Sweden-Number/dlls/ddraw/executebuffer.c

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/* Direct3D ExecuteBuffer
* Copyright (c) 1998-2004 Lionel ULMER
* Copyright (c) 2002-2004 Christian Costa
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* Copyright (c) 2006 Stefan Dösinger
*
* This file contains the implementation of IDirect3DExecuteBuffer.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "ddraw_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/*****************************************************************************
* _dump_executedata
* _dump_D3DEXECUTEBUFFERDESC
*
* Debug functions which write the executebuffer data to the console
*
*****************************************************************************/
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static void _dump_executedata(const D3DEXECUTEDATA *lpData) {
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TRACE("dwSize : %d\n", lpData->dwSize);
TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset);
}
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static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) {
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TRACE("dwSize : %d\n", lpDesc->dwSize);
TRACE("dwFlags : %x\n", lpDesc->dwFlags);
TRACE("dwCaps : %x\n", lpDesc->dwCaps);
TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize);
TRACE("lpData : %p\n", lpDesc->lpData);
}
/*****************************************************************************
* IDirect3DExecuteBufferImpl_Execute
*
* The main functionality of the execute buffer
* It transforms the vertices if necessary, and calls IDirect3DDevice7
* for drawing the vertices. It is called from
* IDirect3DDevice::Execute
*
* TODO: Perhaps some comments about the various opcodes wouldn't hurt
*
* Don't declare this static, as it's called from device.c,
* IDirect3DDevice::Execute
*
* Params:
* Device: 3D Device associated to use for drawing
* Viewport: Viewport for this operation
*
*****************************************************************************/
void
IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
IDirect3DDeviceImpl *lpDevice,
IDirect3DViewportImpl *lpViewport)
{
/* DWORD bs = This->desc.dwBufferSize; */
DWORD vs = This->data.dwVertexOffset;
/* DWORD vc = This->data.dwVertexCount; */
DWORD is = This->data.dwInstructionOffset;
/* DWORD il = This->data.dwInstructionLength; */
char *instr = (char *)This->desc.lpData + is;
/* Should check if the viewport was added or not to the device */
/* Activate the viewport */
lpViewport->active_device = lpDevice;
viewport_activate(lpViewport, FALSE);
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TRACE("ExecuteData :\n");
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if (TRACE_ON(ddraw))
_dump_executedata(&(This->data));
while (1) {
LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
BYTE size;
WORD count;
count = current->wCount;
size = current->bSize;
instr += sizeof(D3DINSTRUCTION);
switch (current->bOpcode) {
case D3DOP_POINT: {
WARN("POINT-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_LINE: {
WARN("LINE-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_TRIANGLE: {
int i;
D3DTLVERTEX *tl_vx = This->vertex_data;
TRACE("TRIANGLE (%d)\n", count);
if (count*3>This->nb_indices) {
This->nb_indices = count * 3;
HeapFree(GetProcessHeap(),0,This->indices);
This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
}
for (i = 0; i < count; i++) {
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
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TRACE(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
TRACE(" Flags : ");
if (TRACE_ON(ddraw))
{
/* Wireframe */
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE1 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
TRACE("EDGEENABLE2 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE3 ");
/* Strips / Fans */
if (ci->wFlags == D3DTRIFLAG_EVEN)
TRACE("EVEN ");
if (ci->wFlags == D3DTRIFLAG_ODD)
TRACE("ODD ");
if (ci->wFlags == D3DTRIFLAG_START)
TRACE("START ");
if ((ci->wFlags > 0) && (ci->wFlags < 30))
TRACE("STARTFLAT(%u) ", ci->wFlags);
TRACE("\n");
}
This->indices[(i * 3) ] = ci->u1.v1;
This->indices[(i * 3) + 1] = ci->u2.v2;
This->indices[(i * 3) + 2] = ci->u3.v3;
instr += size;
}
/* IDirect3DDevices have color keying always enabled -
* enable it before drawing. This overwrites any ALPHA*
* render state
*/
IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice,
WINED3DRS_COLORKEYENABLE,
1);
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IDirect3DDevice7_DrawIndexedPrimitive((IDirect3DDevice7 *)lpDevice,
D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, 0, This->indices, count * 3, 0);
} break;
case D3DOP_MATRIXLOAD:
WARN("MATRIXLOAD-s (%d)\n", count);
instr += count * size;
break;
case D3DOP_MATRIXMULTIPLY: {
int i;
TRACE("MATRIXMULTIPLY (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
D3DMATRIX *a, *b, *c;
a = ddraw_get_object(&lpDevice->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
b = ddraw_get_object(&lpDevice->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
c = ddraw_get_object(&lpDevice->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);
if (!a || !b || !c)
{
ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
}
else
{
TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
multiply_matrix(a, c, b);
}
instr += size;
}
} break;
case D3DOP_STATETRANSFORM: {
int i;
TRACE("STATETRANSFORM (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
D3DMATRIX *m;
m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
if (!m)
{
ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
