| /* Direct3D ExecuteBuffer | |
| (c) 1998 Lionel ULMER | |
| This files contains the implementation of Direct3DExecuteBuffer. */ | |
| #include <string.h> | |
| #include "config.h" | |
| #include "windef.h" | |
| #include "winerror.h" | |
| #include "wine/obj_base.h" | |
| #include "heap.h" | |
| #include "ddraw.h" | |
| #include "d3d.h" | |
| #include "debugtools.h" | |
| #include "mesa_private.h" | |
| #define D3DDPRIVATE(x) mesa_d3dd_private *odev=((mesa_d3dd_private*)(x)->private) | |
| DEFAULT_DEBUG_CHANNEL(ddraw); | |
| /* Structure to store the 'semi transformed' vertices */ | |
| typedef struct { | |
| D3DVALUE x; | |
| D3DVALUE y; | |
| D3DVALUE z; | |
| D3DVALUE w; | |
| D3DVALUE nx; | |
| D3DVALUE ny; | |
| D3DVALUE nz; | |
| D3DVALUE u; | |
| D3DVALUE v; | |
| } OGL_Vertex; | |
| typedef struct { | |
| D3DVALUE x; | |
| D3DVALUE y; | |
| D3DVALUE z; | |
| D3DVALUE w; | |
| D3DCOLOR c; | |
| D3DCOLOR sc; | |
| D3DVALUE u; | |
| D3DVALUE v; | |
| } OGL_LVertex; | |
| static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable; | |
| /******************************************************************************* | |
| * ExecuteBuffer static functions | |
| */ | |
| void _dump_d3dstatus(LPD3DSTATUS lpStatus) { | |
| } | |
| void _dump_executedata(LPD3DEXECUTEDATA lpData) { | |
| DPRINTF("dwSize : %ld\n", lpData->dwSize); | |
| DPRINTF("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount); | |
| DPRINTF("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); | |
| DPRINTF("HVertex Offset : %ld\n", lpData->dwHVertexOffset); | |
| _dump_d3dstatus(&(lpData->dsStatus)); | |
| } | |
| #define DO_VERTEX(index) \ | |
| { \ | |
| glTexCoord2f(vx[index].u, \ | |
| vx[index].v); \ | |
| glNormal3f(vx[index].nx, \ | |
| vx[index].ny, \ | |
| vx[index].nz); \ | |
| glVertex4f(vx[index].x, \ | |
| vx[index].y, \ | |
| vx[index].z, \ | |
| vx[index].w); \ | |
| \ | |
| TRACE(" V: %f %f %f %f (%f %f %f) (%f %f)\n", \ | |
| vx[index].x, vx[index].y, vx[index].z, vx[index].w, \ | |
| vx[index].nx, vx[index].ny, vx[index].nz, \ | |
| vx[index].u, vx[index].v); \ | |
| } | |
| #define DO_LVERTEX(index) \ | |
| { \ | |
| DWORD col = l_vx[index].c; \ | |
| \ | |
| glColor3f(((col >> 16) & 0xFF) / 255.0, \ | |
| ((col >> 8) & 0xFF) / 255.0, \ | |
| ((col >> 0) & 0xFF) / 255.0); \ | |
| glTexCoord2f(l_vx[index].u, \ | |
| l_vx[index].v); \ | |
| glVertex4f(l_vx[index].x, \ | |
| l_vx[index].y, \ | |
| l_vx[index].z, \ | |
| l_vx[index].w); \ | |
| \ | |
| TRACE(" LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \ | |
| l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \ | |
| ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \ | |
| l_vx[index].u, l_vx[index].v); \ | |
| } | |
| #define DO_TLVERTEX(index) \ | |
| { \ | |
| D3DTLVERTEX *vx = &(tl_vx[index]); \ | |
| DWORD col = vx->u5.color; \ | |
| \ | |
| glColor3f(((col >> 16) & 0xFF) / 255.0, \ | |
| ((col >> 8) & 0xFF) / 255.0, \ | |
| ((col >> 0) & 0xFF) / 255.0); \ | |
| glTexCoord2f(vx->u7.tu, vx->u8.tv); \ | |
| if (vx->u4.rhw < 0.01) \ | |
| glVertex3f(vx->u1.sx, \ | |
| vx->u2.sy, \ | |
| vx->u3.sz); \ | |
| else \ | |
| glVertex4f(vx->u1.sx / vx->u4.rhw, \ | |
| vx->u2.sy / vx->u4.rhw, \ | |
| vx->u3.sz / vx->u4.rhw, \ | |
| 1.0 / vx->u4.rhw); \ | |
| TRACE(" TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \ | |
| vx->u1.sx, vx->u2.sy, vx->u3.sz, \ | |
| ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \ | |
