| /* Direct3D ExecuteBuffer |
| * Copyright (c) 1998-2004 Lionel ULMER |
| * Copyright (c) 2002-2004 Christian Costa |
| * Copyright (c) 2006 Stefan Dösinger |
| * |
| * This file contains the implementation of IDirect3DExecuteBuffer. |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include "ddraw_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(ddraw); |
| |
| /***************************************************************************** |
| * _dump_executedata |
| * _dump_D3DEXECUTEBUFFERDESC |
| * |
| * Debug functions which write the executebuffer data to the console |
| * |
| *****************************************************************************/ |
| |
| static void _dump_executedata(const D3DEXECUTEDATA *lpData) { |
| TRACE("dwSize : %d\n", lpData->dwSize); |
| TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount); |
| TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); |
| TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset); |
| } |
| |
| static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) { |
| TRACE("dwSize : %d\n", lpDesc->dwSize); |
| TRACE("dwFlags : %x\n", lpDesc->dwFlags); |
| TRACE("dwCaps : %x\n", lpDesc->dwCaps); |
| TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize); |
| TRACE("lpData : %p\n", lpDesc->lpData); |
| } |
| |
| HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, |
| struct d3d_device *device, struct d3d_viewport *viewport) |
| { |
| DWORD vs = buffer->data.dwVertexOffset; |
| DWORD is = buffer->data.dwInstructionOffset; |
| char *instr = (char *)buffer->desc.lpData + is; |
| |
| if (viewport->active_device != device) |
| { |
| WARN("Viewport %p active device is %p.\n", |
| viewport, viewport->active_device); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| /* Activate the viewport */ |
| viewport_activate(viewport, FALSE); |
| |
| TRACE("ExecuteData :\n"); |
| if (TRACE_ON(ddraw)) |
| _dump_executedata(&(buffer->data)); |
| |
| for (;;) |
| { |
| D3DINSTRUCTION *current = (D3DINSTRUCTION *)instr; |
| BYTE size; |
| WORD count; |
| |
| count = current->wCount; |
| size = current->bSize; |
| instr += sizeof(D3DINSTRUCTION); |
| |
| switch (current->bOpcode) { |
| case D3DOP_POINT: { |
| WARN("POINT-s (%d)\n", count); |
| instr += count * size; |
| } break; |
| |
| case D3DOP_LINE: { |
| WARN("LINE-s (%d)\n", count); |
| instr += count * size; |
| } break; |
| |
| case D3DOP_TRIANGLE: { |
| DWORD i; |
| D3DTLVERTEX *tl_vx = buffer->vertex_data; |
| TRACE("TRIANGLE (%d)\n", count); |
| |
| if (buffer->nb_indices < count * 3) |
| { |
| buffer->nb_indices = count * 3; |
| HeapFree(GetProcessHeap(), 0, buffer->indices); |
| buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices); |
| } |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DTRIANGLE *ci = (D3DTRIANGLE *)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) |
| TRACE("EDGEENABLE1 "); |
| if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) |
| TRACE("EDGEENABLE2 "); |
| if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) |
| TRACE("EDGEENABLE3 "); |
| /* Strips / Fans */ |
| if (ci->wFlags == D3DTRIFLAG_EVEN) |
| TRACE("EVEN "); |
| if (ci->wFlags == D3DTRIFLAG_ODD) |
| TRACE("ODD "); |
| if (ci->wFlags == D3DTRIFLAG_START) |
| TRACE("START "); |
| if ((ci->wFlags > 0) && (ci->wFlags < 30)) |
| TRACE("STARTFLAT(%u) ", ci->wFlags); |
| TRACE("\n"); |
| } |
| buffer->indices[(i * 3) ] = ci->u1.v1; |
| buffer->indices[(i * 3) + 1] = ci->u2.v2; |
| buffer->indices[(i * 3) + 2] = ci->u3.v3; |
| instr += size; |
| } |
| IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface, |
| D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, buffer->nb_vertices, |
| buffer->indices, count * 3, 0); |
| } break; |
| |
| case D3DOP_MATRIXLOAD: |
| WARN("MATRIXLOAD-s (%d)\n", count); |
| instr += count * size; |
| break; |
| |
| case D3DOP_MATRIXMULTIPLY: { |
| DWORD i; |
| TRACE("MATRIXMULTIPLY (%d)\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr; |
| D3DMATRIX *a, *b, *c; |
| |
| a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX); |
| b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX); |
| c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX); |
| |
| if (!a || !b || !c) |
| { |
| ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n", |
| ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c); |
| } |
| else |
| { |
| TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c); |
