Fill the filedialog95 controls before sending a CDN_INITDONE
[wine/wine64.git] / dlls / ddraw / d3dexecutebuffer.c
blob4b34602d1cb597ebf2ca7e1cb842ab5bba415950
1 /* Direct3D ExecuteBuffer
2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains the implementation of Direct3DExecuteBuffer.
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include <string.h>
25 #define NONAMELESSUNION
26 #define NONAMELESSSTRUCT
27 #include "windef.h"
28 #include "winerror.h"
29 #include "objbase.h"
30 #include "ddraw.h"
31 #include "d3d.h"
32 #include "wine/debug.h"
34 #include "d3d_private.h"
35 #include "mesa_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
39 /* Structure to store the 'semi transformed' vertices */
40 typedef struct {
41 D3DVALUE x;
42 D3DVALUE y;
43 D3DVALUE z;
44 D3DVALUE w;
46 D3DVALUE nx;
47 D3DVALUE ny;
48 D3DVALUE nz;
50 D3DVALUE u;
51 D3DVALUE v;
52 } OGL_Vertex;
54 typedef struct {
55 D3DVALUE x;
56 D3DVALUE y;
57 D3DVALUE z;
58 D3DVALUE w;
60 D3DCOLOR c;
61 D3DCOLOR sc;
63 D3DVALUE u;
64 D3DVALUE v;
65 } OGL_LVertex;
67 static void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
71 static void _dump_executedata(LPD3DEXECUTEDATA lpData) {
72 DPRINTF("dwSize : %ld\n", lpData->dwSize);
73 DPRINTF("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
74 DPRINTF("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
75 DPRINTF("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
76 _dump_d3dstatus(&(lpData->dsStatus));
79 static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) {
83 #define DO_VERTEX(index) \
84 { \
85 glTexCoord2f(vx[index].u, \
86 vx[index].v); \
87 glNormal3f(vx[index].nx, \
88 vx[index].ny, \
89 vx[index].nz); \
90 glVertex4f(vx[index].x, \
91 vx[index].y, \
92 vx[index].z, \
93 vx[index].w); \
95 TRACE(" V: %f %f %f %f (%f %f %f) (%f %f)\n", \
96 vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
97 vx[index].nx, vx[index].ny, vx[index].nz, \
98 vx[index].u, vx[index].v); \
101 #define DO_LVERTEX(index) \
103 DWORD col = l_vx[index].c; \
105 glColor3f(((col >> 16) & 0xFF) / 255.0, \
106 ((col >> 8) & 0xFF) / 255.0, \
107 ((col >> 0) & 0xFF) / 255.0); \
108 glTexCoord2f(l_vx[index].u, \
109 l_vx[index].v); \
110 glVertex4f(l_vx[index].x, \
111 l_vx[index].y, \
112 l_vx[index].z, \
113 l_vx[index].w); \
115 TRACE(" LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
116 l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
117 ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
118 l_vx[index].u, l_vx[index].v); \
121 #define DO_TLVERTEX(index) \
123 D3DTLVERTEX *vx = &(tl_vx[index]); \
124 DWORD col = vx->u5.color; \
126 glColor3f(((col >> 16) & 0xFF) / 255.0, \
127 ((col >> 8) & 0xFF) / 255.0, \
128 ((col >> 0) & 0xFF) / 255.0); \
129 glTexCoord2f(vx->u7.tu, vx->u8.tv); \
130 if (vx->u4.rhw < 1e-8) \
131 glVertex3f(vx->u1.sx, \
132 vx->u2.sy, \
133 vx->u3.sz); \
134 else \
135 glVertex4f(vx->u1.sx / vx->u4.rhw, \
136 vx->u2.sy / vx->u4.rhw, \
137 vx->u3.sz / vx->u4.rhw, \
138 1.0 / vx->u4.rhw); \
139 TRACE(" TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
140 vx->u1.sx, vx->u2.sy, vx->u3.sz, \
141 ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
142 vx->u7.tu, vx->u8.tv, vx->u4.rhw); \
