Sweden-Number/graphics/d3dexecutebuffer.c

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/* Direct3D ExecuteBuffer
(c) 1998 Lionel ULMER
This files contains the implementation of Direct3DExecuteBuffer. */
#include "config.h"
#include "wintypes.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debug.h"
#include "objbase.h"
#include "d3d_private.h"
#ifdef HAVE_MESAGL
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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 IDirect3DExecuteBuffer_VTable executebuffer_vtable;
/*******************************************************************************
* ExecuteBuffer static functions
*/
void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
}
void _dump_executedata(LPD3DEXECUTEDATA lpData) {
DUMP("dwSize : %ld\n", lpData->dwSize);
DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
DUMP("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(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
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(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
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->c.color; \
\
glColor3f(((col >> 16) & 0xFF) / 255.0, \
((col >> 8) & 0xFF) / 255.0, \
((col >> 0) & 0xFF) / 255.0); \
glTexCoord2f(vx->u.tu, vx->v.tv); \
if (vx->r.rhw < 0.01) \
glVertex3f(vx->x.sx, \
vx->y.sy, \
vx->z.sz); \
else \
glVertex4f(vx->x.sx / vx->r.rhw, \
vx->y.sy / vx->r.rhw, \
vx->z.sz / vx->r.rhw, \
1.0 / vx->r.rhw); \
TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
vx->x.sx, vx->y.sy, vx->z.sz, \
((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
vx->u.tu, vx->v.tv, vx->r.rhw); \
}
#define TRIANGLE_LOOP(macro) \
{ \
glBegin(GL_TRIANGLES); { \
for (i = 0; i < count; i++) { \
LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
\
TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
ci->v1.v1, ci->v2.v2, ci->v3.v3); \
TRACE(ddraw, " Flags : "); \
if (TRACE_ON(ddraw)) { \
/* Wireframe */ \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
DUMP("EDGEENABLE1 "); \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
DUMP("EDGEENABLE2 "); \
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
DUMP("EDGEENABLE3 "); \
\
/* Strips / Fans */ \
if (ci->wFlags == D3DTRIFLAG_EVEN) \
DUMP("EVEN "); \
if (ci->wFlags == D3DTRIFLAG_ODD) \
DUMP("ODD "); \
if (ci->wFlags == D3DTRIFLAG_START) \
DUMP("START "); \
if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
DUMP("STARTFLAT(%d) ", ci->wFlags); \
DUMP("\n"); \
} \
\
/* Draw the triangle */ \
macro(ci->v1.v1); \
macro(ci->v2.v2); \
macro(ci->v3.v3); \
\
instr += size; \
} \
} glEnd(); \
}
static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
LPDIRECT3DDEVICE dev,
LPDIRECT3DVIEWPORT vp) {
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/* DWORD bs = lpBuff->desc.dwBufferSize; */
DWORD vs = lpBuff->data.dwVertexOffset;
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/* DWORD vc = lpBuff->data.dwVertexCount; */
DWORD is = lpBuff->data.dwInstructionOffset;
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/* DWORD il = lpBuff->data.dwInstructionLength; */
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void *instr = lpBuff->desc.lpData + is;
OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
TRACE(ddraw, "ExecuteData : \n");
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if (TRACE_ON(ddraw))
_dump_executedata(&(lpBuff->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: {
TRACE(ddraw, "POINT-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_LINE: {
TRACE(ddraw, "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 *) lpBuff->vertex_data;
OGL_LVertex *l_vx = (OGL_LVertex *) lpBuff->vertex_data;
D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data;
TRACE(ddraw, "TRIANGLE (%d)\n", count);
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switch (lpBuff->vertex_type) {
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);
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TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
dump_mat(odev->proj_mat);
TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
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(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
dump_mat(odev->proj_mat);
TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
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 (vp == NULL) {
ERR(ddraw, "No current viewport !\n");
/* Using standard values */
height = 640.0;
width = 480.0;
minZ = -10.0;
maxZ = 10.0;
} else {
height = (GLdouble) vp->viewport.vp1.dwHeight;
width = (GLdouble) vp->viewport.vp1.dwWidth;
minZ = (GLdouble) vp->viewport.vp1.dvMinZ;
maxZ = (GLdouble) vp->viewport.vp1.dvMaxZ;
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(ddraw, "Unhandled vertex type !\n");
break;
}
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switch (lpBuff->vertex_type) {
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(ddraw, "Unhandled vertex type !\n");
}
} break;
case D3DOP_MATRIXLOAD: {
TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_MATRIXMULTIPLY: {
int i;
TRACE(ddraw, "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(ddraw, " 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(ddraw, "STATETRANSFORM (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->t.dtstTransformStateType) {
case D3DTRANSFORMSTATE_WORLD: {
TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
} break;
case D3DTRANSFORMSTATE_VIEW: {
TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
} break;
case D3DTRANSFORMSTATE_PROJECTION: {
TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
} break;
default:
ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
break;
}
instr += size;
}
} break;
case D3DOP_STATELIGHT: {
int i;
TRACE(ddraw, "STATELIGHT (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
switch (ci->t.dlstLightStateType) {
case D3DLIGHTSTATE_MATERIAL: {
LPDIRECT3DMATERIAL mat = (LPDIRECT3DMATERIAL) ci->v.dwArg[0];
TRACE(ddraw, " MATERIAL\n");
if (mat != NULL) {
mat->activate(mat);
} else {
TRACE(ddraw, " bad Material Handle\n");
}
} break ;
case D3DLIGHTSTATE_AMBIENT: {
float light[4];
DWORD dwLightState = ci->v.dwArg[0];
TRACE(ddraw, " 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(ddraw, " 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(ddraw, " COLORMODEL\n");
} break ;
case D3DLIGHTSTATE_FOGMODE: {
TRACE(ddraw, " FOGMODE\n");
} break ;
case D3DLIGHTSTATE_FOGSTART: {
TRACE(ddraw, " FOGSTART\n");
} break ;
case D3DLIGHTSTATE_FOGEND: {
TRACE(ddraw, " FOGEND\n");
} break ;
case D3DLIGHTSTATE_FOGDENSITY: {
TRACE(ddraw, " FOGDENSITY\n");
} break ;
default:
ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
break;
}
instr += size;
}
} break;
case D3DOP_STATERENDER: {
int i;
TRACE(ddraw, "STATERENDER (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
/* Handle the state transform */
set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
instr += size;
}
} break;
case D3DOP_PROCESSVERTICES: {
int i;
TRACE(ddraw, "PROCESSVERTICES (%d)\n", count);
for (i = 0; i < count; i++) {
LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n",
ci->wStart, ci->wDest, ci->dwCount);
TRACE(ddraw, " Flags : ");
if (TRACE_ON(ddraw)) {
if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
DUMP("COPY ");
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
DUMP("NOCOLOR ");
if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
DUMP("OPMASK ");
if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
DUMP("TRANSFORM ");
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
DUMP("TRANSFORMLIGHT ");
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
DUMP("UPDATEEXTENTS ");
DUMP("\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) (lpBuff->desc.lpData + vs)) + ci->wStart;
OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest;
D3DMATRIX *mat = odev->world_mat;
TRACE(ddraw, " World Matrix : (%p)\n", mat);
dump_mat(mat);
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lpBuff->vertex_type = D3DVT_VERTEX;
for (nb = 0; nb < ci->dwCount; nb++) {
/* For the moment, no normal transformation... */
dst->nx = src->nx.nx;
dst->ny = src->ny.ny;
dst->nz = src->nz.nz;
dst->u = src->u.tu;
dst->v = src->v.tv;
/* Now, the matrix multiplication */
dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
int nb;
D3DLVERTEX *src = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest;
D3DMATRIX *mat = odev->world_mat;
TRACE(ddraw, " World Matrix : (%p)\n", mat);
dump_mat(mat);
lpBuff->vertex_type = D3DVT_LVERTEX;
