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"
32 #define NONAMELESSUNION
38 #include "wine/exception.h"
43 #include "ddraw_private.h"
44 #include "wine/debug.h"
46 WINE_DEFAULT_DEBUG_CHANNEL(d3d7
);
48 /*****************************************************************************
50 * _dump_D3DEXECUTEBUFFERDESC
52 * Debug functions which write the executebuffer data to the console
54 *****************************************************************************/
56 static void _dump_executedata(const D3DEXECUTEDATA
*lpData
) {
57 TRACE("dwSize : %d\n", lpData
->dwSize
);
58 TRACE("Vertex Offset : %d Count : %d\n", lpData
->dwVertexOffset
, lpData
->dwVertexCount
);
59 TRACE("Instruction Offset : %d Length : %d\n", lpData
->dwInstructionOffset
, lpData
->dwInstructionLength
);
60 TRACE("HVertex Offset : %d\n", lpData
->dwHVertexOffset
);
63 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC
*lpDesc
) {
64 TRACE("dwSize : %d\n", lpDesc
->dwSize
);
65 TRACE("dwFlags : %x\n", lpDesc
->dwFlags
);
66 TRACE("dwCaps : %x\n", lpDesc
->dwCaps
);
67 TRACE("dwBufferSize : %d\n", lpDesc
->dwBufferSize
);
68 TRACE("lpData : %p\n", lpDesc
->lpData
);
71 /*****************************************************************************
72 * IDirect3DExecuteBufferImpl_Execute
74 * The main functionality of the execute buffer
75 * It transforms the vertices if necessary, and calls IDirect3DDevice7
76 * for drawing the vertices. It is called from
77 * IDirect3DDevice::Execute
79 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
81 * Don't declare this static, as it's called from device.c,
82 * IDirect3DDevice::Execute
85 * Device: 3D Device associated to use for drawing
86 * Viewport: Viewport for this operation
88 *****************************************************************************/
90 IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl
*This
,
91 IDirect3DDeviceImpl
*lpDevice
,
92 IDirect3DViewportImpl
*lpViewport
)
94 /* DWORD bs = This->desc.dwBufferSize; */
95 DWORD vs
= This
->data
.dwVertexOffset
;
96 /* DWORD vc = This->data.dwVertexCount; */
97 DWORD is
= This
->data
.dwInstructionOffset
;
98 /* DWORD il = This->data.dwInstructionLength; */
100 char *instr
= (char *)This
->desc
.lpData
+ is
;
102 /* Should check if the viewport was added or not to the device */
104 /* Activate the viewport */
105 lpViewport
->active_device
= lpDevice
;
106 lpViewport
->activate(lpViewport
, FALSE
);
108 TRACE("ExecuteData :\n");
110 _dump_executedata(&(This
->data
));
113 LPD3DINSTRUCTION current
= (LPD3DINSTRUCTION
) instr
;
117 count
= current
->wCount
;
118 size
= current
->bSize
;
119 instr
+= sizeof(D3DINSTRUCTION
);
121 switch (current
->bOpcode
) {
123 WARN("POINT-s (%d)\n", count
);
124 instr
+= count
* size
;
128 WARN("LINE-s (%d)\n", count
);
129 instr
+= count
* size
;
132 case D3DOP_TRIANGLE
: {
134 D3DTLVERTEX
*tl_vx
= (D3DTLVERTEX
*) This
->vertex_data
;
135 TRACE("TRIANGLE (%d)\n", count
);
137 if (count
*3>This
->nb_indices
) {
138 This
->nb_indices
= count
* 3;
139 HeapFree(GetProcessHeap(),0,This
->indices
);
140 This
->indices
= HeapAlloc(GetProcessHeap(),0,sizeof(WORD
)*This
->nb_indices
);
143 for (i
= 0; i
< count
; i
++) {
144 LPD3DTRIANGLE ci
= (LPD3DTRIANGLE
) instr
;
145 TRACE_(d3d7
)(" v1: %d v2: %d v3: %d\n",ci
->u1
.v1
, ci
->u2
.v2
, ci
->u3
.v3
);
146 TRACE_(d3d7
)(" Flags : ");
