wined3d: Implement FVF to DECL9 conversion (with tests).

This commit is contained in:
Ivan Gyurdiev 2006-07-04 02:53:13 -06:00 committed by Alexandre Julliard
parent 276609e1e5
commit 1309844913
5 changed files with 657 additions and 15 deletions

View File

@ -39,6 +39,13 @@
#include "ddraw.h"
#include "wine/wined3d_interface.h"
/* ===========================================================================
Internal use
=========================================================================== */
extern HRESULT vdecl_convert_fvf(
DWORD FVF,
D3DVERTEXELEMENT9** ppVertexElements);
/* ===========================================================================
Macros
=========================================================================== */

View File

@ -713,6 +713,28 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9 i
HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
TRACE("(%p) Relay\n" , This);
if (0 != FVF) {
HRESULT hr;
D3DVERTEXELEMENT9* elements = NULL;
IDirect3DVertexDeclaration9* pDecl = NULL;
hr = vdecl_convert_fvf(FVF, &elements);
if (hr != S_OK) goto exit;
hr = IDirect3DDevice9Impl_CreateVertexDeclaration(iface, elements, &pDecl);
if (hr != S_OK) goto exit;
hr = IDirect3DDevice9Impl_SetVertexDeclaration(iface, pDecl);
if (hr != S_OK) goto exit;
pDecl = NULL;
exit:
HeapFree(GetProcessHeap(), 0, elements);
if (pDecl) IUnknown_Release(pDecl);
if (hr != S_OK) return hr;
}
return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF);
}

