- convert D3D8 VertexDecl to D3D9 format (D3DVERTEXELEMENT9 vector)

while parsing
- display result on traces
This commit is contained in:
Raphael Junqueira 2005-01-28 11:30:13 +00:00 committed by Alexandre Julliard
parent b4ae325807
commit 27b8e5557e
1 changed files with 52 additions and 3 deletions

View File

@ -251,6 +251,8 @@ DWORD IWineD3DVertexDeclarationImpl_ParseToken8(const DWORD* pToken) {
return tokenlen;
}
DWORD IWineD3DVertexDeclarationImpl_ParseToken9(const D3DVERTEXELEMENT9* pToken);
HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This, const DWORD* pDecl, IWineD3DVertexDeclarationImpl* object) {
const DWORD* pToken = pDecl;
DWORD fvf = 0;
@ -261,6 +263,8 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
DWORD token;
DWORD tokenlen;
DWORD tokentype;
DWORD nTokens = 0;
D3DVERTEXELEMENT9 convTo9[128];
TRACE("(%p) : pDecl(%p)\n", This, pDecl);
@ -268,7 +272,7 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
token = *pToken;
tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
/**
@ -297,8 +301,15 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
convTo9[nTokens].Stream = stream;
convTo9[nTokens].Method = D3DDECLMETHOD_DEFAULT;
convTo9[nTokens].UsageIndex = 0;
convTo9[nTokens].Type = D3DDECLTYPE_UNUSED;
switch (reg) {
case D3DVSDE_POSITION:
convTo9[nTokens].Usage = D3DDECLUSAGE_POSITION;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
@ -314,6 +325,8 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_BLENDWEIGHT:
convTo9[nTokens].Usage = D3DDECLUSAGE_BLENDWEIGHT;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
@ -327,6 +340,8 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
convTo9[nTokens].Usage = D3DDECLUSAGE_BLENDINDICES;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
default:
@ -337,6 +352,8 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
convTo9[nTokens].Usage = D3DDECLUSAGE_NORMAL;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
default:
@ -347,6 +364,8 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
convTo9[nTokens].Usage = D3DDECLUSAGE_PSIZE;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
default:
@ -357,6 +376,9 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
convTo9[nTokens].Usage = D3DDECLUSAGE_COLOR;
convTo9[nTokens].UsageIndex = 0;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
default:
@ -367,6 +389,9 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
convTo9[nTokens].Usage = D3DDECLUSAGE_COLOR;
convTo9[nTokens].UsageIndex = 1;
convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
default:
@ -387,6 +412,9 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
/* Fixme? - assume all tex coords in same stream */
{
int texNo = 1 + (reg - D3DVSDE_TEXCOORD0);
convTo9[nTokens].Usage = D3DDECLUSAGE_TEXCOORD;
convTo9[nTokens].UsageIndex = texNo;
convTo9[nTokens].Type = type;
tex = max(tex, texNo);
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_TEXCOORDSIZE1(texNo); break;
@ -402,18 +430,22 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
break;
case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
break;
}
TRACE("VertexShader declaration define %lx as current FVF\n", fvf);
}
++nTokens;
len += tokenlen;
pToken += tokenlen;
}
/* here D3DVSD_END() */
len += IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
convTo9[nTokens].Stream = 0xFF;
convTo9[nTokens].Type = D3DDECLTYPE_UNUSED;
/* copy fvf if valid */
if (FALSE == invalid_fvf) {
fvf |= tex << D3DFVF_TEXCOUNT_SHIFT;
@ -429,6 +461,23 @@ HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This
/* copy the declaration */
object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length);
memcpy(object->pDeclaration8, pDecl, object->declaration8Length);
/* compute convTo9 size */
object->declaration9NumElements = nTokens;
/* copy the convTo9 declaration */
object->pDeclaration9 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nTokens * sizeof(D3DVERTEXELEMENT9));
memcpy(object->pDeclaration9, convTo9, nTokens * sizeof(D3DVERTEXELEMENT9));
{
D3DVERTEXELEMENT9* pIt = object->pDeclaration9;
TRACE("dumping of D3D9 Convertion:\n");
while (0xFF != pIt->Stream) {
IWineD3DVertexDeclarationImpl_ParseToken9(pIt);
++pIt;
}
IWineD3DVertexDeclarationImpl_ParseToken9(pIt);
}
/* returns */
return D3D_OK;
}