Git conversion: Make reactos the root directory, move rosapps, rostests, wallpapers...
[reactos.git] / reactos / dll / directx / wine / d3d8 / vertexdeclaration.c
diff --git a/reactos/dll/directx/wine/d3d8/vertexdeclaration.c b/reactos/dll/directx/wine/d3d8/vertexdeclaration.c
deleted file mode 100644 (file)
index e01230e..0000000
+++ /dev/null
@@ -1,385 +0,0 @@
-/*
- * IDirect3DVertexDeclaration8 implementation
- *
- * Copyright 2007 Henri Verbeet
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-/* IDirect3DVertexDeclaration8 is internal to our implementation.
- * It's not visible in the API. */
-
-#include "d3d8_private.h"
-
-static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
-{
-    switch (d3dvsdt_type)
-    {
-#define D3DVSDT_TYPE_TO_STR(u) case u: return #u
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
-        D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
-#undef D3DVSDT_TYPE_TO_STR
-        default:
-            FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
-            return "unrecognized";
-    }
-}
-
-static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
-{
-    switch (d3dvsde_register)
-    {
-#define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
-        D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
-#undef D3DVSDE_REGISTER_TO_STR
-        default:
-            FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
-            return "unrecognized";
-    }
-}
-
-size_t parse_token(const DWORD* pToken)
-{
-    const DWORD token = *pToken;
-    size_t tokenlen = 1;
-
-    switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
-        case D3DVSD_TOKEN_NOP:
-            TRACE(" 0x%08x NOP()\n", token);
-            break;
-
-        case D3DVSD_TOKEN_STREAM:
-            if (token & D3DVSD_STREAMTESSMASK)
-            {
-                TRACE(" 0x%08x STREAM_TESS()\n", token);
-            } else {
-                TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
-            }
-            break;
-
-        case D3DVSD_TOKEN_STREAMDATA:
-            if (token & 0x10000000)
-            {
-                TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
-            } else {
-                DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
-                DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
-                TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
-            }
-            break;
-
-        case D3DVSD_TOKEN_TESSELLATOR:
-            if (token & 0x10000000)
-            {
-                DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
-                DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
-                TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
-            } else {
-                DWORD type = ((token & D3DVSD_DATATYPEMASK)    >> D3DVSD_DATATYPESHIFT);
-                DWORD regout = ((token & D3DVSD_VERTEXREGMASK)   >> D3DVSD_VERTEXREGSHIFT);
-                DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
-                TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
-                        debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
-            }
-            break;
-
-        case D3DVSD_TOKEN_CONSTMEM:
-            {
-                DWORD count = ((token & D3DVSD_CONSTCOUNTMASK)   >> D3DVSD_CONSTCOUNTSHIFT);
-                tokenlen = (4 * count) + 1;
-            }
-            break;
-
-        case D3DVSD_TOKEN_EXT:
-            {
-                DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
-                DWORD extinfo = ((token & D3DVSD_EXTINFOMASK)    >> D3DVSD_EXTINFOSHIFT);
-                TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
-                /* todo ... print extension */
-                tokenlen = count + 1;
-            }
-            break;
-
-        case D3DVSD_TOKEN_END:
-            TRACE(" 0x%08x END()\n", token);
-            break;
-
-        default:
-            TRACE(" 0x%08x UNKNOWN\n", token);
-            /* arg error */
-    }
-
-    return tokenlen;
-}
-
-void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
-{
-    const DWORD *token = d3d8_elements;
-
-    while (*token != D3DVSD_END())
-    {
-        if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
-        {
-            DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
-            DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
-            HRESULT hr;
