wined3d: Implement high order patches.

This commit is contained in:
Stefan Dösinger 2007-07-04 17:57:45 +02:00 committed by Alexandre Julliard
parent 714e66acf2
commit 26ebe396c3
5 changed files with 542 additions and 16 deletions

View file

@ -1930,6 +1930,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
LEAVE_GL();
TRACE("Deleting high order patches\n");
for(i = 0; i < PATCHMAP_SIZE; i++) {
struct list *e1, *e2;
struct WineD3DRectPatch *patch;
LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
IWineD3DDevice_DeletePatch(iface, patch->Handle);
}
}
/* Delete the pbuffer context if there is any */
if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
@ -5194,20 +5204,87 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
return WINED3D_OK;
}
/* Implementation details at http://developer.nvidia.com/attach/6494
and
http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
hmm.. no longer supported use
OpenGL evaluators or tessellate surfaces within your application.
*/
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct WineD3DRectPatch *patch;
unsigned int i;
struct list *e;
BOOL found;
TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
FIXME("(%p) : Stub\n", This);
return WINED3D_OK;
if(!(Handle || pRectPatchInfo)) {
/* TODO: Write a test for the return value, thus the FIXME */
FIXME("Both Handle and pRectPatchInfo are NULL\n");
return WINED3DERR_INVALIDCALL;
}
if(Handle) {
i = PATCHMAP_HASHFUNC(Handle);
found = FALSE;
LIST_FOR_EACH(e, &This->patches[i]) {
patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
if(patch->Handle == Handle) {
found = TRUE;
break;
}
}
if(!found) {
TRACE("Patch does not exist. Creating a new one\n");
patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
patch->Handle = Handle;
list_add_head(&This->patches[i], &patch->entry);
} else {
TRACE("Found existing patch %p\n", patch);
}
} else {
/* Since opengl does not load tesselated vertex attributes into numbered vertex
* attributes we have to tesselate, read back, and draw. This needs a patch
* management structure instance. Create one.
*
* A possible improvement is to check if a vertex shader is used, and if not directly
* draw the patch.
*/
FIXME("Drawing an uncached patch. This is slow\n");
patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
}
if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
(pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
HRESULT hr;
TRACE("Tesselation density or patch info changed, retesselating\n");
if(pRectPatchInfo) {
memcpy(&patch->RectPatchInfo, pRectPatchInfo, sizeof(*pRectPatchInfo));
}
patch->numSegs[0] = pNumSegs[0];
patch->numSegs[1] = pNumSegs[1];
patch->numSegs[2] = pNumSegs[2];
patch->numSegs[3] = pNumSegs[3];
hr = tesselate_rectpatch(This, patch);
if(FAILED(hr)) {
WARN("Patch tesselation failed\n");
/* Do not release the handle to store the params of the patch */
if(!Handle) {
HeapFree(GetProcessHeap(), 0, patch);
}
return hr;
}
}
This->currentPatch = patch;
IWineD3DDevice_DrawPrimitiveStrided(iface, WINED3DPT_TRIANGLELIST, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
This->currentPatch = NULL;
/* Destroy uncached patches */
if(!Handle) {
HeapFree(GetProcessHeap(), 0, patch->mem);
HeapFree(GetProcessHeap(), 0, patch);
}
return WINED3D_OK;
}
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
@ -5220,9 +5297,26 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UIN
static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i;
struct WineD3DRectPatch *patch;
struct list *e;
TRACE("(%p) Handle(%d)\n", This, Handle);
FIXME("(%p) : Stub\n", This);
return WINED3D_OK;
i = PATCHMAP_HASHFUNC(Handle);
LIST_FOR_EACH(e, &This->patches[i]) {
patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
if(patch->Handle == Handle) {
TRACE("Deleting patch %p\n", patch);
list_remove(&patch->entry);
HeapFree(GetProcessHeap(), 0, patch->mem);
HeapFree(GetProcessHeap(), 0, patch);
return WINED3D_OK;
}
}
/* TODO: Write a test for the return value */
FIXME("Attempt to destroy nonexistant patch\n");
return WINED3DERR_INVALIDCALL;
}
static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {

