[PATCH 3/5] d3d: Remove high level patch support

Stefan Dösinger stefan at codeweavers.com
Wed Jan 23 17:39:12 CST 2013


No Windows driver ever exposed this, and no game uses this. The
only application that used this feature is a DirectX 8 SDK sample.

The code is ugly, and we want to get rid of draw_primitive_strided,
which is used by this functionality. So kill it.
---
 dlls/d3d8/device.c             |  38 +---
 dlls/d3d9/device.c             |  38 +---
 dlls/wined3d/device.c          | 149 ---------------
 dlls/wined3d/directx.c         |   3 +-
 dlls/wined3d/drawprim.c        | 400 -----------------------------------------
 dlls/wined3d/wined3d.spec      |   3 -
 dlls/wined3d/wined3d_private.h |  21 ---
 include/wine/wined3d.h         |   5 -
 8 files changed, 13 insertions(+), 644 deletions(-)

diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index e92be20..d9c337a 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -2711,49 +2711,23 @@ static HRESULT WINAPI d3d8_device_GetPixelShaderFunction(IDirect3DDevice8 *iface
 static HRESULT WINAPI d3d8_device_DrawRectPatch(IDirect3DDevice8 *iface, UINT handle,
         const float *segment_count, const D3DRECTPATCH_INFO *patch_info)
 {
-    struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
-    HRESULT hr;
-
-    TRACE("iface %p, handle %#x, segment_count %p, patch_info %p.\n",
+    FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n",
             iface, handle, segment_count, patch_info);
-
-    wined3d_mutex_lock();
-    hr = wined3d_device_draw_rect_patch(device->wined3d_device, handle,
-            segment_count, (const struct wined3d_rect_patch_info *)patch_info);
-    wined3d_mutex_unlock();
-
-    return hr;
+    return D3D_OK;
 }
 
 static HRESULT WINAPI d3d8_device_DrawTriPatch(IDirect3DDevice8 *iface, UINT handle,
         const float *segment_count, const D3DTRIPATCH_INFO *patch_info)
 {
-    struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
-    HRESULT hr;
-
-    TRACE("iface %p, handle %#x, segment_count %p, patch_info %p.\n",
+    FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n",
             iface, handle, segment_count, patch_info);
-
-    wined3d_mutex_lock();
-    hr = wined3d_device_draw_tri_patch(device->wined3d_device, handle,
-            segment_count, (const struct wined3d_tri_patch_info *)patch_info);
-    wined3d_mutex_unlock();
-
-    return hr;
+    return D3D_OK;
 }
 
 static HRESULT WINAPI d3d8_device_DeletePatch(IDirect3DDevice8 *iface, UINT handle)
 {
-    struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
-    HRESULT hr;
-
-    TRACE("iface %p, handle %#x.\n", iface, handle);
-
-    wined3d_mutex_lock();
-    hr = wined3d_device_delete_patch(device->wined3d_device, handle);
-    wined3d_mutex_unlock();
-
-    return hr;
+    FIXME("iface %p, handle %#x unimplemented.\n", iface, handle);
+    return D3DERR_INVALIDCALL;
 }
 
 static HRESULT WINAPI d3d8_device_SetStreamSource(IDirect3DDevice8 *iface,
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c
index 67f9906..91543b5 100644
--- a/dlls/d3d9/device.c
+++ b/dlls/d3d9/device.c
@@ -2867,49 +2867,23 @@ static HRESULT WINAPI d3d9_device_GetPixelShaderConstantB(IDirect3DDevice9Ex *if
 static HRESULT WINAPI d3d9_device_DrawRectPatch(IDirect3DDevice9Ex *iface, UINT handle,
         const float *segment_count, const D3DRECTPATCH_INFO *patch_info)
 {
-    struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
-    HRESULT hr;
-
-    TRACE("iface %p, handle %#x, segment_count %p, patch_info %p.\n",
+    FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n",
             iface, handle, segment_count, patch_info);
-
-    wined3d_mutex_lock();
-    hr = wined3d_device_draw_rect_patch(device->wined3d_device, handle,
-            segment_count, (const struct wined3d_rect_patch_info *)patch_info);
-    wined3d_mutex_unlock();
-
-    return hr;
+    return D3D_OK;
 }
 
