2f426881cba2859605a0047a4af5e189aacb1380
[reactos.git] / dll / directx / wine / ddraw / executebuffer.c
1 /* Direct3D ExecuteBuffer
2 * Copyright (c) 1998-2004 Lionel ULMER
3 * Copyright (c) 2002-2004 Christian Costa
4 * Copyright (c) 2006 Stefan Dösinger
5 *
6 * This file contains the implementation of IDirect3DExecuteBuffer.
7 *
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.
12 *
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.
17 *
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
21 */
22
23 #include "config.h"
24 #include "wine/port.h"
25
26 #include <assert.h>
27 #include <stdarg.h>
28 #include <string.h>
29 #include <stdlib.h>
30
31 #define COBJMACROS
32 #define NONAMELESSUNION
33
34 #include "windef.h"
35 #include "winbase.h"
36 #include "winerror.h"
37 #include "wingdi.h"
38 #include "wine/exception.h"
39
40 #include "ddraw.h"
41 #include "d3d.h"
42
43 #include "ddraw_private.h"
44 #include "wine/debug.h"
45
46 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
47
48 /*****************************************************************************
49 * _dump_executedata
50 * _dump_D3DEXECUTEBUFFERDESC
51 *
52 * Debug functions which write the executebuffer data to the console
53 *
54 *****************************************************************************/
55
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);
61 }
62
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);
69 }
70
71 /*****************************************************************************
72 * IDirect3DExecuteBufferImpl_Execute
73 *
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
78 *
79 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
80 *
81 * Don't declare this static, as it's called from device.c,
82 * IDirect3DDevice::Execute
83 *
84 * Params:
85 * Device: 3D Device associated to use for drawing
86 * Viewport: Viewport for this operation
87 *
88 *****************************************************************************/
89 void
90 IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
91 IDirect3DDeviceImpl *lpDevice,
92 IDirect3DViewportImpl *lpViewport)
93 {
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; */
99
100 char *instr = (char *)This->desc.lpData + is;
101
102 /* Should check if the viewport was added or not to the device */
103
104 /* Activate the viewport */
105 lpViewport->active_device = lpDevice;
106 lpViewport->activate(lpViewport, FALSE);
107
108 TRACE("ExecuteData :\n");
109 if (TRACE_ON(d3d7))
110 _dump_executedata(&(This->data));
111
112 while (1) {
113 LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
114 BYTE size;
115 WORD count;
116
117 count = current->wCount;
118 size = current->bSize;
119 instr += sizeof(D3DINSTRUCTION);
120
121 switch (current->bOpcode) {
122 case D3DOP_POINT: {
123 WARN("POINT-s (%d)\n", count);
124 instr += count * size;
125 } break;
126
127 case D3DOP_LINE: {
128 WARN("LINE-s (%d)\n", count);
129 instr += count * size;
130 } break;
131
132 case D3DOP_TRIANGLE: {
133 int i;
134 D3DTLVERTEX *tl_vx = This->vertex_data;
135 TRACE("TRIANGLE (%d)\n", count);
136
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);
141 }
142
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)) {
148 /* Wireframe */
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 ");
155 /* Strips / Fans */
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);
164 TRACE_(d3d7)("\n");
165 }
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;
169 instr += size;
170 }
171 /* IDirect3DDevices have color keying always enabled -
172 * enable it before drawing. This overwrites any ALPHA*
173 * render state
174 */
175 IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice,
176 WINED3DRS_COLORKEYENABLE,
177 1);
178 IDirect3DDevice7_DrawIndexedPrimitive((IDirect3DDevice7 *)lpDevice,
179 D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, 0, This->indices, count * 3, 0);
180 } break;
181
182 case D3DOP_MATRIXLOAD:
183 WARN("MATRIXLOAD-s (%d)\n", count);
184 instr += count * size;
185 break;
186
187 case D3DOP_MATRIXMULTIPLY: {
188 int i;
189 TRACE("MATRIXMULTIPLY (%d)\n", count);
190
191 for (i = 0; i < count; i++) {
192 LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
