ddraw: Use a less offensive handle table implementation for materials.
[wine] / dlls / ddraw / executebuffer.c
1 /* Direct3D ExecuteBuffer
2  * Copyright (c) 1998-2004 Lionel ULMER
3  * Copyright (c) 2002-2004 Christian Costa
4  * Copyright (c) 2006      Stefan Dösinger
5  *
6  * This file contains the implementation of IDirect3DExecuteBuffer.
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wine/port.h"
25
26 #include <assert.h>
27 #include <stdarg.h>
28 #include <string.h>
29 #include <stdlib.h>
30
31 #define COBJMACROS
32 #define NONAMELESSUNION
33
34 #include "windef.h"
35 #include "winbase.h"
36 #include "winerror.h"
37 #include "wingdi.h"
38 #include "wine/exception.h"
39
40 #include "ddraw.h"
41 #include "d3d.h"
42
43 #include "ddraw_private.h"
44 #include "wine/debug.h"
45
46 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
47
48 /*****************************************************************************
49  * _dump_executedata
50  * _dump_D3DEXECUTEBUFFERDESC
51  *
52  * Debug functions which write the executebuffer data to the console
53  *
54  *****************************************************************************/
55
56 static void _dump_executedata(const D3DEXECUTEDATA *lpData) {
57     TRACE("dwSize : %d\n", lpData->dwSize);
58     TRACE("Vertex      Offset : %d  Count  : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
59     TRACE("Instruction Offset : %d  Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
60     TRACE("HVertex     Offset : %d\n", lpData->dwHVertexOffset);
61 }
62
63 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) {
64     TRACE("dwSize       : %d\n", lpDesc->dwSize);
65     TRACE("dwFlags      : %x\n", lpDesc->dwFlags);
66     TRACE("dwCaps       : %x\n", lpDesc->dwCaps);
67     TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize);
68     TRACE("lpData       : %p\n", lpDesc->lpData);
69 }
70
71 /*****************************************************************************
72  * IDirect3DExecuteBufferImpl_Execute
73  *
74  * The main functionality of the execute buffer
75  * It transforms the vertices if necessary, and calls IDirect3DDevice7
76  * for drawing the vertices. It is called from
77  * IDirect3DDevice::Execute
78  *
79  * TODO: Perhaps some comments about the various opcodes wouldn't hurt
80  *
81  * Don't declare this static, as it's called from device.c,
82  * IDirect3DDevice::Execute
83  *
84  * Params:
85  *  Device: 3D Device associated to use for drawing
86  *  Viewport: Viewport for this operation
87  *
88  *****************************************************************************/
89 void
90 IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
91                                    IDirect3DDeviceImpl *lpDevice,
92                                    IDirect3DViewportImpl *lpViewport)
93 {
94     /* DWORD bs = This->desc.dwBufferSize; */
95     DWORD vs = This->data.dwVertexOffset;
96     /* DWORD vc = This->data.dwVertexCount; */
97     DWORD is = This->data.dwInstructionOffset;
98     /* DWORD il = This->data.dwInstructionLength; */
99
100     char *instr = (char *)This->desc.lpData + is;
101
102     /* Should check if the viewport was added or not to the device */
103
104     /* Activate the viewport */
105     lpViewport->active_device = lpDevice;
106     lpViewport->activate(lpViewport, FALSE);
107
108     TRACE("ExecuteData :\n");
109     if (TRACE_ON(d3d7))
110       _dump_executedata(&(This->data));
111
112     while (1) {
113         LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
114         BYTE size;
115         WORD count;
116         
117         count = current->wCount;
118         size = current->bSize;
119         instr += sizeof(D3DINSTRUCTION);
120         
121         switch (current->bOpcode) {
122             case D3DOP_POINT: {
123                 WARN("POINT-s          (%d)\n", count);
124                 instr += count * size;
125             } break;
126
127             case D3DOP_LINE: {
128                 WARN("LINE-s           (%d)\n", count);
129                 instr += count * size;
130             } break;
131
132             case D3DOP_TRIANGLE: {
133                 int i;
134                 D3DTLVERTEX *tl_vx = This->vertex_data;
135                 TRACE("TRIANGLE         (%d)\n", count);
136                 
137                 if (count*3>This->nb_indices) {
138                     This->nb_indices = count * 3;
139                     HeapFree(GetProcessHeap(),0,This->indices);
140                     This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
141                 }
142                         
143                 for (i = 0; i < count; i++) {
144                     LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
145                     TRACE_(d3d7)("  v1: %d  v2: %d  v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
146                     TRACE_(d3d7)("  Flags : ");
147                     if (TRACE_ON(d3d7)) {
148                         /* Wireframe */
149                         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
150                             TRACE_(d3d7)("EDGEENABLE1 ");
151                         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
152                             TRACE_(d3d7)("EDGEENABLE2 ");
