netstat: Initial implementation.
[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 "ddraw_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
29
30 /*****************************************************************************
31  * _dump_executedata
32  * _dump_D3DEXECUTEBUFFERDESC
33  *
34  * Debug functions which write the executebuffer data to the console
35  *
36  *****************************************************************************/
37
38 static void _dump_executedata(const D3DEXECUTEDATA *lpData) {
39     TRACE("dwSize : %d\n", lpData->dwSize);
40     TRACE("Vertex      Offset : %d  Count  : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
41     TRACE("Instruction Offset : %d  Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
42     TRACE("HVertex     Offset : %d\n", lpData->dwHVertexOffset);
43 }
44
45 static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) {
46     TRACE("dwSize       : %d\n", lpDesc->dwSize);
47     TRACE("dwFlags      : %x\n", lpDesc->dwFlags);
48     TRACE("dwCaps       : %x\n", lpDesc->dwCaps);
49     TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize);
50     TRACE("lpData       : %p\n", lpDesc->lpData);
51 }
52
53 HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
54         struct d3d_device *device, struct d3d_viewport *viewport)
55 {
56     DWORD vs = buffer->data.dwVertexOffset;
57     DWORD is = buffer->data.dwInstructionOffset;
58     char *instr = (char *)buffer->desc.lpData + is;
59
60     if (viewport->active_device != device)
61     {
62         WARN("Viewport %p active device is %p.\n",
63                 viewport, viewport->active_device);
64         return DDERR_INVALIDPARAMS;
65     }
66
67     /* Activate the viewport */
68     viewport_activate(viewport, FALSE);
69
70     TRACE("ExecuteData :\n");
71     if (TRACE_ON(ddraw))
72         _dump_executedata(&(buffer->data));
73
74     while (1) {
75         LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
76         BYTE size;
77         WORD count;
78         
79         count = current->wCount;
80         size = current->bSize;
81         instr += sizeof(D3DINSTRUCTION);
82         
83         switch (current->bOpcode) {
84             case D3DOP_POINT: {
85                 WARN("POINT-s          (%d)\n", count);
86                 instr += count * size;
87             } break;
88
89             case D3DOP_LINE: {
90                 WARN("LINE-s           (%d)\n", count);
91                 instr += count * size;
92             } break;
93
94             case D3DOP_TRIANGLE: {
95                 int i;
96                 D3DTLVERTEX *tl_vx = buffer->vertex_data;
97                 TRACE("TRIANGLE         (%d)\n", count);
98
99                 if (buffer->nb_indices < count * 3)
100                 {
101                     buffer->nb_indices = count * 3;
102                     HeapFree(GetProcessHeap(), 0, buffer->indices);
103                     buffer->indices = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->indices) * buffer->nb_indices);
104                 }
105
106                 for (i = 0; i < count; i++) {
107                     LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
108                     TRACE("  v1: %d  v2: %d  v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
109                     TRACE("  Flags : ");
110                     if (TRACE_ON(ddraw))
111                     {
112                         /* Wireframe */
113                         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
114                             TRACE("EDGEENABLE1 ");
115                         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
116                             TRACE("EDGEENABLE2 ");
117                         if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
118                             TRACE("EDGEENABLE3 ");
119                         /* Strips / Fans */
120                         if (ci->wFlags == D3DTRIFLAG_EVEN)
121                             TRACE("EVEN ");
122                         if (ci->wFlags == D3DTRIFLAG_ODD)
123                             TRACE("ODD ");
124                         if (ci->wFlags == D3DTRIFLAG_START)
125                             TRACE("START ");
126                         if ((ci->wFlags > 0) && (ci->wFlags < 30))
127                             TRACE("STARTFLAT(%u) ", ci->wFlags);
128                         TRACE("\n");
129                     }
130                     buffer->indices[(i * 3)    ] = ci->u1.v1;
131                     buffer->indices[(i * 3) + 1] = ci->u2.v2;
132                     buffer->indices[(i * 3) + 2] = ci->u3.v3;
133                     instr += size;
134                 }
135                 IDirect3DDevice7_DrawIndexedPrimitive(&device->IDirect3DDevice7_iface,
136                         D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, buffer->nb_vertices,
137                         buffer->indices, count * 3, 0);
138             } break;
139
140             case D3DOP_MATRIXLOAD:
141                 WARN("MATRIXLOAD-s     (%d)\n", count);
142                 instr += count * size;
143                 break;
144
145             case D3DOP_MATRIXMULTIPLY: {
146                 int i;
147                 TRACE("MATRIXMULTIPLY   (%d)\n", count);
148                 
149                 for (i = 0; i < count; ++i)
150                 {
151                     D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
152                     D3DMATRIX *a, *b, *c;
153
154                     a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
155                     b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
156                     c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);
157
158                     if (!a || !b || !c)
159                     {
160                         ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
161                                 ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
162                     }
163                     else
164                     {
165                         TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
166                         multiply_matrix(a, c, b);
167                     }
168
169                     instr += size;
170                 }
171             } break;
172
173             case D3DOP_STATETRANSFORM: {
174                 int i;
175                 TRACE("STATETRANSFORM   (%d)\n", count);
176                 
177                 for (i = 0; i < count; ++i)
178                 {
179                     D3DSTATE *ci = (D3DSTATE *)instr;
180                     D3DMATRIX *m;
181
182                     m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
183                     if (!m)
184                     {
185                         ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
186                     }