193 LPD3DMATRIX a, b, c;
194
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");
203 } else {
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",
208 a, b, c);
209 multiply_matrix(a,c,b);
210 }
211
212 instr += size;
213 }
214 } break;
215
216 case D3DOP_STATETRANSFORM: {
217 int i;
218 TRACE("STATETRANSFORM (%d)\n", count);
219
220 for (i = 0; i < count; i++) {
221 LPD3DSTATE ci = (LPD3DSTATE) instr;
222
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]);
229 } else {
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);
238 }
239 instr += size;
240 }
241 } break;
242
243 case D3DOP_STATELIGHT: {
244 int i;
245 TRACE("STATELIGHT (%d)\n", count);
246
247 for (i = 0; i < count; i++) {
248 LPD3DSTATE ci = (LPD3DSTATE) instr;
249
250 TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
251
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];
256
257 if (!matHandle) {
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);
263 } else {
264 IDirect3DMaterialImpl *mat =
265 lpDevice->Handles[matHandle - 1].ptr;
266
267 mat->activate(mat);
268 }
269 } else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
270 switch (ci->u2.dwArg[0]) {
271 case D3DCOLOR_MONO:
272 ERR("DDCOLOR_MONO should not happen!\n");
273 break;
274 case D3DCOLOR_RGB:
275 /* We are already in this mode */
276 break;
277 default:
278 ERR("Unknown color model!\n");
279 }
280 } else {
281 D3DRENDERSTATETYPE rs = 0;
282 switch (ci->u1.dlstLightStateType) {
283
284 case D3DLIGHTSTATE_AMBIENT: /* 2 */
285 rs = D3DRENDERSTATE_AMBIENT;
286 break;
287 case D3DLIGHTSTATE_FOGMODE: /* 4 */
288 rs = D3DRENDERSTATE_FOGVERTEXMODE;
289 break;
290 case D3DLIGHTSTATE_FOGSTART: /* 5 */
291 rs = D3DRENDERSTATE_FOGSTART;
292 break;
293 case D3DLIGHTSTATE_FOGEND: /* 6 */
294 rs = D3DRENDERSTATE_FOGEND;
295 break;
296 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
297 rs = D3DRENDERSTATE_FOGDENSITY;
298 break;
299 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
300 rs = D3DRENDERSTATE_COLORVERTEX;
301 break;
302 default:
303 break;
304 }
305
306 IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)lpDevice, rs, ci->u2.dwArg[0]);
307 }
308
309 instr += size;
310 }
311 } break;
312
313 case D3DOP_STATERENDER: {
314 int i;
315 IDirect3DDevice2 *d3d_device2 = (IDirect3DDevice2 *)&lpDevice->IDirect3DDevice2_vtbl;
316 TRACE("STATERENDER (%d)\n", count);
317
318 for (i = 0; i < count; i++) {
319 LPD3DSTATE ci = (LPD3DSTATE) instr;
320
321 IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
322
323 instr += size;
324 }
325 } break;
326
327 case D3DOP_PROCESSVERTICES:
328 {
329 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
330 * IWineD3DDevice::ProcessVertices
331 */
332 int i;
333 D3DMATRIX view_mat, world_mat, proj_mat;
334 TRACE("PROCESSVERTICES (%d)\n", count);
335
336 /* Get the transform and world matrix */
337 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
338
339 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
340 D3DTRANSFORMSTATE_VIEW,
341 (WINED3DMATRIX*) &view_mat);
342
343 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
344 D3DTRANSFORMSTATE_PROJECTION,
345 (WINED3DMATRIX*) &proj_mat);
346
347 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
348 WINED3DTS_WORLDMATRIX(0),
349 (WINED3DMATRIX*) &world_mat);
350
351 for (i = 0; i < count; i++) {
352 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
353
354 TRACE(" Start : %d Dest : %d Count : %d\n",
355 ci->wStart, ci->wDest, ci->dwCount);
356 TRACE(" Flags : ");
357 if (TRACE_ON(d3d7)) {
358 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
359 TRACE("COPY ");
360 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
361 TRACE("NOCOLOR ");
362 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
363 TRACE("OPMASK ");
364 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
365 TRACE("TRANSFORM ");
366 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
367 TRACE("TRANSFORMLIGHT ");
368 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
369 TRACE("UPDATEEXTENTS ");
370 TRACE("\n");
371 }
372
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...
379
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.
384
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).
