/* Direct3D ExecuteBuffer (c) 1998 Lionel ULMER This files contains the implementation of Direct3DExecuteBuffer. */ #include "config.h" #include "windows.h" #include "wintypes.h" #include "winerror.h" #include "wine/obj_base.h" #include "heap.h" #include "ddraw.h" #include "d3d.h" #include "debug.h" #include "objbase.h" #include "d3d_private.h" #ifdef HAVE_MESAGL /* Structure to store the 'semi transformed' vertices */ typedef struct { D3DVALUE x; D3DVALUE y; D3DVALUE z; D3DVALUE w; D3DVALUE nx; D3DVALUE ny; D3DVALUE nz; D3DVALUE u; D3DVALUE v; } OGL_Vertex; typedef struct { D3DVALUE x; D3DVALUE y; D3DVALUE z; D3DVALUE w; D3DCOLOR c; D3DCOLOR sc; D3DVALUE u; D3DVALUE v; } OGL_LVertex; static IDirect3DExecuteBuffer_VTable executebuffer_vtable; /******************************************************************************* * ExecuteBuffer static functions */ void _dump_d3dstatus(LPD3DSTATUS lpStatus) { } void _dump_executedata(LPD3DEXECUTEDATA lpData) { DUMP("dwSize : %ld\n", lpData->dwSize); DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount); DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength); DUMP("HVertex Offset : %ld\n", lpData->dwHVertexOffset); _dump_d3dstatus(&(lpData->dsStatus)); } #define DO_VERTEX(index) \ { \ glTexCoord2f(vx[index].u, \ vx[index].v); \ glNormal3f(vx[index].nx, \ vx[index].ny, \ vx[index].nz); \ glVertex4f(vx[index].x, \ vx[index].y, \ vx[index].z, \ vx[index].w); \ \ TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \ vx[index].x, vx[index].y, vx[index].z, vx[index].w, \ vx[index].nx, vx[index].ny, vx[index].nz, \ vx[index].u, vx[index].v); \ } #define DO_LVERTEX(index) \ { \ DWORD col = l_vx[index].c; \ \ glColor3f(((col >> 16) & 0xFF) / 255.0, \ ((col >> 8) & 0xFF) / 255.0, \ ((col >> 0) & 0xFF) / 255.0); \ glTexCoord2f(l_vx[index].u, \ l_vx[index].v); \ glVertex4f(l_vx[index].x, \ l_vx[index].y, \ l_vx[index].z, \ l_vx[index].w); \ \ TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \ l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \ ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \ l_vx[index].u, l_vx[index].v); \ } #define DO_TLVERTEX(index) \ { \ D3DTLVERTEX *vx = &(tl_vx[index]); \ DWORD col = vx->c.color; \ \ glColor3f(((col >> 16) & 0xFF) / 255.0, \ ((col >> 8) & 0xFF) / 255.0, \ ((col >> 0) & 0xFF) / 255.0); \ glTexCoord2f(vx->u.tu, vx->v.tv); \ if (vx->r.rhw < 0.01) \ glVertex3f(vx->x.sx, \ vx->y.sy, \ vx->z.sz); \ else \ glVertex4f(vx->x.sx / vx->r.rhw, \ vx->y.sy / vx->r.rhw, \ vx->z.sz / vx->r.rhw, \ 1.0 / vx->r.rhw); \ TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \ vx->x.sx, vx->y.sy, vx->z.sz, \ ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \ vx->u.tu, vx->v.tv, vx->r.rhw); \ } #define TRIANGLE_LOOP(macro) \ { \ glBegin(GL_TRIANGLES); { \ for (i = 0; i < count; i++) { \ LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \ \ TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \ ci->v1.v1, ci->v2.v2, ci->v3.v3); \ TRACE(ddraw, " Flags : "); \ if (TRACE_ON(ddraw)) { \ /* Wireframe */ \ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \ DUMP("EDGEENABLE1 "); \ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \ DUMP("EDGEENABLE2 "); \ if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \ DUMP("EDGEENABLE3 "); \ \ /* Strips / Fans */ \ if (ci->wFlags == D3DTRIFLAG_EVEN) \ DUMP("EVEN "); \ if (ci->wFlags == D3DTRIFLAG_ODD) \ DUMP("ODD "); \ if (ci->wFlags == D3DTRIFLAG_START) \ DUMP("START "); \ if ((ci->wFlags > 0) && (ci->wFlags < 30)) \ DUMP("STARTFLAT(%d) ", ci->wFlags); \ DUMP("\n"); \ } \ \ /* Draw the triangle */ \ macro(ci->v1.v1); \ macro(ci->v2.v2); \ macro(ci->v3.v3); \ \ instr += size; \ } \ } glEnd(); \ } static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff, LPDIRECT3DDEVICE dev, LPDIRECT3DVIEWPORT vp) { /* DWORD bs = lpBuff->desc.dwBufferSize; */ DWORD vs = lpBuff->data.dwVertexOffset; /* DWORD vc = lpBuff->data.dwVertexCount; */ DWORD is = lpBuff->data.dwInstructionOffset; /* DWORD il = lpBuff->data.dwInstructionLength; */ void *instr = lpBuff->desc.lpData + is; OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev; TRACE(ddraw, "ExecuteData : \n"); if (TRACE_ON(ddraw)) _dump_executedata(&(lpBuff->data)); while (1) { LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr; BYTE size; WORD count; count = current->wCount; size = current->bSize; instr += sizeof(D3DINSTRUCTION); switch (current->bOpcode) { case D3DOP_POINT: { TRACE(ddraw, "POINT-s (%d)\n", count); instr += count * size; } break; case D3DOP_LINE: { TRACE(ddraw, "LINE-s (%d)\n", count); instr += count * size; } break; case