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 = 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((IDirect3DDevice7 *)lpDevice,
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)
193 D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
194 D3DMATRIX *a, *b, *c;
196 a = ddraw_get_object(&lpDevice->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
197 b = ddraw_get_object(&lpDevice->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
198 c = ddraw_get_object(&lpDevice->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);
202 ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
203 ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
207 TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
208 multiply_matrix(a, c, b);
215 case D3DOP_STATETRANSFORM: {
217 TRACE("STATETRANSFORM (%d)\n", count);
219 for (i = 0; i < count; ++i)
221 D3DSTATE *ci = (D3DSTATE *)instr;
224 m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
227 ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
231 if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
232 lpDevice->world = ci->u2.dwArg[0];
233 if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
234 lpDevice->view = ci->u2.dwArg[0];
235 if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
236 lpDevice->proj = ci->u2.dwArg[0];
237 IDirect3DDevice7_SetTransform((IDirect3DDevice7 *)lpDevice,
238 ci->u1.dtstTransformStateType, m);
245 case D3DOP_STATELIGHT: {
247 TRACE("STATELIGHT (%d)\n", count);
249 for (i = 0; i < count; i++) {
250 LPD3DSTATE ci = (LPD3DSTATE) instr;
252 TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
254 if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
255 ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType);
256 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
258 IDirect3DMaterialImpl *m;
260 m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL);
262 ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]);
266 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
268 switch (ci->u2.dwArg[0]) {
270 ERR("DDCOLOR_MONO should not happen!\n");
273 /* We are already in this mode */
276 ERR("Unknown color model!\n");
279 D3DRENDERSTATETYPE rs = 0;
280 switch (ci->u1.dlstLightStateType) {
282 case D3DLIGHTSTATE_AMBIENT: /* 2 */
283 rs = D3DRENDERSTATE_AMBIENT;
285 case D3DLIGHTSTATE_FOGMODE: /* 4 */
286 rs = D3DRENDERSTATE_FOGVERTEXMODE;
288 case D3DLIGHTSTATE_FOGSTART: /* 5 */
289 rs = D3DRENDERSTATE_FOGSTART;
291 case D3DLIGHTSTATE_FOGEND: /* 6 */
292 rs = D3DRENDERSTATE_FOGEND;
294 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
295 rs = D3DRENDERSTATE_FOGDENSITY;
297 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
298 rs = D3DRENDERSTATE_COLORVERTEX;
304 IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)lpDevice, rs, ci->u2.dwArg[0]);
311 case D3DOP_STATERENDER: {
313 IDirect3DDevice2 *d3d_device2 = (IDirect3DDevice2 *)&lpDevice->IDirect3DDevice2_vtbl;
314 TRACE("STATERENDER (%d)\n", count);
316 for (i = 0; i < count; i++) {
317 LPD3DSTATE ci = (LPD3DSTATE) instr;
319 IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
325 case D3DOP_PROCESSVERTICES:
327 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
328 * IWineD3DDevice::ProcessVertices
331 D3DMATRIX view_mat, world_mat, proj_mat;
332 TRACE("PROCESSVERTICES (%d)\n", count);
334 /* Get the transform and world matrix */
335 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
337 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
338 D3DTRANSFORMSTATE_VIEW,
339 (WINED3DMATRIX*) &view_mat);
341 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
342 D3DTRANSFORMSTATE_PROJECTION,
343 (WINED3DMATRIX*) &proj_mat);
345 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
346 WINED3DTS_WORLDMATRIX(0),
347 (WINED3DMATRIX*) &world_mat);
349 for (i = 0; i < count; i++) {
350 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
352 TRACE(" Start : %d Dest : %d Count : %d\n",
353 ci->wStart, ci->wDest, ci->dwCount);
355 if (TRACE_ON(d3d7)) {
356 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
358 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
360 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
362 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
364 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
365 TRACE("TRANSFORMLIGHT ");
366 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
367 TRACE("UPDATEEXTENTS ");
371 /* This is where doing Direct3D on top on OpenGL is quite difficult.
372 This method transforms a set of vertices using the CURRENT state
373 (lighting, projection, ...) but does not rasterize them.
374 They will only be put on screen later (with the POINT / LINE and
375 TRIANGLE op-codes). The problem is that you can have a triangle
376 with each point having been transformed using another state...
378 In this implementation, I will emulate only ONE thing : each
379 vertex can have its own "WORLD" transformation (this is used in the
380 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
381 execute buffer use the same state.
383 If I find applications that change other states, I will try to do a
384 more 'fine-tuned' state emulation (but I may become quite tricky if
385 it changes a light position in the middle of a triangle).
