Implemented the OLE Drag and Drop target registration mechanism and
[wine] / graphics / d3dexecutebuffer.c
1 /* Direct3D ExecuteBuffer
2    (c) 1998 Lionel ULMER
3    
4    This files contains the implementation of Direct3DExecuteBuffer. */
5
6
7 #include "config.h"
8 #include "windows.h"
9 #include "wintypes.h"
10 #include "winerror.h"
11 #include "wine/obj_base.h"
12 #include "heap.h"
13 #include "ddraw.h"
14 #include "d3d.h"
15 #include "debug.h"
16 #include "objbase.h"
17
18 #include "d3d_private.h"
19
20 #ifdef HAVE_MESAGL
21
22 /* Structure to store the 'semi transformed' vertices */
23 typedef struct {
24   D3DVALUE x;
25   D3DVALUE y;
26   D3DVALUE z;
27   D3DVALUE w;
28
29   D3DVALUE nx;
30   D3DVALUE ny;
31   D3DVALUE nz;
32
33   D3DVALUE u;
34   D3DVALUE v;
35 } OGL_Vertex;
36
37 typedef struct {
38   D3DVALUE x;
39   D3DVALUE y;
40   D3DVALUE z;
41   D3DVALUE w;
42
43   D3DCOLOR c;
44   D3DCOLOR sc;
45
46   D3DVALUE u;
47   D3DVALUE v;
48 } OGL_LVertex;
49
50 static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
51
52 /*******************************************************************************
53  *                              ExecuteBuffer static functions
54  */
55 void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
56   
57 }
58
59 void _dump_executedata(LPD3DEXECUTEDATA lpData) {
60   DUMP("dwSize : %ld\n", lpData->dwSize);
61   DUMP("Vertex      Offset : %ld  Count  : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
62   DUMP("Instruction Offset : %ld  Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
63   DUMP("HVertex     Offset : %ld\n", lpData->dwHVertexOffset);
64   _dump_d3dstatus(&(lpData->dsStatus));
65 }
66
67 #define DO_VERTEX(index)                        \
68 {                                                                               \
69   glTexCoord2f(vx[index].u,                                                     \
70                vx[index].v);                                                    \
71   glNormal3f(vx[index].nx,                                                      \
72              vx[index].ny,                                                      \
73              vx[index].nz);                                                     \
74   glVertex4f(vx[index].x,                                                       \
75              vx[index].y,                                                       \
76              vx[index].z,                                                       \
77              vx[index].w);                                                      \
78                                                                                 \
79   TRACE(ddraw, "   V: %f %f %f %f (%f %f %f) (%f %f)\n",                        \
80         vx[index].x, vx[index].y, vx[index].z, vx[index].w,                     \
81         vx[index].nx, vx[index].ny, vx[index].nz,                               \
82         vx[index].u, vx[index].v);                                              \
83 }
84
85 #define DO_LVERTEX(index)                                                       \
86 {                                                                               \
87   DWORD col = l_vx[index].c;                                                    \
88                                                                                 \
89   glColor3f(((col >> 16) & 0xFF) / 255.0,                                       \
90             ((col >>  8) & 0xFF) / 255.0,                                       \
91             ((col >>  0) & 0xFF) / 255.0);                                      \
92   glTexCoord2f(l_vx[index].u,                                                   \
93                l_vx[index].v);                                                  \
94   glVertex4f(l_vx[index].x,                                                     \
95              l_vx[index].y,                                                     \
96              l_vx[index].z,                                                     \
97              l_vx[index].w);                                                    \
98                                                                                 \
99   TRACE(ddraw, "  LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n",               \
100         l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w,             \
101         ((col >> 16) & 0xFF), ((col >>  8) & 0xFF), ((col >>  0) & 0xFF),       \
102         l_vx[index].u, l_vx[index].v);                                          \
103 }
104
105 #define DO_TLVERTEX(index)                                                      \
106 {                                                                               \
107   D3DTLVERTEX *vx = &(tl_vx[index]);                                            \
108   DWORD col = vx->c.color;                                                      \