View File

@ -1,5 +1,6 @@
/*
* Copyright (C) 2005 Henri Verbeet
* Copyright (C) 2006 Ivan Gyurdiev
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -22,6 +23,10 @@
static HMODULE d3d9_handle = 0;
#define VDECL_CHECK(fcall) \
if(fcall != S_OK) \
trace(" Test failed on line #%d\n", __LINE__);
static HWND create_window(void)
{
WNDCLASS wc = {0};
@ -144,6 +149,472 @@ static void test_get_declaration(IDirect3DVertexDeclaration9 *decl_ptr, D3DVERTE
HeapFree(GetProcessHeap(), 0, decl);
}
/* FIXME: also write a test, which shows that attempting to set
* an invalid vertex declaration returns E_FAIL */
static HRESULT test_fvf_to_decl(
IDirect3DDevice9* device,
IDirect3DVertexDeclaration9* default_decl,
DWORD test_fvf,
CONST D3DVERTEXELEMENT9 expected_elements[],
D3DVERTEXELEMENT9* result_elements_ptr,
UINT expected_size,
char object_should_change)
{
HRESULT hr;
IDirect3DVertexDeclaration9 *result_decl = NULL;
UINT result_size = 12345;
/* Set a default declaration to make sure it is changed */
hr = IDirect3DDevice9_SetVertexDeclaration ( device, default_decl );
ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
/* Set an FVF */
hr = IDirect3DDevice9_SetFVF( device, test_fvf);
ok(SUCCEEDED(hr), "SetFVF returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
/* Check if the declaration object changed underneath */
hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl);
ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
if (object_should_change) {
ok(result_decl != default_decl, "result declaration matches original\n");
if (result_decl == default_decl) goto fail;
} else {
ok(result_decl == default_decl, "result declaration does not match original\n");
if (result_decl != default_decl) goto fail;
}
/* Declaration content/size test */
ok(result_decl != NULL, "result declaration was null\n");
if (result_decl == NULL)
goto fail;
else {
int status;
/* Check if the size changed, and abort if it did */
hr = IDirect3DVertexDeclaration9_GetDeclaration( result_decl, NULL, &result_size );
ok(SUCCEEDED(hr), "GetDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
ok(result_size == expected_size, "result declaration size: %d, "
"expected: %d\n", result_size, expected_size);
if (result_size != expected_size) goto fail;
/* Check the actual elements. Write it them in a caller-allocated array of the correct size
* That's fine, since we aborted above if the size didn't match the caller's expectations */
hr = IDirect3DVertexDeclaration9_GetDeclaration( result_decl, result_elements_ptr, &result_size );
ok(SUCCEEDED(hr), "GetDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
ok(result_size == expected_size, "result declaration size: %d, "
"expected: %d\n", result_size, expected_size);
if (result_size != expected_size) goto fail;
status = memcmp(expected_elements, result_elements_ptr, expected_size * sizeof(D3DVERTEXELEMENT9));
ok(!status, "result declaration differs from expected\n");
if (status) {
unsigned int i;
for (i = 0; i < expected_size; i++) {
trace(
"Stream = %d, Offset = %d, Type = %d, "
"Method = %d, Usage = %d, UsageIndex = %d\n",
result_elements_ptr[i].Stream,
result_elements_ptr[i].Offset,
result_elements_ptr[i].Type,
result_elements_ptr[i].Method,
result_elements_ptr[i].Usage,
result_elements_ptr[i].UsageIndex);
}
goto fail;
}
}
if (result_decl) IUnknown_Release( result_decl );
return S_OK;
fail:
if (result_decl) IUnknown_Release( result_decl );
return E_FAIL;
}
static HRESULT test_decl_to_fvf(
IDirect3DDevice9* device,
DWORD default_fvf,
CONST D3DVERTEXELEMENT9 test_decl[],
DWORD test_fvf)
{
HRESULT hr;
IDirect3DVertexDeclaration9 *vdecl = NULL;
DWORD result_fvf = 0xdeadbeef;
/* Set a default FVF of SPECULAR and DIFFUSE to make sure it is changed back to 0 */
hr = IDirect3DDevice9_SetFVF( device, default_fvf);
ok(SUCCEEDED(hr), "SetFVF returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
/* Create a testing declaration */
hr = IDirect3DDevice9_CreateVertexDeclaration( device, test_decl, &vdecl );
ok(SUCCEEDED(hr), "CreateVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
/* Set the declaration */
hr = IDirect3DDevice9_SetVertexDeclaration ( device, vdecl );
ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
/* Check the FVF */
hr = IDirect3DDevice9_GetFVF( device, &result_fvf);
ok(SUCCEEDED(hr), "GetFVF returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto fail;
todo_wine {
ok(test_fvf == result_fvf, "result FVF was: %#lx, expected: %#lx\n", result_fvf, test_fvf);
}
if (test_fvf != result_fvf) goto fail;
IDirect3DDevice9_SetVertexDeclaration ( device, NULL );
if (vdecl) IUnknown_Release( vdecl );
return S_OK;
fail:
IDirect3DDevice9_SetVertexDeclaration ( device, NULL );
if (vdecl) IUnknown_Release( vdecl );
return E_FAIL;
}
static void test_fvf_decl_conversion(IDirect3DDevice9 *pDevice)
{
HRESULT hr;
D3DVERTEXELEMENT9 result_buffer[MAXD3DDECLLENGTH];
unsigned int i;
IDirect3DVertexDeclaration9* default_decl = NULL;
DWORD default_fvf = D3DFVF_SPECULAR | D3DFVF_DIFFUSE;
D3DVERTEXELEMENT9 default_elements[] =
{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 },
{ 0, 4, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 }, D3DDECL_END() };
/* Create a default declaration and FVF that does not match any of the tests */
hr = IDirect3DDevice9_CreateVertexDeclaration( pDevice, default_elements, &default_decl );
ok(SUCCEEDED(hr), "CreateVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
if (FAILED(hr)) goto cleanup;
/* Test conversions from vertex declaration to an FVF.
* For some reason those seem to occur only for POSITION/POSITIONT,
* Otherwise the FVF is forced to 0 - maybe this is configuration specific */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, D3DFVF_XYZ));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_POSITIONT, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, D3DFVF_XYZRHW));
}
for (i = 0; i < 4; i++) {
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1+i, 0, D3DDECLUSAGE_BLENDWEIGHT, 0}, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0}, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_PSIZE, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