145 #define TRIANGLE_LOOP(macro) \
147 glBegin(GL_TRIANGLES); \
148 for (i = 0; i < count; i++) { \
149 LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
151 TRACE(" v1: %d v2: %d v3: %d\n", \
152 ci->u1.v1, ci->u2.v2, ci->u3.v3); \
153 TRACE(" Flags : "); \
154 if (TRACE_ON(ddraw)) { \
155 /* Wireframe */ \
156 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
157 TRACE("EDGEENABLE1 "); \
158 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
159 TRACE("EDGEENABLE2 "); \
160 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
161 TRACE("EDGEENABLE3 "); \
163 /* Strips / Fans */ \
164 if (ci->wFlags == D3DTRIFLAG_EVEN) \
165 TRACE("EVEN "); \
166 if (ci->wFlags == D3DTRIFLAG_ODD) \
167 TRACE("ODD "); \
168 if (ci->wFlags == D3DTRIFLAG_START) \
169 TRACE("START "); \
170 if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
171 TRACE("STARTFLAT(%d) ", ci->wFlags); \
172 TRACE("\n"); \
175 /* Draw the triangle */ \
176 macro(ci->u1.v1); \
177 macro(ci->u2.v2); \
178 macro(ci->u3.v3); \
180 instr += size; \
182 glEnd(); \
186 static void execute(IDirect3DExecuteBufferImpl *This,
187 IDirect3DDeviceImpl *lpDevice,
188 IDirect3DViewportImpl *lpViewport)
190 /* DWORD bs = This->desc.dwBufferSize; */
191 DWORD vs = This->data.dwVertexOffset;
192 /* DWORD vc = This->data.dwVertexCount; */
193 DWORD is = This->data.dwInstructionOffset;
194 /* DWORD il = This->data.dwInstructionLength; */
196 char *instr = (char *)This->desc.lpData + is;
198 /* Should check if the viewport was added or not to the device */
200 /* Activate the viewport */
201 lpViewport->active_device = lpDevice;
202 lpViewport->activate(lpViewport);
204 TRACE("ExecuteData : \n");
205 if (TRACE_ON(ddraw))
206 _dump_executedata(&(This->data));
208 ENTER_GL();
210 while (1) {
211 LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
212 BYTE size;
213 WORD count;
215 count = current->wCount;
216 size = current->bSize;
217 instr += sizeof(D3DINSTRUCTION);
219 switch (current->bOpcode) {
220 case D3DOP_POINT: {
221 WARN("POINT-s (%d)\n", count);
222 instr += count * size;
223 } break;
225 case D3DOP_LINE: {
226 WARN("LINE-s (%d)\n", count);
227 instr += count * size;
228 } break;
230 case D3DOP_TRIANGLE: {
231 int i;
232 OGL_Vertex *vx = (OGL_Vertex *) This->vertex_data;
233 OGL_LVertex *l_vx = (OGL_LVertex *) This->vertex_data;
234 D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data;
235 TRACE("TRIANGLE (%d)\n", count);
237 switch (This->vertex_type) {
238 case D3DVT_VERTEX:
239 /* This time, there is lighting */
240 glEnable(GL_LIGHTING);
242 if (TRACE_ON(ddraw)) {
243 TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
244 dump_D3DMATRIX(lpDevice->proj_mat);
245 TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
246 dump_D3DMATRIX(lpDevice->view_mat);
249 /* Using the identity matrix as the world matrix as the world transformation was
250 already done. */
251 lpDevice->set_matrices(lpDevice, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
252 (D3DMATRIX *) id_mat, lpDevice->view_mat, lpDevice->proj_mat);
253 break;
255 case D3DVT_LVERTEX:
256 /* No lighting */
257 glDisable(GL_LIGHTING);
259 if (TRACE_ON(ddraw)) {
260 TRACE(" Projection Matrix : (%p)\n", lpDevice->proj_mat);
