/* Direct3D Vertex Buffer * Copyright (c) 2002 Lionel ULMER * Copyright (c) 2006 Stefan DÖSINGER * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); static inline struct d3d_vertex_buffer *impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface) { return CONTAINING_RECORD(iface, struct d3d_vertex_buffer, IDirect3DVertexBuffer7_iface); } /***************************************************************************** * IUnknown Methods *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_QueryInterface(IDirect3DVertexBuffer7 *iface, REFIID riid, void **obj) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj); *obj = NULL; if (IsEqualGUID(&IID_IUnknown, riid)) { IDirect3DVertexBuffer7_AddRef(iface); *obj = iface; return S_OK; } if (IsEqualGUID(&IID_IDirect3DVertexBuffer7, riid) && buffer->version == 7) { IDirect3DVertexBuffer7_AddRef(iface); *obj = iface; return S_OK; } if (IsEqualGUID(&IID_IDirect3DVertexBuffer, riid) && buffer->version == 3) { IDirect3DVertexBuffer7_AddRef(iface); *obj = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); return E_NOINTERFACE; } static ULONG WINAPI d3d_vertex_buffer7_AddRef(IDirect3DVertexBuffer7 *iface) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); ULONG ref = InterlockedIncrement(&buffer->ref); TRACE("%p increasing refcount to %u.\n", buffer, ref); return ref; } static ULONG WINAPI d3d_vertex_buffer7_Release(IDirect3DVertexBuffer7 *iface) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); ULONG ref = InterlockedDecrement(&buffer->ref); TRACE("%p decreasing refcount to %u.\n", buffer, ref); if (ref == 0) { struct wined3d_buffer *curVB = NULL; UINT offset, stride; /* D3D7 Vertex buffers don't stay bound in the device, they are passed * as a parameter to drawPrimitiveVB. DrawPrimitiveVB sets them as the * stream source in wined3d, and they should get unset there before * they are destroyed. */ wined3d_mutex_lock(); wined3d_device_get_stream_source(buffer->ddraw->wined3d_device, 0, &curVB, &offset, &stride); if (curVB == buffer->wined3d_buffer) wined3d_device_set_stream_source(buffer->ddraw->wined3d_device, 0, NULL, 0, 0); wined3d_vertex_declaration_decref(buffer->wined3d_declaration); wined3d_buffer_decref(buffer->wined3d_buffer); wined3d_mutex_unlock(); HeapFree(GetProcessHeap(), 0, buffer); } return ref; } /***************************************************************************** * IDirect3DVertexBuffer Methods *****************************************************************************/ static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer *buffer, BOOL dynamic, struct wined3d_buffer **wined3d_buffer) { DWORD usage = WINED3DUSAGE_STATICDECL; enum wined3d_pool pool; if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY) pool = WINED3D_POOL_SYSTEM_MEM; else pool = WINED3D_POOL_DEFAULT; if (buffer->Caps & D3DVBCAPS_WRITEONLY) usage |= WINED3DUSAGE_WRITEONLY; if (dynamic) usage |= WINED3DUSAGE_DYNAMIC; return wined3d_buffer_create_vb(buffer->ddraw->wined3d_device, buffer->size, usage, pool, buffer, &ddraw_null_wined3d_parent_ops, wined3d_buffer); } /***************************************************************************** * IDirect3DVertexBuffer7::Lock * * Locks the vertex buffer and returns a pointer to the vertex data * Locking vertex buffers is similar to locking surfaces, because Windows * uses surfaces to store vertex data internally (According to the DX sdk) * * Params: * Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY, * DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE. * Data: Returns a pointer to the vertex data * Size: Returns the size of the buffer if not NULL * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D) * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_Lock(IDirect3DVertexBuffer7 *iface, DWORD flags, void **data, DWORD *data_size) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); struct wined3d_resource_desc wined3d_desc; struct wined3d_resource *wined3d_resource; struct wined3d_map_desc wined3d_map_desc; HRESULT hr; DWORD wined3d_flags = 0; TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, flags, data, data_size); /* Writeonly: Pointless. Event: Unsupported by native according to the sdk * nosyslock: Not applicable */ if (!