/* * 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 */ #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); 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, DWORD *stream_map) { 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); *stream_map = 0; /* 128 should be enough for anyone... */ *wined3d_elements = heap_alloc_zero(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; *stream_map |= 1u << stream; offset += wined3d_type_sizes[type]; } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (*token & D3DVSD_DATALOADTYPEMASK)) { TRACE(" 0x%08x SKIP(%u)\n", *token, (*token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT); offset += sizeof(DWORD) * ((*token & 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; heap_free(declaration->elements); heap_free(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->stream_map); if (!(declaration->elements = heap_alloc(declaration->elements_size))) { ERR("Failed to allocate vertex declaration elements memory.\n"); heap_free(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(); heap_free(wined3d_elements); if (FAILED(hr)) { WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr); heap_free(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->stream_map = 1; 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; }