/* Direct3D Vertex Buffer * Copyright (c) 2002 Lionel ULMER * Copyright (c) 2006 Stefan DÖSINGER * * This file contains the implementation of Direct3DVertexBuffer COM object * * 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); /***************************************************************************** * IUnknown Methods *****************************************************************************/ /***************************************************************************** * IDirect3DVertexBuffer7::QueryInterface * * The QueryInterface Method for Vertex Buffers * For a link to QueryInterface rules, see IDirectDraw7::QueryInterface * * Params * riid: Queryied Interface id * obj: Address to return the interface pointer * * Returns: * S_OK on success * E_NOINTERFACE if the interface wasn't found * *****************************************************************************/ static HRESULT WINAPI IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface, REFIID riid, void **obj) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj); /* By default, set the object pointer to NULL */ *obj = NULL; if ( IsEqualGUID( &IID_IUnknown, riid ) ) { IUnknown_AddRef(iface); *obj = iface; TRACE(" Creating IUnknown interface at %p.\n", *obj); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) ) { IUnknown_AddRef(iface); *obj = &This->IDirect3DVertexBuffer_vtbl; TRACE(" Creating IDirect3DVertexBuffer interface %p\n", *obj); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) ) { IUnknown_AddRef(iface); *obj = iface; TRACE(" Creating IDirect3DVertexBuffer7 interface %p\n", *obj); return S_OK; } FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid)); return E_NOINTERFACE; } static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface, REFIID riid, void **obj) { TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj); return IDirect3DVertexBuffer7_QueryInterface((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), riid, obj); } /***************************************************************************** * IDirect3DVertexBuffer7::AddRef * * AddRef for Vertex Buffers * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DVertexBufferImpl_AddRef(IDirect3DVertexBuffer7 *iface) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("%p increasing refcount to %u.\n", This, ref); return ref; } static ULONG WINAPI Thunk_IDirect3DVertexBufferImpl_1_AddRef(IDirect3DVertexBuffer *iface) { TRACE("iface %p.\n", iface); return IDirect3DVertexBuffer7_AddRef((IDirect3DVertexBuffer7 *)vb_from_vb1(iface)); } /***************************************************************************** * IDirect3DVertexBuffer7::Release * * Release for Vertex Buffers * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DVertexBufferImpl_Release(IDirect3DVertexBuffer7 *iface) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("%p decreasing refcount to %u.\n", This, ref); if (ref == 0) { IWineD3DBuffer *curVB = NULL; UINT offset, stride; EnterCriticalSection(&ddraw_cs); /* 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 */ IWineD3DDevice_GetStreamSource(This->ddraw->wineD3DDevice, 0 /* Stream number */, &curVB, &offset, &stride); if(curVB == This->wineD3DVertexBuffer) { IWineD3DDevice_SetStreamSource(This->ddraw->wineD3DDevice, 0 /* Steam number */, NULL /* stream data */, 0 /* Offset */, 0 /* stride */); } if(curVB) { IWineD3DBuffer_Release(curVB); /* For the GetStreamSource */ } IWineD3DVertexDeclaration_Release(This->wineD3DVertexDeclaration); IWineD3DBuffer_Release(This->wineD3DVertexBuffer); LeaveCriticalSection(&ddraw_cs); HeapFree(GetProcessHeap(), 0, This); return 0; } return ref; } static ULONG WINAPI Thunk_IDirect3DVertexBufferImpl_1_Release(IDirect3DVertexBuffer *iface) { TRACE("iface %p.\n", iface); return IDirect3DVertexBuffer7_Release((IDirect3DVertexBuffer7 *)vb_from_vb1(iface)); } /***************************************************************************** * IDirect3DVertexBuffer Methods *****************************************************************************/ /***************************************************************************** * 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 IDirect3DVertexBufferImpl_Lock(IDirect3DVertexBuffer7 *iface, DWORD Flags, void **Data, DWORD *Size) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; WINED3DBUFFER_DESC Desc; HRESULT hr; DWORD wined3d_flags = 0; TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size); /* Writeonly: Pointless. Event: Unsupported by native according to the sdk * nosyslock: Not applicable */ if(!