147 if (TRACE_ON(d3d7
)) {
149 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE1
)
150 TRACE_(d3d7
)("EDGEENABLE1 ");
151 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE2
)
152 TRACE_(d3d7
)("EDGEENABLE2 ");
153 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE1
)
154 TRACE_(d3d7
)("EDGEENABLE3 ");
156 if (ci
->wFlags
== D3DTRIFLAG_EVEN
)
157 TRACE_(d3d7
)("EVEN ");
158 if (ci
->wFlags
== D3DTRIFLAG_ODD
)
159 TRACE_(d3d7
)("ODD ");
160 if (ci
->wFlags
== D3DTRIFLAG_START
)
161 TRACE_(d3d7
)("START ");
162 if ((ci
->wFlags
> 0) && (ci
->wFlags
< 30))
163 TRACE_(d3d7
)("STARTFLAT(%d) ", ci
->wFlags
);
166 This
->indices
[(i
* 3) ] = ci
->u1
.v1
;
167 This
->indices
[(i
* 3) + 1] = ci
->u2
.v2
;
168 This
->indices
[(i
* 3) + 2] = ci
->u3
.v3
;
171 /* IDirect3DDevices have color keying always enabled -
172 * enable it before drawing. This overwrites any ALPHA*
175 IWineD3DDevice_SetRenderState(lpDevice
->wineD3DDevice
,
176 WINED3DRS_COLORKEYENABLE
,
178 IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice
,IDirect3DDevice7
),
179 D3DPT_TRIANGLELIST
,D3DFVF_TLVERTEX
,tl_vx
,0,This
->indices
,count
*3,0);
182 case D3DOP_MATRIXLOAD
:
183 WARN("MATRIXLOAD-s (%d)\n", count
);
184 instr
+= count
* size
;
187 case D3DOP_MATRIXMULTIPLY
: {
189 TRACE("MATRIXMULTIPLY (%d)\n", count
);
191 for (i
= 0; i
< count
; i
++) {
192 LPD3DMATRIXMULTIPLY ci
= (LPD3DMATRIXMULTIPLY
) instr
;
195 if(!ci
->hDestMatrix
|| ci
->hDestMatrix
> lpDevice
->numHandles
||
196 !ci
->hSrcMatrix1
|| ci
->hSrcMatrix1
> lpDevice
->numHandles
||
197 !ci
->hSrcMatrix2
|| ci
->hSrcMatrix2
> lpDevice
->numHandles
) {
198 ERR("Handles out of bounds\n");
199 } else if (lpDevice
->Handles
[ci
->hDestMatrix
- 1].type
!= DDrawHandle_Matrix
||
200 lpDevice
->Handles
[ci
->hSrcMatrix1
- 1].type
!= DDrawHandle_Matrix
||
201 lpDevice
->Handles
[ci
->hSrcMatrix2
- 1].type
!= DDrawHandle_Matrix
) {
202 ERR("Handle types invalid\n");
204 a
= (LPD3DMATRIX
) lpDevice
->Handles
[ci
->hDestMatrix
- 1].ptr
;
205 b
= (LPD3DMATRIX
) lpDevice
->Handles
[ci
->hSrcMatrix1
- 1].ptr
;
206 c
= (LPD3DMATRIX
) lpDevice
->Handles
[ci
->hSrcMatrix2
- 1].ptr
;
207 TRACE(" Dest : %p Src1 : %p Src2 : %p\n",
209 multiply_matrix(a
,c
,b
);
216 case D3DOP_STATETRANSFORM
: {
218 TRACE("STATETRANSFORM (%d)\n", count
);
220 for (i
= 0; i
< count
; i
++) {
221 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
223 if(!ci
->u2
.dwArg
[0]) {
224 ERR("Setting a NULL matrix handle, what should I do?\n");
225 } else if(ci
->u2
.dwArg
[0] > lpDevice
->numHandles
) {
226 ERR("Handle %d is out of bounds\n", ci
->u2
.dwArg
[0]);
227 } else if(lpDevice
->Handles
[ci
->u2
.dwArg
[0] - 1].type
!= DDrawHandle_Matrix
) {
228 ERR("Handle %d is not a matrix handle\n", ci
->u2
.dwArg
[0]);
230 if(ci
->u1
.drstRenderStateType
== D3DTRANSFORMSTATE_WORLD
)
231 lpDevice
->world
= ci
->u2
.dwArg
[0];
232 if(ci
->u1
.drstRenderStateType
== D3DTRANSFORMSTATE_VIEW
)
233 lpDevice
->view
= ci
->u2
.dwArg
[0];
234 if(ci
->u1
.drstRenderStateType
== D3DTRANSFORMSTATE_PROJECTION
)
235 lpDevice
->proj
= ci
->u2
.dwArg
[0];
236 IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice
, IDirect3DDevice7
),
237 ci
->u1
.drstRenderStateType
, (LPD3DMATRIX
) lpDevice
->Handles
[ci
->u2
.dwArg
[0] - 1].ptr
);
243 case D3DOP_STATELIGHT
: {
245 TRACE("STATELIGHT (%d)\n", count
);
247 for (i
= 0; i
< count
; i
++) {
