1 /* Direct3D ExecuteBuffer 2 * Copyright (c) 1998-2004 Lionel ULMER 3 * Copyright (c) 2002-2004 Christian Costa 4 * Copyright (c) 2006 Stefan Dösinger 5 * 6 * This file contains the implementation of IDirect3DExecuteBuffer. 7 * 8 * This library is free software; you can redistribute it and/or 9 * modify it under the terms of the GNU Lesser General Public 10 * License as published by the Free Software Foundation; either 11 * version 2.1 of the License, or (at your option) any later version. 12 * 13 * This library is distributed in the hope that it will be useful, 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 16 * Lesser General Public License for more details. 17 * 18 * You should have received a copy of the GNU Lesser General Public 19 * License along with this library; if not, write to the Free Software 20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 21 */ 22 23 #include "ddraw_private.h" 24 25 /***************************************************************************** 26 * _dump_executedata 27 * _dump_D3DEXECUTEBUFFERDESC 28 * 29 * Debug functions which write the executebuffer data to the console 30 * 31 *****************************************************************************/ 32 33 static void _dump_executedata(const D3DEXECUTEDATA *lpData) { 34 TRACE("dwSize : %d\n", lpData->dwSize); 35 TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount); 36 TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); 37 TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset); 38 } 39 40 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) { 41 TRACE("dwSize : %d\n", lpDesc->dwSize); 42 TRACE("dwFlags : %x\n", lpDesc->dwFlags); 43 TRACE("dwCaps : %x\n", lpDesc->dwCaps); 44 TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize); 45 TRACE("lpData : %p\n", lpDesc->lpData); 46 } 47 48 HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, 49 struct d3d_device *device, struct d3d_viewport *viewport) 50 { 51 DWORD vs = buffer->data.dwVertexOffset; 52 DWORD is = buffer->data.dwInstructionOffset; 53 char *instr = (char *)buffer->desc.lpData + is; 54 55 if (viewport->active_device != device) 56 { 57 WARN("Viewport %p active device is %p.\n", 58 viewport, viewport->active_device); 59 return DDERR_INVALIDPARAMS; 60 } 61 62 /* Activate the viewport */ 63 viewport_activate(viewport, FALSE); 64 65 TRACE("ExecuteData :\n"); 66 if (TRACE_ON(ddraw)) 67 _dump_executedata(&(buffer->data)); 68 69 for (;;) 70 { 71 D3DINSTRUCTION *current = (D3DINSTRUCTION *)instr; 72 BYTE size; 73 WORD count; 74 75 count = current->wCount; 76 size = current->bSize; 77 instr += sizeof(D3DINSTRUCTION); 78 79 switch (current->bOpcode) { 80 case D3DOP_POINT: { 81 WARN("POINT-s (%d)\n", count); 82 instr += count * size; 83 } break; 84 85 case D3DOP_LINE: { 86 WARN("LINE-s (%d)\n", count); 87 instr += count * size; 88 } break; 89 90 case D3DOP_TRIANGLE: { 91 DWORD i; 92 D3DTLVERTEX *tl_vx = buffer->vertex_data; 93 TRACE("TRIANGLE (%d)\n", count); 94 95 if (buffer->nb_indices < count * 3) 96 { 97 buffer->nb_indices = count * 3; 98 HeapFree(GetProcessHeap(), 0, buffer->indices); 99 buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices); 100 } 101 102 for (i = 0; i < count; ++i) 103 { 104 D3DTRIANGLE *ci = (D3DTRIANGLE *)instr; 105 TRACE(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3); 106 TRACE(" Flags : "); 107 if (TRACE_ON(ddraw)) 108 { 109 /* Wireframe */ 110 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) 111 TRACE("EDGEENABLE1 "); 112 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) 113 TRACE("EDGEENABLE2 "); 114 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) 115 TRACE("EDGEENABLE3 "); 116 /* Strips / Fans */ 117 if (ci->wFlags == D3DTRIFLAG_EVEN) 118 TRACE("EVEN "); 119 if (ci->wFlags == D3DTRIFLAG_ODD) 120 TRACE("ODD "); 121 if (ci->wFlags == D3DTRIFLAG_START) 122 TRACE("START "); 123 if ((ci->wFlags > 0) && (ci->wFlags < 30)) 124 TRACE("STARTFLAT(%u) ", ci->wFlags); 125 TRACE("\n"); 126 } 127 buffer->indices[(i * 3) ] = ci->u1.v1; 128 buffer->indices[(i * 3) + 1] = ci->u2.v2; 129 buffer->indices[(i * 3) + 2] = ci->u3.v3; 130 instr += size; 131 } 132 IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface, 133 D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, buffer->nb_vertices, 134 buffer->indices, count * 3, 0); 135 } break; 136 137 