Sweden-Number/dlls/ddraw/d3dexecutebuffer.c

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/* Direct3D ExecuteBuffer
(c) 1998 Lionel ULMER
This files contains the implementation of Direct3DExecuteBuffer. */
#include "config.h"
#include <string.h>
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#include "windef.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "ddraw.h"
#include "d3d.h"
#include "debugtools.h"
#include "mesa_private.h"
#define D3DDPRIVATE(x) mesa_d3dd_private *odev=((mesa_d3dd_private*)(x)->private)
DEFAULT_DEBUG_CHANNEL(ddraw);
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/* Structure to store the 'semi transformed' vertices */
typedef struct {
D3DVALUE x;
D3DVALUE y;
D3DVALUE z;
D3DVALUE w;
D3DVALUE nx;
D3DVALUE ny;
D3DVALUE nz;
D3DVALUE u;
D3DVALUE v;
} OGL_Vertex;
typedef struct {
D3DVALUE x;
D3DVALUE y;
D3DVALUE z;
D3DVALUE w;
D3DCOLOR c;
D3DCOLOR sc;
D3DVALUE u;
D3DVALUE v;
} OGL_LVertex;
static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable;
/*******************************************************************************
* ExecuteBuffer static functions
*/
void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
}
void _dump_executedata(LPD3DEXECUTEDATA lpData) {
DPRINTF("dwSize : %ld\n", lpData->dwSize);
DPRINTF("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
DPRINTF("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
DPRINTF("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
_dump_d3dstatus(&(lpData->dsStatus));
}
#define DO_VERTEX(index) \
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{ \
glTexCoord2f(vx[index].u, \
vx[index].v); \
glNormal3f(vx[index].nx, \
vx[index].ny, \
vx[index].nz); \
glVertex4f(vx[index].x, \
vx[index].y, \
vx[index].z, \
vx[index].w); \
\
TRACE(" V: %f %f %f %f (%f %f %f) (%f %f)\n", \
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vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
vx[index].nx, vx[index].ny, vx[index].nz, \
vx[index].u, vx[index].v); \
}
#define DO_LVERTEX(index) \
{ \
DWORD col = l_vx[index].c; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(l_vx[index].u, \
l_vx[index].v); \
glVertex4f(l_vx[index].x, \
l_vx[index].y, \
l_vx[index].z, \
l_vx[index].w); \
\
TRACE(" LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
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l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
l_vx[index].u, l_vx[index].v); \
}
#define DO_TLVERTEX(index) \
{ \
D3DTLVERTEX *vx = &(tl_vx[index]); \
DWORD col = vx->u5.color; \
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\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(vx->u7.tu, vx->u8.tv); \
if (vx->u4.rhw < 0.01) \
glVertex3f(vx->u1.sx, \
vx->u2.sy, \
vx->u3.sz); \
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else \
glVertex4f(vx->u1.sx / vx->u4.rhw, \
vx->u2.sy / vx->u4.rhw, \
vx->u3.sz / vx->u4.rhw, \
1.0 / vx->u4.rhw); \
TRACE(" TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
vx->u1.sx, vx->u2.sy, vx->u3.sz, \
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((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
vx->u7.tu, vx->u8.tv, vx->u4.rhw); \
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}
#define TRIANGLE_LOOP(macro) \
{ \
glBegin(GL_TRIANGLES); { \
for (i = 0; i < count; i++) { \
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
\
TRACE(" v1: %d v2: %d v3: %d\n", \
ci->u1.v1, ci->u2.v2, ci->u3.v3); \
TRACE(" Flags : "); \
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if (TRACE_ON(ddraw)) { \
/* Wireframe */ \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
DPRINTF("EDGEENABLE1 "); \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
DPRINTF("EDGEENABLE2 "); \
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
DPRINTF("EDGEENABLE3 "); \
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\
/* Strips / Fans */ \
if (ci->wFlags == D3DTRIFLAG_EVEN) \
DPRINTF("EVEN "); \
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if (ci->wFlags == D3DTRIFLAG_ODD) \
DPRINTF("ODD "); \
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if (ci->wFlags == D3DTRIFLAG_START) \
DPRINTF("START "); \
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if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
DPRINTF("STARTFLAT(%d) ", ci->wFlags); \
DPRINTF("\n"); \
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} \
\
/* Draw the triangle */ \
macro(ci->u1.v1); \
macro(ci->u2.v2); \
macro(ci->u3.v3); \
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\
