dinput: Avoid size_t in traces.
[wine] / dlls / wined3d / drawprim.c
1 /*
2  * WINED3D draw functions
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2002-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006, 2008 Henri Verbeet
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 #include <stdio.h>
33 #include <math.h>
34
35 /* Issues the glBegin call for gl given the primitive type and count */
36 static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
37                     DWORD            NumPrimitives,
38                     GLenum          *primType)
39 {
40     DWORD   NumVertexes = NumPrimitives;
41
42     switch (PrimitiveType) {
43     case WINED3DPT_POINTLIST:
44         TRACE("POINTS\n");
45         *primType   = GL_POINTS;
46         NumVertexes = NumPrimitives;
47         break;
48
49     case WINED3DPT_LINELIST:
50         TRACE("LINES\n");
51         *primType   = GL_LINES;
52         NumVertexes = NumPrimitives * 2;
53         break;
54
55     case WINED3DPT_LINESTRIP:
56         TRACE("LINE_STRIP\n");
57         *primType   = GL_LINE_STRIP;
58         NumVertexes = NumPrimitives + 1;
59         break;
60
61     case WINED3DPT_TRIANGLELIST:
62         TRACE("TRIANGLES\n");
63         *primType   = GL_TRIANGLES;
64         NumVertexes = NumPrimitives * 3;
65         break;
66
67     case WINED3DPT_TRIANGLESTRIP:
68         TRACE("TRIANGLE_STRIP\n");
69         *primType   = GL_TRIANGLE_STRIP;
70         NumVertexes = NumPrimitives + 2;
71         break;
72
73     case WINED3DPT_TRIANGLEFAN:
74         TRACE("TRIANGLE_FAN\n");
75         *primType   = GL_TRIANGLE_FAN;
76         NumVertexes = NumPrimitives + 2;
77         break;
78
79     default:
80         FIXME("Unhandled primitive\n");
81         *primType    = GL_POINTS;
82         break;
83     }
84     return NumVertexes;
85 }
86
87 static BOOL fixed_get_input(
88     BYTE usage, BYTE usage_idx,
89     unsigned int* regnum) {
90
91     *regnum = -1;
92
93     /* Those positions must have the order in the
94      * named part of the strided data */
95
96     if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
97         *regnum = 0;
98     else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
99         *regnum = 1;
100     else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
101         *regnum = 2;
102     else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
103         *regnum = 3;
104     else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
105         *regnum = 4;
106     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
107         *regnum = 5;
108     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
109         *regnum = 6;
110     else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
111         *regnum = 7 + usage_idx;
112     else if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 1)
113         *regnum = 7 + WINED3DDP_MAXTEXCOORD;
114     else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 1)
115         *regnum = 8 + WINED3DDP_MAXTEXCOORD;
116     else if (usage == WINED3DDECLUSAGE_TANGENT && usage_idx == 0)
117         *regnum = 9 + WINED3DDP_MAXTEXCOORD;
118     else if (usage == WINED3DDECLUSAGE_BINORMAL && usage_idx == 0)
119         *regnum = 10 + WINED3DDP_MAXTEXCOORD;
120     else if (usage == WINED3DDECLUSAGE_TESSFACTOR && usage_idx == 0)
121         *regnum = 11 + WINED3DDP_MAXTEXCOORD;
122     else if (usage == WINED3DDECLUSAGE_FOG && usage_idx == 0)
123         *regnum = 12 + WINED3DDP_MAXTEXCOORD;
124     else if (usage == WINED3DDECLUSAGE_DEPTH && usage_idx == 0)
125         *regnum = 13 + WINED3DDP_MAXTEXCOORD;
126     else if (usage == WINED3DDECLUSAGE_SAMPLE && usage_idx == 0)
127         *regnum = 14 + WINED3DDP_MAXTEXCOORD;
128
129     if (*regnum == -1) {
130         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n",
131             debug_d3ddeclusage(usage), usage_idx);
132         return FALSE;
133     }
134     return TRUE;
135 }
136
137 void primitiveDeclarationConvertToStridedData(
138      IWineD3DDevice *iface,
139      BOOL useVertexShaderFunction,
140      WineDirect3DVertexStridedData *strided,
141      BOOL *fixup) {
142
143      /* We need to deal with frequency data!*/
144
145     const BYTE *data = NULL;
146     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
147     IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
148     unsigned int i;
149     const WINED3DVERTEXELEMENT *element;
150     DWORD stride;
151     DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
152     const DWORD *streams = vertexDeclaration->streams;
153
154     /* Check for transformed vertices, disable vertex shader if present */
155     strided->u.s.position_transformed = vertexDeclaration->position_transformed;
156     if(vertexDeclaration->position_transformed) {
157         useVertexShaderFunction = FALSE;
158     }
159
160     /* Translate the declaration into strided data */
161     for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
162         GLint streamVBO = 0;
163         BOOL stride_used;
164         unsigned int idx;
165
166         element = vertexDeclaration->pDeclarationWine + i;
167         TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
168             element,  i + 1, vertexDeclaration->declarationWNumElements - 1);
169
170         if (This->stateBlock->streamSource[element->Stream] == NULL)
171             continue;
172
173         stride  = This->stateBlock->streamStride[element->Stream];
174         if (This->stateBlock->streamIsUP) {
175             TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
176             streamVBO = 0;
177             data    = (BYTE *)This->stateBlock->streamSource[element->Stream];
178         } else {
179             TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
180             data    = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
181
182             /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
183              * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
184              * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
185              * around to some big value. Hope that with the indices, the driver wraps it back internally. If
186              * not, drawStridedSlow is needed, including a vertex buffer path.
