1 /* Direct3D ExecuteBuffer
2 * Copyright (c) 1998-2004 Lionel ULMER
3 * Copyright (c) 2002-2004 Christian Costa
4 * Copyright (c) 2006 Stefan Dösinger
6 * This file contains the implementation of IDirect3DExecuteBuffer.
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.
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.
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
24 #include "wine/port.h"
26 #include "ddraw_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(ddraw
);
30 /*****************************************************************************
32 * _dump_D3DEXECUTEBUFFERDESC
34 * Debug functions which write the executebuffer data to the console
36 *****************************************************************************/
38 static void _dump_executedata(const D3DEXECUTEDATA
*lpData
) {
39 TRACE("dwSize : %d\n", lpData
->dwSize
);
40 TRACE("Vertex Offset : %d Count : %d\n", lpData
->dwVertexOffset
, lpData
->dwVertexCount
);
41 TRACE("Instruction Offset : %d Length : %d\n", lpData
->dwInstructionOffset
, lpData
->dwInstructionLength
);
42 TRACE("HVertex Offset : %d\n", lpData
->dwHVertexOffset
);
45 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC
*lpDesc
) {
46 TRACE("dwSize : %d\n", lpDesc
->dwSize
);
47 TRACE("dwFlags : %x\n", lpDesc
->dwFlags
);
48 TRACE("dwCaps : %x\n", lpDesc
->dwCaps
);
49 TRACE("dwBufferSize : %d\n", lpDesc
->dwBufferSize
);
50 TRACE("lpData : %p\n", lpDesc
->lpData
);
53 /*****************************************************************************
54 * IDirect3DExecuteBufferImpl_Execute
56 * The main functionality of the execute buffer
57 * It transforms the vertices if necessary, and calls IDirect3DDevice7
58 * for drawing the vertices. It is called from
59 * IDirect3DDevice::Execute
61 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
63 * Don't declare this static, as it's called from device.c,
64 * IDirect3DDevice::Execute
67 * Device: 3D Device associated to use for drawing
68 * Viewport: Viewport for this operation
70 *****************************************************************************/
72 IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl
*This
,
73 IDirect3DDeviceImpl
*lpDevice
,
74 IDirect3DViewportImpl
*lpViewport
)
76 /* DWORD bs = This->desc.dwBufferSize; */
77 DWORD vs
= This
->data
.dwVertexOffset
;
78 /* DWORD vc = This->data.dwVertexCount; */
79 DWORD is
= This
->data
.dwInstructionOffset
;
80 /* DWORD il = This->data.dwInstructionLength; */
82 char *instr
= (char *)This
->desc
.lpData
+ is
;
84 /* Should check if the viewport was added or not to the device */
86 /* Activate the viewport */
87 lpViewport
->active_device
= lpDevice
;
88 viewport_activate(lpViewport
, FALSE
);
90 TRACE("ExecuteData :\n");
92 _dump_executedata(&(This
->data
));
95 LPD3DINSTRUCTION current
= (LPD3DINSTRUCTION
) instr
;
99 count
= current
->wCount
;
100 size
= current
->bSize
;
101 instr
+= sizeof(D3DINSTRUCTION
);
103 switch (current
->bOpcode
) {
105 WARN("POINT-s (%d)\n", count
);
106 instr
+= count
* size
;
110 WARN("LINE-s (%d)\n", count
);
111 instr
+= count
* size
;
114 case D3DOP_TRIANGLE
: {
116 D3DTLVERTEX
*tl_vx
= This
->vertex_data
;
117 TRACE("TRIANGLE (%d)\n", count
);
119 if (count
*3>This
->nb_indices
) {
120 This
->nb_indices
= count
* 3;
121 HeapFree(GetProcessHeap(),0,This
->indices
);