187                     else
188                     {
189                         if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
190                             device->world = ci->u2.dwArg[0];
191                         if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
192                             device->view = ci->u2.dwArg[0];
193                         if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
194                             device->proj = ci->u2.dwArg[0];
195                         IDirect3DDevice7_SetTransform(&device->IDirect3DDevice7_iface,
196                                 ci->u1.dtstTransformStateType, m);
197                     }
198
199                     instr += size;
200                 }
201             } break;
202
203             case D3DOP_STATELIGHT: {
204                 int i;
205                 TRACE("STATELIGHT       (%d)\n", count);
206
207                 for (i = 0; i < count; i++) {
208                     LPD3DSTATE ci = (LPD3DSTATE) instr;
209
210                     TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
211
212                     if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
213                         ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType);
214                     else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
215                     {
216                         struct d3d_material *m;
217
218                         m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL);
219                         if (!m)
220                             ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]);
221                         else
222                             material_activate(m);
223                     }
224                     else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
225                     {
226                         switch (ci->u2.dwArg[0]) {
227                             case D3DCOLOR_MONO:
228                                 ERR("DDCOLOR_MONO should not happen!\n");
229                                 break;
230                             case D3DCOLOR_RGB:
231                                 /* We are already in this mode */
232                                 break;
233                             default:
234                                 ERR("Unknown color model!\n");
235                         }
236                     } else {
237                         D3DRENDERSTATETYPE rs = 0;
238                         switch (ci->u1.dlstLightStateType) {
239
240                             case D3DLIGHTSTATE_AMBIENT:       /* 2 */
241                                 rs = D3DRENDERSTATE_AMBIENT;
242                                 break;
243                             case D3DLIGHTSTATE_FOGMODE:       /* 4 */
244                                 rs = D3DRENDERSTATE_FOGVERTEXMODE;
245                                 break;
246                             case D3DLIGHTSTATE_FOGSTART:      /* 5 */
247                                 rs = D3DRENDERSTATE_FOGSTART;
248                                 break;
249                             case D3DLIGHTSTATE_FOGEND:        /* 6 */
250                                 rs = D3DRENDERSTATE_FOGEND;
251                                 break;
252                             case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
253                                 rs = D3DRENDERSTATE_FOGDENSITY;
254                                 break;
255                             case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
256                                 rs = D3DRENDERSTATE_COLORVERTEX;
257                                 break;
258                             default:
259                                 break;
260                         }
261
262                         IDirect3DDevice7_SetRenderState(&device->IDirect3DDevice7_iface, rs, ci->u2.dwArg[0]);
263                     }
264
265                     instr += size;
266                 }
267             } break;
268
269             case D3DOP_STATERENDER: {
270                 int i;
271                 IDirect3DDevice2 *d3d_device2 = &device->IDirect3DDevice2_iface;
272                 TRACE("STATERENDER      (%d)\n", count);
273
274                 for (i = 0; i < count; i++) {
275                     LPD3DSTATE ci = (LPD3DSTATE) instr;
276
277                     IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
278
279                     instr += size;
280                 }
281             } break;
282
283             case D3DOP_PROCESSVERTICES:
284             {
285                 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
286                  * IWineD3DDevice::ProcessVertices
287                  */
288                 int i;
289                 D3DMATRIX view_mat, world_mat, proj_mat;
290                 TRACE("PROCESSVERTICES  (%d)\n", count);
291
292                 /* Get the transform and world matrix */
293                 /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
294                 wined3d_device_get_transform(device->wined3d_device,
295                         D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
296                 wined3d_device_get_transform(device->wined3d_device,
297                         D3DTRANSFORMSTATE_PROJECTION, (struct wined3d_matrix *)&proj_mat);
298                 wined3d_device_get_transform(device->wined3d_device,
299                         WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);
300
301                 for (i = 0; i < count; i++) {
302                     LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
303
304                     TRACE("  Start : %d Dest : %d Count : %d\n",
305                           ci->wStart, ci->wDest, ci->dwCount);
306                     TRACE("  Flags : ");
307                     if (TRACE_ON(ddraw))
308                     {
309                         if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
310                             TRACE("COPY ");
311                         if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
312                             TRACE("NOCOLOR ");
313                         if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
314                             TRACE("OPMASK ");
315                         if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
316                             TRACE("TRANSFORM ");
317                         if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
318                             TRACE("TRANSFORMLIGHT ");
319                         if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
320                             TRACE("UPDATEEXTENTS ");
321                         TRACE("\n");
322                     }
323
324                     /* This is where doing Direct3D on top on OpenGL is quite difficult.
