wined3d: Cleanup vertex declaration initialization.

This commit is contained in:
Henri Verbeet 2009-09-20 20:09:24 +02:00 committed by Alexandre Julliard
parent 0a4fa886a7
commit 5b8b97a737
3 changed files with 112 additions and 117 deletions

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@ -1572,41 +1572,36 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, U
} }
} }
/***** static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice *iface,
* Vertex Declaration IWineD3DVertexDeclaration **declaration, IUnknown *parent,
*****/ const WINED3DVERTEXELEMENT *elements, UINT element_count)
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, {
IUnknown *parent, const WINED3DVERTEXELEMENT *elements, UINT element_count) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl *object = NULL; IWineD3DVertexDeclarationImpl *object = NULL;
HRESULT hr = WINED3D_OK; HRESULT hr;
TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n", TRACE("iface %p, declaration %p, parent %p, elements %p, element_count %u.\n",
This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration); iface, declaration, parent, elements, element_count);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if(!object) if(!object)
{ {
ERR("Out of memory\n"); ERR("Failed to allocate vertex declaration memory.\n");
*ppVertexDeclaration = NULL; return E_OUTOFMEMORY;
return WINED3DERR_OUTOFVIDEOMEMORY;
} }
object->lpVtbl = &IWineD3DVertexDeclaration_Vtbl; hr = vertexdeclaration_init(object, This, elements, element_count, parent);
object->wineD3DDevice = This; if (FAILED(hr))
object->parent = parent; {
object->ref = 1; WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppVertexDeclaration = (IWineD3DVertexDeclaration *)object; return hr;
hr = vertexdeclaration_init(object, elements, element_count);
if(FAILED(hr)) {
IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)object);
*ppVertexDeclaration = NULL;
} }
return hr; TRACE("Created verrtex declaration %p.\n", object);
*declaration = (IWineD3DVertexDeclaration *)object;
return WINED3D_OK;
} }
static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */ static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
@ -1746,20 +1741,22 @@ static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the
return size; return size;
} }
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) { static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice *iface,
WINED3DVERTEXELEMENT* elements = NULL; IWineD3DVertexDeclaration **declaration, IUnknown *parent, DWORD fvf)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
WINED3DVERTEXELEMENT *elements;
unsigned int size; unsigned int size;
DWORD hr; DWORD hr;
size = ConvertFvfToDeclaration(This, Fvf, &elements); TRACE("iface %p, declaration %p, parent %p, fvf %#x.\n", iface, declaration, parent, fvf);
if (size == ~0U) return WINED3DERR_OUTOFVIDEOMEMORY;
hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size); size = ConvertFvfToDeclaration(This, fvf, &elements);
if (size == ~0U) return E_OUTOFMEMORY;
hr = IWineD3DDevice_CreateVertexDeclaration(iface, declaration, parent, elements, size);
HeapFree(GetProcessHeap(), 0, elements); HeapFree(GetProcessHeap(), 0, elements);
if (hr != S_OK) return hr; return hr;
return WINED3D_OK;
} }
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,

