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 HRESULT
d3d_execute_buffer_execute(struct d3d_execute_buffer
*buffer
,
54 struct d3d_device
*device
, struct d3d_viewport
*viewport
)
56 DWORD vs
= buffer
->data
.dwVertexOffset
;
57 DWORD is
= buffer
->data
.dwInstructionOffset
;
58 char *instr
= (char *)buffer
->desc
.lpData
+ is
;
60 if (viewport
->active_device
!= device
)
62 WARN("Viewport %p active device is %p.\n",
63 viewport
, viewport
->active_device
);
64 return DDERR_INVALIDPARAMS
;
67 /* Activate the viewport */
68 viewport_activate(viewport
, FALSE
);
70 TRACE("ExecuteData :\n");
72 _dump_executedata(&(buffer
->data
));
75 LPD3DINSTRUCTION current
= (LPD3DINSTRUCTION
) instr
;
79 count
= current
->wCount
;
80 size
= current
->bSize
;
81 instr
+= sizeof(D3DINSTRUCTION
);
83 switch (current
->bOpcode
) {
85 WARN("POINT-s (%d)\n", count
);
86 instr
+= count
* size
;
90 WARN("LINE-s (%d)\n", count
);
91 instr
+= count
* size
;
94 case D3DOP_TRIANGLE
: {
96 D3DTLVERTEX
*tl_vx
= buffer
->vertex_data
;
97 TRACE("TRIANGLE (%d)\n", count
);
99 if (buffer
->nb_indices
< count
* 3)
101 buffer
->nb_indices
= count
* 3;
102 HeapFree(GetProcessHeap(), 0, buffer
->indices
);
103 buffer
->indices
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->indices
) * buffer
->nb_indices
);
106 for (i
= 0; i
< count
; i
++) {
107 LPD3DTRIANGLE ci
= (LPD3DTRIANGLE
) instr
;
108 TRACE(" v1: %d v2: %d v3: %d\n",ci
->u1
.v1
, ci
->u2
.v2
, ci
->u3
.v3
);
113 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE1
)
114 TRACE("EDGEENABLE1 ");
115 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE2
)
116 TRACE("EDGEENABLE2 ");
117 if (ci
->wFlags
& D3DTRIFLAG_EDGEENABLE1
)
118 TRACE("EDGEENABLE3 ");
120 if (ci
->wFlags
== D3DTRIFLAG_EVEN
)
122 if (ci
->wFlags
== D3DTRIFLAG_ODD
)
124 if (ci
->wFlags
== D3DTRIFLAG_START
)
126 if ((ci
->wFlags
> 0) && (ci
->wFlags
< 30))
127 TRACE("STARTFLAT(%u) ", ci
->wFlags
);
130 buffer
->indices
[(i
* 3) ] = ci
->u1
.v1
;
131 buffer
->indices
[(i
* 3) + 1] = ci
->u2
.v2
;
132 buffer
->indices
[(i
* 3) + 2] = ci
->u3
.v3
;
135 /* IDirect3DDevices have color keying always enabled -
136 * enable it before drawing. This overwrites any ALPHA*
138 wined3d_device_set_render_state(device
->wined3d_device
, WINED3D_RS_COLORKEYENABLE
, 1);
139 IDirect3DDevice7_DrawIndexedPrimitive(&device
->IDirect3DDevice7_iface
,
140 D3DPT_TRIANGLELIST
, D3DFVF_TLVERTEX
, tl_vx
, 0, buffer
->indices
, count
* 3, 0);
143 case D3DOP_MATRIXLOAD
:
144 WARN("MATRIXLOAD-s (%d)\n", count
);
145 instr
+= count
* size
;
148 case D3DOP_MATRIXMULTIPLY
: {
150 TRACE("MATRIXMULTIPLY (%d)\n", count
);
152 for (i
= 0; i
< count
; ++i
)
154 D3DMATRIXMULTIPLY
*ci
= (D3DMATRIXMULTIPLY
*)instr
;
155 D3DMATRIX
*a
, *b
, *c
;
157 a
= ddraw_get_object(&device
->handle_table
, ci
->hDestMatrix
- 1, DDRAW_HANDLE_MATRIX
);
158 b
= ddraw_get_object(&device
->handle_table
, ci
->hSrcMatrix1
- 1, DDRAW_HANDLE_MATRIX
);
159 c
= ddraw_get_object(&device
->handle_table
, ci
->hSrcMatrix2
- 1, DDRAW_HANDLE_MATRIX
);
163 ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
164 ci
->hDestMatrix
, a
, ci
->hSrcMatrix1
, b
, ci
->hSrcMatrix2
, c
);
168 TRACE("dst %p, src1 %p, src2 %p.\n", a
, b
, c
);
169 multiply_matrix(a
, c
, b
);
176 case D3DOP_STATETRANSFORM
: {
178 TRACE("STATETRANSFORM (%d)\n", count
);
180 for (i
= 0; i
< count
; ++i
)