| vx->u7.tu, vx->u8.tv, vx->u4.rhw); \ | |
| } | |
| #define TRIANGLE_LOOP(macro) \ | |
| { \ | |
| glBegin(GL_TRIANGLES); { \ | |
| for (i = 0; i < count; i++) { \ | |
| LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \ | |
| \ | |
| TRACE(" v1: %d v2: %d v3: %d\n", \ | |
| ci->u1.v1, ci->u2.v2, ci->u3.v3); \ | |
| TRACE(" Flags : "); \ | |
| if (TRACE_ON(ddraw)) { \ | |
| /* Wireframe */ \ | |
| if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \ | |
| DPRINTF("EDGEENABLE1 "); \ | |
| if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \ | |
| DPRINTF("EDGEENABLE2 "); \ | |
| if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \ | |
| DPRINTF("EDGEENABLE3 "); \ | |
| \ | |
| /* Strips / Fans */ \ | |
| if (ci->wFlags == D3DTRIFLAG_EVEN) \ | |
| DPRINTF("EVEN "); \ | |
| if (ci->wFlags == D3DTRIFLAG_ODD) \ | |
| DPRINTF("ODD "); \ | |
| if (ci->wFlags == D3DTRIFLAG_START) \ | |
| DPRINTF("START "); \ | |
| if ((ci->wFlags > 0) && (ci->wFlags < 30)) \ | |
| DPRINTF("STARTFLAT(%d) ", ci->wFlags); \ | |
| DPRINTF("\n"); \ | |
| } \ | |
| \ | |
| /* Draw the triangle */ \ | |
| macro(ci->u1.v1); \ | |
| macro(ci->u2.v2); \ | |
| macro(ci->u3.v3); \ | |
| \ | |
| instr += size; \ | |
| } \ | |
| } glEnd(); \ | |
| } | |
| static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff, | |
| LPDIRECT3DDEVICE dev, | |
| LPDIRECT3DVIEWPORT vp) { | |
| IDirect3DExecuteBufferImpl* ilpBuff=(IDirect3DExecuteBufferImpl*)lpBuff; | |
| IDirect3DViewport2Impl* ivp=(IDirect3DViewport2Impl*)vp; | |
| /* DWORD bs = ilpBuff->desc.dwBufferSize; */ | |
| DWORD vs = ilpBuff->data.dwVertexOffset; | |
| /* DWORD vc = ilpBuff->data.dwVertexCount; */ | |
| DWORD is = ilpBuff->data.dwInstructionOffset; | |
| /* DWORD il = ilpBuff->data.dwInstructionLength; */ | |
| void *instr = ilpBuff->desc.lpData + is; | |
| D3DDPRIVATE((IDirect3DDeviceImpl*)dev); | |
| TRACE("ExecuteData : \n"); | |
| if (TRACE_ON(ddraw)) | |
| _dump_executedata(&(ilpBuff->data)); | |
| ENTER_GL(); | |
| while (1) { | |
| LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr; | |
| BYTE size; | |
| WORD count; | |
| count = current->wCount; | |
| size = current->bSize; | |
| instr += sizeof(D3DINSTRUCTION); | |
| switch (current->bOpcode) { | |
| case D3DOP_POINT: { | |
| TRACE("POINT-s (%d)\n", count); | |
| instr += count * size; | |
| } break; | |
| case D3DOP_LINE: { | |
| TRACE("LINE-s (%d)\n", count); | |
| instr += count * size; | |
| } break; | |
| case D3DOP_TRIANGLE: { | |
| int i; | |
| float z_inv_matrix[16] = { | |
| 1.0, 0.0, 0.0, 0.0, | |
| 0.0, 1.0, 0.0, 0.0, | |
| 0.0, 0.0, -1.0, 0.0, | |
| 0.0, 0.0, 1.0, 1.0 | |
| }; | |
| OGL_Vertex *vx = (OGL_Vertex *) ilpBuff->vertex_data; | |
| OGL_LVertex *l_vx = (OGL_LVertex *) ilpBuff->vertex_data; | |
| D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) ilpBuff->vertex_data; | |
| TRACE("TRIANGLE (%d)\n", count); | |
| switch (ilpBuff->vertex_type) { | |
| case D3DVT_VERTEX: | |
| /* This time, there is lighting */ | |
| glEnable(GL_LIGHTING); | |
| /* Use given matrixes */ | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadIdentity(); /* The model transformation was done during the | |
| transformation phase */ | |
| glMatrixMode(GL_PROJECTION); | |
| TRACE(" Projection Matrix : (%p)\n", odev->proj_mat); | |
| dump_mat(odev->proj_mat); | |
| TRACE(" View Matrix : (%p)\n", odev->view_mat); | |
| dump_mat(odev->view_mat); | |
