2 * WINED3D draw functions
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
37 /* Context activation is done by the caller. */
38 static void drawStridedFast(const struct wined3d_gl_info *gl_info, GLenum primitive_type, UINT count, UINT idx_size,
39 const void *idx_data, UINT start_idx, INT base_vertex_index, UINT start_instance, UINT instance_count)
43 GLenum idxtype = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
46 if (!gl_info->supported[ARB_DRAW_INSTANCED])
48 FIXME("Instanced drawing not supported.\n");
53 FIXME("Start instance (%u) not supported.\n", start_instance);
54 GL_EXTCALL(glDrawElementsInstancedBaseVertex(primitive_type, count, idxtype,
55 (const char *)idx_data + (idx_size * start_idx), instance_count, base_vertex_index));
56 checkGLcall("glDrawElementsInstancedBaseVertex");
59 else if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
61 GL_EXTCALL(glDrawElementsBaseVertex(primitive_type, count, idxtype,
62 (const char *)idx_data + (idx_size * start_idx), base_vertex_index));
63 checkGLcall("glDrawElementsBaseVertex");
67 gl_info->gl_ops.gl.p_glDrawElements(primitive_type, count,
68 idxtype, (const char *)idx_data + (idx_size * start_idx));
69 checkGLcall("glDrawElements");
74 gl_info->gl_ops.gl.p_glDrawArrays(primitive_type, start_idx, count);
75 checkGLcall("glDrawArrays");
80 * Actually draw using the supplied information.
81 * Slower GL version which extracts info about each vertex in turn
84 /* Context activation is done by the caller. */
85 static void drawStridedSlow(const struct wined3d_device *device, const struct wined3d_context *context,
86 const struct wined3d_stream_info *si, UINT NumVertexes, GLenum glPrimType,
87 const void *idxData, UINT idxSize, UINT startIdx)
89 unsigned int textureNo = 0;
90 const WORD *pIdxBufS = NULL;
91 const DWORD *pIdxBufL = NULL;
93 const struct wined3d_state *state = &device->stateBlock->state;
94 LONG SkipnStrides = startIdx;
95 BOOL pixelShader = use_ps(state);
96 BOOL specular_fog = FALSE;
97 const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
98 const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
99 const struct wined3d_gl_info *gl_info = context->gl_info;
100 UINT texture_stages = gl_info->limits.texture_stages;
101 const struct wined3d_stream_info_element *element;
102 UINT num_untracked_materials;
105 TRACE("Using slow vertex array code\n");
107 /* Variable Initialization */
110 /* Immediate mode drawing can't make use of indices in a vbo - get the
111 * data from the index buffer. If the index buffer has no vbo (not
112 * supported or other reason), or with user pointer drawing idxData
113 * will be non-NULL. */
115 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
117 if (idxSize == 2) pIdxBufS = idxData;
118 else pIdxBufL = idxData;
119 } else if (idxData) {
120 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
124 /* Start drawing in GL */
125 gl_info->gl_ops.gl.p_glBegin(glPrimType);
127 if (si->use_map & (1 << WINED3D_FFP_POSITION))
129 element = &si->elements[WINED3D_FFP_POSITION];
130 position = element->data.addr;
133 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
135 element = &si->elements[WINED3D_FFP_NORMAL];
136 normal = element->data.addr;
140 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
143 num_untracked_materials = context->num_untracked_materials;
144 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
146 element = &si->elements[WINED3D_FFP_DIFFUSE];
147 diffuse = element->data.addr;
149 if (num_untracked_materials && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
150 FIXME("Implement diffuse color tracking from %s\n", debug_d3dformat(element->format->id));
154 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
157 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
159 element = &si->elements[WINED3D_FFP_SPECULAR];
160 specular = element->data.addr;
162 /* special case where the fog density is stored in the specular alpha channel */
163 if (state->render_states[WINED3D_RS_FOGENABLE]
164 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
165 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
166 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
168 if (gl_info->supported[EXT_FOG_COORD])
170 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) specular_fog = TRUE;
171 else FIXME("Implement fog coordinates from %s\n", debug_d3dformat(element->format->id));
179 /* TODO: Use the fog table code from old ddraw */
180 FIXME("Implement fog for transformed vertices in software\n");
186 else if (gl_info->supported[EXT_SECONDARY_COLOR])
188 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
191 for (textureNo = 0; textureNo < texture_stages; ++textureNo)
193 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
194 DWORD texture_idx = device->texUnitMap[textureNo];
196 if (!gl_info->supported[ARB_MULTITEXTURE] && textureNo > 0)
198 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
202 if (!pixelShader && !state->textures[textureNo]) continue;
204 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
208 TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
211 else if (coordIdx < 0)
213 FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
217 if (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))
219 element = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
220 texCoords[coordIdx] = element->data.addr;
221 tex_mask |= (1 << textureNo);