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@ -190,86 +190,7 @@ static BOOL declaration_element_valid_ffp(const WINED3DVERTEXELEMENT *element)
} }
} }
HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This, static const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
const WINED3DVERTEXELEMENT *elements, UINT element_count)
{
HRESULT hr = WINED3D_OK;
unsigned int i;
char isPreLoaded[MAX_STREAMS];
TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
memset(isPreLoaded, 0, sizeof(isPreLoaded));
if (TRACE_ON(d3d_decl)) {
for (i = 0; i < element_count; ++i) {
dump_wined3dvertexelement(elements+i);
}
}
This->element_count = element_count;
This->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->elements) * element_count);
if (!This->elements)
{
ERR("Memory allocation failed\n");
return WINED3DERR_OUTOFVIDEOMEMORY;
}
/* Do some static analysis on the elements to make reading the declaration more comfortable
* for the drawing code
*/
This->num_streams = 0;
This->position_transformed = FALSE;
for (i = 0; i < element_count; ++i) {
struct wined3d_vertex_declaration_element *e = &This->elements[i];
e->format_desc = getFormatDescEntry(elements[i].format, &This->wineD3DDevice->adapter->gl_info);
e->ffp_valid = declaration_element_valid_ffp(&elements[i]);
e->input_slot = elements[i].input_slot;
e->offset = elements[i].offset;
e->output_slot = elements[i].output_slot;
e->method = elements[i].method;
e->usage = elements[i].usage;
e->usage_idx = elements[i].usage_idx;
if (e->usage == WINED3DDECLUSAGE_POSITIONT) This->position_transformed = TRUE;
/* Find the Streams used in the declaration. The vertex buffers have to be loaded
* when drawing, but filter tesselation pseudo streams
*/
if (e->input_slot >= MAX_STREAMS) continue;
if (!e->format_desc->gl_vtx_format)
{
FIXME("The application tries to use an unsupported format (%s), returning E_FAIL\n",
debug_d3dformat(elements[i].format));
/* The caller will release the vdecl, which will free This->elements */
return E_FAIL;
}
if (e->offset & 0x3)
{
WARN("Declaration element %u is not 4 byte aligned(%u), returning E_FAIL\n", i, e->offset);
return E_FAIL;
}
if (!isPreLoaded[e->input_slot])
{
This->streams[This->num_streams] = e->input_slot;
This->num_streams++;
isPreLoaded[e->input_slot] = 1;
}
if (elements[i].format == WINED3DFMT_R16G16_FLOAT || elements[i].format == WINED3DFMT_R16G16B16A16_FLOAT)
{
if (!GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) This->half_float_conv_needed = TRUE;
}
}
TRACE("Returning\n");
return hr;
}
const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
{ {
/* IUnknown */ /* IUnknown */
IWineD3DVertexDeclarationImpl_QueryInterface, IWineD3DVertexDeclarationImpl_QueryInterface,
@ -279,3 +200,82 @@ const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
IWineD3DVertexDeclarationImpl_GetParent, IWineD3DVertexDeclarationImpl_GetParent,
IWineD3DVertexDeclarationImpl_GetDevice, IWineD3DVertexDeclarationImpl_GetDevice,
}; };
HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
const WINED3DVERTEXELEMENT *elements, UINT element_count, IUnknown *parent)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
WORD preloaded = 0; /* MAX_STREAMS, 16 */
unsigned int i;
if (TRACE_ON(d3d_decl))
{
for (i = 0; i < element_count; ++i)
{
dump_wined3dvertexelement(elements + i);
}
}
declaration->lpVtbl = &IWineD3DVertexDeclaration_Vtbl;
declaration->ref = 1;
declaration->parent = parent;
declaration->wineD3DDevice = device;
declaration->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*declaration->elements) * element_count);
if (!declaration->elements)
{
ERR("Failed to allocate elements memory.\n");
return E_OUTOFMEMORY;
}
declaration->element_count = element_count;
/* Do some static analysis on the elements to make reading the
* declaration more comfortable for the drawing code. */
for (i = 0; i < element_count; ++i)
{
struct wined3d_vertex_declaration_element *e = &declaration->elements[i];
e->format_desc = getFormatDescEntry(elements[i].format, gl_info);
e->ffp_valid = declaration_element_valid_ffp(&elements[i]);
e->input_slot = elements[i].input_slot;
e->offset = elements[i].offset;
e->output_slot = elements[i].output_slot;
e->method = elements[i].method;
e->usage = elements[i].usage;
e->usage_idx = elements[i].usage_idx;
if (e->usage == WINED3DDECLUSAGE_POSITIONT) declaration->position_transformed = TRUE;
/* Find the streams used in the declaration. The vertex buffers have
* to be loaded when drawing, but filter tesselation pseudo streams. */
if (e->input_slot >= MAX_STREAMS) continue;
if (!e->format_desc->gl_vtx_format)
{
FIXME("The application tries to use an unsupported format (%s), returning E_FAIL.\n",
debug_d3dformat(elements[i].format));
HeapFree(GetProcessHeap(), 0, declaration->elements);
return E_FAIL;
}
if (e->offset & 0x3)
{
WARN("Declaration element %u is not 4 byte aligned(%u), returning E_FAIL.\n", i, e->offset);
HeapFree(GetProcessHeap(), 0, declaration->elements);
return E_FAIL;
}
if (!(preloaded & (1 << e->input_slot)))
{
declaration->streams[declaration->num_streams] = e->input_slot;
++declaration->num_streams;
preloaded |= 1 << e->input_slot;
}
if (elements[i].format == WINED3DFMT_R16G16_FLOAT || elements[i].format == WINED3DFMT_R16G16B16A16_FLOAT)
{
if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]) declaration->half_float_conv_needed = TRUE;
}
}
return WINED3D_OK;
}

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@ -2198,10 +2198,8 @@ typedef struct IWineD3DVertexDeclarationImpl {
BOOL half_float_conv_needed; BOOL half_float_conv_needed;
} IWineD3DVertexDeclarationImpl; } IWineD3DVertexDeclarationImpl;
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl DECLSPEC_HIDDEN; HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This, IWineD3DDeviceImpl *device,
const WINED3DVERTEXELEMENT *elements, UINT element_count, IUnknown *parent) DECLSPEC_HIDDEN;
HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
const WINED3DVERTEXELEMENT *elements, UINT element_count) DECLSPEC_HIDDEN;
/***************************************************************************** /*****************************************************************************
* IWineD3DStateBlock implementation structure * IWineD3DStateBlock implementation structure