387 In this case, a 'direct' approach (i.e. without using OpenGL, but
388 writing our own 3D rasterizer) would be easier. */
390 /* The current method (with the hypothesis that only the WORLD matrix
391 will change between two points) is like this :
392 - I transform 'manually' all the vertices with the current WORLD
393 matrix and store them in the vertex buffer
394 - during the rasterization phase, the WORLD matrix will be set to
395 the Identity matrix */
397 /* Enough for the moment */
398 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
400 D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
401 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
403 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
405 if (TRACE_ON(d3d7)) {
406 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
407 dump_D3DMATRIX(&proj_mat);
408 TRACE(" View Matrix : (%p)\n", &view_mat);
409 dump_D3DMATRIX(&view_mat);
410 TRACE(" World Matrix : (%p)\n", &world_mat);
411 dump_D3DMATRIX(&world_mat);
414 multiply_matrix(&mat,&view_mat,&world_mat);
415 multiply_matrix(&mat,&proj_mat,&mat);
417 for (nb = 0; nb < ci->dwCount; nb++) {
418 /* No lighting yet */
419 dst->u5.color = 0xFFFFFFFF; /* Opaque white */
420 dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
422 dst->u7.tu = src->u7.tu;
423 dst->u8.tv = src->u8.tv;
425 /* Now, the matrix multiplication */
426 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
427 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
428 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
429 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
431 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
432 + Viewport->dwX + Viewport->dwWidth / 2;
433 dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
434 + Viewport->dwY + Viewport->dwHeight / 2;
435 dst->u3.sz /= dst->u4.rhw;
436 dst->u4.rhw = 1 / dst->u4.rhw;
442 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
444 D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
445 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
447 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
449 if (TRACE_ON(d3d7)) {
450 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
451 dump_D3DMATRIX(&proj_mat);
452 TRACE(" View Matrix : (%p)\n",&view_mat);
453 dump_D3DMATRIX(&view_mat);
454 TRACE(" World Matrix : (%p)\n", &world_mat);
455 dump_D3DMATRIX(&world_mat);
458 multiply_matrix(&mat,&view_mat,&world_mat);
459 multiply_matrix(&mat,&proj_mat,&mat);
461 for (nb = 0; nb < ci->dwCount; nb++) {
462 dst->u5.color = src->u4.color;
463 dst->u6.specular = src->u5.specular;
464 dst->u7.tu = src->u6.tu;
465 dst->u8.tv = src->u7.tv;
467 /* Now, the matrix multiplication */
468 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
469 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
470 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
471 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
473 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
474 + Viewport->dwX + Viewport->dwWidth / 2;
475 dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
476 + Viewport->dwY + Viewport->dwHeight / 2;
478 dst->u3.sz /= dst->u4.rhw;
479 dst->u4.rhw = 1 / dst->u4.rhw;
484 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
485 D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
486 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
488 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
490 ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags);
497 case D3DOP_TEXTURELOAD: {
498 WARN("TEXTURELOAD-s (%d)\n", count);
500 instr += count * size;
504 TRACE("EXIT (%d)\n", count);
505 /* We did this instruction */
511 case D3DOP_BRANCHFORWARD: {
513 TRACE("BRANCHFORWARD (%d)\n", count);
515 for (i = 0; i < count; i++) {
516 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
518 if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
520 TRACE(" Branch to %d\n", ci->dwOffset);
522 instr = (char*)current + ci->dwOffset;
528 TRACE(" Branch to %d\n", ci->dwOffset);
530 instr = (char*)current + ci->dwOffset;
541 WARN("SPAN-s (%d)\n", count);
543 instr += count * size;
546 case D3DOP_SETSTATUS: {
548 TRACE("SETSTATUS (%d)\n", count);
550 for (i = 0; i < count; i++) {
551 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
553 This->data.dsStatus = *ci;
560 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
561 /* Try to save ... */
562 instr += count * size;
571 /*****************************************************************************
572 * IDirect3DExecuteBuffer::QueryInterface
574 * Well, a usual QueryInterface function. Don't know fur sure which
575 * interfaces it can Query.
578 * riid: The interface ID queried for
579 * obj: Address to return the interface pointer at
582 * D3D_OK in case of a success (S_OK? Think it's the same)
583 * OLE_E_ENUM_NOMORE if the interface wasn't found.
