| /* |
| * IWineD3DDevice implementation |
| * |
| * Copyright 2002-2004 Jason Edmeades |
| * Copyright 2003-2004 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * |
| * 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 "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info |
| |
| /********************************************************** |
| * Global variable / Constants follow |
| **********************************************************/ |
| const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */ |
| |
| /********************************************************** |
| * Utility functions follow |
| **********************************************************/ |
| |
| /********************************************************** |
| * IWineD3DDevice implementation follows |
| **********************************************************/ |
| HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| *pParent = This->parent; |
| IUnknown_AddRef(This->parent); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage, |
| DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle, |
| IUnknown *parent) { |
| |
| IWineD3DVertexBufferImpl *object; |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| /* Allocate the storage for the device */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexBufferImpl)); |
| object->lpVtbl = &IWineD3DVertexBuffer_Vtbl; |
| object->resource.wineD3DDevice= iface; |
| IWineD3DDevice_AddRef(iface); |
| object->resource.parent = parent; |
| object->resource.resourceType = D3DRTYPE_VERTEXBUFFER; |
| object->resource.ref = 1; |
| object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size); |
| object->currentDesc.Usage = Usage; |
| object->currentDesc.Pool = Pool; |
| object->currentDesc.FVF = FVF; |
| object->currentDesc.Size = Size; |
| |
| TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object); |
| *ppVertexBuffer = (IWineD3DVertexBuffer *)object; |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage, |
| D3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer, |
| HANDLE *sharedHandle, IUnknown *parent) { |
| IWineD3DIndexBufferImpl *object; |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| /* Allocate the storage for the device */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DIndexBufferImpl)); |
| object->lpVtbl = &IWineD3DIndexBuffer_Vtbl; |
| object->resource.wineD3DDevice = iface; |
| object->resource.resourceType = D3DRTYPE_INDEXBUFFER; |
| object->resource.parent = parent; |
| IWineD3DDevice_AddRef(iface); |
| object->resource.ref = 1; |
| object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length); |
| object->currentDesc.Usage = Usage; |
| object->currentDesc.Pool = Pool; |
| object->currentDesc.Format= Format; |
| object->currentDesc.Size = Length; |
| |
| TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format, |
| debug_d3dformat(Format), Pool, object, object->allocatedMemory); |
| *ppIndexBuffer = (IWineD3DIndexBuffer *) object; |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) { |
| |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| IWineD3DStateBlockImpl *object; |
| |
| /* Allocate Storage for the state block */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl)); |
| object->lpVtbl = &IWineD3DStateBlock_Vtbl; |
| object->wineD3DDevice = iface; |
| IWineD3DDevice_AddRef(iface); |
| object->parent = parent; |
| object->ref = 1; |
| object->blockType = Type; |
| *ppStateBlock = (IWineD3DStateBlock *)object; |
| |
| /* Special case - Used during initialization to produce a placeholder stateblock |
| so other functions called can update a state block */ |
| if (Type == (D3DSTATEBLOCKTYPE) 0) { |
| /* Don't bother increasing the reference count otherwise a device will never |
| be freed due to circular dependencies */ |
| return D3D_OK; |
| } |
| |
| /* Otherwise, might as well set the whole state block to the appropriate values */ |
| IWineD3DDevice_AddRef(iface); |
| memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl)); |
| FIXME("unfinished - needs to set up changed and set attributes\n"); |
| return D3D_OK; |
| } |
| |
| /***** |
| * Get / Set FVF |
| *****/ |
| HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| /* Update the current statte block */ |
| This->updateStateBlock->fvf = fvf; |
| This->updateStateBlock->changed.fvf = TRUE; |
| This->updateStateBlock->set.fvf = TRUE; |
| |
| TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf); |
| |
| /* No difference if recording or not */ |
| return D3D_OK; |
| } |
| HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf); |
| *pfvf = This->stateBlock->fvf; |
| return D3D_OK; |
| } |
| |
| /***** |
| * Get / Set Stream Source |
| *****/ |
| HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| IWineD3DVertexBuffer *oldSrc; |
| |
| oldSrc = This->stateBlock->stream_source[StreamNumber]; |
| TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride); |
| |
| This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE; |
| This->updateStateBlock->set.stream_source[StreamNumber] = TRUE; |
| This->updateStateBlock->stream_stride[StreamNumber] = Stride; |
| This->updateStateBlock->stream_source[StreamNumber] = pStreamData; |
| This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes; |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| return D3D_OK; |
| } |
| |
| /* Not recording... */ |
| if (oldSrc != NULL) IWineD3DVertexBuffer_Release(oldSrc); |
| if (pStreamData != NULL) IWineD3DVertexBuffer_AddRef(pStreamData); |
| |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]); |
| *pStream = This->stateBlock->stream_source[StreamNumber]; |
| *pStride = This->stateBlock->stream_stride[StreamNumber]; |
| *pOffset = This->stateBlock->stream_offset[StreamNumber]; |
| IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */ |
| return D3D_OK; |
| } |
| |
| /***** |
| * Get / Set Transform |
| *****/ |
| HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| /* Most of this routine, comments included copied from ddraw tree initially: */ |
| TRACE("(%p) : Transform State=%d\n", This, d3dts); |
| |
| /* Handle recording of state blocks */ |
| if (This->isRecordingState) { |
| TRACE("Recording... not performing anything\n"); |
| This->updateStateBlock->changed.transform[d3dts] = TRUE; |
| This->updateStateBlock->set.transform[d3dts] = TRUE; |
| memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX)); |
| return D3D_OK; |
| } |
| |
| /* |
| * If the new matrix is the same as the current one, |
| * we cut off any further processing. this seems to be a reasonable |
| * optimization because as was noticed, some apps (warcraft3 for example) |
| * tend towards setting the same matrix repeatedly for some reason. |
| * |
| * From here on we assume that the new matrix is different, wherever it matters. |
| */ |
| if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) { |
| TRACE("The app is setting the same matrix over again\n"); |
| return D3D_OK; |
| } else { |
| conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]); |
| } |
| |
| /* |
| ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord |
| where ViewMat = Camera space, WorldMat = world space. |
| |
| In OpenGL, camera and world space is combined into GL_MODELVIEW |
| matrix. The Projection matrix stay projection matrix. |
| */ |
| |
| /* Capture the times we can just ignore the change for now */ |
| if (d3dts == D3DTS_WORLDMATRIX(0)) { |
| This->modelview_valid = FALSE; |
| return D3D_OK; |
| |
| } else if (d3dts == D3DTS_PROJECTION) { |
| This->proj_valid = FALSE; |
| return D3D_OK; |
| |
| } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) { |
| /* Indexed Vertex Blending Matrices 256 -> 511 */ |
| /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */ |
| FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n"); |
| return D3D_OK; |
| } |
| |
| /* Now we really are going to have to change a matrix */ |
| ENTER_GL(); |
| |
| if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */ |
| if (d3dts < GL_LIMITS(textures)) { |
| int tex = d3dts - D3DTS_TEXTURE0; |
| GL_ACTIVETEXTURE(tex); |
| #if 0 /* TODO: */ |
| set_texture_matrix((float *)lpmatrix, |
| This->updateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]); |
| #endif |
| } |
| |
| } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */ |
| |
| #if 0 /* TODO: */ |
| unsigned int k; |
| #endif |
| |
| /* If we are changing the View matrix, reset the light and clipping planes to the new view |
| * NOTE: We have to reset the positions even if the light/plane is not currently |
| * enabled, since the call to enable it will not reset the position. |
| * NOTE2: Apparently texture transforms do NOT need reapplying |
| */ |
| |
| This->modelview_valid = FALSE; |
| This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float)); |
| #if 0 /* TODO: */ |
| PLIGHTINFOEL *lightChain = NULL; |
| #endif |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode(GL_MODELVIEW)"); |
| glPushMatrix(); |
| glLoadMatrixf((float *)lpmatrix); |
| checkGLcall("glLoadMatrixf(...)"); |
| |
| #if 0 /* TODO: */ |
| /* Reset lights */ |
| lightChain = This->StateBlock->lights; |
| while (lightChain && lightChain->glIndex != -1) { |
| glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn); |
| checkGLcall("glLightfv posn"); |
| glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn); |
| checkGLcall("glLightfv dirn"); |
| lightChain = lightChain->next; |
| } |
| /* Reset Clipping Planes if clipping is enabled */ |
| for (k = 0; k < GL_LIMITS(clipplanes); k++) { |
| glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]); |
| checkGLcall("glClipPlane"); |
| } |
| #endif |
| glPopMatrix(); |
| |
| } else { /* What was requested!?? */ |
| WARN("invalid matrix specified: %i\n", d3dts); |
| } |
| |
| /* Release lock, all done */ |
| LEAVE_GL(); |
| return D3D_OK; |
| |
| } |
| HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| TRACE("(%p) : for Transform State %d\n", This, State); |
| memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX)); |
| return D3D_OK; |
| } |
| |
| /***** |
| * Scene related functions |
| *****/ |
| HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) { |
| /* At the moment we have no need for any functionality at the beginning |
| of a scene */ |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| TRACE("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| |
| /********************************************************** |
| * IUnknown parts follows |
| **********************************************************/ |
| |
| HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj) |
| { |
| return E_NOINTERFACE; |
| } |
| |
| ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref); |
| return InterlockedIncrement(&This->ref); |
| } |
| |
| ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %ld\n", This, This->ref); |
| ref = InterlockedDecrement(&This->ref); |
| if (ref == 0) { |
| IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock); |
| IWineD3D_Release(This->wineD3D); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /********************************************************** |
| * IWineD3DDevice VTbl follows |
| **********************************************************/ |
| |
| IWineD3DDeviceVtbl IWineD3DDevice_Vtbl = |
| { |
| IWineD3DDeviceImpl_QueryInterface, |
| IWineD3DDeviceImpl_AddRef, |
| IWineD3DDeviceImpl_Release, |
| IWineD3DDeviceImpl_GetParent, |
| IWineD3DDeviceImpl_CreateVertexBuffer, |
| IWineD3DDeviceImpl_CreateIndexBuffer, |
| IWineD3DDeviceImpl_CreateStateBlock, |
| IWineD3DDeviceImpl_SetFVF, |
| IWineD3DDeviceImpl_GetFVF, |
| IWineD3DDeviceImpl_SetStreamSource, |
| IWineD3DDeviceImpl_GetStreamSource, |
| IWineD3DDeviceImpl_SetTransform, |
| IWineD3DDeviceImpl_GetTransform, |
| IWineD3DDeviceImpl_BeginScene |
| }; |