109                                                                                 \
110   glColor3f(((col >> 16) & 0xFF) / 255.0,                                       \
111             ((col >>  8) & 0xFF) / 255.0,                                       \
112             ((col >>  0) & 0xFF) / 255.0);                                      \
113   glTexCoord2f(vx->u.tu, vx->v.tv);                                             \
114   if (vx->r.rhw < 0.01)                                                         \
115     glVertex3f(vx->x.sx,                                                        \
116                vx->y.sy,                                                        \
117                vx->z.sz);                                                       \
118   else                                                                          \
119     glVertex4f(vx->x.sx / vx->r.rhw,                                            \
120                vx->y.sy / vx->r.rhw,                                            \
121                vx->z.sz / vx->r.rhw,                                            \
122                1.0 / vx->r.rhw);                                                \
123   TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n",             \
124         vx->x.sx, vx->y.sy, vx->z.sz,                                           \
125         ((col >> 16) & 0xFF), ((col >>  8) & 0xFF), ((col >>  0) & 0xFF),       \
126         vx->u.tu, vx->v.tv, vx->r.rhw);                                         \
127 }
128
129 #define TRIANGLE_LOOP(macro)                            \
130 {                                                       \
131   glBegin(GL_TRIANGLES); {                              \
132     for (i = 0; i < count; i++) {                       \
133       LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;         \
134                                                         \
135       TRACE(ddraw, "  v1: %d  v2: %d  v3: %d\n",        \
136             ci->v1.v1, ci->v2.v2, ci->v3.v3);           \
137       TRACE(ddraw, "  Flags : ");                       \
138       if (TRACE_ON(ddraw)) {                            \
139         /* Wireframe */                                 \
140         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)        \
141           DUMP("EDGEENABLE1 ");                         \
142         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)        \
143           DUMP("EDGEENABLE2 ");                         \
144         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)        \
145           DUMP("EDGEENABLE3 ");                         \
146                                                         \
147         /* Strips / Fans */                             \
148         if (ci->wFlags == D3DTRIFLAG_EVEN)              \
149           DUMP("EVEN ");                                \
150         if (ci->wFlags == D3DTRIFLAG_ODD)               \
151           DUMP("ODD ");                                 \
152         if (ci->wFlags == D3DTRIFLAG_START)             \
153           DUMP("START ");                               \
154         if ((ci->wFlags > 0) && (ci->wFlags < 30))      \
155           DUMP("STARTFLAT(%d) ", ci->wFlags);           \
156         DUMP("\n");                                     \
157       }                                                 \
158                                                         \
159       /* Draw the triangle */                           \
160       macro(ci->v1.v1);                                 \
161       macro(ci->v2.v2);                                 \
162       macro(ci->v3.v3);                                 \
163                                                         \
164       instr += size;                                    \
165     }                                                   \
166   } glEnd();                                            \
167 }
168
169
170 static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
171                     LPDIRECT3DDEVICE dev,
172                     LPDIRECT3DVIEWPORT vp) {
173   /* DWORD bs = lpBuff->desc.dwBufferSize; */
174   DWORD vs = lpBuff->data.dwVertexOffset;
175   /* DWORD vc = lpBuff->data.dwVertexCount; */
176   DWORD is = lpBuff->data.dwInstructionOffset;
177   /* DWORD il = lpBuff->data.dwInstructionLength; */
178   
179   void *instr = lpBuff->desc.lpData + is;
180   OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
181   
182   TRACE(ddraw, "ExecuteData : \n");
183   if (TRACE_ON(ddraw))
184   _dump_executedata(&(lpBuff->data));
185   
186   while (1) {
187     LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
188     BYTE size;
189     WORD count;
190
191     count = current->wCount;
192     size = current->bSize;
193     instr += sizeof(D3DINSTRUCTION);
194     
195     switch (current->bOpcode) {
196     case D3DOP_POINT: {