122 This
->indices
= HeapAlloc(GetProcessHeap(),0,sizeof(WORD
)*This
->nb_indices
);
125 for (i
= 0; i
< count
; i
++) {
126 LPD3DTRIANGLE ci
= (LPD3DTRIANGLE
) instr
;
127 TRACE(" v1: %d v2: %d v3: %d\n",ci
->u1
.v1
, ci
->u2
.v2
, ci
->u3
.v3
);
132 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE1
)
133 TRACE("EDGEENABLE1 ");
134 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE2
)
135 TRACE("EDGEENABLE2 ");
136 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE1
)
137 TRACE("EDGEENABLE3 ");
139 if (ci
->wFlags
== D3DTRIFLAG_EVEN
)
141 if (ci
->wFlags
== D3DTRIFLAG_ODD
)
143 if (ci
->wFlags
== D3DTRIFLAG_START
)
145 if ((ci
->wFlags
> 0) && (ci
->wFlags
< 30))
146 TRACE("STARTFLAT(%u) ", ci
->wFlags
);
149 This
->indices
[(i
* 3) ] = ci
->u1
.v1
;
150 This
->indices
[(i
* 3) + 1] = ci
->u2
.v2
;
151 This
->indices
[(i
* 3) + 2] = ci
->u3
.v3
;
154 /* IDirect3DDevices have color keying always enabled -
155 * enable it before drawing. This overwrites any ALPHA*
158 IWineD3DDevice_SetRenderState(lpDevice
->wineD3DDevice
,
159 WINED3DRS_COLORKEYENABLE
,
161 IDirect3DDevice7_DrawIndexedPrimitive((IDirect3DDevice7
*)lpDevice
,
162 D3DPT_TRIANGLELIST
, D3DFVF_TLVERTEX
, tl_vx
, 0, This
->indices
, count
* 3, 0);
165 case D3DOP_MATRIXLOAD
:
166 WARN("MATRIXLOAD-s (%d)\n", count
);
167 instr
+= count
* size
;
170 case D3DOP_MATRIXMULTIPLY
: {
172 TRACE("MATRIXMULTIPLY (%d)\n", count
);
174 for (i
= 0; i
< count
; ++i
)
176 D3DMATRIXMULTIPLY
*ci
= (D3DMATRIXMULTIPLY
*)instr
;
177 D3DMATRIX
*a
, *b
, *c
;
179 a
= ddraw_get_object(&lpDevice
->handle_table
, ci
->hDestMatrix
- 1, DDRAW_HANDLE_MATRIX
);
180 b
= ddraw_get_object(&lpDevice
->handle_table
, ci
->hSrcMatrix1
- 1, DDRAW_HANDLE_MATRIX
);
181 c
= ddraw_get_object(&lpDevice
->handle_table
, ci
->hSrcMatrix2
- 1, DDRAW_HANDLE_MATRIX
);
185 ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
186 ci
->hDestMatrix
, a
, ci
->hSrcMatrix1
, b
, ci
->hSrcMatrix2
, c
);
190 TRACE("dst %p, src1 %p, src2 %p.\n", a
, b
, c
);
191 multiply_matrix(a
, c
, b
);
198 case D3DOP_STATETRANSFORM
: {
200 TRACE("STATETRANSFORM (%d)\n", count
);
202 for (i
= 0; i
< count
; ++i
)
204 D3DSTATE
*ci
= (D3DSTATE
*)instr
;
207 m
= ddraw_get_object(&lpDevice
->handle_table
, ci
->u2
.dwArg
[0] - 1, DDRAW_HANDLE_MATRIX
);
210 ERR("Invalid matrix handle %#x.\n", ci
->u2
.dwArg
[0]);
214 if (ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_WORLD
)
215 lpDevice
->world
= ci
->u2
.dwArg
[0];
216 if (ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_VIEW
)
217 lpDevice
->view
= ci
->u2
.dwArg
[0];
218 if (ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_PROJECTION
)
219 lpDevice
->proj
= ci
->u2
.dwArg
[0];
220 IDirect3DDevice7_SetTransform((IDirect3DDevice7
*)lpDevice
,
221 ci
->u1
.dtstTransformStateType
, m
);
228 case D3DOP_STATELIGHT
: {
230 TRACE("STATELIGHT (%d)\n", count
);
232 for (i
= 0; i
< count
; i
++) {
233 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
235 TRACE("(%08x,%08x)\n", ci
->u1
.dlstLightStateType
, ci
->u2
.dwArg
[0]);
237 if (!ci
->u1
.dlstLightStateType
|| (ci
->u1
.dlstLightStateType
> D3DLIGHTSTATE_COLORVERTEX
))
238 ERR("Unexpected Light State Type %d\n", ci
->u1
.dlstLightStateType
);
239 else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_MATERIAL
/* 1 */)
241 IDirect3DMaterialImpl
*m
;
