Sweden-Number/dlls/wined3d/vertexdeclaration.c

285 lines
10 KiB
C

/*
* vertex declaration implementation
*
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* 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 "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
TRACE(" format: %s (%#x)\n", debug_d3dformat(element->format), element->format);
TRACE(" input_slot: %u\n", element->input_slot);
TRACE(" offset: %u\n", element->offset);
TRACE("output_slot: %u\n", element->output_slot);
TRACE(" method: %s (%#x)\n", debug_d3ddeclmethod(element->method), element->method);
TRACE(" usage: %s (%#x)\n", debug_d3ddeclusage(element->usage), element->usage);
TRACE(" usage_idx: %u\n", element->usage_idx);
}
/* *******************************************
IWineD3DVertexDeclaration IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}
static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
/* See comment in PixelShader::Release */
IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
}
HeapFree(GetProcessHeap(), 0, This->elements);
This->parent_ops->wined3d_object_destroyed(This->parent);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* *******************************************
IWineD3DVertexDeclaration parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
*parent= This->parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
IWineD3DDevice_AddRef(*ppDevice);
return WINED3D_OK;
}
static BOOL declaration_element_valid_ffp(const WINED3DVERTEXELEMENT *element)
{
switch(element->usage)
{
case WINED3DDECLUSAGE_POSITION:
case WINED3DDECLUSAGE_POSITIONT:
switch(element->format)
{
case WINED3DFMT_R32G32_FLOAT:
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
case WINED3DFMT_R16G16_SINT:
case WINED3DFMT_R16G16B16A16_SINT:
case WINED3DFMT_R16G16_FLOAT:
case WINED3DFMT_R16G16B16A16_FLOAT:
return TRUE;
default:
return FALSE;
}
case WINED3DDECLUSAGE_BLENDWEIGHT:
switch(element->format)
{
case WINED3DFMT_R32_FLOAT:
case WINED3DFMT_R32G32_FLOAT:
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
case WINED3DFMT_A8R8G8B8:
case WINED3DFMT_R8G8B8A8_UINT:
case WINED3DFMT_R16G16_SINT:
case WINED3DFMT_R16G16B16A16_SINT:
case WINED3DFMT_R16G16_FLOAT:
case WINED3DFMT_R16G16B16A16_FLOAT:
return TRUE;
default:
return FALSE;
}
case WINED3DDECLUSAGE_NORMAL:
switch(element->format)
{
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
case WINED3DFMT_R16G16B16A16_SINT:
case WINED3DFMT_R16G16B16A16_FLOAT:
return TRUE;
default:
return FALSE;
}
case WINED3DDECLUSAGE_TEXCOORD:
switch(element->format)
{
case WINED3DFMT_R32_FLOAT:
case WINED3DFMT_R32G32_FLOAT:
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
case WINED3DFMT_R16G16_SINT:
case WINED3DFMT_R16G16B16A16_SINT:
case WINED3DFMT_R16G16_FLOAT:
case WINED3DFMT_R16G16B16A16_FLOAT:
return TRUE;
default:
return FALSE;
}
case WINED3DDECLUSAGE_COLOR:
switch(element->format)
{
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
case WINED3DFMT_A8R8G8B8:
case WINED3DFMT_R8G8B8A8_UINT:
case WINED3DFMT_R16G16B16A16_SINT:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R16G16B16A16_SNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
case WINED3DFMT_R16G16B16A16_FLOAT:
return TRUE;
default:
return FALSE;
}
default:
return FALSE;
}
}
static const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
{
/* IUnknown */
IWineD3DVertexDeclarationImpl_QueryInterface,
IWineD3DVertexDeclarationImpl_AddRef,
IWineD3DVertexDeclarationImpl_Release,
/* IWineD3DVertexDeclaration */
IWineD3DVertexDeclarationImpl_GetParent,
IWineD3DVertexDeclarationImpl_GetDevice,
};
HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
const WINED3DVERTEXELEMENT *elements, UINT element_count,
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
WORD preloaded = 0; /* MAX_STREAMS, 16 */
unsigned int i;
if (TRACE_ON(d3d_decl))
{
for (i = 0; i < element_count; ++i)
{
dump_wined3dvertexelement(elements + i);
}
}
declaration->lpVtbl = &IWineD3DVertexDeclaration_Vtbl;
declaration->ref = 1;
declaration->parent = parent;
declaration->parent_ops = parent_ops;
declaration->wineD3DDevice = device;
declaration->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*declaration->elements) * element_count);
if (!declaration->elements)
{
ERR("Failed to allocate elements memory.\n");
return E_OUTOFMEMORY;
}
declaration->element_count = element_count;
/* Do some static analysis on the elements to make reading the
* declaration more comfortable for the drawing code. */
for (i = 0; i < element_count; ++i)
{
struct wined3d_vertex_declaration_element *e = &declaration->elements[i];
e->format_desc = getFormatDescEntry(elements[i].format, gl_info);
e->ffp_valid = declaration_element_valid_ffp(&elements[i]);
e->input_slot = elements[i].input_slot;
e->offset = elements[i].offset;
e->output_slot = elements[i].output_slot;
e->method = elements[i].method;
e->usage = elements[i].usage;
e->usage_idx = elements[i].usage_idx;
if (e->usage == WINED3DDECLUSAGE_POSITIONT) declaration->position_transformed = TRUE;
/* Find the streams used in the declaration. The vertex buffers have
* to be loaded when drawing, but filter tesselation pseudo streams. */
if (e->input_slot >= MAX_STREAMS) continue;
if (!e->format_desc->gl_vtx_format)
{
FIXME("The application tries to use an unsupported format (%s), returning E_FAIL.\n",
debug_d3dformat(elements[i].format));
HeapFree(GetProcessHeap(), 0, declaration->elements);
return E_FAIL;
}
if (e->offset & 0x3)
{
WARN("Declaration element %u is not 4 byte aligned(%u), returning E_FAIL.\n", i, e->offset);
HeapFree(GetProcessHeap(), 0, declaration->elements);
return E_FAIL;
}
if (!(preloaded & (1 << e->input_slot)))
{
declaration->streams[declaration->num_streams] = e->input_slot;
++declaration->num_streams;
preloaded |= 1 << e->input_slot;
}
if (elements[i].format == WINED3DFMT_R16G16_FLOAT || elements[i].format == WINED3DFMT_R16G16B16A16_FLOAT)
{
if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]) declaration->half_float_conv_needed = TRUE;
}
}
return WINED3D_OK;
}