 static HRESULT WINAPI d3d9_device_DrawTriPatch(IDirect3DDevice9Ex *iface, UINT handle,
         const float *segment_count, const D3DTRIPATCH_INFO *patch_info)
 {
-    struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
-    HRESULT hr;
-
-    TRACE("iface %p, handle %#x, segment_count %p, patch_info %p.\n",
+    FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n",
             iface, handle, segment_count, patch_info);
-
-    wined3d_mutex_lock();
-    hr = wined3d_device_draw_tri_patch(device->wined3d_device, handle,
-            segment_count, (const struct wined3d_tri_patch_info *)patch_info);
-    wined3d_mutex_unlock();
-
-    return hr;
+    return D3D_OK;
 }
 
 static HRESULT WINAPI d3d9_device_DeletePatch(IDirect3DDevice9Ex *iface, UINT handle)
 {
-    struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
-    HRESULT hr;
-
-    TRACE("iface %p, handle %#x.\n", iface, handle);
-
-    wined3d_mutex_lock();
-    hr = wined3d_device_delete_patch(device->wined3d_device, handle);
-    wined3d_mutex_unlock();
-
-    return hr;
+    FIXME("iface %p, handle %#x unimplemented.\n", iface, handle);
+    return D3DERR_INVALIDCALL;
 }
 
 static HRESULT WINAPI d3d9_device_CreateQuery(IDirect3DDevice9Ex *iface, D3DQUERYTYPE type, IDirect3DQuery9 **query)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 3ad5f71..e36e20d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1390,19 +1390,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
         resource->resource_ops->resource_unload(resource);
     }
 
-    TRACE("Deleting high order patches\n");
-    for (i = 0; i < PATCHMAP_SIZE; ++i)
-    {
-        struct wined3d_rect_patch *patch;
-        struct list *e1, *e2;
-
-        LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
-        {
-            patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
-            wined3d_device_delete_patch(device, patch->Handle);
-        }
-    }
-
     /* Delete the mouse cursor texture */
     if (device->cursorTexture)
     {
@@ -4489,140 +4476,6 @@ HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
     return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
 }
 
-HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
-        const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
-{
-    struct wined3d_rect_patch *patch;
-    GLenum old_primitive_type;
-    unsigned int i;
-    struct list *e;
-    BOOL found;
-
-    TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
-            device, handle, num_segs, rect_patch_info);
-
-    if (!(handle || rect_patch_info))
-    {
-        /* TODO: Write a test for the return value, thus the FIXME */
-        FIXME("Both handle and rect_patch_info are NULL.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    if (handle)
-    {
-        i = PATCHMAP_HASHFUNC(handle);
-        found = FALSE;
-        LIST_FOR_EACH(e, &device->patches[i])
-        {
-            patch = LIST_ENTRY(e, struct wined3d_rect_patch, 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(&device->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 (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
-            || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
-            || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
-    {
-        HRESULT hr;
-        TRACE("Tesselation density or patch info changed, retesselating\n");
-
-        if (rect_patch_info)
-            patch->rect_patch_info = *rect_patch_info;
-
-        patch->numSegs[0] = num_segs[0];
-        patch->numSegs[1] = num_segs[1];
-        patch->numSegs[2] = num_segs[2];
-        patch->numSegs[3] = num_segs[3];
-
-        hr = tesselate_rectpatch(device, 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;
-        }
-    }
-
-    old_primitive_type = device->stateBlock->state.gl_primitive_type;
-    device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
-    wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
-    device->stateBlock->state.gl_primitive_type = old_primitive_type;
-
-    /* Destroy uncached patches */
-    if (!handle)
-    {
-        HeapFree(GetProcessHeap(), 0, patch->mem);
-        HeapFree(GetProcessHeap(), 0, patch);
-    }
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
-        const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
-{
-    FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
-            device, handle, segment_count, patch_info);
-
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
-{
-    struct wined3d_rect_patch *patch;
-    struct list *e;
-    int i;
-
-    TRACE("device %p, handle %#x.\n", device, handle);
-
-    i = PATCHMAP_HASHFUNC(handle);
-    LIST_FOR_EACH(e, &device->patches[i])
-    {
-        patch = LIST_ENTRY(e, struct wined3d_rect_patch, 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 nonexistent patch\n");
-    return WINED3DERR_INVALIDCALL;
-}
-
 /* Do not call while under the GL lock. */
 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
         struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
@@ -5656,8 +5509,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
     device->create_parms.focus_window = focus_window;
     device->create_parms.flags = flags;
 