243 m
= ddraw_get_object(&lpDevice
->handle_table
, ci
->u2
.dwArg
[0] - 1, DDRAW_HANDLE_MATERIAL
);
245 ERR("Invalid material handle %#x.\n", ci
->u2
.dwArg
[0]);
247 material_activate(m
);
249 else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_COLORMODEL
/* 3 */)
251 switch (ci
->u2
.dwArg
[0]) {
253 ERR("DDCOLOR_MONO should not happen!\n");
256 /* We are already in this mode */
259 ERR("Unknown color model!\n");
262 D3DRENDERSTATETYPE rs
= 0;
263 switch (ci
->u1
.dlstLightStateType
) {
265 case D3DLIGHTSTATE_AMBIENT
: /* 2 */
266 rs
= D3DRENDERSTATE_AMBIENT
;
268 case D3DLIGHTSTATE_FOGMODE
: /* 4 */
269 rs
= D3DRENDERSTATE_FOGVERTEXMODE
;
271 case D3DLIGHTSTATE_FOGSTART
: /* 5 */
272 rs
= D3DRENDERSTATE_FOGSTART
;
274 case D3DLIGHTSTATE_FOGEND
: /* 6 */
275 rs
= D3DRENDERSTATE_FOGEND
;
277 case D3DLIGHTSTATE_FOGDENSITY
: /* 7 */
278 rs
= D3DRENDERSTATE_FOGDENSITY
;
280 case D3DLIGHTSTATE_COLORVERTEX
: /* 8 */
281 rs
= D3DRENDERSTATE_COLORVERTEX
;
287 IDirect3DDevice7_SetRenderState((IDirect3DDevice7
*)lpDevice
, rs
, ci
->u2
.dwArg
[0]);
294 case D3DOP_STATERENDER
: {
296 IDirect3DDevice2
*d3d_device2
= (IDirect3DDevice2
*)&lpDevice
->IDirect3DDevice2_vtbl
;
297 TRACE("STATERENDER (%d)\n", count
);
299 for (i
= 0; i
< count
; i
++) {
300 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
302 IDirect3DDevice2_SetRenderState(d3d_device2
, ci
->u1
.drstRenderStateType
, ci
->u2
.dwArg
[0]);
308 case D3DOP_PROCESSVERTICES
:
310 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
311 * IWineD3DDevice::ProcessVertices
314 D3DMATRIX view_mat
, world_mat
, proj_mat
;
315 TRACE("PROCESSVERTICES (%d)\n", count
);
317 /* Get the transform and world matrix */
318 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
320 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
321 D3DTRANSFORMSTATE_VIEW
,
322 (WINED3DMATRIX
*) &view_mat
);
324 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
325 D3DTRANSFORMSTATE_PROJECTION
,
326 (WINED3DMATRIX
*) &proj_mat
);
328 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
329 WINED3DTS_WORLDMATRIX(0),
330 (WINED3DMATRIX
*) &world_mat
);
332 for (i
= 0; i
< count
; i
++) {
333 LPD3DPROCESSVERTICES ci
= (LPD3DPROCESSVERTICES
) instr
;
335 TRACE(" Start : %d Dest : %d Count : %d\n",
336 ci
->wStart
, ci
->wDest
, ci
->dwCount
);
340 if (ci
->dwFlags
& D3DPROCESSVERTICES_COPY
)
342 if (ci
->dwFlags
& D3DPROCESSVERTICES_NOCOLOR
)
344 if (ci
->dwFlags
== D3DPROCESSVERTICES_OPMASK
)
346 if (ci
->dwFlags
& D3DPROCESSVERTICES_TRANSFORM
)
348 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
)
349 TRACE("TRANSFORMLIGHT ");
350 if (ci
->dwFlags
& D3DPROCESSVERTICES_UPDATEEXTENTS
)
351 TRACE("UPDATEEXTENTS ");
355 /* This is where doing Direct3D on top on OpenGL is quite difficult.
356 This method transforms a set of vertices using the CURRENT state
357 (lighting, projection, ...) but does not rasterize them.
358 They will only be put on screen later (with the POINT / LINE and
359 TRIANGLE op-codes). The problem is that you can have a triangle
360 with each point having been transformed using another state...
362 In this implementation, I will emulate only ONE thing : each
363 vertex can have its own "WORLD" transformation (this is used in the
364 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
365 execute buffer use the same state.
