wined3d: Reject raw blits between depth/stencil and colour resources in the GLSL...
[wine.git] / dlls / d3d8 / vertexdeclaration.c
blobd0e733b9e376aa65aaad642a23ea47746af074dd
1 /*
2 * Copyright 2007 Henri Verbeet
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #include "d3d8_private.h"
21 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
23 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
25 switch (d3dvsdt_type)
27 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
28 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
29 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
30 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
31 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
32 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
33 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
34 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
35 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
36 #undef D3DVSDT_TYPE_TO_STR
37 default:
38 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
39 return "unrecognized";
43 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
45 switch (d3dvsde_register)
47 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
48 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
49 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
50 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
51 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
52 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
53 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
54 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
55 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
56 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
57 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
58 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
59 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
60 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
61 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
62 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
63 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
64 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
65 #undef D3DVSDE_REGISTER_TO_STR
66 default:
67 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
68 return "unrecognized";
72 size_t parse_token(const DWORD* pToken)
74 const DWORD token = *pToken;
75 size_t tokenlen = 1;
77 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
78 case D3DVSD_TOKEN_NOP:
79 TRACE(" 0x%08x NOP()\n", token);
80 break;
82 case D3DVSD_TOKEN_STREAM:
83 if (token & D3DVSD_STREAMTESSMASK)
85 TRACE(" 0x%08x STREAM_TESS()\n", token);
86 } else {
87 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
89 break;
91 case D3DVSD_TOKEN_STREAMDATA:
92 if (token & 0x10000000)
94 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
95 } else {
96 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
97 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
98 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
100 break;
102 case D3DVSD_TOKEN_TESSELLATOR:
103 if (token & 0x10000000)
105 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
106 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
107 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
108 } else {
109 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
110 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
111 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
112 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
113 debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
115 break;
117 case D3DVSD_TOKEN_CONSTMEM:
119 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
120 tokenlen = (4 * count) + 1;
122 break;
124 case D3DVSD_TOKEN_EXT:
126 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
127 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
128 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
129 /* todo ... print extension */
130 tokenlen = count + 1;
132 break;
134 case D3DVSD_TOKEN_END:
135 TRACE(" 0x%08x END()\n", token);
136 break;
138 default:
139 TRACE(" 0x%08x UNKNOWN\n", token);
140 /* arg error */
143 return tokenlen;
146 void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
148 const DWORD *token = d3d8_elements;
150 while (*token != D3DVSD_END())
152 if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
154 DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
155 DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
156 HRESULT hr;
158 if (TRACE_ON(d3d8))
160 DWORD i;
161 for (i = 0; i < count; ++i)
163 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
164 constant_idx,
165 *(const float *)(token + i * 4 + 1),
166 *(const float *)(token + i * 4 + 2),
167 *(const float *)(token + i * 4 + 3),
168 *(const float *)(token + i * 4 + 4));
171 hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
172 constant_idx, (const float *)token + 1, count);
173 if (FAILED(hr)) ERR("Failed setting shader constants\n");
176 token += parse_token(token);
180 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
181 static const size_t wined3d_type_sizes[] =
183 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
184 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
185 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
186 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
187 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
188 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
189 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
190 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
191 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
192 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
193 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
194 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
195 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
196 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
197 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
198 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
199 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
202 static const enum wined3d_format_id wined3d_format_lookup[] =
204 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
205 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
206 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