instr += size; \
} \
} glEnd(); \
}
static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
LPDIRECT3DDEVICE dev,
LPDIRECT3DVIEWPORT vp) {
IDirect3DExecuteBufferImpl* ilpBuff=(IDirect3DExecuteBufferImpl*)lpBuff;
IDirect3DViewport2Impl* ivp=(IDirect3DViewport2Impl*)vp;
/* DWORD bs = ilpBuff->desc.dwBufferSize; */
DWORD vs = ilpBuff->data.dwVertexOffset;
/* DWORD vc = ilpBuff->data.dwVertexCount; */
DWORD is = ilpBuff->data.dwInstructionOffset;
/* DWORD il = ilpBuff->data.dwInstructionLength; */
void *instr = ilpBuff->desc.lpData + is;
D3DDPRIVATE((IDirect3DDeviceImpl*)dev);
TRACE("ExecuteData : \n");
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if (TRACE_ON(ddraw))
_dump_executedata(&(ilpBuff->data));
ENTER_GL();
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: {
TRACE("POINT-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_LINE: {
TRACE("LINE-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_TRIANGLE: {
int i;
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float z_inv_matrix[16] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 1.0, 1.0
};
OGL_Vertex *vx = (OGL_Vertex *) ilpBuff->vertex_data;
OGL_LVertex *l_vx = (OGL_LVertex *) ilpBuff->vertex_data;
D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) ilpBuff->vertex_data;
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TRACE("TRIANGLE (%d)\n", count);
switch (ilpBuff->vertex_type) {
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case D3DVT_VERTEX:
/* This time, there is lighting */
glEnable(GL_LIGHTING);
/* Use given matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); /* The model transformation was done during the
transformation phase */
glMatrixMode(GL_PROJECTION);
TRACE(" Projection Matrix : (%p)\n", odev->proj_mat);
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dump_mat(odev->proj_mat);
TRACE(" View Matrix : (%p)\n", odev->view_mat);
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dump_mat(odev->view_mat);
glLoadMatrixf((float *) z_inv_matrix);
glMultMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
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break;
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case D3DVT_LVERTEX:
/* No lighting */
glDisable(GL_LIGHTING);
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/* Use given matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); /* The model transformation was done during the
transformation phase */
glMatrixMode(GL_PROJECTION);
TRACE(" Projection Matrix : (%p)\n", odev->proj_mat);
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dump_mat(odev->proj_mat);
TRACE(" View Matrix : (%p)\n", odev->view_mat);
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dump_mat(odev->view_mat);
glLoadMatrixf((float *) z_inv_matrix);
glMultMatrixf((float *) odev->proj_mat);
glMultMatrixf((float *) odev->view_mat);
break;
case D3DVT_TLVERTEX: {
GLdouble height, width, minZ, maxZ;
/* First, disable lighting */
glDisable(GL_LIGHTING);
/* Then do not put any transformation matrixes */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (ivp == NULL) {
ERR("No current viewport !\n");
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/* Using standard values */
height = 640.0;
width = 480.0;
minZ = -10.0;
maxZ = 10.0;
} else {
height = (GLdouble) ivp->viewport.vp1.dwHeight;
width = (GLdouble) ivp->viewport.vp1.dwWidth;
minZ = (GLdouble) ivp->viewport.vp1.dvMinZ;
maxZ = (GLdouble) ivp->viewport.vp1.dvMaxZ;
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if (minZ == maxZ) {
/* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
minZ = 0.0;
maxZ = 1.0;
}
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}
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glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
} break;
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default:
ERR("Unhandled vertex type !\n");
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break;
}
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switch (ilpBuff->vertex_type) {
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case D3DVT_VERTEX:
TRIANGLE_LOOP(DO_VERTEX);
break;
case D3DVT_LVERTEX:
TRIANGLE_LOOP(DO_LVERTEX);
break;
case D3DVT_TLVERTEX:
TRIANGLE_LOOP(DO_TLVERTEX);
break;
default:
ERR("Unhandled vertex type !\n");
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}
} break;
case D3DOP_MATRIXLOAD: {
TRACE("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++) {
LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
/* Do the multiplication..
