ddraw: DPRINTF -> TRACE.
[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);
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 = (D3DTLVERTEX *) 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(ICOM_INTERFACE(lpDevice,IDirect3DDevice7),
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.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);
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\n");
254                     else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
255             DWORD matHandle = ci->u2.dwArg[0];
256
257             if(!matHandle) {
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);
263             } else {
264                 IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) lpDevice->Handles[matHandle - 1].ptr;
265                 mat->activate(mat);
266                     }
267             }
268                    else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
269                         switch (ci->u2.dwArg[0]) {
270                             case D3DCOLOR_MONO:
271                                ERR("DDCOLOR_MONO should not happen!\n");
272                                break;
273                             case D3DCOLOR_RGB:
274                                /* We are already in this mode */
275                                break;
276                             default:
277                                ERR("Unknown color model!\n");
278                         }
279                     } else {
280                         D3DRENDERSTATETYPE rs = 0;
281                         switch (ci->u1.dlstLightStateType) {
282
283                             case D3DLIGHTSTATE_AMBIENT:       /* 2 */
284                                 rs = D3DRENDERSTATE_AMBIENT;
285                                 break;          
286                             case D3DLIGHTSTATE_FOGMODE:       /* 4 */
287                                 rs = D3DRENDERSTATE_FOGVERTEXMODE;
288                                 break;
289                             case D3DLIGHTSTATE_FOGSTART:      /* 5 */
290                                 rs = D3DRENDERSTATE_FOGSTART;
291                                 break;
292                             case D3DLIGHTSTATE_FOGEND:        /* 6 */
293                                 rs = D3DRENDERSTATE_FOGEND;
294                                 break;
295                             case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
296                                 rs = D3DRENDERSTATE_FOGDENSITY;
297                                 break;
298                             case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
299                                 rs = D3DRENDERSTATE_COLORVERTEX;
300                                 break;
301                             default:
302                                 break;
303                         }
304                         
305                         IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
306                                                         rs,ci->u2.dwArg[0]);
307                    }
308
309                    instr += size;
310                 }
311             } break;
312
313             case D3DOP_STATERENDER: {
314                 int i;
315                 TRACE("STATERENDER      (%d)\n", count);
316
317                 for (i = 0; i < count; i++) {
318                     LPD3DSTATE ci = (LPD3DSTATE) instr;
319                     
320                     IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
321                                                     ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
322
323                     instr += size;
324                 }
325             } break;
326
327             case D3DOP_PROCESSVERTICES:
328             {
329                 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
330                  * IWineD3DDevice::ProcessVertices
331                  */
332                 int i;
333                 D3DMATRIX view_mat, world_mat, proj_mat;
334                 TRACE("PROCESSVERTICES  (%d)\n", count);
335
336                 /* Get the transform and world matrix */
337                 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
338
339                 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
340                                             D3DTRANSFORMSTATE_VIEW,
341                                             (WINED3DMATRIX*) &view_mat);
342
343                 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
344                                             D3DTRANSFORMSTATE_PROJECTION,
345                                             (WINED3DMATRIX*) &proj_mat);
346
347                 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
348                                             WINED3DTS_WORLDMATRIX(0),
349                                             (WINED3DMATRIX*) &world_mat);
350
351                 for (i = 0; i < count; i++) {
352                     LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
353
354                     TRACE("  Start : %d Dest : %d Count : %d\n",
355                           ci->wStart, ci->wDest, ci->dwCount);
356                     TRACE("  Flags : ");
357                     if (TRACE_ON(d3d7)) {
358                         if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
359                             TRACE("COPY ");
360                         if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
361                             TRACE("NOCOLOR ");
362                         if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
363                             TRACE("OPMASK ");
364                         if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
365                             TRACE("TRANSFORM ");
366                         if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
367                             TRACE("TRANSFORMLIGHT ");
368                         if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
369                             TRACE("UPDATEEXTENTS ");
370                         TRACE("\n");
371                     }
372                     
373                     /* This is where doing Direct3D on top on OpenGL is quite difficult.
374                        This method transforms a set of vertices using the CURRENT state
375                        (lighting, projection, ...) but does not rasterize them.
376                        They will only be put on screen later (with the POINT / LINE and
377                        TRIANGLE op-codes). The problem is that you can have a triangle
378                        with each point having been transformed using another state...
379                        
380                        In this implementation, I will emulate only ONE thing : each
381                        vertex can have its own "WORLD" transformation (this is used in the
382                        TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
383                        execute buffer use the same state.
384                        
385                        If I find applications that change other states, I will try to do a
386                        more 'fine-tuned' state emulation (but I may become quite tricky if
387                        it changes a light position in the middle of a triangle).