| multiply_matrix(a, c, b); |
| } |
| |
| instr += size; |
| } |
| } break; |
| |
| case D3DOP_STATETRANSFORM: { |
| DWORD i; |
| TRACE("STATETRANSFORM (%d)\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DSTATE *ci = (D3DSTATE *)instr; |
| D3DMATRIX *m; |
| |
| m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX); |
| if (!m) |
| { |
| ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]); |
| } |
| else |
| { |
| if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD) |
| device->world = ci->u2.dwArg[0]; |
| if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW) |
| device->view = ci->u2.dwArg[0]; |
| if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION) |
| device->proj = ci->u2.dwArg[0]; |
| IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface, |
| ci->u1.dtstTransformStateType, m); |
| } |
| |
| instr += size; |
| } |
| } break; |
| |
| case D3DOP_STATELIGHT: { |
| DWORD i; |
| TRACE("STATELIGHT (%d)\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DSTATE *ci = (D3DSTATE *)instr; |
| |
| TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]); |
| |
| if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX)) |
| ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType); |
| else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) |
| { |
| struct d3d_material *m; |
| |
| m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL); |
| if (!m) |
| ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]); |
| else |
| material_activate(m); |
| } |
| else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) |
| { |
| switch (ci->u2.dwArg[0]) { |
| case D3DCOLOR_MONO: |
| ERR("DDCOLOR_MONO should not happen!\n"); |
| break; |
| case D3DCOLOR_RGB: |
| /* We are already in this mode */ |
| break; |
| default: |
| ERR("Unknown color model!\n"); |
| } |
| } else { |
| D3DRENDERSTATETYPE rs = 0; |
| switch (ci->u1.dlstLightStateType) { |
| |
| case D3DLIGHTSTATE_AMBIENT: /* 2 */ |
| rs = D3DRENDERSTATE_AMBIENT; |
| break; |
| case D3DLIGHTSTATE_FOGMODE: /* 4 */ |
| rs = D3DRENDERSTATE_FOGVERTEXMODE; |
| break; |
| case D3DLIGHTSTATE_FOGSTART: /* 5 */ |
| rs = D3DRENDERSTATE_FOGSTART; |
| break; |
| case D3DLIGHTSTATE_FOGEND: /* 6 */ |
| rs = D3DRENDERSTATE_FOGEND; |
| break; |
| case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ |
| rs = D3DRENDERSTATE_FOGDENSITY; |
| break; |
| case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ |
| rs = D3DRENDERSTATE_COLORVERTEX; |
| break; |
| default: |
| break; |
| } |
| |
| IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, rs, ci->u2.dwArg[0]); |
| } |
| |
| instr += size; |
| } |
| } break; |
| |
| case D3DOP_STATERENDER: { |
| DWORD i; |
| IDirect3DDevice2 *d3d_device2 = &device->IDirect3DDevice2_iface; |
| TRACE("STATERENDER (%d)\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DSTATE *ci = (D3DSTATE *)instr; |
| |
| IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]); |
| |
| instr += size; |
| } |
| } break; |
| |
| case D3DOP_PROCESSVERTICES: |
| { |
| /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or |
| * IWineD3DDevice::ProcessVertices |
| */ |
| DWORD i; |
| D3DMATRIX view_mat, world_mat, proj_mat; |
| TRACE("PROCESSVERTICES (%d)\n", count); |
| |
| /* Get the transform and world matrix */ |
| /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */ |
| wined3d_device_get_transform(device->wined3d_device, |
| D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat); |
| wined3d_device_get_transform(device->wined3d_device, |
| D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat); |
| wined3d_device_get_transform(device->wined3d_device, |
| WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat); |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr; |
| |
| TRACE(" Start : %d Dest : %d Count : %d\n", |
| ci->wStart, ci->wDest, ci->dwCount); |
| TRACE(" Flags : "); |
| if (TRACE_ON(ddraw)) |
| { |
| if (ci->dwFlags & D3DPROCESSVERTICES_COPY) |
| TRACE("COPY "); |
| if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) |
| TRACE("NOCOLOR "); |
| if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK) |
| TRACE("OPMASK "); |
| if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM) |
| TRACE("TRANSFORM "); |
| if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) |
| TRACE("TRANSFORMLIGHT "); |
| if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) |
| TRACE("UPDATEEXTENTS "); |