View file

@ -1863,7 +1863,8 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
WINED3DDEVCAPS_RTPATCHES;
*pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
WINED3DPMISCCAPS_CULLCCW |
@ -2382,6 +2383,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
IWineD3DImpl *This = (IWineD3DImpl *)iface;
HDC hDC;
HRESULT temp_result;
int i;
/* Validate the adapter number */
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
@ -2472,6 +2474,9 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
ReleaseDC(0, hDC);
for(i = 0; i < PATCHMAP_SIZE; i++) {
list_init(&object->patches[i]);
}
return WINED3D_OK;
create_device_error:

View file

@ -1148,3 +1148,387 @@ if(stridedlcl.u.s.type.VBO) { \
/* Control goes back to the device, stateblock values may change again */
This->isInDraw = FALSE;
}
static void normalize_normal(float *n) {
float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
if(length == 0.0) return;
length = sqrt(length);
n[0] = n[0] / length;
n[1] = n[1] / length;
n[2] = n[2] / length;
}
/* Tesselates a high order rectangular patch into single triangles using gl evaluators
*
* The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
* and they can't be sent off for rendering directly either. Tesselating is slow, so we want
* to chache the patches in a vertex buffer. But more importantly, gl can't bind generated
* attributes to numbered shader attributes, so we have to store them and rebind them as needed
* in drawprim.
*
* To read back, the opengl feedback mode is used. This creates a proplem because we want
* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
* Thus disable lighting and set identity matrices to get unmodified colors and positions.
* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
* them to [-1.0;+1.0] and set the viewport up to scale them back.
*
* Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
* resulting colors back to the normals.
*
* NOTE: This function activates a context for blitting, modifies matrices & viewport, but
* does not restore it because normally a draw follows immediately afterwards. The caller is
* responsible of taking care that either the gl states are restored, or the context activated
* for drawing to reset the lastWasBlit flag.
*/
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
struct WineD3DRectPatch *patch) {
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
WineDirect3DVertexStridedData strided;
BYTE *data;
WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
GLenum feedback_type;
GLfloat *feedbuffer;
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos
*/
memset(&strided, 0, sizeof(strided));
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) This, FALSE, &strided, NULL);
if(strided.u.s.position.VBO) {
IWineD3DVertexBufferImpl *vb;
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.position.streamNo];
strided.u.s.position.lpData = (BYTE *) ((unsigned long) strided.u.s.position.lpData +
(unsigned long) vb->resource.allocatedMemory);
}
vtxStride = strided.u.s.position.dwStride;
data = strided.u.s.position.lpData +
vtxStride * info->Stride * info->StartVertexOffsetHeight +
vtxStride * info->StartVertexOffsetWidth;
/* Not entirely sure about what happens with transformed vertices */
if(strided.u.s.position_transformed) {
FIXME("Transformed position in rectpatch generation\n");
}
if(vtxStride % sizeof(GLfloat)) {
/* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
* I don't see how the stride could not be a multiple of 4, but make sure
* to check it
*/
ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
}
if(info->Basis != WINED3DBASIS_BEZIER) {
FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
}
if(info->Degree != WINED3DDEGREE_CUBIC) {
FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
}
/* First, get the boundary cube of the input data */
for(j = 0; j < info->Height; j++) {
for(i = 0; i < info->Width; i++) {
float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
if(v[2] < neg_z) neg_z = v[2];
}
}
/* This needs some improvements in the vertex decl code */
FIXME("Cannot find data to generate. Only generating position and normals\n");
patch->has_normals = TRUE;
patch->has_texcoords = FALSE;
ENTER_GL();
/* Simply activate the context for blitting. This disables all the things we don't want and
* takes care for dirtifying. Dirtifying is prefered over pushing / popping, since drawing the
* patch(as opposed to normal draws) will most likely need different changes anyway
*/
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
glLoadIdentity();
checkGLcall("glLoadIndentity()");
glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
glTranslatef(0, 0, 0.5);
checkGLcall("glScalef");
glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
checkGLcall("glViewport");
/* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
* our feedback buffer parser
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
float black[4] = {0, 0, 0, 0};
float red[4] = {1, 0, 0, 0};
float green[4] = {0, 1, 0, 0};
float blue[4] = {0, 0, 1, 0};
float white[4] = {1, 1, 1, 1};
glEnable(GL_LIGHTING);
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
for(i = 3; i < GL_LIMITS(lights); i++) {
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_POSITION, red);
glEnable(GL_LIGHT0);
checkGLcall("Setting up light 1\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
glLightfv(GL_LIGHT1, GL_POSITION, green);
glEnable(GL_LIGHT1);
checkGLcall("Setting up light 2\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
glLightfv(GL_LIGHT2, GL_POSITION, blue);
glEnable(GL_LIGHT2);
checkGLcall("Setting up light 3\n");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
