/* * vertex declaration implementation * * Copyright 2002-2005 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl); /** * DirectX9 SDK download * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp * * Exploring D3DX * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp * * Using Vertex Shaders * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp * * Dx9 New * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp * * Dx9 Shaders * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp * * Dx9 D3DX * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp * * FVF * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp * * NVIDIA: DX8 Vertex Shader to NV Vertex Program * http://developer.nvidia.com/view.asp?IO=vstovp * * NVIDIA: Memory Management with VAR * http://developer.nvidia.com/view.asp?IO=var_memory_management */ static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) { TRACE(" Stream: %d\n", element->Stream); TRACE(" Offset: %d\n", element->Offset); TRACE(" Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type); TRACE(" Method: %s (%#x)\n", debug_d3ddeclmethod(element->Method), element->Method); TRACE(" Usage: %s (%#x)\n", debug_d3ddeclusage(element->Usage), element->Usage); TRACE("Usage index: %d\n", element->UsageIndex); TRACE(" Register: %d\n", element->Reg); } /* ******************************************* IWineD3DVertexDeclaration IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){ IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p) : AddRef increasing from %d\n", This, This->ref); return InterlockedIncrement(&This->ref); } static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { if(iface == This->wineD3DDevice->stateBlock->vertexDecl) { /* See comment in PixelShader::Release */ IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL); } HeapFree(GetProcessHeap(), 0, This->pDeclarationWine); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* ******************************************* IWineD3DVertexDeclaration parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; *parent= This->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p) : returning %p\n", This, This->wineD3DDevice); *ppDevice = (IWineD3DDevice *) This->wineD3DDevice; IWineD3DDevice_AddRef(*ppDevice); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface, WINED3DVERTEXELEMENT *elements, size_t *element_count) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; HRESULT hr = WINED3D_OK; TRACE("(%p) : d3d version %d, elements %p, element_count %p\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count); *element_count = This->declarationWNumElements; if (elements) { CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT)); } return hr; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface, const WINED3DVERTEXELEMENT *elements, size_t element_count) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; HRESULT hr = WINED3D_OK; TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion); if (TRACE_ON(d3d_decl)) { int i; for (i = 0; i < element_count; ++i) { dump_wined3dvertexelement(elements+i); } } This->declarationWNumElements = element_count; This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count); if (!This->pDeclarationWine) { ERR("Memory allocation failed\n"); hr = WINED3DERR_OUTOFVIDEOMEMORY; } else { CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count); } TRACE("Returning\n"); return hr; } const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl = { /* IUnknown */ IWineD3DVertexDeclarationImpl_QueryInterface, IWineD3DVertexDeclarationImpl_AddRef, IWineD3DVertexDeclarationImpl_Release, /* IWineD3DVertexDeclaration */ IWineD3DVertexDeclarationImpl_GetParent, IWineD3DVertexDeclarationImpl_GetDevice, IWineD3DVertexDeclarationImpl_GetDeclaration, IWineD3DVertexDeclarationImpl_SetDeclaration };