secur32/tests: Skip some tests on WinMe to avoid a crash.
[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, FALSE);
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 = 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((IDirect3DDevice7 *)lpDevice,
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.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
231                             lpDevice->world = ci->u2.dwArg[0];
232                         if(ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
233                             lpDevice->view = ci->u2.dwArg[0];
234                         if(ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
235                             lpDevice->proj = ci->u2.dwArg[0];
236                         IDirect3DDevice7_SetTransform((IDirect3DDevice7 *)lpDevice,
237                                 ci->u1.dtstTransformStateType, (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 =
265                                 lpDevice->Handles[matHandle - 1].ptr;
266
267                             mat->activate(mat);
268                         }
269                     } else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
270                         switch (ci->u2.dwArg[0]) {
271                             case D3DCOLOR_MONO:
272                                 ERR("DDCOLOR_MONO should not happen!\n");
273                                 break;
274                             case D3DCOLOR_RGB:
275                                 /* We are already in this mode */
276                                 break;
277                             default:
278                                 ERR("Unknown color model!\n");
279                         }
280                     } else {
281                         D3DRENDERSTATETYPE rs = 0;
282                         switch (ci->u1.dlstLightStateType) {
283
284                             case D3DLIGHTSTATE_AMBIENT:       /* 2 */
285                                 rs = D3DRENDERSTATE_AMBIENT;
286                                 break;
287                             case D3DLIGHTSTATE_FOGMODE:       /* 4 */
288                                 rs = D3DRENDERSTATE_FOGVERTEXMODE;
289                                 break;
290                             case D3DLIGHTSTATE_FOGSTART:      /* 5 */
291                                 rs = D3DRENDERSTATE_FOGSTART;
292                                 break;
293                             case D3DLIGHTSTATE_FOGEND:        /* 6 */
294                                 rs = D3DRENDERSTATE_FOGEND;
295                                 break;
296                             case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
297                                 rs = D3DRENDERSTATE_FOGDENSITY;
298                                 break;
299                             case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
300                                 rs = D3DRENDERSTATE_COLORVERTEX;
301                                 break;
302                             default:
303                                 break;
304                         }
305
306                         IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)lpDevice, rs, ci->u2.dwArg[0]);
307                     }
308
309                     instr += size;
310                 }
311             } break;
312
313             case D3DOP_STATERENDER: {
314                 int i;
315                 IDirect3DDevice2 *d3d_device2 = (IDirect3DDevice2 *)&lpDevice->IDirect3DDevice2_vtbl;
316                 TRACE("STATERENDER      (%d)\n", count);
317
318                 for (i = 0; i < count; i++) {
319                     LPD3DSTATE ci = (LPD3DSTATE) instr;
320
321                     IDirect3DDevice2_SetRenderState(d3d_device2, 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 mat;
405                         D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
406                         
407                         if (TRACE_ON(d3d7)) {
408                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
409                             dump_D3DMATRIX(&proj_mat);
410                             TRACE("  View       Matrix : (%p)\n", &view_mat);
411                             dump_D3DMATRIX(&view_mat);
412                             TRACE("  World Matrix : (%p)\n", &world_mat);
413                             dump_D3DMATRIX(&world_mat);
414                         }
415
416                         multiply_matrix(&mat,&view_mat,&world_mat);
417                         multiply_matrix(&mat,&proj_mat,&mat);
418
419                         for (nb = 0; nb < ci->dwCount; nb++) {
420                             /* No lighting yet */
421                             dst->u5.color = 0xFFFFFFFF; /* Opaque white */
422                             dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
423
424                             dst->u7.tu  = src->u7.tu;
425                             dst->u8.tv  = src->u8.tv;
426
427                             /* Now, the matrix multiplication */
428                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
429                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
430                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
431                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
432
433                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
434                                        + Viewport->dwX + Viewport->dwWidth / 2;
435                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
436                                        + Viewport->dwY + Viewport->dwHeight / 2;
437                             dst->u3.sz /= dst->u4.rhw;
438                             dst->u4.rhw = 1 / dst->u4.rhw;
439
440                             src++;
441                             dst++;
442
443                         }
