/* Direct3D ExecuteBuffer * Copyright (c) 1998-2004 Lionel ULMER * Copyright (c) 2002-2004 Christian Costa * Copyright (c) 2006 Stefan Dösinger * * This file contains the implementation of IDirect3DExecuteBuffer. * * 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 #include #include #include #define COBJMACROS #define NONAMELESSUNION #include "windef.h" #include "winbase.h" #include "winerror.h" #include "wingdi.h" #include "wine/exception.h" #include "ddraw.h" #include "d3d.h" #include "ddraw_private.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d7); /***************************************************************************** * _dump_executedata * _dump_D3DEXECUTEBUFFERDESC * * Debug functions which write the executebuffer data to the console * *****************************************************************************/ static void _dump_executedata(const D3DEXECUTEDATA *lpData) { TRACE("dwSize : %d\n", lpData->dwSize); TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount); TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset); } static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) { TRACE("dwSize : %d\n", lpDesc->dwSize); TRACE("dwFlags : %x\n", lpDesc->dwFlags); TRACE("dwCaps : %x\n", lpDesc->dwCaps); TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize); TRACE("lpData : %p\n", lpDesc->lpData); } /***************************************************************************** * IDirect3DExecuteBufferImpl_Execute * * The main functionality of the execute buffer * It transforms the vertices if necessary, and calls IDirect3DDevice7 * for drawing the vertices. It is called from * IDirect3DDevice::Execute * * TODO: Perhaps some comments about the various opcodes wouldn't hurt * * Don't declare this static, as it's called from device.c, * IDirect3DDevice::Execute * * Params: * Device: 3D Device associated to use for drawing * Viewport: Viewport for this operation * *****************************************************************************/ void IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This, IDirect3DDeviceImpl *lpDevice, IDirect3DViewportImpl *lpViewport) { /* DWORD bs = This->desc.dwBufferSize; */ DWORD vs = This->data.dwVertexOffset; /* DWORD vc = This->data.dwVertexCount; */ DWORD is = This->data.dwInstructionOffset; /* DWORD il = This->data.dwInstructionLength; */ char *instr = (char *)This->desc.lpData + is; /* Should check if the viewport was added or not to the device */ /* Activate the viewport */ lpViewport->active_device = lpDevice; lpViewport->activate(lpViewport, FALSE); TRACE("ExecuteData :\n"); if (TRACE_ON(d3d7)) _dump_executedata(&(This->data)); while (1) { LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr; BYTE size; WORD count; count = current->wCount; size = current->bSize; instr += sizeof(D3DINSTRUCTION); switch (current->bOpcode) { case D3DOP_POINT: { WARN("POINT-s (%d)\n", count); instr += count * size; } break; case D3DOP_LINE: { WARN("LINE-s (%d)\n", count); instr += count * size; } break; case D3DOP_TRIANGLE: { int i; D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data; TRACE("TRIANGLE (%d)\n", count); if (count*3>This->nb_indices) { This->nb_indices = count * 3; HeapFree(GetProcessHeap(),0,This->indices); This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices); } for (i = 0; i < count; i++) { LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; TRACE_(d3d7)(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3); TRACE_(d3d7)(" Flags : "); if (TRACE_ON(d3d7)) { /* Wireframe */ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) TRACE_(d3d7)("EDGEENABLE1 "); if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) TRACE_(d3d7)("EDGEENABLE2 "); if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) TRACE_(d3d7)("EDGEENABLE3 "); /* Strips / Fans */ if (ci->wFlags == D3DTRIFLAG_EVEN) TRACE_(d3d7)("EVEN "); if (ci->wFlags == D3DTRIFLAG_ODD) TRACE_(d3d7)("ODD "); if (ci->wFlags == D3DTRIFLAG_START) TRACE_(d3d7)("START "); if ((ci->wFlags > 0) && (ci->wFlags < 30)) TRACE_(d3d7)("STARTFLAT(%d) ", ci->wFlags); TRACE_(d3d7)("\n"); } This->indices[(i * 3) ] = ci->u1.v1; This->indices[(i * 3) + 1] = ci->u2.v2; This->indices[(i * 3) + 2] = ci->u3.v3; instr += size; } /* IDirect3DDevices have color keying always