182 D3DSTATE
*ci
= (D3DSTATE
*)instr
;
185 m
= ddraw_get_object(&device
->handle_table
, ci
->u2
.dwArg
[0] - 1, DDRAW_HANDLE_MATRIX
);
188 ERR("Invalid matrix handle %#x.\n", ci
->u2
.dwArg
[0]);
192 if (ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_WORLD
)
193 device
->world
= ci
->u2
.dwArg
[0];
194 if (ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_VIEW
)
195 device
->view
= ci
->u2
.dwArg
[0];
196 if (ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_PROJECTION
)
197 device
->proj
= ci
->u2
.dwArg
[0];
198 IDirect3DDevice7_SetTransform(&device
->IDirect3DDevice7_iface
,
199 ci
->u1
.dtstTransformStateType
, m
);
206 case D3DOP_STATELIGHT
: {
208 TRACE("STATELIGHT (%d)\n", count
);
210 for (i
= 0; i
< count
; i
++) {
211 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
213 TRACE("(%08x,%08x)\n", ci
->u1
.dlstLightStateType
, ci
->u2
.dwArg
[0]);
215 if (!ci
->u1
.dlstLightStateType
|| (ci
->u1
.dlstLightStateType
> D3DLIGHTSTATE_COLORVERTEX
))
216 ERR("Unexpected Light State Type %d\n", ci
->u1
.dlstLightStateType
);
217 else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_MATERIAL
/* 1 */)
219 struct d3d_material
*m
;
221 m
= ddraw_get_object(&device
->handle_table
, ci
->u2
.dwArg
[0] - 1, DDRAW_HANDLE_MATERIAL
);
223 ERR("Invalid material handle %#x.\n", ci
->u2
.dwArg
[0]);
225 material_activate(m
);
227 else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_COLORMODEL
/* 3 */)
229 switch (ci
->u2
.dwArg
[0]) {
231 ERR("DDCOLOR_MONO should not happen!\n");
234 /* We are already in this mode */
237 ERR("Unknown color model!\n");
240 D3DRENDERSTATETYPE rs
= 0;
241 switch (ci
->u1
.dlstLightStateType
) {
243 case D3DLIGHTSTATE_AMBIENT
: /* 2 */
244 rs
= D3DRENDERSTATE_AMBIENT
;
246 case D3DLIGHTSTATE_FOGMODE
: /* 4 */
247 rs
= D3DRENDERSTATE_FOGVERTEXMODE
;
249 case D3DLIGHTSTATE_FOGSTART
: /* 5 */
250 rs
= D3DRENDERSTATE_FOGSTART
;
252 case D3DLIGHTSTATE_FOGEND
: /* 6 */
253 rs
= D3DRENDERSTATE_FOGEND
;
255 case D3DLIGHTSTATE_FOGDENSITY
: /* 7 */
256 rs
= D3DRENDERSTATE_FOGDENSITY
;
258 case D3DLIGHTSTATE_COLORVERTEX
: /* 8 */
259 rs
= D3DRENDERSTATE_COLORVERTEX
;
265 IDirect3DDevice7_SetRenderState(&device
->IDirect3DDevice7_iface
, rs
, ci
->u2
.dwArg
[0]);
272 case D3DOP_STATERENDER
: {
274 IDirect3DDevice2
*d3d_device2
= &device
->IDirect3DDevice2_iface
;
275 TRACE("STATERENDER (%d)\n", count
);
277 for (i
= 0; i
< count
; i
++) {
278 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
280 IDirect3DDevice2_SetRenderState(d3d_device2
, ci
->u1
.drstRenderStateType
, ci
->u2
.dwArg
[0]);
286 case D3DOP_PROCESSVERTICES
:
288 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
289 * IWineD3DDevice::ProcessVertices
292 D3DMATRIX view_mat
, world_mat
, proj_mat
;
293 TRACE("PROCESSVERTICES (%d)\n", count
);
295 /* Get the transform and world matrix */
296 /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
297 wined3d_device_get_transform(device
->wined3d_device
,
298 D3DTRANSFORMSTATE_VIEW
, (struct wined3d_matrix
*)&view_mat
);
299 wined3d_device_get_transform(device
->wined3d_device
,
300 D3DTRANSFORMSTATE_PROJECTION
, (struct wined3d_matrix
*)&proj_mat
);
301 wined3d_device_get_transform(device
->wined3d_device
,
302 WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix
*)&world_mat
);
304 for (i
= 0; i
< count
; i
++) {
305 LPD3DPROCESSVERTICES ci
= (LPD3DPROCESSVERTICES