444                     } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
445                         unsigned int nb;
446                         D3DLVERTEX *src  = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
447                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
448                         D3DMATRIX mat;
449                         D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
450                         
451                         if (TRACE_ON(d3d7)) {
452                             TRACE("  Projection Matrix : (%p)\n", &proj_mat);
453                             dump_D3DMATRIX(&proj_mat);
454                             TRACE("  View       Matrix : (%p)\n",&view_mat);
455                             dump_D3DMATRIX(&view_mat);
456                             TRACE("  World Matrix : (%p)\n", &world_mat);
457                             dump_D3DMATRIX(&world_mat);
458                         }
459
460                         multiply_matrix(&mat,&view_mat,&world_mat);
461                         multiply_matrix(&mat,&proj_mat,&mat);
462
463                         for (nb = 0; nb < ci->dwCount; nb++) {
464                             dst->u5.color = src->u4.color;
465                             dst->u6.specular = src->u5.specular;
466                             dst->u7.tu = src->u6.tu;
467                             dst->u8.tv = src->u7.tv;
468
469                             /* Now, the matrix multiplication */
470                             dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
471                             dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
472                             dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
473                             dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
474
475                             dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
476                                        + Viewport->dwX + Viewport->dwWidth / 2;
477                             dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
478                                        + Viewport->dwY + Viewport->dwHeight / 2;
479
480                             dst->u3.sz /= dst->u4.rhw;
481                             dst->u4.rhw = 1 / dst->u4.rhw;
482
483                             src++;
484                             dst++;
485                         }
486                     } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
487                         D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
488                         D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
489                         
490                         memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
491                     } else {
492                         ERR("Unhandled vertex processing !\n");
493                     }
494
495                     instr += size;
496                 }
497             } break;
498
499             case D3DOP_TEXTURELOAD: {
500                 WARN("TEXTURELOAD-s    (%d)\n", count);
501
502                 instr += count * size;
503             } break;
504
505             case D3DOP_EXIT: {
506                 TRACE("EXIT             (%d)\n", count);
507                 /* We did this instruction */
508                 instr += size;
509                 /* Exit this loop */
510                 goto end_of_buffer;
511             } break;
512
513             case D3DOP_BRANCHFORWARD: {
514                 int i;
515                 TRACE("BRANCHFORWARD    (%d)\n", count);
516
517                 for (i = 0; i < count; i++) {
518                     LPD3DBRANCH ci = (LPD3DBRANCH) instr;
519
520                     if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
521                         if (!ci->bNegate) {
522                             TRACE(" Branch to %d\n", ci->dwOffset);
523                             if (ci->dwOffset) {
524                                 instr = (char*)current + ci->dwOffset;
525                                 break;
526                             }
527                         }
528                     } else {
529                         if (ci->bNegate) {
530                             TRACE(" Branch to %d\n", ci->dwOffset);
531                             if (ci->dwOffset) {
532                                 instr = (char*)current + ci->dwOffset;
533                                 break;
534                             }
535                         }
536                     }
537
538                     instr += size;
539                 }
540             } break;
541
542             case D3DOP_SPAN: {
543                 WARN("SPAN-s           (%d)\n", count);
544
545                 instr += count * size;
546             } break;
547
548             case D3DOP_SETSTATUS: {
549                 int i;
550                 TRACE("SETSTATUS        (%d)\n", count);
551
552                 for (i = 0; i < count; i++) {
553                     LPD3DSTATUS ci = (LPD3DSTATUS) instr;
554
555                     This->data.dsStatus = *ci;
556
557                     instr += size;
558                 }
559             } break;
560
561             default:
562                 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
563                 /* Try to save ... */
564                 instr += count * size;
565                 break;
566         }
567     }
568
569 end_of_buffer:
570     ;
571 }
572
573 /*****************************************************************************
574  * IDirect3DExecuteBuffer::QueryInterface
575  *
576  * Well, a usual QueryInterface function. Don't know fur sure which
577  * interfaces it can Query.
578  *
579  * Params:
580  *  riid: The interface ID queried for
581  *  obj: Address to return the interface pointer at
582  *
583  * Returns:
584  *  D3D_OK in case of a success (S_OK? Think it's the same)
585  *  OLE_E_ENUM_NOMORE if the interface wasn't found.