checkGLcall("Setting up materials\n");
}
/* Enable the needed maps.
* GL_MAP2_VERTEX_3 is needed for positional data.
* GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
* GL_MAP2_TEXTURE_COORD_4 for texture coords
*/
num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
out_vertex_size = 3 /* position */;
d3d_out_vertex_size = 3;
glEnable(GL_MAP2_VERTEX_3);
if(patch->has_normals && patch->has_texcoords) {
FIXME("Texcoords not handled yet\n");
feedback_type = GL_3D_COLOR_TEXTURE;
out_vertex_size += 8;
d3d_out_vertex_size += 7;
glEnable(GL_AUTO_NORMAL);
glEnable(GL_MAP2_TEXTURE_COORD_4);
} else if(patch->has_texcoords) {
FIXME("Texcoords not handled yet\n");
feedback_type = GL_3D_COLOR_TEXTURE;
out_vertex_size += 7;
d3d_out_vertex_size += 4;
glEnable(GL_MAP2_TEXTURE_COORD_4);
} else if(patch->has_normals) {
feedback_type = GL_3D_COLOR;
out_vertex_size += 4;
d3d_out_vertex_size += 3;
glEnable(GL_AUTO_NORMAL);
} else {
feedback_type = GL_3D;
}
checkGLcall("glEnable vertex attrib generation");
buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
+ 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
glMap2f(GL_MAP2_VERTEX_3,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
(float *) data);
checkGLcall("glMap2f");
if(patch->has_texcoords) {
glMap2f(GL_MAP2_TEXTURE_COORD_4,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
(float *) data);
checkGLcall("glMap2f");
}
glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
checkGLcall("glMapGrid2f");
glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
checkGLcall("glFeedbackBuffer");
glRenderMode(GL_FEEDBACK);
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
checkGLcall("glEvalMesh2\n");
i = glRenderMode(GL_RENDER);
if(i == -1) {
ERR("Feedback failed. Expected %d elements back\n", buffer_size);
Sleep(10000);
HeapFree(GetProcessHeap(), 0, feedbuffer);
return WINED3DERR_DRIVERINTERNALERROR;
} else if(i != buffer_size) {
ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
Sleep(10000);
HeapFree(GetProcessHeap(), 0, feedbuffer);
return WINED3DERR_DRIVERINTERNALERROR;
} else {
TRACE("Got %d elements as expected\n", i);
}
HeapFree(GetProcessHeap(), 0, patch->mem);
patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
i = 0;
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
ERR("Unexpected token: %f\n", feedbuffer[j]);
continue;
}
if(feedbuffer[j + 1] != 3) {
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
continue;
}
/* Somehow there are different ideas about back / front facing, so fix up the
* vertex order
*/
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
}
i += d3d_out_vertex_size;
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
}
i += d3d_out_vertex_size;
patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
if(patch->has_normals) {
patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
}
i += d3d_out_vertex_size;
}
if(patch->has_normals) {
/* Now do the same with reverse light directions */
float x[4] = {-1, 0, 0, 0};
float y[4] = { 0, -1, 0, 0};
float z[4] = { 0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, x);
glLightfv(GL_LIGHT1, GL_POSITION, y);
glLightfv(GL_LIGHT2, GL_POSITION, z);
checkGLcall("Setting up reverse light directions\n");
glRenderMode(GL_FEEDBACK);
checkGLcall("glRenderMode(GL_FEEDBACK)");
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
checkGLcall("glEvalMesh2\n");
i = glRenderMode(GL_RENDER);
checkGLcall("glRenderMode(GL_RENDER)");
i = 0;
for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
if(feedbuffer[j] != GL_POLYGON_TOKEN) {
ERR("Unexpected token: %f\n", feedbuffer[j]);
continue;
}
if(feedbuffer[j + 1] != 3) {
ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
continue;
}
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
if(patch->mem[i + 3] == 0.0)
patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
if(patch->mem[i + 4] == 0.0)
patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
if(patch->mem[i + 5] == 0.0)
patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
normalize_normal(patch->mem + i + 3);
i += d3d_out_vertex_size;
}
}
glDisable(GL_MAP2_VERTEX_3);
glDisable(GL_AUTO_NORMAL);
glDisable(GL_MAP2_NORMAL);
glDisable(GL_MAP2_TEXTURE_COORD_4);
checkGLcall("glDisable vertex attrib generation");
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, feedbuffer);
vtxStride = 3 * sizeof(float);
if(patch->has_normals) {
vtxStride += 3 * sizeof(float);
}
if(patch->has_texcoords) {
vtxStride += 4 * sizeof(float);
}
memset(&patch->strided, 0, sizeof(&patch->strided));
patch->strided.u.s.position.lpData = (BYTE *) patch->mem;
patch->strided.u.s.position.dwStride = vtxStride;
patch->strided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3;
patch->strided.u.s.position.streamNo = 255;
if(patch->has_normals) {
patch->strided.u.s.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
patch->strided.u.s.normal.dwStride = vtxStride;
patch->strided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3;
patch->strided.u.s.normal.streamNo = 255;
}
if(patch->has_texcoords) {
patch->strided.u.s.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
if(patch->has_normals) {
patch->strided.u.s.texCoords[0].lpData += 3 * sizeof(float);
}
patch->strided.u.s.texCoords[0].dwStride = vtxStride;
patch->strided.u.s.texCoords[0].dwType = WINED3DDECLTYPE_FLOAT4;
/* MAX_STREAMS index points to an unused element in stateblock->streamOffsets which
* always remains set to 0. Windows uses stream 255 here, but this is not visible to the
* application.
*/
patch->strided.u.s.texCoords[0].streamNo = MAX_STREAMS;
}
return WINED3D_OK;
}