187              */
188             if(This->stateBlock->loadBaseVertexIndex < 0) {
189                 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
190                 streamVBO = 0;
191                 data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
192                 if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
193                     FIXME("System memory vertex data load offset is negative!\n");
194                 }
195             }
196
197             if(fixup) {
198                 if( streamVBO != 0) *fixup = TRUE;
199                 else if(*fixup && !useVertexShaderFunction &&
200                        (element->Usage == WINED3DDECLUSAGE_COLOR ||
201                         element->Usage == WINED3DDECLUSAGE_POSITIONT)) {
202                     static BOOL warned = FALSE;
203                     if(!warned) {
204                         /* This may be bad with the fixed function pipeline */
205                         FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
206                         warned = TRUE;
207                     }
208                 }
209             }
210         }
211         data += element->Offset;
212
213         TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
214
215         if (useVertexShaderFunction)
216             stride_used = vshader_get_input(This->stateBlock->vertexShader,
217                 element->Usage, element->UsageIndex, &idx);
218         else
219             stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
220
221         if (stride_used) {
222             TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
223                     "stream=%u, offset=%u, stride=%u, type=%s, VBO=%u]\n",
224                     useVertexShaderFunction? "shader": "fixed function", idx,
225                     debug_d3ddeclusage(element->Usage), element->UsageIndex,
226                     element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
227
228             if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
229                 WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
230                     debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
231             } else {
232                 strided->u.input[idx].lpData = data;
233                 strided->u.input[idx].dwType = element->Type;
234                 strided->u.input[idx].dwStride = stride;
235                 strided->u.input[idx].VBO = streamVBO;
236                 strided->u.input[idx].streamNo = element->Stream;
237             }
238         }
239     }
240     /* Now call PreLoad on all the vertex buffers. In the very rare case
241      * that the buffers stopps converting PreLoad will dirtify the VDECL again.
242      * The vertex buffer can now use the strided structure in the device instead of finding its
243      * own again.
244      *
245      * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
246      * once in there.
247      */
248     for(i=0; i < numPreloadStreams; i++) {
249         IWineD3DVertexBuffer *vb = This->stateBlock->streamSource[streams[i]];
250         if(vb) {
251             IWineD3DVertexBuffer_PreLoad(vb);
252         }
253     }
254 }
255
256 static void drawStridedFast(IWineD3DDevice *iface, UINT numberOfVertices, GLenum glPrimitiveType,
257         const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx)
258 {
259     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
260
261     if (idxSize != 0 /* This crashes sometimes!*/) {
262         TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
263         idxData = idxData == (void *)-1 ? NULL : idxData;
264 #if 1
265         glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
266                      (const char *)idxData+(idxSize * startIdx));
267         checkGLcall("glDrawElements");
268 #else /* using drawRangeElements may be faster */
269
270         glDrawRangeElements(glPrimitiveType, minIndex, minIndex + numberOfVertices - 1, numberOfVertices,
271                       idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
272                       (const char *)idxData+(idxSize * startIdx));
273         checkGLcall("glDrawRangeElements");
274 #endif
275
276     } else {
277         TRACE("(%p) : glDrawArrays(%#x, %d, %d)\n", This, glPrimitiveType, startIdx, numberOfVertices);
278         glDrawArrays(glPrimitiveType, startIdx, numberOfVertices);
279         checkGLcall("glDrawArrays");
280     }
281
282     return;
283 }
284
285 /*
286  * Actually draw using the supplied information.
