wined3d: Implement FVF to DECL9 conversion (with tests).
This commit is contained in:
parent
276609e1e5
commit
1309844913
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@ -39,6 +39,13 @@
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#include "ddraw.h"
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#include "ddraw.h"
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#include "wine/wined3d_interface.h"
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#include "wine/wined3d_interface.h"
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/* ===========================================================================
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Internal use
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=========================================================================== */
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extern HRESULT vdecl_convert_fvf(
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DWORD FVF,
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D3DVERTEXELEMENT9** ppVertexElements);
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/* ===========================================================================
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/* ===========================================================================
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Macros
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Macros
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=========================================================================== */
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=========================================================================== */
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@ -713,6 +713,28 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9 i
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HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) {
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HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n" , This);
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TRACE("(%p) Relay\n" , This);
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if (0 != FVF) {
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HRESULT hr;
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D3DVERTEXELEMENT9* elements = NULL;
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IDirect3DVertexDeclaration9* pDecl = NULL;
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hr = vdecl_convert_fvf(FVF, &elements);
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if (hr != S_OK) goto exit;
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hr = IDirect3DDevice9Impl_CreateVertexDeclaration(iface, elements, &pDecl);
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if (hr != S_OK) goto exit;
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hr = IDirect3DDevice9Impl_SetVertexDeclaration(iface, pDecl);
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if (hr != S_OK) goto exit;
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pDecl = NULL;
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exit:
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HeapFree(GetProcessHeap(), 0, elements);
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if (pDecl) IUnknown_Release(pDecl);
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if (hr != S_OK) return hr;
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}
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return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF);
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return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF);
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}
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}
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@ -1,5 +1,6 @@
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/*
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/*
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* Copyright (C) 2005 Henri Verbeet
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* Copyright (C) 2005 Henri Verbeet
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* Copyright (C) 2006 Ivan Gyurdiev
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*
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*
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* This library is free software; you can redistribute it and/or
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* modify it under the terms of the GNU Lesser General Public
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@ -22,6 +23,10 @@
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static HMODULE d3d9_handle = 0;
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static HMODULE d3d9_handle = 0;
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#define VDECL_CHECK(fcall) \
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if(fcall != S_OK) \
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trace(" Test failed on line #%d\n", __LINE__);
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static HWND create_window(void)
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static HWND create_window(void)
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{
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{
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WNDCLASS wc = {0};
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WNDCLASS wc = {0};
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@ -144,6 +149,472 @@ static void test_get_declaration(IDirect3DVertexDeclaration9 *decl_ptr, D3DVERTE
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HeapFree(GetProcessHeap(), 0, decl);
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HeapFree(GetProcessHeap(), 0, decl);
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}
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}
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/* FIXME: also write a test, which shows that attempting to set
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* an invalid vertex declaration returns E_FAIL */
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static HRESULT test_fvf_to_decl(
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IDirect3DDevice9* device,
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IDirect3DVertexDeclaration9* default_decl,
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DWORD test_fvf,
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CONST D3DVERTEXELEMENT9 expected_elements[],
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D3DVERTEXELEMENT9* result_elements_ptr,
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UINT expected_size,
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char object_should_change)
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{
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HRESULT hr;
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IDirect3DVertexDeclaration9 *result_decl = NULL;
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UINT result_size = 12345;
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/* Set a default declaration to make sure it is changed */
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hr = IDirect3DDevice9_SetVertexDeclaration ( device, default_decl );
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ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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/* Set an FVF */
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hr = IDirect3DDevice9_SetFVF( device, test_fvf);
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ok(SUCCEEDED(hr), "SetFVF returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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/* Check if the declaration object changed underneath */
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hr = IDirect3DDevice9_GetVertexDeclaration ( device, &result_decl);
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ok(SUCCEEDED(hr), "GetVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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if (object_should_change) {
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ok(result_decl != default_decl, "result declaration matches original\n");
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if (result_decl == default_decl) goto fail;
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} else {
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ok(result_decl == default_decl, "result declaration does not match original\n");