586  *   (E_NOINTERFACE?? Don't know what I really need)
587  *
588  *****************************************************************************/
589 static HRESULT WINAPI
590 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
591                                           REFIID riid,
592                                           void **obj)
593 {
594     TRACE("(%p)->(%s,%p)\n", iface, debugstr_guid(riid), obj);
595
596     *obj = NULL;
597
598     if ( IsEqualGUID( &IID_IUnknown,  riid ) ) {
599         IDirect3DExecuteBuffer_AddRef(iface);
600         *obj = iface;
601         TRACE("  Creating IUnknown interface at %p.\n", *obj);
602         return S_OK;
603     }
604     if ( IsEqualGUID( &IID_IDirect3DExecuteBuffer, riid ) ) {
605         IDirect3DExecuteBuffer_AddRef(iface);
606         *obj = iface;
607         TRACE("  Creating IDirect3DExecuteBuffer interface %p\n", *obj);
608         return S_OK;
609     }
610     FIXME("(%p): interface for IID %s NOT found!\n", iface, debugstr_guid(riid));
611     return E_NOINTERFACE;
612 }
613
614
615 /*****************************************************************************
616  * IDirect3DExecuteBuffer::AddRef
617  *
618  * A normal AddRef method, nothing special
619  *
620  * Returns:
621  *  The new refcount
622  *
623  *****************************************************************************/
624 static ULONG WINAPI
625 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
626 {
627     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
628     ULONG ref = InterlockedIncrement(&This->ref);
629
630     FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
631
632     return ref;
633 }
634
635 /*****************************************************************************
636  * IDirect3DExecuteBuffer::Release
637  *
638  * A normal Release method, nothing special
639  *
640  * Returns:
641  *  The new refcount
642  *
643  *****************************************************************************/
644 static ULONG WINAPI
645 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
646 {
647     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
648     ULONG ref = InterlockedDecrement(&This->ref);
649
650     TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
651
652     if (!ref) {
653         if (This->need_free)
654             HeapFree(GetProcessHeap(),0,This->desc.lpData);
655         HeapFree(GetProcessHeap(),0,This->vertex_data);
656         HeapFree(GetProcessHeap(),0,This->indices);
657         HeapFree(GetProcessHeap(),0,This);
658         return 0;
659     }
660
661     return ref;
662 }
663
664 /*****************************************************************************
665  * IDirect3DExecuteBuffer::Initialize
666  *
667  * Initializes the Execute Buffer. This method exists for COM compliance
668  * Nothing to do here.
669  *
670  * Returns:
671  *  D3D_OK
672  *
673  *****************************************************************************/
674 static HRESULT WINAPI
675 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
676                                         IDirect3DDevice *lpDirect3DDevice,
677                                         D3DEXECUTEBUFFERDESC *lpDesc)
678 {
679     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
680     TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
681     return D3D_OK;
682 }
683
684 /*****************************************************************************
685  * IDirect3DExecuteBuffer::Lock
686  *
687  * Locks the buffer, so the app can write into it.
688  *
689  * Params:
690  *  Desc: Pointer to return the buffer description. This Description contains
691  *        a pointer to the buffer data.