225 TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
226 if (gl_info->supported[ARB_MULTITEXTURE])
227 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
229 gl_info->gl_ops.gl.p_glTexCoord4f(0, 0, 0, 1);
233 /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
234 * Guess it's not necessary(we crash then anyway) and would only eat CPU time
237 /* For each primitive */
238 for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
239 UINT texture, tmp_tex_mask;
240 /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
241 * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
244 /* For indexed data, we need to go a few more strides in */
247 /* Indexed so work out the number of strides to skip */
249 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
251 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
254 tmp_tex_mask = tex_mask;
255 for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
261 if (!(tmp_tex_mask & 1)) continue;
263 coord_idx = state->texture_states[texture][WINED3D_TSS_TEXCOORD_INDEX];
264 ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
266 texture_idx = device->texUnitMap[texture];
267 multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
268 GL_TEXTURE0_ARB + texture_idx, ptr);
271 /* Diffuse -------------------------------- */
273 const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
275 diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
276 if (num_untracked_materials)
278 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
282 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
283 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
284 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
285 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
287 for (i = 0; i < num_untracked_materials; ++i)
289 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], color);
294 /* Specular ------------------------------- */
296 const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
298 specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
302 DWORD specularColor = *(const DWORD *)ptrToCoords;
303 GL_EXTCALL(glFogCoordfEXT((float) (specularColor >> 24)));
307 /* Normal -------------------------------- */
310 const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
311 normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
314 /* Position -------------------------------- */
316 const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
317 position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
320 /* For non indexed mode, step onto next parts */
321 if (!idxData) ++SkipnStrides;
324 gl_info->gl_ops.gl.p_glEnd();
325 checkGLcall("glEnd and previous calls");
328 /* Context activation is done by the caller. */
329 static inline void send_attribute(const struct wined3d_gl_info *gl_info,
330 enum wined3d_format_id format, const UINT index, const void *ptr)
334 case WINED3DFMT_R32_FLOAT:
335 GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
337 case WINED3DFMT_R32G32_FLOAT:
338 GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
340 case WINED3DFMT_R32G32B32_FLOAT:
341 GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
343 case WINED3DFMT_R32G32B32A32_FLOAT:
344 GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
347 case WINED3DFMT_R8G8B8A8_UINT:
348 GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
350 case WINED3DFMT_B8G8R8A8_UNORM:
351 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
353 const DWORD *src = ptr;
354 DWORD c = *src & 0xff00ff00;
355 c |= (*src & 0xff0000) >> 16;
356 c |= (*src & 0xff) << 16;
357 GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
360 /* else fallthrough */
361 case WINED3DFMT_R8G8B8A8_UNORM:
362 GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
365 case WINED3DFMT_R16G16_SINT:
366 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
368 case WINED3DFMT_R16G16B16A16_SINT:
369 GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
372 case WINED3DFMT_R16G16_SNORM:
374 GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
375 GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
378 case WINED3DFMT_R16G16_UNORM:
380 GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
381 GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
384 case WINED3DFMT_R16G16B16A16_SNORM:
385 GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
387 case WINED3DFMT_R16G16B16A16_UNORM:
388 GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
391 case WINED3DFMT_R10G10B10A2_UINT:
392 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
393 /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
395 case WINED3DFMT_R10G10B10A2_SNORM:
396 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
397 /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
400 case WINED3DFMT_R16G16_FLOAT:
401 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
402 * byte float according to the IEEE standard
404 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
406 /* Not supported by GL_ARB_half_float_vertex */
407 GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
411 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
412 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
413 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
416 case WINED3DFMT_R16G16B16A16_FLOAT:
417 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
419 /* Not supported by GL_ARB_half_float_vertex */