388                        
389                        In this case, a 'direct' approach (i.e. without using OpenGL, but
390                        writing our own 3D rasterizer) would be easier. */
391                     
392                     /* The current method (with the hypothesis that only the WORLD matrix
393                        will change between two points) is like this :
394                        - I transform 'manually' all the vertices with the current WORLD
395                          matrix and store them in the vertex buffer
396                        - during the rasterization phase, the WORLD matrix will be set to
397                          the Identity matrix */
398                     
399                     /* Enough for the moment */
400                     if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
401                         unsigned int nb;
402                         D3DVERTEX  *src = ((LPD3DVERTEX)  ((char *)This->desc.lpData + vs)) + ci->wStart;
403                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
404                         D3DMATRIX *mat2 = &world_mat;
405                         D3DMATRIX mat;
406                         D3DVALUE nx,ny,nz;
407                         D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
408                         
409                         if (TRACE_ON(d3d7)) {
410                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
411                             dump_D3DMATRIX(&proj_mat);
412                             TRACE("  View       Matrix : (%p)\n", &view_mat);
413                             dump_D3DMATRIX(&view_mat);
414                             TRACE("  World Matrix : (%p)\n", &world_mat);
415                             dump_D3DMATRIX(&world_mat);
416                         }
417
418                         multiply_matrix(&mat,&view_mat,&world_mat);
419                         multiply_matrix(&mat,&proj_mat,&mat);
420
421                         for (nb = 0; nb < ci->dwCount; nb++) {
422                             /* Normals transformation */
423                             nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
424                             ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
425                             nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
426                             
427                             /* No lighting yet */
428                             dst->u5.color = 0xFFFFFFFF; /* Opaque white */
429                             dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
430                             
431                             dst->u7.tu  = src->u7.tu;
432                             dst->u8.tv  = src->u8.tv;
433                             
434                             /* Now, the matrix multiplication */
435                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
436                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
437                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
438                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
439
440                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dwWidth / 2
441                                        + Viewport->dwX + Viewport->dwWidth / 2;
442                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dwHeight / 2
443                                        + Viewport->dwY + Viewport->dwHeight / 2;
444                             dst->u3.sz /= dst->u4.rhw;
445                             dst->u4.rhw = 1 / dst->u4.rhw;
446
447                             src++;
448                             dst++;
449                             
450                         }
451                     } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
452                         unsigned int nb;
453                         D3DLVERTEX *src  = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
454                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
455                         D3DMATRIX mat;
456                         D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
457                         
458                         if (TRACE_ON(d3d7)) {
459                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
460                             dump_D3DMATRIX(&proj_mat);
461                             TRACE("  View       Matrix : (%p)\n",&view_mat);
462                             dump_D3DMATRIX(&view_mat);
463                             TRACE("  World Matrix : (%p)\n", &mat);
464                             dump_D3DMATRIX(&mat);
465                         }
466
467                         multiply_matrix(&mat,&view_mat,&world_mat);
468                         multiply_matrix(&mat,&proj_mat,&mat);
469
470                         for (nb = 0; nb < ci->dwCount; nb++) {
471                             dst->u5.color = src->u4.color;
472                             dst->u6.specular = src->u5.specular;
473                             dst->u7.tu = src->u6.tu;
474                             dst->u8.tv = src->u7.tv;
475                             
476                             /* Now, the matrix multiplication */
477                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
478                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
479                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
480                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
481
482                             dst->u1.sx /= dst->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX;
483                             dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY;
484                             dst->u3.sz /= dst->u4.rhw;
485                             dst->u4.rhw = 1 / dst->u4.rhw;
486
487                             src++;
488                             dst++;
489                         }
490                     } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
491                         D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
492                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
493                         
494                         memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
495                     } else {
496                         ERR("Unhandled vertex processing !\n");
497                     }
498
499                     instr += size;
500                 }
501             } break;
502
503             case D3DOP_TEXTURELOAD: {
504                 WARN("TEXTURELOAD-s    (%d)\n", count);
505
506                 instr += count * size;
507             } break;
508
509             case D3DOP_EXIT: {
510                 TRACE("EXIT             (%d)\n", count);
511                 /* We did this instruction */
512                 instr += size;
513                 /* Exit this loop */
514                 goto end_of_buffer;
515             } break;
516
517             case D3DOP_BRANCHFORWARD: {
518                 int i;
519                 TRACE("BRANCHFORWARD    (%d)\n", count);
520
521                 for (i = 0; i < count; i++) {
522                     LPD3DBRANCH ci = (LPD3DBRANCH) instr;
523
524                     if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
525                         if (!ci->bNegate) {
526                             TRACE(" Branch to %d\n", ci->dwOffset);
527                             instr = (char*)current + ci->dwOffset;
528                         }
529                     } else {
530                         if (ci->bNegate) {
531                             TRACE(" Branch to %d\n", ci->dwOffset);
532                             instr = (char*)current + ci->dwOffset;
533                         }
534                     }
535
536                     instr += size;
537                 }
538             } break;
539
540             case D3DOP_SPAN: {
541                 WARN("SPAN-s           (%d)\n", count);
542
543                 instr += count * size;
544             } break;
545
546             case D3DOP_SETSTATUS: {
547                 int i;
548                 TRACE("SETSTATUS        (%d)\n", count);
549
550                 for (i = 0; i < count; i++) {
551                     LPD3DSTATUS ci = (LPD3DSTATUS) instr;
552                     
553                     This->data.dsStatus = *ci;
554
555                     instr += size;
556                 }
557             } break;
558
559             default:
560                 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
561                 /* Try to save ... */
562                 instr += count * size;
563                 break;
564         }
565     }
566
567 end_of_buffer:
568     ;
569 }
570
571 /*****************************************************************************
572  * IDirect3DExecuteBuffer::QueryInterface
573  *
574  * Well, a usual QueryInterface function. Don't know fur sure which
575  * interfaces it can Query.