(Flags & DDLOCK_WAIT)) wined3d_flags |= WINED3DLOCK_DONOTWAIT; if(Flags & DDLOCK_READONLY) wined3d_flags |= WINED3DLOCK_READONLY; if(Flags & DDLOCK_NOOVERWRITE) wined3d_flags |= WINED3DLOCK_NOOVERWRITE; if(Flags & DDLOCK_DISCARDCONTENTS) wined3d_flags |= WINED3DLOCK_DISCARD; EnterCriticalSection(&ddraw_cs); if(Size) { /* Get the size, for returning it, and for locking */ IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &Desc); *Size = Desc.Size; } hr = IWineD3DBuffer_Map(This->wineD3DVertexBuffer, 0 /* OffsetToLock */, 0 /* SizeToLock, 0 == Full lock */, (BYTE **)Data, wined3d_flags); LeaveCriticalSection(&ddraw_cs); return hr; } static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface, DWORD Flags, void **Data, DWORD *Size) { TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, Flags, Data, Size); return IDirect3DVertexBuffer7_Lock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Flags, Data, Size); } /***************************************************************************** * IDirect3DVertexBuffer7::Unlock * * Unlocks a vertex Buffer * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DVertexBufferImpl_Unlock(IDirect3DVertexBuffer7 *iface) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; HRESULT hr; TRACE("iface %p.\n", iface); EnterCriticalSection(&ddraw_cs); hr = IWineD3DBuffer_Unmap(This->wineD3DVertexBuffer); LeaveCriticalSection(&ddraw_cs); return hr; } static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface) { TRACE("iface %p.\n", iface); return IDirect3DVertexBuffer7_Unlock((IDirect3DVertexBuffer7 *)vb_from_vb1(iface)); } /***************************************************************************** * 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 IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface, DWORD VertexOp, DWORD DestIndex, DWORD Count, IDirect3DVertexBuffer7 *SrcBuffer, DWORD SrcIndex, IDirect3DDevice7 *D3DDevice, DWORD Flags) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; IDirect3DVertexBufferImpl *Src = (IDirect3DVertexBufferImpl *)SrcBuffer; IDirect3DDeviceImpl *D3D = (IDirect3DDeviceImpl *)D3DDevice; 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, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, 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( !(VertexOp & D3DVOP_TRANSFORM) ) return DDERR_INVALIDPARAMS; EnterCriticalSection(&ddraw_cs); /* WineD3D doesn't know d3d7 vertex operation, it uses * render states instead. Set the render states according to * the vertex ops */ doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE; IWineD3DDevice_GetRenderState(D3D->wineD3DDevice, WINED3DRS_CLIPPING, (DWORD *) &oldClip); if(doClip != oldClip) { IWineD3DDevice_SetRenderState(D3D->wineD3DDevice, WINED3DRS_CLIPPING, doClip); } IWineD3DDevice_SetStreamSource(D3D->wineD3DDevice, 0, /* Stream No */ Src->wineD3DVertexBuffer, 0, /* Offset */ get_flexible_vertex_size(Src->fvf)); IWineD3DDevice_SetVertexDeclaration(D3D->wineD3DDevice, Src->wineD3DVertexDeclaration); hr = IWineD3DDevice_ProcessVertices(D3D->wineD3DDevice, SrcIndex, DestIndex, Count, This->wineD3DVertexBuffer, NULL /* Output vdecl */, Flags, This->fvf); /* Restore the states if needed */ if(doClip != oldClip) IWineD3DDevice_SetRenderState(D3D->wineD3DDevice, WINED3DRS_CLIPPING, oldClip); LeaveCriticalSection(&ddraw_cs); return hr; } static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface, DWORD VertexOp, DWORD DestIndex, DWORD Count, IDirect3DVertexBuffer *SrcBuffer, DWORD SrcIndex, IDirect3DDevice3 *D3DDevice, DWORD Flags) { IDirect3DVertexBufferImpl *Src = SrcBuffer ? vb_from_vb1(SrcBuffer) : NULL; IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL; TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n", iface, VertexOp, DestIndex, Count, SrcBuffer, SrcIndex, D3DDevice, Flags); return IDirect3DVertexBuffer7_ProcessVertices((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), VertexOp, DestIndex, Count, (IDirect3DVertexBuffer7 *)Src, SrcIndex, (IDirect3DDevice7 *)D3D, Flags); } /***************************************************************************** * 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 IDirect3DVertexBufferImpl_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface, D3DVERTEXBUFFERDESC *Desc) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; WINED3DBUFFER_DESC WDesc; TRACE("iface %p, desc %p.\n", iface, Desc); if(!Desc) return DDERR_INVALIDPARAMS; EnterCriticalSection(&ddraw_cs); IWineD3DBuffer_GetDesc(This->wineD3DVertexBuffer, &WDesc); LeaveCriticalSection(&ddraw_cs); /* Now fill the Desc structure */ Desc->dwCaps = This->Caps; Desc->dwFVF = This->fvf; Desc->dwNumVertices = WDesc.Size / get_flexible_vertex_size(This->fvf); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface, D3DVERTEXBUFFERDESC *Desc) { TRACE("iface %p, desc %p.