/* Direct3D ExecuteBuffer * Copyright (c) 1998-2004 Lionel ULMER * Copyright (c) 2002-2004 Christian Costa * Copyright (c) 2006 Stefan Dösinger * * 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 "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(ddraw); /***************************************************************************** * _dump_executedata * _dump_D3DEXECUTEBUFFERDESC * * Debug functions which write the executebuffer data to the console * *****************************************************************************/ static void _dump_executedata(const D3DEXECUTEDATA *lpData) { TRACE("dwSize : %d\n", lpData->dwSize); TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount); TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset); } static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) { TRACE("dwSize : %d\n", lpDesc->dwSize); TRACE("dwFlags : %x\n", lpDesc->dwFlags); TRACE("dwCaps : %x\n", lpDesc->dwCaps); TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize); TRACE("lpData : %p\n", lpDesc->lpData); } HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, struct d3d_device *device) { DWORD is = buffer->data.dwInstructionOffset; char *instr = (char *)buffer->desc.lpData + is; unsigned int i, primitive_size; struct wined3d_map_desc map_desc; struct wined3d_box box = {0}; HRESULT hr; TRACE("ExecuteData :\n"); if (TRACE_ON(ddraw)) _dump_executedata(&(buffer->data)); for (;;) { D3DINSTRUCTION *current = (D3DINSTRUCTION *)instr; BYTE size; WORD count; count = current->wCount; size = current->bSize; instr += sizeof(*current); primitive_size = 0; switch (current->bOpcode) { case D3DOP_POINT: { const D3DPOINT *p = (D3DPOINT *)instr; wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_POINTLIST, 0); wined3d_stateblock_set_stream_source(device->state, 0, buffer->dst_vertex_buffer, 0, sizeof(D3DTLVERTEX)); wined3d_stateblock_set_vertex_declaration(device->state, ddraw_find_decl(device->ddraw, D3DFVF_TLVERTEX)); wined3d_device_apply_stateblock(device->wined3d_device, device->state); for (i = 0; i < count; ++i) wined3d_device_draw_primitive(device->wined3d_device, p[i].wFirst, p[i].wCount); instr += sizeof(*p) * count; break; } case D3DOP_LINE: primitive_size = 2; wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_LINELIST, 0); /* Drop through. */ case D3DOP_TRIANGLE: { WORD *indices; unsigned int index_pos = buffer->index_pos, index_count; TRACE("TRIANGLE (%d)\n", count); if (!count) break; if (!primitive_size) { wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_TRIANGLELIST, 0); primitive_size = 3; } index_count = count * primitive_size; if (buffer->index_size < index_count) { unsigned int new_size = max(buffer->index_size * 2, index_count); struct wined3d_buffer *new_buffer; struct wined3d_buffer_desc desc; desc.byte_width = new_size * sizeof(*indices); desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_STATICDECL; desc.bind_flags = WINED3D_BIND_INDEX_BUFFER; desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W; desc.misc_flags = 0; desc.structure_byte_stride = 0; if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, NULL, &ddraw_null_wined3d_parent_ops, &new_buffer))) return hr; buffer->index_size = new_size; if (buffer->index_buffer) wined3d_buffer_decref(buffer->index_buffer); buffer->index_buffer = new_buffer; index_pos = 0; } else if (buffer->index_size - index_count < index_pos) { index_pos = 0; } box.left = index_pos * sizeof(*indices); box.right = (index_pos + index_count) * sizeof(*indices); if (FAILED(hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->index_buffer), 0, &map_desc, &box, WINED3D_MAP_WRITE | (index_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD)))) return hr; indices = map_desc.data; for (i = 0; i < count; ++i) { D3DTRIANGLE *ci = (D3DTRIANGLE *)instr; TRACE(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3); TRACE(" Flags : "); if (TRACE_ON(ddraw)) { /* Wireframe */ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) TRACE("EDGEENABLE1 "); if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) TRACE("EDGEENABLE2 "); if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) TRACE("EDGEENABLE3 "); /* Strips / Fans */ if (ci->wFlags == D3DTRIFLAG_EVEN) TRACE("EVEN "); if (ci->wFlags == D3DTRIFLAG_ODD) TRACE("ODD "); if (ci->wFlags == D3DTRIFLAG_START) TRACE("START "); if ((ci->wFlags > 0) && (ci->wFlags < 30)) TRACE("STARTFLAT(%u) ", ci->wFlags); TRACE("\n"); } switch (primitive_size) { case 3: indices[(i * primitive_size) + 2] = ci->u3.v3; /* Drop through. */ case 2: indices[(i * primitive_size) + 1] = ci->u2.v2; indices[(i * primitive_size) ] = ci->u1.v1; } instr += size; } wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->index_buffer), 0); wined3d_stateblock_set_stream_source(device->state, 0, buffer->dst_vertex_buffer, 0, sizeof(D3DTLVERTEX)); wined3d_stateblock_set_vertex_declaration(device->state, ddraw_find_decl(device->ddraw, D3DFVF_TLVERTEX)); wined3d_stateblock_set_index_buffer(device->state, buffer->index_buffer, WINED3DFMT_R16_UINT); wined3d_device_apply_stateblock(device->wined3d_device, device->state); wined3d_device_draw_indexed_primitive(device->wined3d_device, index_pos, index_count); buffer->index_pos = index_pos + index_count; break; } case D3DOP_MATRIXLOAD: WARN("MATRIXLOAD-s (%u)\n", count); instr += count * size; break; case D3DOP_MATRIXMULTIPLY: TRACE("MATRIXMULTIPLY (%d)\n", count); for (i = 0; i < count; ++i) { D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr; struct wined3d_matrix *a, *b, *c; a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX); b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX); c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX); if (!a || !b || !c) { ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n", ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c); } else { TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c); multiply_matrix(a, c, b); } instr += size; } break; case D3DOP_STATETRANSFORM: TRACE("STATETRANSFORM (%d)\n", count); for (i = 0; i < count; ++i) { D3DSTATE *ci = (D3DSTATE *)instr; D3DMATRIX *m; m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX); if (!m) { ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]); } else { if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD) device->world = ci->u2.dwArg[0]; if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW) device->view = ci->u2.dwArg[0]; if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION) device->proj = ci->u2.dwArg[0]; IDirect3DDevice3_SetTransform(&device->IDirect3DDevice3_iface, ci->u1.dtstTransformStateType, m); } instr += size; } break; case D3DOP_STATELIGHT: TRACE("STATELIGHT (%d)\n", count); for (i = 0; i < count; ++i) { D3DSTATE *ci = (D3DSTATE *)instr; if (FAILED(IDirect3DDevice3_SetLightState(&device->IDirect3DDevice3_iface, ci->u1.dlstLightStateType, ci->u2.dwArg[0]))) WARN("Failed to set light state.\n"); instr += size; } break; case D3DOP_STATERENDER: TRACE("STATERENDER (%d)\n", count); for (i = 0; i < count; ++i) { D3DSTATE *ci = (D3DSTATE *)instr; if (FAILED(IDirect3DDevice3_SetRenderState(&device->IDirect3DDevice3_iface, ci->u1.drstRenderStateType, ci->u2.dwArg[0]))) WARN("Failed to set render state.\n"); instr += size; } break; case D3DOP_PROCESSVERTICES: TRACE("PROCESSVERTICES (%d)\n", count); for (i = 0; i < count; ++i) { D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr; DWORD op = ci->dwFlags & D3DPROCESSVERTICES_OPMASK; TRACE(" start %u, dest %u, count %u, flags %#x.\n", ci->wStart, ci->wDest, ci->dwCount, ci->dwFlags); if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) FIXME("D3DPROCESSVERTICES_UPDATEEXTENTS not implemented.\n"); if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) FIXME("D3DPROCESSVERTICES_NOCOLOR not implemented.