Sweden-Number/dlls/ddraw/d3dexecutebuffer.c

717 lines
24 KiB
C

/* 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 <stdarg.h>
#include <string.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "objbase.h"
#include "wingdi.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "d3d_private.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom);
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_(ddraw_geom)(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
TRACE_(ddraw_geom)(" Flags : ");
if (TRACE_ON(ddraw)) {
/* Wireframe */
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE_(ddraw_geom)("EDGEENABLE1 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
TRACE_(ddraw_geom)("EDGEENABLE2 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE_(ddraw_geom)("EDGEENABLE3 ");
/* Strips / Fans */
if (ci->wFlags == D3DTRIFLAG_EVEN)
TRACE_(ddraw_geom)("EVEN ");
if (ci->wFlags == D3DTRIFLAG_ODD)
TRACE_(ddraw_geom)("ODD ");
if (ci->wFlags == D3DTRIFLAG_START)
TRACE_(ddraw_geom)("START ");
if ((ci->wFlags > 0) && (ci->wFlags < 30))
TRACE_(ddraw_geom)("STARTFLAT(%d) ", ci->wFlags);
TRACE_(ddraw_geom)("\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 {
FIXME(" 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;
}