| glLoadMatrixf((float *) z_inv_matrix); | |
| glMultMatrixf((float *) odev->proj_mat); | |
| glMultMatrixf((float *) odev->view_mat); | |
| break; | |
| case D3DVT_LVERTEX: | |
| /* No lighting */ | |
| glDisable(GL_LIGHTING); | |
| /* Use given matrixes */ | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadIdentity(); /* The model transformation was done during the | |
| transformation phase */ | |
| glMatrixMode(GL_PROJECTION); | |
| TRACE(" Projection Matrix : (%p)\n", odev->proj_mat); | |
| dump_mat(odev->proj_mat); | |
| TRACE(" View Matrix : (%p)\n", odev->view_mat); | |
| dump_mat(odev->view_mat); | |
| glLoadMatrixf((float *) z_inv_matrix); | |
| glMultMatrixf((float *) odev->proj_mat); | |
| glMultMatrixf((float *) odev->view_mat); | |
| break; | |
| case D3DVT_TLVERTEX: { | |
| GLdouble height, width, minZ, maxZ; | |
| /* First, disable lighting */ | |
| glDisable(GL_LIGHTING); | |
| /* Then do not put any transformation matrixes */ | |
| glMatrixMode(GL_MODELVIEW); | |
| glLoadIdentity(); | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadIdentity(); | |
| if (ivp == NULL) { | |
| ERR("No current viewport !\n"); | |
| /* Using standard values */ | |
| height = 640.0; | |
| width = 480.0; | |
| minZ = -10.0; | |
| maxZ = 10.0; | |
| } else { | |
| height = (GLdouble) ivp->viewport.vp1.dwHeight; | |
| width = (GLdouble) ivp->viewport.vp1.dwWidth; | |
| minZ = (GLdouble) ivp->viewport.vp1.dvMinZ; | |
| maxZ = (GLdouble) ivp->viewport.vp1.dvMaxZ; | |
| if (minZ == maxZ) { | |
| /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */ | |
| minZ = 0.0; | |
| maxZ = 1.0; | |
| } | |
| } | |
| glOrtho(0.0, width, height, 0.0, -minZ, -maxZ); | |
| } break; | |
| default: | |
| ERR("Unhandled vertex type !\n"); | |
| break; | |
| } | |
| switch (ilpBuff->vertex_type) { | |
| case D3DVT_VERTEX: | |
| TRIANGLE_LOOP(DO_VERTEX); | |
| break; | |
| case D3DVT_LVERTEX: | |
| TRIANGLE_LOOP(DO_LVERTEX); | |
| break; | |
| case D3DVT_TLVERTEX: | |
| TRIANGLE_LOOP(DO_TLVERTEX); | |
| break; | |
| default: | |
| ERR("Unhandled vertex type !\n"); | |
| } | |
| } break; | |
| case D3DOP_MATRIXLOAD: { | |
| TRACE("MATRIXLOAD-s (%d)\n", count); | |
| instr += count * size; | |
| } break; | |
| case D3DOP_MATRIXMULTIPLY: { | |
| int i; | |
| TRACE("MATRIXMULTIPLY (%d)\n", count); | |
| for (i = 0; i < count; i++) { | |
| LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr; | |
| LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix; | |
| LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1; | |
| LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2; | |
| TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n", | |
| ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2); | |
| /* Do the multiplication.. | |
| As I am VERY lazy, I let OpenGL do the multiplication for me */ | |
| glMatrixMode(GL_PROJECTION); | |
| /* Save the current matrix */ | |
| glPushMatrix(); | |
| /* Load Matrix one and do the multiplication */ | |
| glLoadMatrixf((float *) c); | |
| glMultMatrixf((float *) b); | |
| glGetFloatv(GL_PROJECTION_MATRIX, (float *) a); | |
| /* Restore the current matrix */ | |
| glPopMatrix(); | |
| instr += size; | |
| } | |
| } break; | |
| case D3DOP_STATETRANSFORM: { | |
| int i; | |
| TRACE("STATETRANSFORM (%d)\n", count); | |
| for (i = 0; i < count; i++) { | |
| LPD3DSTATE ci = (LPD3DSTATE) instr; | |
| /* Handle the state transform */ | |
