mirror of
https://github.com/reactos/wine.git
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315 lines
12 KiB
C
315 lines
12 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(" Stream: %d\n", element->Stream);
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TRACE(" Offset: %d\n", element->Offset);
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TRACE(" Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type);
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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 index: %d\n", element->UsageIndex);
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TRACE(" Register: %d\n", element->Reg);
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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->pDeclarationWine);
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HeapFree(GetProcessHeap(), 0, This->ffp_valid);
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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 HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface,
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WINED3DVERTEXELEMENT *elements, UINT *element_count) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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HRESULT hr = WINED3D_OK;
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TRACE("(%p) : d3d version %d, elements %p, element_count %p\n",
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This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count);
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*element_count = This->declarationWNumElements;
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if (elements) {
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CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT));
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}
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return hr;
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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->Type)
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{
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case WINED3DDECLTYPE_FLOAT2:
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case WINED3DDECLTYPE_FLOAT3:
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case WINED3DDECLTYPE_FLOAT4:
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case WINED3DDECLTYPE_SHORT2:
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case WINED3DDECLTYPE_SHORT4:
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case WINED3DDECLTYPE_FLOAT16_2:
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case WINED3DDECLTYPE_FLOAT16_4:
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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->Type)
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{
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case WINED3DDECLTYPE_D3DCOLOR:
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case WINED3DDECLTYPE_UBYTE4:
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case WINED3DDECLTYPE_SHORT2:
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case WINED3DDECLTYPE_SHORT4:
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case WINED3DDECLTYPE_FLOAT16_2:
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case WINED3DDECLTYPE_FLOAT16_4:
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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->Type)
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{
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case WINED3DDECLTYPE_FLOAT3:
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case WINED3DDECLTYPE_FLOAT4:
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case WINED3DDECLTYPE_SHORT4:
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case WINED3DDECLTYPE_FLOAT16_4:
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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->Type)
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{
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case WINED3DDECLTYPE_FLOAT1:
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case WINED3DDECLTYPE_FLOAT2:
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case WINED3DDECLTYPE_FLOAT3:
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case WINED3DDECLTYPE_FLOAT4:
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case WINED3DDECLTYPE_SHORT2:
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case WINED3DDECLTYPE_SHORT4:
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case WINED3DDECLTYPE_FLOAT16_2:
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case WINED3DDECLTYPE_FLOAT16_4:
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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->Type)
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{
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case WINED3DDECLTYPE_FLOAT3:
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case WINED3DDECLTYPE_FLOAT4:
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case WINED3DDECLTYPE_D3DCOLOR:
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case WINED3DDECLTYPE_UBYTE4:
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case WINED3DDECLTYPE_SHORT4:
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case WINED3DDECLTYPE_UBYTE4N:
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case WINED3DDECLTYPE_SHORT4N:
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case WINED3DDECLTYPE_USHORT4N:
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case WINED3DDECLTYPE_FLOAT16_4:
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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 HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface,
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const WINED3DVERTEXELEMENT *elements, UINT element_count) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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HRESULT hr = WINED3D_OK;
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int i, j;
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char isPreLoaded[MAX_STREAMS];
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TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
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memset(isPreLoaded, 0, sizeof(isPreLoaded));
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if (TRACE_ON(d3d_decl)) {
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for (i = 0; i < element_count; ++i) {
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dump_wined3dvertexelement(elements+i);
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}
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}
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This->declarationWNumElements = element_count;
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This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count);
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This->ffp_valid = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->ffp_valid) * element_count);
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if (!This->pDeclarationWine || !This->ffp_valid) {
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ERR("Memory allocation failed\n");
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return WINED3DERR_OUTOFVIDEOMEMORY;
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} else {
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CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count);
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}
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/* Do some static analysis on the elements to make reading the declaration more comfortable
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* for the drawing code
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*/
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This->num_streams = 0;
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This->position_transformed = FALSE;
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for (i = 0; i < element_count; ++i) {
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This->ffp_valid[i] = declaration_element_valid_ffp(&This->pDeclarationWine[i]);
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if(This->pDeclarationWine[i].Usage == WINED3DDECLUSAGE_POSITIONT) {
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This->position_transformed = TRUE;
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}
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/* Find the Streams used in the declaration. The vertex buffers have to be loaded
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* when drawing, but filter tesselation pseudo streams
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*/
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if(This->pDeclarationWine[i].Stream >= MAX_STREAMS) continue;
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if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) {
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WARN("The application tries to use WINED3DDECLTYPE_UNUSED, returning E_FAIL\n");
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/* The caller will release the vdecl, which will free This->pDeclarationWine */
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return E_FAIL;
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}
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if(This->pDeclarationWine[i].Offset & 0x3) {
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WARN("Declaration element %d is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset);
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return E_FAIL;
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}
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if(!isPreLoaded[This->pDeclarationWine[i].Stream]) {
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This->streams[This->num_streams] = This->pDeclarationWine[i].Stream;
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This->num_streams++;
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isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
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}
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/* Create a sorted array containing the attribute declarations that are of type
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* D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the
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* declaration of one attribute changes the vertex shader needs recompilation.
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* Having a sorted array of the attributes allows efficient comparison of the
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* declaration against a shader
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*/
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if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
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for(j = 0; j < This->num_swizzled_attribs; j++) {
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if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage ||
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(This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
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This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) {
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memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
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sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
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break;
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}
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}
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This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
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This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
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This->num_swizzled_attribs++;
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} else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
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This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
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if(!GL_SUPPORT(NV_HALF_FLOAT)) {
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This->half_float_conv_needed = TRUE;
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}
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}
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}
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TRACE("Swizzled attributes found:\n");
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for(i = 0; i < This->num_swizzled_attribs; i++) {
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TRACE("%u: %s%d\n", i,
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debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
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}
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TRACE("Returning\n");
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return hr;
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}
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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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IWineD3DVertexDeclarationImpl_GetDeclaration,
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IWineD3DVertexDeclarationImpl_SetDeclaration
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};
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