1 /* Direct3D ExecuteBuffer
2 * Copyright (c) 1998-2004 Lionel ULMER
3 * Copyright (c) 2002-2004 Christian Costa
4 * Copyright (c) 2006 Stefan Dösinger
6 * This file contains the implementation of IDirect3DExecuteBuffer.
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.
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.
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
24 #include "wine/port.h"
32 #define NONAMELESSUNION
38 #include "wine/exception.h"
43 #include "ddraw_private.h"
44 #include "wine/debug.h"
46 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
48 /*****************************************************************************
50 * _dump_D3DEXECUTEBUFFERDESC
52 * Debug functions which write the executebuffer data to the console
54 *****************************************************************************/
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);
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);
71 /*****************************************************************************
72 * IDirect3DExecuteBufferImpl_Execute
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
79 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
81 * Don't declare this static, as it's called from device.c,
82 * IDirect3DDevice::Execute
85 * Device: 3D Device associated to use for drawing
86 * Viewport: Viewport for this operation
88 *****************************************************************************/
90 IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
91 IDirect3DDeviceImpl *lpDevice,
92 IDirect3DViewportImpl *lpViewport)
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; */
100 char *instr = (char *)This->desc.lpData + is;
102 /* Should check if the viewport was added or not to the device */
104 /* Activate the viewport */
105 lpViewport->active_device = lpDevice;
106 lpViewport->activate(lpViewport, FALSE);
108 TRACE("ExecuteData :\n");
110 _dump_executedata(&(This->data));
113 LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
117 count = current->wCount;
118 size = current->bSize;
119 instr += sizeof(D3DINSTRUCTION);
121 switch (current->bOpcode) {
123 WARN("POINT-s (%d)\n", count);
124 instr += count * size;
128 WARN("LINE-s (%d)\n", count);
129 instr += count * size;
132 case D3DOP_TRIANGLE: {
134 D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data;
135 TRACE("TRIANGLE (%d)\n", count);
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);
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)) {
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 ");
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);
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;
171 /* IDirect3DDevices have color keying always enabled -
172 * enable it before drawing. This overwrites any ALPHA*
175 IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice,
176 WINED3DRS_COLORKEYENABLE,
178 IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice,IDirect3DDevice7),
179 D3DPT_TRIANGLELIST,D3DFVF_TLVERTEX,tl_vx,0,This->indices,count*3,0);
182 case D3DOP_MATRIXLOAD:
183 WARN("MATRIXLOAD-s (%d)\n", count);
184 instr += count * size;
187 case D3DOP_MATRIXMULTIPLY: {
189 TRACE("MATRIXMULTIPLY (%d)\n", count);
191 for (i = 0; i < count; i++) {
192 LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
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");
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",
209 multiply_matrix(a,c,b);
216 case D3DOP_STATETRANSFORM: {
218 TRACE("STATETRANSFORM (%d)\n", count);
220 for (i = 0; i < count; i++) {
221 LPD3DSTATE ci = (LPD3DSTATE) instr;
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]);
230 if(ci->u1.drstRenderStateType == D3DTRANSFORMSTATE_WORLD)
231 lpDevice->world = ci->u2.dwArg[0];
232 if(ci->u1.drstRenderStateType == D3DTRANSFORMSTATE_VIEW)
233 lpDevice->view = ci->u2.dwArg[0];
234 if(ci->u1.drstRenderStateType == D3DTRANSFORMSTATE_PROJECTION)
235 lpDevice->proj = ci->u2.dwArg[0];
236 IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
237 ci->u1.drstRenderStateType, (LPD3DMATRIX) lpDevice->Handles[ci->u2.dwArg[0] - 1].ptr);