for (nb = 0; nb < ci->dwCount; nb++) {
dst->c = src->c.color;
dst->sc = src->s.specular;
dst->u = src->u.tu;
dst->v = src->v.tv;
/* Now, the matrix multiplication */
dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest;
lpBuff->vertex_type = D3DVT_TLVERTEX;
memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
} else {
ERR(ddraw, "Unhandled vertex processing !\n");
}
instr += size;
}
} break;
case D3DOP_TEXTURELOAD: {
TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_EXIT: {
TRACE(ddraw, "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(ddraw, "BRANCHFORWARD (%d)\n", count);
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for (i = 0; i < count; i++) {
LPD3DBRANCH ci = (LPD3DBRANCH) instr;
if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
if (!ci->bNegate) {
TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
}
} else {
if (ci->bNegate) {
TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
}
}
instr += size;
}
} break;
case D3DOP_SPAN: {
TRACE(ddraw, "SPAN-s (%d)\n", count);
instr += count * size;
} break;
case D3DOP_SETSTATUS: {
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int i;
TRACE(ddraw, "SETSTATUS (%d)\n", count);
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for (i = 0; i < count; i++) {
LPD3DSTATUS ci = (LPD3DSTATUS) instr;
lpBuff->data.dsStatus = *ci;
instr += size;
}
} break;
default:
ERR(ddraw, "Unhandled OpCode !!!\n");
/* Try to save ... */
instr += count * size;
break;
}
}
end_of_buffer:
}
/*******************************************************************************
* ExecuteBuffer Creation functions
*/
LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
{
LPDIRECT3DEXECUTEBUFFER eb;
eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer));
eb->ref = 1;
eb->lpvtbl = &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 eb;
}
/*******************************************************************************
* IDirect3DLight methods
*/
static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this,
REFIID riid,
LPVOID* ppvObj)
{
char xrefiid[50];
WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
return S_OK;
}
static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this)
{
TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
return ++(this->ref);
}
static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this)
{
FIXME( ddraw, "(%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 IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this,
LPDIRECT3DDEVICE lpDirect3DDevice,
LPD3DEXECUTEBUFFERDESC lpDesc)
{
FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this,
LPD3DEXECUTEBUFFERDESC lpDesc)
{
TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc);
/* Copies the buffer description */
*lpDesc = this->desc;
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this)
{
TRACE(ddraw, "(%p)->()\n", this);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
LPD3DEXECUTEDATA lpData)
{
DWORD nbvert;
TRACE(ddraw, "(%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);
1999-01-23 13:29:44 +01:00
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 IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
LPD3DEXECUTEDATA lpData)
{
TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData);
*lpData = this->data;
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this,
LPDWORD lpdwOffset,
LPD3DVALIDATECALLBACK lpFunc,
LPVOID lpUserArg,
DWORD dwReserved)
{
TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved);
return DD_OK;
}
static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this,
DWORD dwReserved)
{
TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved);
return DD_OK;
}
/*******************************************************************************
* IDirect3DLight VTable
*/
static IDirect3DExecuteBuffer_VTable executebuffer_vtable = {
/*** IUnknown methods ***/
IDirect3DExecuteBuffer_QueryInterface,
IDirect3DExecuteBuffer_AddRef,
IDirect3DExecuteBuffer_Release,
/*** IDirect3DExecuteBuffer methods ***/
IDirect3DExecuteBuffer_Initialize,
IDirect3DExecuteBuffer_Lock,
IDirect3DExecuteBuffer_Unlock,
IDirect3DExecuteBuffer_SetExecuteData,
IDirect3DExecuteBuffer_GetExecuteData,
IDirect3DExecuteBuffer_Validate,
IDirect3DExecuteBuffer_Optimize
};
#endif /* HAVE_MESAGL */