153                         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
154                             TRACE_(d3d7)("EDGEENABLE3 ");
155                         /* Strips / Fans */
156                         if (ci->wFlags == D3DTRIFLAG_EVEN)
157                             TRACE_(d3d7)("EVEN ");
158                         if (ci->wFlags == D3DTRIFLAG_ODD)
159                             TRACE_(d3d7)("ODD ");
160                         if (ci->wFlags == D3DTRIFLAG_START)
161                             TRACE_(d3d7)("START ");
162                         if ((ci->wFlags > 0) && (ci->wFlags < 30))
163                             TRACE_(d3d7)("STARTFLAT(%d) ", ci->wFlags);
164                         TRACE_(d3d7)("\n");
165                     }
166                     This->indices[(i * 3)    ] = ci->u1.v1;
167                     This->indices[(i * 3) + 1] = ci->u2.v2;
168                     This->indices[(i * 3) + 2] = ci->u3.v3;
169                     instr += size;
170                 }
171                 /* IDirect3DDevices have color keying always enabled -
172                  * enable it before drawing. This overwrites any ALPHA*
173                  * render state
174                  */
175                 IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice,
176                                               WINED3DRS_COLORKEYENABLE,
177                                               1);
178                 IDirect3DDevice7_DrawIndexedPrimitive((IDirect3DDevice7 *)lpDevice,
179                         D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, 0, This->indices, count * 3, 0);
180             } break;
181
182             case D3DOP_MATRIXLOAD:
183                 WARN("MATRIXLOAD-s     (%d)\n", count);
184                 instr += count * size;
185                 break;
186
187             case D3DOP_MATRIXMULTIPLY: {
188                 int i;
189                 TRACE("MATRIXMULTIPLY   (%d)\n", count);
190                 
191                 for (i = 0; i < count; i++) {
192                     LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
193                     LPD3DMATRIX a, b, c;
194
195                     if(!ci->hDestMatrix || ci->hDestMatrix > lpDevice->numHandles ||
196                        !ci->hSrcMatrix1 || ci->hSrcMatrix1 > lpDevice->numHandles ||
197                        !ci->hSrcMatrix2 || ci->hSrcMatrix2 > lpDevice->numHandles) {
198                         ERR("Handles out of bounds\n");
199                     } else if (lpDevice->Handles[ci->hDestMatrix - 1].type != DDrawHandle_Matrix ||
200                                lpDevice->Handles[ci->hSrcMatrix1 - 1].type != DDrawHandle_Matrix ||
201                                lpDevice->Handles[ci->hSrcMatrix2 - 1].type != DDrawHandle_Matrix) {
202                         ERR("Handle types invalid\n");
203                     } else {
204                         a = (LPD3DMATRIX) lpDevice->Handles[ci->hDestMatrix - 1].ptr;
205                         b = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix1 - 1].ptr;
206                         c = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix2 - 1].ptr;
207                         TRACE("  Dest : %p  Src1 : %p  Src2 : %p\n",
208                             a, b, c);
209                         multiply_matrix(a,c,b);
210                     }
211
212                     instr += size;
213                 }
214             } break;
215
216             case D3DOP_STATETRANSFORM: {
217                 int i;
218                 TRACE("STATETRANSFORM   (%d)\n", count);
219                 
220                 for (i = 0; i < count; i++) {
221                     LPD3DSTATE ci = (LPD3DSTATE) instr;
222
223                     if(!ci->u2.dwArg[0]) {
224                         ERR("Setting a NULL matrix handle, what should I do?\n");
225                     } else if(ci->u2.dwArg[0] > lpDevice->numHandles) {
226                         ERR("Handle %d is out of bounds\n", ci->u2.dwArg[0]);
227                     } else if(lpDevice->Handles[ci->u2.dwArg[0] - 1].type != DDrawHandle_Matrix) {
228                         ERR("Handle %d is not a matrix handle\n", ci->u2.dwArg[0]);
229                     } else {
230                         if(ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
231                             lpDevice->world = ci->u2.dwArg[0];
232                         if(ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
233                             lpDevice->view = ci->u2.dwArg[0];
234                         if(ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
235                             lpDevice->proj = ci->u2.dwArg[0];
236                         IDirect3DDevice7_SetTransform((IDirect3DDevice7 *)lpDevice,
237                                 ci->u1.dtstTransformStateType, (LPD3DMATRIX)lpDevice->Handles[ci->u2.dwArg[0] - 1].ptr);
238                     }
239                     instr += size;
240                 }
241             } break;
242
243             case D3DOP_STATELIGHT: {
244                 int i;
245                 TRACE("STATELIGHT       (%d)\n", count);
246
247                 for (i = 0; i < count; i++) {
248                     LPD3DSTATE ci = (LPD3DSTATE) instr;
249