D3DOP_TRIANGLE: { int i; float z_inv_matrix[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0, 1.0 }; OGL_Vertex *vx = (OGL_Vertex *) lpBuff->vertex_data; OGL_LVertex *l_vx = (OGL_LVertex *) lpBuff->vertex_data; D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data; TRACE(ddraw, "TRIANGLE (%d)\n", count); switch (lpBuff->vertex_type) { case D3DVT_VERTEX: /* This time, there is lighting */ glEnable(GL_LIGHTING); /* Use given matrixes */ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /* The model transformation was done during the transformation phase */ glMatrixMode(GL_PROJECTION); TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat); dump_mat(odev->proj_mat); TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat); dump_mat(odev->view_mat); glLoadMatrixf((float *) z_inv_matrix); glMultMatrixf((float *) odev->proj_mat); glMultMatrixf((float *) odev->view_mat); break; case D3DVT_LVERTEX: /* No lighting */ glDisable(GL_LIGHTING); /* Use given matrixes */ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /* The model transformation was done during the transformation phase */ glMatrixMode(GL_PROJECTION); TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat); dump_mat(odev->proj_mat); TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat); dump_mat(odev->view_mat); glLoadMatrixf((float *) z_inv_matrix); glMultMatrixf((float *) odev->proj_mat); glMultMatrixf((float *) odev->view_mat); break; case D3DVT_TLVERTEX: { GLdouble height, width, minZ, maxZ; /* First, disable lighting */ glDisable(GL_LIGHTING); /* Then do not put any transformation matrixes */ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (vp == NULL) { ERR(ddraw, "No current viewport !\n"); /* Using standard values */ height = 640.0; width = 480.0; minZ = -10.0; maxZ = 10.0; } else { height = (GLdouble) vp->viewport.vp1.dwHeight; width = (GLdouble) vp->viewport.vp1.dwWidth; minZ = (GLdouble) vp->viewport.vp1.dvMinZ; maxZ = (GLdouble) vp->viewport.vp1.dvMaxZ; if (minZ == maxZ) { /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */ minZ = 0.0; maxZ = 1.0; } } glOrtho(0.0, width, height, 0.0, -minZ, -maxZ); } break; default: ERR(ddraw, "Unhandled vertex type !\n"); break; } switch (lpBuff->vertex_type) { case D3DVT_VERTEX: TRIANGLE_LOOP(DO_VERTEX); break; case D3DVT_LVERTEX: TRIANGLE_LOOP(DO_LVERTEX); break; case D3DVT_TLVERTEX: TRIANGLE_LOOP(DO_TLVERTEX); break; default: ERR(ddraw, "Unhandled vertex type !\n"); } } break; case D3DOP_MATRIXLOAD: { TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count); instr += count * size; } break; case D3DOP_MATRIXMULTIPLY: { int i; TRACE(ddraw, "MATRIXMULTIPLY (%d)\n", count); for (i = 0; i < count; i++) { LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr; LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix; LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1; LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2; TRACE(ddraw, " Dest : %08lx Src1 : %08lx Src2 : %08lx\n", ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2); /* Do the multiplication.. As I am VERY lazy, I let OpenGL do the multiplication for me */ glMatrixMode(GL_PROJECTION); /* Save the current matrix */ glPushMatrix(); /* Load Matrix one and do the multiplication */ glLoadMatrixf((float *) c); glMultMatrixf((float *) b); glGetFloatv(GL_PROJECTION_MATRIX, (float *) a); /* Restore the current matrix */ glPopMatrix(); instr += size; } } break; case D3DOP_STATETRANSFORM: { int i; TRACE(ddraw, "STATETRANSFORM (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATE ci = (LPD3DSTATE) instr; /* Handle the state transform */ switch (ci->t.dtstTransformStateType) { case D3DTRANSFORMSTATE_WORLD: { TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]); odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0]; } break; case D3DTRANSFORMSTATE_VIEW: { TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]); odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0]; } break; case D3DTRANSFORMSTATE_PROJECTION: { TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]); odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0]; } break; default: ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType); break; } instr += size; } } break; case D3DOP_STATELIGHT: { int i; TRACE(ddraw, "STATELIGHT (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATE ci = (LPD3DSTATE) instr; /* Handle the state transform */ switch (ci->t.dlstLightStateType) { case D3DLIGHTSTATE_MATERIAL: { LPDIRECT3DMATERIAL mat = (LPDIRECT3DMATERIAL) ci->v.dwArg[0]; TRACE(ddraw, " MATERIAL\n"); if (mat != NULL) { mat->activate(mat); } else { TRACE(ddraw, " bad Material Handle\n"); } } break ; case D3DLIGHTSTATE_AMBIENT: { float light[4]; DWORD dwLightState = ci->v.dwArg[0]; TRACE(ddraw, " AMBIENT\n"); light[0] = ((dwLightState >> 16) & 0xFF) / 255.0; light[1] = ((dwLightState >> 8) & 0xFF) / 255.0; light[2] = ((dwLightState >> 0) & 0xFF) / 255.0; light[3] = 1.0; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light); TRACE(ddraw, " R:%02lx G:%02lx B:%02lx A:%02lx\n", ((dwLightState >> 16) & 0xFF), ((dwLightState >> 8) & 0xFF), ((dwLightState >> 0) & 0xFF), ((dwLightState >> 24) & 0xFF)); } break ; case D3DLIGHTSTATE_COLORMODEL: { TRACE(ddraw, " COLORMODEL\n"); } break ; case D3DLIGHTSTATE_FOGMODE: { TRACE(ddraw, " FOGMODE\n"); } break ; case D3DLIGHTSTATE_FOGSTART: { TRACE(ddraw, " FOGSTART\n"); } break ; case D3DLIGHTSTATE_FOGEND: { TRACE(ddraw, " FOGEND\n"); } break ; case D3DLIGHTSTATE_FOGDENSITY: { TRACE(ddraw, " FOGDENSITY\n"); } break ; default: ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType); break; } instr += size; } } break; case D3DOP_STATERENDER: { int i; TRACE(ddraw, "STATERENDER (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATE ci = (LPD3DSTATE) instr; /* Handle the state transform */ set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs)); instr += size; } } break; case D3DOP_PROCESSVERTICES: { int i; TRACE(ddraw, "PROCESSVERTICES (%d)\n", count); for (i = 0; i < count; i++) { LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr; TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n", ci->wStart, ci->wDest, ci->dwCount); TRACE(ddraw, " Flags : "); if (TRACE_ON(ddraw)) { if (ci->dwFlags & D3DPROCESSVERTICES_COPY) DUMP("COPY "); if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR) DUMP("NOCOLOR "); if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK) DUMP("OPMASK "); if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM) DUMP("TRANSFORM "); if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) DUMP("TRANSFORMLIGHT "); if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS) DUMP("UPDATEEXTENTS "); DUMP("\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 oinly 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) { int nb; D3DVERTEX *src = ((LPD3DVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart; OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest; D3DMATRIX *mat = odev->world_mat; TRACE(ddraw, " World Matrix : (%p)\n", mat); dump_mat(mat); lpBuff->vertex_type = D3DVT_VERTEX; for (nb = 0; nb < ci->dwCount; nb++) { /* For the moment, no normal transformation... */ dst->nx = src->nx.nx; dst->ny = src->ny.ny; dst->nz = src->nz.nz; dst->u = src->u.tu; dst->v = src->v.tv; /* Now, the matrix multiplication */ dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41); dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42); dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43); dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44); src++; dst++; } } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { int nb; D3DLVERTEX *src = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart; OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest; D3DMATRIX *mat = odev->world_mat; TRACE(ddraw, " World Matrix : (%p)\n", mat); dump_mat(mat); lpBuff->vertex_type = D3DVT_LVERTEX; for (nb = 0; nb < ci->dwCount; nb++) { dst->c = src->c.color; dst->sc = src->s.specular; dst->u = src->u.tu; dst->v = src->v.tv; /* Now, the matrix multiplication */ dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41); dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42); dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43); dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44); src++; dst++; } } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) { D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart; D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest; lpBuff->vertex_type = D3DVT_TLVERTEX; memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX)); } else { ERR(ddraw, "Unhandled vertex processing !\n"); } instr += size; } } break; case D3DOP_TEXTURELOAD: { TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count); instr += count * size; } break; case D3DOP_EXIT: { TRACE(ddraw, "EXIT (%d)\n", count); /* We did this instruction */ instr += size; /* Exit this loop */ goto end_of_buffer; } break; case D3DOP_BRANCHFORWARD: { int i; TRACE(ddraw, "BRANCHFORWARD (%d)\n", count); for (i = 0; i < count; i++) { LPD3DBRANCH ci = (LPD3DBRANCH) instr; if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) { if (!ci->bNegate) { TRACE(ddraw," Should branch to %ld\n", ci->dwOffset); } } else { if (ci->bNegate) { TRACE(ddraw," Should branch to %ld\n", ci->dwOffset); } } instr += size; } } break; case D3DOP_SPAN: { TRACE(ddraw, "SPAN-s (%d)\n", count); instr += count * size; } break; case D3DOP_SETSTATUS: { int i; TRACE(ddraw, "SETSTATUS (%d)\n", count); for (i = 0; i < count; i++) { LPD3DSTATUS ci = (LPD3DSTATUS) instr; lpBuff->data.dsStatus = *ci; instr += size; } } break; default: ERR(ddraw, "Unhandled OpCode !!!