367 If I find applications that change other states, I will try to do a
368 more 'fine-tuned' state emulation (but I may become quite tricky if
369 it changes a light position in the middle of a triangle).
371 In this case, a 'direct' approach (i.e. without using OpenGL, but
372 writing our own 3D rasterizer) would be easier. */
374 /* The current method (with the hypothesis that only the WORLD matrix
375 will change between two points) is like this :
376 - I transform 'manually' all the vertices with the current WORLD
377 matrix and store them in the vertex buffer
378 - during the rasterization phase, the WORLD matrix will be set to
379 the Identity matrix */
381 /* Enough for the moment */
382 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
) {
384 D3DVERTEX
*src
= ((LPD3DVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
385 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
387 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
391 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
392 dump_D3DMATRIX(&proj_mat
);
393 TRACE(" View Matrix : (%p)\n", &view_mat
);
394 dump_D3DMATRIX(&view_mat
);
395 TRACE(" World Matrix : (%p)\n", &world_mat
);
396 dump_D3DMATRIX(&world_mat
);
399 multiply_matrix(&mat
,&view_mat
,&world_mat
);
400 multiply_matrix(&mat
,&proj_mat
,&mat
);
402 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
403 /* No lighting yet */
404 dst
->u5
.color
= 0xFFFFFFFF; /* Opaque white */
405 dst
->u6
.specular
= 0xFF000000; /* No specular and no fog factor */
407 dst
->u7
.tu
= src
->u7
.tu
;
408 dst
->u8
.tv
= src
->u8
.tv
;
410 /* Now, the matrix multiplication */
411 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
412 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
413 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
414 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
416 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
417 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
418 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
419 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
420 dst
->u3
.sz
/= dst
->u4
.rhw
;
421 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
427 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORM
) {
429 D3DLVERTEX
*src
= ((LPD3DLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
430 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
432 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
436 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
437 dump_D3DMATRIX(&proj_mat
);
438 TRACE(" View Matrix : (%p)\n",&view_mat
);
439 dump_D3DMATRIX(&view_mat
);
440 TRACE(" World Matrix : (%p)\n", &world_mat
);
441 dump_D3DMATRIX(&world_mat
);
444 multiply_matrix(&mat
,&view_mat
,&world_mat
);
445 multiply_matrix(&mat
,&proj_mat
,&mat
);
447 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
448 dst
->u5
.color
= src
->u4
.color
;
449 dst
->u6
.specular
= src
->u5
.specular
;
450 dst
->u7
.tu
= src
->u6
.tu
;
451 dst
->u8
.tv
= src
->u7
.tv
;
453 /* Now, the matrix multiplication */
454 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
455 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
456 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
457 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
459 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
460 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
461 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
462 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
464 dst
->u3
.sz
/= dst
->u4
.rhw
;
465 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
470 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_COPY
) {
471 D3DTLVERTEX
*src
= ((LPD3DTLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
472 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
474 memcpy(dst
, src
, ci
->dwCount
* sizeof(D3DTLVERTEX
));
476 ERR("Unhandled vertex processing flag %#x.\n", ci
->dwFlags
);
483 case D3DOP_TEXTURELOAD
: {
484 WARN("TEXTURELOAD-s (%d)\n", count
);
486 instr
+= count
* size
;
490 TRACE("EXIT (%d)\n", count
);
491 /* We did this instruction */
497 case D3DOP_BRANCHFORWARD
: {
499 TRACE("BRANCHFORWARD (%d)\n", count
);
501 for (i
= 0; i
< count
; i
++) {
502 LPD3DBRANCH ci
= (LPD3DBRANCH
) instr
;
504 if ((This
->data
.dsStatus
.dwStatus
& ci
->dwMask
) == ci
->dwValue
) {
506 TRACE(" Branch to %d\n", ci
->dwOffset
);
508 instr
= (char*)current
+ ci
->dwOffset
;
514 TRACE(" Branch to %d\n", ci
->dwOffset
);
516 instr
= (char*)current
+ ci
->dwOffset
;
527 WARN("SPAN-s (%d)\n", count
);
529 instr
+= count
* size
;
532 case D3DOP_SETSTATUS
: {
534 TRACE("SETSTATUS (%d)\n", count
);
536 for (i
= 0; i
< count
; i
++) {
537 LPD3DSTATUS ci
= (LPD3DSTATUS
) instr
;
539 This
->data
.dsStatus
= *ci
;
546 ERR("Unhandled OpCode %d !!!\n",current
->bOpcode
);
547 /* Try to save ... */
548 instr
+= count
* size
;
557 /*****************************************************************************
558 * IDirect3DExecuteBuffer::QueryInterface
560 * Well, a usual QueryInterface function. Don't know fur sure which
561 * interfaces it can Query.