\n"); switch (op) { case D3DPROCESSVERTICES_TRANSFORMLIGHT: case D3DPROCESSVERTICES_TRANSFORM: wined3d_stateblock_set_stream_source(device->state, 0, buffer->src_vertex_buffer, buffer->src_vertex_pos * sizeof(D3DVERTEX), sizeof(D3DVERTEX)); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_LIGHTING, op == D3DPROCESSVERTICES_TRANSFORMLIGHT && !!device->material); wined3d_stateblock_set_vertex_declaration(device->state, ddraw_find_decl(device->ddraw, op == D3DPROCESSVERTICES_TRANSFORMLIGHT ? D3DFVF_VERTEX : D3DFVF_LVERTEX)); wined3d_device_apply_stateblock(device->wined3d_device, device->state); wined3d_device_process_vertices(device->wined3d_device, ci->wStart, ci->wDest, ci->dwCount, buffer->dst_vertex_buffer, NULL, 0, D3DFVF_TLVERTEX); break; case D3DPROCESSVERTICES_COPY: box.left = (buffer->src_vertex_pos + ci->wStart) * sizeof(D3DTLVERTEX); box.right = box.left + ci->dwCount * sizeof(D3DTLVERTEX); box.top = box.front = 0; box.bottom = box.back = 1; wined3d_device_copy_sub_resource_region(device->wined3d_device, wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0, ci->wDest * sizeof(D3DTLVERTEX), 0, 0, wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0, &box, 0); break; default: FIXME("Unhandled vertex processing op %#x.\n", op); break; } instr += size; } break; case D3DOP_TEXTURELOAD: TRACE("TEXTURELOAD (%u)\n", count); for (i = 0; i < count; ++i) { D3DTEXTURELOAD *ci = (D3DTEXTURELOAD *)instr; struct ddraw_surface *dst, *src; instr += size; if (!(dst = ddraw_get_object(&device->handle_table, ci->hDestTexture - 1, DDRAW_HANDLE_SURFACE))) { WARN("Invalid destination texture handle %#x.\n", ci->hDestTexture); continue; } if (!(src = ddraw_get_object(&device->handle_table, ci->hSrcTexture - 1, DDRAW_HANDLE_SURFACE))) { WARN("Invalid source texture handle %#x.\n", ci->hSrcTexture); continue; } IDirect3DTexture2_Load(&dst->IDirect3DTexture2_iface, &src->IDirect3DTexture2_iface); } break; case D3DOP_EXIT: TRACE("EXIT (%u)\n", count); instr += size; goto end_of_buffer; case D3DOP_BRANCHFORWARD: TRACE("BRANCHFORWARD (%d)\n", count); for (i = 0; i < count; ++i) { D3DBRANCH *ci = (D3DBRANCH *)instr; if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) { if (!ci->bNegate) { TRACE(" Branch to %d\n", ci->dwOffset); if (ci->dwOffset) { instr = (char*)current + ci->dwOffset; break; } } } else { if (ci->bNegate) { TRACE(" Branch to %d\n", ci->dwOffset); if (ci->dwOffset) { instr = (char*)current + ci->dwOffset; break; } } } instr += size; } break; case D3DOP_SPAN: WARN("SPAN-s (%u)\n", count); instr += count * size; break; case D3DOP_SETSTATUS: TRACE("SETSTATUS (%d)\n", count); for (i = 0; i < count; ++i) { buffer->data.dsStatus = *(D3DSTATUS *)instr; instr += size; } break; default: ERR("Unhandled OpCode %#x.\n",current->bOpcode); instr += count * size; break; } } end_of_buffer: return D3D_OK; } static inline struct d3d_execute_buffer *impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface) { return CONTAINING_RECORD(iface, struct d3d_execute_buffer, IDirect3DExecuteBuffer_iface); } static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID iid, void **out) { TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out); if (IsEqualGUID(&IID_IDirect3DExecuteBuffer, iid) || IsEqualGUID(&IID_IUnknown, iid)) { IDirect3DExecuteBuffer_AddRef(iface); *out = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid)); *out = NULL; return E_NOINTERFACE; } /***************************************************************************** * IDirect3DExecuteBuffer::AddRef * * A normal AddRef method, nothing special * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer *iface) { struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); ULONG ref = InterlockedIncrement(&buffer->ref); TRACE("%p increasing refcount to %u.\n", buffer, ref); return ref; } /***************************************************************************** * IDirect3DExecuteBuffer::Release * * A normal Release method, nothing special * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface) { struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); ULONG ref = InterlockedDecrement(&buffer->ref); TRACE("%p decreasing refcount to %u.