) instr
;
307 TRACE(" Start : %d Dest : %d Count : %d\n",
308 ci
->wStart
, ci
->wDest
, ci
->dwCount
);
312 if (ci
->dwFlags
& D3DPROCESSVERTICES_COPY
)
314 if (ci
->dwFlags
& D3DPROCESSVERTICES_NOCOLOR
)
316 if (ci
->dwFlags
== D3DPROCESSVERTICES_OPMASK
)
318 if (ci
->dwFlags
& D3DPROCESSVERTICES_TRANSFORM
)
320 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
)
321 TRACE("TRANSFORMLIGHT ");
322 if (ci
->dwFlags
& D3DPROCESSVERTICES_UPDATEEXTENTS
)
323 TRACE("UPDATEEXTENTS ");
327 /* This is where doing Direct3D on top on OpenGL is quite difficult.
328 This method transforms a set of vertices using the CURRENT state
329 (lighting, projection, ...) but does not rasterize them.
330 They will only be put on screen later (with the POINT / LINE and
331 TRIANGLE op-codes). The problem is that you can have a triangle
332 with each point having been transformed using another state...
334 In this implementation, I will emulate only ONE thing : each
335 vertex can have its own "WORLD" transformation (this is used in the
336 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
337 execute buffer use the same state.
339 If I find applications that change other states, I will try to do a
340 more 'fine-tuned' state emulation (but I may become quite tricky if
341 it changes a light position in the middle of a triangle).
343 In this case, a 'direct' approach (i.e. without using OpenGL, but
344 writing our own 3D rasterizer) would be easier. */
346 /* The current method (with the hypothesis that only the WORLD matrix
347 will change between two points) is like this :
348 - I transform 'manually' all the vertices with the current WORLD
349 matrix and store them in the vertex buffer
350 - during the rasterization phase, the WORLD matrix will be set to
351 the Identity matrix */
353 /* Enough for the moment */
354 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
) {
356 D3DVERTEX
*src
= ((D3DVERTEX
*)((char *)buffer
->desc
.lpData
+ vs
)) + ci
->wStart
;
357 D3DTLVERTEX
*dst
= ((D3DTLVERTEX
*)buffer
->vertex_data
) + ci
->wDest
;
358 D3DVIEWPORT
*Viewport
= &viewport
->viewports
.vp1
;
363 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
364 dump_D3DMATRIX(&proj_mat
);
365 TRACE(" View Matrix : (%p)\n", &view_mat
);
366 dump_D3DMATRIX(&view_mat
);
367 TRACE(" World Matrix : (%p)\n", &world_mat
);
368 dump_D3DMATRIX(&world_mat
);
371 multiply_matrix(&mat
,&view_mat
,&world_mat
);
372 multiply_matrix(&mat
,&proj_mat
,&mat
);
374 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
375 /* No lighting yet */
376 dst
->u5
.color
= 0xFFFFFFFF; /* Opaque white */
377 dst
->u6
.specular
= 0xFF000000; /* No specular and no fog factor */
379 dst
->u7
.tu
= src
->u7
.tu
;
380 dst
->u8
.tv
= src
->u8
.tv
;
382 /* Now, the matrix multiplication */
383 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
384 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
385 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
386 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
388 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
389 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
390 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
391 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
392 dst
->u3
.sz
/= dst
->u4
.rhw
;
393 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