View file

@ -732,6 +732,25 @@ const char *debug_glerror(GLenum error) {
}
}
const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
switch(basis) {
case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
default: return "unrecognized";
}
}
const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
switch(degree) {
case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
default: return "unrecognized";
}
}
/*****************************************************************************
* Useful functions mapping GL <-> D3D values
*/

View file

@ -582,6 +582,22 @@ struct WineD3DAdapter
extern BOOL InitAdapters(void);
/*****************************************************************************
* High order patch management
*/
struct WineD3DRectPatch
{
UINT Handle;
float *mem;
WineDirect3DVertexStridedData strided;
WINED3DRECTPATCH_INFO RectPatchInfo;
float numSegs[4];
char has_normals, has_texcoords;
struct list entry;
};
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
/*****************************************************************************
* IWineD3D implementation structure
*/
@ -741,6 +757,12 @@ struct IWineD3DDeviceImpl
UINT numContexts;
WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
/* High level patch management */
#define PATCHMAP_SIZE 43
#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
struct list patches[PATCHMAP_SIZE];
struct WineD3DRectPatch *currentPatch;
};
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
@ -1271,10 +1293,10 @@ struct IWineD3DStateBlockImpl
/* Stream Source */
BOOL streamIsUP;
UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS];
UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
UINT streamFreq[MAX_STREAMS + 1];
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DIndexBuffer* pIndexData;
@ -1436,6 +1458,8 @@ const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
const char* debug_d3dpool(WINED3DPOOL pool);
const char *debug_fbostatus(GLenum status);
const char *debug_glerror(GLenum error);
const char *debug_d3dbasis(WINED3DBASISTYPE basis);
const char *debug_d3ddegree(WINED3DDEGREETYPE order);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);