207 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
208 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
209 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
210 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
211 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
212 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
213 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
214 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
215 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
216 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
217 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10X2_UINT,
218 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10X2_SNORM,
219 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
220 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
223 static const struct
225 BYTE usage;
226 BYTE usage_idx;
228 wined3d_usage_lookup[] =
230 /* D3DVSDE_POSITION */ {WINED3D_DECL_USAGE_POSITION, 0},
231 /* D3DVSDE_BLENDWEIGHT */ {WINED3D_DECL_USAGE_BLEND_WEIGHT, 0},
232 /* D3DVSDE_BLENDINDICES */ {WINED3D_DECL_USAGE_BLEND_INDICES, 0},
233 /* D3DVSDE_NORMAL */ {WINED3D_DECL_USAGE_NORMAL, 0},
234 /* D3DVSDE_PSIZE */ {WINED3D_DECL_USAGE_PSIZE, 0},
235 /* D3DVSDE_DIFFUSE */ {WINED3D_DECL_USAGE_COLOR, 0},
236 /* D3DVSDE_SPECULAR */ {WINED3D_DECL_USAGE_COLOR, 1},
237 /* D3DVSDE_TEXCOORD0 */ {WINED3D_DECL_USAGE_TEXCOORD, 0},
238 /* D3DVSDE_TEXCOORD1 */ {WINED3D_DECL_USAGE_TEXCOORD, 1},
239 /* D3DVSDE_TEXCOORD2 */ {WINED3D_DECL_USAGE_TEXCOORD, 2},
240 /* D3DVSDE_TEXCOORD3 */ {WINED3D_DECL_USAGE_TEXCOORD, 3},
241 /* D3DVSDE_TEXCOORD4 */ {WINED3D_DECL_USAGE_TEXCOORD, 4},
242 /* D3DVSDE_TEXCOORD5 */ {WINED3D_DECL_USAGE_TEXCOORD, 5},
243 /* D3DVSDE_TEXCOORD6 */ {WINED3D_DECL_USAGE_TEXCOORD, 6},
244 /* D3DVSDE_TEXCOORD7 */ {WINED3D_DECL_USAGE_TEXCOORD, 7},
245 /* D3DVSDE_POSITION2 */ {WINED3D_DECL_USAGE_POSITION, 1},
246 /* D3DVSDE_NORMAL2 */ {WINED3D_DECL_USAGE_NORMAL, 1},
249 /* TODO: find out where rhw (or positionT) is for declaration8 */
250 static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
251 struct wined3d_vertex_element **wined3d_elements, DWORD *stream_map)
253 struct wined3d_vertex_element *element;
254 const DWORD *token = d3d8_elements;
255 D3DVSD_TOKENTYPE token_type;
256 unsigned int element_count = 0;
257 WORD stream = 0;
258 int offset = 0;
260 TRACE("d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n", d3d8_elements, d3d8_elements_size, wined3d_elements);
262 *stream_map = 0;
263 /* 128 should be enough for anyone... */
264 *wined3d_elements = heap_alloc_zero(128 * sizeof(**wined3d_elements));
265 while (D3DVSD_END() != *token)
267 token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
269 if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
271 stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
272 offset = 0;
273 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(*token & D3DVSD_DATALOADTYPEMASK)) {
274 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
275 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
277 TRACE("Adding element %d:\n", element_count);
279 element = *wined3d_elements + element_count++;
280 element->format = wined3d_format_lookup[type];
281 element->input_slot = stream;
282 element->offset = offset;
283 element->output_slot = reg;
284 element->input_slot_class = WINED3D_INPUT_PER_VERTEX_DATA;
285 element->instance_data_step_rate = 0;
286 element->method = WINED3D_DECL_METHOD_DEFAULT;
287 element->usage = wined3d_usage_lookup[reg].usage;
288 element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
290 *stream_map |= 1u << stream;
292 offset += wined3d_type_sizes[type];
293 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (*token & D3DVSD_DATALOADTYPEMASK)) {
294 TRACE(" 0x%08x SKIP(%u)\n", *token, (*token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
295 offset += sizeof(DWORD) * ((*token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
298 if (element_count >= 127) {
299 ERR("More than 127 elements?\n");
300 break;
303 token += parse_token(token);
306 *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
308 return element_count;
311 static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
313 struct d3d8_vertex_declaration *declaration = parent;
314 heap_free(declaration->elements);
315 heap_free(declaration);
318 void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
320 TRACE("declaration %p.\n", declaration);
322 wined3d_mutex_lock();
323 wined3d_vertex_declaration_decref(declaration->wined3d_vertex_declaration);
324 wined3d_mutex_unlock();
327 static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
329 d3d8_vertexdeclaration_wined3d_object_destroyed,
332 HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
333 struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
335 struct wined3d_vertex_element *wined3d_elements;
336 UINT wined3d_element_count;
337 HRESULT hr;
339 declaration->shader_handle = shader_handle;
341 wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size,
342 &wined3d_elements, &declaration->stream_map);
343 if (!(declaration->elements = heap_alloc(declaration->elements_size)))
345 ERR("Failed to allocate vertex declaration elements memory.\n");
346 heap_free(wined3d_elements);
347 return E_OUTOFMEMORY;
350 memcpy(declaration->elements, elements, declaration->elements_size);
352 wined3d_mutex_lock();
353 hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
354 declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
355 wined3d_mutex_unlock();
356 heap_free(wined3d_elements);
357 if (FAILED(hr))
359 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
360 heap_free(declaration->elements);
361 if (hr == E_INVALIDARG)
362 hr = E_FAIL;
363 return hr;
366 return D3D_OK;
369 HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
370 struct d3d8_device *device, DWORD fvf)
372 HRESULT hr;
374 declaration->elements = NULL;
375 declaration->elements_size = 0;
376 declaration->stream_map = 1;
377 declaration->shader_handle = fvf;
379 hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
380 &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
381 if (FAILED(hr))
383 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
384 if (hr == E_INVALIDARG)
385 hr = E_FAIL;
386 return hr;
389 return D3D_OK;