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 DPRINTF("dwSize : %d\n", lpData
->dwSize
);
58 DPRINTF("Vertex Offset : %d Count : %d\n", lpData
->dwVertexOffset
, lpData
->dwVertexCount
);
59 DPRINTF("Instruction Offset : %d Length : %d\n", lpData
->dwInstructionOffset
, lpData
->dwInstructionLength
);
60 DPRINTF("HVertex Offset : %d\n", lpData
->dwHVertexOffset
);
63 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC
*lpDesc
) {
64 DPRINTF("dwSize : %d\n", lpDesc
->dwSize
);
65 DPRINTF("dwFlags : %x\n", lpDesc
->dwFlags
);
66 DPRINTF("dwCaps : %x\n", lpDesc
->dwCaps
);
67 DPRINTF("dwBufferSize : %d\n", lpDesc
->dwBufferSize
);
68 DPRINTF("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
);
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
= (IDirect3DMaterialImpl
*) lpDevice
->Handles
[matHandle
- 1].ptr
;
268 else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_COLORMODEL
/* 3 */) {
269 switch (ci
->u2
.dwArg
[0]) {
271 ERR("DDCOLOR_MONO should not happen!\n");
274 /* We are already in this mode */
277 ERR("Unknown color model!\n");
280 D3DRENDERSTATETYPE rs
= 0;
281 switch (ci
->u1
.dlstLightStateType
) {
283 case D3DLIGHTSTATE_AMBIENT
: /* 2 */
284 rs
= D3DRENDERSTATE_AMBIENT
;
286 case D3DLIGHTSTATE_FOGMODE
: /* 4 */
287 rs
= D3DRENDERSTATE_FOGVERTEXMODE
;
289 case D3DLIGHTSTATE_FOGSTART
: /* 5 */
290 rs
= D3DRENDERSTATE_FOGSTART
;
292 case D3DLIGHTSTATE_FOGEND
: /* 6 */
293 rs
= D3DRENDERSTATE_FOGEND
;
295 case D3DLIGHTSTATE_FOGDENSITY
: /* 7 */
296 rs
= D3DRENDERSTATE_FOGDENSITY
;
298 case D3DLIGHTSTATE_COLORVERTEX
: /* 8 */
299 rs
= D3DRENDERSTATE_COLORVERTEX
;
305 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice
, IDirect3DDevice7
),
313 case D3DOP_STATERENDER
: {
315 TRACE("STATERENDER (%d)\n", count
);
317 for (i
= 0; i
< count
; i
++) {
318 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
320 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice
, IDirect3DDevice7
),
321 ci
->u1
.drstRenderStateType
, ci
->u2
.dwArg
[0]);
327 case D3DOP_PROCESSVERTICES
:
329 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
330 * IWineD3DDevice::ProcessVertices
333 D3DMATRIX view_mat
, world_mat
, proj_mat
;
334 TRACE("PROCESSVERTICES (%d)\n", count
);
336 /* Get the transform and world matrix */
337 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
339 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
340 D3DTRANSFORMSTATE_VIEW
,
341 (WINED3DMATRIX
*) &view_mat
);
343 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
344 D3DTRANSFORMSTATE_PROJECTION
,
345 (WINED3DMATRIX
*) &proj_mat
);
347 IWineD3DDevice_GetTransform(lpDevice
->wineD3DDevice
,
348 WINED3DTS_WORLDMATRIX(0),
349 (WINED3DMATRIX
*) &world_mat
);
351 for (i
= 0; i
< count
; i
++) {
352 LPD3DPROCESSVERTICES ci
= (LPD3DPROCESSVERTICES
) instr
;
354 TRACE(" Start : %d Dest : %d Count : %d\n",
355 ci
->wStart
, ci
->wDest
, ci
->dwCount
);
357 if (TRACE_ON(d3d7
)) {
358 if (ci
->dwFlags
& D3DPROCESSVERTICES_COPY
)
360 if (ci
->dwFlags
& D3DPROCESSVERTICES_NOCOLOR
)
362 if (ci
->dwFlags
== D3DPROCESSVERTICES_OPMASK
)
364 if (ci
->dwFlags
& D3DPROCESSVERTICES_TRANSFORM
)
366 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
)
367 TRACE("TRANSFORMLIGHT ");
368 if (ci
->dwFlags
& D3DPROCESSVERTICES_UPDATEEXTENTS
)
369 TRACE("UPDATEEXTENTS ");
373 /* This is where doing Direct3D on top on OpenGL is quite difficult.
