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("iface %p, riid %s, object %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
;
49 ULONG ref_count
= InterlockedIncrement(&This
->ref_count
);
51 TRACE("%p increasing refcount to %u.\n", iface
, ref_count
);
56 wined3d_vertex_declaration_incref(This
->wined3d_vertex_declaration
);
57 wined3d_mutex_unlock();
63 static ULONG WINAPI
IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8
*iface
)
65 IDirect3DVertexDeclaration8Impl
*This
= (IDirect3DVertexDeclaration8Impl
*)iface
;
66 ULONG ref_count
= InterlockedDecrement(&This
->ref_count
);
68 TRACE("%p decreasing refcount to %u.\n", iface
, ref_count
);
72 wined3d_vertex_declaration_decref(This
->wined3d_vertex_declaration
);
73 wined3d_mutex_unlock();
79 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type
)
83 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
84 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1
);
85 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2
);
86 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3
);
87 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4
);
88 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR
);
89 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4
);
90 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2
);
91 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4
);
92 #undef D3DVSDT_TYPE_TO_STR
94 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type
);
95 return "unrecognized";
99 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register
)
101 switch (d3dvsde_register
)
103 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
104 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION
);
105 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT
);
106 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES
);
107 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL
);
108 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE
);
109 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE
);
110 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR
);
111 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0
);
112 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1
);
113 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2
);
114 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3
);
115 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4
);
116 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5
);
117 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6
);
118 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7
);
119 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2
);
120 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2
);
121 #undef D3DVSDE_REGISTER_TO_STR
123 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register
);
124 return "unrecognized";
128 size_t parse_token(const DWORD
* pToken
)
130 const DWORD token
= *pToken
;
133 switch ((token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) { /* maybe a macro to inverse ... */
134 case D3DVSD_TOKEN_NOP
:
135 TRACE(" 0x%08x NOP()\n", token
);
138 case D3DVSD_TOKEN_STREAM
:
139 if (token
& D3DVSD_STREAMTESSMASK
)
141 TRACE(" 0x%08x STREAM_TESS()\n", token
);
143 TRACE(" 0x%08x STREAM(%u)\n", token
, ((token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
));
147 case D3DVSD_TOKEN_STREAMDATA
:
148 if (token
& 0x10000000)
150 TRACE(" 0x%08x SKIP(%u)\n", token
, ((token
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
152 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
153 DWORD reg
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
154 TRACE(" 0x%08x REG(%s, %s)\n", token
, debug_d3dvsde_register(reg
), debug_d3dvsdt_type(type
));
158 case D3DVSD_TOKEN_TESSELLATOR
:
159 if (token
& 0x10000000)
161 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
162 DWORD reg
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
163 TRACE(" 0x%08x TESSUV(%s) as %s\n", token
, debug_d3dvsde_register(reg
), debug_d3dvsdt_type(type
));
165 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
166 DWORD regout
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
167 DWORD regin
= ((token
& D3DVSD_VERTEXREGINMASK
) >> D3DVSD_VERTEXREGINSHIFT
);
168 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token
, debug_d3dvsde_register(regin
),
169 debug_d3dvsde_register(regout
), debug_d3dvsdt_type(type
));
173 case D3DVSD_TOKEN_CONSTMEM
:
175 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
176 tokenlen
= (4 * count
) + 1;
180 case D3DVSD_TOKEN_EXT
:
182 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
183 DWORD extinfo
= ((token
& D3DVSD_EXTINFOMASK
) >> D3DVSD_EXTINFOSHIFT
);
184 TRACE(" 0x%08x EXT(%u, %u)\n", token
, count
, extinfo
);
185 /* todo ... print extension */
186 tokenlen
= count
+ 1;
190 case D3DVSD_TOKEN_END
:
191 TRACE(" 0x%08x END()\n", token
);
195 TRACE(" 0x%08x UNKNOWN\n", token
);
202 void load_local_constants(const DWORD
*d3d8_elements
, struct wined3d_shader
*wined3d_vertex_shader
)
204 const DWORD
*token
= d3d8_elements
;
206 while (*token
!= D3DVSD_END())
208 if (((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) == D3DVSD_TOKEN_CONSTMEM
)
210 DWORD count
= ((*token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
211 DWORD constant_idx
= ((*token
& D3DVSD_CONSTADDRESSMASK
) >> D3DVSD_CONSTADDRESSSHIFT
);
217 for (i
= 0; i
< count
; ++i
)
219 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
221 *(const float *)(token
+ i
* 4 + 1),
222 *(const float *)(token
+ i
* 4 + 2),
223 *(const float *)(token
+ i
* 4 + 3),
224 *(const float *)(token
+ i
* 4 + 4));
227 hr
= wined3d_shader_set_local_constants_float(wined3d_vertex_shader
,
228 constant_idx
, (const float *)token
+ 1, count
);
229 if (FAILED(hr
)) ERR("Failed setting shader constants\n");
232 token
+= parse_token(token
);
236 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
237 static const size_t wined3d_type_sizes
[] =
239 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
240 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
241 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
242 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
243 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE
),
244 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE
),
245 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
246 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
247 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE
),
248 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
249 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
250 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
251 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
252 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
253 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
254 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
255 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