399 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORM
) {
401 D3DLVERTEX
*src
= ((D3DLVERTEX
*)((char *)buffer
->desc
.lpData
+ vs
)) + ci
->wStart
;
402 D3DTLVERTEX
*dst
= ((D3DTLVERTEX
*)buffer
->vertex_data
) + ci
->wDest
;
403 D3DVIEWPORT
*Viewport
= &viewport
->viewports
.vp1
;
408 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
409 dump_D3DMATRIX(&proj_mat
);
410 TRACE(" View Matrix : (%p)\n",&view_mat
);
411 dump_D3DMATRIX(&view_mat
);
412 TRACE(" World Matrix : (%p)\n", &world_mat
);
413 dump_D3DMATRIX(&world_mat
);
416 multiply_matrix(&mat
,&view_mat
,&world_mat
);
417 multiply_matrix(&mat
,&proj_mat
,&mat
);
419 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
420 dst
->u5
.color
= src
->u4
.color
;
421 dst
->u6
.specular
= src
->u5
.specular
;
422 dst
->u7
.tu
= src
->u6
.tu
;
423 dst
->u8
.tv
= src
->u7
.tv
;
425 /* Now, the matrix multiplication */
426 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
427 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
428 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
429 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
431 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
432 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
433 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
434 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
436 dst
->u3
.sz
/= dst
->u4
.rhw
;
437 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
443 else if (ci
->dwFlags
== D3DPROCESSVERTICES_COPY
)
445 D3DTLVERTEX
*src
= ((D3DTLVERTEX
*)((char *)buffer
->desc
.lpData
+ vs
)) + ci
->wStart
;
446 D3DTLVERTEX
*dst
= ((D3DTLVERTEX
*)buffer
->vertex_data
) + ci
->wDest
;
448 memcpy(dst
, src
, ci
->dwCount
* sizeof(D3DTLVERTEX
));
450 ERR("Unhandled vertex processing flag %#x.\n", ci
->dwFlags
);
457 case D3DOP_TEXTURELOAD
: {
458 WARN("TEXTURELOAD-s (%d)\n", count
);
460 instr
+= count
* size
;
464 TRACE("EXIT (%d)\n", count
);
465 /* We did this instruction */
471 case D3DOP_BRANCHFORWARD
: {
473 TRACE("BRANCHFORWARD (%d)\n", count
);
475 for (i
= 0; i
< count
; i
++) {
476 LPD3DBRANCH ci
= (LPD3DBRANCH
) instr
;
478 if ((buffer
->data
.dsStatus
.dwStatus
& ci
->dwMask
) == ci
->dwValue
)
482 TRACE(" Branch to %d\n", ci
->dwOffset
);
484 instr
= (char*)current
+ ci
->dwOffset
;
490 TRACE(" Branch to %d\n", ci
->dwOffset
);
492 instr
= (char*)current
+ ci
->dwOffset
;
503 WARN("SPAN-s (%d)\n", count
);
505 instr
+= count
* size
;
508 case D3DOP_SETSTATUS
: {
510 TRACE("SETSTATUS (%d)\n", count
);
512 for (i
= 0; i
< count
; i
++) {
513 LPD3DSTATUS ci
= (LPD3DSTATUS
) instr
;
515 buffer
->data
.dsStatus
= *ci
;
522 ERR("Unhandled OpCode %d !!!\n",current
->bOpcode
);
523 /* Try to save ... */
524 instr
+= count
* size
;
533 static inline struct d3d_execute_buffer
*impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer
*iface
)
535 return CONTAINING_RECORD(iface
, struct d3d_execute_buffer
, IDirect3DExecuteBuffer_iface
);
538 /*****************************************************************************
539 * IDirect3DExecuteBuffer::QueryInterface
541 * Well, a usual QueryInterface function. Don't know fur sure which
542 * interfaces it can Query.
545 * riid: The interface ID queried for
546 * obj: Address to return the interface pointer at
549 * D3D_OK in case of a success (S_OK? Think it's the same)
550 * OLE_E_ENUM_NOMORE if the interface wasn't found.