250                     TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
251
252                     if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
253                         ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType);
254                     else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
255                     {
256                         IDirect3DMaterialImpl *m;
257
258                         m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL);
259                         if (!m)
260                             ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]);
261                         else
262                             m->activate(m);
263                     }
264                     else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
265                     {
266                         switch (ci->u2.dwArg[0]) {
267                             case D3DCOLOR_MONO:
268                                 ERR("DDCOLOR_MONO should not happen!\n");
269                                 break;
270                             case D3DCOLOR_RGB:
271                                 /* We are already in this mode */
272                                 break;
273                             default:
274                                 ERR("Unknown color model!\n");
275                         }
276                     } else {
277                         D3DRENDERSTATETYPE rs = 0;
278                         switch (ci->u1.dlstLightStateType) {
279
280                             case D3DLIGHTSTATE_AMBIENT:       /* 2 */
281                                 rs = D3DRENDERSTATE_AMBIENT;
282                                 break;
283                             case D3DLIGHTSTATE_FOGMODE:       /* 4 */
284                                 rs = D3DRENDERSTATE_FOGVERTEXMODE;
285                                 break;
286                             case D3DLIGHTSTATE_FOGSTART:      /* 5 */
287                                 rs = D3DRENDERSTATE_FOGSTART;
288                                 break;
289                             case D3DLIGHTSTATE_FOGEND:        /* 6 */
290                                 rs = D3DRENDERSTATE_FOGEND;
291                                 break;
292                             case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
293                                 rs = D3DRENDERSTATE_FOGDENSITY;
294                                 break;
295                             case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
296                                 rs = D3DRENDERSTATE_COLORVERTEX;
297                                 break;
298                             default:
299                                 break;
300                         }
301
302                         IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)lpDevice, rs, ci->u2.dwArg[0]);
303                     }
304
305                     instr += size;
306                 }
307             } break;
308
309             case D3DOP_STATERENDER: {
310                 int i;
311                 IDirect3DDevice2 *d3d_device2 = (IDirect3DDevice2 *)&lpDevice->IDirect3DDevice2_vtbl;
312                 TRACE("STATERENDER      (%d)\n", count);
313
314                 for (i = 0; i < count; i++) {
315                     LPD3DSTATE ci = (LPD3DSTATE) instr;
316
317                     IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
318
319                     instr += size;
320                 }
321             } break;
322
323             case D3DOP_PROCESSVERTICES:
324             {
325                 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
326                  * IWineD3DDevice::ProcessVertices
327                  */
328                 int i;
329                 D3DMATRIX view_mat, world_mat, proj_mat;
330                 TRACE("PROCESSVERTICES  (%d)\n", count);
331
332                 /* Get the transform and world matrix */
333                 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
334
335                 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
336                                             D3DTRANSFORMSTATE_VIEW,
337                                             (WINED3DMATRIX*) &view_mat);
338
339                 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
340                                             D3DTRANSFORMSTATE_PROJECTION,
341                                             (WINED3DMATRIX*) &proj_mat);
342
343                 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
344                                             WINED3DTS_WORLDMATRIX(0),
345                                             (WINED3DMATRIX*) &world_mat);
346
347                 for (i = 0; i < count; i++) {
348                     LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
349
350                     TRACE("  Start : %d Dest : %d Count : %d\n",
351                           ci->wStart, ci->wDest, ci->dwCount);
352                     TRACE("  Flags : ");
353                     if (TRACE_ON(d3d7)) {
354                         if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
355                             TRACE("COPY ");
356                         if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