692  *
693  * Returns:
694  *  This implementation always returns D3D_OK
695  *
696  *****************************************************************************/
697 static HRESULT WINAPI
698 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
699                                 D3DEXECUTEBUFFERDESC *lpDesc)
700 {
701     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
702     DWORD dwSize;
703     TRACE("(%p)->(%p)\n", This, lpDesc);
704
705     dwSize = lpDesc->dwSize;
706     memset(lpDesc, 0, dwSize);
707     memcpy(lpDesc, &This->desc, dwSize);
708
709     if (TRACE_ON(d3d7)) {
710         TRACE("  Returning description :\n");
711         _dump_D3DEXECUTEBUFFERDESC(lpDesc);
712     }
713     return D3D_OK;
714 }
715
716 /*****************************************************************************
717  * IDirect3DExecuteBuffer::Unlock
718  *
719  * Unlocks the buffer. We don't have anything to do here
720  *
721  * Returns:
722  *  This implementation always returns D3D_OK
723  *
724  *****************************************************************************/
725 static HRESULT WINAPI
726 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
727 {
728     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
729     TRACE("(%p)->() no-op...\n", This);
730     return D3D_OK;
731 }
732
733 /*****************************************************************************
734  * IDirect3DExecuteBuffer::SetExecuteData
735  *
736  * Sets the execute data. This data is used to describe the buffer's content
737  *
738  * Params:
739  *  Data: Pointer to a D3DEXECUTEDATA structure containing the data to
740  *  assign
741  *
742  * Returns:
743  *  D3D_OK on success
744  *  DDERR_OUTOFMEMORY if the vertex buffer allocation failed
745  *
746  *****************************************************************************/
747 static HRESULT WINAPI
748 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
749                                           D3DEXECUTEDATA *lpData)
750 {
751     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
752     DWORD nbvert;
753     TRACE("(%p)->(%p)\n", This, lpData);
754
755     memcpy(&This->data, lpData, lpData->dwSize);
756
757     /* Get the number of vertices in the execute buffer */
758     nbvert = This->data.dwVertexCount;
759
760     /* Prepares the transformed vertex buffer */
761     HeapFree(GetProcessHeap(), 0, This->vertex_data);
762     This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
763
764     if (TRACE_ON(d3d7)) {
765         _dump_executedata(lpData);
766     }
767
768     return D3D_OK;
769 }
770
771 /*****************************************************************************
772  * IDirect3DExecuteBuffer::GetExecuteData
773  *
774  * Returns the data in the execute buffer
775  *
776  * Params:
777  *  Data: Pointer to a D3DEXECUTEDATA structure used to return data
778  *
779  * Returns:
780  *  D3D_OK on success
781  *
782  *****************************************************************************/
783 static HRESULT WINAPI
784 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
785                                           D3DEXECUTEDATA *lpData)
786 {
787     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
788     DWORD dwSize;
789     TRACE("(%p)->(%p): stub!\n", This, lpData);
790
791     dwSize = lpData->dwSize;
792     memset(lpData, 0, dwSize);
793     memcpy(lpData, &This->data, dwSize);
794
795     if (TRACE_ON(d3d7)) {
796         TRACE("Returning data :\n");
797         _dump_executedata(lpData);
798     }
799
800     return DD_OK;
801 }
802
803 /*****************************************************************************
804  * IDirect3DExecuteBuffer::Validate
805  *
806  * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
807  * currently implemented"
808  *
809  * Params:
810  *  ?
811  *
812  * Returns:
813  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
814  *
815  *****************************************************************************/
816 static HRESULT WINAPI
817 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
818                                     DWORD *Offset,
819                                     LPD3DVALIDATECALLBACK Func,
820                                     void *UserArg,
821                                     DWORD Reserved)
822 {
823     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
824     TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
825     return DDERR_UNSUPPORTED; /* Unchecked */
826 }
827
828 /*****************************************************************************
829  * IDirect3DExecuteBuffer::Optimize
830  *
831  * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
832  * currently supported"
833  *
834  * Params:
835  *  Dummy: Seems to be an unused dummy ;)
836  *
837  * Returns:
838  *  DDERR_UNSUPPORTED, because it's not implemented in Windows.
839  *
840  *****************************************************************************/
841 static HRESULT WINAPI
842 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
843                                     DWORD Dummy)
844 {
845     IDirect3DExecuteBufferImpl *This = (IDirect3DExecuteBufferImpl *)iface;
846     TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
847     return DDERR_UNSUPPORTED; /* Unchecked */
848 }
849
850 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
851 {
852     IDirect3DExecuteBufferImpl_QueryInterface,
853     IDirect3DExecuteBufferImpl_AddRef,
854     IDirect3DExecuteBufferImpl_Release,
855     IDirect3DExecuteBufferImpl_Initialize,
856     IDirect3DExecuteBufferImpl_Lock,
857     IDirect3DExecuteBufferImpl_Unlock,
858     IDirect3DExecuteBufferImpl_SetExecuteData,
859     IDirect3DExecuteBufferImpl_GetExecuteData,
860     IDirect3DExecuteBufferImpl_Validate,
861     IDirect3DExecuteBufferImpl_Optimize,
862 };