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 TRACE("dwSize : %d\n", lpData
->dwSize
);
58 TRACE("Vertex Offset : %d Count : %d\n", lpData
->dwVertexOffset
, lpData
->dwVertexCount
);
59 TRACE("Instruction Offset : %d Length : %d\n", lpData
->dwInstructionOffset
, lpData
->dwInstructionLength
);
60 TRACE("HVertex Offset : %d\n", lpData
->dwHVertexOffset
);
63 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC
*lpDesc
) {
64 TRACE("dwSize : %d\n", lpDesc
->dwSize
);
65 TRACE("dwFlags : %x\n", lpDesc
->dwFlags
);
66 TRACE("dwCaps : %x\n", lpDesc
->dwCaps
);
67 TRACE("dwBufferSize : %d\n", lpDesc
->dwBufferSize
);
68 TRACE("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
, FALSE
);
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
= 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((IDirect3DDevice7
*)lpDevice
,
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
.dtstTransformStateType
== D3DTRANSFORMSTATE_WORLD
)
231 lpDevice
->world
= ci
->u2
.dwArg
[0];
232 if(ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_VIEW
)
233 lpDevice
->view
= ci
->u2
.dwArg
[0];
234 if(ci
->u1
.dtstTransformStateType
== D3DTRANSFORMSTATE_PROJECTION
)
235 lpDevice
->proj
= ci
->u2
.dwArg
[0];
236 IDirect3DDevice7_SetTransform((IDirect3DDevice7
*)lpDevice
,
237 ci
->u1
.dtstTransformStateType
, (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 %d\n", ci
->u1
.dlstLightStateType
);
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
=
265 lpDevice
->Handles
[matHandle
- 1].ptr
;
269 } else if (ci
->u1
.dlstLightStateType
== D3DLIGHTSTATE_COLORMODEL
/* 3 */) {
270 switch (ci
->u2
.dwArg
[0]) {
272 ERR("DDCOLOR_MONO should not happen!\n");
275 /* We are already in this mode */
278 ERR("Unknown color model!\n");
281 D3DRENDERSTATETYPE rs
= 0;
282 switch (ci
->u1
.dlstLightStateType
) {
284 case D3DLIGHTSTATE_AMBIENT
: /* 2 */
285 rs
= D3DRENDERSTATE_AMBIENT
;
287 case D3DLIGHTSTATE_FOGMODE
: /* 4 */
288 rs
= D3DRENDERSTATE_FOGVERTEXMODE
;
290 case D3DLIGHTSTATE_FOGSTART
: /* 5 */
291 rs
= D3DRENDERSTATE_FOGSTART
;
293 case D3DLIGHTSTATE_FOGEND
: /* 6 */
294 rs
= D3DRENDERSTATE_FOGEND
;
296 case D3DLIGHTSTATE_FOGDENSITY
: /* 7 */
297 rs
= D3DRENDERSTATE_FOGDENSITY
;
299 case D3DLIGHTSTATE_COLORVERTEX
: /* 8 */
300 rs
= D3DRENDERSTATE_COLORVERTEX
;
306 IDirect3DDevice7_SetRenderState((IDirect3DDevice7
*)lpDevice
, rs
, ci
->u2
.dwArg
[0]);
313 case D3DOP_STATERENDER
: {
315 IDirect3DDevice2
*d3d_device2
= (IDirect3DDevice2
*)&lpDevice
->IDirect3DDevice2_vtbl
;
316 TRACE("STATERENDER (%d)\n", count
);
318 for (i
= 0; i
< count
; i
++) {
319 LPD3DSTATE ci
= (LPD3DSTATE
) instr
;
321 IDirect3DDevice2_SetRenderState(d3d_device2
, 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
;
405 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
407 if (TRACE_ON(d3d7
)) {
408 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
409 dump_D3DMATRIX(&proj_mat
);
410 TRACE(" View Matrix : (%p)\n", &view_mat
);
411 dump_D3DMATRIX(&view_mat
);
412 TRACE(" World Matrix : (%p)\n", &world_mat
);
413 dump_D3DMATRIX(&world_mat
);
416 multiply_matrix(&mat
,&view_mat
,&world_mat
);
417 multiply_matrix(&mat
,&proj_mat
,&mat
);
419 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
420 /* No lighting yet */
421 dst
->u5
.color
= 0xFFFFFFFF; /* Opaque white */
422 dst
->u6
.specular
= 0xFF000000; /* No specular and no fog factor */
424 dst
->u7
.tu
= src
->u7
.tu
;
425 dst
->u8
.tv
= src
->u8
.tv
;
427 /* Now, the matrix multiplication */
428 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
429 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
430 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
431 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