197       TRACE(ddraw, "POINT-s          (%d)\n", count);
198
199       instr += count * size;
200     } break;
201       
202     case D3DOP_LINE: {
203       TRACE(ddraw, "LINE-s           (%d)\n", count);
204
205       instr += count * size;
206     } break;
207       
208     case D3DOP_TRIANGLE: {
209       int i;
210       float z_inv_matrix[16] = {
211         1.0, 0.0,  0.0, 0.0,
212         0.0, 1.0,  0.0, 0.0,
213         0.0, 0.0, -1.0, 0.0,
214         0.0, 0.0,  1.0, 1.0
215       };
216       
217       OGL_Vertex  *vx    = (OGL_Vertex  *) lpBuff->vertex_data;
218       OGL_LVertex *l_vx  = (OGL_LVertex *) lpBuff->vertex_data;
219       D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data;
220       
221       TRACE(ddraw, "TRIANGLE         (%d)\n", count);
222
223       switch (lpBuff->vertex_type) {
224       case D3DVT_VERTEX:
225         /* This time, there is lighting */
226         glEnable(GL_LIGHTING);
227         
228       /* Use given matrixes */
229       glMatrixMode(GL_MODELVIEW);
230       glLoadIdentity(); /* The model transformation was done during the
231                            transformation phase */
232       glMatrixMode(GL_PROJECTION);
233         TRACE(ddraw, "  Projection Matrix : (%p)\n", odev->proj_mat);
234         dump_mat(odev->proj_mat);
235         TRACE(ddraw, "  View       Matrix : (%p)\n", odev->view_mat);
236         dump_mat(odev->view_mat);
237
238         glLoadMatrixf((float *) z_inv_matrix);
239         glMultMatrixf((float *) odev->proj_mat);
240       glMultMatrixf((float *) odev->view_mat);
241         break;
242
243       case D3DVT_LVERTEX:
244         /* No lighting */
245         glDisable(GL_LIGHTING);
246
247         /* Use given matrixes */
248         glMatrixMode(GL_MODELVIEW);
249         glLoadIdentity(); /* The model transformation was done during the
250                              transformation phase */
251         glMatrixMode(GL_PROJECTION);
252
253         TRACE(ddraw, "  Projection Matrix : (%p)\n", odev->proj_mat);
254         dump_mat(odev->proj_mat);
255         TRACE(ddraw, "  View       Matrix : (%p)\n", odev->view_mat);
256         dump_mat(odev->view_mat);
257
258         glLoadMatrixf((float *) z_inv_matrix);
259         glMultMatrixf((float *) odev->proj_mat);
260         glMultMatrixf((float *) odev->view_mat);
261         break;
262
263       case D3DVT_TLVERTEX: {
264         GLdouble height, width, minZ, maxZ;
265         
266         /* First, disable lighting */
267         glDisable(GL_LIGHTING);
268         
269         /* Then do not put any transformation matrixes */
270         glMatrixMode(GL_MODELVIEW);
271         glLoadIdentity();
272         glMatrixMode(GL_PROJECTION);
273         glLoadIdentity();
274         
275         if (vp == NULL) {
276           ERR(ddraw, "No current viewport !\n");
277           /* Using standard values */
278           height = 640.0;
279           width = 480.0;
280           minZ = -10.0;
281           maxZ = 10.0;
282         } else {
283           height = (GLdouble) vp->viewport.vp1.dwHeight;
284           width  = (GLdouble) vp->viewport.vp1.dwWidth;
285           minZ   = (GLdouble) vp->viewport.vp1.dvMinZ;
286           maxZ   = (GLdouble) vp->viewport.vp1.dvMaxZ;
287
288           if (minZ == maxZ) {
289             /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
290             minZ = 0.0;
291             maxZ = 1.0;
292         }
293         }
294
295         glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
296       } break;
297         
298       default:
299         ERR(ddraw, "Unhandled vertex type !\n");
300         break;
301       }
302
303       switch (lpBuff->vertex_type) {
304       case D3DVT_VERTEX:
305         TRIANGLE_LOOP(DO_VERTEX);
306         break;
307         
308       case D3DVT_LVERTEX:
309         TRIANGLE_LOOP(DO_LVERTEX);
310         break;
311         
312       case D3DVT_TLVERTEX:
313         TRIANGLE_LOOP(DO_TLVERTEX);
314         break;
315         
316       default:
317         ERR(ddraw, "Unhandled vertex type !\n");
318       }
319       
320     } break;
321     
322     case D3DOP_MATRIXLOAD: {
323       TRACE(ddraw, "MATRIXLOAD-s     (%d)\n", count);
324
325       instr += count * size;
326     } break;
327       
328     case D3DOP_MATRIXMULTIPLY: {
329       int i;
330       TRACE(ddraw, "MATRIXMULTIPLY   (%d)\n", count);
331
332       for (i = 0; i < count; i++) {
333         LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
334         LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
335         LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
336         LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
337         
338         TRACE(ddraw, "  Dest : %08lx  Src1 : %08lx  Src2 : %08lx\n",
339               ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
340
341         /* Do the multiplication..