374 This method transforms a set of vertices using the CURRENT state
375 (lighting, projection, ...) but does not rasterize them.
376 They will only be put on screen later (with the POINT / LINE and
377 TRIANGLE op-codes). The problem is that you can have a triangle
378 with each point having been transformed using another state...
380 In this implementation, I will emulate only ONE thing : each
381 vertex can have its own "WORLD" transformation (this is used in the
382 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
383 execute buffer use the same state.
385 If I find applications that change other states, I will try to do a
386 more 'fine-tuned' state emulation (but I may become quite tricky if
387 it changes a light position in the middle of a triangle).
389 In this case, a 'direct' approach (i.e. without using OpenGL, but
390 writing our own 3D rasterizer) would be easier. */
392 /* The current method (with the hypothesis that only the WORLD matrix
393 will change between two points) is like this :
394 - I transform 'manually' all the vertices with the current WORLD
395 matrix and store them in the vertex buffer
396 - during the rasterization phase, the WORLD matrix will be set to
397 the Identity matrix */
399 /* Enough for the moment */
400 if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORMLIGHT
) {
402 D3DVERTEX
*src
= ((LPD3DVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
403 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
404 D3DMATRIX
*mat2
= &world_mat
;
407 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
409 if (TRACE_ON(d3d7
)) {
410 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
411 dump_D3DMATRIX(&proj_mat
);
412 TRACE(" View Matrix : (%p)\n", &view_mat
);
413 dump_D3DMATRIX(&view_mat
);
414 TRACE(" World Matrix : (%p)\n", &world_mat
);
415 dump_D3DMATRIX(&world_mat
);
418 multiply_matrix(&mat
,&view_mat
,&world_mat
);
419 multiply_matrix(&mat
,&proj_mat
,&mat
);
421 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
422 /* Normals transformation */
423 nx
= (src
->u4
.nx
* mat2
->_11
) + (src
->u5
.ny
* mat2
->_21
) + (src
->u6
.nz
* mat2
->_31
);
424 ny
= (src
->u4
.nx
* mat2
->_12
) + (src
->u5
.ny
* mat2
->_22
) + (src
->u6
.nz
* mat2
->_32
);
425 nz
= (src
->u4
.nx
* mat2
->_13
) + (src
->u5
.ny
* mat2
->_23
) + (src
->u6
.nz
* mat2
->_33
);
427 /* No lighting yet */
428 dst
->u5
.color
= 0xFFFFFFFF; /* Opaque white */
429 dst
->u6
.specular
= 0xFF000000; /* No specular and no fog factor */
431 dst
->u7
.tu
= src
->u7
.tu
;
432 dst
->u8
.tv
= src
->u8
.tv
;
434 /* Now, the matrix multiplication */
435 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
436 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
437 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
438 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
440 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dwWidth
/ 2
441 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
442 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dwHeight
/ 2
443 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
444 dst
->u3
.sz
/= dst
->u4
.rhw
;
445 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
451 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORM
) {
453 D3DLVERTEX
*src
= ((LPD3DLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
454 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
456 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
458 if (TRACE_ON(d3d7
)) {
459 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
460 dump_D3DMATRIX(&proj_mat
);
461 TRACE(" View Matrix : (%p)\n",&view_mat
);
462 dump_D3DMATRIX(&view_mat
);
463 TRACE(" World Matrix : (%p)\n", &mat
);
464 dump_D3DMATRIX(&mat
);
467 multiply_matrix(&mat
,&view_mat
,&world_mat
);
468 multiply_matrix(&mat
,&proj_mat
,&mat
);
470 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
471 dst
->u5
.color
= src
->u4
.color
;
472 dst
->u6
.specular
= src
->u5
.specular
;
473 dst
->u7
.tu
= src
->u6
.tu
;
474 dst
->u8
.tv
= src
->u7
.tv
;
476 /* Now, the matrix multiplication */
477 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
478 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
479 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
480 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
482 dst
->u1
.sx
/= dst
->u4
.rhw
* Viewport
->dvScaleX
* Viewport
->dwWidth
/ 2 + Viewport
->dwX
;
483 dst
->u2
.sy
/= dst
->u4
.rhw
* Viewport
->dvScaleY
* Viewport
->dwHeight
/ 2 + Viewport
->dwY
;
484 dst
->u3
.sz
/= dst
->u4
.rhw
;
485 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