| switch (ci->u1.dtstTransformStateType) { | |
| case D3DTRANSFORMSTATE_WORLD: { | |
| TRACE(" WORLD (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]); | |
| odev->world_mat = (D3DMATRIX*) ci->u2.dwArg[0]; | |
| } break; | |
| case D3DTRANSFORMSTATE_VIEW: { | |
| TRACE(" VIEW (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]); | |
| odev->view_mat = (D3DMATRIX*) ci->u2.dwArg[0]; | |
| } break; | |
| case D3DTRANSFORMSTATE_PROJECTION: { | |
| TRACE(" PROJECTION (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]); | |
| odev->proj_mat = (D3DMATRIX*) ci->u2.dwArg[0]; | |
| } break; | |
| default: | |
| ERR(" Unhandled state transformation !! (%d)\n", (int) ci->u1.dtstTransformStateType); | |
| break; | |
| } | |
| instr += size; | |
| } | |
| } break; | |
| case D3DOP_STATELIGHT: { | |
| int i; | |
| TRACE("STATELIGHT (%d)\n", count); | |
| for (i = 0; i < count; i++) { | |
| LPD3DSTATE ci = (LPD3DSTATE) instr; | |
| /* Handle the state transform */ | |
| switch (ci->u1.dlstLightStateType) { | |
| case D3DLIGHTSTATE_MATERIAL: { | |
| IDirect3DMaterial2Impl* mat = (IDirect3DMaterial2Impl*) ci->u2.dwArg[0]; | |
| TRACE(" MATERIAL\n"); | |
| if (mat != NULL) { | |
| mat->activate(mat); | |
| } else { | |
| TRACE(" bad Material Handle\n"); | |
| } | |
| } break ; | |
| case D3DLIGHTSTATE_AMBIENT: { | |
| float light[4]; | |
| DWORD dwLightState = ci->u2.dwArg[0]; | |
| TRACE(" AMBIENT\n"); | |
| light[0] = ((dwLightState >> 16) & 0xFF) / 255.0; | |
| light[1] = ((dwLightState >> 8) & 0xFF) / 255.0; | |
| light[2] = ((dwLightState >> 0) & 0xFF) / 255.0; | |
| light[3] = 1.0; | |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light); | |
| TRACE(" R:%02lx G:%02lx B:%02lx A:%02lx\n", | |
| ((dwLightState >> 16) & 0xFF), | |
| ((dwLightState >> 8) & 0xFF), | |
| ((dwLightState >> 0) & 0xFF), | |
| ((dwLightState >> 24) & 0xFF)); | |
| } break ; | |
| case D3DLIGHTSTATE_COLORMODEL: { | |
| TRACE(" COLORMODEL\n"); | |
| } break ; | |
| case D3DLIGHTSTATE_FOGMODE: { | |
| TRACE(" FOGMODE\n"); | |
| } break ; | |
| case D3DLIGHTSTATE_FOGSTART: { | |
| TRACE(" FOGSTART\n"); | |
| } break ; | |
| case D3DLIGHTSTATE_FOGEND: { | |
| TRACE(" FOGEND\n"); | |
| } break ; | |
| case D3DLIGHTSTATE_FOGDENSITY: { | |
| TRACE(" FOGDENSITY\n"); | |
| } break ; | |
| default: | |
| ERR(" Unhandled light state !! (%d)\n", (int) ci->u1.dlstLightStateType); | |
| break; | |
| } | |
| instr += size; | |
| } | |
| } break; | |
| case D3DOP_STATERENDER: { | |
| int i; | |
| TRACE("STATERENDER (%d)\n", count); | |
| for (i = 0; i < count; i++) { | |
| LPD3DSTATE ci = (LPD3DSTATE) instr; | |
| /* Handle the state transform */ | |
| set_render_state(ci->u1.drstRenderStateType, ci->u2.dwArg[0], &(odev->rs)); | |
| instr += size; | |
| } | |
| } break; | |
| case D3DOP_PROCESSVERTICES: { | |
| int i; | |
| TRACE("PROCESSVERTICES (%d)\n", count); | |
| for (i = 0; i < count; i++) { | |
| LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr; | |
| TRACE(" Start : %d Dest : %d Count : %ld\n", | |
| ci->wStart, ci->wDest, ci->dwCount); | |
| TRACE(" Flags : "); | |
| if (TRACE_ON(ddraw)) { | |
| if (ci->dwFlags & D3DPROCESSVERTICES_COPY) | |
| DPRINTF("COPY "); | |
| if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) | |
| DPRINTF("NOCOLOR "); | |
| if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK) | |
| DPRINTF("OPMASK "); | |
| if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM) | |
