724 lines
24 KiB
C
724 lines
24 KiB
C
/* Direct3D ExecuteBuffer
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* Copyright (c) 1998-2004 Lionel ULMER
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* Copyright (c) 2002-2004 Christian Costa
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*
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* This file contains the implementation of Direct3DExecuteBuffer.
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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 <stdarg.h>
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#include <string.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "objbase.h"
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#include "wingdi.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "wine/debug.h"
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#include "d3d_private.h"
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#include "opengl_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom);
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static void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
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}
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static void _dump_executedata(LPD3DEXECUTEDATA lpData) {
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DPRINTF("dwSize : %ld\n", lpData->dwSize);
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DPRINTF("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
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DPRINTF("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
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DPRINTF("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
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_dump_d3dstatus(&(lpData->dsStatus));
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}
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static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) {
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DPRINTF("dwSize : %ld\n", lpDesc->dwSize);
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DPRINTF("dwFlags : %lx\n", lpDesc->dwFlags);
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DPRINTF("dwCaps : %lx\n", lpDesc->dwCaps);
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DPRINTF("dwBufferSize : %ld\n", lpDesc->dwBufferSize);
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DPRINTF("lpData : %p\n", lpDesc->lpData);
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}
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static void execute(IDirect3DExecuteBufferImpl *This,
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IDirect3DDeviceImpl *lpDevice,
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IDirect3DViewportImpl *lpViewport)
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{
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/* DWORD bs = This->desc.dwBufferSize; */
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DWORD vs = This->data.dwVertexOffset;
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/* DWORD vc = This->data.dwVertexCount; */
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DWORD is = This->data.dwInstructionOffset;
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/* DWORD il = This->data.dwInstructionLength; */
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char *instr = (char *)This->desc.lpData + is;
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/* Should check if the viewport was added or not to the device */
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/* Activate the viewport */
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lpViewport->active_device = lpDevice;
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lpViewport->activate(lpViewport);
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TRACE("ExecuteData :\n");
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if (TRACE_ON(ddraw))
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_dump_executedata(&(This->data));
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while (1) {
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LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
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BYTE size;
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WORD count;
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count = current->wCount;
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size = current->bSize;
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instr += sizeof(D3DINSTRUCTION);
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switch (current->bOpcode) {
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case D3DOP_POINT: {
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WARN("POINT-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_LINE: {
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WARN("LINE-s (%d)\n", count);
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instr += count * size;
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} break;
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case D3DOP_TRIANGLE: {
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int i;
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D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data;
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TRACE("TRIANGLE (%d)\n", count);
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if (count*3>This->nb_indices) {
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This->nb_indices = count * 3;
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HeapFree(GetProcessHeap(),0,This->indices);
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This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
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}
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for (i = 0; i < count; i++) {
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LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
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TRACE_(ddraw_geom)(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
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TRACE_(ddraw_geom)(" Flags : ");
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if (TRACE_ON(ddraw)) {
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/* Wireframe */
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
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TRACE_(ddraw_geom)("EDGEENABLE1 ");
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
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TRACE_(ddraw_geom)("EDGEENABLE2 ");
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if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
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TRACE_(ddraw_geom)("EDGEENABLE3 ");
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/* Strips / Fans */
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if (ci->wFlags == D3DTRIFLAG_EVEN)
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TRACE_(ddraw_geom)("EVEN ");
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if (ci->wFlags == D3DTRIFLAG_ODD)
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TRACE_(ddraw_geom)("ODD ");
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if (ci->wFlags == D3DTRIFLAG_START)
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TRACE_(ddraw_geom)("START ");
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if ((ci->wFlags > 0) && (ci->wFlags < 30))
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TRACE_(ddraw_geom)("STARTFLAT(%d) ", ci->wFlags);
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TRACE_(ddraw_geom)("\n");
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}
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This->indices[(i * 3) ] = ci->u1.v1;
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This->indices[(i * 3) + 1] = ci->u2.v2;
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This->indices[(i * 3) + 2] = ci->u3.v3;
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instr += size;
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}
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IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice,IDirect3DDevice7),
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D3DPT_TRIANGLELIST,D3DFVF_TLVERTEX,tl_vx,0,This->indices,count*3,0);
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} break;
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case D3DOP_MATRIXLOAD:
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WARN("MATRIXLOAD-s (%d)\n", count);
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instr += count * size;
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break;
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case D3DOP_MATRIXMULTIPLY: {
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int i;
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TRACE("MATRIXMULTIPLY (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
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LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
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LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