(flags & DDLOCK_WAIT)) wined3d_flags |= WINED3D_MAP_DONOTWAIT; if (flags & DDLOCK_READONLY) wined3d_flags |= WINED3D_MAP_READONLY; if (flags & DDLOCK_NOOVERWRITE) wined3d_flags |= WINED3D_MAP_NOOVERWRITE; if (flags & DDLOCK_DISCARDCONTENTS) { wined3d_flags |= WINED3D_MAP_DISCARD; if (!buffer->dynamic) { struct wined3d_buffer *new_buffer; wined3d_mutex_lock(); hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, TRUE, &new_buffer); if (SUCCEEDED(hr)) { buffer->dynamic = TRUE; wined3d_buffer_decref(buffer->wined3d_buffer); buffer->wined3d_buffer = new_buffer; } else { WARN("Failed to create a dynamic buffer\n"); } wined3d_mutex_unlock(); } } wined3d_mutex_lock(); if (data_size) { /* Get the size, for returning it, and for locking */ wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer); wined3d_resource_get_desc(wined3d_resource, &wined3d_desc); *data_size = wined3d_desc.size; } hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0, &wined3d_map_desc, NULL, wined3d_flags); *data = wined3d_map_desc.data; wined3d_mutex_unlock(); return hr; } /***************************************************************************** * IDirect3DVertexBuffer7::Unlock * * Unlocks a vertex Buffer * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_Unlock(IDirect3DVertexBuffer7 *iface) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); TRACE("iface %p.\n", iface); wined3d_mutex_lock(); wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0); wined3d_mutex_unlock(); return D3D_OK; } /***************************************************************************** * IDirect3DVertexBuffer7::ProcessVertices * * Processes untransformed Vertices into a transformed or optimized vertex * buffer. It can also perform other operations, such as lighting or clipping * * Params * VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM * DestIndex: Index in the destination buffer(This), where the vertices are * placed * Count: Number of Vertices in the Source buffer to process * SrcBuffer: Source vertex buffer * SrcIndex: Index of the first vertex in the src buffer to process * D3DDevice: Device to use for transformation * Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying * unchaned vertices * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_ProcessVertices(IDirect3DVertexBuffer7 *iface, DWORD vertex_op, DWORD dst_idx, DWORD count, IDirect3DVertexBuffer7 *src_buffer, DWORD src_idx, IDirect3DDevice7 *device, DWORD flags) { struct d3d_vertex_buffer *dst_buffer_impl = impl_from_IDirect3DVertexBuffer7(iface); struct d3d_vertex_buffer *src_buffer_impl = unsafe_impl_from_IDirect3DVertexBuffer7(src_buffer); struct d3d_device *device_impl = dst_buffer_impl->version == 7 ? unsafe_impl_from_IDirect3DDevice7(device) : unsafe_impl_from_IDirect3DDevice3((IDirect3DDevice3 *)device); BOOL oldClip, doClip; HRESULT hr; TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n", iface, vertex_op, dst_idx, count, src_buffer, src_idx, device, flags); /* Vertex operations: * D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information * in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP) * D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices * D3DVOP_LIGHT: Lights the vertices * D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary * * WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT * are not implemented. Clipping is disabled ATM, because of unsure conditions. */ if (!(vertex_op & D3DVOP_TRANSFORM)) return DDERR_INVALIDPARAMS; wined3d_mutex_lock(); /* WineD3D doesn't know d3d7 vertex operation, it uses * render states instead. Set the render states according to * the vertex ops */ doClip = !!(vertex_op & D3DVOP_CLIP); oldClip = wined3d_device_get_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING); if (doClip != oldClip) wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, doClip); wined3d_device_set_stream_source(device_impl->wined3d_device, 0, src_buffer_impl->wined3d_buffer, 0, get_flexible_vertex_size(src_buffer_impl->fvf)); wined3d_device_set_vertex_declaration(device_impl->wined3d_device, src_buffer_impl->wined3d_declaration); hr = wined3d_device_process_vertices(device_impl->wined3d_device, src_idx, dst_idx, count, dst_buffer_impl->wined3d_buffer, NULL, flags, dst_buffer_impl->fvf); /* Restore the states if needed */ if (doClip != oldClip) wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, oldClip); wined3d_mutex_unlock(); return hr; } /***************************************************************************** * IDirect3DVertexBuffer7::GetVertexBufferDesc * * Returns the description of a vertex buffer * * Params: * Desc: Address to write the description to * * Returns * DDERR_INVALIDPARAMS if Desc is NULL * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface, D3DVERTEXBUFFERDESC *desc) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); struct wined3d_resource_desc wined3d_desc; struct wined3d_resource *wined3d_resource; TRACE("iface %p, desc %p.