287  * Slower GL version which extracts info about each vertex in turn
288  */
289
290 static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
291         GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx)
292 {
293     unsigned int               textureNo    = 0;
294     const WORD                *pIdxBufS     = NULL;
295     const DWORD               *pIdxBufL     = NULL;
296     ULONG                      vx_index;
297     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
298     const UINT *streamOffset = This->stateBlock->streamOffset;
299     long                      SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
300     BOOL                      pixelShader = use_ps(This->stateBlock);
301     BOOL specular_fog = FALSE;
302     UINT texture_stages = GL_LIMITS(texture_stages);
303     const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
304     const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
305     DWORD tex_mask = 0;
306
307     TRACE("Using slow vertex array code\n");
308
309     /* Variable Initialization */
310     if (idxSize != 0) {
311         /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
312          * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
313          * idxData will be != NULL
314          */
315         if(idxData == NULL) {
316             idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
317         }
318
319         if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
320         else pIdxBufL = (const DWORD *) idxData;
321     } else if (idxData) {
322         ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
323         return;
324     }
325
326     /* Start drawing in GL */
327     VTRACE(("glBegin(%x)\n", glPrimType));
328     glBegin(glPrimType);
329
330     if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
331
332     if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
333     else glNormal3f(0, 0, 0);
334
335     if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
336     else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
337     if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
338         FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
339
340     if (sd->u.s.specular.lpData)
341     {
342         specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
343
344         /* special case where the fog density is stored in the specular alpha channel */
345         if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
346                 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
347                     || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
348                 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
349         {
350             if (GL_SUPPORT(EXT_FOG_COORD))
351             {
352                 if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
353                 else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
354             }
355             else
356             {
357                 static BOOL warned;
358
359                 if (!warned)
360                 {
361                     /* TODO: Use the fog table code from old ddraw */
362                     FIXME("Implement fog for transformed vertices in software\n");
363                     warned = TRUE;
364                 }
365             }
366         }
367     }
368     else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
369     {
370         GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
371     }
372
373     for (textureNo = 0; textureNo < texture_stages; ++textureNo)
374     {
375         int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
376         int texture_idx = This->texUnitMap[textureNo];
377
378         if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
379         {
380             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
381             continue;
382         }
383
384         if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
385
386         if (texture_idx == -1) continue;
387
388         if (coordIdx > 7)
389         {
390             TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
391             continue;
392         }
393         else if (coordIdx < 0)
394         {
395             FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
396             continue;
397         }
398
399         if(sd->u.s.texCoords[coordIdx].lpData)
400         {
401             texCoords[coordIdx] =
402                     sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo];
403             tex_mask |= (1 << textureNo);
404         }
405         else
406         {
407             TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
408             if (GL_SUPPORT(ARB_MULTITEXTURE))
409                 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
410             else
411                 glTexCoord4f(0, 0, 0, 1);
412         }
413     }
414
415     /* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
416      * Guess it's not necessary(we crash then anyway) and would only eat CPU time
417      */
418
419     /* For each primitive */
420     for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
421         UINT texture, tmp_tex_mask;
422         /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
423          * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
424          */
425
426         /* For indexed data, we need to go a few more strides in */
427         if (idxData != NULL) {
428
429             /* Indexed so work out the number of strides to skip */
430             if (idxSize == 2) {
431                 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
432                 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
433             } else {
434                 VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
435                 SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
436             }
437         }
438
439         tmp_tex_mask = tex_mask;
440         for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
441         {
442             int coord_idx;
443             const void *ptr;
444             int texture_idx;
445
446             if (!(tmp_tex_mask & 1)) continue;
447
448             coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
449             ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
450
451             texture_idx = This->texUnitMap[texture];
452             multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
453         }
454
455         /* Diffuse -------------------------------- */
456         if (diffuse) {
457             const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
458
459             diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
460             if(This->activeContext->num_untracked_materials) {
461                 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
462                 unsigned char i;
463                 float color[4];
464
465                 color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
466                 color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
467                 color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
468                 color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
469
470                 for(i = 0; i < This->activeContext->num_untracked_materials; i++) {
471                     glMaterialfv(GL_FRONT_AND_BACK, This->activeContext->untracked_materials[i], color);
472                 }
473             }
474         }
475
476         /* Specular ------------------------------- */
477         if (specular) {
478             const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