261 dump_D3DMATRIX(lpDevice->proj_mat);
262 TRACE(" View Matrix : (%p)\n", lpDevice->view_mat);
263 dump_D3DMATRIX(lpDevice->view_mat);
266 /* Using the identity matrix as the world matrix as the world transformation was
267 already done. */
268 lpDevice->set_matrices(lpDevice, VIEWMAT_CHANGED|WORLDMAT_CHANGED|PROJMAT_CHANGED,
269 (D3DMATRIX *) id_mat, lpDevice->view_mat, lpDevice->proj_mat);
270 break;
272 case D3DVT_TLVERTEX: {
273 /* First, disable lighting and fogging */
274 glDisable(GL_LIGHTING);
275 glDisable(GL_FOG);
277 d3ddevice_set_ortho(lpDevice);
278 } break;
280 default:
281 ERR("Unhandled vertex type !\n");
282 break;
285 switch (This->vertex_type) {
286 case D3DVT_VERTEX:
287 TRIANGLE_LOOP(DO_VERTEX);
288 break;
290 case D3DVT_LVERTEX:
291 TRIANGLE_LOOP(DO_LVERTEX);
292 break;
294 case D3DVT_TLVERTEX:
295 TRIANGLE_LOOP(DO_TLVERTEX);
296 break;
298 default:
299 ERR("Unhandled vertex type !\n");
301 } break;
303 case D3DOP_MATRIXLOAD:
304 WARN("MATRIXLOAD-s (%d)\n", count);
305 instr += count * size;
306 break;
308 case D3DOP_MATRIXMULTIPLY: {
309 int i;
310 TRACE("MATRIXMULTIPLY (%d)\n", count);
312 for (i = 0; i < count; i++) {
313 LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
314 LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
315 LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
316 LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
318 TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
319 ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
321 /* Do the multiplication..
322 As I am VERY lazy, I let OpenGL do the multiplication for me */
323 glMatrixMode(GL_PROJECTION);
324 /* Save the current matrix */
325 glPushMatrix();
326 /* Load Matrix one and do the multiplication */
327 glLoadMatrixf((float *) c);
328 glMultMatrixf((float *) b);
329 glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
330 /* Restore the current matrix */
331 glPopMatrix();
333 instr += size;
335 } break;
337 case D3DOP_STATETRANSFORM: {
338 int i;
339 TRACE("STATETRANSFORM (%d)\n", count);
341 for (i = 0; i < count; i++) {
342 LPD3DSTATE ci = (LPD3DSTATE) instr;
344 /* Handle the state transform */
345 switch (ci->u1.dtstTransformStateType) {
346 case D3DTRANSFORMSTATE_WORLD: {
347 TRACE(" WORLD (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
348 lpDevice->world_mat = (D3DMATRIX*) ci->u2.dwArg[0];
349 } break;
351 case D3DTRANSFORMSTATE_VIEW: {
352 TRACE(" VIEW (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
353 lpDevice->view_mat = (D3DMATRIX*) ci->u2.dwArg[0];
354 } break;
356 case D3DTRANSFORMSTATE_PROJECTION: {
357 TRACE(" PROJECTION (%p)\n", (D3DMATRIX*) ci->u2.dwArg[0]);
358 lpDevice->proj_mat = (D3DMATRIX*) ci->u2.dwArg[0];
359 } break;
361 default:
362 ERR(" Unhandled state transformation !! (%d)\n", (int) ci->u1.dtstTransformStateType);
363 break;
366 instr += size;
368 } break;
370 case D3DOP_STATELIGHT: {
371 int i;
372 TRACE("STATELIGHT (%d)\n", count);
374 for (i = 0; i < count; i++) {
375 LPD3DSTATE ci = (LPD3DSTATE) instr;
377 /* Handle the state transform */
378 switch (ci->u1.dlstLightStateType) {
379 case D3DLIGHTSTATE_MATERIAL: {
380 IDirect3DMaterialImpl* mat = (IDirect3DMaterialImpl*) ci->u2.dwArg[0];
381 TRACE(" MATERIAL\n");