\n", iface, desc); if (!desc) return DDERR_INVALIDPARAMS; wined3d_mutex_lock(); wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer); wined3d_resource_get_desc(wined3d_resource, &wined3d_desc); wined3d_mutex_unlock(); /* Now fill the desc structure */ desc->dwCaps = buffer->Caps; desc->dwFVF = buffer->fvf; desc->dwNumVertices = wined3d_desc.size / get_flexible_vertex_size(buffer->fvf); return D3D_OK; } /***************************************************************************** * IDirect3DVertexBuffer7::Optimize * * Converts an unoptimized vertex buffer into an optimized buffer * * Params: * D3DDevice: Device for which this buffer is optimized * Flags: Not used, should be set to 0 * * Returns * D3D_OK, because it's a stub * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_Optimize(IDirect3DVertexBuffer7 *iface, IDirect3DDevice7 *device, DWORD flags) { struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface); static BOOL hide = FALSE; TRACE("iface %p, device %p, flags %#x.\n", iface, device, flags); if (!hide) { FIXME("iface %p, device %p, flags %#x stub!\n", iface, device, flags); hide = TRUE; } /* We could forward this call to WineD3D and take advantage * of it once we use OpenGL vertex buffers */ wined3d_mutex_lock(); buffer->Caps |= D3DVBCAPS_OPTIMIZED; wined3d_mutex_unlock(); return DD_OK; } /***************************************************************************** * IDirect3DVertexBuffer7::ProcessVerticesStrided * * This method processes untransformed strided vertices into a processed * or optimized vertex buffer. * * For more details on the parameters, see * IDirect3DVertexBuffer7::ProcessVertices * * Params: * VertexOp: Operations to perform * DestIndex: Destination index to write the vertices to * Count: Number of input vertices * StrideData: Array containing the input vertices * VertexTypeDesc: Vertex Description or source index????????? * D3DDevice: IDirect3DDevice7 to use for processing * Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices * * Returns * D3D_OK on success, or DDERR_* * *****************************************************************************/ static HRESULT WINAPI d3d_vertex_buffer7_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface, DWORD vertex_op, DWORD dst_idx, DWORD count, D3DDRAWPRIMITIVESTRIDEDDATA *data, DWORD fvf, IDirect3DDevice7 *device, DWORD flags) { FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, fvf %#x, device %p, flags %#x stub!\n", iface, vertex_op, dst_idx, count, data, fvf, device, flags); return DD_OK; } /***************************************************************************** * The VTables *****************************************************************************/ static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl = { d3d_vertex_buffer7_QueryInterface, d3d_vertex_buffer7_AddRef, d3d_vertex_buffer7_Release, d3d_vertex_buffer7_Lock, d3d_vertex_buffer7_Unlock, d3d_vertex_buffer7_ProcessVertices, d3d_vertex_buffer7_GetVertexBufferDesc, d3d_vertex_buffer7_Optimize, d3d_vertex_buffer7_ProcessVerticesStrided, }; HRESULT d3d_vertex_buffer_create(struct d3d_vertex_buffer **vertex_buf, struct ddraw *ddraw, D3DVERTEXBUFFERDESC *desc) { struct d3d_vertex_buffer *buffer; HRESULT hr = D3D_OK; TRACE("Vertex buffer description:\n"); TRACE(" dwSize %u\n", desc->dwSize); TRACE(" dwCaps %#x\n", desc->dwCaps); TRACE(" FVF %#x\n", desc->dwFVF); TRACE(" dwNumVertices %u\n", desc->dwNumVertices); buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*buffer)); if (!buffer) return DDERR_OUTOFMEMORY; buffer->IDirect3DVertexBuffer7_iface.lpVtbl = &d3d_vertex_buffer7_vtbl; buffer->ref = 1; buffer->version = ddraw->d3dversion; buffer->ddraw = ddraw; buffer->Caps = desc->dwCaps; buffer->fvf = desc->dwFVF; buffer->size = get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices; wined3d_mutex_lock(); if (FAILED(hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, FALSE, &buffer->wined3d_buffer))) { WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr); if (hr == WINED3DERR_INVALIDCALL) hr = DDERR_INVALIDPARAMS; goto end; } if (!(buffer->wined3d_declaration = ddraw_find_decl(ddraw, desc->dwFVF))) { ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF); wined3d_buffer_decref(buffer->wined3d_buffer); hr = DDERR_INVALIDPARAMS; goto end; } wined3d_vertex_declaration_incref(buffer->wined3d_declaration); end: wined3d_mutex_unlock(); if (hr == D3D_OK) *vertex_buf = buffer; else HeapFree(GetProcessHeap(), 0, buffer); return hr; } struct d3d_vertex_buffer *unsafe_impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface) { if (!iface) return NULL; assert(iface->lpVtbl == &d3d_vertex_buffer7_vtbl); return impl_from_IDirect3DVertexBuffer7(iface); }