Clear invalid selectors also in CallTo16 relay code.
[wine/wine-kai.git] / graphics / d3dexecutebuffer.c
blob4539ec18d381f085b3f0f6b54f54e74b47b4e186
1 /* Direct3D ExecuteBuffer
2 (c) 1998 Lionel ULMER
4 This files contains the implementation of Direct3DExecuteBuffer. */
7 #include <string.h>
8 #include "config.h"
9 #include "windef.h"
10 #include "winerror.h"
11 #include "wine/obj_base.h"
12 #include "heap.h"
13 #include "ddraw.h"
14 #include "d3d.h"
15 #include "debug.h"
17 #include "d3d_private.h"
19 #ifdef HAVE_MESAGL
21 /* Structure to store the 'semi transformed' vertices */
22 typedef struct {
23 D3DVALUE x;
24 D3DVALUE y;
25 D3DVALUE z;
26 D3DVALUE w;
28 D3DVALUE nx;
29 D3DVALUE ny;
30 D3DVALUE nz;
32 D3DVALUE u;
33 D3DVALUE v;
34 } OGL_Vertex;
36 typedef struct {
37 D3DVALUE x;
38 D3DVALUE y;
39 D3DVALUE z;
40 D3DVALUE w;
42 D3DCOLOR c;
43 D3DCOLOR sc;
45 D3DVALUE u;
46 D3DVALUE v;
47 } OGL_LVertex;
49 static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable;
51 /*******************************************************************************
52 * ExecuteBuffer static functions
54 void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
58 void _dump_executedata(LPD3DEXECUTEDATA lpData) {
59 DUMP("dwSize : %ld\n", lpData->dwSize);
60 DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
61 DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
62 DUMP("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
63 _dump_d3dstatus(&(lpData->dsStatus));
66 #define DO_VERTEX(index) \
67 { \
68 glTexCoord2f(vx[index].u, \
69 vx[index].v); \
70 glNormal3f(vx[index].nx, \
71 vx[index].ny, \
72 vx[index].nz); \
73 glVertex4f(vx[index].x, \
74 vx[index].y, \
75 vx[index].z, \
76 vx[index].w); \
78 TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
79 vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
80 vx[index].nx, vx[index].ny, vx[index].nz, \
81 vx[index].u, vx[index].v); \
84 #define DO_LVERTEX(index) \
85 { \
86 DWORD col = l_vx[index].c; \
88 glColor3f(((col >> 16) & 0xFF) / 255.0, \
89 ((col >> 8) & 0xFF) / 255.0, \
90 ((col >> 0) & 0xFF) / 255.0); \
91 glTexCoord2f(l_vx[index].u, \
92 l_vx[index].v); \
93 glVertex4f(l_vx[index].x, \
94 l_vx[index].y, \
95 l_vx[index].z, \
96 l_vx[index].w); \
98 TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
99 l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
100 ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
101 l_vx[index].u, l_vx[index].v); \
104 #define DO_TLVERTEX(index) \
106 D3DTLVERTEX *vx = &(tl_vx[index]); \
107 DWORD col = vx->c.color; \
109 glColor3f(((col >> 16) & 0xFF) / 255.0, \
110 ((col >> 8) & 0xFF) / 255.0, \
111 ((col >> 0) & 0xFF) / 255.0); \
112 glTexCoord2f(vx->u.tu, vx->v.tv); \
113 if (vx->r.rhw < 0.01) \
114 glVertex3f(vx->x.sx, \
115 vx->y.sy, \
116 vx->z.sz); \
117 else \
118 glVertex4f(vx->x.sx / vx->r.rhw, \
119 vx->y.sy / vx->r.rhw, \
120 vx->z.sz / vx->r.rhw, \
121 1.0 / vx->r.rhw); \
122 TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
123 vx->x.sx, vx->y.sy, vx->z.sz, \
124 ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
125 vx->u.tu, vx->v.tv, vx->r.rhw); \
128 #define TRIANGLE_LOOP(macro) \
130 glBegin(GL_TRIANGLES); { \
131 for (i = 0; i < count; i++) { \
132 LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
134 TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
135 ci->v1.v1, ci->v2.v2, ci->v3.v3); \
136 TRACE(ddraw, " Flags : "); \
137 if (TRACE_ON(ddraw)) { \
138 /* Wireframe */ \
139 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
140 DUMP("EDGEENABLE1 "); \
141 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
142 DUMP("EDGEENABLE2 "); \
143 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
144 DUMP("EDGEENABLE3 "); \
146 /* Strips / Fans */ \
147 if (ci->wFlags == D3DTRIFLAG_EVEN) \
148 DUMP("EVEN "); \
149 if (ci->wFlags == D3DTRIFLAG_ODD) \