342            As I am VERY lazy, I let OpenGL do the multiplication for me */
343         glMatrixMode(GL_PROJECTION);
344         /* Save the current matrix */
345         glPushMatrix();
346         /* Load Matrix one and do the multiplication */
347         glLoadMatrixf((float *) c);
348         glMultMatrixf((float *) b);
349         glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
350         /* Restore the current matrix */
351         glPopMatrix();
352         
353         instr += size;
354       }
355     } break;
356       
357     case D3DOP_STATETRANSFORM: {
358       int i;
359       TRACE(ddraw, "STATETRANSFORM   (%d)\n", count);
360
361       for (i = 0; i < count; i++) {
362         LPD3DSTATE ci = (LPD3DSTATE) instr;
363
364         /* Handle the state transform */
365         switch (ci->t.dtstTransformStateType) {
366         case D3DTRANSFORMSTATE_WORLD: {
367           TRACE(ddraw, "  WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
368           odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
369         } break;
370
371         case D3DTRANSFORMSTATE_VIEW: {
372           TRACE(ddraw, "  VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
373           odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
374         } break;
375
376         case D3DTRANSFORMSTATE_PROJECTION: {
377           TRACE(ddraw, "  PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
378           odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
379         } break;
380
381         default:
382           ERR(ddraw, "  Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
383           break;
384           
385         }
386         
387         instr += size;
388       }
389     } break;
390       
391     case D3DOP_STATELIGHT: {
392       int i;
393       TRACE(ddraw, "STATELIGHT       (%d)\n", count);
394
395       for (i = 0; i < count; i++) {
396         LPD3DSTATE ci = (LPD3DSTATE) instr;
397         
398         /* Handle the state transform */
399         switch (ci->t.dlstLightStateType) {
400         case D3DLIGHTSTATE_MATERIAL: {
401           LPDIRECT3DMATERIAL mat = (LPDIRECT3DMATERIAL) ci->v.dwArg[0];
402           TRACE(ddraw, "  MATERIAL\n");
403           
404           if (mat != NULL) {
405             mat->activate(mat);
406           } else {
407             TRACE(ddraw, "    bad Material Handle\n");
408           }
409         } break ;
410           
411         case D3DLIGHTSTATE_AMBIENT: {
412           float light[4];
413           DWORD dwLightState = ci->v.dwArg[0];
414           TRACE(ddraw, "  AMBIENT\n");
415           
416           light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
417           light[1] = ((dwLightState >>  8) & 0xFF) / 255.0;
418           light[2] = ((dwLightState >>  0) & 0xFF) / 255.0;
419           light[3] = 1.0;
420           glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
421
422           TRACE(ddraw, "    R:%02lx G:%02lx B:%02lx A:%02lx\n",
423                 ((dwLightState >> 16) & 0xFF),
424                 ((dwLightState >>  8) & 0xFF),
425                 ((dwLightState >>  0) & 0xFF),
426                 ((dwLightState >> 24) & 0xFF));
427         } break ;
428           
429         case D3DLIGHTSTATE_COLORMODEL: {
