windowscodecs/tests: Fix compilation on systems that don't support nameless structs.
[wine/multimedia.git] / dlls / d3d8 / vertexdeclaration.c
blob2277be4b26fe8ee7c4c2e48689130744527f8a95
1 /*
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. */
24 #include "config.h"
25 #include "d3d8_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
29 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
31 switch (d3dvsdt_type)
33 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
34 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
35 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
36 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
37 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
38 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
39 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
40 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
41 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
42 #undef D3DVSDT_TYPE_TO_STR
43 default:
44 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
45 return "unrecognized";
49 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
51 switch (d3dvsde_register)
53 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
54 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
55 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
56 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
57 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
58 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
59 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
60 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
61 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
62 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
63 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
64 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
65 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
66 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
67 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
68 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
69 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
70 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
71 #undef D3DVSDE_REGISTER_TO_STR
72 default:
73 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
74 return "unrecognized";
78 size_t parse_token(const DWORD* pToken)
80 const DWORD token = *pToken;
81 size_t tokenlen = 1;
83 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
84 case D3DVSD_TOKEN_NOP:
85 TRACE(" 0x%08x NOP()\n", token);
86 break;
88 case D3DVSD_TOKEN_STREAM:
89 if (token & D3DVSD_STREAMTESSMASK)
91 TRACE(" 0x%08x STREAM_TESS()\n", token);
92 } else {
93 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
95 break;
97 case D3DVSD_TOKEN_STREAMDATA:
98 if (token & 0x10000000)
100 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
101 } else {
102 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
103 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
104 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
106 break;
108 case D3DVSD_TOKEN_TESSELLATOR:
109 if (token & 0x10000000)
111 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
112 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
113 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
114 } else {
115 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
116 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
117 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
118 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
119 debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
121 break;
123 case D3DVSD_TOKEN_CONSTMEM:
125 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
126 tokenlen = (4 * count) + 1;
128 break;
130 case D3DVSD_TOKEN_EXT:
132 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
133 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
134 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
135 /* todo ... print extension */
136 tokenlen = count + 1;
138 break;
140 case D3DVSD_TOKEN_END:
141 TRACE(" 0x%08x END()\n", token);
142 break;
144 default:
145 TRACE(" 0x%08x UNKNOWN\n", token);
146 /* arg error */
149 return tokenlen;
152 void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
154 const DWORD *token = d3d8_elements;
156 while (*token != D3DVSD_END())
158 if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
160 DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
161 DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
162 HRESULT hr;
164 if (TRACE_ON(d3d8))
166 DWORD i;
167 for (i = 0; i < count; ++i)
169 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
170 constant_idx,
171 *(const float *)(token + i * 4 + 1),
172 *(const float *)(token + i * 4 + 2),
173 *(const float *)(token + i * 4 + 3),
174 *(const float *)(token + i * 4 + 4));
177 hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
178 constant_idx, (const float *)token + 1, count);
179 if (FAILED(hr)) ERR("Failed setting shader constants\n");
182 token += parse_token(token);
186 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
187 static const size_t wined3d_type_sizes[] =
189 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
190 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
191 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
192 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
193 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
194 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
195 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
196 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
197 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
198 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
199 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
200 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
201 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
202 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
203 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
204 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
205 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