576  *
577  * Params:
578  *  riid: The interface ID queried for
579  *  obj: Address to return the interface pointer at
580  *
581  * Returns:
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)
585  *
586  *****************************************************************************/
587 static HRESULT WINAPI
588 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
589                                           REFIID riid,
590                                           void **obj)
591 {
592     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
593     TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obj);
594
595     *obj = NULL;
596
597     if ( IsEqualGUID( &IID_IUnknown,  riid ) ) {
598         IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
599         *obj = iface;
600         TRACE("  Creating IUnknown interface at %p.\n", *obj);
601         return S_OK;
602     }
603     if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) {
604         IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
605         *obj = ICOM_INTERFACE(This, IDirect3DExecuteBuffer);
606         TRACE("  Creating IDirect3DExecuteBuffer interface %p\n", *obj);
607         return S_OK;
608     }
609     FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
610     return E_NOINTERFACE;
611 }
612
613
614 /*****************************************************************************
615  * IDirect3DExecuteBuffer::AddRef
616  *
617  * A normal AddRef method, nothing special
618  *
619  * Returns:
620  *  The new refcount
621  *
622  *****************************************************************************/
623 static ULONG WINAPI
624 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
625 {
626     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
627     ULONG ref = InterlockedIncrement(&This->ref);
628
629     FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
630
631     return ref;
632 }
633
634 /*****************************************************************************
635  * IDirect3DExecuteBuffer::Release
636  *
637  * A normal Release method, nothing special
638  *
639  * Returns:
640  *  The new refcount
641  *
642  *****************************************************************************/
643 static ULONG WINAPI
644 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
645 {
646     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
647     ULONG ref = InterlockedDecrement(&This->ref);
648
649     TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
650
651     if (!ref) {
652         if (This->need_free)
653             HeapFree(GetProcessHeap(),0,This->desc.lpData);
654         HeapFree(GetProcessHeap(),0,This->vertex_data);
655         HeapFree(GetProcessHeap(),0,This->indices);
656         HeapFree(GetProcessHeap(),0,This);
657         return 0;
658     }
659
660     return ref;
661 }
662
663 /*****************************************************************************
664  * IDirect3DExecuteBuffer::Initialize
665  *
666  * Initializes the Execute Buffer. This method exists for COM compliance
667  * Nothing to do here.
668  *
669  * Returns:
670  *  D3D_OK
671  *
672  *****************************************************************************/
673 static HRESULT WINAPI
674 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
675                                         IDirect3DDevice *lpDirect3DDevice,
676                                         D3DEXECUTEBUFFERDESC *lpDesc)
677 {
678     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
679     TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
680     return D3D_OK;
681 }
682
683 /*****************************************************************************
684  * IDirect3DExecuteBuffer::Lock
685  *
686  * Locks the buffer, so the app can write into it.
687  *
688  * Params:
689  *  Desc: Pointer to return the buffer description. This Description contains
690  *        a pointer to the buffer data.