490 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_COPY
) {
491 D3DTLVERTEX
*src
= ((LPD3DTLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
492 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
494 memcpy(dst
, src
, ci
->dwCount
* sizeof(D3DTLVERTEX
));
496 ERR("Unhandled vertex processing !\n");
503 case D3DOP_TEXTURELOAD
: {
504 WARN("TEXTURELOAD-s (%d)\n", count
);
506 instr
+= count
* size
;
510 TRACE("EXIT (%d)\n", count
);
511 /* We did this instruction */
517 case D3DOP_BRANCHFORWARD
: {
519 TRACE("BRANCHFORWARD (%d)\n", count
);
521 for (i
= 0; i
< count
; i
++) {
522 LPD3DBRANCH ci
= (LPD3DBRANCH
) instr
;
524 if ((This
->data
.dsStatus
.dwStatus
& ci
->dwMask
) == ci
->dwValue
) {
526 TRACE(" Branch to %d\n", ci
->dwOffset
);
527 instr
= (char*)current
+ ci
->dwOffset
;
531 TRACE(" Branch to %d\n", ci
->dwOffset
);
532 instr
= (char*)current
+ ci
->dwOffset
;
541 WARN("SPAN-s (%d)\n", count
);
543 instr
+= count
* size
;
546 case D3DOP_SETSTATUS
: {
548 TRACE("SETSTATUS (%d)\n", count
);
550 for (i
= 0; i
< count
; i
++) {
551 LPD3DSTATUS ci
= (LPD3DSTATUS
) instr
;
553 This
->data
.dsStatus
= *ci
;
560 ERR("Unhandled OpCode %d !!!\n",current
->bOpcode
);
561 /* Try to save ... */
562 instr
+= count
* size
;
571 /*****************************************************************************
572 * IDirect3DExecuteBuffer::QueryInterface
574 * Well, a usual QueryInterface function. Don't know fur sure which
575 * interfaces it can Query.
578 * riid: The interface ID queried for
579 * obj: Address to return the interface pointer at
582 * D3D_OK in case of a success (S_OK? Think it's the same)
583 * OLE_E_ENUM_NOMORE if the interface wasn't found.
584 * (E_NOINTERFACE?? Don't know what I really need)
586 *****************************************************************************/
587 static HRESULT WINAPI
588 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer
*iface
,
592 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
593 TRACE("(%p/%p)->(%s,%p)\n", This
, iface
, debugstr_guid(riid
), obj
);
597 if ( IsEqualGUID( &IID_IUnknown
, riid
) ) {
598 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This
, IDirect3DExecuteBuffer
));
600 TRACE(" Creating IUnknown interface at %p.\n", *obj
);
603 if ( IsEqualGUID( &IID_IDirect3DMaterial
, riid
) ) {
604 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This
, IDirect3DExecuteBuffer
));
605 *obj
= ICOM_INTERFACE(This
, IDirect3DExecuteBuffer
);
606 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj
);
609 FIXME("(%p): interface for IID %s NOT found!\n", This
, debugstr_guid(riid
));
610 return E_NOINTERFACE
;
614 /*****************************************************************************
615 * IDirect3DExecuteBuffer::AddRef
617 * A normal AddRef method, nothing special
622 *****************************************************************************/
624 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer
*iface
)
626 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
627 ULONG ref
= InterlockedIncrement(&This
->ref
);
629 FIXME("(%p)->()incrementing from %u.\n", This
, ref
- 1);
634 /*****************************************************************************
635 * IDirect3DExecuteBuffer::Release
637 * A normal Release method, nothing special
642 *****************************************************************************/
644 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer
*iface
)
646 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
647 ULONG ref
= InterlockedDecrement(&This
->ref
);
649 TRACE("(%p)->()decrementing from %u.\n", This
, ref
+ 1);
653 HeapFree(GetProcessHeap(),0,This
->desc
.lpData
);
654 HeapFree(GetProcessHeap(),0,This
->vertex_data
);
655 HeapFree(GetProcessHeap(),0,This
->indices
);
656 HeapFree(GetProcessHeap(),0,This
);
663 /*****************************************************************************
664 * IDirect3DExecuteBuffer::Initialize
666 * Initializes the Execute Buffer. This method exists for COM compliance
667 * Nothing to do here.
672 *****************************************************************************/
673 static HRESULT WINAPI
674 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer
*iface
,
675 IDirect3DDevice
*lpDirect3DDevice
,
676 D3DEXECUTEBUFFERDESC
*lpDesc
)
678 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
679 TRACE("(%p)->(%p,%p) no-op....\n", This
, lpDirect3DDevice
, lpDesc
);
683 /*****************************************************************************
684 * IDirect3DExecuteBuffer::Lock
686 * Locks the buffer, so the app can write into it.
