/* * vertex declaration implementation * * Copyright 2002-2005 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl); #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) { TRACE(" Stream: %d\n", element->Stream); TRACE(" Offset: %d\n", element->Offset); TRACE(" Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type); TRACE(" Method: %s (%#x)\n", debug_d3ddeclmethod(element->Method), element->Method); TRACE(" Usage: %s (%#x)\n", debug_d3ddeclusage(element->Usage), element->Usage); TRACE("Usage index: %d\n", element->UsageIndex); TRACE(" Register: %d\n", element->Reg); } /* ******************************************* IWineD3DVertexDeclaration IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){ IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p) : AddRef increasing from %d\n", This, This->ref); return InterlockedIncrement(&This->ref); } static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { if(iface == This->wineD3DDevice->stateBlock->vertexDecl) { /* See comment in PixelShader::Release */ IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL); } HeapFree(GetProcessHeap(), 0, This->pDeclarationWine); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* ******************************************* IWineD3DVertexDeclaration parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; *parent= This->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p) : returning %p\n", This, This->wineD3DDevice); *ppDevice = (IWineD3DDevice *) This->wineD3DDevice; IWineD3DDevice_AddRef(*ppDevice); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface, WINED3DVERTEXELEMENT *elements, UINT *element_count) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; HRESULT hr = WINED3D_OK; TRACE("(%p) : d3d version %d, elements %p, element_count %p\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count); *element_count = This->declarationWNumElements; if (elements) { CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT)); } return hr; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface, const WINED3DVERTEXELEMENT *elements, UINT element_count) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; HRESULT hr = WINED3D_OK; int i, j; 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->declarationWNumElements = element_count; This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count); if (!This->pDeclarationWine) { ERR("Memory allocation failed\n"); return WINED3DERR_OUTOFVIDEOMEMORY; } else { CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count); } /* 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) { if(This->pDeclarationWine[i].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(This->pDeclarationWine[i].Stream >= MAX_STREAMS) continue; if(This->pDeclarationWine[i].Offset & 0x3) { WARN("Declaration element %d is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset); HeapFree(GetProcessHeap(), 0, This->pDeclarationWine); return E_FAIL; } if(!isPreLoaded[This->pDeclarationWine[i].Stream]) { This->streams[This->num_streams] = This->pDeclarationWine[i].Stream; This->num_streams++; isPreLoaded[This->pDeclarationWine[i].Stream] = 1; } /* Create a sorted array containing the attribute declarations that are of type * D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the * declaration of one attribute changes the vertex shader needs recompilation. * Having a sorted array of the attributes allows efficient comparison of the * declaration against a shader */ if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) { for(j = 0; j < This->num_swizzled_attribs; j++) { if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage || (This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage && This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) { memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j], sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1))); break; } } This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage; This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex; This->num_swizzled_attribs++; } else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 || This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) { if(!GL_SUPPORT(NV_HALF_FLOAT)) { This->half_float_conv_needed = TRUE; } } } TRACE("Swizzled attributes found:\n"); for(i = 0; i < This->num_swizzled_attribs; i++) { TRACE("%u: %s%d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx); } TRACE("Returning\n"); return hr; } const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl = { /* IUnknown */ IWineD3DVertexDeclarationImpl_QueryInterface, IWineD3DVertexDeclarationImpl_AddRef, IWineD3DVertexDeclarationImpl_Release, /* IWineD3DVertexDeclaration */ IWineD3DVertexDeclarationImpl_GetParent, IWineD3DVertexDeclarationImpl_GetDevice, IWineD3DVertexDeclarationImpl_GetDeclaration, IWineD3DVertexDeclarationImpl_SetDeclaration };