case D3DOP_MATRIXLOAD: 138 WARN("MATRIXLOAD-s (%d)\n", count); 139 instr += count * size; 140 break; 141 142 case D3DOP_MATRIXMULTIPLY: { 143 DWORD i; 144 TRACE("MATRIXMULTIPLY (%d)\n", count); 145 146 for (i = 0; i < count; ++i) 147 { 148 D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr; 149 D3DMATRIX *a, *b, *c; 150 151 a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX); 152 b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX); 153 c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX); 154 155 if (!a || !b || !c) 156 { 157 ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n", 158 ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c); 159 } 160 else 161 { 162 TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c); 163 multiply_matrix(a, c, b); 164 } 165 166 instr += size; 167 } 168 } break; 169 170 case D3DOP_STATETRANSFORM: { 171 DWORD i; 172 TRACE("STATETRANSFORM (%d)\n", count); 173 174 for (i = 0; i < count; ++i) 175 { 176 D3DSTATE *ci = (D3DSTATE *)instr; 177 D3DMATRIX *m; 178 179 m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX); 180 if (!m) 181 { 182 ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]); 183 } 184 else 185 { 186 if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD) 187 device->world = ci->u2.dwArg[0]; 188 if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW) 189 device->view = ci->u2.dwArg[0]; 190 if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION) 191 device->proj = ci->u2.dwArg[0]; 192 IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface, 193 ci->u1.dtstTransformStateType, m); 194 } 195 196 instr += size; 197 } 198 } break; 199 200 case D3DOP_STATELIGHT: { 201 DWORD i; 202 TRACE("STATELIGHT (%d)\n", count); 203 204 for (i = 0; i < count; ++i) 205 { 206 D3DSTATE *ci = (D3DSTATE *)instr; 207 208 TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]); 209 210 if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX)) 211 ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType); 212 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) 213 { 214 struct d3d_material *m; 215 216 m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL); 217 if (!m) 218 ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]); 219 else 220 material_activate(m); 221 } 222 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) 223 { 224 switch (ci->u2.dwArg[0]) { 225 case D3DCOLOR_MONO: 226 ERR("DDCOLOR_MONO should not happen!\n"); 227 break; 228 case D3DCOLOR_RGB: 229 /* We are already in this mode */ 230 break; 231 default: 232 ERR("Unknown color model!\n"); 233 } 234 } else { 235 D3DRENDERSTATETYPE rs = 0; 236 switch (ci->u1.dlstLightStateType) { 237 238 case D3DLIGHTSTATE_AMBIENT: /* 2 */ 239 rs = D3DRENDERSTATE_AMBIENT; 240 break; 241 case D3DLIGHTSTATE_FOGMODE: /* 4 */ 242 rs = D3DRENDERSTATE_FOGVERTEXMODE; 243 break; 244 case D3DLIGHTSTATE_FOGSTART: /* 5 */ 245 rs = D3DRENDERSTATE_FOGSTART; 246 break; 247 case D3DLIGHTSTATE_FOGEND: /* 6 */ 248 rs = D3DRENDERSTATE_FOGEND; 249 break; 250 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ 251 rs = D3DRENDERSTATE_FOGDENSITY; 252 break; 253 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ 254 rs = D3DRENDERSTATE_COLORVERTEX; 255 break; 256 default: 257 break; 258 } 259 260 IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, rs, ci->u2.dwArg[0]); 261 } 262 263 instr += size; 264 } 265 } break; 266 267 case D3DOP_STATERENDER: { 268 DWORD i; 269 IDirect3DDevice2 *d3d_device2 = &device->IDirect3DDevice2_iface; 270 TRACE("STATERENDER (%d)\n", count); 271 272 for (i = 0; i < count; ++i) 273 { 274 D3DSTATE *ci = (D3DSTATE *)instr; 275 276 IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]); 277 278 instr += size; 279 } 280 } break; 281 282 case D3DOP_PROCESSVERTICES: 283 { 284 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or 285 * IWineD3DDevice::ProcessVertices 286 */ 287 DWORD i; 288 D3DMATRIX view_mat, world_mat, proj_mat; 289 TRACE("PROCESSVERTICES (%d)\n", count); 290 291 /* Get the transform and world matrix */ 292 /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */ 293 wined3d_device_get_transform(device->wined3d_device, 294 D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat); 295 wined3d_device_get_transform(device->wined3d_device, 296 D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat); 297 