388
389 In this case, a 'direct' approach (i.e. without using OpenGL, but
390 writing our own 3D rasterizer) would be easier. */
391
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 */
398
399 /* Enough for the moment */
400 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
401 unsigned int nb;
402 D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
403 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
404 D3DMATRIX mat;
405 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
406
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);
414 }
415
416 multiply_matrix(&mat,&view_mat,&world_mat);
417 multiply_matrix(&mat,&proj_mat,&mat);
418
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 */
423
424 dst->u7.tu = src->u7.tu;
425 dst->u8.tv = src->u8.tv;
426
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);
432
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;
439
440 src++;
441 dst++;
442
443 }
444 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
445 unsigned int nb;
446 D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
447 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
448 D3DMATRIX mat;
449 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
450
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);
458 }
459
460 multiply_matrix(&mat,&view_mat,&world_mat);
461 multiply_matrix(&mat,&proj_mat,&mat);
462
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;
468
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);
474
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;
479
480 dst->u3.sz /= dst->u4.rhw;
481 dst->u4.rhw = 1 / dst->u4.rhw;
482
483 src++;
484 dst++;
485 }
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;
489
490 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
491 } else {
492 ERR("Unhandled vertex processing !\n");
493 }
494
495 instr += size;
496 }
497 } break;
498
499 case D3DOP_TEXTURELOAD: {
500 WARN("TEXTURELOAD-s (%d)\n", count);
501
502 instr += count * size;
503 } break;
504
505 case D3DOP_EXIT: {
506 TRACE("EXIT (%d)\n", count);
507 /* We did this instruction */
508 instr += size;
509 /* Exit this loop */
510 goto end_of_buffer;
511 } break;
512
513 case D3DOP_BRANCHFORWARD: {
514 int i;
515 TRACE("BRANCHFORWARD (%d)\n", count);
516
517 for (i = 0; i < count; i++) {
518 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
519
520 if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
521 if (!ci->bNegate) {
522 TRACE(" Branch to %d\n", ci->dwOffset);
523 if (ci->dwOffset) {
524 instr = (char*)current + ci->dwOffset;
525 break;
526 }
527 }
528 } else {
529 if (ci->bNegate) {
530 TRACE(" Branch to %d\n", ci->dwOffset);
531 if (ci->dwOffset) {
532 instr = (char*)current + ci->dwOffset;
533 break;
534 }
535 }
536 }
537
538 instr += size;
539 }
540 } break;
541
542 case D3DOP_SPAN: {
543 WARN("SPAN-s (%d)\n", count);
544
545 instr += count * size;
546 } break;
547
548 case D3DOP_SETSTATUS: {
549 int i;
550 TRACE("SETSTATUS (%d)\n", count);
551
552 for (i = 0; i < count; i++) {
553 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
554
555 This->data.dsStatus = *ci;
556
557 instr += size;
558 }
559 } break;
560
561 default:
562 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
563 /* Try to save ... */
564 instr += count * size;
565 break;
566 }
567 }
568
569 end_of_buffer:
570 ;
571 }
572
573 /*****************************************************************************
574 * IDirect3DExecuteBuffer::QueryInterface
575 *
576 * Well, a usual QueryInterface function. Don't know fur sure which
577 * interfaces it can Query.
578 *
579 * Params:
580 * riid: The interface ID queried for
581 * obj: Address to return the interface pointer at
582 *
583 * Returns:
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)
587 *
588 *****************************************************************************/
589 static HRESULT WINAPI
590 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
591 REFIID riid,
592 void **obj)
593 {
594 TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obj);
595
596 *obj = NULL;
597
598 if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
599 IDirect3DExecuteBuffer_AddRef(iface);
600 *obj = iface;
601 TRACE(" Creating IUnknown interface at %p.\n", *obj);
602 return S_OK;
603 }
604 if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) {
605 IDirect3DExecuteBuffer_AddRef(iface);
606 *obj = iface;
607 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj);
608 return S_OK;
609 }
610 FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
611 return E_NOINTERFACE;
612 }
613
614
615 /*****************************************************************************
616 * IDirect3DExecuteBuffer::AddRef
617 *
618 * A normal AddRef method, nothing special
619 *
620 * Returns:
621 * The new refcount
622 *
623 *****************************************************************************/
624 static ULONG WINAPI
625 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
626 {
627 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
628 ULONG ref = InterlockedIncrement(&This->ref);
629
630 FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
631
632 return ref;
633 }
634
635 /*****************************************************************************
636 * IDirect3DExecuteBuffer::Release
637 *
638 * A normal Release method, nothing special
639 *
640 * Returns:
641 * The new refcount
642 *
643 *****************************************************************************/
644 static ULONG WINAPI
645 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
646 {
647 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
648 ULONG ref = InterlockedDecrement(&This->ref);
649
650 TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
651
652 if (!ref) {
653 if (This->need_free)
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);
658 return 0;
659 }
660
661 return ref;
662 }
663
664 /*****************************************************************************
665 * IDirect3DExecuteBuffer::Initialize
666 *
667 * Initializes the Execute Buffer. This method exists for COM compliance
668 * Nothing to do here.
669 *
670 * Returns:
671 * D3D_OK
672 *
673 *****************************************************************************/
674 static HRESULT WINAPI
675 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
676 IDirect3DDevice *lpDirect3DDevice,
677 D3DEXECUTEBUFFERDESC *lpDesc)
678 {
679 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
680 TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
681 return D3D_OK;
682 }
683
684 /*****************************************************************************
685 * IDirect3DExecuteBuffer::Lock
686 *
687 * Locks the buffer, so the app can write into it.
688 *
689 * Params:
690 * Desc: Pointer to return the buffer description. This Description contains
691 * a pointer to the buffer data.