As I am VERY lazy, I let OpenGL do the multiplication for me */
glMatrixMode(GL_PROJECTION);
/* Save the current matrix */
glPushMatrix();
/* Load Matrix one and do the multiplication */
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glLoadMatrixf((float *) c);
glMultMatrixf((float *) b);
glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
/* Restore the current matrix */
glPopMatrix();
instr += size;
}
} break;
case D3DOP_STATETRANSFORM: {
int i;
TRACE("STATETRANSFORM (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->u1.dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
TRACE(" WORLD (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
odev->world_mat = (D3DMATRIX*) ci->u2.dwArg[0];
} break;
case D3DTRANSFORMSTATE_VIEW: {
TRACE(" VIEW (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
odev->view_mat = (D3DMATRIX*) ci->u2.dwArg[0];
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
TRACE(" PROJECTION (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
odev->proj_mat = (D3DMATRIX*) ci->u2.dwArg[0];
} break;
default:
ERR(" Unhandled state transformation !! (%d)\n", (int) ci->u1.dtstTransformStateType);
break;
}
instr += size;
}
} break;
case D3DOP_STATELIGHT: {
int i;
TRACE("STATELIGHT (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->u1.dlstLightStateType) {
case D3DLIGHTSTATE_MATERIAL: {
IDirect3DMaterial2Impl* mat = (IDirect3DMaterial2Impl*) ci->u2.dwArg[0];
TRACE(" MATERIAL\n");
if (mat != NULL) {
mat->activate(mat);
} else {
TRACE(" bad Material Handle\n");
}
} break ;
case D3DLIGHTSTATE_AMBIENT: {
float light[4];
DWORD dwLightState = ci->u2.dwArg[0];
TRACE(" AMBIENT\n");
light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
light[3] = 1.0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
TRACE(" R:%02lx G:%02lx B:%02lx A:%02lx\n",
((dwLightState >> 16) & 0xFF),
((dwLightState >> 8) & 0xFF),
((dwLightState >> 0) & 0xFF),
((dwLightState >> 24) & 0xFF));
} break ;
case D3DLIGHTSTATE_COLORMODEL: {
TRACE(" COLORMODEL\n");
} break ;
case D3DLIGHTSTATE_FOGMODE: {
TRACE(" FOGMODE\n");
} break ;
case D3DLIGHTSTATE_FOGSTART: {
TRACE(" FOGSTART\n");
} break ;
case D3DLIGHTSTATE_FOGEND: {
TRACE(" FOGEND\n");
} break ;
case D3DLIGHTSTATE_FOGDENSITY: {
TRACE(" FOGDENSITY\n");
} break ;
default:
ERR(" Unhandled light state !! (%d)\n", (int) ci->u1.dlstLightStateType);
break;
}
instr += size;
}
} break;
case D3DOP_STATERENDER: {
int i;
TRACE("STATERENDER (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
set_render_state(ci->u1.drstRenderStateType, ci->u2.dwArg[0], &(odev->rs));
instr += size;
}
} break;
case D3DOP_PROCESSVERTICES: {
int i;
TRACE("PROCESSVERTICES (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
TRACE(" Start : %d Dest : %d Count : %ld\n",
ci->wStart, ci->wDest, ci->dwCount);
TRACE(" Flags : ");
if (TRACE_ON(ddraw)) {
if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
DPRINTF("COPY ");
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
DPRINTF("NOCOLOR ");
if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
DPRINTF("OPMASK ");
if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
DPRINTF("TRANSFORM ");
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
DPRINTF("TRANSFORMLIGHT ");
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
DPRINTF("UPDATEEXTENTS ");
DPRINTF("\n");
}
/* 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 oinly 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...