\n"); /* Try to save ... */ instr += count * size; break; } } end_of_buffer: } /******************************************************************************* * ExecuteBuffer Creation functions */ LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc) { LPDIRECT3DEXECUTEBUFFER eb; eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer)); eb->ref = 1; eb->lpvtbl = &executebuffer_vtable; eb->d3ddev = d3ddev; /* Initializes memory */ eb->desc = *lpDesc; /* No buffer given */ if (!(eb->desc.dwFlags & D3DDEB_LPDATA)) eb->desc.lpData = NULL; /* No buffer size given */ if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE)) eb->desc.dwBufferSize = 0; /* Create buffer if asked */ if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) { eb->need_free = TRUE; eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize); } else { eb->need_free = FALSE; } /* No vertices for the moment */ eb->vertex_data = NULL; eb->desc.dwFlags |= D3DDEB_LPDATA; eb->execute = execute; return eb; } /******************************************************************************* * IDirect3DLight methods */ static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this, REFIID riid, LPVOID* ppvObj) { char xrefiid[50]; WINE_StringFromCLSID((LPCLSID)riid,xrefiid); FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj); return S_OK; } static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this) { TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref ); return ++(this->ref); } static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this) { FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref ); if (!--(this->ref)) { if ((this->desc.lpData != NULL) && this->need_free) HeapFree(GetProcessHeap(),0,this->desc.lpData); if (this->vertex_data != NULL) HeapFree(GetProcessHeap(),0,this->vertex_data); HeapFree(GetProcessHeap(),0,this); return 0; } return this->ref; } static HRESULT WINAPI IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this, LPDIRECT3DDEVICE lpDirect3DDevice, LPD3DEXECUTEBUFFERDESC lpDesc) { FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc); return DD_OK; } static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this, LPD3DEXECUTEBUFFERDESC lpDesc) { TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc); /* Copies the buffer description */ *lpDesc = this->desc; return DD_OK; } static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this) { TRACE(ddraw, "(%p)->()\n", this); return DD_OK; } static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this, LPD3DEXECUTEDATA lpData) { DWORD nbvert; TRACE(ddraw, "(%p)->(%p)\n", this, lpData); this->data = *lpData; /* Get the number of vertices in the execute buffer */ nbvert = this->data.dwVertexCount; /* Prepares the transformed vertex buffer */ if (this->vertex_data != NULL) HeapFree(GetProcessHeap(), 0, this->vertex_data); this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex)); if (TRACE_ON(ddraw)) { _dump_executedata(lpData); } return DD_OK; } static HRESULT WINAPI IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this, LPD3DEXECUTEDATA lpData) { TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData); *lpData = this->data; return DD_OK; } static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this, LPDWORD lpdwOffset, LPD3DVALIDATECALLBACK lpFunc, LPVOID lpUserArg, DWORD dwReserved) { TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved); return DD_OK; } static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this, DWORD dwReserved) { TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved); return DD_OK; } /******************************************************************************* * IDirect3DLight VTable */ static IDirect3DExecuteBuffer_VTable executebuffer_vtable = { /*** IUnknown methods ***/ IDirect3DExecuteBuffer_QueryInterface, IDirect3DExecuteBuffer_AddRef, IDirect3DExecuteBuffer_Release, /*** IDirect3DExecuteBuffer methods ***/ IDirect3DExecuteBuffer_Initialize, IDirect3DExecuteBuffer_Lock, IDirect3DExecuteBuffer_Unlock, IDirect3DExecuteBuffer_SetExecuteData, IDirect3DExecuteBuffer_GetExecuteData, IDirect3DExecuteBuffer_Validate, IDirect3DExecuteBuffer_Optimize }; #endif /* HAVE_MESAGL */