258 static const enum wined3d_format_id wined3d_format_lookup
[] =
260 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT
,
261 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT
,
262 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT
,
263 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT
,
264 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM
,
265 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT
,
266 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT
,
267 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT
,
268 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM
,
269 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM
,
270 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM
,
271 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM
,
272 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM
,
273 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT
,
274 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM
,
275 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT
,
276 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT
,
284 static const wined3d_usage_t wined3d_usage_lookup
[] = {
285 /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION
, 0},
286 /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT
, 0},
287 /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES
, 0},
288 /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL
, 0},
289 /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE
, 0},
290 /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR
, 0},
291 /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR
, 1},
292 /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD
, 0},
293 /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD
, 1},
294 /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD
, 2},
295 /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD
, 3},
296 /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD
, 4},
297 /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD
, 5},
298 /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD
, 6},
299 /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD
, 7},
300 /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION
, 1},
301 /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL
, 1},
304 /* TODO: find out where rhw (or positionT) is for declaration8 */
305 static UINT
convert_to_wined3d_declaration(const DWORD
*d3d8_elements
, DWORD
*d3d8_elements_size
,
306 WINED3DVERTEXELEMENT
**wined3d_elements
)
308 const DWORD
*token
= d3d8_elements
;
309 WINED3DVERTEXELEMENT
*element
;
310 D3DVSD_TOKENTYPE token_type
;
311 unsigned int element_count
= 0;
315 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements
, wined3d_elements
);
317 /* 128 should be enough for anyone... */
318 *wined3d_elements
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 128 * sizeof(WINED3DVERTEXELEMENT
));
319 while (D3DVSD_END() != *token
)
321 token_type
= ((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
);
323 if (token_type
== D3DVSD_TOKEN_STREAM
&& !(*token
& D3DVSD_STREAMTESSMASK
))
325 stream
= ((*token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
);
327 } else if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& !(token_type
& 0x10000000)) {
328 DWORD type
= ((*token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
329 DWORD reg
= ((*token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
331 TRACE("Adding element %d:\n", element_count
);
333 element
= *wined3d_elements
+ element_count
++;
334 element
->format
= wined3d_format_lookup
[type
];
335 element
->input_slot
= stream
;
336 element
->offset
= offset
;
337 element
->output_slot
= reg
;
338 element
->method
= WINED3DDECLMETHOD_DEFAULT
;
339 element
->usage
= wined3d_usage_lookup
[reg
].usage
;
340 element
->usage_idx
= wined3d_usage_lookup
[reg
].usage_idx
;
342 offset
+= wined3d_type_sizes
[type
];
343 } else if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& (token_type
& 0x10000000)) {
344 TRACE(" 0x%08x SKIP(%u)\n", token_type
, ((token_type
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
345 offset
+= sizeof(DWORD
) * ((token_type
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
);
348 if (element_count
>= 127) {
349 ERR("More than 127 elements?\n");
353 token
+= parse_token(token
);
356 *d3d8_elements_size
= (++token
- d3d8_elements
) * sizeof(DWORD
);
358 return element_count
;
361 static const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl
=
363 IDirect3DVertexDeclaration8Impl_QueryInterface
,
364 IDirect3DVertexDeclaration8Impl_AddRef
,
365 IDirect3DVertexDeclaration8Impl_Release
368 static void STDMETHODCALLTYPE
d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent
)
370 IDirect3DVertexDeclaration8Impl
*declaration
= parent
;
371 HeapFree(GetProcessHeap(), 0, declaration
->elements
);
372 HeapFree(GetProcessHeap(), 0, declaration
);
375 static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops
=
377 d3d8_vertexdeclaration_wined3d_object_destroyed
,
380 HRESULT
vertexdeclaration_init(IDirect3DVertexDeclaration8Impl
*declaration
,
381 IDirect3DDevice8Impl
*device
, const DWORD
*elements
, DWORD shader_handle
)
383 WINED3DVERTEXELEMENT
*wined3d_elements
;
384 UINT wined3d_element_count
;
387 declaration
->lpVtbl
= &Direct3DVertexDeclaration8_Vtbl
;
388 declaration
->ref_count
= 1;
389 declaration
->shader_handle
= shader_handle
;
391 wined3d_element_count
= convert_to_wined3d_declaration(elements
, &declaration
->elements_size
, &wined3d_elements
);
392 declaration
->elements
= HeapAlloc(GetProcessHeap(), 0, declaration
->elements_size
);
393 if (!declaration
->elements
)
395 ERR("Failed to allocate vertex declaration elements memory.\n");
396 HeapFree(GetProcessHeap(), 0, wined3d_elements
);
397 return E_OUTOFMEMORY
;
400 memcpy(declaration
->elements
, elements
, declaration
->elements_size
);
402 wined3d_mutex_lock();
403 hr
= wined3d_vertex_declaration_create(device
->wined3d_device
, wined3d_elements
, wined3d_element_count
,
404 declaration
, &d3d8_vertexdeclaration_wined3d_parent_ops
, &declaration
->wined3d_vertex_declaration
);
405 wined3d_mutex_unlock();
406 HeapFree(GetProcessHeap(), 0, wined3d_elements
);
409 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr
);
410 HeapFree(GetProcessHeap(), 0, declaration
->elements
);
417 HRESULT
vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl
*declaration
,
418 IDirect3DDevice8Impl
*device
, DWORD fvf
)
422 declaration
->ref_count
= 1;
423 declaration
->lpVtbl
= &Direct3DVertexDeclaration8_Vtbl
;
424 declaration
->elements
= NULL
;
425 declaration
->elements_size
= 0;
426 declaration
->shader_handle
= fvf
;
428 hr
= wined3d_vertex_declaration_create_from_fvf(device
->wined3d_device
, fvf
, declaration
,
429 &d3d8_vertexdeclaration_wined3d_parent_ops
, &declaration
->wined3d_vertex_declaration
);
432 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr
);