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("(%p)->(%s, %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
;
50 ULONG ref_count
= InterlockedIncrement(&This
->ref_count
);
51 TRACE("(%p) : AddRef increasing to %d\n", This
, ref_count
);
56 static ULONG WINAPI
IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8
*iface
)
58 IDirect3DVertexDeclaration8Impl
*This
= (IDirect3DVertexDeclaration8Impl
*)iface
;
60 ULONG ref_count
= InterlockedDecrement(&This
->ref_count
);
61 TRACE("(%p) : Releasing to %d\n", This
, ref_count
);
65 IWineD3DVertexDeclaration_Release(This
->wined3d_vertex_declaration
);
66 wined3d_mutex_unlock();
68 HeapFree(GetProcessHeap(), 0, This
->elements
);
69 HeapFree(GetProcessHeap(), 0, This
);
75 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type
)
79 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
80 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1
);
81 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2
);
82 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3
);
83 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4
);
84 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR
);
85 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4
);
86 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2
);
87 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4
);
88 #undef D3DVSDT_TYPE_TO_STR
90 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type
);
91 return "unrecognized";
95 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register
)
97 switch (d3dvsde_register
)
99 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
100 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION
);
101 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT
);
102 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES
);
103 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL
);
104 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE
);
105 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE
);
106 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR
);
107 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0
);
108 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1
);
109 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2
);
110 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3
);
111 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4
);
112 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5
);
113 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6
);
114 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7
);
115 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2
);
116 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2
);
117 #undef D3DVSDE_REGISTER_TO_STR
119 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register
);
120 return "unrecognized";
124 size_t parse_token(const DWORD
* pToken
)
126 const DWORD token
= *pToken
;
129 switch ((token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) { /* maybe a macro to inverse ... */
130 case D3DVSD_TOKEN_NOP
:
131 TRACE(" 0x%08x NOP()\n", token
);
134 case D3DVSD_TOKEN_STREAM
:
135 if (token
& D3DVSD_STREAMTESSMASK
)
137 TRACE(" 0x%08x STREAM_TESS()\n", token
);
139 TRACE(" 0x%08x STREAM(%u)\n", token
, ((token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
));
143 case D3DVSD_TOKEN_STREAMDATA
:
144 if (token
& 0x10000000)
146 TRACE(" 0x%08x SKIP(%u)\n", token
, ((token
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
148 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
149 DWORD reg
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
150 TRACE(" 0x%08x REG(%s, %s)\n", token
, debug_d3dvsde_register(reg
), debug_d3dvsdt_type(type
));
154 case D3DVSD_TOKEN_TESSELLATOR
:
155 if (token
& 0x10000000)
157 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
158 DWORD reg
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
159 TRACE(" 0x%08x TESSUV(%s) as %s\n", token
, debug_d3dvsde_register(reg
), debug_d3dvsdt_type(type
));
161 DWORD type
= ((token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
162 DWORD regout
= ((token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
163 DWORD regin
= ((token
& D3DVSD_VERTEXREGINMASK
) >> D3DVSD_VERTEXREGINSHIFT
);
164 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token
, debug_d3dvsde_register(regin
),
165 debug_d3dvsde_register(regout
), debug_d3dvsdt_type(type
));
169 case D3DVSD_TOKEN_CONSTMEM
:
171 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
172 tokenlen
= (4 * count
) + 1;
176 case D3DVSD_TOKEN_EXT
:
178 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
179 DWORD extinfo
= ((token
& D3DVSD_EXTINFOMASK
) >> D3DVSD_EXTINFOSHIFT
);
180 TRACE(" 0x%08x EXT(%u, %u)\n", token
, count
, extinfo
);
181 /* todo ... print extension */
182 tokenlen
= count
+ 1;
186 case D3DVSD_TOKEN_END
:
187 TRACE(" 0x%08x END()\n", token
);
191 TRACE(" 0x%08x UNKNOWN\n", token
);
198 void load_local_constants(const DWORD
*d3d8_elements
, IWineD3DVertexShader
*wined3d_vertex_shader
)
200 const DWORD
*token
= d3d8_elements
;
202 while (*token
!= D3DVSD_END())
204 if (((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) == D3DVSD_TOKEN_CONSTMEM
)
206 DWORD count
= ((*token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
207 DWORD constant_idx
= ((*token
& D3DVSD_CONSTADDRESSMASK
) >> D3DVSD_CONSTADDRESSSHIFT
);
213 for (i
= 0; i
< count
; ++i
)
215 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
217 *(const float *)(token
+ i
* 4 + 1),
218 *(const float *)(token
+ i
* 4 + 2),
219 *(const float *)(token
+ i
* 4 + 3),
220 *(const float *)(token
+ i
* 4 + 4));
223 hr
= IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader
, constant_idx
, (const float *)token
+1, count
);
224 if (FAILED(hr
)) ERR("Failed setting shader constants\n");