243 case D3DOP_STATELIGHT: {
245 TRACE("STATELIGHT (%d)\n", count);
247 for (i = 0; i < count; i++) {
248 LPD3DSTATE ci = (LPD3DSTATE) instr;
250 TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
252 if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
253 ERR("Unexpected Light State Type\n");
254 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
255 DWORD matHandle = ci->u2.dwArg[0];
258 FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
259 } else if (matHandle >= lpDevice->numHandles) {
260 WARN("Material handle %d is invalid\n", matHandle);
261 } else if (lpDevice->Handles[matHandle - 1].type != DDrawHandle_Material) {
262 WARN("Handle %d is not a material handle\n", matHandle);
264 IDirect3DMaterialImpl *mat =
265 (IDirect3DMaterialImpl *)lpDevice->Handles[matHandle - 1].ptr;
269 } else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
270 switch (ci->u2.dwArg[0]) {
272 ERR("DDCOLOR_MONO should not happen!\n");
275 /* We are already in this mode */
278 ERR("Unknown color model!\n");
281 D3DRENDERSTATETYPE rs = 0;
282 switch (ci->u1.dlstLightStateType) {
284 case D3DLIGHTSTATE_AMBIENT: /* 2 */
285 rs = D3DRENDERSTATE_AMBIENT;
287 case D3DLIGHTSTATE_FOGMODE: /* 4 */
288 rs = D3DRENDERSTATE_FOGVERTEXMODE;
290 case D3DLIGHTSTATE_FOGSTART: /* 5 */
291 rs = D3DRENDERSTATE_FOGSTART;
293 case D3DLIGHTSTATE_FOGEND: /* 6 */
294 rs = D3DRENDERSTATE_FOGEND;
296 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
297 rs = D3DRENDERSTATE_FOGDENSITY;
299 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
300 rs = D3DRENDERSTATE_COLORVERTEX;
306 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7), rs,
314 case D3DOP_STATERENDER: {
316 TRACE("STATERENDER (%d)\n", count);
318 for (i = 0; i < count; i++) {
319 LPD3DSTATE ci = (LPD3DSTATE) instr;
321 IDirect3DDevice2_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice2),
322 ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
328 case D3DOP_PROCESSVERTICES:
330 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
331 * IWineD3DDevice::ProcessVertices
334 D3DMATRIX view_mat, world_mat, proj_mat;
335 TRACE("PROCESSVERTICES (%d)\n", count);
337 /* Get the transform and world matrix */
338 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
340 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
341 D3DTRANSFORMSTATE_VIEW,
342 (WINED3DMATRIX*) &view_mat);
344 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
345 D3DTRANSFORMSTATE_PROJECTION,
346 (WINED3DMATRIX*) &proj_mat);
348 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
349 WINED3DTS_WORLDMATRIX(0),
350 (WINED3DMATRIX*) &world_mat);
352 for (i = 0; i < count; i++) {
353 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
355 TRACE(" Start : %d Dest : %d Count : %d\n",
356 ci->wStart, ci->wDest, ci->dwCount);
358 if (TRACE_ON(d3d7)) {
359 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
361 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
363 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
365 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
367 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
368 TRACE("TRANSFORMLIGHT ");
369 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
370 TRACE("UPDATEEXTENTS ");
374 /* This is where doing Direct3D on top on OpenGL is quite difficult.
375 This method transforms a set of vertices using the CURRENT state
376 (lighting, projection, ...) but does not rasterize them.
377 They will only be put on screen later (with the POINT / LINE and
378 TRIANGLE op-codes). The problem is that you can have a triangle
379 with each point having been transformed using another state...
381 In this implementation, I will emulate only ONE thing : each
382 vertex can have its own "WORLD" transformation (this is used in the
383 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
384 execute buffer use the same state.
386 If I find applications that change other states, I will try to do a
387 more 'fine-tuned' state emulation (but I may become quite tricky if
388 it changes a light position in the middle of a triangle).