-
-            if (TRACE_ON(d3d8))
-            {
-                DWORD i;
-                for (i = 0; i < count; ++i)
-                {
-                    TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
-                            constant_idx,
-                            *(const float *)(token + i * 4 + 1),
-                            *(const float *)(token + i * 4 + 2),
-                            *(const float *)(token + i * 4 + 3),
-                            *(const float *)(token + i * 4 + 4));
-                }
-            }
-            hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
-                    constant_idx, (const float *)token + 1, count);
-            if (FAILED(hr)) ERR("Failed setting shader constants\n");
-        }
-
-        token += parse_token(token);
-    }
-}
-
-/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
-static const size_t wined3d_type_sizes[] =
-{
-    /*WINED3DDECLTYPE_FLOAT1*/    1 * sizeof(float),
-    /*WINED3DDECLTYPE_FLOAT2*/    2 * sizeof(float),
-    /*WINED3DDECLTYPE_FLOAT3*/    3 * sizeof(float),
-    /*WINED3DDECLTYPE_FLOAT4*/    4 * sizeof(float),
-    /*WINED3DDECLTYPE_D3DCOLOR*/  4 * sizeof(BYTE),
-    /*WINED3DDECLTYPE_UBYTE4*/    4 * sizeof(BYTE),
-    /*WINED3DDECLTYPE_SHORT2*/    2 * sizeof(short int),
-    /*WINED3DDECLTYPE_SHORT4*/    4 * sizeof(short int),
-    /*WINED3DDECLTYPE_UBYTE4N*/   4 * sizeof(BYTE),
-    /*WINED3DDECLTYPE_SHORT2N*/   2 * sizeof(short int),
-    /*WINED3DDECLTYPE_SHORT4N*/   4 * sizeof(short int),
-    /*WINED3DDECLTYPE_USHORT2N*/  2 * sizeof(short int),
-    /*WINED3DDECLTYPE_USHORT4N*/  4 * sizeof(short int),
-    /*WINED3DDECLTYPE_UDEC3*/     3 * sizeof(short int),
-    /*WINED3DDECLTYPE_DEC3N*/     3 * sizeof(short int),
-    /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
-    /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
-};
-
-static const enum wined3d_format_id wined3d_format_lookup[] =
-{
-    /*WINED3DDECLTYPE_FLOAT1*/    WINED3DFMT_R32_FLOAT,
-    /*WINED3DDECLTYPE_FLOAT2*/    WINED3DFMT_R32G32_FLOAT,
-    /*WINED3DDECLTYPE_FLOAT3*/    WINED3DFMT_R32G32B32_FLOAT,
-    /*WINED3DDECLTYPE_FLOAT4*/    WINED3DFMT_R32G32B32A32_FLOAT,
-    /*WINED3DDECLTYPE_D3DCOLOR*/  WINED3DFMT_B8G8R8A8_UNORM,
-    /*WINED3DDECLTYPE_UBYTE4*/    WINED3DFMT_R8G8B8A8_UINT,
-    /*WINED3DDECLTYPE_SHORT2*/    WINED3DFMT_R16G16_SINT,
-    /*WINED3DDECLTYPE_SHORT4*/    WINED3DFMT_R16G16B16A16_SINT,
-    /*WINED3DDECLTYPE_UBYTE4N*/   WINED3DFMT_R8G8B8A8_UNORM,
-    /*WINED3DDECLTYPE_SHORT2N*/   WINED3DFMT_R16G16_SNORM,
-    /*WINED3DDECLTYPE_SHORT4N*/   WINED3DFMT_R16G16B16A16_SNORM,
-    /*WINED3DDECLTYPE_USHORT2N*/  WINED3DFMT_R16G16_UNORM,
-    /*WINED3DDECLTYPE_USHORT4N*/  WINED3DFMT_R16G16B16A16_UNORM,
-    /*WINED3DDECLTYPE_UDEC3*/     WINED3DFMT_R10G10B10X2_UINT,
-    /*WINED3DDECLTYPE_DEC3N*/     WINED3DFMT_R10G10B10X2_SNORM,
-    /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
-    /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
-};
-
-static const struct
-{
-    BYTE usage;
-    BYTE usage_idx;
-}
-wined3d_usage_lookup[] =
-{
-    /* D3DVSDE_POSITION */      {WINED3D_DECL_USAGE_POSITION,      0},
-    /* D3DVSDE_BLENDWEIGHT */   {WINED3D_DECL_USAGE_BLEND_WEIGHT,  0},
-    /* D3DVSDE_BLENDINDICES */  {WINED3D_DECL_USAGE_BLEND_INDICES, 0},
-    /* D3DVSDE_NORMAL */        {WINED3D_DECL_USAGE_NORMAL,        0},
-    /* D3DVSDE_PSIZE */         {WINED3D_DECL_USAGE_PSIZE,         0},
-    /* D3DVSDE_DIFFUSE */       {WINED3D_DECL_USAGE_COLOR,         0},
-    /* D3DVSDE_SPECULAR */      {WINED3D_DECL_USAGE_COLOR,         1},
-    /* D3DVSDE_TEXCOORD0 */     {WINED3D_DECL_USAGE_TEXCOORD,      0},
-    /* D3DVSDE_TEXCOORD1 */     {WINED3D_DECL_USAGE_TEXCOORD,      1},
-    /* D3DVSDE_TEXCOORD2 */     {WINED3D_DECL_USAGE_TEXCOORD,      2},
-    /* D3DVSDE_TEXCOORD3 */     {WINED3D_DECL_USAGE_TEXCOORD,      3},
-    /* D3DVSDE_TEXCOORD4 */     {WINED3D_DECL_USAGE_TEXCOORD,      4},
-    /* D3DVSDE_TEXCOORD5 */     {WINED3D_DECL_USAGE_TEXCOORD,      5},
-    /* D3DVSDE_TEXCOORD6 */     {WINED3D_DECL_USAGE_TEXCOORD,      6},
-    /* D3DVSDE_TEXCOORD7 */     {WINED3D_DECL_USAGE_TEXCOORD,      7},
-    /* D3DVSDE_POSITION2 */     {WINED3D_DECL_USAGE_POSITION,      1},
-    /* D3DVSDE_NORMAL2 */       {WINED3D_DECL_USAGE_NORMAL,        1},
-};
-
-/* TODO: find out where rhw (or positionT) is for declaration8 */
-static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