\n", buffer, ref); if (!ref) { if (buffer->need_free) heap_free(buffer->desc.lpData); if (buffer->index_buffer) wined3d_buffer_decref(buffer->index_buffer); if (buffer->dst_vertex_buffer) { wined3d_buffer_decref(buffer->src_vertex_buffer); wined3d_buffer_decref(buffer->dst_vertex_buffer); } heap_free(buffer); } return ref; } /***************************************************************************** * IDirect3DExecuteBuffer::Initialize * * Initializes the Execute Buffer. This method exists for COM compliance * Nothing to do here. * * Returns: * D3D_OK * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer *iface, IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc) { TRACE("iface %p, device %p, desc %p.\n", iface, device, desc); return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::Lock * * Locks the buffer, so the app can write into it. * * Params: * Desc: Pointer to return the buffer description. This Description contains * a pointer to the buffer data. * * Returns: * This implementation always returns D3D_OK * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *desc) { struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); DWORD dwSize; TRACE("iface %p, desc %p.\n", iface, desc); dwSize = desc->dwSize; memcpy(desc, &buffer->desc, dwSize); if (TRACE_ON(ddraw)) { TRACE(" Returning description :\n"); _dump_D3DEXECUTEBUFFERDESC(desc); } return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::Unlock * * Unlocks the buffer. We don't have anything to do here * * Returns: * This implementation always returns D3D_OK * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface) { TRACE("iface %p.\n", iface); return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::SetExecuteData * * Sets the execute data. This data is used to describe the buffer's content * * Params: * Data: Pointer to a D3DEXECUTEDATA structure containing the data to * assign * * Returns: * D3D_OK on success * DDERR_OUTOFMEMORY if the vertex buffer allocation failed * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data) { struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); struct wined3d_map_desc map_desc; struct wined3d_box box = {0}; HRESULT hr; DWORD buf_size = buffer->desc.dwBufferSize, copy_size; TRACE("iface %p, data %p.\n", iface, data); if (data->dwSize != sizeof(*data)) { WARN("data->dwSize is %u, returning DDERR_INVALIDPARAMS.\n", data->dwSize); return DDERR_INVALIDPARAMS; } /* Skip past previous vertex data. */ buffer->src_vertex_pos += buffer->data.dwVertexCount; if (buffer->vertex_size < data->dwVertexCount) { unsigned int new_size = max(data->dwVertexCount, buffer->vertex_size * 2); struct wined3d_buffer *src_buffer, *dst_buffer; struct wined3d_buffer_desc desc; desc.byte_width = new_size * sizeof(D3DVERTEX); desc.usage = 0; desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER; desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; desc.misc_flags = 0; desc.structure_byte_stride = 0; if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc, NULL, NULL, &ddraw_null_wined3d_parent_ops, &src_buffer))) return hr; desc.byte_width = new_size * sizeof(D3DTLVERTEX); desc.usage = WINED3DUSAGE_STATICDECL; desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W; if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc, NULL, NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer))) { wined3d_buffer_decref(src_buffer); return hr; } if (buffer->dst_vertex_buffer) { wined3d_buffer_decref(buffer->src_vertex_buffer); wined3d_buffer_decref(buffer->dst_vertex_buffer); } buffer->src_vertex_buffer = src_buffer; buffer->dst_vertex_buffer = dst_buffer; buffer->vertex_size = new_size; buffer->src_vertex_pos = 0; } else if (buffer->vertex_size - data->dwVertexCount < buffer->src_vertex_pos) { buffer->src_vertex_pos = 0; } if (data->dwVertexCount && (!buf_size || data->dwVertexOffset < buf_size)) { box.left = buffer->src_vertex_pos * sizeof(D3DVERTEX); box.right = box.left + data->dwVertexCount * sizeof(D3DVERTEX); if (FAILED(hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0, &map_desc, &box, WINED3D_MAP_WRITE))) return hr; copy_size = data->dwVertexCount * sizeof(D3DVERTEX); if (buf_size) copy_size = min(copy_size, buf_size - data->dwVertexOffset); memcpy(map_desc.data, ((BYTE *)buffer->desc.lpData) + data->dwVertexOffset, copy_size); wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0); } memcpy(&buffer->data, data, data->dwSize); if (TRACE_ON(ddraw)) _dump_executedata(data); return D3D_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::GetExecuteData * * Returns the data in the execute buffer * * Params: * Data: Pointer to a D3DEXECUTEDATA structure used to return data * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data) { struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface); TRACE("iface %p, data %p.\n", iface, data); /* Tests show that dwSize is ignored. */ memcpy(data, &buffer->data, sizeof(*data)); if (TRACE_ON(ddraw)) { TRACE("Returning data :\n"); _dump_executedata(data); } return DD_OK; } /***************************************************************************** * IDirect3DExecuteBuffer::Validate * * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not * currently implemented" * * Params: * ? * * Returns: * DDERR_UNSUPPORTED, because it's not implemented in Windows. * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_Validate(IDirect3DExecuteBuffer *iface, DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved) { TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n", iface, offset, callback, context, reserved); WARN("Not implemented.\n"); return DDERR_UNSUPPORTED; /* Unchecked */ } /***************************************************************************** * IDirect3DExecuteBuffer::Optimize * * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not * currently supported" * * Params: * Dummy: Seems to be an unused dummy ;) * * Returns: * DDERR_UNSUPPORTED, because it's not implemented in Windows. * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved) { TRACE("iface %p, reserved %#x.\n", iface, reserved); WARN("Not implemented.\n"); return DDERR_UNSUPPORTED; /* Unchecked */ } static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl = { d3d_execute_buffer_QueryInterface, d3d_execute_buffer_AddRef, d3d_execute_buffer_Release, d3d_execute_buffer_Initialize, d3d_execute_buffer_Lock, d3d_execute_buffer_Unlock, d3d_execute_buffer_SetExecuteData, d3d_execute_buffer_GetExecuteData, d3d_execute_buffer_Validate, d3d_execute_buffer_Optimize, }; HRESULT d3d_execute_buffer_init(struct d3d_execute_buffer *execute_buffer, struct d3d_device *device, D3DEXECUTEBUFFERDESC *desc) { execute_buffer->IDirect3DExecuteBuffer_iface.lpVtbl = &d3d_execute_buffer_vtbl; execute_buffer->ref = 1; execute_buffer->d3ddev = device; /* Initializes memory */ memcpy(&execute_buffer->desc, desc, desc->dwSize); /* No buffer given */ if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA)) execute_buffer->desc.lpData = NULL; /* No buffer size given */ if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE)) execute_buffer->desc.dwBufferSize = 0; /* Create buffer if asked */ if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize) { execute_buffer->need_free = TRUE; if (!(execute_buffer->desc.lpData = heap_alloc_zero(execute_buffer->desc.dwBufferSize))) { ERR("Failed to allocate execute buffer data.\n"); return DDERR_OUTOFMEMORY; } } execute_buffer->desc.dwFlags |= D3DDEB_LPDATA; return D3D_OK; } struct d3d_execute_buffer *unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface) { if (!iface) return NULL; assert(iface->lpVtbl == &d3d_execute_buffer_vtbl); return impl_from_IDirect3DExecuteBuffer(iface); }