479
480             specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
481
482             if (specular_fog)
483             {
484                 DWORD specularColor = *(const DWORD *)ptrToCoords;
485                 GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
486             }
487         }
488
489         /* Normal -------------------------------- */
490         if (normal != NULL) {
491             const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
492             normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
493         }
494
495         /* Position -------------------------------- */
496         if (position) {
497             const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
498             position_funcs[sd->u.s.position.dwType](ptrToCoords);
499         }
500
501         /* For non indexed mode, step onto next parts */
502         if (idxData == NULL) {
503             ++SkipnStrides;
504         }
505     }
506
507     glEnd();
508     checkGLcall("glEnd and previous calls");
509 }
510
511 static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
512     switch(type) {
513         case WINED3DDECLTYPE_FLOAT1:
514             GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr));
515             break;
516         case WINED3DDECLTYPE_FLOAT2:
517             GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr));
518             break;
519         case WINED3DDECLTYPE_FLOAT3:
520             GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr));
521             break;
522         case WINED3DDECLTYPE_FLOAT4:
523             GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr));
524             break;
525
526         case WINED3DDECLTYPE_UBYTE4:
527             GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
528             break;
529         case WINED3DDECLTYPE_UBYTE4N:
530         case WINED3DDECLTYPE_D3DCOLOR:
531             GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
532             break;
533
534         case WINED3DDECLTYPE_SHORT2:
535             GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
536             break;
537         case WINED3DDECLTYPE_SHORT4:
538             GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
539             break;
540
541         case WINED3DDECLTYPE_SHORT2N:
542         {
543             GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
544             GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
545             break;
546         }
547         case WINED3DDECLTYPE_USHORT2N:
548         {
549             GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
550             GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
551             break;
552         }
553         case WINED3DDECLTYPE_SHORT4N:
554             GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr));
555             break;
556         case WINED3DDECLTYPE_USHORT4N:
557             GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr));
558             break;
559
560         case WINED3DDECLTYPE_UDEC3:
561             FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
562             /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
563             break;
564         case WINED3DDECLTYPE_DEC3N:
565             FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
566             /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
567             break;
568
569         case WINED3DDECLTYPE_FLOAT16_2:
570             /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
571              * byte float according to the IEEE standard
572              */
573             if (GL_SUPPORT(NV_HALF_FLOAT)) {
574                 GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr));
575             } else {
576                 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
577                 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
578                 GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
579             }
580             break;
581         case WINED3DDECLTYPE_FLOAT16_4:
582             if (GL_SUPPORT(NV_HALF_FLOAT)) {
583                 GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr));
584             } else {
585                 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
586                 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
587                 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
588                 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
589                 GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
590             }
591             break;
592
593         case WINED3DDECLTYPE_UNUSED:
594         default:
595             ERR("Unexpected attribute declaration: %d\n", type);
596             break;
597     }
598 }
599
600 static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
601         GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx)
602 {
603     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
604     long                      SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
605     const WORD                *pIdxBufS     = NULL;
606     const DWORD               *pIdxBufL     = NULL;
607     ULONG                      vx_index;
608     int i;
609     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
610     const BYTE *ptr;
611
612     if (idxSize != 0) {
613         /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
614          * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
615          * idxData will be != NULL
616          */
617         if(idxData == NULL) {
618             idxData = ((IWineD3DIndexBufferImpl *) stateblock->pIndexData)->resource.allocatedMemory;
619         }
620
621         if (idxSize == 2) pIdxBufS = (const WORD *) idxData;
622         else pIdxBufL = (const DWORD *) idxData;
623     } else if (idxData) {
624         ERR("non-NULL idxData with 0 idxSize, this should never happen\n");
625         return;
626     }
627
628     /* Start drawing in GL */
629     VTRACE(("glBegin(%x)\n", glPrimitiveType));
630     glBegin(glPrimitiveType);
631
632     for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
633         if (idxData != NULL) {
634
635             /* Indexed so work out the number of strides to skip */
636             if (idxSize == 2) {
637                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
638                 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
639             } else {
640                 VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
641                 SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
642             }
643         }
644
645         for(i = MAX_ATTRIBS - 1; i >= 0; i--) {
646             if(!sd->u.input[i].lpData) continue;
647
648             ptr = sd->u.input[i].lpData +
649                   sd->u.input[i].dwStride * SkipnStrides +
650                   stateblock->streamOffset[sd->u.input[i].streamNo];
651
652             send_attribute(This, sd->u.input[i].dwType, i, ptr);
653         }
654         SkipnStrides++;
655     }
656
657     glEnd();
658 }
659
660 static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
661         UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
662         ULONG startIdx)
663 {
664     UINT numInstances = 0, i;
665     int numInstancedAttribs = 0, j;
666     UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
667     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
668     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
669
670     if (idxSize == 0) {
671         /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