584 * (E_NOINTERFACE?? Don't know what I really need)
586 *****************************************************************************/
587 static HRESULT WINAPI
588 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
592 TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obj);
596 if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
597 IDirect3DExecuteBuffer_AddRef(iface);
599 TRACE(" Creating IUnknown interface at %p.\n", *obj);
602 if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) {
603 IDirect3DExecuteBuffer_AddRef(iface);
605 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj);
608 FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
609 return E_NOINTERFACE;
613 /*****************************************************************************
614 * IDirect3DExecuteBuffer::AddRef
616 * A normal AddRef method, nothing special
621 *****************************************************************************/
623 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
625 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
626 ULONG ref = InterlockedIncrement(&This->ref);
628 FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
633 /*****************************************************************************
634 * IDirect3DExecuteBuffer::Release
636 * A normal Release method, nothing special
641 *****************************************************************************/
643 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
645 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
646 ULONG ref = InterlockedDecrement(&This->ref);
648 TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
652 HeapFree(GetProcessHeap(),0,This->desc.lpData);
653 HeapFree(GetProcessHeap(),0,This->vertex_data);
654 HeapFree(GetProcessHeap(),0,This->indices);
655 HeapFree(GetProcessHeap(),0,This);
662 /*****************************************************************************
663 * IDirect3DExecuteBuffer::Initialize
665 * Initializes the Execute Buffer. This method exists for COM compliance
666 * Nothing to do here.
671 *****************************************************************************/
672 static HRESULT WINAPI
673 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
674 IDirect3DDevice *lpDirect3DDevice,
675 D3DEXECUTEBUFFERDESC *lpDesc)
677 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
678 TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
682 /*****************************************************************************
683 * IDirect3DExecuteBuffer::Lock
685 * Locks the buffer, so the app can write into it.
688 * Desc: Pointer to return the buffer description. This Description contains
689 * a pointer to the buffer data.
692 * This implementation always returns D3D_OK
694 *****************************************************************************/
695 static HRESULT WINAPI
696 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
697 D3DEXECUTEBUFFERDESC *lpDesc)
699 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
701 TRACE("(%p)->(%p)\n", This, lpDesc);
703 dwSize = lpDesc->dwSize;
704 memcpy(lpDesc, &This->desc, dwSize);
706 if (TRACE_ON(d3d7)) {
707 TRACE(" Returning description :\n");
708 _dump_D3DEXECUTEBUFFERDESC(lpDesc);
713 /*****************************************************************************
714 * IDirect3DExecuteBuffer::Unlock
716 * Unlocks the buffer. We don't have anything to do here
719 * This implementation always returns D3D_OK
721 *****************************************************************************/
722 static HRESULT WINAPI
723 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
725 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
726 TRACE("(%p)->() no-op...\n", This);
730 /*****************************************************************************
731 * IDirect3DExecuteBuffer::SetExecuteData
733 * Sets the execute data. This data is used to describe the buffer's content
736 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
741 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
743 *****************************************************************************/
744 static HRESULT WINAPI
745 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
746 D3DEXECUTEDATA *lpData)
748 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
750 TRACE("(%p)->(%p)\n", This, lpData);
752 memcpy(&This->data, lpData, lpData->dwSize);
754 /* Get the number of vertices in the execute buffer */
755 nbvert = This->data.dwVertexCount;
757 /* Prepares the transformed vertex buffer */
758 HeapFree(GetProcessHeap(), 0, This->vertex_data);
759 This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
761 if (TRACE_ON(d3d7)) {
762 _dump_executedata(lpData);
768 /*****************************************************************************
769 * IDirect3DExecuteBuffer::GetExecuteData
771 * Returns the data in the execute buffer
774 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
779 *****************************************************************************/
780 static HRESULT WINAPI
781 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
782 D3DEXECUTEDATA *lpData)
784 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
786 TRACE("(%p)->(%p): stub!\n", This, lpData);
788 dwSize = lpData->dwSize;
789 memcpy(lpData, &This->data, dwSize);
791 if (TRACE_ON(d3d7)) {
792 TRACE("Returning data :\n");
793 _dump_executedata(lpData);
799 /*****************************************************************************
800 * IDirect3DExecuteBuffer::Validate
802 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
803 * currently implemented"
809 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
811 *****************************************************************************/
812 static HRESULT WINAPI
813 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
815 LPD3DVALIDATECALLBACK Func,
819 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
820 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
821 return DDERR_UNSUPPORTED; /* Unchecked */
824 /*****************************************************************************
825 * IDirect3DExecuteBuffer::Optimize
827 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
828 * currently supported"
831 * Dummy: Seems to be an unused dummy ;)
834 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
836 *****************************************************************************/
837 static HRESULT WINAPI
838 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
841 IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
842 TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
843 return DDERR_UNSUPPORTED; /* Unchecked */
846 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
848 IDirect3DExecuteBufferImpl_QueryInterface,
849 IDirect3DExecuteBufferImpl_AddRef,
850 IDirect3DExecuteBufferImpl_Release,
851 IDirect3DExecuteBufferImpl_Initialize,
852 IDirect3DExecuteBufferImpl_Lock,
853 IDirect3DExecuteBufferImpl_Unlock,
854 IDirect3DExecuteBufferImpl_SetExecuteData,
855 IDirect3DExecuteBufferImpl_GetExecuteData,
856 IDirect3DExecuteBufferImpl_Validate,
857 IDirect3DExecuteBufferImpl_Optimize,