433 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
434 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
435 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
436 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
437 dst
->u3
.sz
/= dst
->u4
.rhw
;
438 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
444 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_TRANSFORM
) {
446 D3DLVERTEX
*src
= ((LPD3DLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
447 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
449 D3DVIEWPORT
* Viewport
= &lpViewport
->viewports
.vp1
;
451 if (TRACE_ON(d3d7
)) {
452 TRACE(" Projection Matrix : (%p)\n", &proj_mat
);
453 dump_D3DMATRIX(&proj_mat
);
454 TRACE(" View Matrix : (%p)\n",&view_mat
);
455 dump_D3DMATRIX(&view_mat
);
456 TRACE(" World Matrix : (%p)\n", &world_mat
);
457 dump_D3DMATRIX(&world_mat
);
460 multiply_matrix(&mat
,&view_mat
,&world_mat
);
461 multiply_matrix(&mat
,&proj_mat
,&mat
);
463 for (nb
= 0; nb
< ci
->dwCount
; nb
++) {
464 dst
->u5
.color
= src
->u4
.color
;
465 dst
->u6
.specular
= src
->u5
.specular
;
466 dst
->u7
.tu
= src
->u6
.tu
;
467 dst
->u8
.tv
= src
->u7
.tv
;
469 /* Now, the matrix multiplication */
470 dst
->u1
.sx
= (src
->u1
.x
* mat
._11
) + (src
->u2
.y
* mat
._21
) + (src
->u3
.z
* mat
._31
) + (1.0 * mat
._41
);
471 dst
->u2
.sy
= (src
->u1
.x
* mat
._12
) + (src
->u2
.y
* mat
._22
) + (src
->u3
.z
* mat
._32
) + (1.0 * mat
._42
);
472 dst
->u3
.sz
= (src
->u1
.x
* mat
._13
) + (src
->u2
.y
* mat
._23
) + (src
->u3
.z
* mat
._33
) + (1.0 * mat
._43
);
473 dst
->u4
.rhw
= (src
->u1
.x
* mat
._14
) + (src
->u2
.y
* mat
._24
) + (src
->u3
.z
* mat
._34
) + (1.0 * mat
._44
);
475 dst
->u1
.sx
= dst
->u1
.sx
/ dst
->u4
.rhw
* Viewport
->dvScaleX
476 + Viewport
->dwX
+ Viewport
->dwWidth
/ 2;
477 dst
->u2
.sy
= (-dst
->u2
.sy
) / dst
->u4
.rhw
* Viewport
->dvScaleY
478 + Viewport
->dwY
+ Viewport
->dwHeight
/ 2;
480 dst
->u3
.sz
/= dst
->u4
.rhw
;
481 dst
->u4
.rhw
= 1 / dst
->u4
.rhw
;
486 } else if (ci
->dwFlags
== D3DPROCESSVERTICES_COPY
) {
487 D3DTLVERTEX
*src
= ((LPD3DTLVERTEX
) ((char *)This
->desc
.lpData
+ vs
)) + ci
->wStart
;
488 D3DTLVERTEX
*dst
= ((LPD3DTLVERTEX
) (This
->vertex_data
)) + ci
->wDest
;
490 memcpy(dst
, src
, ci
->dwCount
* sizeof(D3DTLVERTEX
));
492 ERR("Unhandled vertex processing flag %#x.\n", ci
->dwFlags
);
499 case D3DOP_TEXTURELOAD
: {
500 WARN("TEXTURELOAD-s (%d)\n", count
);
502 instr
+= count
* size
;
506 TRACE("EXIT (%d)\n", count
);
507 /* We did this instruction */
513 case D3DOP_BRANCHFORWARD
: {
515 TRACE("BRANCHFORWARD (%d)\n", count
);
517 for (i
= 0; i
< count
; i
++) {
518 LPD3DBRANCH ci
= (LPD3DBRANCH
) instr
;
520 if ((This
->data
.dsStatus
.dwStatus
& ci
->dwMask
) == ci
->dwValue
) {
522 TRACE(" Branch to %d\n", ci
->dwOffset
);
524 instr
= (char*)current
+ ci
->dwOffset
;
530 TRACE(" Branch to %d\n", ci
->dwOffset
);
532 instr
= (char*)current
+ ci
->dwOffset
;
543 WARN("SPAN-s (%d)\n", count
);
545 instr
+= count
* size
;
548 case D3DOP_SETSTATUS
: {
550 TRACE("SETSTATUS (%d)\n", count
);
552 for (i
= 0; i
< count
; i
++) {
553 LPD3DSTATUS ci
= (LPD3DSTATUS
) instr
;
555 This
->data
.dsStatus
= *ci
;
562 ERR("Unhandled OpCode %d !!!\n",current
->bOpcode
);
563 /* Try to save ... */
564 instr
+= count
* size
;
573 /*****************************************************************************
574 * IDirect3DExecuteBuffer::QueryInterface
576 * Well, a usual QueryInterface function. Don't know fur sure which
577 * interfaces it can Query.
580 * riid: The interface ID queried for
581 * obj: Address to return the interface pointer at
584 * D3D_OK in case of a success (S_OK? Think it's the same)
585 * OLE_E_ENUM_NOMORE if the interface wasn't found.
