/* Direct3D ExecuteBuffer * Copyright (c) 1998 Lionel ULMER * * This file contains the implementation of Direct3DExecuteBuffer. * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winerror.h" #include "objbase.h" #include "ddraw.h" #include "d3d.h" #include "wine/debug.h" #include "d3d_private.h" #include "mesa_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); static void _dump_d3dstatus(LPD3DSTATUS lpStatus) { } static void _dump_executedata(LPD3DEXECUTEDATA lpData) { DPRINTF("dwSize : %ld\n", lpData->dwSize); DPRINTF("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount); DPRINTF("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); DPRINTF("HVertex Offset : %ld\n", lpData->dwHVertexOffset); _dump_d3dstatus(&(lpData->dsStatus)); } static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) { } static void 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); TRACE("ExecuteData : \n"); if (TRACE_ON(ddraw)) _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; if (This->indices) 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(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3); TRACE(" Flags : "); if (TRACE_ON(ddraw)) { /* Wireframe */ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) TRACE("EDGEENABLE1 "); if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) TRACE("EDGEENABLE2 "); if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) TRACE("EDGEENABLE3 "); /* Strips / Fans */ if (ci->wFlags == D3DTRIFLAG_EVEN) TRACE("EVEN "); if (ci->wFlags == D3DTRIFLAG_ODD) TRACE("ODD "); if (ci->wFlags == D3DTRIFLAG_START) TRACE("START "); if ((ci->wFlags > 0) && (ci->wFlags < 30)) TRACE("STARTFLAT(%d) ", ci->wFlags); TRACE("\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; } 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 = (LPD3DMATRIX) ci->hDestMatrix; LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1; LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2; TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n", ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2); 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; IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7), ci->u1.drstRenderStateType, (LPD3DMATRIX)ci->u2.dwArg[0]); 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,%08lx)\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 */) { IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0]; if (mat != NULL) { mat->activate(mat); } else { ERR(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n"); } } 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; IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7), ci->u1.drstRenderStateType, ci->u2.dwArg[0]); instr += size; } } break; case D3DOP_PROCESSVERTICES: { int i; TRACE("PROCESSVERTICES (%d)\n", count); for (i = 0; i < count; i++) { LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr; TRACE(" Start : %d Dest : %d Count : %ld\n", ci->wStart, ci->wDest, ci->dwCount); TRACE(" Flags : "); if (TRACE_ON(ddraw)) { 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) { int nb; D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest; D3DMATRIX *mat2 = lpDevice->world_mat; D3DMATRIX mat; D3DVALUE nx,ny,nz; D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1; if (TRACE_ON(ddraw)) { TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat); dump_D3DMATRIX(lpDevice->proj_mat); TRACE(" View Matrix : (%p)\n", lpDevice->view_mat); dump_D3DMATRIX(lpDevice->view_mat); TRACE(" World Matrix : (%p)\n", &mat); dump_D3DMATRIX(&mat); } multiply_matrix(&mat,lpDevice->view_mat,lpDevice->world_mat); multiply_matrix(&mat,lpDevice->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->dwWidth / 2 + Viewport->dwX + Viewport->dwWidth / 2; dst->u2.sy = dst->u2.sy / dst->u4.rhw * Viewport->dwHeight / 2 + 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) { 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(ddraw)) { TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat); dump_D3DMATRIX(lpDevice->proj_mat); TRACE(" View Matrix : (%p)\n", lpDevice->view_mat); dump_D3DMATRIX(lpDevice->view_mat); TRACE(" World Matrix : (%p)\n", &mat); dump_D3DMATRIX(&mat); } multiply_matrix(&mat,lpDevice->view_mat,lpDevice->world_mat); multiply_matrix(&mat,lpDevice->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->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX; dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY; 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 %ld\n", ci->dwOffset); instr = (char*)current + ci->dwOffset; break; } } else { if (ci->bNegate) { TRACE(" Branch to %ld\n", 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: ; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_QueryInterface(LPDIRECT3DEXECUTEBUFFER iface, REFIID riid, LPVOID* obp) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obp); *obp = NULL; if ( IsEqualGUID( &IID_IUnknown, riid ) ) { IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer)); *obp = iface; TRACE(" Creating IUnknown interface at %p.\n", *obp); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) { IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer)); *obp = ICOM_INTERFACE(This, IDirect3DExecuteBuffer); TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obp); return S_OK; } FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid)); return OLE_E_ENUM_NOMORE; } ULONG WINAPI Main_IDirect3DExecuteBufferImpl_1_AddRef(LPDIRECT3DEXECUTEBUFFER iface) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); FIXME("(%p/%p)->()incrementing from %lu.