/* Make sure textures of different sizes work */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
/* Make sure the TEXCOORD index works correctly - try several textures */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 4, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 1 },
{ 0, 16, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 2 },
{ 0, 24, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 3 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
/* No FVF mapping available */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 1 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 1 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
/* Try empty declaration */
{
CONST D3DVERTEXELEMENT9 test_buffer[] = { D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
/* Now try a combination test */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITIONT, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_PSIZE, 0 },
{ 0, 28, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 },
{ 0, 32, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 44, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 1 }, D3DDECL_END() };
VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
}
/* Test conversions from FVF to a vertex declaration
* These seem to always occur internally. A new declaration object is created if necessary */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZ, test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_POSITIONT, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZRHW, test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 28, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB5 | D3DFVF_LASTBETA_UBYTE4,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 28, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB5 | D3DFVF_LASTBETA_D3DCOLOR,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 28, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB5, test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB1, test_buffer, result_buffer, 3, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB1 | D3DFVF_LASTBETA_UBYTE4,
test_buffer, result_buffer, 3, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB1 | D3DFVF_LASTBETA_D3DCOLOR,
test_buffer, result_buffer, 3, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB2, test_buffer, result_buffer, 3, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 16, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB2 | D3DFVF_LASTBETA_UBYTE4,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 16, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB2 | D3DFVF_LASTBETA_D3DCOLOR,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB3, test_buffer, result_buffer, 3, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 20, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB3 | D3DFVF_LASTBETA_UBYTE4,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 20, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB3 | D3DFVF_LASTBETA_D3DCOLOR,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB4, test_buffer, result_buffer, 3, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 24, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB4 | D3DFVF_LASTBETA_UBYTE4,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 24, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_BLENDINDICES, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB4 | D3DFVF_LASTBETA_D3DCOLOR,
test_buffer, result_buffer, 4, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_NORMAL, test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_PSIZE, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_PSIZE, test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_DIFFUSE, test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_SPECULAR, test_buffer, result_buffer, 2, 1));
}
/* Make sure textures of different sizes work */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_TEXCOORDSIZE1(0) | D3DFVF_TEX1,
test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEX1,
test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1,
test_buffer, result_buffer, 2, 1));
}
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1,
test_buffer, result_buffer, 2, 1));
}
/* Make sure the TEXCOORD index works correctly - try several textures */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 4, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 1 },
{ 0, 16, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 2 },
{ 0, 24, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 3 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl,
D3DFVF_TEXCOORDSIZE1(0) | D3DFVF_TEXCOORDSIZE3(1) | D3DFVF_TEXCOORDSIZE2(2) |
D3DFVF_TEXCOORDSIZE4(3) | D3DFVF_TEX4, test_buffer, result_buffer, 5, 1));
}
/* Now try a combination test */
{
CONST D3DVERTEXELEMENT9 test_buffer[] =
{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_BLENDWEIGHT, 0 },
{ 0, 28, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 },
{ 0, 32, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 },
{ 0, 36, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 44, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 1 }, D3DDECL_END() };
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, D3DFVF_XYZB4 | D3DFVF_SPECULAR | D3DFVF_DIFFUSE |
D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE3(1) | D3DFVF_TEX2, test_buffer, result_buffer, 7, 1));
}
/* Setting the FVF to 0 should result in no change to the default decl */
VDECL_CHECK(test_fvf_to_decl(pDevice, default_decl, 0, default_elements, result_buffer, 3, 0));
cleanup:
IDirect3DDevice9_SetVertexDeclaration ( pDevice, NULL );
if ( default_decl ) IUnknown_Release (default_decl);
}
START_TEST(vertexdeclaration)
{
static D3DVERTEXELEMENT9 simple_decl[] = {
@ -175,6 +646,6 @@ START_TEST(vertexdeclaration)
}
test_get_set_vertex_declaration(device_ptr, decl_ptr);
test_get_declaration(decl_ptr, simple_decl, simple_decl_num_elements);
test_fvf_decl_conversion(device_ptr);
}