325                        This method transforms a set of vertices using the CURRENT state
326                        (lighting, projection, ...) but does not rasterize them.
327                        They will only be put on screen later (with the POINT / LINE and
328                        TRIANGLE op-codes). The problem is that you can have a triangle
329                        with each point having been transformed using another state...
330
331                        In this implementation, I will emulate only ONE thing : each
332                        vertex can have its own "WORLD" transformation (this is used in the
333                        TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
334                        execute buffer use the same state.
335
336                        If I find applications that change other states, I will try to do a
337                        more 'fine-tuned' state emulation (but I may become quite tricky if
338                        it changes a light position in the middle of a triangle).
339
340                        In this case, a 'direct' approach (i.e. without using OpenGL, but
341                        writing our own 3D rasterizer) would be easier. */
342
343                     /* The current method (with the hypothesis that only the WORLD matrix
344                        will change between two points) is like this :
345                        - I transform 'manually' all the vertices with the current WORLD
346                          matrix and store them in the vertex buffer
347                        - during the rasterization phase, the WORLD matrix will be set to
348                          the Identity matrix */
349
350                     /* Enough for the moment */
351                     if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
352                         unsigned int nb;
353                         D3DVERTEX *src = ((D3DVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart;
354                         D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest;
355                         D3DVIEWPORT *Viewport = &viewport->viewports.vp1;
356                         D3DMATRIX mat;
357                         
358                         if (TRACE_ON(ddraw))
359                         {
360                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
361                             dump_D3DMATRIX(&proj_mat);
362                             TRACE("  View       Matrix : (%p)\n", &view_mat);
363                             dump_D3DMATRIX(&view_mat);
364                             TRACE("  World Matrix : (%p)\n", &world_mat);
365                             dump_D3DMATRIX(&world_mat);
366                         }
367
368                         multiply_matrix(&mat,&view_mat,&world_mat);
369                         multiply_matrix(&mat,&proj_mat,&mat);
370
371                         for (nb = 0; nb < ci->dwCount; nb++) {
372                             /* No lighting yet */
373                             dst->u5.color = 0xFFFFFFFF; /* Opaque white */
374                             dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
375
376                             dst->u7.tu  = src->u7.tu;
377                             dst->u8.tv  = src->u8.tv;
378
379                             /* Now, the matrix multiplication */
380                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
381                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
382                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
383                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
384
385                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
386                                        + Viewport->dwX + Viewport->dwWidth / 2;
387                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
388                                        + Viewport->dwY + Viewport->dwHeight / 2;
389                             dst->u3.sz /= dst->u4.rhw;
390                             dst->u4.rhw = 1 / dst->u4.rhw;
391
392                             src++;
393                             dst++;
394
395                         }
396                     } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
397                         unsigned int nb;
398                         D3DLVERTEX *src = ((D3DLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart;
399                         D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest;
400                         D3DVIEWPORT *Viewport = &viewport->viewports.vp1;
401                         D3DMATRIX mat;
402                         
403                         if (TRACE_ON(ddraw))
404                         {
405                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
406                             dump_D3DMATRIX(&proj_mat);
407                             TRACE("  View       Matrix : (%p)\n",&view_mat);
408                             dump_D3DMATRIX(&view_mat);
409                             TRACE("  World Matrix : (%p)\n", &world_mat);
410                             dump_D3DMATRIX(&world_mat);
411                         }
412
413                         multiply_matrix(&mat,&view_mat,&world_mat);