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if (result_decl != default_decl) goto fail;
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}
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/* Declaration content/size test */
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ok(result_decl != NULL, "result declaration was null\n");
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if (result_decl == NULL)
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goto fail;
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else {
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int status;
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/* Check if the size changed, and abort if it did */
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hr = IDirect3DVertexDeclaration9_GetDeclaration( result_decl, NULL, &result_size );
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ok(SUCCEEDED(hr), "GetDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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ok(result_size == expected_size, "result declaration size: %d, "
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"expected: %d\n", result_size, expected_size);
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if (result_size != expected_size) goto fail;
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/* Check the actual elements. Write it them in a caller-allocated array of the correct size
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* That's fine, since we aborted above if the size didn't match the caller's expectations */
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hr = IDirect3DVertexDeclaration9_GetDeclaration( result_decl, result_elements_ptr, &result_size );
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ok(SUCCEEDED(hr), "GetDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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ok(result_size == expected_size, "result declaration size: %d, "
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"expected: %d\n", result_size, expected_size);
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if (result_size != expected_size) goto fail;
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status = memcmp(expected_elements, result_elements_ptr, expected_size * sizeof(D3DVERTEXELEMENT9));
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ok(!status, "result declaration differs from expected\n");
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if (status) {
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unsigned int i;
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for (i = 0; i < expected_size; i++) {
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trace(
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"Stream = %d, Offset = %d, Type = %d, "
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"Method = %d, Usage = %d, UsageIndex = %d\n",
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result_elements_ptr[i].Stream,
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result_elements_ptr[i].Offset,
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result_elements_ptr[i].Type,
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result_elements_ptr[i].Method,
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result_elements_ptr[i].Usage,
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result_elements_ptr[i].UsageIndex);
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}
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goto fail;
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}
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}
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if (result_decl) IUnknown_Release( result_decl );
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return S_OK;
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fail:
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if (result_decl) IUnknown_Release( result_decl );
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return E_FAIL;
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}
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static HRESULT test_decl_to_fvf(
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IDirect3DDevice9* device,
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DWORD default_fvf,
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CONST D3DVERTEXELEMENT9 test_decl[],
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DWORD test_fvf)
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{
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HRESULT hr;
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IDirect3DVertexDeclaration9 *vdecl = NULL;
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DWORD result_fvf = 0xdeadbeef;
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/* Set a default FVF of SPECULAR and DIFFUSE to make sure it is changed back to 0 */
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hr = IDirect3DDevice9_SetFVF( device, default_fvf);
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ok(SUCCEEDED(hr), "SetFVF returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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/* Create a testing declaration */
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hr = IDirect3DDevice9_CreateVertexDeclaration( device, test_decl, &vdecl );
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ok(SUCCEEDED(hr), "CreateVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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/* Set the declaration */
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hr = IDirect3DDevice9_SetVertexDeclaration ( device, vdecl );
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ok (SUCCEEDED(hr), "SetVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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/* Check the FVF */
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hr = IDirect3DDevice9_GetFVF( device, &result_fvf);
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ok(SUCCEEDED(hr), "GetFVF returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto fail;
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todo_wine {
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ok(test_fvf == result_fvf, "result FVF was: %#lx, expected: %#lx\n", result_fvf, test_fvf);
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}
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if (test_fvf != result_fvf) goto fail;
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IDirect3DDevice9_SetVertexDeclaration ( device, NULL );
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if (vdecl) IUnknown_Release( vdecl );
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return S_OK;
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fail:
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IDirect3DDevice9_SetVertexDeclaration ( device, NULL );
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if (vdecl) IUnknown_Release( vdecl );
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return E_FAIL;
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}
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static void test_fvf_decl_conversion(IDirect3DDevice9 *pDevice)
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{
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HRESULT hr;
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D3DVERTEXELEMENT9 result_buffer[MAXD3DDECLLENGTH];
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unsigned int i;
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IDirect3DVertexDeclaration9* default_decl = NULL;
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DWORD default_fvf = D3DFVF_SPECULAR | D3DFVF_DIFFUSE;
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D3DVERTEXELEMENT9 default_elements[] =
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{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 4, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 }, D3DDECL_END() };
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/* Create a default declaration and FVF that does not match any of the tests */
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hr = IDirect3DDevice9_CreateVertexDeclaration( pDevice, default_elements, &default_decl );
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ok(SUCCEEDED(hr), "CreateVertexDeclaration returned %#lx, expected %#lx\n", hr, D3D_OK);
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if (FAILED(hr)) goto cleanup;
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/* Test conversions from vertex declaration to an FVF.