383 if (mat != NULL) {
384 mat->activate(mat);
385 } else {
386 TRACE(" bad Material Handle\n");
388 } break ;
390 case D3DLIGHTSTATE_AMBIENT: {
391 float light[4];
392 DWORD dwLightState = ci->u2.dwArg[0];
393 TRACE(" AMBIENT\n");
395 light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
396 light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
397 light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
398 light[3] = 1.0;
399 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
401 TRACE(" R:%02lx G:%02lx B:%02lx A:%02lx\n",
402 ((dwLightState >> 16) & 0xFF),
403 ((dwLightState >> 8) & 0xFF),
404 ((dwLightState >> 0) & 0xFF),
405 ((dwLightState >> 24) & 0xFF));
406 } break ;
408 case D3DLIGHTSTATE_COLORMODEL: {
409 WARN(" COLORMODEL\n");
410 } break ;
412 case D3DLIGHTSTATE_FOGMODE: {
413 WARN(" FOGMODE\n");
414 } break ;
416 case D3DLIGHTSTATE_FOGSTART: {
417 WARN(" FOGSTART\n");
418 } break ;
420 case D3DLIGHTSTATE_FOGEND: {
421 WARN(" FOGEND\n");
422 } break ;
424 case D3DLIGHTSTATE_FOGDENSITY: {
425 WARN(" FOGDENSITY\n");
426 } break ;
428 default:
429 ERR(" Unhandled light state !! (%d)\n", (int) ci->u1.dlstLightStateType);
430 break;
432 instr += size;
434 } break;
436 case D3DOP_STATERENDER: {
437 int i;
438 TRACE("STATERENDER (%d)\n", count);
440 for (i = 0; i < count; i++) {
441 LPD3DSTATE ci = (LPD3DSTATE) instr;
443 LEAVE_GL();
444 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
445 ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
446 ENTER_GL();
448 instr += size;
450 } break;
452 case D3DOP_PROCESSVERTICES: {
453 int i;
454 TRACE("PROCESSVERTICES (%d)\n", count);
456 for (i = 0; i < count; i++) {
457 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
459 TRACE(" Start : %d Dest : %d Count : %ld\n",
460 ci->wStart, ci->wDest, ci->dwCount);
461 TRACE(" Flags : ");
462 if (TRACE_ON(ddraw)) {
463 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
464 TRACE("COPY ");
465 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
466 TRACE("NOCOLOR ");
467 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
468 TRACE("OPMASK ");
469 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
470 TRACE("TRANSFORM ");
471 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
472 TRACE("TRANSFORMLIGHT ");
473 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
474 TRACE("UPDATEEXTENTS ");
475 TRACE("\n");
478 /* This is where doing Direct3D on top on OpenGL is quite difficult.
479 This method transforms a set of vertices using the CURRENT state
480 (lighting, projection, ...) but does not rasterize them.
481 They will only be put on screen later (with the POINT / LINE and
482 TRIANGLE op-codes). The problem is that you can have a triangle
483 with each point having been transformed using another state...
485 In this implementation, I will emulate only ONE thing : each
486 vertex can have its own "WORLD" transformation (this is used in the
487 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
488 execute buffer use the same state.
490 If I find applications that change other states, I will try to do a
491 more 'fine-tuned' state emulation (but I may become quite tricky if
492 it changes a light position in the middle of a triangle).