\n", iface, Desc); return IDirect3DVertexBuffer7_GetVertexBufferDesc((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), Desc); } /***************************************************************************** * 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 IDirect3DVertexBufferImpl_Optimize(IDirect3DVertexBuffer7 *iface, IDirect3DDevice7 *D3DDevice, DWORD Flags) { IDirect3DVertexBufferImpl *This = (IDirect3DVertexBufferImpl *)iface; static BOOL hide = FALSE; TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags); if (!hide) { FIXME("iface %p, device %p, flags %#x stub!\n", iface, D3DDevice, Flags); hide = TRUE; } /* We could forward this call to WineD3D and take advantage * of it once we use OpenGL vertex buffers */ EnterCriticalSection(&ddraw_cs); This->Caps |= D3DVBCAPS_OPTIMIZED; LeaveCriticalSection(&ddraw_cs); return DD_OK; } static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface, IDirect3DDevice3 *D3DDevice, DWORD Flags) { IDirect3DDeviceImpl *D3D = D3DDevice ? device_from_device3(D3DDevice) : NULL; TRACE("iface %p, device %p, flags %#x.\n", iface, D3DDevice, Flags); return IDirect3DVertexBuffer7_Optimize((IDirect3DVertexBuffer7 *)vb_from_vb1(iface), (IDirect3DDevice7 *)D3D, Flags); } /***************************************************************************** * 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 IDirect3DVertexBufferImpl_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface, DWORD VertexOp, DWORD DestIndex, DWORD Count, D3DDRAWPRIMITIVESTRIDEDDATA *StrideData, DWORD VertexTypeDesc, IDirect3DDevice7 *D3DDevice, DWORD Flags) { FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, vertex_type %#x, device %p, flags %#x stub!\n", iface, VertexOp, DestIndex, Count, StrideData, VertexTypeDesc, D3DDevice, Flags); return DD_OK; } /***************************************************************************** * The VTables *****************************************************************************/ static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl = { /*** IUnknown Methods ***/ IDirect3DVertexBufferImpl_QueryInterface, IDirect3DVertexBufferImpl_AddRef, IDirect3DVertexBufferImpl_Release, /*** IDirect3DVertexBuffer Methods ***/ IDirect3DVertexBufferImpl_Lock, IDirect3DVertexBufferImpl_Unlock, IDirect3DVertexBufferImpl_ProcessVertices, IDirect3DVertexBufferImpl_GetVertexBufferDesc, IDirect3DVertexBufferImpl_Optimize, /*** IDirect3DVertexBuffer7 Methods ***/ IDirect3DVertexBufferImpl_ProcessVerticesStrided }; static const struct IDirect3DVertexBufferVtbl d3d_vertex_buffer1_vtbl = { /*** IUnknown Methods ***/ Thunk_IDirect3DVertexBufferImpl_1_QueryInterface, Thunk_IDirect3DVertexBufferImpl_1_AddRef, Thunk_IDirect3DVertexBufferImpl_1_Release, /*** IDirect3DVertexBuffer Methods ***/ Thunk_IDirect3DVertexBufferImpl_1_Lock, Thunk_IDirect3DVertexBufferImpl_1_Unlock, Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices, Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc, Thunk_IDirect3DVertexBufferImpl_1_Optimize }; HRESULT d3d_vertex_buffer_init(IDirect3DVertexBufferImpl *buffer, IDirectDrawImpl *ddraw, D3DVERTEXBUFFERDESC *desc) { DWORD usage; HRESULT hr; buffer->lpVtbl = &d3d_vertex_buffer7_vtbl; buffer->IDirect3DVertexBuffer_vtbl = &d3d_vertex_buffer1_vtbl; buffer->ref = 1; buffer->ddraw = ddraw; buffer->Caps = desc->dwCaps; buffer->fvf = desc->dwFVF; usage = desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0; usage |= WINED3DUSAGE_STATICDECL; EnterCriticalSection(&ddraw_cs); hr = IWineD3DDevice_CreateVertexBuffer(ddraw->wineD3DDevice, get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices, usage, desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT, buffer, &ddraw_null_wined3d_parent_ops, &buffer->wineD3DVertexBuffer); if (FAILED(hr)) { WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr); LeaveCriticalSection(&ddraw_cs); if (hr == WINED3DERR_INVALIDCALL) return DDERR_INVALIDPARAMS; else return hr; } buffer->wineD3DVertexDeclaration = ddraw_find_decl(ddraw, desc->dwFVF); if (!buffer->wineD3DVertexDeclaration) { ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF); IWineD3DBuffer_Release(buffer->wineD3DVertexBuffer); LeaveCriticalSection(&ddraw_cs); return DDERR_INVALIDPARAMS; } IWineD3DVertexDeclaration_AddRef(buffer->wineD3DVertexDeclaration); LeaveCriticalSection(&ddraw_cs); return D3D_OK; }