enabled - * enable it before drawing. This overwrites any ALPHA* * render state */ IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice, WINED3DRS_COLORKEYENABLE, 1); IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice,IDirect3DDevice7), D3DPT_TRIANGLELIST,D3DFVF_TLVERTEX,tl_vx,0,This->indices,count*3,0); } break; case D3DOP_MATRIXLOAD: WARN("MATRIXLOAD-s (%d)\n", count); instr += count * size; break; case D3DOP_MATRIXMULTIPLY: { int i; TRACE("MATRIXMULTIPLY (%d)\n", count); for (i = 0; i < count; i++) { LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr; LPD3DMATRIX a, b, c; if(!ci->hDestMatrix || ci->hDestMatrix > lpDevice->numHandles || !ci->hSrcMatrix1 || ci->hSrcMatrix1 > lpDevice->numHandles || !ci->hSrcMatrix2 || ci->hSrcMatrix2 > lpDevice->numHandles) { ERR("Handles out of bounds\n"); } else if (lpDevice->Handles[ci->hDestMatrix - 1].type != DDrawHandle_Matrix || lpDevice->Handles[ci->hSrcMatrix1 - 1].type != DDrawHandle_Matrix || lpDevice->Handles[ci->hSrcMatrix2 - 1].type != DDrawHandle_Matrix) { ERR("Handle types invalid\n"); } else { a = (LPD3DMATRIX) lpDevice->Handles[ci->hDestMatrix - 1].ptr; b = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix1 - 1].ptr; c = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix2 - 1].ptr; TRACE(" Dest : %p Src1 : %p Src2 : %p\n", a, b, c); multiply_matrix(a,c,b); } instr += size; } } break; case D3DOP_STATETRANSFORM: { int i; TRACE("STATETRANSFORM (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATE ci = (LPD3DSTATE) instr; if(!ci->u2.dwArg[0]) { ERR("Setting a NULL matrix handle, what should I do?\n"); } else if(ci->u2.dwArg[0] > lpDevice->numHandles) { ERR("Handle %d is out of bounds\n", ci->u2.dwArg[0]); } else if(lpDevice->Handles[ci->u2.dwArg[0] - 1].type != DDrawHandle_Matrix) { ERR("Handle %d is not a matrix handle\n", ci->u2.dwArg[0]); } else { if(ci->u1.drstRenderStateType == D3DTRANSFORMSTATE_WORLD) lpDevice->world = ci->u2.dwArg[0]; if(ci->u1.drstRenderStateType == D3DTRANSFORMSTATE_VIEW) lpDevice->view = ci->u2.dwArg[0]; if(ci->u1.drstRenderStateType == D3DTRANSFORMSTATE_PROJECTION) lpDevice->proj = ci->u2.dwArg[0]; IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7), ci->u1.drstRenderStateType, (LPD3DMATRIX) lpDevice->Handles[ci->u2.dwArg[0] - 1].ptr); } instr += size; } } break; case D3DOP_STATELIGHT: { int i; TRACE("STATELIGHT (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATE ci = (LPD3DSTATE) instr; TRACE("(%08x,%08x)\n",ci->u1.dlstLightStateType, ci->u2.dwArg[0]); if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX)) ERR("Unexpected Light State Type\n"); else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { DWORD matHandle = ci->u2.dwArg[0]; if(!matHandle) { FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n"); } else if(matHandle >= lpDevice->numHandles) { WARN("Material handle %d is invalid\n", matHandle); } else if(lpDevice->Handles[matHandle - 1].type != DDrawHandle_Material) { WARN("Handle %d is not a material handle\n", matHandle); } else { IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) lpDevice->Handles[matHandle - 1].ptr; mat->activate(mat); } } else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { switch (ci->u2.dwArg[0]) { case D3DCOLOR_MONO: ERR("DDCOLOR_MONO should not happen!\n"); break; case D3DCOLOR_RGB: /* We are already in this mode */ break; default: ERR("Unknown color model!\n"); } } else { D3DRENDERSTATETYPE rs = 0; switch (ci->u1.dlstLightStateType) { case D3DLIGHTSTATE_AMBIENT: /* 2 */ rs = D3DRENDERSTATE_AMBIENT; break; case D3DLIGHTSTATE_FOGMODE: /* 4 */ rs = D3DRENDERSTATE_FOGVERTEXMODE; break; case D3DLIGHTSTATE_FOGSTART: /* 5 */ rs = D3DRENDERSTATE_FOGSTART; break; case D3DLIGHTSTATE_FOGEND: /* 6 */ rs = D3DRENDERSTATE_FOGEND; break; case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ rs = D3DRENDERSTATE_FOGDENSITY; break; case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ rs = D3DRENDERSTATE_COLORVERTEX; break; default: break; } IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7), rs,ci->u2.dwArg[0]); } instr += size; } } break; case D3DOP_STATERENDER: { int i; TRACE("STATERENDER (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATE ci = (LPD3DSTATE) instr; IDirect3DDevice2_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice2), ci->u1.drstRenderStateType, ci->u2.dwArg[0]); instr += size; } } break; case D3DOP_PROCESSVERTICES: { /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or * IWineD3DDevice::ProcessVertices */ int i; D3DMATRIX view_mat, world_mat, proj_mat; TRACE("PROCESSVERTICES (%d)\n", count); /* Get the transform and world matrix */ /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice, D3DTRANSFORMSTATE_VIEW, (WINED3DMATRIX*) &view_mat); IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice, D3DTRANSFORMSTATE_PROJECTION, (WINED3DMATRIX*) &proj_mat); IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice, WINED3DTS_WORLDMATRIX(0), (WINED3DMATRIX*) &world_mat); for (i = 0; i < count; i++) { LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr; TRACE(" Start : %d Dest : %d Count : %d\n", ci->wStart, ci->wDest, ci->dwCount); TRACE(" Flags : "); if (TRACE_ON(d3d7)) { if (ci->dwFlags & D3DPROCESSVERTICES_COPY) TRACE("COPY "); if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) TRACE("NOCOLOR "); if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK) TRACE("OPMASK "); if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM) TRACE("TRANSFORM "); if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) TRACE("TRANSFORMLIGHT "); if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) TRACE("UPDATEEXTENTS "); TRACE("\n"); } /* This is where doing Direct3D on top on OpenGL is quite difficult. This method transforms a set of vertices using the CURRENT state (lighting, projection, ...) but does not rasterize them. They will only be put on screen later (with the POINT / LINE and TRIANGLE op-codes). The problem is that you can have a triangle with each point having been transformed using another state... In this implementation, I will emulate only ONE thing : each vertex can have its own "WORLD" transformation (this is used in the TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the execute buffer use the same state. If I find applications that change other states, I will try to do a more 'fine-tuned' state emulation (but I may become quite tricky if it changes a light position in the middle of a triangle). In this case, a 'direct' approach (i.e. without using OpenGL, but writing our own 3D rasterizer) would be easier. */ /* The current method (with the hypothesis that only the WORLD matrix will change between two points) is like this : - I transform 'manually' all the vertices with the current WORLD matrix and store them in the vertex buffer - during the rasterization phase, the WORLD matrix will be set to the Identity matrix */ /* Enough for the moment */ if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) { unsigned int nb; D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest; D3DMATRIX *mat2 = &world_mat; D3DMATRIX mat; D3DVALUE nx,ny,nz; D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1; if (TRACE_ON(d3d7)) { TRACE(" Projection Matrix : (%p)\n", &proj_mat); dump_D3DMATRIX(&proj_mat); TRACE(" View Matrix : (%p)\n", &view_mat); dump_D3DMATRIX(&view_mat); TRACE(" World Matrix : (%p)\n", &world_mat); dump_D3DMATRIX(&world_mat); } multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat); for (nb = 0; nb < ci->dwCount; nb++) { /* Normals transformation */ nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31); ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32); nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33); /* No lighting yet */ dst->u5.color = 0xFFFFFFFF; /* Opaque white */ dst->u6.specular = 0xFF000000; /* No specular and no fog factor */ dst->u7.tu = src->u7.tu; dst->u8.tv = src->u8.tv; /* Now, the matrix multiplication */ dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42); dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43); dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44); dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX + Viewport->dwX + Viewport->dwWidth / 2; dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY + Viewport->dwY + Viewport->dwHeight / 2; dst->u3.sz /= dst->u4.rhw; dst->u4.rhw = 1 / dst->u4.rhw; src++; dst++; } } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { unsigned int nb; D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest; D3DMATRIX mat; D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1; if (TRACE_ON(d3d7)) { TRACE(" Projection Matrix : (%p)\n", &proj_mat); dump_D3DMATRIX(&proj_mat); TRACE(" View Matrix : (%p)\n",&view_mat); dump_D3DMATRIX(&view_mat); TRACE(" World Matrix : (%p)\n", &world_mat); dump_D3DMATRIX(&world_mat); } multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat); for (nb = 0; nb < ci->dwCount; nb++) { dst->u5.color = src->u4.color; dst->u6.specular = src->u5.specular; dst->u7.tu = src->u6.tu; dst->u8.tv = src->u7.tv; /* Now, the matrix multiplication */ dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42); dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43); dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44); dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX + Viewport->dwX + Viewport->dwWidth / 2; dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY + Viewport->dwY + Viewport->dwHeight / 2; dst->u3.sz /= dst->u4.rhw; dst->u4.rhw = 1 / dst->u4.rhw; src++; dst++; } } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) { D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest; memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX)); } else { ERR("Unhandled vertex processing !\n"); } instr += size; } } break; case D3DOP_TEXTURELOAD: { WARN("TEXTURELOAD-s (%d)\n", count); instr += count * size; } break; case D3DOP_EXIT: { TRACE("EXIT (%d)\n", count); /* We did this instruction */ instr += size; /* Exit this loop */ goto end_of_buffer; } break; case D3DOP_BRANCHFORWARD: { int i; TRACE("BRANCHFORWARD (%d)\n", count); for (i = 0; i < count; i++) { LPD3DBRANCH ci = (LPD3DBRANCH) instr; if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) { if (!ci->bNegate) { TRACE(" Branch to %d\n", ci->dwOffset); if (ci->dwOffset) { instr = (char*)current + ci->dwOffset; break; } } } else { if (ci->bNegate) { TRACE(" Branch to %d\n", ci->dwOffset); if (ci->dwOffset) { instr = (char*)current + ci->dwOffset; break; } } } instr += size; } } break; case D3DOP_SPAN: { WARN("SPAN-s (%d)\n", count); instr += count * size; } break; case D3DOP_SETSTATUS: { int i; TRACE("SETSTATUS (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATUS ci = (LPD3DSTATUS) instr; This->data.dsStatus = *ci; instr += size; } } break; default: ERR("Unhandled OpCode %d !!!\n",current->bOpcode); /* Try to save ... */ instr += count * size; break; } } end_of_buffer: ; } /***************************************************************************** * IDirect3DExecuteBuffer::QueryInterface * * Well, a usual QueryInterface function. Don't know fur sure which * interfaces it can Query. * * Params: * riid: The interface ID queried for * obj: Address to return the interface pointer at * * Returns: * D3D_OK in case of a success (S_OK? Think it's the same) * OLE_E_ENUM_NOMORE if the interface wasn't found. * (E_NOINTERFACE?? Don't know what I really need) * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID riid, void **obj) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obj); *obj = NULL; if ( IsEqualGUID( &IID_IUnknown, riid ) ) { IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer)); *obj = iface; TRACE(" Creating IUnknown interface at %p.\n", *obj); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) { IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer)); *obj = ICOM_INTERFACE(This, IDirect3DExecuteBuffer); TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj); return S_OK; } FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid)); return E_NOINTERFACE; } /***************************************************************************** * IDirect3DExecuteBuffer::AddRef * * A normal AddRef method, nothing special * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); ULONG ref = InterlockedIncrement(&This->ref); FIXME("(%p)->()incrementing from %u.\n", This, ref - 1); return ref; } /***************************************************************************** * IDirect3DExecuteBuffer::Release * * A normal Release method, nothing special * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p)->()decrementing from %u.