150 DUMP("ODD "); \
151 if (ci->wFlags == D3DTRIFLAG_START) \
152 DUMP("START "); \
153 if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
154 DUMP("STARTFLAT(%d) ", ci->wFlags); \
155 DUMP("\n"); \
158 /* Draw the triangle */ \
159 macro(ci->v1.v1); \
160 macro(ci->v2.v2); \
161 macro(ci->v3.v3); \
163 instr += size; \
165 } glEnd(); \
169 static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
170 LPDIRECT3DDEVICE dev,
171 LPDIRECT3DVIEWPORT vp) {
172 IDirect3DExecuteBufferImpl* ilpBuff=(IDirect3DExecuteBufferImpl*)lpBuff;
173 IDirect3DViewport2Impl* ivp=(IDirect3DViewport2Impl*)vp;
174 /* DWORD bs = ilpBuff->desc.dwBufferSize; */
175 DWORD vs = ilpBuff->data.dwVertexOffset;
176 /* DWORD vc = ilpBuff->data.dwVertexCount; */
177 DWORD is = ilpBuff->data.dwInstructionOffset;
178 /* DWORD il = ilpBuff->data.dwInstructionLength; */
180 void *instr = ilpBuff->desc.lpData + is;
181 OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
183 TRACE(ddraw, "ExecuteData : \n");
184 if (TRACE_ON(ddraw))
185 _dump_executedata(&(ilpBuff->data));
187 while (1) {
188 LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
189 BYTE size;
190 WORD count;
192 count = current->wCount;
193 size = current->bSize;
194 instr += sizeof(D3DINSTRUCTION);
196 switch (current->bOpcode) {
197 case D3DOP_POINT: {
198 TRACE(ddraw, "POINT-s (%d)\n", count);
200 instr += count * size;
201 } break;
203 case D3DOP_LINE: {
204 TRACE(ddraw, "LINE-s (%d)\n", count);
206 instr += count * size;
207 } break;
209 case D3DOP_TRIANGLE: {
210 int i;
211 float z_inv_matrix[16] = {
212 1.0, 0.0, 0.0, 0.0,
213 0.0, 1.0, 0.0, 0.0,
214 0.0, 0.0, -1.0, 0.0,
215 0.0, 0.0, 1.0, 1.0
218 OGL_Vertex *vx = (OGL_Vertex *) ilpBuff->vertex_data;
219 OGL_LVertex *l_vx = (OGL_LVertex *) ilpBuff->vertex_data;
220 D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) ilpBuff->vertex_data;
222 TRACE(ddraw, "TRIANGLE (%d)\n", count);
224 switch (ilpBuff->vertex_type) {
225 case D3DVT_VERTEX:
226 /* This time, there is lighting */
227 glEnable(GL_LIGHTING);
229 /* Use given matrixes */
230 glMatrixMode(GL_MODELVIEW);
231 glLoadIdentity(); /* The model transformation was done during the
232 transformation phase */
233 glMatrixMode(GL_PROJECTION);
234 TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
235 dump_mat(odev->proj_mat);
236 TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
237 dump_mat(odev->view_mat);
239 glLoadMatrixf((float *) z_inv_matrix);
240 glMultMatrixf((float *) odev->proj_mat);
241 glMultMatrixf((float *) odev->view_mat);
242 break;
244 case D3DVT_LVERTEX:
245 /* No lighting */
246 glDisable(GL_LIGHTING);
248 /* Use given matrixes */
249 glMatrixMode(GL_MODELVIEW);
250 glLoadIdentity(); /* The model transformation was done during the
251 transformation phase */
252 glMatrixMode(GL_PROJECTION);
254 TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
255 dump_mat(odev->proj_mat);
256 TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
257 dump_mat(odev->view_mat);
259 glLoadMatrixf((float *) z_inv_matrix);
260 glMultMatrixf((float *) odev->proj_mat);
261 glMultMatrixf((float *) odev->view_mat);
262 break;
264 case D3DVT_TLVERTEX: {
265 GLdouble height, width, minZ, maxZ;
267 /* First, disable lighting */
268 glDisable(GL_LIGHTING);
270 /* Then do not put any transformation matrixes */
271 glMatrixMode(GL_MODELVIEW);
272 glLoadIdentity();
273 glMatrixMode(GL_PROJECTION);
274 glLoadIdentity();
276 if (ivp == NULL) {
277 ERR(ddraw, "No current viewport !\n");
278 /* Using standard values */
279 height = 640.0;
280 width = 480.0;
281 minZ = -10.0;
282 maxZ = 10.0;
283 } else {
284 height = (GLdouble) ivp->viewport.vp1.dwHeight;
285 width = (GLdouble) ivp->viewport.vp1.dwWidth;
286 minZ = (GLdouble) ivp->viewport.vp1.dvMinZ;
287 maxZ = (GLdouble) ivp->viewport.vp1.dvMaxZ;
289 if (minZ == maxZ) {
290 /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