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.
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).
In this case, a 'direct' approach (i.e. without using OpenGL, but
writing our own 3D rasterizer) would be easier. */
/* 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 */
/* Enough for the moment */
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
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int nb;
D3DVERTEX *src = ((LPD3DVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
OGL_Vertex *dst = ((OGL_Vertex *) (ilpBuff->vertex_data)) + ci->wDest;
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D3DMATRIX *mat = odev->world_mat;
TRACE(" World Matrix : (%p)\n", mat);
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dump_mat(mat);
ilpBuff->vertex_type = D3DVT_VERTEX;
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for (nb = 0; nb < ci->dwCount; nb++) {
/* For the moment, no normal transformation... */
dst->nx = src->u4.nx;
dst->ny = src->u5.ny;
dst->nz = src->u6.nz;
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dst->u = src->u7.tu;
dst->v = src->u8.tv;
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/* Now, the matrix multiplication */
dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44);
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src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
int nb;
D3DLVERTEX *src = ((LPD3DLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
OGL_LVertex *dst = ((OGL_LVertex *) (ilpBuff->vertex_data)) + ci->wDest;
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D3DMATRIX *mat = odev->world_mat;
TRACE(" World Matrix : (%p)\n", mat);
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dump_mat(mat);
ilpBuff->vertex_type = D3DVT_LVERTEX;
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for (nb = 0; nb < ci->dwCount; nb++) {
dst->c = src->u4.color;
dst->sc = src->u5.specular;
dst->u = src->u6.tu;
dst->v = src->u7.tv;
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/* Now, the matrix multiplication */
dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44);
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src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
D3DTLVERTEX *src = ((LPD3DTLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (ilpBuff->vertex_data)) + ci->wDest;
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ilpBuff->vertex_type = D3DVT_TLVERTEX;
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memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
} else {
ERR("Unhandled vertex processing !\n");
}
instr += size;
}
} break;
case D3DOP_TEXTURELOAD: {
TRACE("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: {
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int i;
TRACE("BRANCHFORWARD (%d)\n", count);
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for (i = 0; i < count; i++) {
LPD3DBRANCH ci = (LPD3DBRANCH) instr;
if ((ilpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
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if (!ci->bNegate) {
TRACE(" Should branch to %ld\n", ci->dwOffset);
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}
} else {
if (ci->bNegate) {
TRACE(" Should branch to %ld\n", ci->dwOffset);
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}
}
instr += size;
}
} break;
case D3DOP_SPAN: {
TRACE("SPAN-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_SETSTATUS: {
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int i;
TRACE("SETSTATUS (%d)\n", count);
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for (i = 0; i < count; i++) {
LPD3DSTATUS ci = (LPD3DSTATUS) instr;
ilpBuff->data.dsStatus = *ci;
1999-01-23 13:29:44 +01:00
instr += size;
}
} break;
default:
ERR("Unhandled OpCode !!!\n");
/* Try to save ... */
instr += count * size;
break;
}
}
end_of_buffer:
LEAVE_GL();
}
/*******************************************************************************
* ExecuteBuffer Creation functions
*/
LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
{
IDirect3DExecuteBufferImpl* eb;
eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBufferImpl));
eb->ref = 1;
ICOM_VTBL(eb) = &executebuffer_vtable;
eb->d3ddev = d3ddev;
