/* * IDirect3DVertexDeclaration8 implementation * * Copyright 2007 Henri Verbeet * * 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 */ /* IDirect3DVertexDeclaration8 is internal to our implementation. * It's not visible in the API. */ #include "config.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); /* IUnknown */ static HRESULT WINAPI IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8 *iface, REFIID riid, void **obj_ptr) { TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj_ptr); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DVertexDeclaration8)) { IUnknown_AddRef(iface); *obj_ptr = iface; return S_OK; } *obj_ptr = NULL; return E_NOINTERFACE; } static ULONG WINAPI IDirect3DVertexDeclaration8Impl_AddRef(IDirect3DVertexDeclaration8 *iface) { IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface; ULONG ref_count = InterlockedIncrement(&This->ref_count); TRACE("%p increasing refcount to %u.\n", iface, ref_count); if (ref_count == 1) { wined3d_mutex_lock(); IWineD3DVertexDeclaration_AddRef(This->wined3d_vertex_declaration); wined3d_mutex_unlock(); } return ref_count; } static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8 *iface) { IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface; ULONG ref_count = InterlockedDecrement(&This->ref_count); TRACE("%p decreasing refcount to %u.\n", iface, ref_count); if (!ref_count) { wined3d_mutex_lock(); IWineD3DVertexDeclaration_Release(This->wined3d_vertex_declaration); wined3d_mutex_unlock(); } return ref_count; } static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type) { switch (d3dvsdt_type) { #define D3DVSDT_TYPE_TO_STR(u) case u: return #u D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1); D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2); D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3); D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4); D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR); D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4); D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2); D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4); #undef D3DVSDT_TYPE_TO_STR default: FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type); return "unrecognized"; } } static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register) { switch (d3dvsde_register) { #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION); D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT); D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES); D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL); D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE); D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE); D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6); D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7); D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2); D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2); #undef D3DVSDE_REGISTER_TO_STR default: FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register); return "unrecognized"; } } size_t parse_token(const DWORD* pToken) { const DWORD token = *pToken; size_t tokenlen = 1; switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */ case D3DVSD_TOKEN_NOP: TRACE(" 0x%08x NOP()\n", token); break; case D3DVSD_TOKEN_STREAM: if (token & D3DVSD_STREAMTESSMASK) { TRACE(" 0x%08x STREAM_TESS()\n", token); } else { TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT)); } break; case D3DVSD_TOKEN_STREAMDATA: if (token & 0x10000000) { TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT)); } else { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type)); } break; case D3DVSD_TOKEN_TESSELLATOR: if (token & 0x10000000) { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type)); } else { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT); TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin), debug_d3dvsde_register(regout), debug_d3dvsdt_type(type)); } break; case D3DVSD_TOKEN_CONSTMEM: { DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); tokenlen = (4 * count) + 1; } break; case D3DVSD_TOKEN_EXT: { DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT); TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo); /* todo ... print extension */ tokenlen = count + 1; } break; case D3DVSD_TOKEN_END: TRACE(" 0x%08x END()\n", token); break; default: TRACE(" 0x%08x UNKNOWN\n", token); /* argg error */ } return tokenlen; } void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader) { const DWORD *token = d3d8_elements; while (*token != D3DVSD_END()) { if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM) { DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT); HRESULT hr; if (TRACE_ON(d3d8)) { DWORD i; for (i = 0; i < count; ++i) { TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n", constant_idx, *(const float *)(token + i * 4 + 1), *(const float *)(token + i * 4 + 2), *(const float *)(token + i * 4 + 3), *(const float *)(token + i * 4 + 4)); } } hr = IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader, constant_idx, (const float *)token+1, count); if (FAILED(hr)) ERR("Failed setting shader constants\n"); } token += parse_token(token); } } /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */ static const size_t wined3d_type_sizes[] = { /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float), /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float), /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float), /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float), /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE), /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE), /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int), /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int), /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE), /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int), /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int), /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int), /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int), /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int), /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int), /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int), /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int) }; static