208 static const enum wined3d_format_id wined3d_format_lookup[] =
210 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
211 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
212 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
213 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
214 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
215 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
216 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
217 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
218 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
219 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
220 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
221 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
222 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
223 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT,
224 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM,
225 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
226 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
229 static const struct
231 BYTE usage;
232 BYTE usage_idx;
234 wined3d_usage_lookup[] =
236 /* D3DVSDE_POSITION */ {WINED3D_DECL_USAGE_POSITION, 0},
237 /* D3DVSDE_BLENDWEIGHT */ {WINED3D_DECL_USAGE_BLEND_WEIGHT, 0},
238 /* D3DVSDE_BLENDINDICES */ {WINED3D_DECL_USAGE_BLEND_INDICES, 0},
239 /* D3DVSDE_NORMAL */ {WINED3D_DECL_USAGE_NORMAL, 0},
240 /* D3DVSDE_PSIZE */ {WINED3D_DECL_USAGE_PSIZE, 0},
241 /* D3DVSDE_DIFFUSE */ {WINED3D_DECL_USAGE_COLOR, 0},
242 /* D3DVSDE_SPECULAR */ {WINED3D_DECL_USAGE_COLOR, 1},
243 /* D3DVSDE_TEXCOORD0 */ {WINED3D_DECL_USAGE_TEXCOORD, 0},
244 /* D3DVSDE_TEXCOORD1 */ {WINED3D_DECL_USAGE_TEXCOORD, 1},
245 /* D3DVSDE_TEXCOORD2 */ {WINED3D_DECL_USAGE_TEXCOORD, 2},
246 /* D3DVSDE_TEXCOORD3 */ {WINED3D_DECL_USAGE_TEXCOORD, 3},
247 /* D3DVSDE_TEXCOORD4 */ {WINED3D_DECL_USAGE_TEXCOORD, 4},
248 /* D3DVSDE_TEXCOORD5 */ {WINED3D_DECL_USAGE_TEXCOORD, 5},
249 /* D3DVSDE_TEXCOORD6 */ {WINED3D_DECL_USAGE_TEXCOORD, 6},
250 /* D3DVSDE_TEXCOORD7 */ {WINED3D_DECL_USAGE_TEXCOORD, 7},
251 /* D3DVSDE_POSITION2 */ {WINED3D_DECL_USAGE_POSITION, 1},
252 /* D3DVSDE_NORMAL2 */ {WINED3D_DECL_USAGE_NORMAL, 1},
255 /* TODO: find out where rhw (or positionT) is for declaration8 */
256 static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
257 struct wined3d_vertex_element **wined3d_elements)
259 struct wined3d_vertex_element *element;
260 const DWORD *token = d3d8_elements;
261 D3DVSD_TOKENTYPE token_type;
262 unsigned int element_count = 0;
263 WORD stream = 0;
264 int offset = 0;
266 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
268 /* 128 should be enough for anyone... */
269 *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(**wined3d_elements));
270 while (D3DVSD_END() != *token)
272 token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
274 if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
276 stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
277 offset = 0;
278 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
279 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
280 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
282 TRACE("Adding element %d:\n", element_count);
284 element = *wined3d_elements + element_count++;
285 element->format = wined3d_format_lookup[type];
286 element->input_slot = stream;
287 element->offset = offset;
288 element->output_slot = reg;
289 element->method = WINED3D_DECL_METHOD_DEFAULT;
290 element->usage = wined3d_usage_lookup[reg].usage;
291 element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
293 offset += wined3d_type_sizes[type];
294 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
295 TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
296 offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
299 if (element_count >= 127) {
300 ERR("More than 127 elements?\n");
301 break;
304 token += parse_token(token);
307 *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
309 return element_count;
312 static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
314 struct d3d8_vertex_declaration *declaration = parent;
315 HeapFree(GetProcessHeap(), 0, declaration->elements);
316 HeapFree(GetProcessHeap(), 0, declaration);
319 void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
321 TRACE("declaration %p.\n", declaration);
323 wined3d_mutex_lock();
324 wined3d_vertex_declaration_decref(declaration->wined3d_vertex_declaration);
325 wined3d_mutex_unlock();
328 static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
330 d3d8_vertexdeclaration_wined3d_object_destroyed,
333 HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
334 struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
336 struct wined3d_vertex_element *wined3d_elements;
337 UINT wined3d_element_count;
338 HRESULT hr;
340 declaration->shader_handle = shader_handle;
342 wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
343 declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
344 if (!declaration->elements)
346 ERR("Failed to allocate vertex declaration elements memory.\n");
347 HeapFree(GetProcessHeap(), 0, wined3d_elements);
348 return E_OUTOFMEMORY;
351 memcpy(declaration->elements, elements, declaration->elements_size);
353 wined3d_mutex_lock();
354 hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
355 declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
356 wined3d_mutex_unlock();
357 HeapFree(GetProcessHeap(), 0, wined3d_elements);
358 if (FAILED(hr))
360 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
361 HeapFree(GetProcessHeap(), 0, declaration->elements);
362 return hr;
365 return D3D_OK;
368 HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
369 struct d3d8_device *device, DWORD fvf)
371 HRESULT hr;
373 declaration->elements = NULL;
374 declaration->elements_size = 0;
375 declaration->shader_handle = fvf;
377 hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
378 &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
379 if (FAILED(hr))
381 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
382 return hr;
385 return D3D_OK;