-    for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
-
     device->shader_backend = adapter->shader_backend;
     device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
     device->vs_version = shader_caps.vs_version;
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 5b3de2e..bc1da3b 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -4545,8 +4545,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
-                                     WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
-                                     WINED3DDEVCAPS_RTPATCHES;
+                                     WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
 
     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
                                      WINED3DPMISCCAPS_CULLCCW               |
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index ed32ee2..83c7715 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -779,403 +779,3 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
     /* Control goes back to the device, stateblock values may change again */
     device->isInDraw = FALSE;
 }
-
-static void normalize_normal(float *n) {
-    float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
-    if (length == 0.0f) return;
-    length = sqrtf(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 cache 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 problem 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(struct wined3d_device *This, struct wined3d_rect_patch *patch)
-{
-    unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
-    const struct wined3d_rect_patch_info *info = &patch->rect_patch_info;
-    float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
-    struct wined3d_state *state = &This->stateBlock->state;
-    struct wined3d_stream_info stream_info;
-    struct wined3d_stream_info_element *e;
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_context *context;
-    struct wined3d_shader *vs;
-    const BYTE *data;
-    DWORD vtxStride;
-    GLenum feedback_type;
-    GLfloat *feedbuffer;
-
-    /* Simply activate the context for blitting. This disables all the things we don't want and
-     * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
-     * patch (as opposed to normal draws) will most likely need different changes anyway. */
-    context = context_acquire(This, NULL);
-    gl_info = context->gl_info;
-    context_apply_blit_state(context, This);
-
-    /* First, locate the position data. This is provided in a vertex buffer in
-     * the stateblock. Beware of VBOs. */
-    vs = state->vertex_shader;
-    state->vertex_shader = NULL;
-    device_stream_info_from_declaration(This, &stream_info);
-    state->vertex_shader = vs;
-
-    e = &stream_info.elements[WINED3D_FFP_POSITION];
-    if (e->data.buffer_object)
-    {
-        struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
-        e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
-    }
-    vtxStride = e->stride;
-    data = e->data.addr
-            + vtxStride * info->stride * info->start_vertex_offset_height
-            + vtxStride * info->start_vertex_offset_width;
-
-    /* Not entirely sure about what happens with transformed vertices */
-    if (stream_info.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 != WINED3D_BASIS_BEZIER)
-        FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->basis));
-    if (info->degree != WINED3D_DEGREE_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)
-        {
-            const float *v = (const float *)(data + vtxStride * i + vtxStride * info->stride * j);
-            if(fabs(v[0]) > max_x) max_x = fabsf(v[0]);
-            if(fabs(v[1]) > max_y) max_y = fabsf(v[1]);
-            if(fabs(v[2]) > max_z) max_z = fabsf(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;
-
-    gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
-    checkGLcall("glMatrixMode(GL_PROJECTION)");
-    gl_info->gl_ops.gl.p_glLoadIdentity();
-    checkGLcall("glLoadIdentity()");
-    gl_info->gl_ops.gl.p_glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
-    gl_info->gl_ops.gl.p_glTranslatef(0.0f, 0.0f, 0.5f);
-    checkGLcall("glScalef");
-    gl_info->gl_ops.gl.p_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
-     */
-    gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-    checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
-    context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FILLMODE));
-    if (patch->has_normals)
-    {
-        static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
-        static const GLfloat red[]   = {1.0f, 0.0f, 0.0f, 0.0f};
-        static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
-        static const GLfloat blue[]  = {0.0f, 0.0f, 1.0f, 0.0f};
-        static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
-        gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
-        checkGLcall("glEnable(GL_LIGHTING)");
-        gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
-        checkGLcall("glLightModel for MODEL_AMBIENT");
-        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_AMBIENT));
-
-        for (i = 3; i < context->gl_info->limits.lights; ++i)
-        {
-            gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + i);
-            checkGLcall("glDisable(GL_LIGHT0 + i)");
-            context_invalidate_state(context, STATE_ACTIVELIGHT(i));
-        }
-
-        context_invalidate_state(context, STATE_ACTIVELIGHT(0));
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_SPECULAR, black);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_AMBIENT, black);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, red);
-        gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0);
-        checkGLcall("Setting up light 1");
-        context_invalidate_state(context, STATE_ACTIVELIGHT(1));
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_SPECULAR, black);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_AMBIENT, black);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, green);
-        gl_info->gl_ops.gl.p_glEnable(GL_LIGHT1);
-        checkGLcall("Setting up light 2");
-        context_invalidate_state(context, STATE_ACTIVELIGHT(2));
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_SPECULAR, black);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_AMBIENT, black);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, blue);
-        gl_info->gl_ops.gl.p_glEnable(GL_LIGHT2);
-        checkGLcall("Setting up light 3");
-
-        context_invalidate_state(context, STATE_MATERIAL);
-        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORVERTEX));