430           TRACE(ddraw, "  COLORMODEL\n");
431         } break ;
432           
433         case D3DLIGHTSTATE_FOGMODE: {
434           TRACE(ddraw, "  FOGMODE\n");
435         } break ;
436           
437         case D3DLIGHTSTATE_FOGSTART: {
438           TRACE(ddraw, "  FOGSTART\n");
439         } break ;
440           
441         case D3DLIGHTSTATE_FOGEND: {
442           TRACE(ddraw, "  FOGEND\n");
443         } break ;
444           
445         case D3DLIGHTSTATE_FOGDENSITY: {
446           TRACE(ddraw, "  FOGDENSITY\n");
447         } break ;
448           
449         default:
450           ERR(ddraw, "  Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
451           break;
452         }
453         instr += size;
454       }
455     } break;
456       
457     case D3DOP_STATERENDER: {
458       int i;
459       TRACE(ddraw, "STATERENDER      (%d)\n", count);
460       
461       for (i = 0; i < count; i++) {
462         LPD3DSTATE ci = (LPD3DSTATE) instr;
463         
464         /* Handle the state transform */
465         set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
466
467         instr += size;
468       }
469     } break;
470       
471     case D3DOP_PROCESSVERTICES: {
472       int i;
473       TRACE(ddraw, "PROCESSVERTICES  (%d)\n", count);
474       
475       for (i = 0; i < count; i++) {
476         LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
477         
478         TRACE(ddraw, "  Start : %d Dest : %d Count : %ld\n",
479               ci->wStart, ci->wDest, ci->dwCount);
480         TRACE(ddraw, "  Flags : ");
481         if (TRACE_ON(ddraw)) {
482           if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
483             DUMP("COPY ");
484           if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
485             DUMP("NOCOLOR ");
486           if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
487             DUMP("OPMASK ");
488           if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
489             DUMP("TRANSFORM ");
490           if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
491             DUMP("TRANSFORMLIGHT ");
492           if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
493             DUMP("UPDATEEXTENTS ");
494           DUMP("\n");
495         }
496
497         /* This is where doing Direct3D on top on OpenGL is quite difficult.
498            This method transforms a set of vertices using the CURRENT state
499            (lighting, projection, ...) but does not rasterize them.
500            They will oinly be put on screen later (with the POINT / LINE and
501            TRIANGLE op-codes). The problem is that you can have a triangle
502            with each point having been transformed using another state...
503
504            In this implementation, I will emulate only ONE thing : each
505            vertex can have its own "WORLD" transformation (this is used in the
506            TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the 
507            execute buffer use the same state.
508
509            If I find applications that change other states, I will try to do a
510            more 'fine-tuned' state emulation (but I may become quite tricky if 
511            it changes a light position in the middle of a triangle).