| TRACE("\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 only 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) { |
| unsigned int nb; |
| D3DVERTEX *src = ((D3DVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; |
| D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; |
| D3DVIEWPORT *Viewport = &viewport->viewports.vp1; |
| D3DMATRIX mat; |
| |
| if (TRACE_ON(ddraw)) |
| { |
| TRACE(" Projection Matrix : (%p)\n", &proj_mat); |
| dump_D3DMATRIX(&proj_mat); |
| TRACE(" View Matrix : (%p)\n", &view_mat); |
| dump_D3DMATRIX(&view_mat); |
| TRACE(" World Matrix : (%p)\n", &world_mat); |
| dump_D3DMATRIX(&world_mat); |
| } |
| |
| multiply_matrix(&mat,&view_mat,&world_mat); |
| multiply_matrix(&mat,&proj_mat,&mat); |
| |
| for (nb = 0; nb < ci->dwCount; nb++) { |
| /* No lighting yet */ |
| dst->u5.color = 0xFFFFFFFF; /* Opaque white */ |
| dst->u6.specular = 0xFF000000; /* No specular and no fog factor */ |
| |
| dst->u7.tu = src->u7.tu; |
| dst->u8.tv = src->u8.tv; |
| |
| /* Now, the matrix multiplication */ |
| dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); |
| dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42); |
| dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43); |
| dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44); |
| |
| dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX |
| + Viewport->dwX + Viewport->dwWidth / 2; |
| dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY |
| + Viewport->dwY + Viewport->dwHeight / 2; |
| dst->u3.sz /= dst->u4.rhw; |
| dst->u4.rhw = 1 / dst->u4.rhw; |
| |
| src++; |
| dst++; |
| |
| } |
| } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { |
| unsigned int nb; |
| D3DLVERTEX *src = ((D3DLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; |
| D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; |
| D3DVIEWPORT *Viewport = &viewport->viewports.vp1; |
| D3DMATRIX mat; |
| |
| if (TRACE_ON(ddraw)) |
| { |
| TRACE(" Projection Matrix : (%p)\n", &proj_mat); |
| dump_D3DMATRIX(&proj_mat); |
| TRACE(" View Matrix : (%p)\n",&view_mat); |
| dump_D3DMATRIX(&view_mat); |
| TRACE(" World Matrix : (%p)\n", &world_mat); |
| dump_D3DMATRIX(&world_mat); |
| } |
| |
| multiply_matrix(&mat,&view_mat,&world_mat); |
| multiply_matrix(&mat,&proj_mat,&mat); |
| |
| for (nb = 0; nb < ci->dwCount; nb++) { |
| dst->u5.color = src->u4.color; |
| dst->u6.specular = src->u5.specular; |
| dst->u7.tu = src->u6.tu; |
| dst->u8.tv = src->u7.tv; |
| |
| /* Now, the matrix multiplication */ |
| dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); |
| dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42); |
| dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43); |
| dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44); |
| |
| dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX |
| + Viewport->dwX + Viewport->dwWidth / 2; |
| dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY |
| + Viewport->dwY + Viewport->dwHeight / 2; |
| |
| dst->u3.sz /= dst->u4.rhw; |
| dst->u4.rhw = 1 / dst->u4.rhw; |
| |
| src++; |
| dst++; |
| } |
| } |
| else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) |
| { |
| D3DTLVERTEX *src = ((D3DTLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; |
| D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; |
| |
| memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX)); |
| } else { |
| ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags); |
| } |
| |
| instr += size; |
| } |
| } break; |
| |
| case D3DOP_TEXTURELOAD: { |
| WARN("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: { |
| DWORD i; |
| TRACE("BRANCHFORWARD (%d)\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| D3DBRANCH *ci = (D3DBRANCH *)instr; |
| |
| if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) |
| { |
| if (!ci->bNegate) |
| { |
| TRACE(" Branch to %d\n", ci->dwOffset); |
| if (ci->dwOffset) { |
| instr = (char*)current + ci->dwOffset; |
| break; |
| } |
| } |
| } else { |
| if (ci->bNegate) { |
| TRACE(" Branch to %d\n", ci->dwOffset); |
| if (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: { |
| DWORD i; |
| TRACE("SETSTATUS (%d)\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| buffer->data.dsStatus = *(D3DSTATUS *)instr; |
| instr += size; |
| } |
| } break; |
| |
| default: |
| ERR("Unhandled OpCode %d !!!\n",current->bOpcode); |
| /* Try to save ... */ |
| instr += count * size; |
| break; |
| } |
| } |
| |
| end_of_buffer: |
| return D3D_OK; |
| } |
| |
