1 /*
2  * IDirect3DVertexDeclaration8 implementation
3  *
4  * Copyright 2007 Henri Verbeet
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20 
21 /* IDirect3DVertexDeclaration8 is internal to our implementation.
22  * It's not visible in the API. */
23 
24 #include "config.h"
25 #include "d3d8_private.h"
26 
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
28 
debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)29 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
30 {
31     switch (d3dvsdt_type)
32     {
33 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
34         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
35         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
36         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
37         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
38         D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
39         D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
40         D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
41         D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
42 #undef D3DVSDT_TYPE_TO_STR
43         default:
44             FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
45             return "unrecognized";
46     }
47 }
48 
debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)49 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
50 {
51     switch (d3dvsde_register)
52     {
53 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
54         D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
55         D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
56         D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
57         D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
58         D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
59         D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
60         D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
61         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
62         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
63         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
64         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
65         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
66         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
67         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
68         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
69         D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
70         D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
71 #undef D3DVSDE_REGISTER_TO_STR
72         default:
73             FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
74             return "unrecognized";
75     }
76 }
77 
parse_token(const DWORD * pToken)78 size_t parse_token(const DWORD* pToken)
79 {
80     const DWORD token = *pToken;
81     size_t tokenlen = 1;
82 
83     switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
84         case D3DVSD_TOKEN_NOP:
85             TRACE(" 0x%08x NOP()\n", token);
86             break;
87 
88         case D3DVSD_TOKEN_STREAM:
89             if (token & D3DVSD_STREAMTESSMASK)
90             {
91                 TRACE(" 0x%08x STREAM_TESS()\n", token);
92             } else {
93                 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
94             }
95             break;
96 
97         case D3DVSD_TOKEN_STREAMDATA:
98             if (token & 0x10000000)
99             {
100                 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
101             } else {
102                 DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
103                 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
104                 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
105             }
106             break;
107 
108         case D3DVSD_TOKEN_TESSELLATOR:
109             if (token & 0x10000000)
110             {
111                 DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
112                 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
113                 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
114             } else {
115                 DWORD type = ((token & D3DVSD_DATATYPEMASK)    >> D3DVSD_DATATYPESHIFT);
116                 DWORD regout = ((token & D3DVSD_VERTEXREGMASK)   >> D3DVSD_VERTEXREGSHIFT);
117                 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
118                 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
119                         debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
120             }
121             break;
122 
123         case D3DVSD_TOKEN_CONSTMEM:
124             {
125                 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK)   >> D3DVSD_CONSTCOUNTSHIFT);
126                 tokenlen = (4 * count) + 1;
127             }
128             break;
129 
130         case D3DVSD_TOKEN_EXT:
131             {
132                 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
133                 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK)    >> D3DVSD_EXTINFOSHIFT);
134                 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
135                 /* todo ... print extension */
136                 tokenlen = count + 1;
137             }
138             break;
139 