512            
513            In this case, a 'direct' approach (i.e. without using OpenGL, but
514            writing our own 3D rasterizer) would be easier. */
515
516         /* The current method (with the hypothesis that only the WORLD matrix
517            will change between two points) is like this :
518             - I transform 'manually' all the vertices with the current WORLD
519               matrix and store them in the vertex buffer
520             - during the rasterization phase, the WORLD matrix will be set to
521               the Identity matrix */
522
523         /* Enough for the moment */
524         if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
525           int nb;
526           D3DVERTEX  *src = ((LPD3DVERTEX)  (lpBuff->desc.lpData + vs)) + ci->wStart;
527           OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest;
528           D3DMATRIX *mat = odev->world_mat;
529
530           TRACE(ddraw, "  World Matrix : (%p)\n", mat);
531           dump_mat(mat);
532
533           lpBuff->vertex_type = D3DVT_VERTEX;
534           
535           for (nb = 0; nb < ci->dwCount; nb++) {
536             /* For the moment, no normal transformation... */
537             dst->nx = src->nx.nx;
538             dst->ny = src->ny.ny;
539             dst->nz = src->nz.nz;
540             
541             dst->u  = src->u.tu;
542             dst->v  = src->v.tv;
543
544             /* Now, the matrix multiplication */
545             dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
546             dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
547             dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
548             dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
549             
550             src++;
551             dst++;
552           }
553         } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
554           int nb;
555           D3DLVERTEX *src  = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
556           OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest;
557           D3DMATRIX *mat = odev->world_mat;
558
559           TRACE(ddraw, "  World Matrix : (%p)\n", mat);
560           dump_mat(mat);
561
562           lpBuff->vertex_type = D3DVT_LVERTEX;
563           
564           for (nb = 0; nb < ci->dwCount; nb++) {
565             dst->c  = src->c.color;
566             dst->sc = src->s.specular;
567             dst->u  = src->u.tu;
568             dst->v  = src->v.tv;
569
570             /* Now, the matrix multiplication */
571             dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
572             dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
573             dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
574             dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
575             
576             src++;
577             dst++;
578           }
579         } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
580           D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
581           D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest;
582
583           lpBuff->vertex_type = D3DVT_TLVERTEX;
584           
585           memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
586         } else {
587           ERR(ddraw, "Unhandled vertex processing !\n");
588         }
589         
590         instr += size;
591       }
592     } break;
593       
594     case D3DOP_TEXTURELOAD: {
595       TRACE(ddraw, "TEXTURELOAD-s    (%d)\n", count);
596
597       instr += count * size;
598     } break;
599       
600     case D3DOP_EXIT: {
601       TRACE(ddraw, "EXIT             (%d)\n", count);
602       /* We did this instruction */
603       instr += size;
604       /* Exit this loop */
605       goto end_of_buffer;
606     } break;
607       
608     case D3DOP_BRANCHFORWARD: {
609       int i;
610       TRACE(ddraw, "BRANCHFORWARD    (%d)\n", count);
611
612       for (i = 0; i < count; i++) {
613         LPD3DBRANCH ci = (LPD3DBRANCH) instr;
614         
615         if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
616           if (!ci->bNegate) {
617             TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
618           }
619         } else {
620           if (ci->bNegate) {
621             TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
622           }
623         }
624
625         instr += size;
626       }
627     } break;
628       
629     case D3DOP_SPAN: {
630       TRACE(ddraw, "SPAN-s           (%d)\n", count);
631
632       instr += count * size;
633     } break;
634       
635     case D3DOP_SETSTATUS: {
636       int i;
637       TRACE(ddraw, "SETSTATUS        (%d)\n", count);
638
639       for (i = 0; i < count; i++) {
640         LPD3DSTATUS ci = (LPD3DSTATUS) instr;
641         
642         lpBuff->data.dsStatus = *ci;
643         
644         instr += size;
645       }
646     } break;
647
648     default:
649       ERR(ddraw, "Unhandled OpCode !!!\n");
650       /* Try to save ... */
651       instr += count * size;
652       break;
653     }
654   }
655
656  end_of_buffer:
657 }
658
659 /*******************************************************************************
660  *                              ExecuteBuffer Creation functions
661  */
662 LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
663 {
664   LPDIRECT3DEXECUTEBUFFER eb;
665   
666   eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer));