248 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
250 TRACE("(%08x,%08x)\n", ci
->u1
.dlstLightStateType
, ci
->u2
.dwArg
[0]);
252 if (!ci
->u1
.dlstLightStateType
&& (ci
->u1
.dlstLightStateType
> D3DLIGHTSTATE_COLORVERTEX
))
253 ERR("Unexpected Light State Type\n");
254 else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_MATERIAL
/* 1 */) {
255 DWORD matHandle
= ci
->u2
.dwArg
[0];
258 FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
259 } else if (matHandle
>= lpDevice
->numHandles
) {
260 WARN("Material handle %d is invalid\n", matHandle
);
261 } else if (lpDevice
->Handles
[matHandle
- 1].type
!= DDrawHandle_Material
) {
262 WARN("Handle %d is not a material handle\n", matHandle
);
264 IDirect3DMaterialImpl
*mat
=
265 (IDirect3DMaterialImpl
*)lpDevice
->Handles
[matHandle
- 1].ptr
;
269 } else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_COLORMODEL
/* 3 */) {
270 switch (ci
->u2
.dwArg
[0]) {
272 ERR("DDCOLOR_MONO should not happen!\n");
275 /* We are already in this mode */
278 ERR("Unknown color model!\n");
281 D3DRENDERSTATETYPE rs
= 0;
282 switch (ci
->u1
.dlstLightStateType
) {
284 case D3DLIGHTSTATE_AMBIENT
: /* 2 */
285 rs
= D3DRENDERSTATE_AMBIENT
;
287 case D3DLIGHTSTATE_FOGMODE
: /* 4 */
288 rs
= D3DRENDERSTATE_FOGVERTEXMODE
;
290 case D3DLIGHTSTATE_FOGSTART
: /* 5 */
291 rs
= D3DRENDERSTATE_FOGSTART
;
293 case D3DLIGHTSTATE_FOGEND
: /* 6 */
294 rs
= D3DRENDERSTATE_FOGEND
;
296 case D3DLIGHTSTATE_FOGDENSITY
: /* 7 */
297 rs
= D3DRENDERSTATE_FOGDENSITY
;
299 case D3DLIGHTSTATE_COLORVERTEX
: /* 8 */
300 rs
= D3DRENDERSTATE_COLORVERTEX
;
306 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice
, IDirect3DDevice7
), rs
,
314 case D3DOP_STATERENDER
: {
316 TRACE("STATERENDER (%d)\n", count
);
318 for (i
= 0; i
< count
; i
++) {
319 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
321 IDirect3DDevice2_SetRenderState(ICOM_INTERFACE(lpDevice
, IDirect3DDevice2
),
322 ci
->u1
.drstRenderStateType
, ci
->u2
.dwArg
[0]);
328 case D3DOP_PROCESSVERTICES
:
330 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
331 * IWineD3DDevice::ProcessVertices
334 D3DMATRIX view_mat
, world_mat
, proj_mat
;
335 TRACE("PROCESSVERTICES (%d)\n", count
);
337 /* Get the transform and world matrix */
338 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
340 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
341 D3DTRANSFORMSTATE_VIEW
,
342 (WINED3DMATRIX
*) &view_mat
);
344 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
345 D3DTRANSFORMSTATE_PROJECTION
,
346 (WINED3DMATRIX
*) &proj_mat
);
348 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
349 WINED3DTS_WORLDMATRIX(0),
350 (WINED3DMATRIX
*) &world_mat
);
352 for (i
= 0; i
< count
; i
++) {
353 LPD3DPROCESSVERTICES ci
= (LPD3DPROCESSVERTICES
) instr
;
355 TRACE(" Start : %d Dest : %d Count : %d\n",
356 ci
->wStart
, ci
->wDest
, ci
->dwCount
);
358 if (TRACE_ON(d3d7
)) {
359 if (ci
->dwFlags
& D3DPROCESSVERTICES_COPY
)
361 if (ci
->dwFlags
& D3DPROCESSVERTICES_NOCOLOR
)
363 if (ci
->dwFlags
== D3DPROCESSVERTICES_OPMASK
)
365 if (ci
->dwFlags
& D3DPROCESSVERTICES_TRANSFORM
)
367 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
)
368 TRACE("TRANSFORMLIGHT ");
369 if (ci
->dwFlags
& D3DPROCESSVERTICES_UPDATEEXTENTS
)
370 TRACE("UPDATEEXTENTS ");
374 /* This is where doing Direct3D on top on OpenGL is quite difficult.