291 minZ = 0.0;
292 maxZ = 1.0;
296 glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
297 } break;
299 default:
300 ERR(ddraw, "Unhandled vertex type !\n");
301 break;
304 switch (ilpBuff->vertex_type) {
305 case D3DVT_VERTEX:
306 TRIANGLE_LOOP(DO_VERTEX);
307 break;
309 case D3DVT_LVERTEX:
310 TRIANGLE_LOOP(DO_LVERTEX);
311 break;
313 case D3DVT_TLVERTEX:
314 TRIANGLE_LOOP(DO_TLVERTEX);
315 break;
317 default:
318 ERR(ddraw, "Unhandled vertex type !\n");
321 } break;
323 case D3DOP_MATRIXLOAD: {
324 TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count);
326 instr += count * size;
327 } break;
329 case D3DOP_MATRIXMULTIPLY: {
330 int i;
331 TRACE(ddraw, "MATRIXMULTIPLY (%d)\n", count);
333 for (i = 0; i < count; i++) {
334 LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
335 LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
336 LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
337 LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
339 TRACE(ddraw, " Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
340 ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
342 /* Do the multiplication..
343 As I am VERY lazy, I let OpenGL do the multiplication for me */
344 glMatrixMode(GL_PROJECTION);
345 /* Save the current matrix */
346 glPushMatrix();
347 /* Load Matrix one and do the multiplication */
348 glLoadMatrixf((float *) c);
349 glMultMatrixf((float *) b);
350 glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
351 /* Restore the current matrix */
352 glPopMatrix();
354 instr += size;
356 } break;
358 case D3DOP_STATETRANSFORM: {
359 int i;
360 TRACE(ddraw, "STATETRANSFORM (%d)\n", count);
362 for (i = 0; i < count; i++) {
363 LPD3DSTATE ci = (LPD3DSTATE) instr;
365 /* Handle the state transform */
366 switch (ci->t.dtstTransformStateType) {
367 case D3DTRANSFORMSTATE_WORLD: {
368 TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
369 odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
370 } break;
372 case D3DTRANSFORMSTATE_VIEW: {
373 TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
374 odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
375 } break;
377 case D3DTRANSFORMSTATE_PROJECTION: {
378 TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
379 odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
380 } break;
382 default:
383 ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
384 break;
388 instr += size;
390 } break;
392 case D3DOP_STATELIGHT: {
393 int i;
394 TRACE(ddraw, "STATELIGHT (%d)\n", count);
396 for (i = 0; i < count; i++) {
397 LPD3DSTATE ci = (LPD3DSTATE) instr;
399 /* Handle the state transform */
400 switch (ci->t.dlstLightStateType) {
401 case D3DLIGHTSTATE_MATERIAL: {
402 IDirect3DMaterial2Impl* mat = (IDirect3DMaterial2Impl*) ci->v.dwArg[0];
403 TRACE(ddraw, " MATERIAL\n");
405 if (mat != NULL) {
406 mat->activate(mat);
407 } else {
408 TRACE(ddraw, " bad Material Handle\n");
410 } break ;
412 case D3DLIGHTSTATE_AMBIENT: {
413 float light[4];
414 DWORD dwLightState = ci->v.dwArg[0];
415 TRACE(ddraw, " AMBIENT\n");
417 light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
418 light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
419 light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
420 light[3] = 1.0;
421 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
423 TRACE(ddraw, " R:%02lx G:%02lx B:%02lx A:%02lx\n",
424 ((dwLightState >> 16) & 0xFF),
425 ((dwLightState >> 8) & 0xFF),
426 ((dwLightState >> 0) & 0xFF),
427 ((dwLightState >> 24) & 0xFF));
428 } break ;
430 case D3DLIGHTSTATE_COLORMODEL: {
431 TRACE(ddraw, " COLORMODEL\n");
432 } break ;
434 case D3DLIGHTSTATE_FOGMODE: {
435 TRACE(ddraw, " FOGMODE\n");
436 } break ;
438 case D3DLIGHTSTATE_FOGSTART: {
439 TRACE(ddraw, " FOGSTART\n");
440 } break ;
442 case D3DLIGHTSTATE_FOGEND: {
443 TRACE(ddraw, " FOGEND\n");
