/* Direct3D ExecuteBuffer * Copyright (c) 1998-2004 Lionel ULMER * Copyright (c) 2002-2004 Christian Costa * Copyright (c) 2006 Stefan Dösinger * * This file contains the implementation of IDirect3DExecuteBuffer. * * 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 "config.h" #include "wine/port.h" #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, struct d3d_viewport *viewport) { DWORD vs = buffer->data.dwVertexOffset; DWORD is = buffer->data.dwInstructionOffset; char *instr = (char *)buffer->desc.lpData + is; if (viewport->active_device != device) { WARN("Viewport %p active device is %p.\n", viewport, viewport->active_device); return DDERR_INVALIDPARAMS; } /* Activate the viewport */ viewport_activate(viewport, FALSE); 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(D3DINSTRUCTION); switch (current->bOpcode) { case D3DOP_POINT: { WARN("POINT-s (%d)\n", count); instr += count * size; } break; case D3DOP_LINE: { WARN("LINE-s (%d)\n", count); instr += count * size; } break; case D3DOP_TRIANGLE: { DWORD i; D3DTLVERTEX *tl_vx = buffer->vertex_data; TRACE("TRIANGLE (%d)\n", count); if (buffer->nb_indices < count * 3) { buffer->nb_indices = count * 3; HeapFree(GetProcessHeap(), 0, buffer->indices); buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices); } 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"); } buffer->indices[(i * 3) ] = ci->u1.v1; buffer->indices[(i * 3) + 1] = ci->u2.v2; buffer->indices[(i * 3) + 2] = ci->u3.v3; instr += size; } IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface, D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, buffer->nb_vertices, buffer->indices, count * 3, 0); } break; case D3DOP_MATRIXLOAD: WARN("MATRIXLOAD-s (%d)\n", count); instr += count * size; break; case D3DOP_MATRIXMULTIPLY: { DWORD i; TRACE("MATRIXMULTIPLY (%d)\n", count); for (i = 0; i < count; ++i) { D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr; D3DMATRIX *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: { DWORD i; 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]; IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface, ci->u1.dtstTransformStateType, m); } instr += size; } } break; case D3DOP_STATELIGHT: { DWORD i; TRACE("STATELIGHT (%d)\n", count); for (i = 0; i < count; ++i) { D3DSTATE *ci = (D3DSTATE *)instr; TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]); if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX)) ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType); else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { struct d3d_material *m; m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL); if (!m) ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]); else material_activate(m); } else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { switch (ci->u2.dwArg[0]) { case D3DCOLOR_MONO: ERR("DDCOLOR_MONO should not happen!\n"); break; case D3DCOLOR_RGB: /* We are already in this mode */ break; default: ERR("Unknown color model!\n"); } } else { D3DRENDERSTATETYPE rs = 0; switch (ci->u1.dlstLightStateType) { case D3DLIGHTSTATE_AMBIENT: /* 2 */ rs = D3DRENDERSTATE_AMBIENT; break; case D3DLIGHTSTATE_FOGMODE: /* 4 */ rs = D3DRENDERSTATE_FOGVERTEXMODE; break; case D3DLIGHTSTATE_FOGSTART: /* 5 */ rs = D3DRENDERSTATE_FOGSTART; break; case D3DLIGHTSTATE_FOGEND: /* 6 */ rs = D3DRENDERSTATE_FOGEND; break; case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ rs = D3DRENDERSTATE_FOGDENSITY; break; case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ rs = D3DRENDERSTATE_COLORVERTEX; break; default: break; } IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, rs, ci->u2.dwArg[0]); } instr += size; } } break; case D3DOP_STATERENDER: { DWORD i; IDirect3DDevice2 *d3d_device2 = &device->IDirect3DDevice2_iface; TRACE("STATERENDER (%d)\n", count); for (i = 0; i < count; ++i) { D3DSTATE *ci = (D3DSTATE *)instr; IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]); instr += size; } } break; case D3DOP_PROCESSVERTICES: { /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or * IWineD3DDevice::ProcessVertices */ DWORD i; D3DMATRIX view_mat, world_mat, proj_mat; TRACE("PROCESSVERTICES (%d)\n", count); /* Get the transform and world matrix */ /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */ wined3d_device_get_transform(device->wined3d_device, D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat); wined3d_device_get_transform(device->wined3d_device, D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat); wined3d_device_get_transform(device->wined3d_device, WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat); for (i = 0; i < count; ++i) { D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr; TRACE(" Start : %d Dest : %d Count : %d\n", ci->wStart, ci->wDest, ci->dwCount); TRACE(" Flags : "); if (TRACE_ON(ddraw)) { if (ci->dwFlags & D3DPROCESSVERTICES_COPY) TRACE("COPY "); if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) TRACE("NOCOLOR "); if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK) TRACE("OPMASK "); if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM) TRACE("TRANSFORM "); if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) TRACE("TRANSFORMLIGHT "); if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) TRACE("UPDATEEXTENTS "); TRACE("\n"); } /* This is where doing Direct3D on top on OpenGL is quite difficult. This method transforms a set of vertices using the CURRENT state (lighting, projection, ...) but does not rasterize them. They will only be put on screen later (with the POINT / LINE and TRIANGLE op-codes). The problem is that you can have a triangle with each point having been transformed using another state... In this implementation, I will emulate only ONE thing : each vertex can have its own "WORLD" transformation (this is used in the TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the execute buffer use the same state. If I find applications that change other states, I will try to do a more 'fine-tuned' state emulation (but I may become quite tricky if it changes a light position in the middle of a triangle). In this case, a 'direct' approach (i.e. without