227 token
+= parse_token(token
);
231 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
232 static const size_t wined3d_type_sizes
[] =
234 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
235 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
236 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
237 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
238 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE
),
239 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE
),
240 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
241 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
242 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE
),
243 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
244 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
245 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
246 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
247 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
248 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
249 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
250 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
253 static const WINED3DFORMAT wined3d_format_lookup
[] =
255 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT
,
256 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT
,
257 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT
,
258 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT
,
259 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_A8R8G8B8
,
260 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT
,
261 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT
,
262 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT
,
263 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM
,
264 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM
,
265 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM
,
266 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM
,
267 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM
,
268 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT
,
269 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM
,
270 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT
,
271 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT
,
279 static const wined3d_usage_t wined3d_usage_lookup
[] = {
280 /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION
, 0},
281 /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT
, 0},
282 /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES
, 0},
283 /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL
, 0},
284 /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE
, 0},
285 /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR
, 0},
286 /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR
, 1},
287 /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD
, 0},
288 /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD
, 1},
289 /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD
, 2},
290 /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD
, 3},
291 /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD
, 4},
292 /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD
, 5},
293 /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD
, 6},
294 /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD
, 7},
295 /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION
, 1},
296 /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL
, 1},
299 /* TODO: find out where rhw (or positionT) is for declaration8 */
300 UINT
convert_to_wined3d_declaration(const DWORD
*d3d8_elements
, DWORD
*d3d8_elements_size
, WINED3DVERTEXELEMENT
**wined3d_elements
)
302 const DWORD
*token
= d3d8_elements
;
303 WINED3DVERTEXELEMENT
*element
;
304 D3DVSD_TOKENTYPE token_type
;
305 unsigned int element_count
= 0;
309 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements
, wined3d_elements
);
311 /* 128 should be enough for anyone... */
312 *wined3d_elements
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, 128 * sizeof(WINED3DVERTEXELEMENT
));
313 while (D3DVSD_END() != *token
)
315 token_type
= ((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
);
317 if (token_type
== D3DVSD_TOKEN_STREAM
&& !(*token
& D3DVSD_STREAMTESSMASK
))
319 stream
= ((*token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
);
321 } else if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& !(token_type
& 0x10000000)) {
322 DWORD type
= ((*token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
323 DWORD reg
= ((*token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
325 TRACE("Adding element %d:\n", element_count
);
327 element
= *wined3d_elements
+ element_count
++;
328 element
->format
= wined3d_format_lookup
[type
];
329 element
->input_slot
= stream
;
330 element
->offset
= offset
;
331 element
->output_slot
= reg
;
332 element
->method
= WINED3DDECLMETHOD_DEFAULT
;
333 element
->usage
= wined3d_usage_lookup
[reg
].usage
;
334 element
->usage_idx
= wined3d_usage_lookup
[reg
].usage_idx
;
336 offset
+= wined3d_type_sizes
[type
];
337 } else if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& (token_type
& 0x10000000)) {
338 TRACE(" 0x%08x SKIP(%u)\n", token_type
, ((token_type
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
339 offset
+= sizeof(DWORD
) * ((token_type
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
);
342 if (element_count
>= 127) {
343 ERR("More than 127 elements?\n");
347 token
+= parse_token(token
);
350 *d3d8_elements_size
= (++token
- d3d8_elements
) * sizeof(DWORD
);
352 return element_count
;
355 const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl
=
357 IDirect3DVertexDeclaration8Impl_QueryInterface
,
358 IDirect3DVertexDeclaration8Impl_AddRef
,
359 IDirect3DVertexDeclaration8Impl_Release