444 } break ;
446 case D3DLIGHTSTATE_FOGDENSITY: {
447 TRACE(ddraw, " FOGDENSITY\n");
448 } break ;
450 default:
451 ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
452 break;
454 instr += size;
456 } break;
458 case D3DOP_STATERENDER: {
459 int i;
460 TRACE(ddraw, "STATERENDER (%d)\n", count);
462 for (i = 0; i < count; i++) {
463 LPD3DSTATE ci = (LPD3DSTATE) instr;
465 /* Handle the state transform */
466 set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
468 instr += size;
470 } break;
472 case D3DOP_PROCESSVERTICES: {
473 int i;
474 TRACE(ddraw, "PROCESSVERTICES (%d)\n", count);
476 for (i = 0; i < count; i++) {
477 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
479 TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n",
480 ci->wStart, ci->wDest, ci->dwCount);
481 TRACE(ddraw, " Flags : ");
482 if (TRACE_ON(ddraw)) {
483 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
484 DUMP("COPY ");
485 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
486 DUMP("NOCOLOR ");
487 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
488 DUMP("OPMASK ");
489 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
490 DUMP("TRANSFORM ");
491 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
492 DUMP("TRANSFORMLIGHT ");
493 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
494 DUMP("UPDATEEXTENTS ");
495 DUMP("\n");
498 /* This is where doing Direct3D on top on OpenGL is quite difficult.
499 This method transforms a set of vertices using the CURRENT state
500 (lighting, projection, ...) but does not rasterize them.
501 They will oinly be put on screen later (with the POINT / LINE and
502 TRIANGLE op-codes). The problem is that you can have a triangle
503 with each point having been transformed using another state...
505 In this implementation, I will emulate only ONE thing : each
506 vertex can have its own "WORLD" transformation (this is used in the
507 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
508 execute buffer use the same state.
510 If I find applications that change other states, I will try to do a
511 more 'fine-tuned' state emulation (but I may become quite tricky if
512 it changes a light position in the middle of a triangle).
514 In this case, a 'direct' approach (i.e. without using OpenGL, but
515 writing our own 3D rasterizer) would be easier. */
517 /* The current method (with the hypothesis that only the WORLD matrix
518 will change between two points) is like this :
519 - I transform 'manually' all the vertices with the current WORLD
520 matrix and store them in the vertex buffer
521 - during the rasterization phase, the WORLD matrix will be set to
522 the Identity matrix */
524 /* Enough for the moment */
525 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
526 int nb;
527 D3DVERTEX *src = ((LPD3DVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
528 OGL_Vertex *dst = ((OGL_Vertex *) (ilpBuff->vertex_data)) + ci->wDest;
529 D3DMATRIX *mat = odev->world_mat;
531 TRACE(ddraw, " World Matrix : (%p)\n", mat);
532 dump_mat(mat);
534 ilpBuff->vertex_type = D3DVT_VERTEX;
536 for (nb = 0; nb < ci->dwCount; nb++) {
537 /* For the moment, no normal transformation... */
538 dst->nx = src->nx.nx;
539 dst->ny = src->ny.ny;
540 dst->nz = src->nz.nz;
542 dst->u = src->u.tu;
543 dst->v = src->v.tv;
545 /* Now, the matrix multiplication */
546 dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
547 dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
548 dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
549 dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
551 src++;
552 dst++;
554 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
555 int nb;
556 D3DLVERTEX *src = ((LPD3DLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
557 OGL_LVertex *dst = ((OGL_LVertex *) (ilpBuff->vertex_data)) + ci->wDest;
558 D3DMATRIX *mat = odev->world_mat;
