push a6a7df41ae272b3b1bf5fcfb544267c1e96afa99
[wine/hacks.git] / dlls / wined3d / vertexdeclaration.c
blob7fc711b4521bf351bba102cccb462cd565ca4191
1 /*
2 * vertex declaration implementation
4 * Copyright 2002-2005 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
29 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
31 static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
32 TRACE(" Stream: %d\n", element->Stream);
33 TRACE(" Offset: %d\n", element->Offset);
34 TRACE(" Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type);
35 TRACE(" Method: %s (%#x)\n", debug_d3ddeclmethod(element->Method), element->Method);
36 TRACE(" Usage: %s (%#x)\n", debug_d3ddeclusage(element->Usage), element->Usage);
37 TRACE("Usage index: %d\n", element->UsageIndex);
38 TRACE(" Register: %d\n", element->Reg);
41 /* *******************************************
42 IWineD3DVertexDeclaration IUnknown parts follow
43 ******************************************* */
44 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
46 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
47 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
48 if (IsEqualGUID(riid, &IID_IUnknown)
49 || IsEqualGUID(riid, &IID_IWineD3DBase)
50 || IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
51 IUnknown_AddRef(iface);
52 *ppobj = This;
53 return S_OK;
55 *ppobj = NULL;
56 return E_NOINTERFACE;
59 static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
60 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
61 TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
62 return InterlockedIncrement(&This->ref);
65 static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
66 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
67 ULONG ref;
68 TRACE("(%p) : Releasing from %d\n", This, This->ref);
69 ref = InterlockedDecrement(&This->ref);
70 if (ref == 0) {
71 if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
72 /* See comment in PixelShader::Release */
73 IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
76 HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
77 HeapFree(GetProcessHeap(), 0, This->ffp_valid);
78 HeapFree(GetProcessHeap(), 0, This);
80 return ref;
83 /* *******************************************
84 IWineD3DVertexDeclaration parts follow
85 ******************************************* */
87 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
88 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
90 *parent= This->parent;
91 IUnknown_AddRef(*parent);
92 TRACE("(%p) : returning %p\n", This, *parent);
93 return WINED3D_OK;
96 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
97 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
98 TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
100 *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
101 IWineD3DDevice_AddRef(*ppDevice);
103 return WINED3D_OK;
106 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface,
107 WINED3DVERTEXELEMENT *elements, UINT *element_count) {
108 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
109 HRESULT hr = WINED3D_OK;
111 TRACE("(%p) : d3d version %d, elements %p, element_count %p\n",
112 This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count);
114 *element_count = This->declarationWNumElements;
115 if (elements) {
116 CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT));
119 return hr;
122 static BOOL declaration_element_valid_ffp(const WINED3DVERTEXELEMENT *element)
124 switch(element->Usage)
126 case WINED3DDECLUSAGE_POSITION:
127 case WINED3DDECLUSAGE_POSITIONT:
128 switch(element->Type)
130 case WINED3DDECLTYPE_FLOAT2:
131 case WINED3DDECLTYPE_FLOAT3:
132 case WINED3DDECLTYPE_FLOAT4:
133 case WINED3DDECLTYPE_SHORT2:
134 case WINED3DDECLTYPE_SHORT4:
135 case WINED3DDECLTYPE_FLOAT16_2:
136 case WINED3DDECLTYPE_FLOAT16_4:
137 return TRUE;
138 default:
139 return FALSE;
142 case WINED3DDECLUSAGE_BLENDWEIGHT:
143 switch(element->Type)
145 case WINED3DDECLTYPE_D3DCOLOR:
146 case WINED3DDECLTYPE_UBYTE4:
147 case WINED3DDECLTYPE_SHORT2:
148 case WINED3DDECLTYPE_SHORT4:
149 case WINED3DDECLTYPE_FLOAT16_2:
150 case WINED3DDECLTYPE_FLOAT16_4:
151 return TRUE;
152 default:
153 return FALSE;
156 case WINED3DDECLUSAGE_NORMAL:
157 switch(element->Type)
159 case WINED3DDECLTYPE_FLOAT3:
160 case WINED3DDECLTYPE_FLOAT4:
161 case WINED3DDECLTYPE_SHORT4:
162 case WINED3DDECLTYPE_FLOAT16_4:
163 return TRUE;
164 default:
165 return FALSE;
168 case WINED3DDECLUSAGE_TEXCOORD:
169 switch(element->Type)
171 case WINED3DDECLTYPE_FLOAT1:
172 case WINED3DDECLTYPE_FLOAT2:
173 case WINED3DDECLTYPE_FLOAT3:
174 case WINED3DDECLTYPE_FLOAT4:
175 case WINED3DDECLTYPE_SHORT2:
176 case WINED3DDECLTYPE_SHORT4:
177 case WINED3DDECLTYPE_FLOAT16_2:
178 case WINED3DDECLTYPE_FLOAT16_4:
179 return TRUE;
180 default:
181 return FALSE;
184 case WINED3DDECLUSAGE_COLOR:
185 switch(element->Type)
187 case WINED3DDECLTYPE_FLOAT3:
188 case WINED3DDECLTYPE_FLOAT4:
189 case WINED3DDECLTYPE_D3DCOLOR:
190 case WINED3DDECLTYPE_UBYTE4:
191 case WINED3DDECLTYPE_SHORT4:
192 case WINED3DDECLTYPE_UBYTE4N:
193 case WINED3DDECLTYPE_SHORT4N:
194 case WINED3DDECLTYPE_USHORT4N:
195 case WINED3DDECLTYPE_FLOAT16_4:
196 return TRUE;
197 default:
198 return FALSE;
201 default:
202 return FALSE;
206 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface,
207 const WINED3DVERTEXELEMENT *elements, UINT element_count) {
208 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
209 HRESULT hr = WINED3D_OK;
210 int i, j;
211 char isPreLoaded[MAX_STREAMS];
213 TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
214 memset(isPreLoaded, 0, sizeof(isPreLoaded));
216 if (TRACE_ON(d3d_decl)) {
217 for (i = 0; i < element_count; ++i) {
218 dump_wined3dvertexelement(elements+i);
222 This->declarationWNumElements = element_count;
223 This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count);
224 This->ffp_valid = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->ffp_valid) * element_count);
225 if (!This->pDeclarationWine || !This->ffp_valid) {
226 ERR("Memory allocation failed\n");
227 return WINED3DERR_OUTOFVIDEOMEMORY;
228 } else {
229 CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count);
232 /* Do some static analysis on the elements to make reading the declaration more comfortable
233 * for the drawing code
235 This->num_streams = 0;
236 This->position_transformed = FALSE;
237 for (i = 0; i < element_count; ++i) {
238 This->ffp_valid[i] = declaration_element_valid_ffp(&This->pDeclarationWine[i]);
240 if(This->pDeclarationWine[i].Usage == WINED3DDECLUSAGE_POSITIONT) {
241 This->position_transformed = TRUE;
244 /* Find the Streams used in the declaration. The vertex buffers have to be loaded
245 * when drawing, but filter tesselation pseudo streams
247 if(This->pDeclarationWine[i].Stream >= MAX_STREAMS) continue;
249 if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) {
250 WARN("The application tries to use WINED3DDECLTYPE_UNUSED, returning E_FAIL\n");
251 /* The caller will release the vdecl, which will free This->pDeclarationWine */
252 return E_FAIL;
255 if(This->pDeclarationWine[i].Offset & 0x3) {
256 WARN("Declaration element %d is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset);
257 return E_FAIL;
260 if(!isPreLoaded[This->pDeclarationWine[i].Stream]) {
261 This->streams[This->num_streams] = This->pDeclarationWine[i].Stream;
262 This->num_streams++;
263 isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
266 /* Create a sorted array containing the attribute declarations that are of type
267 * D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the
268 * declaration of one attribute changes the vertex shader needs recompilation.
269 * Having a sorted array of the attributes allows efficient comparison of the
270 * declaration against a shader
272 if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
273 for(j = 0; j < This->num_swizzled_attribs; j++) {
274 if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage ||
275 (This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
276 This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) {
277 memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
278 sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
279 break;
283 This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
284 This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
285 This->num_swizzled_attribs++;
286 } else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
287 This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
288 if(!GL_SUPPORT(NV_HALF_FLOAT)) {
289 This->half_float_conv_needed = TRUE;
294 TRACE("Swizzled attributes found:\n");
295 for(i = 0; i < This->num_swizzled_attribs; i++) {
296 TRACE("%u: %s%d\n", i,
297 debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
299 TRACE("Returning\n");
300 return hr;
303 const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
305 /* IUnknown */
306 IWineD3DVertexDeclarationImpl_QueryInterface,
307 IWineD3DVertexDeclarationImpl_AddRef,
308 IWineD3DVertexDeclarationImpl_Release,
309 /* IWineD3DVertexDeclaration */
310 IWineD3DVertexDeclarationImpl_GetParent,
311 IWineD3DVertexDeclarationImpl_GetDevice,
312 IWineD3DVertexDeclarationImpl_GetDeclaration,
313 IWineD3DVertexDeclarationImpl_SetDeclaration