 1};
1183         glEnable(GL_LIGHTING);
1184         checkGLcall("glEnable(GL_LIGHTING)");
1185         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1186         checkGLcall("glLightModel for MODEL_AMBIENT");
1187         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1188
1189         for(i = 3; i < GL_LIMITS(lights); i++) {
1190             glDisable(GL_LIGHT0 + i);
1191             checkGLcall("glDisable(GL_LIGHT0 + i)");
1192             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1193         }
1194
1195         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1196         glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1197         glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1198         glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1199         glLightfv(GL_LIGHT0, GL_POSITION, red);
1200         glEnable(GL_LIGHT0);
1201         checkGLcall("Setting up light 1\n");
1202         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1203         glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1204         glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1205         glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1206         glLightfv(GL_LIGHT1, GL_POSITION, green);
1207         glEnable(GL_LIGHT1);
1208         checkGLcall("Setting up light 2\n");
1209         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1210         glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1211         glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1212         glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1213         glLightfv(GL_LIGHT2, GL_POSITION, blue);
1214         glEnable(GL_LIGHT2);
1215         checkGLcall("Setting up light 3\n");
1216
1217         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1218         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1219         glDisable(GL_COLOR_MATERIAL);
1220         glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1221         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1222         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1223         checkGLcall("Setting up materials\n");
1224     }
1225
1226     /* Enable the needed maps.
1227      * GL_MAP2_VERTEX_3 is needed for positional data.
1228      * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1229      * GL_MAP2_TEXTURE_COORD_4 for texture coords
1230      */
1231     num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1232     out_vertex_size = 3 /* position */;
1233     d3d_out_vertex_size = 3;
1234     glEnable(GL_MAP2_VERTEX_3);
1235     if(patch->has_normals && patch->has_texcoords) {
1236         FIXME("Texcoords not handled yet\n");
1237         feedback_type = GL_3D_COLOR_TEXTURE;
1238         out_vertex_size += 8;
1239         d3d_out_vertex_size += 7;
1240         glEnable(GL_AUTO_NORMAL);
1241         glEnable(GL_MAP2_TEXTURE_COORD_4);
1242     } else if(patch->has_texcoords) {
1243         FIXME("Texcoords not handled yet\n");
1244         feedback_type = GL_3D_COLOR_TEXTURE;
1245         out_vertex_size += 7;
1246         d3d_out_vertex_size += 4;
1247         glEnable(GL_MAP2_TEXTURE_COORD_4);
1248     } else if(patch->has_normals) {
1249         feedback_type = GL_3D_COLOR;
1250         out_vertex_size += 4;
1251         d3d_out_vertex_size += 3;
1252         glEnable(GL_AUTO_NORMAL);
1253     } else {
1254         feedback_type = GL_3D;
1255     }
1256     checkGLcall("glEnable vertex attrib generation");
1257
1258     buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1259                    + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1260     feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1261
1262     glMap2f(GL_MAP2_VERTEX_3,
1263             0, 1, vtxStride / sizeof(float), info->Width,
1264             0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1265             (float *) data);
1266     checkGLcall("glMap2f");
1267     if(patch->has_texcoords) {
1268         glMap2f(GL_MAP2_TEXTURE_COORD_4,
1269                 0, 1, vtxStride / sizeof(float), info->Width,
1270                 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1271                 (float *) data);
1272         checkGLcall("glMap2f");
1273     }
1274     glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1275     checkGLcall("glMapGrid2f");
1276
1277     glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1278     checkGLcall("glFeedbackBuffer");
1279     glRenderMode(GL_FEEDBACK);
1280
1281     glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1282     checkGLcall("glEvalMesh2\n");
1283
1284     i = glRenderMode(GL_RENDER);
1285     if(i == -1) {
1286         LEAVE_GL();
1287         ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1288         Sleep(10000);
1289         HeapFree(GetProcessHeap(), 0, feedbuffer);
1290         return WINED3DERR_DRIVERINTERNALERROR;
1291     } else if(i != buffer_size) {
1292         LEAVE_GL();
1293         ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1294         Sleep(10000);
1295         HeapFree(GetProcessHeap(), 0, feedbuffer);
1296         return WINED3DERR_DRIVERINTERNALERROR;
1297     } else {
1298         TRACE("Got %d elements as expected\n", i);
1299     }
1300
1301     HeapFree(GetProcessHeap(), 0, patch->mem);
1302     patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1303     i = 0;
1304     for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1305         if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1306             ERR("Unexpected token: %f\n", feedbuffer[j]);
1307             continue;
1308         }
1309         if(feedbuffer[j + 1] != 3) {
1310             ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1311             continue;
1312         }
1313         /* Somehow there are different ideas about back / front facing, so fix up the
1314          * vertex order
1315          */