420 GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
424 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
425 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
426 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
427 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
428 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
433 ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
438 /* Context activation is done by the caller. */
439 static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
440 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
441 const void *idxData, UINT idxSize, UINT startIdx)
443 LONG SkipnStrides = startIdx + state->load_base_vertex_index;
444 const DWORD *pIdxBufL = NULL;
445 const WORD *pIdxBufS = NULL;
452 /* Immediate mode drawing can't make use of indices in a vbo - get the
453 * data from the index buffer. If the index buffer has no vbo (not
454 * supported or other reason), or with user pointer drawing idxData
455 * will be non-NULL. */
457 idxData = buffer_get_sysmem(state->index_buffer, gl_info);
459 if (idxSize == 2) pIdxBufS = idxData;
460 else pIdxBufL = idxData;
461 } else if (idxData) {
462 ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
466 /* Start drawing in GL */
467 gl_info->gl_ops.gl.p_glBegin(glPrimitiveType);
469 for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
473 /* Indexed so work out the number of strides to skip */
475 SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
477 SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
480 for (i = MAX_ATTRIBS - 1; i >= 0; i--)
482 if (!(si->use_map & (1 << i))) continue;
484 ptr = si->elements[i].data.addr + si->elements[i].stride * SkipnStrides;
486 send_attribute(gl_info, si->elements[i].format->id, i, ptr);
491 gl_info->gl_ops.gl.p_glEnd();
494 /* Context activation is done by the caller. */
495 static void drawStridedInstanced(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
496 const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
497 const void *idxData, UINT idxSize, UINT startIdx, UINT base_vertex_index, UINT instance_count)
499 int numInstancedAttribs = 0, j;
500 UINT instancedData[sizeof(si->elements) / sizeof(*si->elements) /* 16 */];
501 GLenum idxtype = idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
506 /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
507 * We don't support this for now
509 * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
510 * But the StreamSourceFreq value has a different meaning in that situation.
512 FIXME("Non-indexed instanced drawing is not supported\n");
516 for (i = 0; i < sizeof(si->elements) / sizeof(*si->elements); ++i)
518 if (!(si->use_map & (1 << i))) continue;
520 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
522 instancedData[numInstancedAttribs] = i;
523 numInstancedAttribs++;
527 for (i = 0; i < instance_count; ++i)
529 /* Specify the instanced attributes using immediate mode calls */
530 for(j = 0; j < numInstancedAttribs; j++) {
531 const BYTE *ptr = si->elements[instancedData[j]].data.addr
532 + si->elements[instancedData[j]].stride * i;
533 if (si->elements[instancedData[j]].data.buffer_object)
535 struct wined3d_buffer *vb = state->streams[si->elements[instancedData[j]].stream_idx].buffer;
536 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
539 send_attribute(gl_info, si->elements[instancedData[j]].format->id, instancedData[j], ptr);
542 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
544 GL_EXTCALL(glDrawElementsBaseVertex(glPrimitiveType, numberOfVertices, idxtype,
545 (const char *)idxData+(idxSize * startIdx), base_vertex_index));
546 checkGLcall("glDrawElementsBaseVertex");
550 gl_info->gl_ops.gl.p_glDrawElements(glPrimitiveType, numberOfVertices, idxtype,
551 (const char *)idxData + (idxSize * startIdx));
552 checkGLcall("glDrawElements");
557 static void remove_vbos(const struct wined3d_gl_info *gl_info,
558 const struct wined3d_state *state, struct wined3d_stream_info *s)
562 for (i = 0; i < (sizeof(s->elements) / sizeof(*s->elements)); ++i)
564 struct wined3d_stream_info_element *e;
566 if (!(s->use_map & (1 << i))) continue;
569 if (e->data.buffer_object)
571 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
572 e->data.buffer_object = 0;
573 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
578 /* Routine common to the draw primitive and draw indexed primitive routines */
579 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
580 UINT start_instance, UINT instance_count, BOOL indexed, const void *idx_data)
582 const struct wined3d_state *state = &device->stateBlock->state;
583 struct wined3d_event_query *ib_query = NULL;
584 const struct wined3d_gl_info *gl_info;
585 struct wined3d_context *context;
588 if (!index_count) return;
590 if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
592 /* Invalidate the back buffer memory so LockRect will read it the next time */
593 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
595 struct wined3d_surface *target = device->fb.render_targets[i];
598 surface_load_location(target, target->draw_binding, NULL);
599 surface_modify_location(target, target->draw_binding, TRUE);
604 /* Signals other modules that a drawing is in progress and the stateblock finalized */
605 device->isInDraw = TRUE;
607 context = context_acquire(device, device->fb.render_targets[0]);
610 context_release(context);
611 WARN("Invalid context, skipping draw.\n");