\n", This, iface, This->ref ); return ++(This->ref); } ULONG WINAPI Main_IDirect3DExecuteBufferImpl_1_Release(LPDIRECT3DEXECUTEBUFFER iface) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p/%p)->()decrementing from %lu.\n", This, iface, This->ref); if (!--(This->ref)) { if ((This->desc.lpData != NULL) && This->need_free) HeapFree(GetProcessHeap(),0,This->desc.lpData); if (This->vertex_data != NULL) HeapFree(GetProcessHeap(),0,This->vertex_data); if (This->indices != NULL) HeapFree(GetProcessHeap(),0,This->indices); HeapFree(GetProcessHeap(),0,This); return 0; } return This->ref; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_Initialize(LPDIRECT3DEXECUTEBUFFER iface, LPDIRECT3DDEVICE lpDirect3DDevice, LPD3DEXECUTEBUFFERDESC lpDesc) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p/%p)->(%p,%p) no-op....\n", This, iface, lpDirect3DDevice, lpDesc); return DD_OK; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_Lock(LPDIRECT3DEXECUTEBUFFER iface, LPD3DEXECUTEBUFFERDESC lpDesc) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); DWORD dwSize; TRACE("(%p/%p)->(%p)\n", This, iface, lpDesc); dwSize = lpDesc->dwSize; memset(lpDesc, 0, dwSize); memcpy(lpDesc, &This->desc, dwSize); if (TRACE_ON(ddraw)) { TRACE(" Returning description : \n"); _dump_D3DEXECUTEBUFFERDESC(lpDesc); } return DD_OK; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_Unlock(LPDIRECT3DEXECUTEBUFFER iface) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p/%p)->() no-op...\n", This, iface); return DD_OK; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface, LPD3DEXECUTEDATA lpData) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); DWORD nbvert; TRACE("(%p/%p)->(%p)\n", This, iface, 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 */ if (This->vertex_data != NULL) HeapFree(GetProcessHeap(), 0, This->vertex_data); This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX)); if (TRACE_ON(ddraw)) { _dump_executedata(lpData); } return DD_OK; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_GetExecuteData(LPDIRECT3DEXECUTEBUFFER iface, LPD3DEXECUTEDATA lpData) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); DWORD dwSize; TRACE("(%p/%p)->(%p): stub!\n", This, iface, lpData); dwSize = lpData->dwSize; memset(lpData, 0, dwSize); memcpy(lpData, &This->data, dwSize); if (TRACE_ON(ddraw)) { TRACE("Returning data : \n"); _dump_executedata(lpData); } return DD_OK; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_Validate(LPDIRECT3DEXECUTEBUFFER iface, LPDWORD lpdwOffset, LPD3DVALIDATECALLBACK lpFunc, LPVOID lpUserArg, DWORD dwReserved) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); FIXME("(%p/%p)->(%p,%p,%p,%08lx): stub!\n", This, iface, lpdwOffset, lpFunc, lpUserArg, dwReserved); return DD_OK; } HRESULT WINAPI Main_IDirect3DExecuteBufferImpl_1_Optimize(LPDIRECT3DEXECUTEBUFFER iface, DWORD dwDummy) { ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface); TRACE("(%p/%p)->(%08lx) no-op...\n", This, iface, dwDummy); return DD_OK; } #if !defined(__STRICT_ANSI__) && defined(__GNUC__) # define XCAST(fun) (typeof(VTABLE_IDirect3DExecuteBuffer.fun)) #else # define XCAST(fun) (void*) #endif ICOM_VTABLE(IDirect3DExecuteBuffer) VTABLE_IDirect3DExecuteBuffer = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE XCAST(QueryInterface) Main_IDirect3DExecuteBufferImpl_1_QueryInterface, XCAST(AddRef) Main_IDirect3DExecuteBufferImpl_1_AddRef, XCAST(Release) Main_IDirect3DExecuteBufferImpl_1_Release, XCAST(Initialize) Main_IDirect3DExecuteBufferImpl_1_Initialize, XCAST(Lock) Main_IDirect3DExecuteBufferImpl_1_Lock, XCAST(Unlock) Main_IDirect3DExecuteBufferImpl_1_Unlock, XCAST(SetExecuteData) Main_IDirect3DExecuteBufferImpl_1_SetExecuteData, XCAST(GetExecuteData) Main_IDirect3DExecuteBufferImpl_1_GetExecuteData, XCAST(Validate) Main_IDirect3DExecuteBufferImpl_1_Validate, XCAST(Optimize) Main_IDirect3DExecuteBufferImpl_1_Optimize, }; #if !defined(__STRICT_ANSI__) && defined(__GNUC__) #undef XCAST #endif HRESULT d3dexecutebuffer_create(IDirect3DExecuteBufferImpl **obj, IDirectDrawImpl *d3d, IDirect3DDeviceImpl *d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc) { IDirect3DExecuteBufferImpl* object; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DExecuteBufferImpl)); ICOM_INIT_INTERFACE(object, IDirect3DExecuteBuffer, VTABLE_IDirect3DExecuteBuffer); object->ref = 1; object->d3d = d3d; object->d3ddev = d3ddev; /* Initializes memory */ memcpy(&object->desc, lpDesc, lpDesc->dwSize); /* No buffer given */ if ((object->desc.dwFlags & D3DDEB_LPDATA) == 0) object->desc.lpData = NULL; /* No buffer size given */ if ((lpDesc->dwFlags & D3DDEB_BUFSIZE) == 0) object->desc.dwBufferSize = 0; /* Create buffer if asked */ if ((object->desc.lpData == NULL) && (object->desc.dwBufferSize > 0)) { object->need_free = TRUE; object->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,object->desc.dwBufferSize); } else { object->need_free = FALSE; } /* No vertices for the moment */ object->vertex_data = NULL; object->desc.dwFlags |= D3DDEB_LPDATA; object->execute = execute; object->indices = NULL; object->nb_indices = 0; *obj = object; TRACE(" creating implementation at %p.\n", *obj); return DD_OK; }