414                         multiply_matrix(&mat,&proj_mat,&mat);
415
416                         for (nb = 0; nb < ci->dwCount; nb++) {
417                             dst->u5.color = src->u4.color;
418                             dst->u6.specular = src->u5.specular;
419                             dst->u7.tu = src->u6.tu;
420                             dst->u8.tv = src->u7.tv;
421
422                             /* Now, the matrix multiplication */
423                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
424                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
425                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
426                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
427
428                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
429                                        + Viewport->dwX + Viewport->dwWidth / 2;
430                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
431                                        + Viewport->dwY + Viewport->dwHeight / 2;
432
433                             dst->u3.sz /= dst->u4.rhw;
434                             dst->u4.rhw = 1 / dst->u4.rhw;
435
436                             src++;
437                             dst++;
438                         }
439                     }
440                     else if (ci->dwFlags == D3DPROCESSVERTICES_COPY)
441                     {
442                         D3DTLVERTEX *src = ((D3DTLVERTEX *)((char *)buffer->desc.lpData + vs)) + ci->wStart;
443                         D3DTLVERTEX *dst = ((D3DTLVERTEX *)buffer->vertex_data) + ci->wDest;
444
445                         memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
446                     } else {
447                         ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags);
448                     }
449
450                     instr += size;
451                 }
452             } break;
453
454             case D3DOP_TEXTURELOAD: {
455                 WARN("TEXTURELOAD-s    (%d)\n", count);
456
457                 instr += count * size;
458             } break;
459
460             case D3DOP_EXIT: {
461                 TRACE("EXIT             (%d)\n", count);
462                 /* We did this instruction */
463                 instr += size;
464                 /* Exit this loop */
465                 goto end_of_buffer;
466             } break;
467
468             case D3DOP_BRANCHFORWARD: {
469                 int i;
470                 TRACE("BRANCHFORWARD    (%d)\n", count);
471
472                 for (i = 0; i < count; i++) {
473                     LPD3DBRANCH ci = (LPD3DBRANCH) instr;
474
475                     if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue)
476                     {
477                         if (!ci->bNegate)
478                         {
479                             TRACE(" Branch to %d\n", ci->dwOffset);
480                             if (ci->dwOffset) {
481                                 instr = (char*)current + ci->dwOffset;
482                                 break;
483                             }
484                         }
485                     } else {
486                         if (ci->bNegate) {
487                             TRACE(" Branch to %d\n", ci->dwOffset);
488                             if (ci->dwOffset) {
489                                 instr = (char*)current + ci->dwOffset;
490                                 break;
491                             }
492                         }
493                     }
494
495                     instr += size;
496                 }
497             } break;
498
499             case D3DOP_SPAN: {
500                 WARN("SPAN-s           (%d)\n", count);
501
502                 instr += count * size;
503             } break;
504
505             case D3DOP_SETSTATUS: {
506                 int i;
507                 TRACE("SETSTATUS        (%d)\n", count);
508
509                 for (i = 0; i < count; i++) {
510                     LPD3DSTATUS ci = (LPD3DSTATUS) instr;
511
512                     buffer->data.dsStatus = *ci;
513
514                     instr += size;
515                 }
516             } break;
517
518             default:
519                 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
520                 /* Try to save ... */
521                 instr += count * size;
522                 break;
523         }
524     }
525
526 end_of_buffer:
527     return D3D_OK;
528 }
529
530 static inline struct d3d_execute_buffer *impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface)
531 {
532     return CONTAINING_RECORD(iface, struct d3d_execute_buffer, IDirect3DExecuteBuffer_iface);
533 }
534
535 /*****************************************************************************
536  * IDirect3DExecuteBuffer::QueryInterface
537  *
538  * Well, a usual QueryInterface function. Don't know fur sure which
539  * interfaces it can Query.
540  *
541  * Params:
542  *  riid: The interface ID queried for
543  *  obj: Address to return the interface pointer at
544  *
545  * Returns:
546  *  D3D_OK in case of a success (S_OK? Think it's the same)
547  *  OLE_E_ENUM_NOMORE if the interface wasn't found.
