mirror of
https://github.com/reactos/wine.git
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285 lines
10 KiB
C
285 lines
10 KiB
C
/*
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* vertex declaration implementation
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*
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
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#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
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TRACE(" format: %s (%#x)\n", debug_d3dformat(element->format), element->format);
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TRACE(" input_slot: %u\n", element->input_slot);
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TRACE(" offset: %u\n", element->offset);
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TRACE("output_slot: %u\n", element->output_slot);
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TRACE(" method: %s (%#x)\n", debug_d3ddeclmethod(element->method), element->method);
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TRACE(" usage: %s (%#x)\n", debug_d3ddeclusage(element->usage), element->usage);
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TRACE(" usage_idx: %u\n", element->usage_idx);
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}
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/* *******************************************
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IWineD3DVertexDeclaration IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
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/* See comment in PixelShader::Release */
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IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
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}
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HeapFree(GetProcessHeap(), 0, This->elements);
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This->parent_ops->wined3d_object_destroyed(This->parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* *******************************************
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IWineD3DVertexDeclaration parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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*parent= This->parent;
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IUnknown_AddRef(*parent);
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TRACE("(%p) : returning %p\n", This, *parent);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
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*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
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IWineD3DDevice_AddRef(*ppDevice);
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return WINED3D_OK;
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}
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static BOOL declaration_element_valid_ffp(const WINED3DVERTEXELEMENT *element)
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{
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switch(element->usage)
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{
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case WINED3DDECLUSAGE_POSITION:
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case WINED3DDECLUSAGE_POSITIONT:
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switch(element->format)
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{
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case WINED3DFMT_R32G32_FLOAT:
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case WINED3DFMT_R32G32B32_FLOAT:
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case WINED3DFMT_R32G32B32A32_FLOAT:
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case WINED3DFMT_R16G16_SINT:
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case WINED3DFMT_R16G16B16A16_SINT:
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case WINED3DFMT_R16G16_FLOAT:
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case WINED3DFMT_R16G16B16A16_FLOAT:
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return TRUE;
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default:
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return FALSE;
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}
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case WINED3DDECLUSAGE_BLENDWEIGHT:
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switch(element->format)
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{
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case WINED3DFMT_R32_FLOAT:
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case WINED3DFMT_R32G32_FLOAT:
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case WINED3DFMT_R32G32B32_FLOAT:
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case WINED3DFMT_R32G32B32A32_FLOAT:
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case WINED3DFMT_A8R8G8B8:
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case WINED3DFMT_R8G8B8A8_UINT:
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case WINED3DFMT_R16G16_SINT:
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case WINED3DFMT_R16G16B16A16_SINT:
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case WINED3DFMT_R16G16_FLOAT:
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case WINED3DFMT_R16G16B16A16_FLOAT:
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return TRUE;
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default:
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return FALSE;
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}
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case WINED3DDECLUSAGE_NORMAL:
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switch(element->format)
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{
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case WINED3DFMT_R32G32B32_FLOAT:
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case WINED3DFMT_R32G32B32A32_FLOAT:
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case WINED3DFMT_R16G16B16A16_SINT:
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case WINED3DFMT_R16G16B16A16_FLOAT:
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return TRUE;
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default:
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return FALSE;
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}
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case WINED3DDECLUSAGE_TEXCOORD:
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switch(element->format)
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{
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case WINED3DFMT_R32_FLOAT:
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case WINED3DFMT_R32G32_FLOAT:
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case WINED3DFMT_R32G32B32_FLOAT:
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case WINED3DFMT_R32G32B32A32_FLOAT:
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case WINED3DFMT_R16G16_SINT:
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case WINED3DFMT_R16G16B16A16_SINT:
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case WINED3DFMT_R16G16_FLOAT:
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case WINED3DFMT_R16G16B16A16_FLOAT:
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return TRUE;
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default:
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return FALSE;
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}
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case WINED3DDECLUSAGE_COLOR:
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switch(element->format)
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{
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case WINED3DFMT_R32G32B32_FLOAT:
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case WINED3DFMT_R32G32B32A32_FLOAT:
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case WINED3DFMT_A8R8G8B8:
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case WINED3DFMT_R8G8B8A8_UINT:
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case WINED3DFMT_R16G16B16A16_SINT:
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case WINED3DFMT_R8G8B8A8_UNORM:
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case WINED3DFMT_R16G16B16A16_SNORM:
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case WINED3DFMT_R16G16B16A16_UNORM:
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case WINED3DFMT_R16G16B16A16_FLOAT:
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return TRUE;
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default:
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return FALSE;
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}
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default:
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return FALSE;
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}
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}
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static const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
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{
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/* IUnknown */
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IWineD3DVertexDeclarationImpl_QueryInterface,
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IWineD3DVertexDeclarationImpl_AddRef,
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IWineD3DVertexDeclarationImpl_Release,
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/* IWineD3DVertexDeclaration */
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IWineD3DVertexDeclarationImpl_GetParent,
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IWineD3DVertexDeclarationImpl_GetDevice,
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};
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HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
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const WINED3DVERTEXELEMENT *elements, UINT element_count,
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IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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WORD preloaded = 0; /* MAX_STREAMS, 16 */
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unsigned int i;
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if (TRACE_ON(d3d_decl))
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{
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for (i = 0; i < element_count; ++i)
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{
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dump_wined3dvertexelement(elements + i);
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}
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}
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declaration->lpVtbl = &IWineD3DVertexDeclaration_Vtbl;
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declaration->ref = 1;
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declaration->parent = parent;
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declaration->parent_ops = parent_ops;
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declaration->wineD3DDevice = device;
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declaration->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*declaration->elements) * element_count);
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if (!declaration->elements)
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{
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ERR("Failed to allocate elements memory.\n");
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return E_OUTOFMEMORY;
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}
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declaration->element_count = element_count;
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/* Do some static analysis on the elements to make reading the
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* declaration more comfortable for the drawing code. */
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for (i = 0; i < element_count; ++i)
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{
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struct wined3d_vertex_declaration_element *e = &declaration->elements[i];
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e->format_desc = getFormatDescEntry(elements[i].format, gl_info);
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e->ffp_valid = declaration_element_valid_ffp(&elements[i]);
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e->input_slot = elements[i].input_slot;
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e->offset = elements[i].offset;
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e->output_slot = elements[i].output_slot;
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e->method = elements[i].method;
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e->usage = elements[i].usage;
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e->usage_idx = elements[i].usage_idx;
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if (e->usage == WINED3DDECLUSAGE_POSITIONT) declaration->position_transformed = TRUE;
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/* Find the streams used in the declaration. The vertex buffers have
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* to be loaded when drawing, but filter tesselation pseudo streams. */
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if (e->input_slot >= MAX_STREAMS) continue;
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if (!e->format_desc->gl_vtx_format)
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{
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FIXME("The application tries to use an unsupported format (%s), returning E_FAIL.\n",
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debug_d3dformat(elements[i].format));
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HeapFree(GetProcessHeap(), 0, declaration->elements);
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return E_FAIL;
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}
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if (e->offset & 0x3)
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{
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WARN("Declaration element %u is not 4 byte aligned(%u), returning E_FAIL.\n", i, e->offset);
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HeapFree(GetProcessHeap(), 0, declaration->elements);
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return E_FAIL;
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}
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if (!(preloaded & (1 << e->input_slot)))
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{
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declaration->streams[declaration->num_streams] = e->input_slot;
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++declaration->num_streams;
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preloaded |= 1 << e->input_slot;
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}
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if (elements[i].format == WINED3DFMT_R16G16_FLOAT || elements[i].format == WINED3DFMT_R16G16B16A16_FLOAT)
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{
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if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]) declaration->half_float_conv_needed = TRUE;
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}
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}
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return WINED3D_OK;
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}
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