357                             TRACE("NOCOLOR ");
358                         if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
359                             TRACE("OPMASK ");
360                         if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
361                             TRACE("TRANSFORM ");
362                         if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
363                             TRACE("TRANSFORMLIGHT ");
364                         if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
365                             TRACE("UPDATEEXTENTS ");
366                         TRACE("\n");
367                     }
368
369                     /* This is where doing Direct3D on top on OpenGL is quite difficult.
370                        This method transforms a set of vertices using the CURRENT state
371                        (lighting, projection, ...) but does not rasterize them.
372                        They will only be put on screen later (with the POINT / LINE and
373                        TRIANGLE op-codes). The problem is that you can have a triangle
374                        with each point having been transformed using another state...
375
376                        In this implementation, I will emulate only ONE thing : each
377                        vertex can have its own "WORLD" transformation (this is used in the
378                        TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
379                        execute buffer use the same state.
380
381                        If I find applications that change other states, I will try to do a
382                        more 'fine-tuned' state emulation (but I may become quite tricky if
383                        it changes a light position in the middle of a triangle).
384
385                        In this case, a 'direct' approach (i.e. without using OpenGL, but
386                        writing our own 3D rasterizer) would be easier. */
387
388                     /* The current method (with the hypothesis that only the WORLD matrix
389                        will change between two points) is like this :
390                        - I transform 'manually' all the vertices with the current WORLD
391                          matrix and store them in the vertex buffer
392                        - during the rasterization phase, the WORLD matrix will be set to
393                          the Identity matrix */
394
395                     /* Enough for the moment */
396                     if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
397                         unsigned int nb;
398                         D3DVERTEX  *src = ((LPD3DVERTEX)  ((char *)This->desc.lpData + vs)) + ci->wStart;
399                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
400                         D3DMATRIX mat;
401                         D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
402                         
403                         if (TRACE_ON(d3d7)) {
404                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
405                             dump_D3DMATRIX(&proj_mat);
406                             TRACE("  View       Matrix : (%p)\n", &view_mat);
407                             dump_D3DMATRIX(&view_mat);
408                             TRACE("  World Matrix : (%p)\n", &world_mat);
409                             dump_D3DMATRIX(&world_mat);
410                         }
411
412                         multiply_matrix(&mat,&view_mat,&world_mat);
413                         multiply_matrix(&mat,&proj_mat,&mat);
414
415                         for (nb = 0; nb < ci->dwCount; nb++) {
416                             /* No lighting yet */
417                             dst->u5.color = 0xFFFFFFFF; /* Opaque white */
418                             dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
419
420                             dst->u7.tu  = src->u7.tu;
421                             dst->u8.tv  = src->u8.tv;
422
423                             /* Now, the matrix multiplication */
424                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
425                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
426                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
427                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
428
429                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
430                                        + Viewport->dwX + Viewport->dwWidth / 2;
431                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
432                                        + Viewport->dwY + Viewport->dwHeight / 2;
433                             dst->u3.sz /= dst->u4.rhw;
434                             dst->u4.rhw = 1 / dst->u4.rhw;
435
436                             src++;
437                             dst++;
438
439                         }
440                     } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
441                         unsigned int nb;
442                         D3DLVERTEX *src  = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
443                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
444                         D3DMATRIX mat;
