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("(%p)->(%s, %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;
50 ULONG ref_count = InterlockedIncrement(&This->ref_count);
51 TRACE("(%p) : AddRef increasing to %d\n", This, ref_count);
56 static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8 *iface)
58 IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
60 ULONG ref_count = InterlockedDecrement(&This->ref_count);
61 TRACE("(%p) : Releasing to %d\n", This, ref_count);
64 IWineD3DVertexDeclaration_Release(This->wined3d_vertex_declaration);
65 HeapFree(GetProcessHeap(), 0, This->elements);
66 HeapFree(GetProcessHeap(), 0, This);
72 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
76 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
77 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
78 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
79 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
80 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
81 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
82 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
83 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
84 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
85 #undef D3DVSDT_TYPE_TO_STR
87 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
88 return "unrecognized";
92 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
94 switch (d3dvsde_register)
96 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
97 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
98 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
99 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
100 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
101 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
102 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
103 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
104 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
105 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
106 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
107 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
108 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
109 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
110 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
111 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
112 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
113 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
114 #undef D3DVSDE_REGISTER_TO_STR
116 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
117 return "unrecognized";
121 size_t parse_token(const DWORD* pToken)
123 const DWORD token = *pToken;
126 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
127 case D3DVSD_TOKEN_NOP:
128 TRACE(" 0x%08x NOP()\n", token);
131 case D3DVSD_TOKEN_STREAM:
132 if (token & D3DVSD_STREAMTESSMASK)
134 TRACE(" 0x%08x STREAM_TESS()\n", token);
136 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
140 case D3DVSD_TOKEN_STREAMDATA:
141 if (token & 0x10000000)
143 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
145 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
146 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
147 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
151 case D3DVSD_TOKEN_TESSELLATOR:
152 if (token & 0x10000000)
154 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
155 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
156 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
158 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
159 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
160 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
161 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
162 debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
166 case D3DVSD_TOKEN_CONSTMEM:
168 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
169 tokenlen = (4 * count) + 1;
173 case D3DVSD_TOKEN_EXT:
175 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
176 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
177 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
178 /* todo ... print extension */
179 tokenlen = count + 1;
183 case D3DVSD_TOKEN_END:
184 TRACE(" 0x%08x END()\n", token);
188 TRACE(" 0x%08x UNKNOWN\n", token);
195 void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader)
197 const DWORD *token = d3d8_elements;
199 while (*token != D3DVSD_END())
201 if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
203 DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
204 DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
210 for (i = 0; i < count; ++i)
212 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
214 *(const float *)(token + i * 4 + 1),
215 *(const float *)(token + i * 4 + 2),
216 *(const float *)(token + i * 4 + 3),
217 *(const float *)(token + i * 4 + 4));
220 hr = IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader, constant_idx, (const float *)token+1, count);
221 if (FAILED(hr)) ERR("Failed setting shader constants\n");
224 token += parse_token(token);
228 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
229 static const size_t wined3d_type_sizes[WINED3DDECLTYPE_UNUSED] = {
230 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
231 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
232 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
233 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
234 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
235 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
236 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
237 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
238 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
239 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
240 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
241 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
242 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
243 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
244 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
245 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
246 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
254 static const wined3d_usage_t wined3d_usage_lookup[] = {
255 /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION, 0},
256 /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT, 0},
257 /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0},
258 /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL, 0},
259 /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE, 0},
260 /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR, 0},
261 /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR, 1},
262 /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD, 0},
263 /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD, 1},
264 /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD, 2},
265 /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD, 3},
266 /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD, 4},
267 /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD, 5},
268 /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD, 6},
269 /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD, 7},
270 /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION, 1},
271 /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL, 1},
274 /* TODO: find out where rhw (or positionT) is for declaration8 */
275 UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size, WINED3DVERTEXELEMENT **wined3d_elements)
277 const DWORD *token = d3d8_elements;
278 WINED3DVERTEXELEMENT *element;
279 D3DVSD_TOKENTYPE token_type;
280 unsigned int element_count = 0;
284 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
286 /* 128 should be enough for anyone... */
287 *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
288 while (D3DVSD_END() != *token)
290 token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
292 if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
294 stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
296 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
297 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
298 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
300 TRACE("Adding element %d:\n", element_count);
302 element = *wined3d_elements + element_count++;
303 element->Stream = stream;
304 element->Method = WINED3DDECLMETHOD_DEFAULT;
305 element->Usage = wined3d_usage_lookup[reg].usage;
306 element->UsageIndex = wined3d_usage_lookup[reg].usage_idx;
307 element->Type = type;
308 element->Offset = offset;
311 offset += wined3d_type_sizes[type];
312 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
313 TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
314 offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
317 if (element_count >= 127) {
318 ERR("More than 127 elements?\n");
322 token += parse_token(token);
326 element = *wined3d_elements + element_count++;
327 element->Stream = 0xFF;
328 element->Type = WINED3DDECLTYPE_UNUSED;
330 *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
332 return element_count;
335 const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl =
337 IDirect3DVertexDeclaration8Impl_QueryInterface,
338 IDirect3DVertexDeclaration8Impl_AddRef,
339 IDirect3DVertexDeclaration8Impl_Release