672          * We don't support this for now
673          *
674          * Shouldn't be too hard to support with opengl, in theory just call glDrawArrays instead of drawElements.
675          * But the StreamSourceFreq value has a different meaning in that situation.
676          */
677         FIXME("Non-indexed instanced drawing is not supported\n");
678         return;
679     }
680
681     TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
682     idxData = idxData == (void *)-1 ? NULL : idxData;
683
684     /* First, figure out how many instances we have to draw */
685     for(i = 0; i < MAX_STREAMS; i++) {
686         /* Look at the streams and take the first one which matches */
687         if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
688             /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
689             if(stateblock->streamFreq[i] == 0){
690                 numInstances = 1;
691             } else {
692                 numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
693             }
694             break; /* break, because only the first suitable value is interesting */
695         }
696     }
697
698     for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
699         if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
700             instancedData[numInstancedAttribs] = i;
701             numInstancedAttribs++;
702         }
703     }
704
705     /* now draw numInstances instances :-) */
706     for(i = 0; i < numInstances; i++) {
707         /* Specify the instanced attributes using immediate mode calls */
708         for(j = 0; j < numInstancedAttribs; j++) {
709             const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
710                         sd->u.input[instancedData[j]].dwStride * i +
711                         stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
712             if(sd->u.input[instancedData[j]].VBO) {
713                 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[sd->u.input[instancedData[j]].streamNo];
714                 ptr += (long) vb->resource.allocatedMemory;
715             }
716
717             send_attribute(This, sd->u.input[instancedData[j]].dwType, instancedData[j], ptr);
718         }
719
720         glDrawElements(glPrimitiveType, numberOfVertices, idxSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
721                     (const char *)idxData+(idxSize * startIdx));
722         checkGLcall("glDrawElements");
723     }
724 }
725
726 static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
727     unsigned char i;
728     IWineD3DVertexBufferImpl *vb;
729
730     if(s->u.s.position.VBO) {
731         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
732         s->u.s.position.VBO = 0;
733         s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
734     }
735     if(s->u.s.blendWeights.VBO) {
736         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
737         s->u.s.blendWeights.VBO = 0;
738         s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
739     }
740     if(s->u.s.blendMatrixIndices.VBO) {
741         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
742         s->u.s.blendMatrixIndices.VBO = 0;
743         s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
744     }
745     if(s->u.s.normal.VBO) {
746         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
747         s->u.s.normal.VBO = 0;
748         s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
749     }
750     if(s->u.s.pSize.VBO) {
751         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
752         s->u.s.pSize.VBO = 0;
753         s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
754     }
755     if(s->u.s.diffuse.VBO) {
756         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
757         s->u.s.diffuse.VBO = 0;
758         s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
759     }
760     if(s->u.s.specular.VBO) {
761         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
762         s->u.s.specular.VBO = 0;
763         s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
764     }
765     for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
766         if(s->u.s.texCoords[i].VBO) {
767             vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
768             s->u.s.texCoords[i].VBO = 0;
769             s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
770         }
771     }
772     if(s->u.s.position2.VBO) {
773         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
774         s->u.s.position2.VBO = 0;
775         s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
776     }
777     if(s->u.s.normal2.VBO) {
778         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
779         s->u.s.normal2.VBO = 0;
780         s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
781     }
782     if(s->u.s.tangent.VBO) {
783         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
784         s->u.s.tangent.VBO = 0;
785         s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
786     }
787     if(s->u.s.binormal.VBO) {
788         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
789         s->u.s.binormal.VBO = 0;
790         s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
791     }
792     if(s->u.s.tessFactor.VBO) {
793         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
794         s->u.s.tessFactor.VBO = 0;
795         s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
796     }
797     if(s->u.s.fog.VBO) {
798         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
799         s->u.s.fog.VBO = 0;
800         s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
801     }
802     if(s->u.s.depth.VBO) {
803         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
804         s->u.s.depth.VBO = 0;
805         s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
806     }
807     if(s->u.s.sample.VBO) {
808         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
809         s->u.s.sample.VBO = 0;
810         s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
811     }
812 }
813
814 /* Routine common to the draw primitive and draw indexed primitive routines */
815 void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
816         UINT numberOfVertices, long StartIdx, short idxSize, const void *idxData, int minIndex)
817 {
818
819     IWineD3DDeviceImpl           *This = (IWineD3DDeviceImpl *)iface;
820     IWineD3DSurfaceImpl          *target;
821     unsigned int i;
822
823     if (NumPrimitives == 0) return;
824
825     /* Invalidate the back buffer memory so LockRect will read it the next time */
826     for(i = 0; i < GL_LIMITS(buffers); i++) {
827         target = (IWineD3DSurfaceImpl *) This->render_targets[i];
828         if (target) {
829             IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
830             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, TRUE);
831         }
832     }
833
834     /* Signals other modules that a drawing is in progress and the stateblock finalized */
835     This->isInDraw = TRUE;
836
837     ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
838
839     if (This->stencilBufferTarget) {
840         /* Note that this depends on the ActivateContext call above to set
841          * This->render_offscreen properly */
842         DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
843         surface_load_ds_location(This->stencilBufferTarget, location);
844         surface_modify_ds_location(This->stencilBufferTarget, location);
845     }
846
847     /* Ok, we will be updating the screen from here onwards so grab the lock */
848     ENTER_GL();