445                         D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
446                         
447                         if (TRACE_ON(d3d7)) {
448                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
449                             dump_D3DMATRIX(&proj_mat);
450                             TRACE("  View       Matrix : (%p)\n",&view_mat);
451                             dump_D3DMATRIX(&view_mat);
452                             TRACE("  World Matrix : (%p)\n", &world_mat);
453                             dump_D3DMATRIX(&world_mat);
454                         }
455
456                         multiply_matrix(&mat,&view_mat,&world_mat);
457                         multiply_matrix(&mat,&proj_mat,&mat);
458
459                         for (nb = 0; nb < ci->dwCount; nb++) {
460                             dst->u5.color = src->u4.color;
461                             dst->u6.specular = src->u5.specular;
462                             dst->u7.tu = src->u6.tu;
463                             dst->u8.tv = src->u7.tv;
464
465                             /* Now, the matrix multiplication */
466                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
467                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
468                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
469                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
470
471                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
472                                        + Viewport->dwX + Viewport->dwWidth / 2;
473                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
474                                        + Viewport->dwY + Viewport->dwHeight / 2;
475
476                             dst->u3.sz /= dst->u4.rhw;
477                             dst->u4.rhw = 1 / dst->u4.rhw;
478
479                             src++;
480                             dst++;
481                         }
482                     } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
483                         D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
484                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
485                         
486                         memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
487                     } else {
488                         ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags);
489                     }
490
491                     instr += size;
492                 }
493             } break;
494
495             case D3DOP_TEXTURELOAD: {
496                 WARN("TEXTURELOAD-s    (%d)\n", count);
497
498                 instr += count * size;
499             } break;
500
501             case D3DOP_EXIT: {
502                 TRACE("EXIT             (%d)\n", count);
503                 /* We did this instruction */
504                 instr += size;
505                 /* Exit this loop */
506                 goto end_of_buffer;
507             } break;
508
509             case D3DOP_BRANCHFORWARD: {
510                 int i;
511                 TRACE("BRANCHFORWARD    (%d)\n", count);
512
513                 for (i = 0; i < count; i++) {
514                     LPD3DBRANCH ci = (LPD3DBRANCH) instr;
515
516                     if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
517                         if (!ci->bNegate) {
518                             TRACE(" Branch to %d\n", ci->dwOffset);
519                             if (ci->dwOffset) {
520                                 instr = (char*)current + ci->dwOffset;
521                                 break;
522                             }
523                         }
524                     } else {
525                         if (ci->bNegate) {
526                             TRACE(" Branch to %d\n", ci->dwOffset);
527                             if (ci->dwOffset) {
528                                 instr = (char*)current + ci->dwOffset;
529                                 break;
530                             }
531                         }
532                     }
533
534                     instr += size;
535                 }
536             } break;
537
538             case D3DOP_SPAN: {
539                 WARN("SPAN-s           (%d)\n", count);
540
541                 instr += count * size;
542             } break;
543
544             case D3DOP_SETSTATUS: {
545                 int i;
546                 TRACE("SETSTATUS        (%d)\n", count);
547
548                 for (i = 0; i < count; i++) {
549                     LPD3DSTATUS ci = (LPD3DSTATUS) instr;
550
551                     This->data.dsStatus = *ci;
552
553                     instr += size;
554                 }
555             } break;
556
557             default:
558                 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
559                 /* Try to save ... */
560                 instr += count * size;
561                 break;
562         }
563     }
564
565 end_of_buffer:
566     ;
567 }
568
569 /*****************************************************************************
570  * IDirect3DExecuteBuffer::QueryInterface
571  *
572  * Well, a usual QueryInterface function. Don't know fur sure which
573  * interfaces it can Query.