375 This method transforms a set of vertices using the CURRENT state
376 (lighting, projection, ...) but does not rasterize them.
377 They will only be put on screen later (with the POINT / LINE and
378 TRIANGLE op-codes). The problem is that you can have a triangle
379 with each point having been transformed using another state...
381 In this implementation, I will emulate only ONE thing : each
382 vertex can have its own "WORLD" transformation (this is used in the
383 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
384 execute buffer use the same state.
386 If I find applications that change other states, I will try to do a
387 more 'fine-tuned' state emulation (but I may become quite tricky if
388 it changes a light position in the middle of a triangle).
390 In this case, a 'direct' approach (i.e. without using OpenGL, but
391 writing our own 3D rasterizer) would be easier. */
393 /* The current method (with the hypothesis that only the WORLD matrix
394 will change between two points) is like this :
395 - I transform 'manually' all the vertices with the current WORLD
396 matrix and store them in the vertex buffer
397 - during the rasterization phase, the WORLD matrix will be set to
398 the Identity matrix */
400 /* Enough for the moment */
401 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
) {
403 D3DVERTEX
*src
= ((LPD3DVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
404 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
406 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
408 if (TRACE_ON(d3d7
)) {
409 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
410 dump_D3DMATRIX(&proj_mat
);
411 TRACE(" View Matrix : (%p)\n", &view_mat
);
412 dump_D3DMATRIX(&view_mat
);
413 TRACE(" World Matrix : (%p)\n", &world_mat
);
414 dump_D3DMATRIX(&world_mat
);
417 multiply_matrix(&mat
,&view_mat
,&world_mat
);
418 multiply_matrix(&mat
,&proj_mat
,&mat
);
420 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
421 /* No lighting yet */
422 dst
->u5
.color
= 0xFFFFFFFF; /* Opaque white */
423 dst
->u6
.specular
= 0xFF000000; /* No specular and no fog factor */
425 dst
->u7
.tu
= src
->u7
.tu
;
426 dst
->u8
.tv
= src
->u8
.tv
;
428 /* Now, the matrix multiplication */
429 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
430 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
431 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
432 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
434 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
435 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
436 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
437 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
438 dst
->u3
.sz
/= dst
->u4
.rhw
;
439 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
445 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORM
) {
447 D3DLVERTEX
*src
= ((LPD3DLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
448 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
450 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
452 if (TRACE_ON(d3d7
)) {
453 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
454 dump_D3DMATRIX(&proj_mat
);
455 TRACE(" View Matrix : (%p)\n",&view_mat
);
456 dump_D3DMATRIX(&view_mat
);
457 TRACE(" World Matrix : (%p)\n", &world_mat
);
458 dump_D3DMATRIX(&world_mat
);
461 multiply_matrix(&mat
,&view_mat
,&world_mat
);
462 multiply_matrix(&mat
,&proj_mat
,&mat
);
464 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
465 dst
->u5
.color
= src
->u4
.color
;
466 dst
->u6
.specular
= src
->u5
.specular
;
467 dst
->u7
.tu
= src
->u6
.tu
;
468 dst
->u8
.tv
= src
->u7
.tv
;
470 /* Now, the matrix multiplication */
471 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
472 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
473 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
474 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
476 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
477 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
478 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
479 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
481 dst
->u3
.sz
/= dst
->u4
.rhw
;
482 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
487 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_COPY
) {
488 D3DTLVERTEX
*src
= ((LPD3DTLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
489 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