| DPRINTF("TRANSFORM "); | |
| if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) | |
| DPRINTF("TRANSFORMLIGHT "); | |
| if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) | |
| DPRINTF("UPDATEEXTENTS "); | |
| DPRINTF("\n"); | |
| } | |
| /* This is where doing Direct3D on top on OpenGL is quite difficult. | |
| This method transforms a set of vertices using the CURRENT state | |
| (lighting, projection, ...) but does not rasterize them. | |
| They will oinly be put on screen later (with the POINT / LINE and | |
| TRIANGLE op-codes). The problem is that you can have a triangle | |
| with each point having been transformed using another state... | |
| In this implementation, I will emulate only ONE thing : each | |
| vertex can have its own "WORLD" transformation (this is used in the | |
| TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the | |
| execute buffer use the same state. | |
| If I find applications that change other states, I will try to do a | |
| more 'fine-tuned' state emulation (but I may become quite tricky if | |
| it changes a light position in the middle of a triangle). | |
| In this case, a 'direct' approach (i.e. without using OpenGL, but | |
| writing our own 3D rasterizer) would be easier. */ | |
| /* The current method (with the hypothesis that only the WORLD matrix | |
| will change between two points) is like this : | |
| - I transform 'manually' all the vertices with the current WORLD | |
| matrix and store them in the vertex buffer | |
| - during the rasterization phase, the WORLD matrix will be set to | |
| the Identity matrix */ | |
| /* Enough for the moment */ | |
| if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) { | |
| int nb; | |
| D3DVERTEX *src = ((LPD3DVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart; | |
| OGL_Vertex *dst = ((OGL_Vertex *) (ilpBuff->vertex_data)) + ci->wDest; | |
| D3DMATRIX *mat = odev->world_mat; | |
| TRACE(" World Matrix : (%p)\n", mat); | |
| dump_mat(mat); | |
| ilpBuff->vertex_type = D3DVT_VERTEX; | |
| for (nb = 0; nb < ci->dwCount; nb++) { | |
| /* For the moment, no normal transformation... */ | |
| dst->nx = src->u4.nx; | |
| dst->ny = src->u5.ny; | |
| dst->nz = src->u6.nz; | |
| dst->u = src->u7.tu; | |
| dst->v = src->u8.tv; | |
| /* Now, the matrix multiplication */ | |
| dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41); | |
| dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42); | |
| dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43); | |
| dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44); | |
| src++; | |
| dst++; | |
| } | |
| } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { | |
| int nb; | |
| D3DLVERTEX *src = ((LPD3DLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart; | |
| OGL_LVertex *dst = ((OGL_LVertex *) (ilpBuff->vertex_data)) + ci->wDest; | |
| D3DMATRIX *mat = odev->world_mat; | |
| TRACE(" World Matrix : (%p)\n", mat); | |
| dump_mat(mat); | |
| ilpBuff->vertex_type = D3DVT_LVERTEX; | |
| for (nb = 0; nb < ci->dwCount; nb++) { | |
| dst->c = src->u4.color; | |
| dst->sc = src->u5.specular; | |
| dst->u = src->u6.tu; | |
| dst->v = src->u7.tv; | |
| /* Now, the matrix multiplication */ | |
| dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41); | |
| dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42); | |
| dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43); | |
| dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44); | |
| src++; | |
| dst++; | |
| } | |
| } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) { | |
| D3DTLVERTEX *src = ((LPD3DTLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart; | |
| D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (ilpBuff->vertex_data)) + ci->wDest; | |
| ilpBuff->vertex_type = D3DVT_TLVERTEX; | |
| memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX)); | |
| } else { | |
| ERR("Unhandled vertex processing !\n"); | |
| } | |
| instr += size; | |
| } | |
| } break; | |
| case D3DOP_TEXTURELOAD: { | |
| TRACE("TEXTURELOAD-s (%d)\n", count); | |
| instr += count * size; | |
| } 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 ((ilpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) { | |
| if (!ci->bNegate) { | |
| TRACE(" Should branch to %ld\n", ci->dwOffset); | |
| } | |
| } else { | |
| if (ci->bNegate) { | |
| TRACE(" Should branch to %ld\n", ci->dwOffset); | |
| } | |
| } | |
| instr += size; | |
| } | |
| } break; | |
| case D3DOP_SPAN: { | |
| TRACE("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; | |
| ilpBuff->data.dsStatus = *ci; | |
| instr += size; | |
| } | |
| } break; | |
| default: | |
| ERR("Unhandled OpCode !!!\n"); | |
| /* Try to save ... */ | |
| instr += count * size; | |
| break; | |
| } | |
| } | |
| end_of_buffer: | |
| LEAVE_GL(); | |
| } | |
| /******************************************************************************* | |
| * ExecuteBuffer Creation functions | |
| */ | |
| LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc) | |
| { | |
| IDirect3DExecuteBufferImpl* eb; | |
| eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBufferImpl)); | |
| eb->ref = 1; | |
| ICOM_VTBL(eb) = &executebuffer_vtable; | |
| eb->d3ddev = d3ddev; | |
| /* Initializes memory */ | |
| eb->desc = *lpDesc; | |
| /* No buffer given */ | |
| if (!(eb->desc.dwFlags & D3DDEB_LPDATA)) | |
| eb->desc.lpData = NULL; | |
| /* No buffer size given */ | |
| if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE)) | |
| eb->desc.dwBufferSize = 0; | |
| /* Create buffer if asked */ | |
| if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) { | |
| eb->need_free = TRUE; | |
| eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize); | |
| } else { | |
| eb->need_free = FALSE; | |
| } | |
| /* No vertices for the moment */ | |
| eb->vertex_data = NULL; | |
| eb->desc.dwFlags |= D3DDEB_LPDATA; | |
| eb->execute = execute; | |
| return (LPDIRECT3DEXECUTEBUFFER)eb; | |
| } | |
| /******************************************************************************* | |
| * IDirect3ExecuteBuffer methods | |
| */ | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_QueryInterface(LPDIRECT3DEXECUTEBUFFER iface, | |
| REFIID riid, | |
| LPVOID* ppvObj) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| FIXME("(%p)->(%s,%p): stub\n", This, debugstr_guid(riid),ppvObj); | |
| return S_OK; | |
| } | |
| static ULONG WINAPI IDirect3DExecuteBufferImpl_AddRef(LPDIRECT3DEXECUTEBUFFER iface) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| TRACE("(%p)->()incrementing from %lu.\n", This, This->ref ); | |
| return ++(This->ref); | |
| } | |
| static ULONG WINAPI IDirect3DExecuteBufferImpl_Release(LPDIRECT3DEXECUTEBUFFER iface) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| FIXME("(%p)->() decrementing from %lu.\n", This, This->ref ); | |
| if (!--(This->ref)) { | |