692 *
693 * Returns:
694 * This implementation always returns D3D_OK
695 *
696 *****************************************************************************/
697 static HRESULT WINAPI
698 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
699 D3DEXECUTEBUFFERDESC *lpDesc)
700 {
701 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
702 DWORD dwSize;
703 TRACE("(%p)->(%p)\n", This, lpDesc);
704
705 dwSize = lpDesc->dwSize;
706 memset(lpDesc, 0, dwSize);
707 memcpy(lpDesc, &This->desc, dwSize);
708
709 if (TRACE_ON(d3d7)) {
710 TRACE(" Returning description :\n");
711 _dump_D3DEXECUTEBUFFERDESC(lpDesc);
712 }
713 return D3D_OK;
714 }
715
716 /*****************************************************************************
717 * IDirect3DExecuteBuffer::Unlock
718 *
719 * Unlocks the buffer. We don't have anything to do here
720 *
721 * Returns:
722 * This implementation always returns D3D_OK
723 *
724 *****************************************************************************/
725 static HRESULT WINAPI
726 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
727 {
728 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
729 TRACE("(%p)->() no-op...\n", This);
730 return D3D_OK;
731 }
732
733 /*****************************************************************************
734 * IDirect3DExecuteBuffer::SetExecuteData
735 *
736 * Sets the execute data. This data is used to describe the buffer's content
737 *
738 * Params:
739 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
740 * assign
741 *
742 * Returns:
743 * D3D_OK on success
744 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
745 *
746 *****************************************************************************/
747 static HRESULT WINAPI
748 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
749 D3DEXECUTEDATA *lpData)
750 {
751 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
752 DWORD nbvert;
753 TRACE("(%p)->(%p)\n", This, lpData);
754
755 memcpy(&This->data, lpData, lpData->dwSize);
756
757 /* Get the number of vertices in the execute buffer */
758 nbvert = This->data.dwVertexCount;
759
760 /* Prepares the transformed vertex buffer */
761 HeapFree(GetProcessHeap(), 0, This->vertex_data);
762 This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
763
764 if (TRACE_ON(d3d7)) {
765 _dump_executedata(lpData);
766 }
767
768 return D3D_OK;
769 }
770
771 /*****************************************************************************
772 * IDirect3DExecuteBuffer::GetExecuteData
773 *
774 * Returns the data in the execute buffer
775 *
776 * Params:
777 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
778 *
779 * Returns:
780 * D3D_OK on success
781 *
782 *****************************************************************************/
783 static HRESULT WINAPI
784 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
785 D3DEXECUTEDATA *lpData)
786 {
787 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
788 DWORD dwSize;
789 TRACE("(%p)->(%p): stub!\n", This, lpData);
790
791 dwSize = lpData->dwSize;
792 memset(lpData, 0, dwSize);
793 memcpy(lpData, &This->data, dwSize);
794
795 if (TRACE_ON(d3d7)) {
796 TRACE("Returning data :\n");
797 _dump_executedata(lpData);
798 }
799
800 return DD_OK;
801 }
802
803 /*****************************************************************************
804 * IDirect3DExecuteBuffer::Validate
805 *
806 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
807 * currently implemented"
808 *
809 * Params:
810 * ?
811 *
812 * Returns:
813 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
814 *
815 *****************************************************************************/
816 static HRESULT WINAPI
817 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
818 DWORD *Offset,
819 LPD3DVALIDATECALLBACK Func,
820 void *UserArg,
821 DWORD Reserved)
822 {
823 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
824 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
825 return DDERR_UNSUPPORTED; /* Unchecked */
826 }
827
828 /*****************************************************************************
829 * IDirect3DExecuteBuffer::Optimize
830 *
831 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
832 * currently supported"
833 *
834 * Params:
835 * Dummy: Seems to be an unused dummy ;)
836 *
837 * Returns:
838 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
839 *
840 *****************************************************************************/
841 static HRESULT WINAPI
842 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
843 DWORD Dummy)
844 {
845 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
846 TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
847 return DDERR_UNSUPPORTED; /* Unchecked */
848 }
849
850 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
851 {
852 IDirect3DExecuteBufferImpl_QueryInterface,
853 IDirect3DExecuteBufferImpl_AddRef,
854 IDirect3DExecuteBufferImpl_Release,
855 IDirect3DExecuteBufferImpl_Initialize,
856 IDirect3DExecuteBufferImpl_Lock,
857 IDirect3DExecuteBufferImpl_Unlock,
858 IDirect3DExecuteBufferImpl_SetExecuteData,
859 IDirect3DExecuteBufferImpl_GetExecuteData,
860 IDirect3DExecuteBufferImpl_Validate,
861 IDirect3DExecuteBufferImpl_Optimize,
862 };