158 lines
6.2 KiB
C
158 lines
6.2 KiB
C
/*
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* vertex declaration implementation
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*
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
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/**
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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*
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* Exploring D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
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*
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* Using Vertex Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
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*
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* Dx9 New
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
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*
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* Dx9 Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
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*
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* Dx9 D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
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*
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* FVF
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
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*
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* NVIDIA: DX8 Vertex Shader to NV Vertex Program
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* http://developer.nvidia.com/view.asp?IO=vstovp
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*
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* NVIDIA: Memory Management with VAR
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* http://developer.nvidia.com/view.asp?IO=var_memory_management
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*/
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/** Vertex Shader Declaration 8 data types tokens */
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#if 0
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#define MAX_VSHADER_DECL_TYPES 8
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static CONST char* VertexShader8_DeclDataTypes[] = {
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"D3DVSDT_FLOAT1",
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"D3DVSDT_FLOAT2",
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"D3DVSDT_FLOAT3",
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"D3DVSDT_FLOAT4",
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"D3DVSDT_D3DCOLOR",
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"D3DVSDT_UBYTE4",
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"D3DVSDT_SHORT2",
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"D3DVSDT_SHORT4",
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NULL
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};
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#endif
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/* *******************************************
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IWineD3DVertexDeclaration IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %ld\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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HeapFree(GetProcessHeap(), 0, This->pDeclaration8);
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HeapFree(GetProcessHeap(), 0, This->pDeclaration9);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* *******************************************
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IWineD3DVertexDeclaration parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
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*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
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IWineD3DDevice_AddRef(*ppDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration8(IWineD3DVertexDeclaration* iface, DWORD* pData, DWORD* pSizeOfData) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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if (NULL == pData) {
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*pSizeOfData = This->declaration8Length;
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return D3D_OK;
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}
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if (*pSizeOfData < This->declaration8Length) {
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*pSizeOfData = This->declaration8Length;
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return D3DERR_MOREDATA;
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}
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TRACE("(%p) : GetVertexDeclaration8 copying to %p\n", This, pData);
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memcpy(pData, This->pDeclaration8, This->declaration8Length);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration9(IWineD3DVertexDeclaration* iface, D3DVERTEXELEMENT9* pData, UINT* pNumElements) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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if (NULL == pData) {
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*pNumElements = This->declaration9NumElements;
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return D3D_OK;
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}
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if (*pNumElements < This->declaration9NumElements) {
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*pNumElements = This->declaration9NumElements;
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return D3DERR_MOREDATA;
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}
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TRACE("(%p) : GetVertexDeclaration9 copying to %p\n", This, pData);
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memcpy(pData, This->pDeclaration9, This->declaration9NumElements);
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return D3D_OK;
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}
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IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
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{
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IWineD3DVertexDeclarationImpl_QueryInterface,
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IWineD3DVertexDeclarationImpl_AddRef,
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IWineD3DVertexDeclarationImpl_Release,
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IWineD3DVertexDeclarationImpl_GetDevice,
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IWineD3DVertexDeclarationImpl_GetDeclaration8,
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IWineD3DVertexDeclarationImpl_GetDeclaration9
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};
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