190 lines
7.7 KiB
C
190 lines
7.7 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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* Copyright 2005 Oliver Stieber
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, 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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static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
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TRACE(" Stream: %d\n", element->Stream);
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TRACE(" Offset: %d\n", element->Offset);
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TRACE(" Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type);
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TRACE(" Method: %s (%#x)\n", debug_d3ddeclmethod(element->Method), element->Method);
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TRACE(" Usage: %s (%#x)\n", debug_d3ddeclusage(element->Usage), element->Usage);
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TRACE("Usage index: %d\n", element->UsageIndex);
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TRACE(" Register: %d\n", element->Reg);
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}
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/* *******************************************
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IWineD3DVertexDeclaration IUnknown parts follow
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******************************************* */
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static 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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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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static 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 %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
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/* See comment in PixelShader::Release */
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IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
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}
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HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
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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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static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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*parent= This->parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return WINED3D_OK;
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}
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static 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 WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface,
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WINED3DVERTEXELEMENT *elements, size_t *element_count) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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HRESULT hr = WINED3D_OK;
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TRACE("(%p) : d3d version %d, elements %p, element_count %p\n",
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This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count);
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*element_count = This->declarationWNumElements;
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if (elements) {
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CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT));
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface,
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const WINED3DVERTEXELEMENT *elements, size_t element_count) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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HRESULT hr = WINED3D_OK;
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TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
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if (TRACE_ON(d3d_decl)) {
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int i;
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for (i = 0; i < element_count; ++i) {
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dump_wined3dvertexelement(elements+i);
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}
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}
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This->declarationWNumElements = element_count;
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This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count);
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if (!This->pDeclarationWine) {
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ERR("Memory allocation failed\n");
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hr = WINED3DERR_OUTOFVIDEOMEMORY;
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} else {
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CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count);
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}
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TRACE("Returning\n");
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return hr;
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}
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const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
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{
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/* IUnknown */
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IWineD3DVertexDeclarationImpl_QueryInterface,
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IWineD3DVertexDeclarationImpl_AddRef,
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IWineD3DVertexDeclarationImpl_Release,
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/* IWineD3DVertexDeclaration */
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IWineD3DVertexDeclarationImpl_GetParent,
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IWineD3DVertexDeclarationImpl_GetDevice,
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IWineD3DVertexDeclarationImpl_GetDeclaration,
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IWineD3DVertexDeclarationImpl_SetDeclaration
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};
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