849     {
850         GLenum glPrimType;
851         BOOL emulation = FALSE;
852         const WineDirect3DVertexStridedData *strided = &This->strided_streams;
853         WineDirect3DVertexStridedData stridedlcl;
854         /* Ok, Work out which primitive is requested and how many vertexes that
855            will be                                                              */
856         UINT calculatedNumberOfindices = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
857         if (numberOfVertices == 0 )
858             numberOfVertices = calculatedNumberOfindices;
859
860         if (!use_vs(This->stateBlock))
861         {
862             if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
863                 This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
864                 static BOOL warned;
865                 if (!warned) {
866                     FIXME("Using software emulation because not all material properties could be tracked\n");
867                     warned = TRUE;
868                 } else {
869                     TRACE("Using software emulation because not all material properties could be tracked\n");
870                 }
871                 emulation = TRUE;
872             }
873             else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
874                 /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
875                  * to a float in the vertex buffer
876                  */
877                 static BOOL warned;
878                 if (!warned) {
879                     FIXME("Using software emulation because manual fog coordinates are provided\n");
880                     warned = TRUE;
881                 } else {
882                     TRACE("Using software emulation because manual fog coordinates are provided\n");
883                 }
884                 emulation = TRUE;
885             }
886
887             if(emulation) {
888                 strided = &stridedlcl;
889                 memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
890                 remove_vbos(This, &stridedlcl);
891             }
892         }
893
894         if (This->useDrawStridedSlow || emulation) {
895             /* Immediate mode drawing */
896             if (use_vs(This->stateBlock))
897             {
898                 static BOOL warned;
899                 if (!warned) {
900                     FIXME("Using immediate mode with vertex shaders for half float emulation\n");
901                     warned = TRUE;
902                 } else {
903                     TRACE("Using immediate mode with vertex shaders for half float emulation\n");
904                 }
905                 drawStridedSlowVs(iface, strided, calculatedNumberOfindices,
906                         glPrimType, idxData, idxSize, minIndex, StartIdx);
907             } else {
908                 drawStridedSlow(iface, strided, calculatedNumberOfindices,
909                         glPrimType, idxData, idxSize, minIndex, StartIdx);
910             }
911         } else if(This->instancedDraw) {
912             /* Instancing emulation with mixing immediate mode and arrays */
913             drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
914                             idxData, idxSize, minIndex, StartIdx);
915         } else {
916             drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
917                     idxData, idxSize, minIndex, StartIdx);
918         }
919     }
920
921     /* Finished updating the screen, restore lock */
922     LEAVE_GL();
923     TRACE("Done all gl drawing\n");
924
925     /* Diagnostics */
926 #ifdef SHOW_FRAME_MAKEUP
927     {
928         static long int primCounter = 0;
929         /* NOTE: set primCounter to the value reported by drawprim 
930            before you want to to write frame makeup to /tmp */
931         if (primCounter >= 0) {
932             WINED3DLOCKED_RECT r;
933             char buffer[80];
934             IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
935             sprintf(buffer, "/tmp/backbuffer_%ld.tga", primCounter);
936             TRACE("Saving screenshot %s\n", buffer);
937             IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
938             IWineD3DSurface_UnlockRect(This->render_targets[0]);
939
940 #ifdef SHOW_TEXTURE_MAKEUP
941            {
942             IWineD3DSurface *pSur;
943             int textureNo;
944             for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
945                 if (This->stateBlock->textures[textureNo] != NULL) {
946                     sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
947                     TRACE("Saving texture %s\n", buffer);
948                     if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
949                             IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
950                             IWineD3DSurface_SaveSnapshot(pSur, buffer);
951                             IWineD3DSurface_Release(pSur);
952                     } else  {
953                         FIXME("base Texture isn't of type texture %d\n", IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]));
954                     }
955                 }
956             }
957            }
958 #endif
959         }
960         TRACE("drawprim #%ld\n", primCounter);
961         ++primCounter;
962     }
963 #endif
964
965     /* Control goes back to the device, stateblock values may change again */
966     This->isInDraw = FALSE;
967 }
968
969 static void normalize_normal(float *n) {
970     float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
971     if(length == 0.0) return;
972     length = sqrt(length);
973     n[0] = n[0] / length;
974     n[1] = n[1] / length;
975     n[2] = n[2] / length;
976 }
977
978 /* Tesselates a high order rectangular patch into single triangles using gl evaluators
979  *
980  * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
981  * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
982  * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
983  * attributes to numbered shader attributes, so we have to store them and rebind them as needed
984  * in drawprim.
985  *
986  * To read back, the opengl feedback mode is used. This creates a problem because we want
987  * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
988  * Thus disable lighting and set identity matrices to get unmodified colors and positions.
989  * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
990  * them to [-1.0;+1.0] and set the viewport up to scale them back.
991  *
992  * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
993  * resulting colors back to the normals.
994  *
995  * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
996  * does not restore it because normally a draw follows immediately afterwards. The caller is
997  * responsible of taking care that either the gl states are restored, or the context activated
998  * for drawing to reset the lastWasBlit flag.
999  */
1000 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
1001                             struct WineD3DRectPatch *patch) {
1002     unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
1003     float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
1004     WineDirect3DVertexStridedData strided;
1005     const BYTE *data;
1006     const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
1007     DWORD vtxStride;
1008     GLenum feedback_type;
1009     GLfloat *feedbuffer;
1010
1011     /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
1012      * Beware of vbos
1013      */
1014     memset(&strided, 0, sizeof(strided));
1015     primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