}
else
{
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
lpDevice->world = ci->u2.dwArg[0];
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
lpDevice->view = ci->u2.dwArg[0];
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
lpDevice->proj = ci->u2.dwArg[0];
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IDirect3DDevice7_SetTransform((IDirect3DDevice7 *)lpDevice,
ci->u1.dtstTransformStateType, m);
}
instr += size;
}
} break;
case D3DOP_STATELIGHT: {
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int i;
TRACE("STATELIGHT (%d)\n", count);
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for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
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TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
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ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType);
else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
{
IDirect3DMaterialImpl *m;
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m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL);
if (!m)
ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]);
else
material_activate(m);
}
else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
{
switch (ci->u2.dwArg[0]) {
case D3DCOLOR_MONO:
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ERR("DDCOLOR_MONO should not happen!\n");
break;
case D3DCOLOR_RGB:
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/* We are already in this mode */
break;
default:
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ERR("Unknown color model!\n");
}
} else {
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D3DRENDERSTATETYPE rs = 0;
switch (ci->u1.dlstLightStateType) {
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case D3DLIGHTSTATE_AMBIENT: /* 2 */
rs = D3DRENDERSTATE_AMBIENT;
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break;
case D3DLIGHTSTATE_FOGMODE: /* 4 */
rs = D3DRENDERSTATE_FOGVERTEXMODE;
break;
case D3DLIGHTSTATE_FOGSTART: /* 5 */
rs = D3DRENDERSTATE_FOGSTART;
break;
case D3DLIGHTSTATE_FOGEND: /* 6 */
rs = D3DRENDERSTATE_FOGEND;
break;
case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
rs = D3DRENDERSTATE_FOGDENSITY;
break;
case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
rs = D3DRENDERSTATE_COLORVERTEX;
break;
default:
break;
}
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IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)lpDevice, rs, ci->u2.dwArg[0]);
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}
instr += size;
}
} break;
case D3DOP_STATERENDER: {
int i;
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IDirect3DDevice2 *d3d_device2 = (IDirect3DDevice2 *)&lpDevice->IDirect3DDevice2_vtbl;
TRACE("STATERENDER (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
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IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
instr += size;
}
} break;
case D3DOP_PROCESSVERTICES:
{
/* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
* IWineD3DDevice::ProcessVertices
*/
int i;
D3DMATRIX view_mat, world_mat, proj_mat;
TRACE("PROCESSVERTICES (%d)\n", count);
/* Get the transform and world matrix */
/* Note: D3DMATRIX is compatible with WINED3DMATRIX */
IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
D3DTRANSFORMSTATE_VIEW,
(WINED3DMATRIX*) &view_mat);
IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
D3DTRANSFORMSTATE_PROJECTION,
(WINED3DMATRIX*) &proj_mat);
IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
WINED3DTS_WORLDMATRIX(0),
(WINED3DMATRIX*) &world_mat);
for (i = 0; i < count; i++) {
LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
TRACE(" Start : %d Dest : %d Count : %d\n",
ci->wStart, ci->wDest, ci->dwCount);
TRACE(" Flags : ");
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if (TRACE_ON(ddraw))
{
if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
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TRACE("COPY ");
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
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TRACE("NOCOLOR ");
if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
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TRACE("OPMASK ");
if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
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TRACE("TRANSFORM ");
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
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TRACE("TRANSFORMLIGHT ");
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
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TRACE("UPDATEEXTENTS ");
TRACE("\n");
}
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/* This is where doing Direct3D on top on OpenGL is quite difficult.
This method transforms a set of vertices using the CURRENT state
(lighting, projection, ...) but does not rasterize them.
They will only be put on screen later (with the POINT / LINE and
TRIANGLE op-codes). The problem is that you can have a triangle
with each point having been transformed using another state...
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In this implementation, I will emulate only ONE thing : each
vertex can have its own "WORLD" transformation (this is used in the
TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
execute buffer use the same state.
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If I find applications that change other states, I will try to do a
more 'fine-tuned' state emulation (but I may become quite tricky if
it changes a light position in the middle of a triangle).