691  *
692  * Returns:
693  *  This implementation always returns D3D_OK
694  *
695  *****************************************************************************/
696 static HRESULT WINAPI
697 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
698                                 D3DEXECUTEBUFFERDESC *lpDesc)
699 {
700     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
701     DWORD dwSize;
702     TRACE("(%p)->(%p)\n", This, lpDesc);
703
704     dwSize = lpDesc->dwSize;
705     memset(lpDesc, 0, dwSize);
706     memcpy(lpDesc, &This->desc, dwSize);
707     
708     if (TRACE_ON(d3d7)) {
709         TRACE("  Returning description :\n");
710         _dump_D3DEXECUTEBUFFERDESC(lpDesc);
711     }
712     return D3D_OK;
713 }
714
715 /*****************************************************************************
716  * IDirect3DExecuteBuffer::Unlock
717  *
718  * Unlocks the buffer. We don't have anything to do here
719  *
720  * Returns:
721  *  This implementation always returns D3D_OK
722  *
723  *****************************************************************************/
724 static HRESULT WINAPI
725 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
726 {
727     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
728     TRACE("(%p)->() no-op...\n", This);
729     return D3D_OK;
730 }
731
732 /*****************************************************************************
733  * IDirect3DExecuteBuffer::SetExecuteData
734  *
735  * Sets the execute data. This data is used to describe the buffer's content
736  *
737  * Params:
738  *  Data: Pointer to a D3DEXECUTEDATA structure containing the data to
739  *  assign
740  *
741  * Returns:
742  *  D3D_OK on success
743  *  DDERR_OUTOFMEMORY if the vertex buffer allocation failed
744  *
745  *****************************************************************************/
746 static HRESULT WINAPI
747 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
748                                           D3DEXECUTEDATA *lpData)
749 {
750     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
751     DWORD nbvert;
752     TRACE("(%p)->(%p)\n", This, lpData);
753
754     memcpy(&This->data, lpData, lpData->dwSize);
755
756     /* Get the number of vertices in the execute buffer */
757     nbvert = This->data.dwVertexCount;
758     
759     /* Prepares the transformed vertex buffer */
760     HeapFree(GetProcessHeap(), 0, This->vertex_data);
761     This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
762
763     if (TRACE_ON(d3d7)) {
764         _dump_executedata(lpData);
765     }
766
767     return D3D_OK;
768 }
769
770 /*****************************************************************************
771  * IDirect3DExecuteBuffer::GetExecuteData
772  *
773  * Returns the data in the execute buffer
774  *
775  * Params:
776  *  Data: Pointer to a D3DEXECUTEDATA structure used to return data
777  *
778  * Returns:
779  *  D3D_OK on success
780  *
781  *****************************************************************************/
782 static HRESULT WINAPI
783 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
784                                           D3DEXECUTEDATA *lpData)
785 {
786     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
787     DWORD dwSize;
788     TRACE("(%p)->(%p): stub!\n", This, lpData);
789
790     dwSize = lpData->dwSize;
791     memset(lpData, 0, dwSize);
792     memcpy(lpData, &This->data, dwSize);
793
794     if (TRACE_ON(d3d7)) {
795         TRACE("Returning data :\n");
796         _dump_executedata(lpData);
797     }
798
799     return DD_OK;
800 }
801
802 /*****************************************************************************
803  * IDirect3DExecuteBuffer::Validate
804  *
805  * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
806  * currently implemented"
807  *
808  * Params:
809  *  ?
810  *
811  * Returns:
812  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
813  *
814  *****************************************************************************/
815 static HRESULT WINAPI
816 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
817                                     DWORD *Offset,
818                                     LPD3DVALIDATECALLBACK Func,
819                                     void *UserArg,
820                                     DWORD Reserved)
821 {
822     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
823     TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
824     return DDERR_UNSUPPORTED; /* Unchecked */
825 }
826
827 /*****************************************************************************
828  * IDirect3DExecuteBuffer::Optimize
829  *
830  * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
831  * currently supported"
832  *
833  * Params:
834  *  Dummy: Seems to be an unused dummy ;)
835  *
836  * Returns:
837  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
838  *
839  *****************************************************************************/
840 static HRESULT WINAPI
841 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
842                                     DWORD Dummy)
843 {
844     ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
845     TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
846     return DDERR_UNSUPPORTED; /* Unchecked */
847 }
848
849 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
850 {
851     IDirect3DExecuteBufferImpl_QueryInterface,
852     IDirect3DExecuteBufferImpl_AddRef,
853     IDirect3DExecuteBufferImpl_Release,
854     IDirect3DExecuteBufferImpl_Initialize,
855     IDirect3DExecuteBufferImpl_Lock,
856     IDirect3DExecuteBufferImpl_Unlock,
857     IDirect3DExecuteBufferImpl_SetExecuteData,
858     IDirect3DExecuteBufferImpl_GetExecuteData,
859     IDirect3DExecuteBufferImpl_Validate,
860     IDirect3DExecuteBufferImpl_Optimize,
861 };