const WINED3DFORMAT wined3d_format_lookup[] = { /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT, /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT, /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT, /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT, /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM, /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT, /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT, /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT, /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM, /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM, /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM, /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM, /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM, /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT, /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM, /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT, /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT, }; typedef struct { BYTE usage; BYTE usage_idx; } wined3d_usage_t; static const wined3d_usage_t wined3d_usage_lookup[] = { /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION, 0}, /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT, 0}, /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0}, /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL, 0}, /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE, 0}, /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR, 0}, /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR, 1}, /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD, 0}, /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD, 1}, /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD, 2}, /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD, 3}, /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD, 4}, /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD, 5}, /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD, 6}, /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD, 7}, /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION, 1}, /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL, 1}, }; /* TODO: find out where rhw (or positionT) is for declaration8 */ static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size, WINED3DVERTEXELEMENT **wined3d_elements) { const DWORD *token = d3d8_elements; WINED3DVERTEXELEMENT *element; D3DVSD_TOKENTYPE token_type; unsigned int element_count = 0; DWORD stream = 0; int offset = 0; TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements); /* 128 should be enough for anyone... */ *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT)); while (D3DVSD_END() != *token) { token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK)) { stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT); offset = 0; } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) { DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE("Adding element %d:\n", element_count); element = *wined3d_elements + element_count++; element->format = wined3d_format_lookup[type]; element->input_slot = stream; element->offset = offset; element->output_slot = reg; element->method = WINED3DDECLMETHOD_DEFAULT; element->usage = wined3d_usage_lookup[reg].usage; element->usage_idx = wined3d_usage_lookup[reg].usage_idx; offset += wined3d_type_sizes[type]; } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) { TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT)); offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT); } if (element_count >= 127) { ERR("More than 127 elements?\n"); break; } token += parse_token(token); } *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD); return element_count; } static const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl = { IDirect3DVertexDeclaration8Impl_QueryInterface, IDirect3DVertexDeclaration8Impl_AddRef, IDirect3DVertexDeclaration8Impl_Release }; static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent) { IDirect3DVertexDeclaration8Impl *declaration = parent; HeapFree(GetProcessHeap(), 0, declaration->elements); HeapFree(GetProcessHeap(), 0, declaration); } static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops = { d3d8_vertexdeclaration_wined3d_object_destroyed, }; HRESULT vertexdeclaration_init(IDirect3DVertexDeclaration8Impl *declaration, IDirect3DDevice8Impl *device, const DWORD *elements, DWORD shader_handle) { WINED3DVERTEXELEMENT *wined3d_elements; UINT wined3d_element_count; HRESULT hr; declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl; declaration->ref_count = 1; declaration->shader_handle = shader_handle; wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements); declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size); if (!declaration->elements) { ERR("Failed to allocate vertex declaration elements memory.\n"); HeapFree(GetProcessHeap(), 0, wined3d_elements); return E_OUTOFMEMORY; } memcpy(declaration->elements, elements, declaration->elements_size); wined3d_mutex_lock(); hr = IWineD3DDevice_CreateVertexDeclaration(device->WineD3DDevice, &declaration->wined3d_vertex_declaration, (IUnknown *)declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, wined3d_elements, wined3d_element_count); wined3d_mutex_unlock(); HeapFree(GetProcessHeap(), 0, wined3d_elements); if (FAILED(hr)) { WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, declaration->elements); return hr; } return D3D_OK; } HRESULT vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl *declaration, IDirect3DDevice8Impl *device, DWORD fvf) { HRESULT hr; declaration->ref_count = 1; declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl; declaration->elements = NULL; declaration->elements_size = 0; declaration->shader_handle = fvf; hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(device->WineD3DDevice, &declaration->wined3d_vertex_declaration, (IUnknown *)declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, fvf); if (FAILED(hr)) { WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr); return hr; } return D3D_OK; }