From 879fed6d1b5547f3b51744de75f674435ed9cd0a Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <[EMAIL PROTECTED]>
Date: Wed, 4 Jul 2007 17:57:45 +0200
Subject: [PATCH] WineD3D: Implement high order patches
This patch implement IWineD3DDevice::DrawRectPatch by using opengl evaluators combined with gl feedback
to read back tesselated data and cache it.
---
dlls/wined3d/device.c | 118 +++++++++++--
dlls/wined3d/directx.c | 7 +-
dlls/wined3d/drawprim.c | 384 ++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/utils.c | 19 ++
dlls/wined3d/wined3d_private.h | 30 +++-
5 files changed, 542 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 9d90df7..bcca5d7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -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) {
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 171d969..ce2ca70 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -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:
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 10f952e..1b03528 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -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;
+}
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 65bff5c..99835dc 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -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
*/
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 558773c..86cad0b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -583,6 +583,22 @@ 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
*/
typedef struct IWineD3DImpl
@@ -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);
--
1.5.2.2