wined3d_device_get_transform(device->wined3d_device, 298 WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat); 299 300 for (i = 0; i < count; ++i) 301 { 302 D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr; 303 304 TRACE(" Start : %d Dest : %d Count : %d\n", 305 ci->wStart, ci->wDest, ci->dwCount); 306 TRACE(" Flags : "); 307 if (TRACE_ON(ddraw)) 308 { 309 if (ci->dwFlags & D3DPROCESSVERTICES_COPY) 310 TRACE("COPY "); 311 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) 312 TRACE("NOCOLOR "); 313 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK) 314 TRACE("OPMASK "); 315 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM) 316 TRACE("TRANSFORM "); 317 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) 318 TRACE("TRANSFORMLIGHT "); 319 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) 320 TRACE("UPDATEEXTENTS "); 321 TRACE("\n"); 322 } 323 324 /* This is where doing Direct3D on top on OpenGL is quite difficult. 325 This method transforms a set of vertices using the CURRENT state 326 (lighting, projection, ...) but does not rasterize them. 327 They will only be put on screen later (with the POINT / LINE and 328 TRIANGLE op-codes). The problem is that you can have a triangle 329 with each point having been transformed using another state... 330 331 In this implementation, I will emulate only ONE thing : each 332 vertex can have its own "WORLD" transformation (this is used in the 333 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the 334 execute buffer use the same state. 335 336 If I find applications that change other states, I will try to do a 337 more 'fine-tuned' state emulation (but I may become quite tricky if 338 it changes a light position in the middle of a triangle). 339 340 In this case, a 'direct' approach (i.e. without using OpenGL, but 341 writing our own 3D rasterizer) would be easier. */ 342 343 /* The current method (with the hypothesis that only the WORLD matrix 344 will change between two points) is like this : 345 - I transform 'manually' all the vertices with the current WORLD 346 matrix and store them in the vertex buffer 347 - during the rasterization phase, the WORLD matrix will be set to 348 the Identity matrix */ 349 350 /* Enough for the moment */ 351 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) { 352 unsigned int nb; 353 D3DVERTEX *src = ((D3DVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; 354 D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; 355 D3DVIEWPORT *Viewport = &viewport->viewports.vp1; 356 D3DMATRIX mat; 357 358 if (TRACE_ON(ddraw)) 359 { 360 TRACE(" Projection Matrix : (%p)\n", &proj_mat); 361 dump_D3DMATRIX(&proj_mat); 362 TRACE(" View Matrix : (%p)\n", &view_mat); 363 dump_D3DMATRIX(&view_mat); 364 TRACE(" World Matrix : (%p)\n", &world_mat); 365 dump_D3DMATRIX(&world_mat); 366 } 367 368 multiply_matrix(&mat,&view_mat,&world_mat); 369 multiply_matrix(&mat,&proj_mat,&mat); 370 371 for (nb = 0; nb < ci->dwCount; nb++) { 372 /* No lighting yet */ 373 dst->u5.color = 0xFFFFFFFF; /* Opaque white */ 374 dst->u6.specular = 0xFF000000; /* No specular and no fog factor */ 375 376 dst->u7.tu = src->u7.tu; 377 dst->u8.tv = src->u8.tv; 378 379 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + mat._41; 380 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + mat._42; 381 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + mat._43; 382 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + mat._44; 383 384 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX 385 + Viewport->dwX + Viewport->dwWidth / 2; 386 dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY 387 + Viewport->dwY + Viewport->dwHeight / 2; 388 dst->u3.sz /= dst->u4.rhw; 389 dst->u4.rhw = 1 / dst->u4.rhw; 390 391 src++; 392 dst++; 393 394 } 395 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { 396 unsigned int nb; 397 D3DLVERTEX *src = ((D3DLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; 398 D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; 399 D3DVIEWPORT *Viewport = &viewport->viewports.vp1; 400 D3DMATRIX mat; 401 402 if (TRACE_ON(ddraw)) 403 { 404 TRACE(" Projection Matrix : (%p)\n", &proj_mat); 405 dump_D3DMATRIX(&proj_mat); 406 TRACE(" View Matrix : (%p)\n",&view_mat); 407 dump_D3DMATRIX(&view_mat); 408 TRACE(" World Matrix : (%p)\n", &world_mat); 409 dump_D3DMATRIX(&world_mat); 410 } 411 412 