560 TRACE(ddraw, " World Matrix : (%p)\n", mat);
561 dump_mat(mat);
563 ilpBuff->vertex_type = D3DVT_LVERTEX;
565 for (nb = 0; nb < ci->dwCount; nb++) {
566 dst->c = src->c.color;
567 dst->sc = src->s.specular;
568 dst->u = src->u.tu;
569 dst->v = src->v.tv;
571 /* Now, the matrix multiplication */
572 dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
573 dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
574 dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
575 dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
577 src++;
578 dst++;
580 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
581 D3DTLVERTEX *src = ((LPD3DTLVERTEX) (ilpBuff->desc.lpData + vs)) + ci->wStart;
582 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (ilpBuff->vertex_data)) + ci->wDest;
584 ilpBuff->vertex_type = D3DVT_TLVERTEX;
586 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
587 } else {
588 ERR(ddraw, "Unhandled vertex processing !\n");
591 instr += size;
593 } break;
595 case D3DOP_TEXTURELOAD: {
596 TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count);
598 instr += count * size;
599 } break;
601 case D3DOP_EXIT: {
602 TRACE(ddraw, "EXIT (%d)\n", count);
603 /* We did this instruction */
604 instr += size;
605 /* Exit this loop */
606 goto end_of_buffer;
607 } break;
609 case D3DOP_BRANCHFORWARD: {
610 int i;
611 TRACE(ddraw, "BRANCHFORWARD (%d)\n", count);
613 for (i = 0; i < count; i++) {
614 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
616 if ((ilpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
617 if (!ci->bNegate) {
618 TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
620 } else {
621 if (ci->bNegate) {
622 TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
626 instr += size;
628 } break;
630 case D3DOP_SPAN: {
631 TRACE(ddraw, "SPAN-s (%d)\n", count);
633 instr += count * size;
634 } break;
636 case D3DOP_SETSTATUS: {
637 int i;
638 TRACE(ddraw, "SETSTATUS (%d)\n", count);
640 for (i = 0; i < count; i++) {
641 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
643 ilpBuff->data.dsStatus = *ci;
645 instr += size;
647 } break;
649 default:
650 ERR(ddraw, "Unhandled OpCode !!!\n");
651 /* Try to save ... */
652 instr += count * size;
653 break;
657 end_of_buffer:
660 /*******************************************************************************
661 * ExecuteBuffer Creation functions
663 LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(IDirect3DDeviceImpl* d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
665 IDirect3DExecuteBufferImpl* eb;
667 eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBufferImpl));
668 eb->ref = 1;
669 eb->lpvtbl = &executebuffer_vtable;
670 eb->d3ddev = d3ddev;
672 /* Initializes memory */
673 eb->desc = *lpDesc;
675 /* No buffer given */
676 if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
677 eb->desc.lpData = NULL;
679 /* No buffer size given */
680 if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
681 eb->desc.dwBufferSize = 0;
683 /* Create buffer if asked */
684 if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
685 eb->need_free = TRUE;
686 eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
687 } else {
688 eb->need_free = FALSE;
691 /* No vertices for the moment */
692 eb->vertex_data = NULL;
694 eb->desc.dwFlags |= D3DDEB_LPDATA;
696 eb->execute = execute;
698 return (LPDIRECT3DEXECUTEBUFFER)eb;
701 /*******************************************************************************
702 * IDirect3ExecuteBuffer methods
705 static HRESULT WINAPI IDirect3DExecuteBufferImpl_QueryInterface(LPDIRECT3DEXECUTEBUFFER iface,
706 REFIID riid,
707 LPVOID* ppvObj)
709 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
710 char xrefiid[50];
712 WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
713 FIXME(ddraw, "(%p)->(%s,%p): stub\n", This, xrefiid,ppvObj);
715 return S_OK;
