Sweden-Number/dlls/ddraw/vertexbuffer.c

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/* Direct3D Vertex Buffer
* Copyright (c) 2002 Lionel ULMER
2008-10-18 19:19:45 +02:00
* Copyright (c) 2006 Stefan DÖSINGER
*
* 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 "ddraw_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
static inline struct d3d_vertex_buffer *impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
{
return CONTAINING_RECORD(iface, struct d3d_vertex_buffer, IDirect3DVertexBuffer7_iface);
}
/*****************************************************************************
* IUnknown Methods
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_QueryInterface(IDirect3DVertexBuffer7 *iface, REFIID riid, void **obj)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
*obj = NULL;
if (IsEqualGUID(&IID_IUnknown, riid))
{
IDirect3DVertexBuffer7_AddRef(iface);
*obj = iface;
return S_OK;
}
if (IsEqualGUID(&IID_IDirect3DVertexBuffer7, riid) && buffer->version == 7)
{
IDirect3DVertexBuffer7_AddRef(iface);
*obj = iface;
return S_OK;
}
if (IsEqualGUID(&IID_IDirect3DVertexBuffer, riid) && buffer->version == 3)
{
IDirect3DVertexBuffer7_AddRef(iface);
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*obj = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
return E_NOINTERFACE;
}
static ULONG WINAPI d3d_vertex_buffer7_AddRef(IDirect3DVertexBuffer7 *iface)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
ULONG ref = InterlockedIncrement(&buffer->ref);
TRACE("%p increasing refcount to %u.\n", buffer, ref);
return ref;
}
static ULONG WINAPI d3d_vertex_buffer7_Release(IDirect3DVertexBuffer7 *iface)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
ULONG ref = InterlockedDecrement(&buffer->ref);
TRACE("%p decreasing refcount to %u.\n", buffer, ref);
if (!ref)
{
/* D3D7 vertex buffers don't stay bound in the device, they are passed
* as a parameter to DrawPrimitiveVB. DrawPrimitiveVB sets them as the
* stream source in wined3d and they should get unset there before
* they are destroyed. */
wined3d_mutex_lock();
if (buffer->ddraw->stateblock_state->streams[0].buffer == buffer->wined3d_buffer)
wined3d_stateblock_set_stream_source(buffer->ddraw->state, 0, NULL, 0, 0);
wined3d_vertex_declaration_decref(buffer->wined3d_declaration);
wined3d_buffer_decref(buffer->wined3d_buffer);
wined3d_mutex_unlock();
if (buffer->version == 7)
IDirectDraw7_Release(&buffer->ddraw->IDirectDraw7_iface);
heap_free(buffer);
}
return ref;
}
/*****************************************************************************
* IDirect3DVertexBuffer Methods
*****************************************************************************/
static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer *buffer, BOOL dynamic,
struct wined3d_buffer **wined3d_buffer)
{
struct wined3d_buffer_desc desc;
desc.byte_width = buffer->size;
desc.usage = WINED3DUSAGE_STATICDECL;
if (dynamic)
desc.usage |= WINED3DUSAGE_DYNAMIC;
desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY)
desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
else
desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
return wined3d_buffer_create(buffer->ddraw->wined3d_device, &desc,
NULL, buffer, &ddraw_null_wined3d_parent_ops, wined3d_buffer);
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Lock
*
* Locks the vertex buffer and returns a pointer to the vertex data
* Locking vertex buffers is similar to locking surfaces, because Windows
* uses surfaces to store vertex data internally (According to the DX sdk)
*
* Params:
* Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
* DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
* Data: Returns a pointer to the vertex data
* Size: Returns the size of the buffer if not NULL
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
* D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
*
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_Lock(IDirect3DVertexBuffer7 *iface,
DWORD flags, void **data, DWORD *data_size)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
struct wined3d_resource_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
struct wined3d_map_desc wined3d_map_desc;
HRESULT hr;
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TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, flags, data, data_size);
if (buffer->version != 7)
flags &= ~(DDLOCK_NOOVERWRITE | DDLOCK_DISCARDCONTENTS);
if (!(flags & DDLOCK_WAIT))
flags |= DDLOCK_DONOTWAIT;
if (flags & DDLOCK_DISCARDCONTENTS)
{
if (!buffer->dynamic)
{
struct wined3d_buffer *new_buffer;
wined3d_mutex_lock();
hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, TRUE, &new_buffer);
if (SUCCEEDED(hr))
{
buffer->dynamic = TRUE;
wined3d_buffer_decref(buffer->wined3d_buffer);
buffer->wined3d_buffer = new_buffer;
}
else
{
WARN("Failed to create a dynamic buffer\n");
}
wined3d_mutex_unlock();
}
}
wined3d_mutex_lock();
if (data_size)
{
/* Get the size, for returning it, and for locking */
wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
*data_size = wined3d_desc.size;
}
hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer),
0, &wined3d_map_desc, NULL, wined3dmapflags_from_ddrawmapflags(flags));
*data = wined3d_map_desc.data;
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Unlock
*
* Unlocks a vertex Buffer
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_Unlock(IDirect3DVertexBuffer7 *iface)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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TRACE("iface %p.\n", iface);
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DVertexBuffer7::ProcessVertices