548  *   (E_NOINTERFACE?? Don't know what I really need)
549  *
550  *****************************************************************************/
551 static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID riid, void **obj)
552 {
553     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
554
555     *obj = NULL;
556
557     if ( IsEqualGUID( &IID_IUnknown,  riid ) ) {
558         IDirect3DExecuteBuffer_AddRef(iface);
559         *obj = iface;
560         TRACE("  Creating IUnknown interface at %p.\n", *obj);
561         return S_OK;
562     }
563     if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) {
564         IDirect3DExecuteBuffer_AddRef(iface);
565         *obj = iface;
566         TRACE("  Creating IDirect3DExecuteBuffer interface %p\n", *obj);
567         return S_OK;
568     }
569     FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
570     return E_NOINTERFACE;
571 }
572
573
574 /*****************************************************************************
575  * IDirect3DExecuteBuffer::AddRef
576  *
577  * A normal AddRef method, nothing special
578  *
579  * Returns:
580  *  The new refcount
581  *
582  *****************************************************************************/
583 static ULONG WINAPI d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer *iface)
584 {
585     struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
586     ULONG ref = InterlockedIncrement(&buffer->ref);
587
588     TRACE("%p increasing refcount to %u.\n", buffer, ref);
589
590     return ref;
591 }
592
593 /*****************************************************************************
594  * IDirect3DExecuteBuffer::Release
595  *
596  * A normal Release method, nothing special
597  *
598  * Returns:
599  *  The new refcount
600  *
601  *****************************************************************************/
602 static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface)
603 {
604     struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
605     ULONG ref = InterlockedDecrement(&buffer->ref);
606
607     TRACE("%p decreasing refcount to %u.\n", buffer, ref);
608
609     if (!ref)
610     {
611         if (buffer->need_free)
612             HeapFree(GetProcessHeap(), 0, buffer->desc.lpData);
613         HeapFree(GetProcessHeap(), 0, buffer->vertex_data);
614         HeapFree(GetProcessHeap(), 0, buffer->indices);
615         HeapFree(GetProcessHeap(), 0, buffer);
616     }
617
618     return ref;
619 }
620
621 /*****************************************************************************
622  * IDirect3DExecuteBuffer::Initialize
623  *
624  * Initializes the Execute Buffer. This method exists for COM compliance
625  * Nothing to do here.
626  *
627  * Returns:
628  *  D3D_OK
629  *
630  *****************************************************************************/
631 static HRESULT WINAPI d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer *iface,
632         IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc)
633 {
634     TRACE("iface %p, device %p, desc %p.\n", iface, device, desc);
635
636     return D3D_OK;
637 }
638
639 /*****************************************************************************
640  * IDirect3DExecuteBuffer::Lock
641  *
642  * Locks the buffer, so the app can write into it.
643  *
644  * Params:
645  *  Desc: Pointer to return the buffer description. This Description contains
646  *        a pointer to the buffer data.
647  *
648  * Returns:
649  *  This implementation always returns D3D_OK
650  *
651  *****************************************************************************/
652 static HRESULT WINAPI d3d_execute_buffer_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *desc)
653 {
654     struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
655     DWORD dwSize;
656
657     TRACE("iface %p, desc %p.\n", iface, desc);
658
659     dwSize = desc->dwSize;
660     memcpy(desc, &buffer->desc, dwSize);
661
662     if (TRACE_ON(ddraw))
663     {
664         TRACE("  Returning description :\n");
665         _dump_D3DEXECUTEBUFFERDESC(desc);
666     }
667     return D3D_OK;
668 }
669
670 /*****************************************************************************
671  * IDirect3DExecuteBuffer::Unlock
672  *
673  * Unlocks the buffer. We don't have anything to do here
674  *
675  * Returns:
676  *  This implementation always returns D3D_OK
677  *
678  *****************************************************************************/
679 static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface)
680 {
681     TRACE("iface %p.\n", iface);
682
683     return D3D_OK;
684 }
685
686 /*****************************************************************************
687  * IDirect3DExecuteBuffer::SetExecuteData
688  *
689  * Sets the execute data. This data is used to describe the buffer's content
690  *
691  * Params:
692  *  Data: Pointer to a D3DEXECUTEDATA structure containing the data to
693  *  assign
694  *
695  * Returns:
696  *  D3D_OK on success
697  *  DDERR_OUTOFMEMORY if the vertex buffer allocation failed
698  *
699  *****************************************************************************/