-        gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
-        gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
-        gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
-        gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
-        checkGLcall("Setting up materials");
-    }
-
-    /* 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;
-    gl_info->gl_ops.gl.p_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;
-        gl_info->gl_ops.gl.p_glEnable(GL_AUTO_NORMAL);
-        gl_info->gl_ops.gl.p_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;
-        gl_info->gl_ops.gl.p_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;
-        gl_info->gl_ops.gl.p_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);
-
-    gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_VERTEX_3,
-            0.0f, 1.0f, vtxStride / sizeof(float), info->width,
-            0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
-            (const GLfloat *)data);
-    checkGLcall("glMap2f");
-    if (patch->has_texcoords)
-    {
-        gl_info->gl_ops.gl.p_glMap2f(GL_MAP2_TEXTURE_COORD_4,
-                0.0f, 1.0f, vtxStride / sizeof(float), info->width,
-                0.0f, 1.0f, info->stride * vtxStride / sizeof(float), info->height,
-                (const GLfloat *)data);
-        checkGLcall("glMap2f");
-    }
-    gl_info->gl_ops.gl.p_glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
-    checkGLcall("glMapGrid2f");
-
-    gl_info->gl_ops.gl.p_glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
-    checkGLcall("glFeedbackBuffer");
-    gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
-
-    gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
-    checkGLcall("glEvalMesh2");
-
-    i = gl_info->gl_ops.gl.p_glRenderMode(GL_RENDER);
-    if (i == -1)
-    {
-        ERR("Feedback failed. Expected %d elements back\n", buffer_size);
-        HeapFree(GetProcessHeap(), 0, feedbuffer);
-        context_release(context);
-        return WINED3DERR_DRIVERINTERNALERROR;
-    }
-    else if (i != buffer_size)
-    {
-        ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
-        HeapFree(GetProcessHeap(), 0, feedbuffer);
-        context_release(context);
-        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] - 0.5f) * 4.0f * 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] - 0.5f) * 4.0f * 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] - 0.5f) * 4.0f * 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 */
-        static const GLfloat x[] = {-1.0f,  0.0f,  0.0f, 0.0f};
-        static const GLfloat y[] = { 0.0f, -1.0f,  0.0f, 0.0f};
-        static const GLfloat z[] = { 0.0f,  0.0f, -1.0f, 0.0f};
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0, GL_POSITION, x);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT1, GL_POSITION, y);
-        gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT2, GL_POSITION, z);
-        checkGLcall("Setting up reverse light directions");
-
-        gl_info->gl_ops.gl.p_glRenderMode(GL_FEEDBACK);
-        checkGLcall("glRenderMode(GL_FEEDBACK)");
-        gl_info->gl_ops.gl.p_glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
-        checkGLcall("glEvalMesh2");
-        i = gl_info->gl_ops.gl.p_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] == 0.0f)
-                patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
-            if(patch->mem[i + 4] == 0.0f)
-                patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
-            if(patch->mem[i + 5] == 0.0f)
-                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] == 0.0f)
-                patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
-            if(patch->mem[i + 4] == 0.0f)
-                patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
-            if(patch->mem[i + 5] == 0.0f)
-                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] == 0.0f)
-                patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
-            if(patch->mem[i + 4] == 0.0f)
-                patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
-            if(patch->mem[i + 5] == 0.0f)
-                patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
-            normalize_normal(patch->mem + i + 3);
-            i += d3d_out_vertex_size;
-        }
-    }
-
-    gl_info->gl_ops.gl.p_glDisable(GL_MAP2_VERTEX_3);
-    gl_info->gl_ops.gl.p_glDisable(GL_AUTO_NORMAL);
-    gl_info->gl_ops.gl.p_glDisable(GL_MAP2_NORMAL);
-    gl_info->gl_ops.gl.p_glDisable(GL_MAP2_TEXTURE_COORD_4);
-    checkGLcall("glDisable vertex attrib generation");
-
-    context_release(context);
-
-    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.position.format = WINED3DFMT_R32G32B32_FLOAT;
-    patch->strided.position.data = (BYTE *)patch->mem;
-    patch->strided.position.stride = vtxStride;
-
-    if (patch->has_normals)
-    {
-        patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
-        patch->strided.normal.data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
-        patch->strided.normal.stride = vtxStride;
-    }
-    if (patch->has_texcoords)
-    {
-        patch->strided.tex_coords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
-        patch->strided.tex_coords[0].data = (BYTE *)patch->mem + 3 * sizeof(float) /* pos */;
-        if (patch->has_normals)
-            patch->strided.tex_coords[0].data += 3 * sizeof(float);
-        patch->strided.tex_coords[0].stride = vtxStride;
-    }
-
-    return WINED3D_OK;
-}
diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec
index e8e52b6..d8f4381 100644
--- a/dlls/wined3d/wined3d.spec
+++ b/dlls/wined3d/wined3d.spec
@@ -41,14 +41,11 @@
 @ cdecl wined3d_device_color_fill(ptr ptr ptr ptr)
 @ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
 @ cdecl wined3d_device_decref(ptr)
-@ cdecl wined3d_device_delete_patch(ptr long)
 @ cdecl wined3d_device_draw_indexed_primitive(ptr long long)
 @ cdecl wined3d_device_draw_indexed_primitive_instanced(ptr long long long long)
 @ cdecl wined3d_device_draw_indexed_primitive_strided(ptr long ptr long ptr long)
 @ cdecl wined3d_device_draw_primitive(ptr long long)
 @ cdecl wined3d_device_draw_primitive_strided(ptr long ptr)
-@ cdecl wined3d_device_draw_rect_patch(ptr long ptr ptr)
-@ cdecl wined3d_device_draw_tri_patch(ptr long ptr ptr)
 @ cdecl wined3d_device_end_scene(ptr)
 @ cdecl wined3d_device_end_stateblock(ptr ptr)
 @ cdecl wined3d_device_evict_managed_resources(ptr)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index af24e69..92b0e4c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1593,22 +1593,6 @@ unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
 