*
* Processes untransformed Vertices into a transformed or optimized vertex
* buffer. It can also perform other operations, such as lighting or clipping
*
* Params
* VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
* DestIndex: Index in the destination buffer(This), where the vertices are
* placed
* Count: Number of Vertices in the Source buffer to process
* SrcBuffer: Source vertex buffer
* SrcIndex: Index of the first vertex in the src buffer to process
* D3DDevice: Device to use for transformation
* Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
* unchanged vertices
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
*
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_ProcessVertices(IDirect3DVertexBuffer7 *iface,
DWORD vertex_op, DWORD dst_idx, DWORD count, IDirect3DVertexBuffer7 *src_buffer,
DWORD src_idx, IDirect3DDevice7 *device, DWORD flags)
{
struct d3d_vertex_buffer *dst_buffer_impl = impl_from_IDirect3DVertexBuffer7(iface);
struct d3d_vertex_buffer *src_buffer_impl = unsafe_impl_from_IDirect3DVertexBuffer7(src_buffer);
struct d3d_device *device_impl = dst_buffer_impl->version == 7
? unsafe_impl_from_IDirect3DDevice7(device)
: unsafe_impl_from_IDirect3DDevice3((IDirect3DDevice3 *)device);
BOOL old_clip, do_clip, old_lighting, do_lighting;
const struct wined3d_stateblock_state *state;
HRESULT hr;
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TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
iface, vertex_op, dst_idx, count, src_buffer, src_idx, device, flags);
/* Vertex operations:
* D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
* in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
* D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
* D3DVOP_LIGHT: Lights the vertices
* D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
*
* WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
* are not implemented. Clipping is disabled ATM, because of unsure conditions.
*/
if (!(vertex_op & D3DVOP_TRANSFORM))
return DDERR_INVALIDPARAMS;
wined3d_mutex_lock();
state = device_impl->stateblock_state;
/* WineD3D doesn't know d3d7 vertex operation, it uses
* render states instead. Set the render states according to
* the vertex ops
*/
do_clip = !!(vertex_op & D3DVOP_CLIP);
old_clip = !!state->rs[WINED3D_RS_CLIPPING];
if (do_clip != old_clip)
wined3d_stateblock_set_render_state(device_impl->state, WINED3D_RS_CLIPPING, do_clip);
old_lighting = !!state->rs[WINED3D_RS_LIGHTING];
if (dst_buffer_impl->version == 3)
do_lighting = device_impl->material && (src_buffer_impl->fvf & D3DFVF_NORMAL)
&& (vertex_op & D3DVOP_LIGHT);
else
do_lighting = old_lighting && (vertex_op & D3DVOP_LIGHT);
if (do_lighting != old_lighting)
wined3d_stateblock_set_render_state(device_impl->state, WINED3D_RS_LIGHTING, do_lighting);
wined3d_stateblock_set_stream_source(device_impl->state,
0, src_buffer_impl->wined3d_buffer, 0, get_flexible_vertex_size(src_buffer_impl->fvf));
wined3d_stateblock_set_vertex_declaration(device_impl->state, src_buffer_impl->wined3d_declaration);
wined3d_device_apply_stateblock(device_impl->wined3d_device, device_impl->state);
hr = wined3d_device_process_vertices(device_impl->wined3d_device, src_idx, dst_idx,
count, dst_buffer_impl->wined3d_buffer, NULL, flags, dst_buffer_impl->fvf);
/* Restore the states if needed */
if (do_clip != old_clip)
wined3d_stateblock_set_render_state(device_impl->state, WINED3D_RS_CLIPPING, old_clip);
if (do_lighting != old_lighting)
wined3d_stateblock_set_render_state(device_impl->state, WINED3D_RS_LIGHTING, old_lighting);
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* IDirect3DVertexBuffer7::GetVertexBufferDesc
*
* Returns the description of a vertex buffer
*
* Params:
* Desc: Address to write the description to
*
* Returns
* DDERR_INVALIDPARAMS if Desc is NULL
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface, D3DVERTEXBUFFERDESC *desc)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
struct wined3d_resource_desc wined3d_desc;
struct wined3d_resource *wined3d_resource;
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TRACE("iface %p, desc %p.\n", iface, desc);
if (!desc) return DDERR_INVALIDPARAMS;
wined3d_mutex_lock();
wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
wined3d_mutex_unlock();
/* Now fill the desc structure */
desc->dwCaps = buffer->Caps;
desc->dwFVF = buffer->fvf;
desc->dwNumVertices = wined3d_desc.size / get_flexible_vertex_size(buffer->fvf);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DVertexBuffer7::Optimize
*
* Converts an unoptimized vertex buffer into an optimized buffer
*
* Params:
* D3DDevice: Device for which this buffer is optimized
* Flags: Not used, should be set to 0
*
* Returns
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_Optimize(IDirect3DVertexBuffer7 *iface,
IDirect3DDevice7 *device, DWORD flags)
{
struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
static BOOL hide = FALSE;
TRACE("iface %p, device %p, flags %#x.\n", iface, device, flags);
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if (!hide)
{
FIXME("iface %p, device %p, flags %#x stub!\n", iface, device, flags);
hide = TRUE;
}
/* We could forward this call to WineD3D and take advantage
* of it once we use OpenGL vertex buffers
*/
wined3d_mutex_lock();
buffer->Caps |= D3DVBCAPS_OPTIMIZED;
wined3d_mutex_unlock();
return DD_OK;
}
/*****************************************************************************
* IDirect3DVertexBuffer7::ProcessVerticesStrided
*
* This method processes untransformed strided vertices into a processed
* or optimized vertex buffer.