494 In this case, a 'direct' approach (i.e. without using OpenGL, but
495 writing our own 3D rasterizer) would be easier. */
497 /* The current method (with the hypothesis that only the WORLD matrix
498 will change between two points) is like this :
499 - I transform 'manually' all the vertices with the current WORLD
500 matrix and store them in the vertex buffer
501 - during the rasterization phase, the WORLD matrix will be set to
502 the Identity matrix */
504 /* Enough for the moment */
505 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
506 int nb;
507 D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
508 OGL_Vertex *dst = ((OGL_Vertex *) (This->vertex_data)) + ci->wDest;
509 D3DMATRIX *mat = lpDevice->world_mat;
511 TRACE(" World Matrix : (%p)\n", mat);
512 dump_D3DMATRIX(mat);
514 This->vertex_type = D3DVT_VERTEX;
516 for (nb = 0; nb < ci->dwCount; nb++) {
517 /* For the moment, no normal transformation... */
518 dst->nx = (src->u4.nx * mat->_11) + (src->u5.ny * mat->_21) + (src->u6.nz * mat->_31);
519 dst->ny = (src->u4.nx * mat->_12) + (src->u5.ny * mat->_22) + (src->u6.nz * mat->_32);
520 dst->nz = (src->u4.nx * mat->_13) + (src->u5.ny * mat->_23) + (src->u6.nz * mat->_33);
522 dst->u = src->u7.tu;
523 dst->v = src->u8.tv;
525 /* Now, the matrix multiplication */
526 dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41);
527 dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42);
528 dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43);
529 dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44);
531 src++;
532 dst++;
534 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
535 int nb;
536 D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
537 OGL_LVertex *dst = ((OGL_LVertex *) (This->vertex_data)) + ci->wDest;
538 D3DMATRIX *mat = lpDevice->world_mat;
540 TRACE(" World Matrix : (%p)\n", mat);
541 dump_D3DMATRIX(mat);
543 This->vertex_type = D3DVT_LVERTEX;
545 for (nb = 0; nb < ci->dwCount; nb++) {
546 dst->c = src->u4.color;
547 dst->sc = src->u5.specular;
548 dst->u = src->u6.tu;
549 dst->v = src->u7.tv;
551 /* Now, the matrix multiplication */
552 dst->x = (src->u1.x * mat->_11) + (src->u2.y * mat->_21) + (src->u3.z * mat->_31) + (1.0 * mat->_41);
553 dst->y = (src->u1.x * mat->_12) + (src->u2.y * mat->_22) + (src->u3.z * mat->_32) + (1.0 * mat->_42);
554 dst->z = (src->u1.x * mat->_13) + (src->u2.y * mat->_23) + (src->u3.z * mat->_33) + (1.0 * mat->_43);
555 dst->w = (src->u1.x * mat->_14) + (src->u2.y * mat->_24) + (src->u3.z * mat->_34) + (1.0 * mat->_44);
557 src++;
558 dst++;
560 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
561 D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
562 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
564 This->vertex_type = D3DVT_TLVERTEX;
566 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
567 } else {
568 ERR("Unhandled vertex processing !\n");
571 instr += size;
573 } break;
575 case D3DOP_TEXTURELOAD: {
576 WARN("TEXTURELOAD-s (%d)\n", count);
578 instr += count * size;
579 } break;
581 case D3DOP_EXIT: {
582 TRACE("EXIT (%d)\n", count);
583 /* We did this instruction */
584 instr += size;
585 /* Exit this loop */
586 goto end_of_buffer;
587 } break;
589 case D3DOP_BRANCHFORWARD: {
590 int i;
591 TRACE("BRANCHFORWARD (%d)\n", count);
593 for (i = 0; i < count; i++) {
594 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
596 if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
597 if (!ci->bNegate) {
598 TRACE(" Should branch to %ld\n", ci->dwOffset);
600 } else {
601 if (ci->bNegate) {
602 TRACE(" Should branch to %ld\n", ci->dwOffset);
606 instr += size;