multiply_matrix(&mat,&view_mat,&world_mat); 413 multiply_matrix(&mat,&proj_mat,&mat); 414 415 for (nb = 0; nb < ci->dwCount; nb++) { 416 dst->u5.color = src->u4.color; 417 dst->u6.specular = src->u5.specular; 418 dst->u7.tu = src->u6.tu; 419 dst->u8.tv = src->u7.tv; 420 421 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + mat._41; 422 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + mat._42; 423 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + mat._43; 424 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + mat._44; 425 426 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX 427 + Viewport->dwX + Viewport->dwWidth / 2; 428 dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY 429 + Viewport->dwY + Viewport->dwHeight / 2; 430 431 dst->u3.sz /= dst->u4.rhw; 432 dst->u4.rhw = 1 / dst->u4.rhw; 433 434 src++; 435 dst++; 436 } 437 } 438 else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) 439 { 440 D3DTLVERTEX *src = ((D3DTLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; 441 D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; 442 443 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX)); 444 } else { 445 ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags); 446 } 447 448 instr += size; 449 } 450 } break; 451 452 case D3DOP_TEXTURELOAD: { 453 WARN("TEXTURELOAD-s (%d)\n", count); 454 455 instr += count * size; 456 } break; 457 458 case D3DOP_EXIT: { 459 TRACE("EXIT (%d)\n", count); 460 /* We did this instruction */ 461 instr += size; 462 /* Exit this loop */ 463 goto end_of_buffer; 464 } break; 465 466 case D3DOP_BRANCHFORWARD: { 467 DWORD i; 468 TRACE("BRANCHFORWARD (%d)\n", count); 469 470 for (i = 0; i < count; ++i) 471 { 472 D3DBRANCH *ci = (D3DBRANCH *)instr; 473 474 if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) 475 { 476 if (!ci->bNegate) 477 { 478 TRACE(" Branch to %d\n", ci->dwOffset); 479 if (ci->dwOffset) { 480 instr = (char*)current + ci->dwOffset; 481 break; 482 } 483 } 484 } else { 485 if (ci->bNegate) { 486 TRACE(" Branch to %d\n", ci->dwOffset); 487 if (ci->dwOffset) { 488 instr = (char*)current + ci->dwOffset; 489 break; 490 } 491 } 492 } 493 494 instr += size; 495 } 496 } break; 497 498 case D3DOP_SPAN: { 499 WARN("SPAN-s (%d)\n", count); 500 501 instr += count * size; 502 } break; 503 504 case D3DOP_SETSTATUS: { 505 DWORD i; 506 TRACE("SETSTATUS (%d)\n", count); 507 508 for (i = 0; i < count; ++i) 509 { 510 buffer->data.dsStatus = *(D3DSTATUS *)instr; 511 instr += size; 512 } 513 } break; 514 515 default: 516 ERR("Unhandled OpCode %d !!!\n",current->bOpcode); 517 /* Try to save ... */ 518 instr += count * size; 519 break; 520 } 521 } 522 523 end_of_buffer: 524 return D3D_OK; 525 } 526 527 static inline struct d3d_execute_buffer *impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface) 528 { 529 return CONTAINING_RECORD(iface, struct d3d_execute_buffer, IDirect3DExecuteBuffer_iface); 530 } 531 532 /***************************************************************************** 533 * IDirect3DExecuteBuffer::QueryInterface 534 * 535 * Well, a usual QueryInterface function. Don't know fur sure which 536 * interfaces it can Query. 537 * 538 * Params: 539 * riid: The interface ID queried for 540 * obj: Address to return the interface pointer at 541 * 542 * Returns: 543 * D3D_OK in case of a success (S_OK? Think it's the same) 544 * OLE_E_ENUM_NOMORE if the interface wasn't found. 545 * (E_NOINTERFACE?? Don't know what I really need) 546 * 547 *****************************************************************************/ 548 static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID riid, void **obj) 549 { 550 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj); 551 552 *obj = NULL; 553 554 if ( IsEqualGUID( &IID_IUnknown, riid ) ) { 555 IDirect3DExecuteBuffer_AddRef(iface); 556 *obj = iface; 557 TRACE(" Creating IUnknown interface at %p.\n", *obj); 558 return S_OK; 559 } 560 if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) { 561 IDirect3DExecuteBuffer_AddRef(iface); 562 *obj = iface; 563 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj); 564 return S_OK; 565 } 566 FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid)); 567 return E_NOINTERFACE; 568 } 569 570 571 /***************************************************************************** 572 * IDirect3DExecuteBuffer::AddRef 573 * 574 * A normal AddRef method, nothing special 575 * 576 * Returns: 577 * The new refcount 578 * 579 *****************************************************************************/ 580 static ULONG WINAPI d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer *iface) 581 { 582 struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); 583 ULONG ref = InterlockedIncrement(&buffer->ref); 584 585 TRACE("%p increasing refcount to %u.