614 gl_info = context->gl_info;
616 if (device->fb.depth_stencil)
618 /* Note that this depends on the context_acquire() call above to set
619 * context->render_offscreen properly. We don't currently take the
620 * Z-compare function into account, but we could skip loading the
621 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
622 * that we never copy the stencil data.*/
623 DWORD location = context->render_offscreen ? device->fb.depth_stencil->draw_binding : SFLAG_INDRAWABLE;
624 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
626 struct wined3d_surface *ds = device->fb.depth_stencil;
627 RECT current_rect, draw_rect, r;
629 if (!context->render_offscreen && ds != device->onscreen_depth_stencil)
630 device_switch_onscreen_ds(device, context, ds);
632 if (ds->flags & location)
633 SetRect(¤t_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
635 SetRectEmpty(¤t_rect);
637 wined3d_get_draw_rect(state, &draw_rect);
639 IntersectRect(&r, &draw_rect, ¤t_rect);
640 if (!EqualRect(&r, &draw_rect))
641 surface_load_ds_location(ds, context, location);
645 if (!context_apply_draw_state(context, device))
647 context_release(context);
648 WARN("Unable to apply draw state, skipping draw.\n");
652 if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
654 struct wined3d_surface *ds = device->fb.depth_stencil;
655 DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
657 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
660 if ((!gl_info->supported[WINED3D_GL_VERSION_2_0]
661 || !gl_info->supported[NV_POINT_SPRITE])
662 && context->render_offscreen
663 && state->render_states[WINED3D_RS_POINTSPRITEENABLE]
664 && state->gl_primitive_type == GL_POINTS)
666 FIXME("Point sprite coordinate origin switching not supported.\n");
670 GLenum glPrimType = state->gl_primitive_type;
671 INT base_vertex_index = state->base_vertex_index;
672 BOOL emulation = FALSE;
673 const struct wined3d_stream_info *stream_info = &device->strided_streams;
674 struct wined3d_stream_info stridedlcl;
677 if (device->instance_count)
678 instance_count = device->instance_count;
682 if (!state->user_stream)
684 struct wined3d_buffer *index_buffer = state->index_buffer;
685 if (!index_buffer->buffer_object || !stream_info->all_vbo)
686 idx_data = index_buffer->resource.allocatedMemory;
689 ib_query = index_buffer->query;
694 if (state->index_format == WINED3DFMT_R16_UINT)
702 if (!stream_info->position_transformed && context->num_untracked_materials
703 && state->render_states[WINED3D_RS_LIGHTING])
707 FIXME("Using software emulation because not all material properties could be tracked\n");
710 TRACE("Using software emulation because not all material properties could be tracked\n");
714 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
716 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
717 * to a float in the vertex buffer
721 FIXME("Using software emulation because manual fog coordinates are provided\n");
724 TRACE("Using software emulation because manual fog coordinates are provided\n");
730 stream_info = &stridedlcl;
731 memcpy(&stridedlcl, &device->strided_streams, sizeof(stridedlcl));
732 remove_vbos(gl_info, state, &stridedlcl);
736 if (device->useDrawStridedSlow || emulation)
738 /* Immediate mode drawing */
743 FIXME("Using immediate mode with vertex shaders for half float emulation\n");
746 TRACE("Using immediate mode with vertex shaders for half float emulation\n");
748 drawStridedSlowVs(gl_info, state, stream_info, index_count,
749 glPrimType, idx_data, idx_size, start_idx);
753 drawStridedSlow(device, context, stream_info, index_count,
754 glPrimType, idx_data, idx_size, start_idx);
757 else if (!gl_info->supported[ARB_INSTANCED_ARRAYS] && instance_count)
759 /* Instancing emulation with mixing immediate mode and arrays */
760 drawStridedInstanced(gl_info, state, stream_info, index_count, glPrimType,
761 idx_data, idx_size, start_idx, base_vertex_index, instance_count);
765 drawStridedFast(gl_info, glPrimType, index_count, idx_size, idx_data,
766 start_idx, base_vertex_index, start_instance, instance_count);
771 wined3d_event_query_issue(ib_query, device);
772 for (i = 0; i < device->num_buffer_queries; ++i)
774 wined3d_event_query_issue(device->buffer_queries[i], device);
777 if (wined3d_settings.strict_draw_ordering)
778 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
780 context_release(context);
782 TRACE("Done all gl drawing\n");
784 /* Control goes back to the device, stateblock values may change again */
785 device->isInDraw = FALSE;
788 static void normalize_normal(float *n) {
789 float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
790 if (length == 0.0f) return;
791 length = sqrtf(length);
792 n[0] = n[0] / length;
793 n[1] = n[1] / length;
794 n[2] = n[2] / length;
797 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
799 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
800 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
801 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
802 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
805 * To read back, the opengl feedback mode is used. This creates a problem because we want
806 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
807 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
808 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
809 * them to [-1.0;+1.0] and set the viewport up to scale them back.