140         case D3DVSD_TOKEN_END:
141             TRACE(" 0x%08x END()\n", token);
142             break;
143 
144         default:
145             TRACE(" 0x%08x UNKNOWN\n", token);
146             /* arg error */
147     }
148 
149     return tokenlen;
150 }
151 
load_local_constants(const DWORD * d3d8_elements,struct wined3d_shader * wined3d_vertex_shader)152 void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
153 {
154     const DWORD *token = d3d8_elements;
155 
156     while (*token != D3DVSD_END())
157     {
158         if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
159         {
160             DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
161             DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
162             HRESULT hr;
163 
164             if (TRACE_ON(d3d8))
165             {
166                 DWORD i;
167                 for (i = 0; i < count; ++i)
168                 {
169                     TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
170                             constant_idx,
171                             *(const float *)(token + i * 4 + 1),
172                             *(const float *)(token + i * 4 + 2),
173                             *(const float *)(token + i * 4 + 3),
174                             *(const float *)(token + i * 4 + 4));
175                 }
176             }
177             hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
178                     constant_idx, (const float *)token + 1, count);
179             if (FAILED(hr)) ERR("Failed setting shader constants\n");
180         }
181 
182         token += parse_token(token);
183     }
184 }
185 
186 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
187 static const size_t wined3d_type_sizes[] =
188 {
189     /*WINED3DDECLTYPE_FLOAT1*/    1 * sizeof(float),
190     /*WINED3DDECLTYPE_FLOAT2*/    2 * sizeof(float),
191     /*WINED3DDECLTYPE_FLOAT3*/    3 * sizeof(float),
192     /*WINED3DDECLTYPE_FLOAT4*/    4 * sizeof(float),
193     /*WINED3DDECLTYPE_D3DCOLOR*/  4 * sizeof(BYTE),
194     /*WINED3DDECLTYPE_UBYTE4*/    4 * sizeof(BYTE),
195     /*WINED3DDECLTYPE_SHORT2*/    2 * sizeof(short int),
196     /*WINED3DDECLTYPE_SHORT4*/    4 * sizeof(short int),
197     /*WINED3DDECLTYPE_UBYTE4N*/   4 * sizeof(BYTE),
198     /*WINED3DDECLTYPE_SHORT2N*/   2 * sizeof(short int),
199     /*WINED3DDECLTYPE_SHORT4N*/   4 * sizeof(short int),
200     /*WINED3DDECLTYPE_USHORT2N*/  2 * sizeof(short int),
201     /*WINED3DDECLTYPE_USHORT4N*/  4 * sizeof(short int),
202     /*WINED3DDECLTYPE_UDEC3*/     3 * sizeof(short int),
203     /*WINED3DDECLTYPE_DEC3N*/     3 * sizeof(short int),
204     /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
205     /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
206 };
207 
208 static const enum wined3d_format_id wined3d_format_lookup[] =
209 {
210     /*WINED3DDECLTYPE_FLOAT1*/    WINED3DFMT_R32_FLOAT,
211     /*WINED3DDECLTYPE_FLOAT2*/    WINED3DFMT_R32G32_FLOAT,
212     /*WINED3DDECLTYPE_FLOAT3*/    WINED3DFMT_R32G32B32_FLOAT,
213     /*WINED3DDECLTYPE_FLOAT4*/    WINED3DFMT_R32G32B32A32_FLOAT,
214     /*WINED3DDECLTYPE_D3DCOLOR*/  WINED3DFMT_B8G8R8A8_UNORM,
215     /*WINED3DDECLTYPE_UBYTE4*/    WINED3DFMT_R8G8B8A8_UINT,
216     /*WINED3DDECLTYPE_SHORT2*/    WINED3DFMT_R16G16_SINT,
217     /*WINED3DDECLTYPE_SHORT4*/    WINED3DFMT_R16G16B16A16_SINT,
218     /*WINED3DDECLTYPE_UBYTE4N*/   WINED3DFMT_R8G8B8A8_UNORM,
219     /*WINED3DDECLTYPE_SHORT2N*/   WINED3DFMT_R16G16_SNORM,
220     /*WINED3DDECLTYPE_SHORT4N*/   WINED3DFMT_R16G16B16A16_SNORM,
221     /*WINED3DDECLTYPE_USHORT2N*/  WINED3DFMT_R16G16_UNORM,
222     /*WINED3DDECLTYPE_USHORT4N*/  WINED3DFMT_R16G16B16A16_UNORM,
223     /*WINED3DDECLTYPE_UDEC3*/     WINED3DFMT_R10G10B10X2_UINT,
224     /*WINED3DDECLTYPE_DEC3N*/     WINED3DFMT_R10G10B10X2_SNORM,
225     /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
226     /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
227 };
228 
229 static const struct
230 {
231     BYTE usage;
232     BYTE usage_idx;
233 }
234 wined3d_usage_lookup[] =
235 {
236     /* D3DVSDE_POSITION */      {WINED3D_DECL_USAGE_POSITION,      0},
237     /* D3DVSDE_BLENDWEIGHT */   {WINED3D_DECL_USAGE_BLEND_WEIGHT,  0},
238     /* D3DVSDE_BLENDINDICES */  {WINED3D_DECL_USAGE_BLEND_INDICES, 0},
239     /* D3DVSDE_NORMAL */        {WINED3D_DECL_USAGE_NORMAL,        0},
240     /* D3DVSDE_PSIZE */         {WINED3D_DECL_USAGE_PSIZE,         0},
241     /* D3DVSDE_DIFFUSE */       {WINED3D_DECL_USAGE_COLOR,         0},
242     /* D3DVSDE_SPECULAR */      {WINED3D_DECL_USAGE_COLOR,         1},
243     /* D3DVSDE_TEXCOORD0 */     {WINED3D_DECL_USAGE_TEXCOORD,      0},
244     /* D3DVSDE_TEXCOORD1 */     {WINED3D_DECL_USAGE_TEXCOORD,      1},
245     /* D3DVSDE_TEXCOORD2 */     {WINED3D_DECL_USAGE_TEXCOORD,      2},
246     /* D3DVSDE_TEXCOORD3 */     {WINED3D_DECL_USAGE_TEXCOORD,      3},
247     /* D3DVSDE_TEXCOORD4 */     {WINED3D_DECL_USAGE_TEXCOORD,      4},
248     /* D3DVSDE_TEXCOORD5 */     {WINED3D_DECL_USAGE_TEXCOORD,      5},
249     /* D3DVSDE_TEXCOORD6 */     {WINED3D_DECL_USAGE_TEXCOORD,      6},
250     /* D3DVSDE_TEXCOORD7 */     {WINED3D_DECL_USAGE_TEXCOORD,      7},
251     /* D3DVSDE_POSITION2 */     {WINED3D_DECL_USAGE_POSITION,      1},
252     /* D3DVSDE_NORMAL2 */       {WINED3D_DECL_USAGE_NORMAL,        1},
253 };
254 