-        struct wined3d_vertex_element **wined3d_elements)
-{
-    struct wined3d_vertex_element *element;
-    const DWORD *token = d3d8_elements;
-    D3DVSD_TOKENTYPE token_type;
-    unsigned int element_count = 0;
-    WORD stream = 0;
-    int offset = 0;
-
-    TRACE("d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n", d3d8_elements, d3d8_elements_size, wined3d_elements);
-
-    /* 128 should be enough for anyone... */
-    *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(**wined3d_elements));
-    while (D3DVSD_END() != *token)
-    {
-        token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
-
-        if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
-        {
-            stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
-            offset = 0;
-        } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(*token & D3DVSD_DATALOADTYPEMASK)) {
-            DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
-            DWORD reg  = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
-
-            TRACE("Adding element %d:\n", element_count);
-
-            element = *wined3d_elements + element_count++;
-            element->format = wined3d_format_lookup[type];
-            element->input_slot = stream;
-            element->offset = offset;
-            element->output_slot = reg;
-            element->input_slot_class = WINED3D_INPUT_PER_VERTEX_DATA;
-            element->instance_data_step_rate = 0;
-            element->method = WINED3D_DECL_METHOD_DEFAULT;
-            element->usage = wined3d_usage_lookup[reg].usage;
-            element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
-
-            offset += wined3d_type_sizes[type];
-        } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (*token & D3DVSD_DATALOADTYPEMASK)) {
-            TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
-            offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
-        }
-
-        if (element_count >= 127) {
-            ERR("More than 127 elements?\n");
-            break;
-        }
-
-        token += parse_token(token);
-    }
-
-    *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
-
-    return element_count;
-}
-
-static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
-{
-    struct d3d8_vertex_declaration *declaration = parent;
-    HeapFree(GetProcessHeap(), 0, declaration->elements);
-    HeapFree(GetProcessHeap(), 0, declaration);
-}
-
-void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
-{
-    TRACE("declaration %p.\n", declaration);
-
-    wined3d_mutex_lock();
-    wined3d_vertex_declaration_decref(declaration->wined3d_vertex_declaration);
-    wined3d_mutex_unlock();
-}
-
-static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
-{
-    d3d8_vertexdeclaration_wined3d_object_destroyed,
-};
-
-HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
-        struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
-{
-    struct wined3d_vertex_element *wined3d_elements;
-    UINT wined3d_element_count;
-    HRESULT hr;
-
-    declaration->shader_handle = shader_handle;
-
-    wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
-    declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
-    if (!declaration->elements)
-    {
-        ERR("Failed to allocate vertex declaration elements memory.\n");
-        HeapFree(GetProcessHeap(), 0, wined3d_elements);
-        return E_OUTOFMEMORY;
-    }
-
-    memcpy(declaration->elements, elements, declaration->elements_size);
-
-    wined3d_mutex_lock();
-    hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
-            declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
-    wined3d_mutex_unlock();
-    HeapFree(GetProcessHeap(), 0, wined3d_elements);
-    if (FAILED(hr))
-    {
-        WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, declaration->elements);
-        return hr;
-    }
-
-    return D3D_OK;
-}
-
-HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
-        struct d3d8_device *device, DWORD fvf)
-{
-    HRESULT hr;
-
-    declaration->elements = NULL;
-    declaration->elements_size = 0;
-    declaration->shader_handle = fvf;
-
-    hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
-            &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
-    if (FAILED(hr))
-    {
-        WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
-        return hr;
-    }
-
-    return D3D_OK;
-}