using OpenGL, but writing our own 3D rasterizer) would be easier. */ /* The current method (with the hypothesis that only the WORLD matrix will change between two points) is like this : - I transform 'manually' all the vertices with the current WORLD matrix and store them in the vertex buffer - during the rasterization phase, the WORLD matrix will be set to the Identity matrix */ /* Enough for the moment */ if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) { unsigned int nb; D3DVERTEX *src = ((D3DVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; D3DVIEWPORT *Viewport = &viewport->viewports.vp1; D3DMATRIX mat; if (TRACE_ON(ddraw)) { TRACE(" Projection Matrix : (%p)\n", &proj_mat); dump_D3DMATRIX(&proj_mat); TRACE(" View Matrix : (%p)\n", &view_mat); dump_D3DMATRIX(&view_mat); TRACE(" World Matrix : (%p)\n", &world_mat); dump_D3DMATRIX(&world_mat); } multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat); for (nb = 0; nb < ci->dwCount; nb++) { /* No lighting yet */ dst->u5.color = 0xFFFFFFFF; /* Opaque white */ dst->u6.specular = 0xFF000000; /* No specular and no fog factor */ dst->u7.tu = src->u7.tu; dst->u8.tv = src->u8.tv; dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + mat._41; dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + mat._42; dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + mat._43; dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + mat._44; dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX + Viewport->dwX + Viewport->dwWidth / 2; dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY + Viewport->dwY + Viewport->dwHeight / 2; dst->u3.sz /= dst->u4.rhw; dst->u4.rhw = 1 / dst->u4.rhw; src++; dst++; } } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { unsigned int nb; D3DLVERTEX *src = ((D3DLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; D3DVIEWPORT *Viewport = &viewport->viewports.vp1; D3DMATRIX mat; if (TRACE_ON(ddraw)) { TRACE(" Projection Matrix : (%p)\n", &proj_mat); dump_D3DMATRIX(&proj_mat); TRACE(" View Matrix : (%p)\n",&view_mat); dump_D3DMATRIX(&view_mat); TRACE(" World Matrix : (%p)\n", &world_mat); dump_D3DMATRIX(&world_mat); } multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat); for (nb = 0; nb < ci->dwCount; nb++) { dst->u5.color = src->u4.color; dst->u6.specular = src->u5.specular; dst->u7.tu = src->u6.tu; dst->u8.tv = src->u7.tv; dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + mat._41; dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + mat._42; dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + mat._43; dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + mat._44; dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX + Viewport->dwX + Viewport->dwWidth / 2; dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY + Viewport->dwY + Viewport->dwHeight / 2; dst->u3.sz /= dst->u4.rhw; dst->u4.rhw = 1 / dst->u4.rhw; src++; dst++; } } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) { D3DTLVERTEX *src = ((D3DTLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest; memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX)); } else { ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags); } instr += size; } } break; case D3DOP_TEXTURELOAD: { WARN("TEXTURELOAD-s (%d)\n", count); instr += count * size; } break; case D3DOP_EXIT: { TRACE("EXIT (%d)\n", count); /* We did this instruction */ instr += size; /* Exit this loop */ goto end_of_buffer; } break; case D3DOP_BRANCHFORWARD: { DWORD i; 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 (%d)\n", count); instr += count * size; } break; case D3DOP_SETSTATUS: { DWORD i; TRACE("SETSTATUS (%d)\n", count); for (i = 0; i < count; ++i) { buffer->data.dsStatus = *(D3DSTATUS *)instr; instr += size; } } break; default: ERR("Unhandled OpCode %d !!!\n",current->bOpcode); /* Try to save ... */ 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); } /***************************************************************************** * IDirect3DExecuteBuffer::QueryInterface * * Well, a usual QueryInterface function. Don't know fur sure which * interfaces it can Query. * * Params: * riid: The interface ID queried for * obj: Address to return the interface pointer at * * Returns: * D3D_OK in case of a success (S_OK? Think it's the same) * OLE_E_ENUM_NOMORE if the interface wasn't found. * (E_NOINTERFACE?? Don't know what I really need) * *****************************************************************************/ static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID riid, void **obj) { TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj); *obj = NULL; if ( IsEqualGUID( &IID_IUnknown, riid ) ) { IDirect3DExecuteBuffer_AddRef(iface); *obj = iface; TRACE(" Creating IUnknown interface at %p.\n", *obj); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) { IDirect3DExecuteBuffer_AddRef(iface); *obj = iface; TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj); return S_OK; } FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid)); 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) HeapFree(GetProcessHeap(), 0, buffer->desc.lpData); HeapFree(GetProcessHeap(), 0, buffer->vertex_data); HeapFree(GetProcessHeap(), 0, buffer->indices); HeapFree(GetProcessHeap(), 0, 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); DWORD nbvert; TRACE("iface %p, data %p.\n", iface, data); memcpy(&buffer->data, data, data->dwSize); /* Get the number of vertices in the execute buffer */ nbvert = buffer->data.dwVertexCount; /* Prepares the transformed vertex buffer */ HeapFree(GetProcessHeap(), 0, buffer->vertex_data); buffer->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX)); buffer->nb_vertices = nbvert; 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); DWORD dwSize; TRACE("iface %p, data %p.\n", iface, data); dwSize = data->dwSize; memcpy(data, &buffer->data, dwSize); 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; execute_buffer->desc.lpData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, execute_buffer->desc.dwBufferSize); if (!execute_buffer->desc.lpData) { 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); }