491 memcpy(dst
, src
, ci
->dwCount
* sizeof(D3DTLVERTEX
));
493 ERR("Unhandled vertex processing !\n");
500 case D3DOP_TEXTURELOAD
: {
501 WARN("TEXTURELOAD-s (%d)\n", count
);
503 instr
+= count
* size
;
507 TRACE("EXIT (%d)\n", count
);
508 /* We did this instruction */
514 case D3DOP_BRANCHFORWARD
: {
516 TRACE("BRANCHFORWARD (%d)\n", count
);
518 for (i
= 0; i
< count
; i
++) {
519 LPD3DBRANCH ci
= (LPD3DBRANCH
) instr
;
521 if ((This
->data
.dsStatus
.dwStatus
& ci
->dwMask
) == ci
->dwValue
) {
523 TRACE(" Branch to %d\n", ci
->dwOffset
);
525 instr
= (char*)current
+ ci
->dwOffset
;
531 TRACE(" Branch to %d\n", ci
->dwOffset
);
533 instr
= (char*)current
+ ci
->dwOffset
;
544 WARN("SPAN-s (%d)\n", count
);
546 instr
+= count
* size
;
549 case D3DOP_SETSTATUS
: {
551 TRACE("SETSTATUS (%d)\n", count
);
553 for (i
= 0; i
< count
; i
++) {
554 LPD3DSTATUS ci
= (LPD3DSTATUS
) instr
;
556 This
->data
.dsStatus
= *ci
;
563 ERR("Unhandled OpCode %d !!!\n",current
->bOpcode
);
564 /* Try to save ... */
565 instr
+= count
* size
;
574 /*****************************************************************************
575 * IDirect3DExecuteBuffer::QueryInterface
577 * Well, a usual QueryInterface function. Don't know fur sure which
578 * interfaces it can Query.
581 * riid: The interface ID queried for
582 * obj: Address to return the interface pointer at
585 * D3D_OK in case of a success (S_OK? Think it's the same)
586 * OLE_E_ENUM_NOMORE if the interface wasn't found.
587 * (E_NOINTERFACE?? Don't know what I really need)
589 *****************************************************************************/
590 static HRESULT WINAPI
591 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer
*iface
,
595 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
596 TRACE("(%p/%p)->(%s,%p)\n", This
, iface
, debugstr_guid(riid
), obj
);
600 if ( IsEqualGUID( &IID_IUnknown
, riid
) ) {
601 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This
, IDirect3DExecuteBuffer
));
603 TRACE(" Creating IUnknown interface at %p.\n", *obj
);
606 if ( IsEqualGUID( &IID_IDirect3DMaterial
, riid
) ) {
607 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This
, IDirect3DExecuteBuffer
));
608 *obj
= ICOM_INTERFACE(This
, IDirect3DExecuteBuffer
);
609 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj
);
612 FIXME("(%p): interface for IID %s NOT found!\n", This
, debugstr_guid(riid
));
613 return E_NOINTERFACE
;
617 /*****************************************************************************
618 * IDirect3DExecuteBuffer::AddRef
620 * A normal AddRef method, nothing special
625 *****************************************************************************/
627 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer
*iface
)
629 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
630 ULONG ref
= InterlockedIncrement(&This
->ref
);
632 FIXME("(%p)->()incrementing from %u.\n", This
, ref
- 1);
637 /*****************************************************************************
638 * IDirect3DExecuteBuffer::Release
640 * A normal Release method, nothing special
645 *****************************************************************************/
647 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer
*iface
)
649 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
650 ULONG ref
= InterlockedDecrement(&This
->ref
);
652 TRACE("(%p)->()decrementing from %u.\n", This
, ref
+ 1);
656 HeapFree(GetProcessHeap(),0,This
->desc
.lpData
);
657 HeapFree(GetProcessHeap(),0,This
->vertex_data
);
658 HeapFree(GetProcessHeap(),0,This
->indices
);
659 HeapFree(GetProcessHeap(),0,This
);
666 /*****************************************************************************
667 * IDirect3DExecuteBuffer::Initialize
669 * Initializes the Execute Buffer. This method exists for COM compliance
670 * Nothing to do here.
675 *****************************************************************************/
676 static HRESULT WINAPI
677 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer
*iface
,
678 IDirect3DDevice
*lpDirect3DDevice
,
679 D3DEXECUTEBUFFERDESC
*lpDesc
)
681 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
682 TRACE("(%p)->(%p,%p) no-op....\n", This
, lpDirect3DDevice
, lpDesc
);
686 /*****************************************************************************
687 * IDirect3DExecuteBuffer::Lock
689 * Locks the buffer, so the app can write into it.