| if ((This->desc.lpData != NULL) && This->need_free) | |
| HeapFree(GetProcessHeap(),0,This->desc.lpData); | |
| if (This->vertex_data != NULL) | |
| HeapFree(GetProcessHeap(),0,This->vertex_data); | |
| HeapFree(GetProcessHeap(),0,This); | |
| return 0; | |
| } | |
| return This->ref; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_Initialize(LPDIRECT3DEXECUTEBUFFER iface, | |
| LPDIRECT3DDEVICE lpDirect3DDevice, | |
| LPD3DEXECUTEBUFFERDESC lpDesc) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| FIXME("(%p)->(%p,%p): stub\n", This, lpDirect3DDevice, lpDesc); | |
| return DD_OK; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_Lock(LPDIRECT3DEXECUTEBUFFER iface, | |
| LPD3DEXECUTEBUFFERDESC lpDesc) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| TRACE("(%p)->(%p)\n", This, lpDesc); | |
| /* Copies the buffer description */ | |
| *lpDesc = This->desc; | |
| return DD_OK; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_Unlock(LPDIRECT3DEXECUTEBUFFER iface) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| TRACE("(%p)->()\n", This); | |
| return DD_OK; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface, | |
| LPD3DEXECUTEDATA lpData) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| DWORD nbvert; | |
| TRACE("(%p)->(%p)\n", This, lpData); | |
| This->data = *lpData; | |
| /* Get the number of vertices in the execute buffer */ | |
| nbvert = This->data.dwVertexCount; | |
| /* Prepares the transformed vertex buffer */ | |
| if (This->vertex_data != NULL) | |
| HeapFree(GetProcessHeap(), 0, This->vertex_data); | |
| This->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex)); | |
| if (TRACE_ON(ddraw)) { | |
| _dump_executedata(lpData); | |
| } | |
| return DD_OK; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_GetExecuteData(LPDIRECT3DEXECUTEBUFFER iface, | |
| LPD3DEXECUTEDATA lpData) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| TRACE("(%p)->(%p): stub\n", This, lpData); | |
| *lpData = This->data; | |
| return DD_OK; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_Validate(LPDIRECT3DEXECUTEBUFFER iface, | |
| LPDWORD lpdwOffset, | |
| LPD3DVALIDATECALLBACK lpFunc, | |
| LPVOID lpUserArg, | |
| DWORD dwReserved) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| TRACE("(%p)->(%p,%p,%p,%lu)\n", This, lpdwOffset, lpFunc, lpUserArg, dwReserved); | |
| return DD_OK; | |
| } | |
| static HRESULT WINAPI IDirect3DExecuteBufferImpl_Optimize(LPDIRECT3DEXECUTEBUFFER iface, | |
| DWORD dwReserved) | |
| { | |
| ICOM_THIS(IDirect3DExecuteBufferImpl,iface); | |
| TRACE("(%p)->(%lu)\n", This, dwReserved); | |
| return DD_OK; | |
| } | |
| /******************************************************************************* | |
| * IDirect3DLight VTable | |
| */ | |
| static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable = | |
| { | |
| ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE | |
| /*** IUnknown methods ***/ | |
| IDirect3DExecuteBufferImpl_QueryInterface, | |
| IDirect3DExecuteBufferImpl_AddRef, | |
| IDirect3DExecuteBufferImpl_Release, | |
| /*** IDirect3DExecuteBuffer methods ***/ | |
| IDirect3DExecuteBufferImpl_Initialize, | |
| IDirect3DExecuteBufferImpl_Lock, | |
| IDirect3DExecuteBufferImpl_Unlock, | |
| IDirect3DExecuteBufferImpl_SetExecuteData, | |
| IDirect3DExecuteBufferImpl_GetExecuteData, | |
| IDirect3DExecuteBufferImpl_Validate, | |
| IDirect3DExecuteBufferImpl_Optimize | |
| }; |