255 /* TODO: find out where rhw (or positionT) is for declaration8 */
convert_to_wined3d_declaration(const DWORD * d3d8_elements,DWORD * d3d8_elements_size,struct wined3d_vertex_element ** wined3d_elements)256 static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
257         struct wined3d_vertex_element **wined3d_elements)
258 {
259     struct wined3d_vertex_element *element;
260     const DWORD *token = d3d8_elements;
261     D3DVSD_TOKENTYPE token_type;
262     unsigned int element_count = 0;
263     WORD stream = 0;
264     int offset = 0;
265 
266     TRACE("d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n", d3d8_elements, d3d8_elements_size, wined3d_elements);
267 
268     /* 128 should be enough for anyone... */
269     *wined3d_elements = heap_alloc_zero(128 * sizeof(**wined3d_elements));
270     while (D3DVSD_END() != *token)
271     {
272         token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
273 
274         if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
275         {
276             stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
277             offset = 0;
278         } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(*token & D3DVSD_DATALOADTYPEMASK)) {
279             DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
280             DWORD reg  = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
281 
282             TRACE("Adding element %d:\n", element_count);
283 
284             element = *wined3d_elements + element_count++;
285             element->format = wined3d_format_lookup[type];
286             element->input_slot = stream;
287             element->offset = offset;
288             element->output_slot = reg;
289             element->input_slot_class = WINED3D_INPUT_PER_VERTEX_DATA;
290             element->instance_data_step_rate = 0;
291             element->method = WINED3D_DECL_METHOD_DEFAULT;
292             element->usage = wined3d_usage_lookup[reg].usage;
293             element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
294 
295             offset += wined3d_type_sizes[type];
296         } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (*token & D3DVSD_DATALOADTYPEMASK)) {
297             TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
298             offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
299         }
300 
301         if (element_count >= 127) {
302             ERR("More than 127 elements?\n");
303             break;
304         }
305 
306         token += parse_token(token);
307     }
308 
309     *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
310 
311     return element_count;
312 }
313 
d3d8_vertexdeclaration_wined3d_object_destroyed(void * parent)314 static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
315 {
316     struct d3d8_vertex_declaration *declaration = parent;
317     heap_free(declaration->elements);
318     heap_free(declaration);
319 }
320 
d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration * declaration)321 void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
322 {
323     TRACE("declaration %p.\n", declaration);
324 
325     wined3d_mutex_lock();
326     wined3d_vertex_declaration_decref(declaration->wined3d_vertex_declaration);
327     wined3d_mutex_unlock();
328 }
329 
330 static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
331 {
332     d3d8_vertexdeclaration_wined3d_object_destroyed,
333 };
334 
d3d8_vertex_declaration_init(struct d3d8_vertex_declaration * declaration,struct d3d8_device * device,const DWORD * elements,DWORD shader_handle)335 HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
336         struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
337 {
338     struct wined3d_vertex_element *wined3d_elements;
339     UINT wined3d_element_count;
340     HRESULT hr;
341 
342     declaration->shader_handle = shader_handle;
343 
344     wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
345     if (!(declaration->elements = heap_alloc(declaration->elements_size)))
346     {
347         ERR("Failed to allocate vertex declaration elements memory.\n");
348         heap_free(wined3d_elements);
349         return E_OUTOFMEMORY;
350     }
351 
352     memcpy(declaration->elements, elements, declaration->elements_size);
353 
354     wined3d_mutex_lock();
355     hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
356             declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
357     wined3d_mutex_unlock();
358     heap_free(wined3d_elements);
359     if (FAILED(hr))
360     {
361         WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
362         heap_free(declaration->elements);
363         return hr;
364     }
365 
366     return D3D_OK;
367 }
368 
d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration * declaration,struct d3d8_device * device,DWORD fvf)369 HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
370         struct d3d8_device *device, DWORD fvf)
371 {
372     HRESULT hr;
373 
374     declaration->elements = NULL;
375     declaration->elements_size = 0;
376     declaration->shader_handle = fvf;
377 
378     hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
379             &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
380     if (FAILED(hr))
381     {
382         WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
383         return hr;
384     }
385 
386     return D3D_OK;
387 }
388