608 } break;
610 case D3DOP_SPAN: {
611 WARN("SPAN-s (%d)\n", count);
613 instr += count * size;
614 } break;
616 case D3DOP_SETSTATUS: {
617 int i;
618 TRACE("SETSTATUS (%d)\n", count);
620 for (i = 0; i < count; i++) {
621 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
623 This->data.dsStatus = *ci;
625 instr += size;
627 } break;
629 default:
630 ERR("Unhandled OpCode !!!\n");
631 /* Try to save ... */
632 instr += count * size;
633 break;
637 end_of_buffer:
638 LEAVE_GL();
641 HRESULT WINAPI
642 Main_IDirect3DExecuteBufferImpl_1_QueryInterface(LPDIRECT3DEXECUTEBUFFER iface,
643 REFIID riid,
644 LPVOID* obp)
646 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
647 TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obp);
649 *obp = NULL;
651 if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
652 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
653 *obp = iface;
654 TRACE(" Creating IUnknown interface at %p.\n", *obp);
655 return S_OK;
657 if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) {
658 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
659 *obp = ICOM_INTERFACE(This, IDirect3DExecuteBuffer);
660 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obp);
661 return S_OK;
663 FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
664 return OLE_E_ENUM_NOMORE;
667 ULONG WINAPI
668 Main_IDirect3DExecuteBufferImpl_1_AddRef(LPDIRECT3DEXECUTEBUFFER iface)
670 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
671 FIXME("(%p/%p)->()incrementing from %lu.\n", This, iface, This->ref );
672 return ++(This->ref);
675 ULONG WINAPI
676 Main_IDirect3DExecuteBufferImpl_1_Release(LPDIRECT3DEXECUTEBUFFER iface)
678 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
679 TRACE("(%p/%p)->()decrementing from %lu.\n", This, iface, This->ref);
680 if (!--(This->ref)) {
681 if ((This->desc.lpData != NULL) && This->need_free)
682 HeapFree(GetProcessHeap(),0,This->desc.lpData);
683 if (This->vertex_data != NULL)
684 HeapFree(GetProcessHeap(),0,This->vertex_data);
685 HeapFree(GetProcessHeap(),0,This);
686 return 0;
689 return This->ref;
692 HRESULT WINAPI
693 Main_IDirect3DExecuteBufferImpl_1_Initialize(LPDIRECT3DEXECUTEBUFFER iface,
694 LPDIRECT3DDEVICE lpDirect3DDevice,
695 LPD3DEXECUTEBUFFERDESC lpDesc)
697 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
698 TRACE("(%p/%p)->(%p,%p) no-op....\n", This, iface, lpDirect3DDevice, lpDesc);
699 return DD_OK;
702 HRESULT WINAPI
703 Main_IDirect3DExecuteBufferImpl_1_Lock(LPDIRECT3DEXECUTEBUFFER iface,
704 LPD3DEXECUTEBUFFERDESC lpDesc)
706 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
707 DWORD dwSize;
708 TRACE("(%p/%p)->(%p)\n", This, iface, lpDesc);
710 dwSize = lpDesc->dwSize;
711 memset(lpDesc, 0, dwSize);
712 memcpy(lpDesc, &This->desc, dwSize);
714 if (TRACE_ON(ddraw)) {
715 TRACE(" Returning description : \n");
716 _dump_D3DEXECUTEBUFFERDESC(lpDesc);
718 return DD_OK;
721 HRESULT WINAPI
722 Main_IDirect3DExecuteBufferImpl_1_Unlock(LPDIRECT3DEXECUTEBUFFER iface)
724 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
725 TRACE("(%p/%p)->() no-op...\n", This, iface);
726 return DD_OK;
729 HRESULT WINAPI
730 Main_IDirect3DExecuteBufferImpl_1_SetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
731 LPD3DEXECUTEDATA lpData)
733 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
734 DWORD nbvert;
735 TRACE("(%p/%p)->(%p)\n", This, iface, lpData);
737 memcpy(&This->data, lpData, lpData->dwSize);
739 /* Get the number of vertices in the execute buffer */
740 nbvert = This->data.dwVertexCount;
742 /* Prepares the transformed vertex buffer */
743 if (This->vertex_data != NULL)