/* Initializes memory */
eb->desc = *lpDesc;
/* No buffer given */
if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
eb->desc.lpData = NULL;
/* No buffer size given */
if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
eb->desc.dwBufferSize = 0;
/* Create buffer if asked */
if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
eb->need_free = TRUE;
eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
} else {
eb->need_free = FALSE;
}
/* No vertices for the moment */
eb->vertex_data = NULL;
eb->desc.dwFlags |= D3DDEB_LPDATA;
eb->execute = execute;
return (LPDIRECT3DEXECUTEBUFFER)eb;
}
/*******************************************************************************
* IDirect3ExecuteBuffer methods
*/
static HRESULT WINAPI IDirect3DExecuteBufferImpl_QueryInterface(LPDIRECT3DEXECUTEBUFFER iface,
REFIID riid,
LPVOID* ppvObj)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
FIXME("(%p)->(%s,%p): stub\n", This, debugstr_guid(riid),ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DExecuteBufferImpl_AddRef(LPDIRECT3DEXECUTEBUFFER iface)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
TRACE("(%p)->()incrementing from %lu.\n", This, This->ref );
return ++(This->ref);
}
static ULONG WINAPI IDirect3DExecuteBufferImpl_Release(LPDIRECT3DEXECUTEBUFFER iface)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
if ((This->desc.lpData != NULL) && This->need_free)
HeapFree(GetProcessHeap(),0,This->desc.lpData);
if (This->vertex_data != NULL)
HeapFree(GetProcessHeap(),0,This->vertex_data);
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Initialize(LPDIRECT3DEXECUTEBUFFER iface,
LPDIRECT3DDEVICE lpDirect3DDevice,
LPD3DEXECUTEBUFFERDESC lpDesc)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
FIXME("(%p)->(%p,%p): stub\n", This, lpDirect3DDevice, lpDesc);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Lock(LPDIRECT3DEXECUTEBUFFER iface,
LPD3DEXECUTEBUFFERDESC lpDesc)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
TRACE("(%p)->(%p)\n", This, lpDesc);
/* Copies the buffer description */
*lpDesc = This->desc;
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Unlock(LPDIRECT3DEXECUTEBUFFER iface)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
TRACE("(%p)->()\n", This);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
LPD3DEXECUTEDATA lpData)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
DWORD nbvert;
TRACE("(%p)->(%p)\n", This, lpData);
This->data = *lpData;
/* Get the number of vertices in the execute buffer */
nbvert = This->data.dwVertexCount;
/* Prepares the transformed vertex buffer */
if (This->vertex_data != NULL)
HeapFree(GetProcessHeap(), 0, This->vertex_data);
This->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
if (TRACE_ON(ddraw)) {
_dump_executedata(lpData);
}
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_GetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
LPD3DEXECUTEDATA lpData)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
TRACE("(%p)->(%p): stub\n", This, lpData);
*lpData = This->data;
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Validate(LPDIRECT3DEXECUTEBUFFER iface,
LPDWORD lpdwOffset,
LPD3DVALIDATECALLBACK lpFunc,
LPVOID lpUserArg,
DWORD dwReserved)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
TRACE("(%p)->(%p,%p,%p,%lu)\n", This, lpdwOffset, lpFunc, lpUserArg, dwReserved);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBufferImpl_Optimize(LPDIRECT3DEXECUTEBUFFER iface,
DWORD dwReserved)
{
ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
TRACE("(%p)->(%lu)\n", This, dwReserved);
return DD_OK;
}
/*******************************************************************************
* IDirect3DLight VTable
*/
static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
/*** IUnknown methods ***/
IDirect3DExecuteBufferImpl_QueryInterface,
IDirect3DExecuteBufferImpl_AddRef,
IDirect3DExecuteBufferImpl_Release,
/*** IDirect3DExecuteBuffer methods ***/
IDirect3DExecuteBufferImpl_Initialize,
IDirect3DExecuteBufferImpl_Lock,
IDirect3DExecuteBufferImpl_Unlock,
IDirect3DExecuteBufferImpl_SetExecuteData,
IDirect3DExecuteBufferImpl_GetExecuteData,
IDirect3DExecuteBufferImpl_Validate,
IDirect3DExecuteBufferImpl_Optimize
};