667   eb->ref = 1;
668   eb->lpvtbl = &executebuffer_vtable;
669   eb->d3ddev = d3ddev;
670
671   /* Initializes memory */
672   eb->desc = *lpDesc;
673
674   /* No buffer given */
675   if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
676     eb->desc.lpData = NULL;
677
678   /* No buffer size given */
679   if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
680     eb->desc.dwBufferSize = 0;
681
682   /* Create buffer if asked */
683   if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
684     eb->need_free = TRUE;
685     eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
686   } else {
687     eb->need_free = FALSE;
688   }
689     
690   /* No vertices for the moment */
691   eb->vertex_data = NULL;
692
693   eb->desc.dwFlags |= D3DDEB_LPDATA;
694
695   eb->execute = execute;
696   
697   return eb;
698 }
699
700 /*******************************************************************************
701  *                              IDirect3DLight methods
702  */
703
704 static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this,
705                                                             REFIID riid,
706                                                             LPVOID* ppvObj)
707 {
708   char xrefiid[50];
709   
710   WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
711   FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
712   
713   return S_OK;
714 }
715
716
717
718 static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this)
719 {
720   TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
721   
722   return ++(this->ref);
723 }
724
725
726
727 static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this)
728 {
729   FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
730   
731   if (!--(this->ref)) {
732     if ((this->desc.lpData != NULL) && this->need_free)
733       HeapFree(GetProcessHeap(),0,this->desc.lpData);
734
735     if (this->vertex_data != NULL)
736       HeapFree(GetProcessHeap(),0,this->vertex_data);
737
738     HeapFree(GetProcessHeap(),0,this);
739     return 0;
740   }
741   
742   return this->ref;
743 }
744
745 static HRESULT WINAPI IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this,
746                                                         LPDIRECT3DDEVICE lpDirect3DDevice,
747                                                         LPD3DEXECUTEBUFFERDESC lpDesc)
748 {
749   FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc);
750   
751   return DD_OK;
752 }
753
754 static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this,
755                                                   LPD3DEXECUTEBUFFERDESC lpDesc)
756 {
757   TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc);
758
759   /* Copies the buffer description */
760   *lpDesc = this->desc;
761   
762   return DD_OK;
763 }
764
765 static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this)
766 {
767   TRACE(ddraw, "(%p)->()\n", this);
768
769   return DD_OK;
770 }
771
772 static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
773                                                             LPD3DEXECUTEDATA lpData)
774 {
775   DWORD nbvert;
776
777   TRACE(ddraw, "(%p)->(%p)\n", this, lpData);
778
779   this->data = *lpData;
780
781   /* Get the number of vertices in the execute buffer */
782   nbvert = this->data.dwVertexCount;
783     
784   /* Prepares the transformed vertex buffer */
785   if (this->vertex_data != NULL)
786     HeapFree(GetProcessHeap(), 0, this->vertex_data);
787   this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
788
789
790   if (TRACE_ON(ddraw)) {
791     _dump_executedata(lpData);
792   }
793   
794   return DD_OK;
795 }
796
797 static HRESULT WINAPI IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
798                                                             LPD3DEXECUTEDATA lpData)
799 {
800   TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData);
801
802   *lpData = this->data;
803   
804   return DD_OK;
805 }
806
807 static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this,
808                                                       LPDWORD lpdwOffset,
809                                                       LPD3DVALIDATECALLBACK lpFunc,
810                                                       LPVOID lpUserArg,
811                                                       DWORD dwReserved)
812 {
813   TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved);
814
815   return DD_OK;
816 }
817
818 static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this,
819                                                       DWORD dwReserved)
820 {
821   TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved);
822
823   return DD_OK;
824 }
825
826
827 /*******************************************************************************
828  *                              IDirect3DLight VTable
829  */
830 static IDirect3DExecuteBuffer_VTable executebuffer_vtable = {
831   /*** IUnknown methods ***/
832   IDirect3DExecuteBuffer_QueryInterface,
833   IDirect3DExecuteBuffer_AddRef,
834   IDirect3DExecuteBuffer_Release,
835   /*** IDirect3DExecuteBuffer methods ***/
836   IDirect3DExecuteBuffer_Initialize,
837   IDirect3DExecuteBuffer_Lock,
838   IDirect3DExecuteBuffer_Unlock,
839   IDirect3DExecuteBuffer_SetExecuteData,
840   IDirect3DExecuteBuffer_GetExecuteData,
841   IDirect3DExecuteBuffer_Validate,
842   IDirect3DExecuteBuffer_Optimize
843 };
844
845 #endif /* HAVE_MESAGL */