586 * (E_NOINTERFACE?? Don't know what I really need)
588 *****************************************************************************/
589 static HRESULT WINAPI
590 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer
*iface
,
594 TRACE("(%p)->(%s,%p)\n", iface
, debugstr_guid(riid
), obj
);
598 if ( IsEqualGUID( &IID_IUnknown
, riid
) ) {
599 IDirect3DExecuteBuffer_AddRef(iface
);
601 TRACE(" Creating IUnknown interface at %p.\n", *obj
);
604 if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer
, riid
) ) {
605 IDirect3DExecuteBuffer_AddRef(iface
);
607 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj
);
610 FIXME("(%p): interface for IID %s NOT found!\n", iface
, debugstr_guid(riid
));
611 return E_NOINTERFACE
;
615 /*****************************************************************************
616 * IDirect3DExecuteBuffer::AddRef
618 * A normal AddRef method, nothing special
623 *****************************************************************************/
625 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer
*iface
)
627 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
628 ULONG ref
= InterlockedIncrement(&This
->ref
);
630 FIXME("(%p)->()incrementing from %u.\n", This
, ref
- 1);
635 /*****************************************************************************
636 * IDirect3DExecuteBuffer::Release
638 * A normal Release method, nothing special
643 *****************************************************************************/
645 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer
*iface
)
647 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
648 ULONG ref
= InterlockedDecrement(&This
->ref
);
650 TRACE("(%p)->()decrementing from %u.\n", This
, ref
+ 1);
654 HeapFree(GetProcessHeap(),0,This
->desc
.lpData
);
655 HeapFree(GetProcessHeap(),0,This
->vertex_data
);
656 HeapFree(GetProcessHeap(),0,This
->indices
);
657 HeapFree(GetProcessHeap(),0,This
);
664 /*****************************************************************************
665 * IDirect3DExecuteBuffer::Initialize
667 * Initializes the Execute Buffer. This method exists for COM compliance
668 * Nothing to do here.
673 *****************************************************************************/
674 static HRESULT WINAPI
675 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer
*iface
,
676 IDirect3DDevice
*lpDirect3DDevice
,
677 D3DEXECUTEBUFFERDESC
*lpDesc
)
679 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
680 TRACE("(%p)->(%p,%p) no-op....\n", This
, lpDirect3DDevice
, lpDesc
);
684 /*****************************************************************************
685 * IDirect3DExecuteBuffer::Lock
687 * Locks the buffer, so the app can write into it.
690 * Desc: Pointer to return the buffer description. This Description contains
691 * a pointer to the buffer data.
694 * This implementation always returns D3D_OK
696 *****************************************************************************/
697 static HRESULT WINAPI
698 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer
*iface
,
699 D3DEXECUTEBUFFERDESC
*lpDesc
)
701 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
703 TRACE("(%p)->(%p)\n", This
, lpDesc
);
705 dwSize
= lpDesc
->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 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)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 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)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 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
788 TRACE("(%p)->(%p): stub!\n", This
, lpData
);
790 dwSize
= lpData
->dwSize
;
791 memcpy(lpData
, &This
->data
, dwSize
);
793 if (TRACE_ON(d3d7
)) {
794 TRACE("Returning data :\n");
795 _dump_executedata(lpData
);
801 /*****************************************************************************
802 * IDirect3DExecuteBuffer::Validate
804 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
805 * currently implemented"
811 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
813 *****************************************************************************/
814 static HRESULT WINAPI
815 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer
*iface
,
817 LPD3DVALIDATECALLBACK Func
,
821 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
822 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This
, Offset
, Func
, UserArg
, Reserved
);
823 return DDERR_UNSUPPORTED
; /* Unchecked */
826 /*****************************************************************************
827 * IDirect3DExecuteBuffer::Optimize
829 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
830 * currently supported"
833 * Dummy: Seems to be an unused dummy ;)
836 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
838 *****************************************************************************/
839 static HRESULT WINAPI
840 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer
*iface
,
843 IDirect3DExecuteBufferImpl
*This
= (IDirect3DExecuteBufferImpl
*)iface
;
844 TRACE("(%p)->(%08x): Unimplemented\n", This
, Dummy
);
845 return DDERR_UNSUPPORTED
; /* Unchecked */
848 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl
=
850 IDirect3DExecuteBufferImpl_QueryInterface
,
851 IDirect3DExecuteBufferImpl_AddRef
,
852 IDirect3DExecuteBufferImpl_Release
,
853 IDirect3DExecuteBufferImpl_Initialize
,
854 IDirect3DExecuteBufferImpl_Lock
,
855 IDirect3DExecuteBufferImpl_Unlock
,
856 IDirect3DExecuteBufferImpl_SetExecuteData
,
857 IDirect3DExecuteBufferImpl_GetExecuteData
,
858 IDirect3DExecuteBufferImpl_Validate
,
859 IDirect3DExecuteBufferImpl_Optimize
,