551 * (E_NOINTERFACE?? Don't know what I really need)
553 *****************************************************************************/
554 static HRESULT WINAPI
d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer
*iface
, REFIID riid
, void **obj
)
556 TRACE("iface %p, riid %s, object %p.\n", iface
, debugstr_guid(riid
), obj
);
560 if ( IsEqualGUID( &IID_IUnknown
, riid
) ) {
561 IDirect3DExecuteBuffer_AddRef(iface
);
563 TRACE(" Creating IUnknown interface at %p.\n", *obj
);
566 if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer
, riid
) ) {
567 IDirect3DExecuteBuffer_AddRef(iface
);
569 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj
);
572 FIXME("(%p): interface for IID %s NOT found!\n", iface
, debugstr_guid(riid
));
573 return E_NOINTERFACE
;
577 /*****************************************************************************
578 * IDirect3DExecuteBuffer::AddRef
580 * A normal AddRef method, nothing special
585 *****************************************************************************/
586 static ULONG WINAPI
d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer
*iface
)
588 struct d3d_execute_buffer
*buffer
= impl_from_IDirect3DExecuteBuffer(iface
);
589 ULONG ref
= InterlockedIncrement(&buffer
->ref
);
591 TRACE("%p increasing refcount to %u.\n", buffer
, ref
);
596 /*****************************************************************************
597 * IDirect3DExecuteBuffer::Release
599 * A normal Release method, nothing special
604 *****************************************************************************/
605 static ULONG WINAPI
d3d_execute_buffer_Release(IDirect3DExecuteBuffer
*iface
)
607 struct d3d_execute_buffer
*buffer
= impl_from_IDirect3DExecuteBuffer(iface
);
608 ULONG ref
= InterlockedDecrement(&buffer
->ref
);
610 TRACE("%p decreasing refcount to %u.\n", buffer
, ref
);
614 if (buffer
->need_free
)
615 HeapFree(GetProcessHeap(), 0, buffer
->desc
.lpData
);
616 HeapFree(GetProcessHeap(), 0, buffer
->vertex_data
);
617 HeapFree(GetProcessHeap(), 0, buffer
->indices
);
618 HeapFree(GetProcessHeap(), 0, buffer
);
624 /*****************************************************************************
625 * IDirect3DExecuteBuffer::Initialize
627 * Initializes the Execute Buffer. This method exists for COM compliance
628 * Nothing to do here.
633 *****************************************************************************/
634 static HRESULT WINAPI
d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer
*iface
,
635 IDirect3DDevice
*device
, D3DEXECUTEBUFFERDESC
*desc
)
637 TRACE("iface %p, device %p, desc %p.\n", iface
, device
, desc
);
642 /*****************************************************************************
643 * IDirect3DExecuteBuffer::Lock
645 * Locks the buffer, so the app can write into it.
648 * Desc: Pointer to return the buffer description. This Description contains
649 * a pointer to the buffer data.
652 * This implementation always returns D3D_OK
654 *****************************************************************************/
655 static HRESULT WINAPI
d3d_execute_buffer_Lock(IDirect3DExecuteBuffer
*iface
, D3DEXECUTEBUFFERDESC
*desc
)
657 struct d3d_execute_buffer
*buffer
= impl_from_IDirect3DExecuteBuffer(iface
);
660 TRACE("iface %p, desc %p.\n", iface
, desc
);
662 dwSize
= desc
->dwSize
;
663 memcpy(desc
, &buffer
->desc
, dwSize
);
667 TRACE(" Returning description :\n");
668 _dump_D3DEXECUTEBUFFERDESC(desc
);
673 /*****************************************************************************
674 * IDirect3DExecuteBuffer::Unlock
676 * Unlocks the buffer. We don't have anything to do here
679 * This implementation always returns D3D_OK
681 *****************************************************************************/
682 static HRESULT WINAPI
d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer
*iface
)
684 TRACE("iface %p.\n", iface
);
689 /*****************************************************************************
690 * IDirect3DExecuteBuffer::SetExecuteData
692 * Sets the execute data. This data is used to describe the buffer's content
695 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
700 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
702 *****************************************************************************/
703 static HRESULT WINAPI
d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer