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In this case, a 'direct' approach (i.e. without using OpenGL, but
writing our own 3D rasterizer) would be easier. */
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/* The current method (with the hypothesis that only the WORLD matrix
will change between two points) is like this :
- I transform 'manually' all the vertices with the current WORLD
matrix and store them in the vertex buffer
- during the rasterization phase, the WORLD matrix will be set to
the Identity matrix */
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/* Enough for the moment */
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
unsigned int nb;
D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
D3DMATRIX mat;
D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
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if (TRACE_ON(ddraw))
{
TRACE(" Projection Matrix : (%p)\n", &proj_mat);
dump_D3DMATRIX(&proj_mat);
TRACE(" View Matrix : (%p)\n", &view_mat);
dump_D3DMATRIX(&view_mat);
TRACE(" World Matrix : (%p)\n", &world_mat);
dump_D3DMATRIX(&world_mat);
}
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&mat);
for (nb = 0; nb < ci->dwCount; nb++) {
/* No lighting yet */
dst->u5.color = 0xFFFFFFFF; /* Opaque white */
dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
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dst->u7.tu = src->u7.tu;
dst->u8.tv = src->u8.tv;
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/* Now, the matrix multiplication */
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
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dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
+ Viewport->dwX + Viewport->dwWidth / 2;
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dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
+ Viewport->dwY + Viewport->dwHeight / 2;
dst->u3.sz /= dst->u4.rhw;
dst->u4.rhw = 1 / dst->u4.rhw;
src++;
dst++;
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}
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
unsigned int nb;
D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
D3DMATRIX mat;
D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
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if (TRACE_ON(ddraw))
{
TRACE(" Projection Matrix : (%p)\n", &proj_mat);
dump_D3DMATRIX(&proj_mat);
TRACE(" View Matrix : (%p)\n",&view_mat);
dump_D3DMATRIX(&view_mat);
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TRACE(" World Matrix : (%p)\n", &world_mat);
dump_D3DMATRIX(&world_mat);
}
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&mat);
for (nb = 0; nb < ci->dwCount; nb++) {
dst->u5.color = src->u4.color;
dst->u6.specular = src->u5.specular;
dst->u7.tu = src->u6.tu;
dst->u8.tv = src->u7.tv;
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/* Now, the matrix multiplication */
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
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dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
+ Viewport->dwX + Viewport->dwWidth / 2;
dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
+ Viewport->dwY + Viewport->dwHeight / 2;
dst->u3.sz /= dst->u4.rhw;
dst->u4.rhw = 1 / dst->u4.rhw;
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
} else {
ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags);
}
instr += size;
}
} break;
case D3DOP_TEXTURELOAD: {
WARN("TEXTURELOAD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_EXIT: {
TRACE("EXIT (%d)\n", count);
/* We did this instruction */
instr += size;
/* Exit this loop */
goto end_of_buffer;
} break;
case D3DOP_BRANCHFORWARD: {
int i;
TRACE("BRANCHFORWARD (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DBRANCH ci = (LPD3DBRANCH) instr;
if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
if (!ci->bNegate) {
TRACE(" Branch to %d\n", ci->dwOffset);
if (ci->dwOffset) {
instr = (char*)current + ci->dwOffset;
break;
}
}
} else {
if (ci->bNegate) {
TRACE(" Branch to %d\n", ci->dwOffset);
if (ci->dwOffset) {
instr = (char*)current + ci->dwOffset;
break;
}
}
}
instr += size;
}
} break;
case D3DOP_SPAN: {
WARN("SPAN-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_SETSTATUS: {
int i;
TRACE("SETSTATUS (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATUS ci = (LPD3DSTATUS) instr;
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This->data.dsStatus = *ci;
instr += size;
}
} break;
default:
ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
/* Try to save ... */
instr += count * size;
break;
}
}
end_of_buffer:
;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::QueryInterface
*
* Well, a usual QueryInterface function. Don't know fur sure which
* interfaces it can Query.
*
* Params:
* riid: The interface ID queried for
* obj: Address to return the interface pointer at
*
* Returns:
* D3D_OK in case of a success (S_OK? Think it's the same)
* OLE_E_ENUM_NOMORE if the interface wasn't found.
* (E_NOINTERFACE?? Don't know what I really need)
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
REFIID riid,
void **obj)
{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
*obj = NULL;
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if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
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IDirect3DExecuteBuffer_AddRef(iface);
*obj = iface;
TRACE(" Creating IUnknown interface at %p.\n", *obj);
return S_OK;
}
if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) {
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IDirect3DExecuteBuffer_AddRef(iface);
*obj = iface;
TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj);
return S_OK;
}
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FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::AddRef
*
* A normal AddRef method, nothing special
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
{
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IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("%p increasing refcount to %u.\n", This, ref);
return ref;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Release
*
* A normal Release method, nothing special
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
{
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IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("%p decreasing refcount to %u.\n", This, ref);
if (!ref) {
if (This->need_free)
HeapFree(GetProcessHeap(),0,This->desc.lpData);
HeapFree(GetProcessHeap(),0,This->vertex_data);
HeapFree(GetProcessHeap(),0,This->indices);
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return ref;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Initialize
*
* Initializes the Execute Buffer. This method exists for COM compliance
* Nothing to do here.