811 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
812 * resulting colors back to the normals.
814 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
815 * does not restore it because normally a draw follows immediately afterwards. The caller is
816 * responsible of taking care that either the gl states are restored, or the context activated
817 * for drawing to reset the lastWasBlit flag.
819 HRESULT tesselate_rectpatch(struct wined3d_device *This, struct wined3d_rect_patch *patch)
821 unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
822 const struct wined3d_rect_patch_info *info = &patch->rect_patch_info;
823 float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
824 struct wined3d_state *state = &This->stateBlock->state;
825 struct wined3d_stream_info stream_info;
826 struct wined3d_stream_info_element *e;
827 const struct wined3d_gl_info *gl_info;
828 struct wined3d_context *context;
829 struct wined3d_shader *vs;
832 GLenum feedback_type;
835 /* Simply activate the context for blitting. This disables all the things we don't want and
836 * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
837 * patch (as opposed to normal draws) will most likely need different changes anyway. */
838 context = context_acquire(This, NULL);
839 gl_info = context->gl_info;
840 context_apply_blit_state(context, This);
842 /* First, locate the position data. This is provided in a vertex buffer in
843 * the stateblock. Beware of VBOs. */
844 vs = state->vertex_shader;
845 state->vertex_shader = NULL;
846 device_stream_info_from_declaration(This, &stream_info);
847 state->vertex_shader = vs;
849 e = &stream_info.elements[WINED3D_FFP_POSITION];
850 if (e->data.buffer_object)
852 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
853 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
855 vtxStride = e->stride;
857 + vtxStride * info->stride * info->start_vertex_offset_height
858 + vtxStride * info->start_vertex_offset_width;
860 /* Not entirely sure about what happens with transformed vertices */
861 if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");
863 if(vtxStride % sizeof(GLfloat)) {
864 /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
865 * I don't see how the stride could not be a multiple of 4, but make sure
868 ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
870 if (info->basis != WINED3D_BASIS_BEZIER)
871 FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->basis));
872 if (info->degree != WINED3D_DEGREE_CUBIC)
873 FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->degree));
875 /* First, get the boundary cube of the input data */
876 for (j = 0; j < info->height; ++j)
878 for (i = 0; i < info->width; ++i)
880 const float *v = (const float *)(data + vtxStride * i + vtxStride * info->stride * j);
881 if(fabs(v[0]) > max_x) max_x = fabsf(v[0]);
882 if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
883 if(fabs(v[2]) > max_z) max_z = fabsf(v[2]);
884 if(v[2] < neg_z) neg_z = v[2];
888 /* This needs some improvements in the vertex decl code */
889 FIXME("Cannot find data to generate. Only generating position and normals\n");
890 patch->has_normals = TRUE;
891 patch->has_texcoords = FALSE;
893 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
894 checkGLcall("glMatrixMode(GL_PROJECTION)");
895 gl_info->gl_ops.gl.p_glLoadIdentity();
896 checkGLcall("glLoadIdentity()");
897 gl_info->gl_ops.gl.p_glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
898 gl_info->gl_ops.gl.p_glTranslatef(0.0f, 0.0f, 0.5f);
899 checkGLcall("glScalef");
900 gl_info->gl_ops.gl.p_glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
901 checkGLcall("glViewport");
903 /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
904 * our feedback buffer parser
906 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
907 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
908 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FILLMODE));
909 if (patch->has_normals)
911 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
912 static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f};
913 static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
914 static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f};
915 static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
916 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
917 checkGLcall("glEnable(GL_LIGHTING)");
918 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
919 checkGLcall("glLightModel for MODEL_AMBIENT");
920 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_AMBIENT));
922 for (i = 3; i < context->gl_info->limits.lights; ++i)
924 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + i);
925 checkGLcall("glDisable(GL_LIGHT0 + i)");
926 context_invalidate_state(context, STATE_ACTIVELIGHT(i));