*
* For more details on the parameters, see
* IDirect3DVertexBuffer7::ProcessVertices
*
* Params:
* VertexOp: Operations to perform
* DestIndex: Destination index to write the vertices to
* Count: Number of input vertices
* StrideData: Array containing the input vertices
* VertexTypeDesc: Vertex Description or source index?????????
* D3DDevice: IDirect3DDevice7 to use for processing
* Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
*
* Returns
* D3D_OK on success, or DDERR_*
*
*****************************************************************************/
static HRESULT WINAPI d3d_vertex_buffer7_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
DWORD vertex_op, DWORD dst_idx, DWORD count, D3DDRAWPRIMITIVESTRIDEDDATA *data,
DWORD fvf, IDirect3DDevice7 *device, DWORD flags)
{
FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, fvf %#x, device %p, flags %#x stub!\n",
iface, vertex_op, dst_idx, count, data, fvf, device, flags);
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return DD_OK;
}
/*****************************************************************************
* The VTables
*****************************************************************************/
static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl =
{
d3d_vertex_buffer7_QueryInterface,
d3d_vertex_buffer7_AddRef,
d3d_vertex_buffer7_Release,
d3d_vertex_buffer7_Lock,
d3d_vertex_buffer7_Unlock,
d3d_vertex_buffer7_ProcessVertices,
d3d_vertex_buffer7_GetVertexBufferDesc,
d3d_vertex_buffer7_Optimize,
d3d_vertex_buffer7_ProcessVerticesStrided,
};
HRESULT d3d_vertex_buffer_create(struct d3d_vertex_buffer **vertex_buf,
struct ddraw *ddraw, D3DVERTEXBUFFERDESC *desc)
{
struct d3d_vertex_buffer *buffer;
HRESULT hr = D3D_OK;
TRACE("Vertex buffer description:\n");
TRACE(" dwSize %u\n", desc->dwSize);
TRACE(" dwCaps %#x\n", desc->dwCaps);
TRACE(" FVF %#x\n", desc->dwFVF);
TRACE(" dwNumVertices %u\n", desc->dwNumVertices);
if (!(buffer = heap_alloc_zero(sizeof(*buffer))))
return DDERR_OUTOFMEMORY;
buffer->IDirect3DVertexBuffer7_iface.lpVtbl = &d3d_vertex_buffer7_vtbl;
buffer->ref = 1;
buffer->version = ddraw->d3dversion;
if (buffer->version == 7)
IDirectDraw7_AddRef(&ddraw->IDirectDraw7_iface);
buffer->ddraw = ddraw;
buffer->Caps = desc->dwCaps;
buffer->fvf = desc->dwFVF;
buffer->size = get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices;
wined3d_mutex_lock();
if (FAILED(hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, FALSE, &buffer->wined3d_buffer)))
{
WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
if (hr == WINED3DERR_INVALIDCALL)
hr = DDERR_INVALIDPARAMS;
goto end;
}
if (!(buffer->wined3d_declaration = ddraw_find_decl(ddraw, desc->dwFVF)))
{
ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
wined3d_buffer_decref(buffer->wined3d_buffer);
hr = DDERR_INVALIDPARAMS;
goto end;
}
wined3d_vertex_declaration_incref(buffer->wined3d_declaration);
end:
wined3d_mutex_unlock();
if (hr == D3D_OK)
*vertex_buf = buffer;
else
heap_free(buffer);
return hr;
}
struct d3d_vertex_buffer *unsafe_impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d_vertex_buffer7_vtbl);
return impl_from_IDirect3DVertexBuffer7(iface);
}