ddraw: Use wined3d_device_process_vertices for execute buffers.

Signed-off-by: Stefan Dösinger <stefandoesinger@gmx.at>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Stefan Dösinger 2016-11-13 15:12:44 -06:00 committed by Alexandre Julliard
parent 2015cbf955
commit 0d91d86bba
2 changed files with 61 additions and 117 deletions

View File

@ -523,11 +523,9 @@ struct d3d_execute_buffer
D3DEXECUTEDATA data;
/* This buffer will store the transformed vertices */
void *vertex_data;
WORD *indices;
unsigned int index_size;
unsigned int vertex_size;
struct wined3d_buffer *dst_vertex_buffer, *index_buffer;
struct wined3d_buffer *src_vertex_buffer, *dst_vertex_buffer, *index_buffer;
/* This flags is set to TRUE if we allocated ourselves the
* data buffer

View File

@ -48,25 +48,9 @@ static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) {
TRACE("lpData : %p\n", lpDesc->lpData);
}
static void transform_vertex(D3DTLVERTEX *dst, const D3DMATRIX *mat,
const D3DVIEWPORT *vp, float x, float y, float z)
{
dst->u1.sx = (x * mat->_11) + (y * mat->_21) + (z * mat->_31) + mat->_41;
dst->u2.sy = (x * mat->_12) + (y * mat->_22) + (z * mat->_32) + mat->_42;
dst->u3.sz = (x * mat->_13) + (y * mat->_23) + (z * mat->_33) + mat->_43;
dst->u4.rhw = (x * mat->_14) + (y * mat->_24) + (z * mat->_34) + mat->_44;
dst->u4.rhw = 1.0f / dst->u4.rhw;
dst->u1.sx = (dst->u1.sx * dst->u4.rhw + 1.0f) * vp->dwWidth * 0.5 + vp->dwX;
dst->u2.sy = (-dst->u2.sy * dst->u4.rhw + 1.0f) * vp->dwHeight * 0.5 + vp->dwY;
dst->u3.sz *= dst->u4.rhw;
}
HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
struct d3d_device *device, struct d3d_viewport *viewport)
{
DWORD vs = buffer->data.dwVertexOffset;
DWORD is = buffer->data.dwInstructionOffset;
char *instr = (char *)buffer->desc.lpData + is;
unsigned int i;
@ -272,40 +256,12 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
break;
case D3DOP_PROCESSVERTICES:
{
/* TODO: Share code with d3d_vertex_buffer7_ProcessVertices()
* and / or wined3d_device_process_vertices(). */
D3DMATRIX view_mat, world_mat, proj_mat, mat;
TRACE("PROCESSVERTICES (%d)\n", count);
/* Note that the projection set in wined3d has the legacy clip space
* adjustment built in. */
wined3d_device_get_transform(device->wined3d_device,
D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
wined3d_device_get_transform(device->wined3d_device,
D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat);
wined3d_device_get_transform(device->wined3d_device,
WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);
if (TRACE_ON(ddraw))
{
TRACE(" Projection Matrix:\n");
dump_D3DMATRIX(&proj_mat);
TRACE(" View Matrix:\n");
dump_D3DMATRIX(&view_mat);
TRACE(" World Matrix:\n");
dump_D3DMATRIX(&world_mat);
}
multiply_matrix(&mat, &view_mat, &world_mat);
multiply_matrix(&mat, &proj_mat, &mat);
for (i = 0; i < count; ++i)
{
D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr;
DWORD op = ci->dwFlags & D3DPROCESSVERTICES_OPMASK;
D3DTLVERTEX *src, *dst;
TRACE(" start %u, dest %u, count %u, flags %#x.\n",
ci->wStart, ci->wDest, ci->dwCount, ci->dwFlags);
@ -318,78 +274,37 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
switch (op)
{
case D3DPROCESSVERTICES_TRANSFORMLIGHT:
{
const D3DVERTEX *src = (D3DVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
unsigned int vtx_idx;
static unsigned int once;
if (!once++)
FIXME("Lighting not implemented.\n");
box.left = ci->wDest * sizeof(*dst);
box.right = (ci->wDest + ci->dwCount) * sizeof(*dst);
hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0,
&map_desc, &box, 0);
if (FAILED(hr))
return hr;
dst = map_desc.data;
for (vtx_idx = 0; vtx_idx < ci->dwCount; ++vtx_idx)
{
transform_vertex(&dst[vtx_idx], &mat, &viewport->viewports.vp1,
src[vtx_idx].u1.x, src[vtx_idx].u2.y, src[vtx_idx].u3.z);
/* No lighting yet */
dst[vtx_idx].u5.color = 0xffffffff; /* Opaque white */
dst[vtx_idx].u6.specular = 0xff000000; /* No specular and no fog factor */
dst[vtx_idx].u7.tu = src[vtx_idx].u7.tu;
dst[vtx_idx].u8.tv = src[vtx_idx].u8.tv;
}
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0);
break;
}
case D3DPROCESSVERTICES_TRANSFORM:
{
const D3DLVERTEX *src = (D3DLVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
unsigned int vtx_idx;
box.left = ci->wDest * sizeof(*dst);
box.right = (ci->wDest + ci->dwCount) * sizeof(*dst);
hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0,
&map_desc, &box, 0);
if (FAILED(hr))
return hr;
dst = map_desc.data;
for (vtx_idx = 0; vtx_idx < ci->dwCount; ++vtx_idx)
wined3d_device_set_stream_source(device->wined3d_device, 0,
buffer->src_vertex_buffer, 0, sizeof(D3DVERTEX));
if (op == D3DPROCESSVERTICES_TRANSFORMLIGHT)
{
transform_vertex(&dst[vtx_idx], &mat, &viewport->viewports.vp1,
src[vtx_idx].u1.x, src[vtx_idx].u2.y, src[vtx_idx].u3.z);
dst[vtx_idx].u5.color = src[vtx_idx].u4.color;
dst[vtx_idx].u6.specular = src[vtx_idx].u5.specular;
dst[vtx_idx].u7.tu = src[vtx_idx].u6.tu;
dst[vtx_idx].u8.tv = src[vtx_idx].u7.tv;
wined3d_device_set_vertex_declaration(device->wined3d_device,
ddraw_find_decl(device->ddraw, D3DFVF_VERTEX));
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_LIGHTING, TRUE);
}
else
{
wined3d_device_set_vertex_declaration(device->wined3d_device,
ddraw_find_decl(device->ddraw, D3DFVF_LVERTEX));
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_LIGHTING, FALSE);
}
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0);
wined3d_device_process_vertices(device->wined3d_device, ci->wStart, ci->wDest,
ci->dwCount, buffer->dst_vertex_buffer, NULL, 0, D3DFVF_TLVERTEX);
break;
}
case D3DPROCESSVERTICES_COPY:
box.left = ci->wDest * sizeof(*src);
box.right = (ci->wDest + ci->dwCount) * sizeof(*src);
hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0,
&map_desc, &box, 0);
if (FAILED(hr))
return hr;
src = (D3DTLVERTEX *)((char *)buffer->desc.lpData + vs) + ci->wStart;
memcpy(map_desc.data, src, ci->dwCount * sizeof(*src));
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0);
box.left = ci->wStart * sizeof(D3DTLVERTEX);
box.right = (ci->wStart + ci->dwCount) * sizeof(D3DTLVERTEX);
box.top = box.front = 0;
box.bottom = box.back = 1;
wined3d_device_copy_sub_resource_region(device->wined3d_device,
wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0,
ci->wDest * sizeof(D3DTLVERTEX), 0, 0,
wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0, &box);
break;
default:
@ -400,7 +315,6 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
instr += size;
}
break;
}
case D3DOP_TEXTURELOAD: {
WARN("TEXTURELOAD-s (%d)\n", count);
@ -538,7 +452,10 @@ static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface)
if (buffer->index_buffer)
wined3d_buffer_decref(buffer->index_buffer);
if (buffer->dst_vertex_buffer)
{
wined3d_buffer_decref(buffer->src_vertex_buffer);
wined3d_buffer_decref(buffer->dst_vertex_buffer);
}
HeapFree(GetProcessHeap(), 0, buffer);
}
@ -627,29 +544,58 @@ static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface)
static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
struct wined3d_map_desc map_desc;
struct wined3d_box box = {0};
HRESULT hr;
TRACE("iface %p, data %p.\n", iface, data);
memcpy(&buffer->data, data, data->dwSize);
if (buffer->vertex_size < data->dwVertexCount)
{
HRESULT hr;
unsigned int new_size = max(data->dwVertexCount, buffer->vertex_size * 2);
struct wined3d_buffer *dst_buffer;
struct wined3d_buffer *src_buffer, *dst_buffer;
hr = wined3d_buffer_create_vb(buffer->d3ddev->wined3d_device, new_size * sizeof(D3DVERTEX),
WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY, WINED3D_POOL_SYSTEM_MEM,
NULL, &ddraw_null_wined3d_parent_ops, &src_buffer);
if (FAILED(hr))
return hr;
hr = wined3d_buffer_create_vb(buffer->d3ddev->wined3d_device, new_size * sizeof(D3DTLVERTEX),
WINED3DUSAGE_STATICDECL, WINED3D_POOL_DEFAULT,
NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer);
if (FAILED(hr))
{
wined3d_buffer_decref(src_buffer);
return hr;
}
if (buffer->dst_vertex_buffer)
{
wined3d_buffer_decref(buffer->src_vertex_buffer);
wined3d_buffer_decref(buffer->dst_vertex_buffer);
}
buffer->src_vertex_buffer = src_buffer;
buffer->dst_vertex_buffer = dst_buffer;
buffer->vertex_size = new_size;
}
if (data->dwVertexCount)
{
box.left = 0;
box.right = data->dwVertexCount * sizeof(D3DVERTEX);
hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0,
&map_desc, &box, WINED3D_MAP_DISCARD);
if (FAILED(hr))
return hr;
memcpy(map_desc.data, ((BYTE *)buffer->desc.lpData) + data->dwVertexOffset, box.right);
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0);
}
memcpy(&buffer->data, data, data->dwSize);
if (TRACE_ON(ddraw))
_dump_executedata(data);