1316         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1317         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1318         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1319         if(patch->has_normals) {
1320             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1321             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1322             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1323         }
1324         i += d3d_out_vertex_size;
1325
1326         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1327         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1328         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1329         if(patch->has_normals) {
1330             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1331             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1332             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1333         }
1334         i += d3d_out_vertex_size;
1335
1336         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1337         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1338         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1339         if(patch->has_normals) {
1340             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1341             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1342             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1343         }
1344         i += d3d_out_vertex_size;
1345     }
1346
1347     if(patch->has_normals) {
1348         /* Now do the same with reverse light directions */
1349         float x[4] = {-1,  0,  0, 0};
1350         float y[4] = { 0, -1,  0, 0};
1351         float z[4] = { 0,  0, -1, 0};
1352         glLightfv(GL_LIGHT0, GL_POSITION, x);
1353         glLightfv(GL_LIGHT1, GL_POSITION, y);
1354         glLightfv(GL_LIGHT2, GL_POSITION, z);
1355         checkGLcall("Setting up reverse light directions\n");
1356
1357         glRenderMode(GL_FEEDBACK);
1358         checkGLcall("glRenderMode(GL_FEEDBACK)");
1359         glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1360         checkGLcall("glEvalMesh2\n");
1361         i = glRenderMode(GL_RENDER);
1362         checkGLcall("glRenderMode(GL_RENDER)");
1363
1364         i = 0;
1365         for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1366             if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1367                 ERR("Unexpected token: %f\n", feedbuffer[j]);
1368                 continue;
1369             }
1370             if(feedbuffer[j + 1] != 3) {
1371                 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1372                 continue;
1373             }
1374             if(patch->mem[i + 3] == 0.0)
1375                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1376             if(patch->mem[i + 4] == 0.0)
1377                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1378             if(patch->mem[i + 5] == 0.0)
1379                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1380             normalize_normal(patch->mem + i + 3);
1381             i += d3d_out_vertex_size;
1382
1383             if(patch->mem[i + 3] == 0.0)
1384                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1385             if(patch->mem[i + 4] == 0.0)
1386                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1387             if(patch->mem[i + 5] == 0.0)
1388                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1389             normalize_normal(patch->mem + i + 3);
1390             i += d3d_out_vertex_size;
1391
1392             if(patch->mem[i + 3] == 0.0)
1393                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1394             if(patch->mem[i + 4] == 0.0)
1395                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1396             if(patch->mem[i + 5] == 0.0)
1397                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1398             normalize_normal(patch->mem + i + 3);
1399             i += d3d_out_vertex_size;
1400         }
1401     }
1402
1403     glDisable(GL_MAP2_VERTEX_3);
1404     glDisable(GL_AUTO_NORMAL);
1405     glDisable(GL_MAP2_NORMAL);
1406     glDisable(GL_MAP2_TEXTURE_COORD_4);
1407     checkGLcall("glDisable vertex attrib generation");
1408     LEAVE_GL();
1409
1410     HeapFree(GetProcessHeap(), 0, feedbuffer);
1411
1412     vtxStride = 3 * sizeof(float);
1413     if(patch->has_normals) {
1414         vtxStride += 3 * sizeof(float);
1415     }
1416     if(patch->has_texcoords) {
1417         vtxStride += 4 * sizeof(float);
1418     }
1419     memset(&patch->strided, 0, sizeof(&patch->strided));
1420     patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1421     patch->strided.u.s.position.dwStride = vtxStride;
1422     patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1423     patch->strided.u.s.position.streamNo = 255;
1424
1425     if(patch->has_normals) {
1426         patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1427         patch->strided.u.s.normal.dwStride = vtxStride;
1428         patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1429         patch->strided.u.s.normal.streamNo = 255;
1430     }
1431     if(patch->has_texcoords) {
1432         patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1433         if(patch->has_normals) {
1434             patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1435         }
1436         patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1437         patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1438         /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1439          * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1440          * application.
1441          */
1442         patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1443     }
1444
1445     return WINED3D_OK;
1446 }