574  *
575  * Params:
576  *  riid: The interface ID queried for
577  *  obj: Address to return the interface pointer at
578  *
579  * Returns:
580  *  D3D_OK in case of a success (S_OK? Think it's the same)
581  *  OLE_E_ENUM_NOMORE if the interface wasn't found.
582  *   (E_NOINTERFACE?? Don't know what I really need)
583  *
584  *****************************************************************************/
585 static HRESULT WINAPI
586 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
587                                           REFIID riid,
588                                           void **obj)
589 {
590     TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obj);
591
592     *obj = NULL;
593
594     if ( IsEqualGUID( &IID_IUnknown,  riid ) ) {
595         IDirect3DExecuteBuffer_AddRef(iface);
596         *obj = iface;
597         TRACE("  Creating IUnknown interface at %p.\n", *obj);
598         return S_OK;
599     }
600     if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) {
601         IDirect3DExecuteBuffer_AddRef(iface);
602         *obj = iface;
603         TRACE("  Creating IDirect3DExecuteBuffer interface %p\n", *obj);
604         return S_OK;
605     }
606     FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
607     return E_NOINTERFACE;
608 }
609
610
611 /*****************************************************************************
612  * IDirect3DExecuteBuffer::AddRef
613  *
614  * A normal AddRef method, nothing special
615  *
616  * Returns:
617  *  The new refcount
618  *
619  *****************************************************************************/
620 static ULONG WINAPI
621 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
622 {
623     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
624     ULONG ref = InterlockedIncrement(&This->ref);
625
626     FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
627
628     return ref;
629 }
630
631 /*****************************************************************************
632  * IDirect3DExecuteBuffer::Release
633  *
634  * A normal Release method, nothing special
635  *
636  * Returns:
637  *  The new refcount
638  *
639  *****************************************************************************/
640 static ULONG WINAPI
641 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
642 {
643     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
644     ULONG ref = InterlockedDecrement(&This->ref);
645
646     TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
647
648     if (!ref) {
649         if (This->need_free)
650             HeapFree(GetProcessHeap(),0,This->desc.lpData);
651         HeapFree(GetProcessHeap(),0,This->vertex_data);
652         HeapFree(GetProcessHeap(),0,This->indices);
653         HeapFree(GetProcessHeap(),0,This);
654         return 0;
655     }
656
657     return ref;
658 }
659
660 /*****************************************************************************
661  * IDirect3DExecuteBuffer::Initialize
662  *
663  * Initializes the Execute Buffer. This method exists for COM compliance
664  * Nothing to do here.
665  *
666  * Returns:
667  *  D3D_OK
668  *
669  *****************************************************************************/
670 static HRESULT WINAPI
671 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
672                                         IDirect3DDevice *lpDirect3DDevice,
673                                         D3DEXECUTEBUFFERDESC *lpDesc)
674 {
675     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
676     TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
677     return D3D_OK;
678 }
679
680 /*****************************************************************************
681  * IDirect3DExecuteBuffer::Lock
682  *
683  * Locks the buffer, so the app can write into it.
684  *
685  * Params:
686  *  Desc: Pointer to return the buffer description. This Description contains
687  *        a pointer to the buffer data.
