2 * IDirect3DVertexDeclaration8 implementation
4 * Copyright 2007 Henri Verbeet
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.
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.
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
21 /* IDirect3DVertexDeclaration8 is internal to our implementation.
22 * It's not visible in the API. */
25 #include "d3d8_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8
);
30 static HRESULT WINAPI
IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8
*iface
, REFIID riid
, void **obj_ptr
)
32 TRACE("(%p)->(%s, %p)\n", iface
, debugstr_guid(riid
), obj_ptr
);
34 if (IsEqualGUID(riid
, &IID_IUnknown
)
35 || IsEqualGUID(riid
, &IID_IDirect3DVertexDeclaration8
))
37 IUnknown_AddRef(iface
);
46 static ULONG WINAPI
IDirect3DVertexDeclaration8Impl_AddRef(IDirect3DVertexDeclaration8
*iface
)
48 IDirect3DVertexDeclaration8Impl
*This
= (IDirect3DVertexDeclaration8Impl
*)iface
;
50 ULONG ref_count
= InterlockedIncrement(&This
->ref_count
);
51 TRACE("(%p) : AddRef increasing to %d\n", This
, ref_count
);
56 static ULONG WINAPI
IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8
*iface
)
58 IDirect3DVertexDeclaration8Impl
*This
= (IDirect3DVertexDeclaration8Impl
*)iface
;
60 ULONG ref_count
= InterlockedDecrement(&This
->ref_count
);
61 TRACE("(%p) : Releasing to %d\n", This
, ref_count
);
64 IWineD3DVertexDeclaration_Release(This
->wined3d_vertex_declaration
);
65 HeapFree(GetProcessHeap(), 0, This
->elements
);
66 HeapFree(GetProcessHeap(), 0, This
);
72 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type
)
76 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
77 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1
);
78 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2
);
79 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3
);
80 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4
);
81 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR
);
82 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4
);
83 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2
);
84 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4
);
85 #undef D3DVSDT_TYPE_TO_STR
87 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type
);
88 return "unrecognized";
92 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register
)
94 switch (d3dvsde_register
)
96 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
97 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION
);
98 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT
);
99 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES
);
100 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL
);
101 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE
);
102 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE
);
103 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR
);
104 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0
);
105 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1
);
106 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2
);
107 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3
);
108 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4
);
109 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5
);
110 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6
);
111 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7
);
112 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2
);
113 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2
);
114 #undef D3DVSDE_REGISTER_TO_STR
116 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register
);
117 return "unrecognized";
121 size_t parse_token(const DWORD
* pToken
)
123 const DWORD token
= *pToken
;
126 switch ((token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) { /* maybe a macro to inverse ... */
127 case D3DVSD_TOKEN_NOP
:
128 TRACE(" 0x%08x NOP()\n", token
);
131 case D3DVSD_TOKEN_STREAM
:
132 if (token
& D3DVSD_STREAMTESSMASK
)
134 TRACE(" 0x%08x STREAM_TESS()\n", token
);
136 TRACE(" 0x%08x STREAM(%u)\n", token
, ((token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
));
140 case D3DVSD_TOKEN_STREAMDATA
:
141 if (token
& 0x10000000)
143 TRACE(" 0x%08x SKIP(%u)\n", token
, ((token
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
145 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
146 DWORD reg
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
147 TRACE(" 0x%08x REG(%s, %s)\n", token
, debug_d3dvsde_register(reg
), debug_d3dvsdt_type(type
));
151 case D3DVSD_TOKEN_TESSELLATOR
:
152 if (token
& 0x10000000)
154 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
155 DWORD reg
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
156 TRACE(" 0x%08x TESSUV(%s) as %s\n", token
, debug_d3dvsde_register(reg
), debug_d3dvsdt_type(type
));
158 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
159 DWORD regout
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
160 DWORD regin
= ((token
& D3DVSD_VERTEXREGINMASK
) >> D3DVSD_VERTEXREGINSHIFT
);
161 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token
, debug_d3dvsde_register(regin
),
162 debug_d3dvsde_register(regout
), debug_d3dvsdt_type(type
));
166 case D3DVSD_TOKEN_CONSTMEM
:
168 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
169 tokenlen
= (4 * count
) + 1;
173 case D3DVSD_TOKEN_EXT
:
175 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
176 DWORD extinfo
= ((token
& D3DVSD_EXTINFOMASK
) >> D3DVSD_EXTINFOSHIFT
);
177 TRACE(" 0x%08x EXT(%u, %u)\n", token
, count
, extinfo
);
178 /* todo ... print extension */
179 tokenlen
= count
+ 1;
183 case D3DVSD_TOKEN_END
:
184 TRACE(" 0x%08x END()\n", token
);
188 TRACE(" 0x%08x UNKNOWN\n", token