| static inline struct d3d_execute_buffer *impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface) |
| { |
| return CONTAINING_RECORD(iface, struct d3d_execute_buffer, IDirect3DExecuteBuffer_iface); |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::QueryInterface |
| * |
| * Well, a usual QueryInterface function. Don't know fur sure which |
| * interfaces it can Query. |
| * |
| * Params: |
| * riid: The interface ID queried for |
| * obj: Address to return the interface pointer at |
| * |
| * Returns: |
| * D3D_OK in case of a success (S_OK? Think it's the same) |
| * OLE_E_ENUM_NOMORE if the interface wasn't found. |
| * (E_NOINTERFACE?? Don't know what I really need) |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID riid, void **obj) |
| { |
| TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj); |
| |
| *obj = NULL; |
| |
| if ( IsEqualGUID( &IID_IUnknown, riid ) ) { |
| IDirect3DExecuteBuffer_AddRef(iface); |
| *obj = iface; |
| TRACE(" Creating IUnknown interface at %p.\n", *obj); |
| return S_OK; |
| } |
| if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) { |
| IDirect3DExecuteBuffer_AddRef(iface); |
| *obj = iface; |
| TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj); |
| return S_OK; |
| } |
| FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid)); |
| return E_NOINTERFACE; |
| } |
| |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::AddRef |
| * |
| * A normal AddRef method, nothing special |
| * |
| * Returns: |
| * The new refcount |
| * |
| *****************************************************************************/ |
| static ULONG WINAPI d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer *iface) |
| { |
| struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); |
| ULONG ref = InterlockedIncrement(&buffer->ref); |
| |
| TRACE("%p increasing refcount to %u.\n", buffer, ref); |
| |
| return ref; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::Release |
| * |
| * A normal Release method, nothing special |
| * |
| * Returns: |
| * The new refcount |
| * |
| *****************************************************************************/ |
| static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface) |
| { |
| struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); |
| ULONG ref = InterlockedDecrement(&buffer->ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", buffer, ref); |
| |
| if (!ref) |
| { |
| if (buffer->need_free) |
| HeapFree(GetProcessHeap(), 0, buffer->desc.lpData); |
| HeapFree(GetProcessHeap(), 0, buffer->vertex_data); |
| HeapFree(GetProcessHeap(), 0, buffer->indices); |
| HeapFree(GetProcessHeap(), 0, buffer); |
| } |
| |
| return ref; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::Initialize |
| * |
| * Initializes the Execute Buffer. This method exists for COM compliance |
| * Nothing to do here. |
| * |
| * Returns: |
| * D3D_OK |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer *iface, |
| IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc) |
| { |
| TRACE("iface %p, device %p, desc %p.\n", iface, device, desc); |
| |
| return D3D_OK; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::Lock |
| * |
| * Locks the buffer, so the app can write into it. |
| * |
| * Params: |
| * Desc: Pointer to return the buffer description. This Description contains |
| * a pointer to the buffer data. |
| * |
| * Returns: |
| * This implementation always returns D3D_OK |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *desc) |
| { |
| struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); |
| DWORD dwSize; |
| |
| TRACE("iface %p, desc %p.\n", iface, desc); |
| |
| dwSize = desc->dwSize; |
| memcpy(desc, &buffer->desc, dwSize); |
| |
| if (TRACE_ON(ddraw)) |
| { |
| TRACE(" Returning description :\n"); |
| _dump_D3DEXECUTEBUFFERDESC(desc); |
| } |
| return D3D_OK; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::Unlock |
| * |
| * Unlocks the buffer. We don't have anything to do here |
| * |
| * Returns: |
| * This implementation always returns D3D_OK |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface) |
| { |
| TRACE("iface %p.\n", iface); |
| |
| return D3D_OK; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::SetExecuteData |
| * |
| * Sets the execute data. This data is used to describe the buffer's content |
| * |
| * Params: |
| * Data: Pointer to a D3DEXECUTEDATA structure containing the data to |
| * assign |
| * |
| * Returns: |