\n", This, ref + 1); if (!ref) { if (This->need_free) HeapFree(GetProcessHeap(),0,This->desc.lpData); HeapFree(GetProcessHeap(),0,This->vertex_data); HeapFree(GetProcessHeap(),0,This->indices); HeapFree(GetProcessHeap(),0,This); return 0; } return ref; } /***************************************************************************** * IDirect3DExecuteBuffer::Initialize * * Initializes the Execute Buffer. This method exists for COM compliance * Nothing to do here. * * Returns: * D3D_OK * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface, IDirect3DDevice *lpDirect3DDevice, D3DEXECUTEBUFFERDESC *lpDesc) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc); return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::Lock * * Locks the buffer, so the app can write into it. * * Params: * Desc: Pointer to return the buffer description. This Description contains * a pointer to the buffer data. * * Returns: * This implementation always returns D3D_OK * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *lpDesc) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); DWORD dwSize; TRACE("(%p)->(%p)\n", This, lpDesc); dwSize = lpDesc->dwSize; memset(lpDesc, 0, dwSize); memcpy(lpDesc, &This->desc, dwSize); if (TRACE_ON(d3d7)) { TRACE(" Returning description :\n"); _dump_D3DEXECUTEBUFFERDESC(lpDesc); } return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::Unlock * * Unlocks the buffer. We don't have anything to do here * * Returns: * This implementation always returns D3D_OK * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p)->() no-op...\n", This); return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::SetExecuteData * * Sets the execute data. This data is used to describe the buffer's content * * Params: * Data: Pointer to a D3DEXECUTEDATA structure containing the data to * assign * * Returns: * D3D_OK on success * DDERR_OUTOFMEMORY if the vertex buffer allocation failed * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *lpData) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); DWORD nbvert; TRACE("(%p)->(%p)\n", This, lpData); memcpy(&This->data, lpData, lpData->dwSize); /* Get the number of vertices in the execute buffer */ nbvert = This->data.dwVertexCount; /* Prepares the transformed vertex buffer */ HeapFree(GetProcessHeap(), 0, This->vertex_data); This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX)); if (TRACE_ON(d3d7)) { _dump_executedata(lpData); } return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::GetExecuteData * * Returns the data in the execute buffer * * Params: * Data: Pointer to a D3DEXECUTEDATA structure used to return data * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *lpData) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); DWORD dwSize; TRACE("(%p)->(%p): stub!\n", This, lpData); dwSize = lpData->dwSize; memset(lpData, 0, dwSize); memcpy(lpData, &This->data, dwSize); if (TRACE_ON(d3d7)) { TRACE("Returning data :\n"); _dump_executedata(lpData); } return DD_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::Validate * * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not * currently implemented" * * Params: * ? * * Returns: * DDERR_UNSUPPORTED, because it's not implemented in Windows. * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface, DWORD *Offset, LPD3DVALIDATECALLBACK Func, void *UserArg, DWORD Reserved) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved); return DDERR_UNSUPPORTED; /* Unchecked */ } /***************************************************************************** * IDirect3DExecuteBuffer::Optimize * * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not * currently supported" * * Params: * Dummy: Seems to be an unused dummy ;) * * Returns: * DDERR_UNSUPPORTED, because it's not implemented in Windows. * *****************************************************************************/ static HRESULT WINAPI IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface, DWORD Dummy) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy); return DDERR_UNSUPPORTED; /* Unchecked */ } const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl = { IDirect3DExecuteBufferImpl_QueryInterface, IDirect3DExecuteBufferImpl_AddRef, IDirect3DExecuteBufferImpl_Release, IDirect3DExecuteBufferImpl_Initialize, IDirect3DExecuteBufferImpl_Lock, IDirect3DExecuteBufferImpl_Unlock, IDirect3DExecuteBufferImpl_SetExecuteData, IDirect3DExecuteBufferImpl_GetExecuteData, IDirect3DExecuteBufferImpl_Validate, IDirect3DExecuteBufferImpl_Optimize, };