564 * riid: The interface ID queried for
565 * obj: Address to return the interface pointer at
568 * D3D_OK in case of a success (S_OK? Think it's the same)
569 * OLE_E_ENUM_NOMORE if the interface wasn't found.
570 * (E_NOINTERFACE?? Don't know what I really need)
572 *****************************************************************************/
573 static HRESULT WINAPI
574 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer
*iface
,
578 TRACE("iface %p, riid %s, object %p.\n", iface
, debugstr_guid(riid
), obj
);
582 if ( IsEqualGUID( &IID_IUnknown
, riid
) ) {
583 IDirect3DExecuteBuffer_AddRef(iface
);
585 TRACE(" Creating IUnknown interface at %p.\n", *obj
);
588 if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer
, riid
) ) {
589 IDirect3DExecuteBuffer_AddRef(iface
);
591 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj
);
594 FIXME("(%p): interface for IID %s NOT found!\n", iface
, debugstr_guid(riid
));
595 return E_NOINTERFACE
;
599 /*****************************************************************************
600 * IDirect3DExecuteBuffer::AddRef
602 * A normal AddRef method, nothing special
607 *****************************************************************************/
609 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer
*iface
)
611 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
612 ULONG ref
= InterlockedIncrement(&This
->ref
);
614 TRACE("%p increasing refcount to %u.\n", This
, ref
);
619 /*****************************************************************************
620 * IDirect3DExecuteBuffer::Release
622 * A normal Release method, nothing special
627 *****************************************************************************/
629 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer
*iface
)
631 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
632 ULONG ref
= InterlockedDecrement(&This
->ref
);
634 TRACE("%p decreasing refcount to %u.\n", This
, ref
);
638 HeapFree(GetProcessHeap(),0,This
->desc
.lpData
);
639 HeapFree(GetProcessHeap(),0,This
->vertex_data
);
640 HeapFree(GetProcessHeap(),0,This
->indices
);
641 HeapFree(GetProcessHeap(),0,This
);
648 /*****************************************************************************
649 * IDirect3DExecuteBuffer::Initialize
651 * Initializes the Execute Buffer. This method exists for COM compliance
652 * Nothing to do here.
657 *****************************************************************************/
658 static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer
*iface
,
659 IDirect3DDevice
*device
, D3DEXECUTEBUFFERDESC
*desc
)
661 TRACE("iface %p, device %p, desc %p.\n", iface
, device
, desc
);
666 /*****************************************************************************
667 * IDirect3DExecuteBuffer::Lock
669 * Locks the buffer, so the app can write into it.
672 * Desc: Pointer to return the buffer description. This Description contains
673 * a pointer to the buffer data.
