2 * IDirect3DVertexDeclaration8 implementation
4 * Copyright 2007 Henri Verbeet
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 /* IDirect3DVertexDeclaration8 is internal to our implementation.
22 * It's not visible in the API. */
25 #include "d3d8_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
30 static HRESULT WINAPI IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8 *iface, REFIID riid, void **obj_ptr)
32 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj_ptr);
34 if (IsEqualGUID(riid, &IID_IUnknown)
35 || IsEqualGUID(riid, &IID_IDirect3DVertexDeclaration8))
37 IUnknown_AddRef(iface);
46 static ULONG WINAPI IDirect3DVertexDeclaration8Impl_AddRef(IDirect3DVertexDeclaration8 *iface)
48 IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
49 ULONG ref_count = InterlockedIncrement(&This->ref_count);
51 TRACE("%p increasing refcount to %u.\n", iface, ref_count);
56 IWineD3DVertexDeclaration_AddRef(This->wined3d_vertex_declaration);
57 wined3d_mutex_unlock();
63 static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8 *iface)
65 IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
66 ULONG ref_count = InterlockedDecrement(&This->ref_count);
68 TRACE("%p decreasing refcount to %u.\n", iface, ref_count);
72 IWineD3DVertexDeclaration_Release(This->wined3d_vertex_declaration);
73 wined3d_mutex_unlock();
79 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
83 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
84 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
85 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
86 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
87 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
88 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
89 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
90 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
91 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
92 #undef D3DVSDT_TYPE_TO_STR
94 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
95 return "unrecognized";
99 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
101 switch (d3dvsde_register)
103 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
104 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
105 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
106 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
107 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
108 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
109 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
110 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
111 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
112 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
113 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
114 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
115 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
116 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
117 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
118 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
119 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
120 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
121 #undef D3DVSDE_REGISTER_TO_STR
123 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
124 return "unrecognized";
128 size_t parse_token(const DWORD* pToken)
130 const DWORD token = *pToken;
133 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
134 case D3DVSD_TOKEN_NOP:
135 TRACE(" 0x%08x NOP()\n", token);
138 case D3DVSD_TOKEN_STREAM:
139 if (token & D3DVSD_STREAMTESSMASK)
141 TRACE(" 0x%08x STREAM_TESS()\n", token);
143 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
147 case D3DVSD_TOKEN_STREAMDATA:
148 if (token & 0x10000000)
150 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
152 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
153 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
154 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
158 case D3DVSD_TOKEN_TESSELLATOR:
159 if (token & 0x10000000)
161 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
162 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
163 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
165 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
166 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
167 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
168 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
169 debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
173 case D3DVSD_TOKEN_CONSTMEM:
175 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
176 tokenlen = (4 * count) + 1;
180 case D3DVSD_TOKEN_EXT:
182 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
183 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
184 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
185 /* todo ... print extension */
186 tokenlen = count + 1;
190 case D3DVSD_TOKEN_END:
191 TRACE(" 0x%08x END()\n", token);
195 TRACE(" 0x%08x UNKNOWN\n", token);
202 void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader)
204 const DWORD *token = d3d8_elements;
206 while (*token != D3DVSD_END())
208 if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
210 DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
211 DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
217 for (i = 0; i < count; ++i)
219 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
221 *(const float *)(token + i * 4 + 1),
222 *(const float *)(token + i * 4 + 2),
223 *(const float *)(token + i * 4 + 3),
224 *(const float *)(token + i * 4 + 4));
227 hr = IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader, constant_idx, (const float *)token+1, count);
228 if (FAILED(hr)) ERR("Failed setting shader constants\n");
231 token += parse_token(token);
235 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
236 static const size_t wined3d_type_sizes[] =
238 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
239 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
240 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
241 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
242 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
243 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
244 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
245 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
246 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
247 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
248 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
249 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
