wine/dlls/wined3d/vertexdeclaration.c

229 lines
9.3 KiB
C

/*
* 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);
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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, UINT *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, UINT element_count) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
HRESULT hr = WINED3D_OK;
int i, j;
char isPreLoaded[MAX_STREAMS];
TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
memset(isPreLoaded, 0, sizeof(isPreLoaded));
if (TRACE_ON(d3d_decl)) {
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");
return WINED3DERR_OUTOFVIDEOMEMORY;
} else {
CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count);
}
/* Do some static analysis on the elements to make reading the declaration more comfortable
* for the drawing code
*/
This->num_streams = 0;
This->position_transformed = FALSE;
for (i = 0; i < element_count; ++i) {
if(This->pDeclarationWine[i].Usage == WINED3DDECLUSAGE_POSITIONT) {
This->position_transformed = TRUE;
}
/* Find the Streams used in the declaration. The vertex buffers have to be loaded
* when drawing, but filter tesselation pseudo streams
*/
if(This->pDeclarationWine[i].Stream >= MAX_STREAMS) continue;
if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) {
WARN("The application tries to use WINED3DDECLTYPE_UNUSED, returning E_FAIL\n");
/* The caller will release the vdecl, which will free This->pDeclarationWine */
return E_FAIL;
}
if(This->pDeclarationWine[i].Offset & 0x3) {
WARN("Declaration element %d is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset);
HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
return E_FAIL;
}
if(!isPreLoaded[This->pDeclarationWine[i].Stream]) {
This->streams[This->num_streams] = This->pDeclarationWine[i].Stream;
This->num_streams++;
isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
}
/* Create a sorted array containing the attribute declarations that are of type
* D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the
* declaration of one attribute changes the vertex shader needs recompilation.
* Having a sorted array of the attributes allows efficient comparison of the
* declaration against a shader
*/
if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
for(j = 0; j < This->num_swizzled_attribs; j++) {
if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage ||
(This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) {
memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
break;
}
}
This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
This->num_swizzled_attribs++;
} else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
if(!GL_SUPPORT(NV_HALF_FLOAT)) {
This->half_float_conv_needed = TRUE;
}
}
}
TRACE("Swizzled attributes found:\n");
for(i = 0; i < This->num_swizzled_attribs; i++) {
TRACE("%u: %s%d\n", i,
debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
}
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
};