692 * Desc: Pointer to return the buffer description. This Description contains
693 * a pointer to the buffer data.
696 * This implementation always returns D3D_OK
698 *****************************************************************************/
699 static HRESULT WINAPI
700 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer
*iface
,
701 D3DEXECUTEBUFFERDESC
*lpDesc
)
703 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
705 TRACE("(%p)->(%p)\n", This
, lpDesc
);
707 dwSize
= lpDesc
->dwSize
;
708 memset(lpDesc
, 0, dwSize
);
709 memcpy(lpDesc
, &This
->desc
, dwSize
);
711 if (TRACE_ON(d3d7
)) {
712 TRACE(" Returning description :\n");
713 _dump_D3DEXECUTEBUFFERDESC(lpDesc
);
718 /*****************************************************************************
719 * IDirect3DExecuteBuffer::Unlock
721 * Unlocks the buffer. We don't have anything to do here
724 * This implementation always returns D3D_OK
726 *****************************************************************************/
727 static HRESULT WINAPI
728 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer
*iface
)
730 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
731 TRACE("(%p)->() no-op...\n", This
);
735 /*****************************************************************************
736 * IDirect3DExecuteBuffer::SetExecuteData
738 * Sets the execute data. This data is used to describe the buffer's content
741 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
746 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
748 *****************************************************************************/
749 static HRESULT WINAPI
750 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer
*iface
,
751 D3DEXECUTEDATA
*lpData
)
753 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
755 TRACE("(%p)->(%p)\n", This
, lpData
);
757 memcpy(&This
->data
, lpData
, lpData
->dwSize
);
759 /* Get the number of vertices in the execute buffer */
760 nbvert
= This
->data
.dwVertexCount
;
762 /* Prepares the transformed vertex buffer */
763 HeapFree(GetProcessHeap(), 0, This
->vertex_data
);
764 This
->vertex_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, nbvert
* sizeof(D3DTLVERTEX
));
766 if (TRACE_ON(d3d7
)) {
767 _dump_executedata(lpData
);
773 /*****************************************************************************
774 * IDirect3DExecuteBuffer::GetExecuteData
776 * Returns the data in the execute buffer
779 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
784 *****************************************************************************/
785 static HRESULT WINAPI
786 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer
*iface
,
787 D3DEXECUTEDATA
*lpData
)
789 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
791 TRACE("(%p)->(%p): stub!\n", This
, lpData
);
793 dwSize
= lpData
->dwSize
;
794 memset(lpData
, 0, dwSize
);
795 memcpy(lpData
, &This
->data
, dwSize
);
797 if (TRACE_ON(d3d7
)) {
798 TRACE("Returning data :\n");
799 _dump_executedata(lpData
);
805 /*****************************************************************************
806 * IDirect3DExecuteBuffer::Validate
808 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
809 * currently implemented"
815 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
817 *****************************************************************************/
818 static HRESULT WINAPI
819 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer
*iface
,
821 LPD3DVALIDATECALLBACK Func
,
825 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
826 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This
, Offset
, Func
, UserArg
, Reserved
);
827 return DDERR_UNSUPPORTED
; /* Unchecked */
830 /*****************************************************************************
831 * IDirect3DExecuteBuffer::Optimize
833 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
834 * currently supported"
837 * Dummy: Seems to be an unused dummy ;)
840 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
842 *****************************************************************************/
843 static HRESULT WINAPI
844 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer
*iface
,
847 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
848 TRACE("(%p)->(%08x): Unimplemented\n", This
, Dummy
);
849 return DDERR_UNSUPPORTED
; /* Unchecked */
852 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl
=
854 IDirect3DExecuteBufferImpl_QueryInterface
,
855 IDirect3DExecuteBufferImpl_AddRef
,
856 IDirect3DExecuteBufferImpl_Release
,
857 IDirect3DExecuteBufferImpl_Initialize
,
858 IDirect3DExecuteBufferImpl_Lock
,
859 IDirect3DExecuteBufferImpl_Unlock
,
860 IDirect3DExecuteBufferImpl_SetExecuteData
,
861 IDirect3DExecuteBufferImpl_GetExecuteData
,
862 IDirect3DExecuteBufferImpl_Validate
,
863 IDirect3DExecuteBufferImpl_Optimize
,