\n", buffer, ref); 586 587 return ref; 588 } 589 590 /***************************************************************************** 591 * IDirect3DExecuteBuffer::Release 592 * 593 * A normal Release method, nothing special 594 * 595 * Returns: 596 * The new refcount 597 * 598 *****************************************************************************/ 599 static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface) 600 { 601 struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); 602 ULONG ref = InterlockedDecrement(&buffer->ref); 603 604 TRACE("%p decreasing refcount to %u.\n", buffer, ref); 605 606 if (!ref) 607 { 608 if (buffer->need_free) 609 HeapFree(GetProcessHeap(), 0, buffer->desc.lpData); 610 HeapFree(GetProcessHeap(), 0, buffer->vertex_data); 611 HeapFree(GetProcessHeap(), 0, buffer->indices); 612 HeapFree(GetProcessHeap(), 0, buffer); 613 } 614 615 return ref; 616 } 617 618 /***************************************************************************** 619 * IDirect3DExecuteBuffer::Initialize 620 * 621 * Initializes the Execute Buffer. This method exists for COM compliance 622 * Nothing to do here. 623 * 624 * Returns: 625 * D3D_OK 626 * 627 *****************************************************************************/ 628 static HRESULT WINAPI d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer *iface, 629 IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc) 630 { 631 TRACE("iface %p, device %p, desc %p.\n", iface, device, desc); 632 633 return D3D_OK; 634 } 635 636 /***************************************************************************** 637 * IDirect3DExecuteBuffer::Lock 638 * 639 * Locks the buffer, so the app can write into it. 640 * 641 * Params: 642 * Desc: Pointer to return the buffer description. This Description contains 643 * a pointer to the buffer data. 644 * 645 * Returns: 646 * This implementation always returns D3D_OK 647 * 648 *****************************************************************************/ 649 static HRESULT WINAPI d3d_execute_buffer_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *desc) 650 { 651 struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); 652 DWORD dwSize; 653 654 TRACE("iface %p, desc %p.\n", iface, desc); 655 656 dwSize = desc->dwSize; 657 memcpy(desc, &buffer->desc, dwSize); 658 659 if (TRACE_ON(ddraw)) 660 { 661 TRACE(" Returning description :\n"); 662 _dump_D3DEXECUTEBUFFERDESC(desc); 663 } 664 return D3D_OK; 665 } 666 667 /***************************************************************************** 668 * IDirect3DExecuteBuffer::Unlock 669 * 670 * Unlocks the buffer. We don't have anything to do here 671 * 672 * Returns: 673 * This implementation always returns D3D_OK 674 * 675 *****************************************************************************/ 676 static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface) 677 { 678 TRACE("iface %p.\n", iface); 679 680 return D3D_OK; 681 } 682 683 /***************************************************************************** 684 * IDirect3DExecuteBuffer::SetExecuteData 685 * 686 * Sets the execute data. This data is used to describe the buffer's content 687 * 688 * Params: 689 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to 690 * assign 691 * 692 * Returns: 693 * D3D_OK on success 694 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed 695 * 696 *****************************************************************************/ 697 static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data) 698 { 699 struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); 700 DWORD nbvert; 701 702 TRACE("iface %p, data %p.