700 static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
701 {
702     struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
703     DWORD nbvert;
704
705     TRACE("iface %p, data %p.\n", iface, data);
706
707     memcpy(&buffer->data, data, data->dwSize);
708
709     /* Get the number of vertices in the execute buffer */
710     nbvert = buffer->data.dwVertexCount;
711
712     /* Prepares the transformed vertex buffer */
713     HeapFree(GetProcessHeap(), 0, buffer->vertex_data);
714     buffer->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
715     buffer->nb_vertices = nbvert;
716
717     if (TRACE_ON(ddraw))
718         _dump_executedata(data);
719
720     return D3D_OK;
721 }
722
723 /*****************************************************************************
724  * IDirect3DExecuteBuffer::GetExecuteData
725  *
726  * Returns the data in the execute buffer
727  *
728  * Params:
729  *  Data: Pointer to a D3DEXECUTEDATA structure used to return data
730  *
731  * Returns:
732  *  D3D_OK on success
733  *
734  *****************************************************************************/
735 static HRESULT WINAPI d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
736 {
737     struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
738     DWORD dwSize;
739
740     TRACE("iface %p, data %p.\n", iface, data);
741
742     dwSize = data->dwSize;
743     memcpy(data, &buffer->data, dwSize);
744
745     if (TRACE_ON(ddraw))
746     {
747         TRACE("Returning data :\n");
748         _dump_executedata(data);
749     }
750
751     return DD_OK;
752 }
753
754 /*****************************************************************************
755  * IDirect3DExecuteBuffer::Validate
756  *
757  * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
758  * currently implemented"
759  *
760  * Params:
761  *  ?
762  *
763  * Returns:
764  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
765  *
766  *****************************************************************************/
767 static HRESULT WINAPI d3d_execute_buffer_Validate(IDirect3DExecuteBuffer *iface,
768         DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved)
769 {
770     TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n",
771             iface, offset, callback, context, reserved);
772
773     WARN("Not implemented.\n");
774
775     return DDERR_UNSUPPORTED; /* Unchecked */
776 }
777
778 /*****************************************************************************
779  * IDirect3DExecuteBuffer::Optimize
780  *
781  * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
782  * currently supported"
783  *
784  * Params:
785  *  Dummy: Seems to be an unused dummy ;)
786  *
787  * Returns:
788  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
789  *
790  *****************************************************************************/
791 static HRESULT WINAPI d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved)
792 {
793     TRACE("iface %p, reserved %#x.\n", iface, reserved);
794
795     WARN("Not implemented.\n");
796
797     return DDERR_UNSUPPORTED; /* Unchecked */
798 }
799
800 static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl =
801 {
802     d3d_execute_buffer_QueryInterface,
803     d3d_execute_buffer_AddRef,
804     d3d_execute_buffer_Release,
805     d3d_execute_buffer_Initialize,
806     d3d_execute_buffer_Lock,
807     d3d_execute_buffer_Unlock,
808     d3d_execute_buffer_SetExecuteData,
809     d3d_execute_buffer_GetExecuteData,
810     d3d_execute_buffer_Validate,
811     d3d_execute_buffer_Optimize,
812 };
813
814 HRESULT d3d_execute_buffer_init(struct d3d_execute_buffer *execute_buffer,
815         struct d3d_device *device, D3DEXECUTEBUFFERDESC *desc)
816 {
817     execute_buffer->IDirect3DExecuteBuffer_iface.lpVtbl = &d3d_execute_buffer_vtbl;
818     execute_buffer->ref = 1;
819     execute_buffer->d3ddev = device;
820
821     /* Initializes memory */
822     memcpy(&execute_buffer->desc, desc, desc->dwSize);
823
824     /* No buffer given */
825     if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA))
826         execute_buffer->desc.lpData = NULL;
827
828     /* No buffer size given */
829     if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE))
830         execute_buffer->desc.dwBufferSize = 0;
831
832     /* Create buffer if asked */
833     if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize)
834     {
835         execute_buffer->need_free = TRUE;
836         execute_buffer->desc.lpData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, execute_buffer->desc.dwBufferSize);
837         if (!execute_buffer->desc.lpData)
838         {
839             ERR("Failed to allocate execute buffer data.\n");
840             return DDERR_OUTOFMEMORY;
841         }
842     }
843
844     execute_buffer->desc.dwFlags |= D3DDEB_LPDATA;
845
846     return D3D_OK;
847 }
848
849 struct d3d_execute_buffer *unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface)
850 {
851     if (!iface)
852         return NULL;
853     assert(iface->lpVtbl == &d3d_execute_buffer_vtbl);
854
855     return impl_from_IDirect3DExecuteBuffer(iface);
856 }