390 In this case, a 'direct' approach (i.e. without using OpenGL, but
391 writing our own 3D rasterizer) would be easier. */
393 /* The current method (with the hypothesis that only the WORLD matrix
394 will change between two points) is like this :
395 - I transform 'manually' all the vertices with the current WORLD
396 matrix and store them in the vertex buffer
397 - during the rasterization phase, the WORLD matrix will be set to
398 the Identity matrix */
400 /* Enough for the moment */
401 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
403 D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
404 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
406 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
408 if (TRACE_ON(d3d7)) {
409 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
410 dump_D3DMATRIX(&proj_mat);
411 TRACE(" View Matrix : (%p)\n", &view_mat);
412 dump_D3DMATRIX(&view_mat);
413 TRACE(" World Matrix : (%p)\n", &world_mat);
414 dump_D3DMATRIX(&world_mat);
417 multiply_matrix(&mat,&view_mat,&world_mat);
418 multiply_matrix(&mat,&proj_mat,&mat);
420 for (nb = 0; nb < ci->dwCount; nb++) {
421 /* No lighting yet */
422 dst->u5.color = 0xFFFFFFFF; /* Opaque white */
423 dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
425 dst->u7.tu = src->u7.tu;
426 dst->u8.tv = src->u8.tv;
428 /* Now, the matrix multiplication */
429 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
430 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
431 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
432 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
434 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
435 + Viewport->dwX + Viewport->dwWidth / 2;
436 dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
437 + Viewport->dwY + Viewport->dwHeight / 2;
438 dst->u3.sz /= dst->u4.rhw;
439 dst->u4.rhw = 1 / dst->u4.rhw;
445 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
447 D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
448 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
450 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
452 if (TRACE_ON(d3d7)) {
453 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
454 dump_D3DMATRIX(&proj_mat);
455 TRACE(" View Matrix : (%p)\n",&view_mat);
456 dump_D3DMATRIX(&view_mat);
457 TRACE(" World Matrix : (%p)\n", &world_mat);
458 dump_D3DMATRIX(&world_mat);
461 multiply_matrix(&mat,&view_mat,&world_mat);
462 multiply_matrix(&mat,&proj_mat,&mat);
464 for (nb = 0; nb < ci->dwCount; nb++) {
465 dst->u5.color = src->u4.color;
466 dst->u6.specular = src->u5.specular;
467 dst->u7.tu = src->u6.tu;
468 dst->u8.tv = src->u7.tv;
470 /* Now, the matrix multiplication */
471 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
472 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
473 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
474 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
476 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
477 + Viewport->dwX + Viewport->dwWidth / 2;
478 dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
479 + Viewport->dwY + Viewport->dwHeight / 2;
481 dst->u3.sz /= dst->u4.rhw;
482 dst->u4.rhw = 1 / dst->u4.rhw;
487 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
488 D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
489 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
491 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
493 ERR("Unhandled vertex processing !\n");
500 case D3DOP_TEXTURELOAD: {
501 WARN("TEXTURELOAD-s (%d)\n", count);
503 instr += count * size;
507 TRACE("EXIT (%d)\n", count);
508 /* We did this instruction */
514 case D3DOP_BRANCHFORWARD: {
516 TRACE("BRANCHFORWARD (%d)\n", count);
518 for (i = 0; i < count; i++) {
519 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
521 if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
523 TRACE(" Branch to %d\n", ci->dwOffset);
525 instr = (char*)current + ci->dwOffset;
531 TRACE(" Branch to %d\n", ci->dwOffset);
533 instr = (char*)current + ci->dwOffset;
544 WARN("SPAN-s (%d)\n", count);
546 instr += count * size;
549 case D3DOP_SETSTATUS: {
551 TRACE("SETSTATUS (%d)\n", count);
553 for (i = 0; i < count; i++) {
554 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
556 This->data.dsStatus = *ci;
563 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
564 /* Try to save ... */
565 instr += count * size;
574 /*****************************************************************************
575 * IDirect3DExecuteBuffer::QueryInterface
577 * Well, a usual QueryInterface function. Don't know fur sure which
578 * interfaces it can Query.
581 * riid: The interface ID queried for
582 * obj: Address to return the interface pointer at
585 * D3D_OK in case of a success (S_OK? Think it's the same)
586 * OLE_E_ENUM_NOMORE if the interface wasn't found.
587 * (E_NOINTERFACE?? Don't know what I really need)
589 *****************************************************************************/
590 static HRESULT WINAPI
591 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
595 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
596 TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obj);
600 if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
601 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
603 TRACE(" Creating IUnknown interface at %p.\n", *obj);
606 if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) {
607 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
608 *obj = ICOM_INTERFACE(This, IDirect3DExecuteBuffer);
609 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj);
612 FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
613 return E_NOINTERFACE;
617 /*****************************************************************************
618 * IDirect3DExecuteBuffer::AddRef
620 * A normal AddRef method, nothing special
625 *****************************************************************************/
627 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
629 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
630 ULONG ref = InterlockedIncrement(&This->ref);
632 FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
637 /*****************************************************************************
638 * IDirect3DExecuteBuffer::Release
640 * A normal Release method, nothing special
645 *****************************************************************************/
647 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
649 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
650 ULONG ref = InterlockedDecrement(&This->ref);
652 TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
656 HeapFree(GetProcessHeap(),0,This->desc.lpData);
657 HeapFree(GetProcessHeap(),0,This->vertex_data);
658 HeapFree(GetProcessHeap(),0,This->indices);
659 HeapFree(GetProcessHeap(),0,This);
666 /*****************************************************************************
667 * IDirect3DExecuteBuffer::Initialize
669 * Initializes the Execute Buffer. This method exists for COM compliance
670 * Nothing to do here.