1016     if(strided.u.s.position.VBO) {
1017         IWineD3DVertexBufferImpl *vb;
1018         vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
1019         strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
1020                                                 (unsigned long) vb->resource.allocatedMemory);
1021     }
1022     vtxStride = strided.u.s.position.dwStride;
1023     data = strided.u.s.position.lpData +
1024            vtxStride * info->Stride * info->StartVertexOffsetHeight +
1025            vtxStride * info->StartVertexOffsetWidth;
1026
1027     /* Not entirely sure about what happens with transformed vertices */
1028     if(strided.u.s.position_transformed) {
1029         FIXME("Transformed position in rectpatch generation\n");
1030     }
1031     if(vtxStride % sizeof(GLfloat)) {
1032         /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
1033          * I don't see how the stride could not be a multiple of 4, but make sure
1034          * to check it
1035          */
1036         ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
1037     }
1038     if(info->Basis != WINED3DBASIS_BEZIER) {
1039         FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
1040     }
1041     if(info->Degree != WINED3DDEGREE_CUBIC) {
1042         FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
1043     }
1044
1045     /* First, get the boundary cube of the input data */
1046     for(j = 0; j < info->Height; j++) {
1047         for(i = 0; i < info->Width; i++) {
1048             const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
1049             if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
1050             if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
1051             if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
1052             if(v[2] < neg_z) neg_z = v[2];
1053         }
1054     }
1055
1056     /* This needs some improvements in the vertex decl code */
1057     FIXME("Cannot find data to generate. Only generating position and normals\n");
1058     patch->has_normals = TRUE;
1059     patch->has_texcoords = FALSE;
1060
1061     /* Simply activate the context for blitting. This disables all the things we don't want and
1062      * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
1063      * patch (as opposed to normal draws) will most likely need different changes anyway
1064      */
1065     ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
1066     ENTER_GL();
1067
1068     glMatrixMode(GL_PROJECTION);
1069     checkGLcall("glMatrixMode(GL_PROJECTION)");
1070     glLoadIdentity();
1071     checkGLcall("glLoadIndentity()");
1072     glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
1073     glTranslatef(0, 0, 0.5);
1074     checkGLcall("glScalef");
1075     glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
1076     checkGLcall("glViewport");
1077
1078     /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
1079      * our feedback buffer parser
1080      */
1081     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1082     checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
1083     IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
1084     if(patch->has_normals) {
1085         static const GLfloat black[] = {0, 0, 0, 0};
1086         static const GLfloat red[]   = {1, 0, 0, 0};
1087         static const GLfloat green[] = {0, 1, 0, 0};
1088         static const GLfloat blue[]  = {0, 0, 1, 0};
1089         static const GLfloat white[] = {1, 1, 1, 1};
1090         glEnable(GL_LIGHTING);
1091         checkGLcall("glEnable(GL_LIGHTING)");
1092         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
1093         checkGLcall("glLightModel for MODEL_AMBIENT");
1094         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
1095
1096         for(i = 3; i < GL_LIMITS(lights); i++) {
1097             glDisable(GL_LIGHT0 + i);
1098             checkGLcall("glDisable(GL_LIGHT0 + i)");
1099             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
1100         }
1101
1102         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
1103         glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
1104         glLightfv(GL_LIGHT0, GL_SPECULAR, black);
1105         glLightfv(GL_LIGHT0, GL_AMBIENT, black);
1106         glLightfv(GL_LIGHT0, GL_POSITION, red);
1107         glEnable(GL_LIGHT0);
1108         checkGLcall("Setting up light 1\n");
1109         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
1110         glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
1111         glLightfv(GL_LIGHT1, GL_SPECULAR, black);
1112         glLightfv(GL_LIGHT1, GL_AMBIENT, black);
1113         glLightfv(GL_LIGHT1, GL_POSITION, green);
1114         glEnable(GL_LIGHT1);
1115         checkGLcall("Setting up light 2\n");
1116         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
1117         glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
1118         glLightfv(GL_LIGHT2, GL_SPECULAR, black);
1119         glLightfv(GL_LIGHT2, GL_AMBIENT, black);
1120         glLightfv(GL_LIGHT2, GL_POSITION, blue);
1121         glEnable(GL_LIGHT2);
1122         checkGLcall("Setting up light 3\n");
1123
1124         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
1125         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
1126         glDisable(GL_COLOR_MATERIAL);
1127         glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
1128         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
1129         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
1130         checkGLcall("Setting up materials\n");
1131     }
1132
1133     /* Enable the needed maps.
1134      * GL_MAP2_VERTEX_3 is needed for positional data.
1135      * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
1136      * GL_MAP2_TEXTURE_COORD_4 for texture coords
1137      */
1138     num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
1139     out_vertex_size = 3 /* position */;
1140     d3d_out_vertex_size = 3;
1141     glEnable(GL_MAP2_VERTEX_3);
1142     if(patch->has_normals && patch->has_texcoords) {
1143         FIXME("Texcoords not handled yet\n");
1144         feedback_type = GL_3D_COLOR_TEXTURE;
1145         out_vertex_size += 8;
1146         d3d_out_vertex_size += 7;
1147         glEnable(GL_AUTO_NORMAL);
1148         glEnable(GL_MAP2_TEXTURE_COORD_4);
1149     } else if(patch->has_texcoords) {
1150         FIXME("Texcoords not handled yet\n");
1151         feedback_type = GL_3D_COLOR_TEXTURE;
1152         out_vertex_size += 7;
1153         d3d_out_vertex_size += 4;
1154         glEnable(GL_MAP2_TEXTURE_COORD_4);
1155     } else if(patch->has_normals) {
1156         feedback_type = GL_3D_COLOR;
1157         out_vertex_size += 4;
1158         d3d_out_vertex_size += 3;
1159         glEnable(GL_AUTO_NORMAL);
1160     } else {
1161         feedback_type = GL_3D;
1162     }
1163     checkGLcall("glEnable vertex attrib generation");
1164
1165     buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
1166                    + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
1167     feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
1168
1169     glMap2f(GL_MAP2_VERTEX_3,
1170             0, 1, vtxStride / sizeof(float), info->Width,
1171             0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1172             (const GLfloat *)data);
1173     checkGLcall("glMap2f");
1174     if(patch->has_texcoords) {
1175         glMap2f(GL_MAP2_TEXTURE_COORD_4,
1176                 0, 1, vtxStride / sizeof(float), info->Width,
1177                 0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
1178                 (const GLfloat *)data);
1179         checkGLcall("glMap2f");