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LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
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TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
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ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
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multiply_matrix(a,c,b);
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instr += size;
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}
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} break;
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case D3DOP_STATETRANSFORM: {
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int i;
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TRACE("STATETRANSFORM (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
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ci->u1.drstRenderStateType, (LPD3DMATRIX)ci->u2.dwArg[0]);
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instr += size;
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}
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} break;
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case D3DOP_STATELIGHT: {
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int i;
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TRACE("STATELIGHT (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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TRACE("(%08x,%08lx)\n",ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
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if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
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ERR("Unexpected Light State Type\n");
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else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
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IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0];
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if (mat != NULL) {
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mat->activate(mat);
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} else {
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FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
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}
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}
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else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
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switch (ci->u2.dwArg[0]) {
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case D3DCOLOR_MONO:
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ERR("DDCOLOR_MONO should not happen!\n");
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break;
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case D3DCOLOR_RGB:
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/* We are already in this mode */
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break;
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default:
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ERR("Unknown color model!\n");
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}
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} else {
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D3DRENDERSTATETYPE rs = 0;
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switch (ci->u1.dlstLightStateType) {
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case D3DLIGHTSTATE_AMBIENT: /* 2 */
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rs = D3DRENDERSTATE_AMBIENT;
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break;
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case D3DLIGHTSTATE_FOGMODE: /* 4 */
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rs = D3DRENDERSTATE_FOGVERTEXMODE;
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break;
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case D3DLIGHTSTATE_FOGSTART: /* 5 */
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rs = D3DRENDERSTATE_FOGSTART;
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break;
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case D3DLIGHTSTATE_FOGEND: /* 6 */
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rs = D3DRENDERSTATE_FOGEND;
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break;
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case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
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rs = D3DRENDERSTATE_FOGDENSITY;
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break;
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case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
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rs = D3DRENDERSTATE_COLORVERTEX;
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break;
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default:
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break;
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}
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IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
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rs,ci->u2.dwArg[0]);
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}
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instr += size;
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}
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} break;
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case D3DOP_STATERENDER: {
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int i;
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TRACE("STATERENDER (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
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ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
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instr += size;
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}
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} break;
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case D3DOP_PROCESSVERTICES: {
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int i;
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TRACE("PROCESSVERTICES (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
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TRACE(" Start : %d Dest : %d Count : %ld\n",
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ci->wStart, ci->wDest, ci->dwCount);
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TRACE(" Flags : ");
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if (TRACE_ON(ddraw)) {
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if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
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TRACE("COPY ");
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if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
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TRACE("NOCOLOR ");
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if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
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TRACE("OPMASK ");
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if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
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TRACE("TRANSFORM ");
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if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
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TRACE("TRANSFORMLIGHT ");
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if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
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TRACE("UPDATEEXTENTS ");
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TRACE("\n");
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}
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/* This is where doing Direct3D on top on OpenGL is quite difficult.
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This method transforms a set of vertices using the CURRENT state
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(lighting, projection, ...) but does not rasterize them.
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They will only be put on screen later (with the POINT / LINE and
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TRIANGLE op-codes). The problem is that you can have a triangle
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with each point having been transformed using another state...
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In this implementation, I will emulate only ONE thing : each
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vertex can have its own "WORLD" transformation (this is used in the
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TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
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execute buffer use the same state.
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If I find applications that change other states, I will try to do a
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more 'fine-tuned' state emulation (but I may become quite tricky if
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it changes a light position in the middle of a triangle).