\n", iface, data); 703 704 memcpy(&buffer->data, data, data->dwSize); 705 706 /* Get the number of vertices in the execute buffer */ 707 nbvert = buffer->data.dwVertexCount; 708 709 /* Prepares the transformed vertex buffer */ 710 HeapFree(GetProcessHeap(), 0, buffer->vertex_data); 711 buffer->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX)); 712 buffer->nb_vertices = nbvert; 713 714 if (TRACE_ON(ddraw)) 715 _dump_executedata(data); 716 717 return D3D_OK; 718 } 719 720 /***************************************************************************** 721 * IDirect3DExecuteBuffer::GetExecuteData 722 * 723 * Returns the data in the execute buffer 724 * 725 * Params: 726 * Data: Pointer to a D3DEXECUTEDATA structure used to return data 727 * 728 * Returns: 729 * D3D_OK on success 730 * 731 *****************************************************************************/ 732 static HRESULT WINAPI d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data) 733 { 734 struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); 735 DWORD dwSize; 736 737 TRACE("iface %p, data %p.\n", iface, data); 738 739 dwSize = data->dwSize; 740 memcpy(data, &buffer->data, dwSize); 741 742 if (TRACE_ON(ddraw)) 743 { 744 TRACE("Returning data :\n"); 745 _dump_executedata(data); 746 } 747 748 return DD_OK; 749 } 750 751 /***************************************************************************** 752 * IDirect3DExecuteBuffer::Validate 753 * 754 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not 755 * currently implemented" 756 * 757 * Params: 758 * ? 759 * 760 * Returns: 761 * DDERR_UNSUPPORTED, because it's not implemented in Windows. 762 * 763 *****************************************************************************/ 764 static HRESULT WINAPI d3d_execute_buffer_Validate(IDirect3DExecuteBuffer *iface, 765 DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved) 766 { 767 TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n", 768 iface, offset, callback, context, reserved); 769 770 WARN("Not implemented.\n"); 771 772 return DDERR_UNSUPPORTED; /* Unchecked */ 773 } 774 775 /***************************************************************************** 776 * IDirect3DExecuteBuffer::Optimize 777 * 778 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not 779 * currently supported" 780 * 781 * Params: 782 * Dummy: Seems to be an unused dummy ;) 783 * 784 * Returns: 785 * DDERR_UNSUPPORTED, because it's not implemented in Windows. 786 * 787 *****************************************************************************/ 788 static HRESULT WINAPI d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved) 789 { 790 TRACE("iface %p, reserved %#x.\n", iface, reserved); 791 792 WARN("Not implemented.\n"); 793 794 return DDERR_UNSUPPORTED; /* Unchecked */ 795 } 796 797 static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl = 798 { 799 d3d_execute_buffer_QueryInterface, 800 d3d_execute_buffer_AddRef, 801 d3d_execute_buffer_Release, 802 d3d_execute_buffer_Initialize, 803 d3d_execute_buffer_Lock, 804 d3d_execute_buffer_Unlock, 805 d3d_execute_buffer_SetExecuteData, 806 d3d_execute_buffer_GetExecuteData, 807 d3d_execute_buffer_Validate, 808 d3d_execute_buffer_Optimize, 809 }; 810 811 HRESULT d3d_execute_buffer_init(struct d3d_execute_buffer *execute_buffer, 812 struct d3d_device *device, D3DEXECUTEBUFFERDESC *desc) 813 { 814 execute_buffer->IDirect3DExecuteBuffer_iface.lpVtbl = &d3d_execute_buffer_vtbl; 815 execute_buffer->ref = 1; 816 execute_buffer->d3ddev = device; 817 818 /* Initializes memory */ 819 memcpy(&execute_buffer->desc, desc, desc->dwSize); 820 821 /* No buffer given */ 822 if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA)) 823 execute_buffer->desc.lpData = NULL; 824 825 /* No buffer size given */ 826 if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE)) 827 execute_buffer->desc.dwBufferSize = 0; 828 829 /* Create buffer if asked */ 830 if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize) 831 { 832 execute_buffer->need_free = TRUE; 833 execute_buffer->desc.lpData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, execute_buffer->desc.dwBufferSize); 834 if (!execute_buffer->desc.lpData) 835 { 836 ERR("Failed to allocate execute buffer data.\n"); 837 return DDERR_OUTOFMEMORY; 838 } 839 } 840 841 execute_buffer->desc.dwFlags |= D3DDEB_LPDATA; 842 843 return D3D_OK; 844 } 845 846 struct d3d_execute_buffer *unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface) 847 { 848 if (!iface) 849 return NULL; 850 assert(iface->lpVtbl == &d3d_execute_buffer_vtbl); 851 852 return impl_from_IDirect3DExecuteBuffer(iface); 853 } 854