| * D3D_OK on success |
| * DDERR_OUTOFMEMORY if the vertex buffer allocation failed |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data) |
| { |
| struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); |
| DWORD nbvert; |
| |
| TRACE("iface %p, data %p.\n", iface, data); |
| |
| memcpy(&buffer->data, data, data->dwSize); |
| |
| /* Get the number of vertices in the execute buffer */ |
| nbvert = buffer->data.dwVertexCount; |
| |
| /* Prepares the transformed vertex buffer */ |
| HeapFree(GetProcessHeap(), 0, buffer->vertex_data); |
| buffer->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX)); |
| buffer->nb_vertices = nbvert; |
| |
| if (TRACE_ON(ddraw)) |
| _dump_executedata(data); |
| |
| return D3D_OK; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::GetExecuteData |
| * |
| * Returns the data in the execute buffer |
| * |
| * Params: |
| * Data: Pointer to a D3DEXECUTEDATA structure used to return data |
| * |
| * Returns: |
| * D3D_OK on success |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data) |
| { |
| struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); |
| DWORD dwSize; |
| |
| TRACE("iface %p, data %p.\n", iface, data); |
| |
| dwSize = data->dwSize; |
| memcpy(data, &buffer->data, dwSize); |
| |
| if (TRACE_ON(ddraw)) |
| { |
| TRACE("Returning data :\n"); |
| _dump_executedata(data); |
| } |
| |
| return DD_OK; |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::Validate |
| * |
| * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not |
| * currently implemented" |
| * |
| * Params: |
| * ? |
| * |
| * Returns: |
| * DDERR_UNSUPPORTED, because it's not implemented in Windows. |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_Validate(IDirect3DExecuteBuffer *iface, |
| DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved) |
| { |
| TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n", |
| iface, offset, callback, context, reserved); |
| |
| WARN("Not implemented.\n"); |
| |
| return DDERR_UNSUPPORTED; /* Unchecked */ |
| } |
| |
| /***************************************************************************** |
| * IDirect3DExecuteBuffer::Optimize |
| * |
| * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not |
| * currently supported" |
| * |
| * Params: |
| * Dummy: Seems to be an unused dummy ;) |
| * |
| * Returns: |
| * DDERR_UNSUPPORTED, because it's not implemented in Windows. |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved) |
| { |
| TRACE("iface %p, reserved %#x.\n", iface, reserved); |
| |
| WARN("Not implemented.\n"); |
| |
| return DDERR_UNSUPPORTED; /* Unchecked */ |
| } |
| |
| static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl = |
| { |
| d3d_execute_buffer_QueryInterface, |
| d3d_execute_buffer_AddRef, |
| d3d_execute_buffer_Release, |
| d3d_execute_buffer_Initialize, |
| d3d_execute_buffer_Lock, |
| d3d_execute_buffer_Unlock, |
| d3d_execute_buffer_SetExecuteData, |
| d3d_execute_buffer_GetExecuteData, |
| d3d_execute_buffer_Validate, |
| d3d_execute_buffer_Optimize, |
| }; |
| |
| HRESULT d3d_execute_buffer_init(struct d3d_execute_buffer *execute_buffer, |
| struct d3d_device *device, D3DEXECUTEBUFFERDESC *desc) |
| { |
| execute_buffer->IDirect3DExecuteBuffer_iface.lpVtbl = &d3d_execute_buffer_vtbl; |
| execute_buffer->ref = 1; |
| execute_buffer->d3ddev = device; |
| |
| /* Initializes memory */ |
| memcpy(&execute_buffer->desc, desc, desc->dwSize); |
| |
| /* No buffer given */ |
| if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA)) |
| execute_buffer->desc.lpData = NULL; |
| |
| /* No buffer size given */ |
| if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE)) |
| execute_buffer->desc.dwBufferSize = 0; |
| |
| /* Create buffer if asked */ |
| if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize) |
| { |
| execute_buffer->need_free = TRUE; |
| execute_buffer->desc.lpData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, execute_buffer->desc.dwBufferSize); |
| if (!execute_buffer->desc.lpData) |
| { |
| ERR("Failed to allocate execute buffer data.\n"); |
| return DDERR_OUTOFMEMORY; |
| } |
| } |
| |
| execute_buffer->desc.dwFlags |= D3DDEB_LPDATA; |
| |
| return D3D_OK; |
| } |
| |
| struct d3d_execute_buffer *unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface) |
| { |
| if (!iface) |
| return NULL; |
| assert(iface->lpVtbl == &d3d_execute_buffer_vtbl); |
| |
| return impl_from_IDirect3DExecuteBuffer(iface); |
| } |