929 context_invalidate_state(context, STATE_ACTIVELIGHT(0));
930 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
931 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_SPECULAR, black);
932 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_AMBIENT, black);
933 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, red);
934 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0);
935 checkGLcall("Setting up light 1");
936 context_invalidate_state(context, STATE_ACTIVELIGHT(1));
937 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
938 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_SPECULAR, black);
939 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_AMBIENT, black);
940 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, green);
941 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT1);
942 checkGLcall("Setting up light 2");
943 context_invalidate_state(context, STATE_ACTIVELIGHT(2));
944 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
945 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_SPECULAR, black);
946 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_AMBIENT, black);
947 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, blue);
948 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT2);
949 checkGLcall("Setting up light 3");
951 context_invalidate_state(context, STATE_MATERIAL);
952 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORVERTEX));
953 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
954 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
955 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
956 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
957 checkGLcall("Setting up materials");
960 /* Enable the needed maps.
961 * GL_MAP2_VERTEX_3 is needed for positional data.
962 * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
963 * GL_MAP2_TEXTURE_COORD_4 for texture coords
965 num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
966 out_vertex_size = 3 /* position */;
967 d3d_out_vertex_size = 3;
968 gl_info->gl_ops.gl.p_glEnable(GL_MAP2_VERTEX_3);
969 if (patch->has_normals && patch->has_texcoords)
971 FIXME("Texcoords not handled yet\n");
972 feedback_type = GL_3D_COLOR_TEXTURE;
973 out_vertex_size += 8;
974 d3d_out_vertex_size += 7;
975 gl_info->gl_ops.gl.p_glEnable(GL_AUTO_NORMAL);
976 gl_info->gl_ops.gl.p_glEnable(GL_MAP2_TEXTURE_COORD_4);
978 else if (patch->has_texcoords)
980 FIXME("Texcoords not handled yet\n");
981 feedback_type = GL_3D_COLOR_TEXTURE;
982 out_vertex_size += 7;
983 d3d_out_vertex_size += 4;
984 gl_info->gl_ops.gl.p_glEnable(GL_MAP2_TEXTURE_COORD_4);
986 else if (patch->has_normals)
988 feedback_type = GL_3D_COLOR;
989 out_vertex_size += 4;
990 d3d_out_vertex_size += 3;
991 gl_info->gl_ops.gl.p_glEnable(GL_AUTO_NORMAL);
995 feedback_type = GL_3D;
997 checkGLcall("glEnable vertex attrib generation");
999 buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1000 + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1001 feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1003 gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_VERTEX_3,
1004 0.0f, 1.0f, vtxStride / sizeof(float), info->width,
1005 0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
1006 (const GLfloat *)data);
1007 checkGLcall("glMap2f");
1008 if (patch->has_texcoords)
1010 gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_TEXTURE_COORD_4,
1011 0.0f, 1.0f, vtxStride / sizeof(float), info->width,
1012 0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
1013 (const GLfloat *)data);
1014 checkGLcall("glMap2f");
1016 gl_info->gl_ops.gl.p_glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
1017 checkGLcall("glMapGrid2f");
1019 gl_info->gl_ops.gl.p_glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1020 checkGLcall("glFeedbackBuffer");
1021 gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
1023 gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1024 checkGLcall("glEvalMesh2");
1026 i = gl_info->gl_ops.gl.p_glRenderMode(GL_RENDER);
1029 ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1030 HeapFree(GetProcessHeap(), 0, feedbuffer);
1031 context_release(context);
1032 return WINED3DERR_DRIVERINTERNALERROR;
1034 else if (i != buffer_size)
1036 ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1037 HeapFree(GetProcessHeap(), 0, feedbuffer);
1038 context_release(context);
1039 return WINED3DERR_DRIVERINTERNALERROR;
1043 TRACE("Got %d elements as expected\n", i);
1046 HeapFree(GetProcessHeap(), 0, patch->mem);
1047 patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1049 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1050 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1051 ERR("Unexpected token: %f\n", feedbuffer[j]);
1054 if(feedbuffer[j + 1] != 3) {