250 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
251 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
252 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
253 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
254 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
257 static const WINED3DFORMAT wined3d_format_lookup[] =
259 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
260 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
261 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
262 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
263 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
264 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
265 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
266 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
267 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
268 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
269 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
270 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
271 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
272 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT,
273 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM,
274 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
275 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
283 static const wined3d_usage_t wined3d_usage_lookup[] = {
284 /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION, 0},
285 /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT, 0},
286 /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0},
287 /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL, 0},
288 /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE, 0},
289 /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR, 0},
290 /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR, 1},
291 /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD, 0},
292 /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD, 1},
293 /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD, 2},
294 /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD, 3},
295 /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD, 4},
296 /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD, 5},
297 /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD, 6},
298 /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD, 7},
299 /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION, 1},
300 /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL, 1},
303 /* TODO: find out where rhw (or positionT) is for declaration8 */
304 static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
305 WINED3DVERTEXELEMENT **wined3d_elements)
307 const DWORD *token = d3d8_elements;
308 WINED3DVERTEXELEMENT *element;
309 D3DVSD_TOKENTYPE token_type;
310 unsigned int element_count = 0;
314 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
316 /* 128 should be enough for anyone... */
317 *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
318 while (D3DVSD_END() != *token)
320 token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
322 if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
324 stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
326 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
327 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
328 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
330 TRACE("Adding element %d:\n", element_count);
332 element = *wined3d_elements + element_count++;
333 element->format = wined3d_format_lookup[type];
334 element->input_slot = stream;
335 element->offset = offset;
336 element->output_slot = reg;
337 element->method = WINED3DDECLMETHOD_DEFAULT;
338 element->usage = wined3d_usage_lookup[reg].usage;
339 element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
341 offset += wined3d_type_sizes[type];
342 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
343 TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
344 offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
347 if (element_count >= 127) {
348 ERR("More than 127 elements?\n");
352 token += parse_token(token);
355 *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
357 return element_count;
360 static const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl =
362 IDirect3DVertexDeclaration8Impl_QueryInterface,
363 IDirect3DVertexDeclaration8Impl_AddRef,
364 IDirect3DVertexDeclaration8Impl_Release
367 static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
369 IDirect3DVertexDeclaration8Impl *declaration = parent;
370 HeapFree(GetProcessHeap(), 0, declaration->elements);
371 HeapFree(GetProcessHeap(), 0, declaration);
374 static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
376 d3d8_vertexdeclaration_wined3d_object_destroyed,
379 HRESULT vertexdeclaration_init(IDirect3DVertexDeclaration8Impl *declaration,
380 IDirect3DDevice8Impl *device, const DWORD *elements, DWORD shader_handle)
382 WINED3DVERTEXELEMENT *wined3d_elements;
383 UINT wined3d_element_count;
386 declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
387 declaration->ref_count = 1;
388 declaration->shader_handle = shader_handle;
390 wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
391 declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
392 if (!declaration->elements)
394 ERR("Failed to allocate vertex declaration elements memory.\n");
395 HeapFree(GetProcessHeap(), 0, wined3d_elements);
396 return E_OUTOFMEMORY;
399 memcpy(declaration->elements, elements, declaration->elements_size);
401 wined3d_mutex_lock();
402 hr = IWineD3DDevice_CreateVertexDeclaration(device->WineD3DDevice, &declaration->wined3d_vertex_declaration,
403 (IUnknown *)declaration, &d3d8_vertexdeclaration_wined3d_parent_ops,
404 wined3d_elements, wined3d_element_count);
405 wined3d_mutex_unlock();
406 HeapFree(GetProcessHeap(), 0, wined3d_elements);
409 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
410 HeapFree(GetProcessHeap(), 0, declaration->elements);
417 HRESULT vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl *declaration,
418 IDirect3DDevice8Impl *device, DWORD fvf)
422 declaration->ref_count = 1;
423 declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
424 declaration->elements = NULL;
425 declaration->elements_size = 0;
426 declaration->shader_handle = fvf;
428 hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(device->WineD3DDevice,
429 &declaration->wined3d_vertex_declaration, (IUnknown *)declaration,
430 &d3d8_vertexdeclaration_wined3d_parent_ops, fvf);
433 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);