*
* Returns:
* D3D_OK
*
*****************************************************************************/
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static HRESULT WINAPI IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc)
{
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TRACE("iface %p, device %p, desc %p.\n", iface, device, desc);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Lock
*
* Locks the buffer, so the app can write into it.
*
* Params:
* Desc: Pointer to return the buffer description. This Description contains
* a pointer to the buffer data.
*
* Returns:
* This implementation always returns D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
D3DEXECUTEBUFFERDESC *lpDesc)
{
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IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
DWORD dwSize;
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TRACE("iface %p, desc %p.\n", iface, lpDesc);
dwSize = lpDesc->dwSize;
memcpy(lpDesc, &This->desc, dwSize);
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if (TRACE_ON(ddraw))
{
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TRACE(" Returning description :\n");
_dump_D3DEXECUTEBUFFERDESC(lpDesc);
}
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Unlock
*
* Unlocks the buffer. We don't have anything to do here
*
* Returns:
* This implementation always returns D3D_OK
*
*****************************************************************************/
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static HRESULT WINAPI IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
{
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TRACE("iface %p.\n", iface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::SetExecuteData
*
* Sets the execute data. This data is used to describe the buffer's content
*
* Params:
* Data: Pointer to a D3DEXECUTEDATA structure containing the data to
* assign
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if the vertex buffer allocation failed
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
D3DEXECUTEDATA *lpData)
{
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IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
DWORD nbvert;
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TRACE("iface %p, data %p.\n", iface, lpData);
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memcpy(&This->data, lpData, lpData->dwSize);
/* Get the number of vertices in the execute buffer */
nbvert = This->data.dwVertexCount;
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/* Prepares the transformed vertex buffer */
HeapFree(GetProcessHeap(), 0, This->vertex_data);
This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
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if (TRACE_ON(ddraw))
_dump_executedata(lpData);
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return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::GetExecuteData
*
* Returns the data in the execute buffer
*
* Params:
* Data: Pointer to a D3DEXECUTEDATA structure used to return data
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
D3DEXECUTEDATA *lpData)
{
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IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
DWORD dwSize;
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TRACE("iface %p, data %p.\n", iface, lpData);
dwSize = lpData->dwSize;
memcpy(lpData, &This->data, dwSize);
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if (TRACE_ON(ddraw))
{
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TRACE("Returning data :\n");
_dump_executedata(lpData);
}
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return DD_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Validate
*
* DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
* currently implemented"
*
* Params:
* ?
*
* Returns:
* DDERR_UNSUPPORTED, because it's not implemented in Windows.
*
*****************************************************************************/
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static HRESULT WINAPI IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved)
{
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TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n",
iface, offset, callback, context, reserved);
WARN("Not implemented.\n");
return DDERR_UNSUPPORTED; /* Unchecked */
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Optimize
*
* DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
* currently supported"
*
* Params:
* Dummy: Seems to be an unused dummy ;)
*
* Returns:
* DDERR_UNSUPPORTED, because it's not implemented in Windows.
*
*****************************************************************************/
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static HRESULT WINAPI IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved)
{
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TRACE("iface %p, reserved %#x.\n", iface, reserved);
WARN("Not implemented.\n");
return DDERR_UNSUPPORTED; /* Unchecked */
}
static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl =
{
IDirect3DExecuteBufferImpl_QueryInterface,
IDirect3DExecuteBufferImpl_AddRef,
IDirect3DExecuteBufferImpl_Release,
IDirect3DExecuteBufferImpl_Initialize,
IDirect3DExecuteBufferImpl_Lock,
IDirect3DExecuteBufferImpl_Unlock,
IDirect3DExecuteBufferImpl_SetExecuteData,
IDirect3DExecuteBufferImpl_GetExecuteData,
IDirect3DExecuteBufferImpl_Validate,
IDirect3DExecuteBufferImpl_Optimize,
};
HRESULT d3d_execute_buffer_init(IDirect3DExecuteBufferImpl *execute_buffer,
IDirect3DDeviceImpl *device, D3DEXECUTEBUFFERDESC *desc)
{
execute_buffer->lpVtbl = &d3d_execute_buffer_vtbl;
execute_buffer->ref = 1;
execute_buffer->d3ddev = device;
/* Initializes memory */
memcpy(&execute_buffer->desc, desc, desc->dwSize);
/* No buffer given */
if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA))
execute_buffer->desc.lpData = NULL;
/* No buffer size given */
if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE))
execute_buffer->desc.dwBufferSize = 0;
/* Create buffer if asked */
if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize)
{
execute_buffer->need_free = TRUE;
execute_buffer->desc.lpData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, execute_buffer->desc.dwBufferSize);
if (!execute_buffer->desc.lpData)
{
ERR("Failed to allocate execute buffer data.\n");
return DDERR_OUTOFMEMORY;
}
}
execute_buffer->desc.dwFlags |= D3DDEB_LPDATA;
return D3D_OK;
}