);
195 void load_local_constants(const DWORD
*d3d8_elements
, IWineD3DVertexShader
*wined3d_vertex_shader
)
197 const DWORD
*token
= d3d8_elements
;
199 while (*token
!= D3DVSD_END())
201 if (((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) == D3DVSD_TOKEN_CONSTMEM
)
203 DWORD count
= ((*token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
204 DWORD constant_idx
= ((*token
& D3DVSD_CONSTADDRESSMASK
) >> D3DVSD_CONSTADDRESSSHIFT
);
210 for (i
= 0; i
< count
; ++i
)
212 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
214 *(const float *)(token
+ i
* 4 + 1),
215 *(const float *)(token
+ i
* 4 + 2),
216 *(const float *)(token
+ i
* 4 + 3),
217 *(const float *)(token
+ i
* 4 + 4));
220 hr
= IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader
, constant_idx
, (const float *)token
+1, count
);
221 if (FAILED(hr
)) ERR("Failed setting shader constants\n");
224 token
+= parse_token(token
);
228 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
229 static const size_t wined3d_type_sizes
[WINED3DDECLTYPE_UNUSED
] = {
230 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
231 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
232 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
233 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
234 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE
),
235 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE
),
236 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
237 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
238 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE
),
239 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
240 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
241 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
242 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
243 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
244 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
245 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
246 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
254 static const wined3d_usage_t wined3d_usage_lookup
[] = {
255 /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION
, 0},
256 /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT
, 0},
257 /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES
, 0},
258 /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL
, 0},
259 /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE
, 0},
260 /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR
, 0},
261 /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR
, 1},
262 /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD
, 0},
263 /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD
, 1},
264 /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD
, 2},
265 /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD
, 3},
266 /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD
, 4},
267 /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD
, 5},
268 /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD
, 6},
269 /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD
, 7},
270 /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION
, 1},
271 /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL
, 1},
274 /* TODO: find out where rhw (or positionT) is for declaration8 */
275 UINT
convert_to_wined3d_declaration(const DWORD
*d3d8_elements
, DWORD
*d3d8_elements_size
, WINED3DVERTEXELEMENT
**wined3d_elements
)
277 const DWORD
*token
= d3d8_elements
;
278 WINED3DVERTEXELEMENT
*element
;
279 D3DVSD_TOKENTYPE token_type
;
280 unsigned int element_count
= 0;
284 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements
, wined3d_elements
);
286 /* 128 should be enough for anyone... */
287 *wined3d_elements
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 128 * sizeof(WINED3DVERTEXELEMENT
));
288 while (D3DVSD_END() != *token
)
290 token_type
= ((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
);
292 if (token_type
== D3DVSD_TOKEN_STREAM
&& !(*token
& D3DVSD_STREAMTESSMASK
))
294 stream
= ((*token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
);
296 } else if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& !(token_type
& 0x10000000)) {
297 DWORD type
= ((*token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
298 DWORD reg
= ((*token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
300 TRACE("Adding element %d:\n", element_count
);
302 element
= *wined3d_elements
+ element_count
++;
303 element
->Stream
= stream
;
304 element
->Method
= WINED3DDECLMETHOD_DEFAULT
;
305 element
->Usage
= wined3d_usage_lookup
[reg
].usage
;
306 element
->UsageIndex
= wined3d_usage_lookup
[reg
].usage_idx
;
307 element
->Type
= type
;
308 element
->Offset
= offset
;
311 offset
+= wined3d_type_sizes
[type
];
312 } else if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& (token_type
& 0x10000000)) {
313 TRACE(" 0x%08x SKIP(%u)\n", token_type
, ((token_type
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
314 offset
+= sizeof(DWORD
) * ((token_type
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
);
317 if (element_count
>= 127) {
318 ERR("More than 127 elements?\n");
322 token
+= parse_token(token
);
326 element
= *wined3d_elements
+ element_count
++;
327 element
->Stream
= 0xFF;
328 element
->Type
= WINED3DDECLTYPE_UNUSED
;
330 *d3d8_elements_size
= (++token
- d3d8_elements
) * sizeof(DWORD
);
332 return element_count
;
335 const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl
=
337 IDirect3DVertexDeclaration8Impl_QueryInterface
,
338 IDirect3DVertexDeclaration8Impl_AddRef
,
339 IDirect3DVertexDeclaration8Impl_Release