-/*****************************************************************************
- * High order patch management
- */
-struct wined3d_rect_patch
-{
-    UINT                            Handle;
-    float                          *mem;
-    struct wined3d_strided_data strided;
-    struct wined3d_rect_patch_info rect_patch_info;
-    float                           numSegs[4];
-    char                            has_normals, has_texcoords;
-    struct list                     entry;
-};
-
-HRESULT tesselate_rectpatch(struct wined3d_device *device, struct wined3d_rect_patch *patch) DECLSPEC_HIDDEN;
-
 enum projection_types
 {
     proj_none    = 0,
@@ -1793,11 +1777,6 @@ struct wined3d_device
     /* Context management */
     struct wined3d_context **contexts;
     UINT context_count;
-
-    /* High level patch management */
-#define PATCHMAP_SIZE 43
-#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
-    struct list             patches[PATCHMAP_SIZE];
 };
 
 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 1d819fd..c50d857 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2081,7 +2081,6 @@ HRESULT __cdecl wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx,
         enum wined3d_device_type device_type, HWND focus_window, DWORD behaviour_flags, BYTE surface_alignment,
         struct wined3d_device_parent *device_parent, struct wined3d_device **device);
 ULONG __cdecl wined3d_device_decref(struct wined3d_device *device);
-HRESULT __cdecl wined3d_device_delete_patch(struct wined3d_device *device, UINT handle);
 HRESULT __cdecl wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count);
 void __cdecl wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
         UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count);
@@ -2091,10 +2090,6 @@ HRESULT __cdecl wined3d_device_draw_indexed_primitive_strided(struct wined3d_dev
 HRESULT __cdecl wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count);
 HRESULT __cdecl wined3d_device_draw_primitive_strided(struct wined3d_device *device,
         UINT vertex_count, const struct wined3d_strided_data *strided_data);
-HRESULT __cdecl wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
-        const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info);
-HRESULT __cdecl wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
-        const float *num_segs, const struct wined3d_tri_patch_info *tri_patch_info);
 HRESULT __cdecl wined3d_device_end_scene(struct wined3d_device *device);
 HRESULT __cdecl wined3d_device_end_stateblock(struct wined3d_device *device, struct wined3d_stateblock **stateblock);
 void __cdecl wined3d_device_evict_managed_resources(struct wined3d_device *device);
-- 
1.7.12.4




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