689 * Desc: Pointer to return the buffer description. This Description contains
690 * a pointer to the buffer data.
693 * This implementation always returns D3D_OK
695 *****************************************************************************/
696 static HRESULT WINAPI
697 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer
*iface
,
698 D3DEXECUTEBUFFERDESC
*lpDesc
)
700 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
702 TRACE("(%p)->(%p)\n", This
, lpDesc
);
704 dwSize
= lpDesc
->dwSize
;
705 memset(lpDesc
, 0, dwSize
);
706 memcpy(lpDesc
, &This
->desc
, dwSize
);
708 if (TRACE_ON(d3d7
)) {
709 TRACE(" Returning description :\n");
710 _dump_D3DEXECUTEBUFFERDESC(lpDesc
);
715 /*****************************************************************************
716 * IDirect3DExecuteBuffer::Unlock
718 * Unlocks the buffer. We don't have anything to do here
721 * This implementation always returns D3D_OK
723 *****************************************************************************/
724 static HRESULT WINAPI
725 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer
*iface
)
727 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
728 TRACE("(%p)->() no-op...\n", This
);
732 /*****************************************************************************
733 * IDirect3DExecuteBuffer::SetExecuteData
735 * Sets the execute data. This data is used to describe the buffer's content
738 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
743 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
745 *****************************************************************************/
746 static HRESULT WINAPI
747 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer
*iface
,
748 D3DEXECUTEDATA
*lpData
)
750 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
752 TRACE("(%p)->(%p)\n", This
, lpData
);
754 memcpy(&This
->data
, lpData
, lpData
->dwSize
);
756 /* Get the number of vertices in the execute buffer */
757 nbvert
= This
->data
.dwVertexCount
;
759 /* Prepares the transformed vertex buffer */
760 HeapFree(GetProcessHeap(), 0, This
->vertex_data
);
761 This
->vertex_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, nbvert
* sizeof(D3DTLVERTEX
));
763 if (TRACE_ON(d3d7
)) {
764 _dump_executedata(lpData
);
770 /*****************************************************************************
771 * IDirect3DExecuteBuffer::GetExecuteData
773 * Returns the data in the execute buffer
776 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
781 *****************************************************************************/
782 static HRESULT WINAPI
783 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer
*iface
,
784 D3DEXECUTEDATA
*lpData
)
786 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
788 TRACE("(%p)->(%p): stub!\n", This
, lpData
);
790 dwSize
= lpData
->dwSize
;
791 memset(lpData
, 0, dwSize
);
792 memcpy(lpData
, &This
->data
, dwSize
);
794 if (TRACE_ON(d3d7
)) {
795 TRACE("Returning data :\n");
796 _dump_executedata(lpData
);
802 /*****************************************************************************
803 * IDirect3DExecuteBuffer::Validate
805 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
806 * currently implemented"
812 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
814 *****************************************************************************/
815 static HRESULT WINAPI
816 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer
*iface
,
818 LPD3DVALIDATECALLBACK Func
,
822 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
823 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This
, Offset
, Func
, UserArg
, Reserved
);
824 return DDERR_UNSUPPORTED
; /* Unchecked */
827 /*****************************************************************************
828 * IDirect3DExecuteBuffer::Optimize
830 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
831 * currently supported"
834 * Dummy: Seems to be an unused dummy ;)
837 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
839 *****************************************************************************/
840 static HRESULT WINAPI
841 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer
*iface
,
844 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl
, IDirect3DExecuteBuffer
, iface
);
845 TRACE("(%p)->(%08x): Unimplemented\n", This
, Dummy
);
846 return DDERR_UNSUPPORTED
; /* Unchecked */
849 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl
=
851 IDirect3DExecuteBufferImpl_QueryInterface
,
852 IDirect3DExecuteBufferImpl_AddRef
,
853 IDirect3DExecuteBufferImpl_Release
,
854 IDirect3DExecuteBufferImpl_Initialize
,
855 IDirect3DExecuteBufferImpl_Lock
,
856 IDirect3DExecuteBufferImpl_Unlock
,
857 IDirect3DExecuteBufferImpl_SetExecuteData
,
858 IDirect3DExecuteBufferImpl_GetExecuteData
,
859 IDirect3DExecuteBufferImpl_Validate
,
860 IDirect3DExecuteBufferImpl_Optimize
,