720 static ULONG WINAPI IDirect3DExecuteBufferImpl_AddRef(LPDIRECT3DEXECUTEBUFFER iface)
722 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
723 TRACE(ddraw, "(%p)->()incrementing from %lu.\n", This, This->ref );
725 return ++(This->ref);
730 static ULONG WINAPI IDirect3DExecuteBufferImpl_Release(LPDIRECT3DEXECUTEBUFFER iface)
732 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
733 FIXME( ddraw, "(%p)->() decrementing from %lu.\n", This, This->ref );
735 if (!--(This->ref)) {
736 if ((This->desc.lpData != NULL) && This->need_free)
737 HeapFree(GetProcessHeap(),0,This->desc.lpData);
739 if (This->vertex_data != NULL)
740 HeapFree(GetProcessHeap(),0,This->vertex_data);
742 HeapFree(GetProcessHeap(),0,This);
743 return 0;
746 return This->ref;
749 static HRESULT WINAPI IDirect3DExecuteBufferImpl_Initialize(LPDIRECT3DEXECUTEBUFFER iface,
750 LPDIRECT3DDEVICE lpDirect3DDevice,
751 LPD3DEXECUTEBUFFERDESC lpDesc)
753 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
754 FIXME(ddraw, "(%p)->(%p,%p): stub\n", This, lpDirect3DDevice, lpDesc);
756 return DD_OK;
759 static HRESULT WINAPI IDirect3DExecuteBufferImpl_Lock(LPDIRECT3DEXECUTEBUFFER iface,
760 LPD3DEXECUTEBUFFERDESC lpDesc)
762 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
763 TRACE(ddraw, "(%p)->(%p)\n", This, lpDesc);
765 /* Copies the buffer description */
766 *lpDesc = This->desc;
768 return DD_OK;
771 static HRESULT WINAPI IDirect3DExecuteBufferImpl_Unlock(LPDIRECT3DEXECUTEBUFFER iface)
773 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
774 TRACE(ddraw, "(%p)->()\n", This);
776 return DD_OK;
779 static HRESULT WINAPI IDirect3DExecuteBufferImpl_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
780 LPD3DEXECUTEDATA lpData)
782 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
783 DWORD nbvert;
785 TRACE(ddraw, "(%p)->(%p)\n", This, lpData);
787 This->data = *lpData;
789 /* Get the number of vertices in the execute buffer */
790 nbvert = This->data.dwVertexCount;
792 /* Prepares the transformed vertex buffer */
793 if (This->vertex_data != NULL)
794 HeapFree(GetProcessHeap(), 0, This->vertex_data);
795 This->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
798 if (TRACE_ON(ddraw)) {
799 _dump_executedata(lpData);
802 return DD_OK;
805 static HRESULT WINAPI IDirect3DExecuteBufferImpl_GetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
806 LPD3DEXECUTEDATA lpData)
808 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
809 TRACE(ddraw, "(%p)->(%p): stub\n", This, lpData);
811 *lpData = This->data;
813 return DD_OK;
816 static HRESULT WINAPI IDirect3DExecuteBufferImpl_Validate(LPDIRECT3DEXECUTEBUFFER iface,
817 LPDWORD lpdwOffset,
818 LPD3DVALIDATECALLBACK lpFunc,
819 LPVOID lpUserArg,
820 DWORD dwReserved)
822 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
823 TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", This, lpdwOffset, lpFunc, lpUserArg, dwReserved);
825 return DD_OK;
828 static HRESULT WINAPI IDirect3DExecuteBufferImpl_Optimize(LPDIRECT3DEXECUTEBUFFER iface,
829 DWORD dwReserved)
831 ICOM_THIS(IDirect3DExecuteBufferImpl,iface);
832 TRACE(ddraw, "(%p)->(%lu)\n", This, dwReserved);
834 return DD_OK;
838 /*******************************************************************************
839 * IDirect3DLight VTable
841 static ICOM_VTABLE(IDirect3DExecuteBuffer) executebuffer_vtable = {
842 /*** IUnknown methods ***/
843 IDirect3DExecuteBufferImpl_QueryInterface,
844 IDirect3DExecuteBufferImpl_AddRef,
845 IDirect3DExecuteBufferImpl_Release,
846 /*** IDirect3DExecuteBuffer methods ***/
847 IDirect3DExecuteBufferImpl_Initialize,
848 IDirect3DExecuteBufferImpl_Lock,
849 IDirect3DExecuteBufferImpl_Unlock,
850 IDirect3DExecuteBufferImpl_SetExecuteData,
851 IDirect3DExecuteBufferImpl_GetExecuteData,
852 IDirect3DExecuteBufferImpl_Validate,
853 IDirect3DExecuteBufferImpl_Optimize
856 #endif /* HAVE_MESAGL */