675 *****************************************************************************/
676 static HRESULT WINAPI
677 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
678 IDirect3DDevice *lpDirect3DDevice,
679 D3DEXECUTEBUFFERDESC *lpDesc)
681 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
682 TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
686 /*****************************************************************************
687 * IDirect3DExecuteBuffer::Lock
689 * Locks the buffer, so the app can write into it.
692 * Desc: Pointer to return the buffer description. This Description contains
693 * a pointer to the buffer data.
696 * This implementation always returns D3D_OK
698 *****************************************************************************/
699 static HRESULT WINAPI
700 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
701 D3DEXECUTEBUFFERDESC *lpDesc)
703 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
705 TRACE("(%p)->(%p)\n", This, lpDesc);
707 dwSize = lpDesc->dwSize;
708 memset(lpDesc, 0, dwSize);
709 memcpy(lpDesc, &This->desc, dwSize);
711 if (TRACE_ON(d3d7)) {
712 TRACE(" Returning description :\n");
713 _dump_D3DEXECUTEBUFFERDESC(lpDesc);
718 /*****************************************************************************
719 * IDirect3DExecuteBuffer::Unlock
721 * Unlocks the buffer. We don't have anything to do here
724 * This implementation always returns D3D_OK
726 *****************************************************************************/
727 static HRESULT WINAPI
728 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
730 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
731 TRACE("(%p)->() no-op...\n", This);
735 /*****************************************************************************
736 * IDirect3DExecuteBuffer::SetExecuteData
738 * Sets the execute data. This data is used to describe the buffer's content
741 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
746 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
748 *****************************************************************************/
749 static HRESULT WINAPI
750 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
751 D3DEXECUTEDATA *lpData)
753 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
755 TRACE("(%p)->(%p)\n", This, lpData);
757 memcpy(&This->data, lpData, lpData->dwSize);
759 /* Get the number of vertices in the execute buffer */
760 nbvert = This->data.dwVertexCount;
762 /* Prepares the transformed vertex buffer */
763 HeapFree(GetProcessHeap(), 0, This->vertex_data);
764 This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
766 if (TRACE_ON(d3d7)) {
767 _dump_executedata(lpData);
773 /*****************************************************************************
774 * IDirect3DExecuteBuffer::GetExecuteData
776 * Returns the data in the execute buffer
779 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
784 *****************************************************************************/
785 static HRESULT WINAPI
786 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
787 D3DEXECUTEDATA *lpData)
789 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
791 TRACE("(%p)->(%p): stub!\n", This, lpData);
793 dwSize = lpData->dwSize;
794 memset(lpData, 0, dwSize);
795 memcpy(lpData, &This->data, dwSize);
797 if (TRACE_ON(d3d7)) {
798 TRACE("Returning data :\n");
799 _dump_executedata(lpData);
805 /*****************************************************************************
806 * IDirect3DExecuteBuffer::Validate
808 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
809 * currently implemented"
815 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
817 *****************************************************************************/
818 static HRESULT WINAPI
819 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
821 LPD3DVALIDATECALLBACK Func,
825 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
826 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
827 return DDERR_UNSUPPORTED; /* Unchecked */
830 /*****************************************************************************
831 * IDirect3DExecuteBuffer::Optimize
833 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
834 * currently supported"
837 * Dummy: Seems to be an unused dummy ;)
840 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
842 *****************************************************************************/
843 static HRESULT WINAPI
844 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
847 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
848 TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
849 return DDERR_UNSUPPORTED; /* Unchecked */
852 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
854 IDirect3DExecuteBufferImpl_QueryInterface,
855 IDirect3DExecuteBufferImpl_AddRef,
856 IDirect3DExecuteBufferImpl_Release,
857 IDirect3DExecuteBufferImpl_Initialize,
858 IDirect3DExecuteBufferImpl_Lock,
859 IDirect3DExecuteBufferImpl_Unlock,
860 IDirect3DExecuteBufferImpl_SetExecuteData,
861 IDirect3DExecuteBufferImpl_GetExecuteData,
862 IDirect3DExecuteBufferImpl_Validate,
863 IDirect3DExecuteBufferImpl_Optimize,