1055 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1058 /* Somehow there are different ideas about back / front facing, so fix up the
1061 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1062 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1063 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
1064 if(patch->has_normals) {
1065 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1066 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1067 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1069 i += d3d_out_vertex_size;
1071 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1072 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1073 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
1074 if(patch->has_normals) {
1075 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1076 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1077 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1079 i += d3d_out_vertex_size;
1081 patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1082 patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1083 patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
1084 if(patch->has_normals) {
1085 patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1086 patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1087 patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1089 i += d3d_out_vertex_size;
1092 if(patch->has_normals) {
1093 /* Now do the same with reverse light directions */
1094 static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f};
1095 static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f};
1096 static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f};
1097 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, x);
1098 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, y);
1099 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, z);
1100 checkGLcall("Setting up reverse light directions");
1102 gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
1103 checkGLcall("glRenderMode(GL_FEEDBACK)");
1104 gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1105 checkGLcall("glEvalMesh2");
1106 i = gl_info->gl_ops.gl.p_glRenderMode(GL_RENDER);
1107 checkGLcall("glRenderMode(GL_RENDER)");
1110 for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1111 if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1112 ERR("Unexpected token: %f\n", feedbuffer[j]);
1115 if(feedbuffer[j + 1] != 3) {
1116 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1119 if(patch->mem[i + 3] == 0.0f)
1120 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1121 if(patch->mem[i + 4] == 0.0f)
1122 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1123 if(patch->mem[i + 5] == 0.0f)
1124 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1125 normalize_normal(patch->mem + i + 3);
1126 i += d3d_out_vertex_size;
1128 if(patch->mem[i + 3] == 0.0f)
1129 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1130 if(patch->mem[i + 4] == 0.0f)
1131 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1132 if(patch->mem[i + 5] == 0.0f)
1133 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1134 normalize_normal(patch->mem + i + 3);
1135 i += d3d_out_vertex_size;
1137 if(patch->mem[i + 3] == 0.0f)
1138 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1139 if(patch->mem[i + 4] == 0.0f)
1140 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1141 if(patch->mem[i + 5] == 0.0f)
1142 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1143 normalize_normal(patch->mem + i + 3);
1144 i += d3d_out_vertex_size;
1148 gl_info->gl_ops.gl.p_glDisable(GL_MAP2_VERTEX_3);
1149 gl_info->gl_ops.gl.p_glDisable(GL_AUTO_NORMAL);
1150 gl_info->gl_ops.gl.p_glDisable(GL_MAP2_NORMAL);
1151 gl_info->gl_ops.gl.p_glDisable(GL_MAP2_TEXTURE_COORD_4);
1152 checkGLcall("glDisable vertex attrib generation");
1154 context_release(context);
1156 HeapFree(GetProcessHeap(), 0, feedbuffer);
1158 vtxStride = 3 * sizeof(float);
1159 if(patch->has_normals) {
1160 vtxStride += 3 * sizeof(float);
1162 if(patch->has_texcoords) {
1163 vtxStride += 4 * sizeof(float);
1165 memset(&patch->strided, 0, sizeof(patch->strided));
1166 patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
1167 patch->strided.position.data = (BYTE *)patch->mem;
1168 patch->strided.position.stride = vtxStride;
1170 if (patch->has_normals)
1172 patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
1173 patch->strided.normal.data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
1174 patch->strided.normal.stride = vtxStride;
1176 if (patch->has_texcoords)
1178 patch->strided.tex_coords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
1179 patch->strided.tex_coords[0].data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
1180 if (patch->has_normals)
1181 patch->strided.tex_coords[0].data += 3 * sizeof(float);
1182 patch->strided.tex_coords[0].stride = vtxStride;