*iface
, D3DEXECUTEDATA
*data
)
705 struct d3d_execute_buffer
*buffer
= impl_from_IDirect3DExecuteBuffer(iface
);
708 TRACE("iface %p, data %p.\n", iface
, data
);
710 memcpy(&buffer
->data
, data
, data
->dwSize
);
712 /* Get the number of vertices in the execute buffer */
713 nbvert
= buffer
->data
.dwVertexCount
;
715 /* Prepares the transformed vertex buffer */
716 HeapFree(GetProcessHeap(), 0, buffer
->vertex_data
);
717 buffer
->vertex_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, nbvert
* sizeof(D3DTLVERTEX
));
720 _dump_executedata(data
);
725 /*****************************************************************************
726 * IDirect3DExecuteBuffer::GetExecuteData
728 * Returns the data in the execute buffer
731 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
736 *****************************************************************************/
737 static HRESULT WINAPI
d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer
*iface
, D3DEXECUTEDATA
*data
)
739 struct d3d_execute_buffer
*buffer
= impl_from_IDirect3DExecuteBuffer(iface
);
742 TRACE("iface %p, data %p.\n", iface
, data
);
744 dwSize
= data
->dwSize
;
745 memcpy(data
, &buffer
->data
, dwSize
);
749 TRACE("Returning data :\n");
750 _dump_executedata(data
);
756 /*****************************************************************************
757 * IDirect3DExecuteBuffer::Validate
759 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
760 * currently implemented"
766 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
768 *****************************************************************************/
769 static HRESULT WINAPI
d3d_execute_buffer_Validate(IDirect3DExecuteBuffer
*iface
,
770 DWORD
*offset
, LPD3DVALIDATECALLBACK callback
, void *context
, DWORD reserved
)
772 TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n",
773 iface
, offset
, callback
, context
, reserved
);
775 WARN("Not implemented.\n");
777 return DDERR_UNSUPPORTED
; /* Unchecked */
780 /*****************************************************************************
781 * IDirect3DExecuteBuffer::Optimize
783 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
784 * currently supported"
787 * Dummy: Seems to be an unused dummy ;)
790 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
792 *****************************************************************************/
793 static HRESULT WINAPI
d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer
*iface
, DWORD reserved
)
795 TRACE("iface %p, reserved %#x.\n", iface
, reserved
);
797 WARN("Not implemented.\n");
799 return DDERR_UNSUPPORTED
; /* Unchecked */
802 static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl
=
804 d3d_execute_buffer_QueryInterface
,
805 d3d_execute_buffer_AddRef
,
806 d3d_execute_buffer_Release
,
807 d3d_execute_buffer_Initialize
,
808 d3d_execute_buffer_Lock
,
809 d3d_execute_buffer_Unlock
,
810 d3d_execute_buffer_SetExecuteData
,
811 d3d_execute_buffer_GetExecuteData
,
812 d3d_execute_buffer_Validate
,
813 d3d_execute_buffer_Optimize
,
816 HRESULT
d3d_execute_buffer_init(struct d3d_execute_buffer
*execute_buffer
,
817 struct d3d_device
*device
, D3DEXECUTEBUFFERDESC
*desc
)
819 execute_buffer
->IDirect3DExecuteBuffer_iface
.lpVtbl
= &d3d_execute_buffer_vtbl
;
820 execute_buffer
->ref
= 1;
821 execute_buffer
->d3ddev
= device
;
823 /* Initializes memory */
824 memcpy(&execute_buffer
->desc
, desc
, desc
->dwSize
);
826 /* No buffer given */
827 if (!(execute_buffer
->desc
.dwFlags
& D3DDEB_LPDATA
))
828 execute_buffer
->desc
.lpData
= NULL
;
830 /* No buffer size given */
831 if (!(execute_buffer
->desc
.dwFlags
& D3DDEB_BUFSIZE
))
832 execute_buffer
->desc
.dwBufferSize
= 0;
834 /* Create buffer if asked */
835 if (!execute_buffer
->desc
.lpData
&& execute_buffer
->desc
.dwBufferSize
)
837 execute_buffer
->need_free
= TRUE
;
838 execute_buffer
->desc
.lpData
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, execute_buffer
->desc
.dwBufferSize
);
839 if (!execute_buffer
->desc
.lpData
)
841 ERR("Failed to allocate execute buffer data.\n");
842 return DDERR_OUTOFMEMORY
;
846 execute_buffer
->desc
.dwFlags
|= D3DDEB_LPDATA
;
851 struct d3d_execute_buffer
*unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer
*iface
)
855 assert(iface
->lpVtbl
== &d3d_execute_buffer_vtbl
);
857 return impl_from_IDirect3DExecuteBuffer(iface
);