744 HeapFree(GetProcessHeap(), 0, This->vertex_data);
745 This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(OGL_Vertex));
747 if (TRACE_ON(ddraw)) {
748 _dump_executedata(lpData);
751 return DD_OK;
754 HRESULT WINAPI
755 Main_IDirect3DExecuteBufferImpl_1_GetExecuteData(LPDIRECT3DEXECUTEBUFFER iface,
756 LPD3DEXECUTEDATA lpData)
758 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
759 DWORD dwSize;
760 TRACE("(%p/%p)->(%p): stub!\n", This, iface, lpData);
762 dwSize = lpData->dwSize;
763 memset(lpData, 0, dwSize);
764 memcpy(lpData, &This->data, dwSize);
766 if (TRACE_ON(ddraw)) {
767 TRACE("Returning data : \n");
768 _dump_executedata(lpData);
771 return DD_OK;
774 HRESULT WINAPI
775 Main_IDirect3DExecuteBufferImpl_1_Validate(LPDIRECT3DEXECUTEBUFFER iface,
776 LPDWORD lpdwOffset,
777 LPD3DVALIDATECALLBACK lpFunc,
778 LPVOID lpUserArg,
779 DWORD dwReserved)
781 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
782 FIXME("(%p/%p)->(%p,%p,%p,%08lx): stub!\n", This, iface, lpdwOffset, lpFunc, lpUserArg, dwReserved);
783 return DD_OK;
786 HRESULT WINAPI
787 Main_IDirect3DExecuteBufferImpl_1_Optimize(LPDIRECT3DEXECUTEBUFFER iface,
788 DWORD dwDummy)
790 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
791 TRACE("(%p/%p)->(%08lx) no-op...\n", This, iface, dwDummy);
792 return DD_OK;
795 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
796 # define XCAST(fun) (typeof(VTABLE_IDirect3DExecuteBuffer.fun))
797 #else
798 # define XCAST(fun) (void*)
799 #endif
801 ICOM_VTABLE(IDirect3DExecuteBuffer) VTABLE_IDirect3DExecuteBuffer =
803 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
804 XCAST(QueryInterface) Main_IDirect3DExecuteBufferImpl_1_QueryInterface,
805 XCAST(AddRef) Main_IDirect3DExecuteBufferImpl_1_AddRef,
806 XCAST(Release) Main_IDirect3DExecuteBufferImpl_1_Release,
807 XCAST(Initialize) Main_IDirect3DExecuteBufferImpl_1_Initialize,
808 XCAST(Lock) Main_IDirect3DExecuteBufferImpl_1_Lock,
809 XCAST(Unlock) Main_IDirect3DExecuteBufferImpl_1_Unlock,
810 XCAST(SetExecuteData) Main_IDirect3DExecuteBufferImpl_1_SetExecuteData,
811 XCAST(GetExecuteData) Main_IDirect3DExecuteBufferImpl_1_GetExecuteData,
812 XCAST(Validate) Main_IDirect3DExecuteBufferImpl_1_Validate,
813 XCAST(Optimize) Main_IDirect3DExecuteBufferImpl_1_Optimize,
816 #if !defined(__STRICT_ANSI__) && defined(__GNUC__)
817 #undef XCAST
818 #endif
821 HRESULT d3dexecutebuffer_create(IDirect3DExecuteBufferImpl **obj, IDirect3DImpl *d3d, IDirect3DDeviceImpl *d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
823 IDirect3DExecuteBufferImpl* object;
825 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DExecuteBufferImpl));
827 ICOM_INIT_INTERFACE(object, IDirect3DExecuteBuffer, VTABLE_IDirect3DExecuteBuffer);
829 object->ref = 1;
830 object->d3d = d3d;
831 object->d3ddev = d3ddev;
833 /* Initializes memory */
834 memcpy(&object->desc, lpDesc, lpDesc->dwSize);
836 /* No buffer given */
837 if ((object->desc.dwFlags & D3DDEB_LPDATA) == 0)
838 object->desc.lpData = NULL;
840 /* No buffer size given */
841 if ((lpDesc->dwFlags & D3DDEB_BUFSIZE) == 0)
842 object->desc.dwBufferSize = 0;
844 /* Create buffer if asked */
845 if ((object->desc.lpData == NULL) && (object->desc.dwBufferSize > 0)) {
846 object->need_free = TRUE;
847 object->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,object->desc.dwBufferSize);
848 } else {
849 object->need_free = FALSE;
852 /* No vertices for the moment */
853 object->vertex_data = NULL;
855 object->desc.dwFlags |= D3DDEB_LPDATA;
857 object->execute = execute;
859 *obj = object;
861 TRACE(" creating implementation at %p.\n", *obj);
863 return DD_OK;