676 * This implementation always returns D3D_OK
678 *****************************************************************************/
679 static HRESULT WINAPI
680 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer
*iface
,
681 D3DEXECUTEBUFFERDESC
*lpDesc
)
683 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
686 TRACE("iface %p, desc %p.\n", iface
, lpDesc
);
688 dwSize
= lpDesc
->dwSize
;
689 memcpy(lpDesc
, &This
->desc
, dwSize
);
693 TRACE(" Returning description :\n");
694 _dump_D3DEXECUTEBUFFERDESC(lpDesc
);
699 /*****************************************************************************
700 * IDirect3DExecuteBuffer::Unlock
702 * Unlocks the buffer. We don't have anything to do here
705 * This implementation always returns D3D_OK
707 *****************************************************************************/
708 static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer
*iface
)
710 TRACE("iface %p.\n", iface
);
715 /*****************************************************************************
716 * IDirect3DExecuteBuffer::SetExecuteData
718 * Sets the execute data. This data is used to describe the buffer's content
721 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
726 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
728 *****************************************************************************/
729 static HRESULT WINAPI
730 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer
*iface
,
731 D3DEXECUTEDATA
*lpData
)
733 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
736 TRACE("iface %p, data %p.\n", iface
, lpData
);
738 memcpy(&This
->data
, lpData
, lpData
->dwSize
);
740 /* Get the number of vertices in the execute buffer */
741 nbvert
= This
->data
.dwVertexCount
;
743 /* Prepares the transformed vertex buffer */
744 HeapFree(GetProcessHeap(), 0, This
->vertex_data
);
745 This
->vertex_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, nbvert
* sizeof(D3DTLVERTEX
));
748 _dump_executedata(lpData
);
753 /*****************************************************************************
754 * IDirect3DExecuteBuffer::GetExecuteData
756 * Returns the data in the execute buffer
759 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
764 *****************************************************************************/
765 static HRESULT WINAPI
766 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer
*iface
,
767 D3DEXECUTEDATA
*lpData
)
769 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
772 TRACE("iface %p, data %p.\n", iface
, lpData
);
774 dwSize
= lpData
->dwSize
;
775 memcpy(lpData
, &This
->data
, dwSize
);
779 TRACE("Returning data :\n");
780 _dump_executedata(lpData
);
786 /*****************************************************************************
787 * IDirect3DExecuteBuffer::Validate
789 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
790 * currently implemented"
796 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
798 *****************************************************************************/
799 static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer
*iface
,
800 DWORD
*offset
, LPD3DVALIDATECALLBACK callback
, void *context
, DWORD reserved
)
802 TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n",
803 iface
, offset
, callback
, context
, reserved
);
805 WARN("Not implemented.\n");
807 return DDERR_UNSUPPORTED
; /* Unchecked */
810 /*****************************************************************************
811 * IDirect3DExecuteBuffer::Optimize
813 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
814 * currently supported"
817 * Dummy: Seems to be an unused dummy ;)
820 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
822 *****************************************************************************/
823 static HRESULT WINAPI
IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer
*iface
, DWORD reserved
)
825 TRACE("iface %p, reserved %#x.\n", iface
, reserved
);
827 WARN("Not implemented.\n");
829 return DDERR_UNSUPPORTED
; /* Unchecked */
832 static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl
=
834 IDirect3DExecuteBufferImpl_QueryInterface
,
835 IDirect3DExecuteBufferImpl_AddRef
,
836 IDirect3DExecuteBufferImpl_Release
,
837 IDirect3DExecuteBufferImpl_Initialize
,
838 IDirect3DExecuteBufferImpl_Lock
,
839 IDirect3DExecuteBufferImpl_Unlock
,
840 IDirect3DExecuteBufferImpl_SetExecuteData
,
841 IDirect3DExecuteBufferImpl_GetExecuteData
,
842 IDirect3DExecuteBufferImpl_Validate
,
843 IDirect3DExecuteBufferImpl_Optimize
,
846 HRESULT
d3d_execute_buffer_init(IDirect3DExecuteBufferImpl
*execute_buffer
,
847 IDirect3DDeviceImpl
*device
, D3DEXECUTEBUFFERDESC
*desc
)
849 execute_buffer
->lpVtbl
= &d3d_execute_buffer_vtbl
;
850 execute_buffer
->ref
= 1;
851 execute_buffer
->d3ddev
= device
;
853 /* Initializes memory */
854 memcpy(&execute_buffer
->desc
, desc
, desc
->dwSize
);
856 /* No buffer given */
857 if (!(execute_buffer
->desc
.dwFlags
& D3DDEB_LPDATA
))
858 execute_buffer
->desc
.lpData
= NULL
;
860 /* No buffer size given */
861 if (!(execute_buffer
->desc
.dwFlags
& D3DDEB_BUFSIZE
))
862 execute_buffer
->desc
.dwBufferSize
= 0;
864 /* Create buffer if asked */
865 if (!execute_buffer
->desc
.lpData
&& execute_buffer
->desc
.dwBufferSize
)
867 execute_buffer
->need_free
= TRUE
;
868 execute_buffer
->desc
.lpData
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, execute_buffer
->desc
.dwBufferSize
);
869 if (!execute_buffer
->desc
.lpData
)
871 ERR("Failed to allocate execute buffer data.\n");
872 return DDERR_OUTOFMEMORY
;
876 execute_buffer
->desc
.dwFlags
|= D3DDEB_LPDATA
;