688  *
689  * Returns:
690  *  This implementation always returns D3D_OK
691  *
692  *****************************************************************************/
693 static HRESULT WINAPI
694 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
695                                 D3DEXECUTEBUFFERDESC *lpDesc)
696 {
697     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
698     DWORD dwSize;
699     TRACE("(%p)->(%p)\n", This, lpDesc);
700
701     dwSize = lpDesc->dwSize;
702     memcpy(lpDesc, &This->desc, dwSize);
703
704     if (TRACE_ON(d3d7)) {
705         TRACE("  Returning description :\n");
706         _dump_D3DEXECUTEBUFFERDESC(lpDesc);
707     }
708     return D3D_OK;
709 }
710
711 /*****************************************************************************
712  * IDirect3DExecuteBuffer::Unlock
713  *
714  * Unlocks the buffer. We don't have anything to do here
715  *
716  * Returns:
717  *  This implementation always returns D3D_OK
718  *
719  *****************************************************************************/
720 static HRESULT WINAPI
721 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
722 {
723     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
724     TRACE("(%p)->() no-op...\n", This);
725     return D3D_OK;
726 }
727
728 /*****************************************************************************
729  * IDirect3DExecuteBuffer::SetExecuteData
730  *
731  * Sets the execute data. This data is used to describe the buffer's content
732  *
733  * Params:
734  *  Data: Pointer to a D3DEXECUTEDATA structure containing the data to
735  *  assign
736  *
737  * Returns:
738  *  D3D_OK on success
739  *  DDERR_OUTOFMEMORY if the vertex buffer allocation failed
740  *
741  *****************************************************************************/
742 static HRESULT WINAPI
743 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
744                                           D3DEXECUTEDATA *lpData)
745 {
746     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
747     DWORD nbvert;
748     TRACE("(%p)->(%p)\n", This, lpData);
749
750     memcpy(&This->data, lpData, lpData->dwSize);
751
752     /* Get the number of vertices in the execute buffer */
753     nbvert = This->data.dwVertexCount;
754
755     /* Prepares the transformed vertex buffer */
756     HeapFree(GetProcessHeap(), 0, This->vertex_data);
757     This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
758
759     if (TRACE_ON(d3d7)) {
760         _dump_executedata(lpData);
761     }
762
763     return D3D_OK;
764 }
765
766 /*****************************************************************************
767  * IDirect3DExecuteBuffer::GetExecuteData
768  *
769  * Returns the data in the execute buffer
770  *
771  * Params:
772  *  Data: Pointer to a D3DEXECUTEDATA structure used to return data
773  *
774  * Returns:
775  *  D3D_OK on success
776  *
777  *****************************************************************************/
778 static HRESULT WINAPI
779 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
780                                           D3DEXECUTEDATA *lpData)
781 {
782     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
783     DWORD dwSize;
784     TRACE("(%p)->(%p): stub!\n", This, lpData);
785
786     dwSize = lpData->dwSize;
787     memcpy(lpData, &This->data, dwSize);
788
789     if (TRACE_ON(d3d7)) {
790         TRACE("Returning data :\n");
791         _dump_executedata(lpData);
792     }
793
794     return DD_OK;
795 }
796
797 /*****************************************************************************
798  * IDirect3DExecuteBuffer::Validate
799  *
800  * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
801  * currently implemented"
802  *
803  * Params:
804  *  ?
805  *
806  * Returns:
807  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
808  *
809  *****************************************************************************/
810 static HRESULT WINAPI
811 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
812                                     DWORD *Offset,
813                                     LPD3DVALIDATECALLBACK Func,
814                                     void *UserArg,
815                                     DWORD Reserved)
816 {
817     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
818     TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
819     return DDERR_UNSUPPORTED; /* Unchecked */
820 }
821
822 /*****************************************************************************
823  * IDirect3DExecuteBuffer::Optimize
824  *
825  * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
826  * currently supported"
827  *
828  * Params:
829  *  Dummy: Seems to be an unused dummy ;)
830  *
831  * Returns:
832  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
833  *
834  *****************************************************************************/
835 static HRESULT WINAPI
836 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
837                                     DWORD Dummy)
838 {
839     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
840     TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
841     return DDERR_UNSUPPORTED; /* Unchecked */
842 }
843
844 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
845 {
846     IDirect3DExecuteBufferImpl_QueryInterface,
847     IDirect3DExecuteBufferImpl_AddRef,
848     IDirect3DExecuteBufferImpl_Release,
849     IDirect3DExecuteBufferImpl_Initialize,
850     IDirect3DExecuteBufferImpl_Lock,
851     IDirect3DExecuteBufferImpl_Unlock,
852     IDirect3DExecuteBufferImpl_SetExecuteData,
853     IDirect3DExecuteBufferImpl_GetExecuteData,
854     IDirect3DExecuteBufferImpl_Validate,
855     IDirect3DExecuteBufferImpl_Optimize,
856 };