View File

@ -24,6 +24,162 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
typedef struct _D3DDECLTYPE_INFO {
D3DDECLTYPE d3dType;
int size;
int typesize;
} D3DDECLTYPE_INFO;
D3DDECLTYPE_INFO static const d3d_dtype_lookup[D3DDECLTYPE_UNUSED] = {
{D3DDECLTYPE_FLOAT1, 1, sizeof(float)},
{D3DDECLTYPE_FLOAT2, 2, sizeof(float)},
{D3DDECLTYPE_FLOAT3, 3, sizeof(float)},
{D3DDECLTYPE_FLOAT4, 4, sizeof(float)},
{D3DDECLTYPE_D3DCOLOR, 4, sizeof(BYTE)},
{D3DDECLTYPE_UBYTE4, 4, sizeof(BYTE)},
{D3DDECLTYPE_SHORT2, 2, sizeof(short int)},
{D3DDECLTYPE_SHORT4, 4, sizeof(short int)},
{D3DDECLTYPE_UBYTE4N, 4, sizeof(BYTE)},
{D3DDECLTYPE_SHORT2N, 2, sizeof(short int)},
{D3DDECLTYPE_SHORT4N, 4, sizeof(short int)},
{D3DDECLTYPE_USHORT2N, 2, sizeof(short int)},
{D3DDECLTYPE_USHORT4N, 4, sizeof(short int)},
{D3DDECLTYPE_UDEC3, 3, sizeof(short int)},
{D3DDECLTYPE_DEC3N, 3, sizeof(short int)},
{D3DDECLTYPE_FLOAT16_2, 2, sizeof(short int)},
{D3DDECLTYPE_FLOAT16_4, 4, sizeof(short int)}};
#define D3D_DECL_SIZE(type) d3d_dtype_lookup[type].size
#define D3D_DECL_TYPESIZE(type) d3d_dtype_lookup[type].typesize
HRESULT vdecl_convert_fvf(
DWORD fvf,
D3DVERTEXELEMENT9** ppVertexElements) {
unsigned int idx, idx2;
unsigned int offset;
BOOL has_pos = (fvf & D3DFVF_POSITION_MASK) != 0;
BOOL has_blend = (fvf & D3DFVF_XYZB5) > D3DFVF_XYZRHW;
BOOL has_blend_idx = has_blend &&
(((fvf & D3DFVF_XYZB5) == D3DFVF_XYZB5) ||
(fvf & D3DFVF_LASTBETA_D3DCOLOR) ||
(fvf & D3DFVF_LASTBETA_UBYTE4));
BOOL has_normal = (fvf & D3DFVF_NORMAL) != 0;
BOOL has_psize = (fvf & D3DFVF_PSIZE) != 0;
BOOL has_diffuse = (fvf & D3DFVF_DIFFUSE) != 0;
BOOL has_specular = (fvf & D3DFVF_SPECULAR) !=0;
DWORD num_textures = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
DWORD texcoords = (fvf & 0x00FF0000) >> 16;
D3DVERTEXELEMENT9 end_element = D3DDECL_END();
D3DVERTEXELEMENT9 *elements = NULL;
unsigned int size;
DWORD num_blends = 1 + (((fvf & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1);
if (has_blend_idx) num_blends--;
/* Compute declaration size */
size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
has_psize + has_diffuse + has_specular + num_textures + 1;
/* convert the declaration */
elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(D3DVERTEXELEMENT9));
if (!elements)
return D3DERR_OUTOFVIDEOMEMORY;
memcpy(&elements[size-1], &end_element, sizeof(D3DVERTEXELEMENT9));
idx = 0;
if (has_pos) {
if (!has_blend && (fvf & D3DFVF_XYZRHW)) {
elements[idx].Type = D3DDECLTYPE_FLOAT4;
elements[idx].Usage = D3DDECLUSAGE_POSITIONT;
}
else {
elements[idx].Type = D3DDECLTYPE_FLOAT3;
elements[idx].Usage = D3DDECLUSAGE_POSITION;
}
elements[idx].UsageIndex = 0;
idx++;
}
if (has_blend && (num_blends > 0)) {
if (((fvf & D3DFVF_XYZB5) == D3DFVF_XYZB2) && (fvf & D3DFVF_LASTBETA_D3DCOLOR))
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
else
elements[idx].Type = D3DDECLTYPE_FLOAT1 + num_blends - 1;
elements[idx].Usage = D3DDECLUSAGE_BLENDWEIGHT;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_blend_idx) {
if (fvf & D3DFVF_LASTBETA_UBYTE4 ||