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In this case, a 'direct' approach (i.e. without using OpenGL, but
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writing our own 3D rasterizer) would be easier. */
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/* The current method (with the hypothesis that only the WORLD matrix
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will change between two points) is like this :
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- I transform 'manually' all the vertices with the current WORLD
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matrix and store them in the vertex buffer
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- during the rasterization phase, the WORLD matrix will be set to
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the Identity matrix */
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/* Enough for the moment */
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if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
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unsigned int nb;
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D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
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D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
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D3DMATRIX *mat2 = lpDevice->world_mat;
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D3DMATRIX mat;
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D3DVALUE nx,ny,nz;
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D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
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if (TRACE_ON(ddraw)) {
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TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
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dump_D3DMATRIX(lpDevice->proj_mat);
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TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
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dump_D3DMATRIX(lpDevice->view_mat);
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TRACE(" World Matrix : (%p)\n", lpDevice->world_mat);
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dump_D3DMATRIX(lpDevice->world_mat);
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}
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multiply_matrix(&mat,lpDevice->view_mat,lpDevice->world_mat);
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multiply_matrix(&mat,lpDevice->proj_mat,&mat);
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for (nb = 0; nb < ci->dwCount; nb++) {
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/* Normals transformation */
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nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
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ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
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nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
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/* No lighting yet */
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dst->u5.color = 0xFFFFFFFF; /* Opaque white */
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dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
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dst->u7.tu = src->u7.tu;
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dst->u8.tv = src->u8.tv;
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/* Now, the matrix multiplication */
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
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dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
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dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
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dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dwWidth / 2
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+ Viewport->dwX + Viewport->dwWidth / 2;
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dst->u2.sy = dst->u2.sy / dst->u4.rhw * Viewport->dwHeight / 2
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+ Viewport->dwY + Viewport->dwHeight / 2;
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dst->u3.sz /= dst->u4.rhw;
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dst->u4.rhw = 1 / dst->u4.rhw;
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src++;
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dst++;
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}
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} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
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unsigned int nb;
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D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
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D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
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D3DMATRIX mat;
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D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
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if (TRACE_ON(ddraw)) {
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TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
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dump_D3DMATRIX(lpDevice->proj_mat);
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TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
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dump_D3DMATRIX(lpDevice->view_mat);
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TRACE(" World Matrix : (%p)\n", &mat);
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dump_D3DMATRIX(&mat);
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}
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multiply_matrix(&mat,lpDevice->view_mat,lpDevice->world_mat);
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multiply_matrix(&mat,lpDevice->proj_mat,&mat);
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for (nb = 0; nb < ci->dwCount; nb++) {
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dst->u5.color = src->u4.color;
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dst->u6.specular = src->u5.specular;
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dst->u7.tu = src->u6.tu;
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dst->u8.tv = src->u7.tv;
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/* Now, the matrix multiplication */
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dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
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dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
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dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
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dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
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dst->u1.sx /= dst->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX;
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dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY;
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dst->u3.sz /= dst->u4.rhw;
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dst->u4.rhw = 1 / dst->u4.rhw;
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src++;
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dst++;
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}
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} else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
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D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
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D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
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memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
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} else {
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ERR("Unhandled vertex processing !\n");
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}
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instr += size;
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}
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} break;
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case D3DOP_TEXTURELOAD: {
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WARN("TEXTURELOAD-s (%d)\n", count);
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instr += count * size;
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|
} 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);
|
|
ULONG ref = InterlockedIncrement(&This->ref);
|
|
|
|
FIXME("(%p/%p)->()incrementing from %lu.\n", This, iface, ref - 1);
|
|
|
|
return ref;
|
|
}
|
|
|
|
ULONG WINAPI
|
|
Main_IDirect3DExecuteBufferImpl_1_Release(LPDIRECT3DEXECUTEBUFFER iface)
|
|
{
|
|
ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
|
|
ULONG ref = InterlockedDecrement(&This->ref);
|
|
|
|
TRACE("(%p/%p)->()decrementing from %lu.\n", This, iface, ref + 1);
|
|
|
|
if (!ref) {
|
|
if ((This->desc.lpData != NULL) && This->need_free)
|
|
HeapFree(GetProcessHeap(),0,This->desc.lpData);
|
|
HeapFree(GetProcessHeap(),0,This->vertex_data);
|
|
HeapFree(GetProcessHeap(),0,This->indices);
|
|
HeapFree(GetProcessHeap(),0,This);
|
|
return 0;
|
|
}
|
|
|
|
return 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 */
|
|
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
|
|
|
|
static const IDirect3DExecuteBufferVtbl VTABLE_IDirect3DExecuteBuffer =
|
|
{
|
|
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;
|
|
}
|