1180     }
1181     glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
1182     checkGLcall("glMapGrid2f");
1183
1184     glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
1185     checkGLcall("glFeedbackBuffer");
1186     glRenderMode(GL_FEEDBACK);
1187
1188     glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1189     checkGLcall("glEvalMesh2\n");
1190
1191     i = glRenderMode(GL_RENDER);
1192     if(i == -1) {
1193         LEAVE_GL();
1194         ERR("Feedback failed. Expected %d elements back\n", buffer_size);
1195         Sleep(10000);
1196         HeapFree(GetProcessHeap(), 0, feedbuffer);
1197         return WINED3DERR_DRIVERINTERNALERROR;
1198     } else if(i != buffer_size) {
1199         LEAVE_GL();
1200         ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
1201         Sleep(10000);
1202         HeapFree(GetProcessHeap(), 0, feedbuffer);
1203         return WINED3DERR_DRIVERINTERNALERROR;
1204     } else {
1205         TRACE("Got %d elements as expected\n", i);
1206     }
1207
1208     HeapFree(GetProcessHeap(), 0, patch->mem);
1209     patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
1210     i = 0;
1211     for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1212         if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1213             ERR("Unexpected token: %f\n", feedbuffer[j]);
1214             continue;
1215         }
1216         if(feedbuffer[j + 1] != 3) {
1217             ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1218             continue;
1219         }
1220         /* Somehow there are different ideas about back / front facing, so fix up the
1221          * vertex order
1222          */
1223         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
1224         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
1225         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
1226         if(patch->has_normals) {
1227             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
1228             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
1229             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
1230         }
1231         i += d3d_out_vertex_size;
1232
1233         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
1234         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
1235         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
1236         if(patch->has_normals) {
1237             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
1238             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
1239             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
1240         }
1241         i += d3d_out_vertex_size;
1242
1243         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
1244         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
1245         patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
1246         if(patch->has_normals) {
1247             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
1248             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
1249             patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
1250         }
1251         i += d3d_out_vertex_size;
1252     }
1253
1254     if(patch->has_normals) {
1255         /* Now do the same with reverse light directions */
1256         static const GLfloat x[] = {-1,  0,  0, 0};
1257         static const GLfloat y[] = { 0, -1,  0, 0};
1258         static const GLfloat z[] = { 0,  0, -1, 0};
1259         glLightfv(GL_LIGHT0, GL_POSITION, x);
1260         glLightfv(GL_LIGHT1, GL_POSITION, y);
1261         glLightfv(GL_LIGHT2, GL_POSITION, z);
1262         checkGLcall("Setting up reverse light directions\n");
1263
1264         glRenderMode(GL_FEEDBACK);
1265         checkGLcall("glRenderMode(GL_FEEDBACK)");
1266         glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
1267         checkGLcall("glEvalMesh2\n");
1268         i = glRenderMode(GL_RENDER);
1269         checkGLcall("glRenderMode(GL_RENDER)");
1270
1271         i = 0;
1272         for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
1273             if(feedbuffer[j] != GL_POLYGON_TOKEN) {
1274                 ERR("Unexpected token: %f\n", feedbuffer[j]);
1275                 continue;
1276             }
1277             if(feedbuffer[j + 1] != 3) {
1278                 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
1279                 continue;
1280             }
1281             if(patch->mem[i + 3] == 0.0)
1282                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
1283             if(patch->mem[i + 4] == 0.0)
1284                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
1285             if(patch->mem[i + 5] == 0.0)
1286                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
1287             normalize_normal(patch->mem + i + 3);
1288             i += d3d_out_vertex_size;
1289
1290             if(patch->mem[i + 3] == 0.0)
1291                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
1292             if(patch->mem[i + 4] == 0.0)
1293                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
1294             if(patch->mem[i + 5] == 0.0)
1295                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
1296             normalize_normal(patch->mem + i + 3);
1297             i += d3d_out_vertex_size;
1298
1299             if(patch->mem[i + 3] == 0.0)
1300                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
1301             if(patch->mem[i + 4] == 0.0)
1302                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
1303             if(patch->mem[i + 5] == 0.0)
1304                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
1305             normalize_normal(patch->mem + i + 3);
1306             i += d3d_out_vertex_size;
1307         }
1308     }
1309
1310     glDisable(GL_MAP2_VERTEX_3);
1311     glDisable(GL_AUTO_NORMAL);
1312     glDisable(GL_MAP2_NORMAL);
1313     glDisable(GL_MAP2_TEXTURE_COORD_4);
1314     checkGLcall("glDisable vertex attrib generation");
1315     LEAVE_GL();
1316
1317     HeapFree(GetProcessHeap(), 0, feedbuffer);
1318
1319     vtxStride = 3 * sizeof(float);
1320     if(patch->has_normals) {
1321         vtxStride += 3 * sizeof(float);
1322     }
1323     if(patch->has_texcoords) {
1324         vtxStride += 4 * sizeof(float);
1325     }
1326     memset(&patch->strided, 0, sizeof(&patch->strided));
1327     patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
1328     patch->strided.u.s.position.dwStride = vtxStride;
1329     patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
1330     patch->strided.u.s.position.streamNo = 255;
1331
1332     if(patch->has_normals) {
1333         patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1334         patch->strided.u.s.normal.dwStride = vtxStride;
1335         patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
1336         patch->strided.u.s.normal.streamNo = 255;
1337     }
1338     if(patch->has_texcoords) {
1339         patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
1340         if(patch->has_normals) {
1341             patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
1342         }
1343         patch->strided.u.s.texCoords[0].dwStride = vtxStride;
1344         patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
1345         /* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
1346          * always remains set to 0. Windows uses stream 255 here, but this is not visible to the
1347          * application.
1348          */
1349         patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
1350     }
1351
1352     return WINED3D_OK;
1353 }