(((fvf & D3DFVF_XYZB5) == D3DFVF_XYZB2) && (fvf & D3DFVF_LASTBETA_D3DCOLOR)))
elements[idx].Type = D3DDECLTYPE_UBYTE4;
else if (fvf & D3DFVF_LASTBETA_D3DCOLOR)
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
else
elements[idx].Type = D3DDECLTYPE_FLOAT1;
elements[idx].Usage = D3DDECLUSAGE_BLENDINDICES;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_normal) {
elements[idx].Type = D3DDECLTYPE_FLOAT3;
elements[idx].Usage = D3DDECLUSAGE_NORMAL;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_psize) {
elements[idx].Type = D3DDECLTYPE_FLOAT1;
elements[idx].Usage = D3DDECLUSAGE_PSIZE;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_diffuse) {
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
elements[idx].Usage = D3DDECLUSAGE_COLOR;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_specular) {
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
elements[idx].Usage = D3DDECLUSAGE_COLOR;
elements[idx].UsageIndex = 1;
idx++;
}
for (idx2 = 0; idx2 < num_textures; idx2++) {
unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
switch (numcoords) {
case D3DFVF_TEXTUREFORMAT1:
elements[idx].Type = D3DDECLTYPE_FLOAT1;
break;
case D3DFVF_TEXTUREFORMAT2:
elements[idx].Type = D3DDECLTYPE_FLOAT2;
break;
case D3DFVF_TEXTUREFORMAT3:
elements[idx].Type = D3DDECLTYPE_FLOAT3;
break;
case D3DFVF_TEXTUREFORMAT4:
elements[idx].Type = D3DDECLTYPE_FLOAT4;
break;
}
elements[idx].Usage = D3DDECLUSAGE_TEXCOORD;
elements[idx].UsageIndex = idx2;
idx++;
}
/* Now compute offsets, and initialize the rest of the fields */
for (idx = 0, offset = 0; idx < size-1; idx++) {
elements[idx].Stream = 0;
elements[idx].Method = D3DDECLMETHOD_DEFAULT;
elements[idx].Offset = offset;
offset += D3D_DECL_SIZE(elements[idx].Type) * D3D_DECL_TYPESIZE(elements[idx].Type);
}
*ppVertexElements = elements;
return D3D_OK;
}
/* IDirect3DVertexDeclaration9 IUnknown parts follow: */
static HRESULT WINAPI IDirect3DVertexDeclaration9Impl_QueryInterface(LPDIRECT3DVERTEXDECLARATION9 iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVertexDeclaration9Impl *This = (IDirect3DVertexDeclaration9Impl *)iface;

View File

@ -2355,15 +2355,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf
This->updateStateBlock->set.fvf = TRUE;
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
if (0 != fvf) {
/* clear down the vertex declaration
NOTE: Axis and Allies doesn't work properly otherwise
(may be a stateblock problem though!)
*/
hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
}
return hr;
}
@ -4641,11 +4632,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface,
IWineD3DVertexShader_Release(oldShader);
}
if (pShader != NULL && ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration != NULL) {
TRACE("(%p) : setting vertexDeclaration(%p)\n", This, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
IWineD3DDevice_SetVertexDeclaration(iface, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
}
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
/**
* TODO: merge HAL shaders context switching from prototype