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* For some reason those seem to occur only for POSITION/POSITIONT,
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* Otherwise the FVF is forced to 0 - maybe this is configuration specific */
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, D3DFVF_XYZ));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_POSITIONT, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, D3DFVF_XYZRHW));
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}
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for (i = 0; i < 4; i++) {
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT1+i, 0, D3DDECLUSAGE_BLENDWEIGHT, 0}, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_UBYTE4, 0, D3DDECLUSAGE_BLENDINDICES, 0}, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_PSIZE, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_D3DCOLOR, 0, D3DDECLUSAGE_COLOR, 1 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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/* Make sure textures of different sizes work */
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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/* Make sure the TEXCOORD index works correctly - try several textures */
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT1, 0, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 4, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_TEXCOORD, 1 },
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{ 0, 16, D3DDECLTYPE_FLOAT2, 0, D3DDECLUSAGE_TEXCOORD, 2 },
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{ 0, 24, D3DDECLTYPE_FLOAT4, 0, D3DDECLUSAGE_TEXCOORD, 3 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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/* No FVF mapping available */
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_POSITION, 1 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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{ { 0, 0, D3DDECLTYPE_FLOAT3, 0, D3DDECLUSAGE_NORMAL, 1 }, D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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/* Try empty declaration */
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] = { D3DDECL_END() };
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VDECL_CHECK(test_decl_to_fvf(pDevice, default_fvf, test_buffer, 0));
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}
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/* Now try a combination test */
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{
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CONST D3DVERTEXELEMENT9 test_buffer[] =
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||||||
|
{ { 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)
|
START_TEST(vertexdeclaration)
|
||||||
{
|
{
|
||||||
static D3DVERTEXELEMENT9 simple_decl[] = {
|
static D3DVERTEXELEMENT9 simple_decl[] = {
|
||||||
|
@ -175,6 +646,6 @@ START_TEST(vertexdeclaration)
|
||||||
}
|
}
|
||||||
|
|
||||||
test_get_set_vertex_declaration(device_ptr, decl_ptr);
|
test_get_set_vertex_declaration(device_ptr, decl_ptr);
|
||||||
|
|
||||||
test_get_declaration(decl_ptr, simple_decl, simple_decl_num_elements);
|
test_get_declaration(decl_ptr, simple_decl, simple_decl_num_elements);
|
||||||
|
test_fvf_decl_conversion(device_ptr);
|
||||||
}
|
}
|
||||||
|
|
|
@ -24,6 +24,162 @@
|
||||||
|
|
||||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
|
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: */
|
/* IDirect3DVertexDeclaration9 IUnknown parts follow: */
|
||||||
static HRESULT WINAPI IDirect3DVertexDeclaration9Impl_QueryInterface(LPDIRECT3DVERTEXDECLARATION9 iface, REFIID riid, LPVOID* ppobj) {
|
static HRESULT WINAPI IDirect3DVertexDeclaration9Impl_QueryInterface(LPDIRECT3DVERTEXDECLARATION9 iface, REFIID riid, LPVOID* ppobj) {
|
||||||
IDirect3DVertexDeclaration9Impl *This = (IDirect3DVertexDeclaration9Impl *)iface;
|
IDirect3DVertexDeclaration9Impl *This = (IDirect3DVertexDeclaration9Impl *)iface;
|
||||||
|
|
|
@ -2355,15 +2355,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf
|
||||||
This->updateStateBlock->set.fvf = TRUE;
|
This->updateStateBlock->set.fvf = TRUE;
|
||||||
|
|
||||||
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
|
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;
|
return hr;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4641,11 +4632,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface,
|
||||||
IWineD3DVertexShader_Release(oldShader);
|
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);
|
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
||||||
/**
|
/**
|
||||||
* TODO: merge HAL shaders context switching from prototype
|
* TODO: merge HAL shaders context switching from prototype
|
||||||
|
|
Loading…
Reference in New Issue