wined3d: Skip copying the depth stencil if it's discarded.
[wine] / dlls / wined3d / vertexdeclaration.c
1 /*
2  * vertex declaration implementation
3  *
4  * Copyright 2002-2005 Raphael Junqueira
5  * Copyright 2004 Jason Edmeades
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
28
29 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30
31 static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
32     TRACE("     Stream: %d\n", element->Stream);
33     TRACE("     Offset: %d\n", element->Offset);
34     TRACE("       Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type);
35     TRACE("     Method: %s (%#x)\n", debug_d3ddeclmethod(element->Method), element->Method);
36     TRACE("      Usage: %s (%#x)\n", debug_d3ddeclusage(element->Usage), element->Usage);
37     TRACE("Usage index: %d\n", element->UsageIndex);
38     TRACE("   Register: %d\n", element->Reg);
39 }
40
41 /* *******************************************
42    IWineD3DVertexDeclaration IUnknown parts follow
43    ******************************************* */
44 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
45 {
46     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
47     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
48     if (IsEqualGUID(riid, &IID_IUnknown)
49         || IsEqualGUID(riid, &IID_IWineD3DBase)
50         || IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
51         IUnknown_AddRef(iface);
52         *ppobj = This;
53         return S_OK;
54     }
55     *ppobj = NULL;
56     return E_NOINTERFACE;
57 }
58
59 static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
60     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
61     TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
62     return InterlockedIncrement(&This->ref);
63 }
64
65 static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
66     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
67     ULONG ref;
68     TRACE("(%p) : Releasing from %d\n", This, This->ref);
69     ref = InterlockedDecrement(&This->ref);
70     if (ref == 0) {
71         if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
72             /* See comment in PixelShader::Release */
73             IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
74         }
75
76         HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
77         HeapFree(GetProcessHeap(), 0, This->ffp_valid);
78         HeapFree(GetProcessHeap(), 0, This);
79     }
80     return ref;
81 }
82
83 /* *******************************************
84    IWineD3DVertexDeclaration parts follow
85    ******************************************* */
86
87 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
88     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
89
90     *parent= This->parent;
91     IUnknown_AddRef(*parent);
92     TRACE("(%p) : returning %p\n", This, *parent);
93     return WINED3D_OK;
94 }
95
96 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
97     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
98     TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
99
100     *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
101     IWineD3DDevice_AddRef(*ppDevice);
102
103     return WINED3D_OK;
104 }
105
106 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface,
107         WINED3DVERTEXELEMENT *elements, UINT *element_count) {
108     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
109     HRESULT hr = WINED3D_OK;
110
111     TRACE("(%p) : d3d version %d, elements %p, element_count %p\n",
112             This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count);
113
114     *element_count = This->declarationWNumElements;
115     if (elements) {
116         CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT));
117     }
118
119     return hr;
120 }
121
122 static BOOL declaration_element_valid_ffp(const WINED3DVERTEXELEMENT *element)
123 {
124     switch(element->Usage)
125     {
126         case WINED3DDECLUSAGE_POSITION:
127         case WINED3DDECLUSAGE_POSITIONT:
128             switch(element->Type)
129             {
130                 case WINED3DDECLTYPE_FLOAT2:
131                 case WINED3DDECLTYPE_FLOAT3:
132                 case WINED3DDECLTYPE_FLOAT4:
133                 case WINED3DDECLTYPE_SHORT2:
134                 case WINED3DDECLTYPE_SHORT4:
135                 case WINED3DDECLTYPE_FLOAT16_2:
136                 case WINED3DDECLTYPE_FLOAT16_4:
137                     return TRUE;
138                 default:
139                     return FALSE;
140             }
141
142         case WINED3DDECLUSAGE_BLENDWEIGHT:
143             switch(element->Type)
144             {
145                 case WINED3DDECLTYPE_D3DCOLOR:
146                 case WINED3DDECLTYPE_UBYTE4:
147                 case WINED3DDECLTYPE_SHORT2:
148                 case WINED3DDECLTYPE_SHORT4:
149                 case WINED3DDECLTYPE_FLOAT16_2:
150                 case WINED3DDECLTYPE_FLOAT16_4:
151                     return TRUE;
152                 default:
153                     return FALSE;
154             }
155
156         case WINED3DDECLUSAGE_NORMAL:
157             switch(element->Type)
158             {
159                 case WINED3DDECLTYPE_FLOAT3:
160                 case WINED3DDECLTYPE_FLOAT4:
161                 case WINED3DDECLTYPE_SHORT4:
162                 case WINED3DDECLTYPE_FLOAT16_4:
163                     return TRUE;
164                 default:
165                     return FALSE;
166             }
167
168         case WINED3DDECLUSAGE_TEXCOORD:
169             switch(element->Type)
170             {
171                 case WINED3DDECLTYPE_FLOAT1:
172                 case WINED3DDECLTYPE_FLOAT2:
173                 case WINED3DDECLTYPE_FLOAT3:
174                 case WINED3DDECLTYPE_FLOAT4:
175                 case WINED3DDECLTYPE_SHORT2:
176                 case WINED3DDECLTYPE_SHORT4:
177                 case WINED3DDECLTYPE_FLOAT16_2:
178                 case WINED3DDECLTYPE_FLOAT16_4:
179                     return TRUE;
180                 default:
181                     return FALSE;
182             }
183
184         case WINED3DDECLUSAGE_COLOR:
185             switch(element->Type)
186             {
187                 case WINED3DDECLTYPE_FLOAT3:
188                 case WINED3DDECLTYPE_FLOAT4:
189                 case WINED3DDECLTYPE_D3DCOLOR:
190                 case WINED3DDECLTYPE_UBYTE4:
191                 case WINED3DDECLTYPE_SHORT4:
192                 case WINED3DDECLTYPE_UBYTE4N:
193                 case WINED3DDECLTYPE_SHORT4N:
194                 case WINED3DDECLTYPE_USHORT4N:
195                 case WINED3DDECLTYPE_FLOAT16_4:
196                     return TRUE;
197                 default:
198                     return FALSE;
199             }
200
201         default:
202             return FALSE;
203     }
204 }
205
206 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface,
207         const WINED3DVERTEXELEMENT *elements, UINT element_count) {
208     IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
209     HRESULT hr = WINED3D_OK;
210     int i, j;
211     char isPreLoaded[MAX_STREAMS];
212
213     TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
214     memset(isPreLoaded, 0, sizeof(isPreLoaded));
215
216     if (TRACE_ON(d3d_decl)) {
217         for (i = 0; i < element_count; ++i) {
218             dump_wined3dvertexelement(elements+i);
219         }
220     }
221
222     This->declarationWNumElements = element_count;
223     This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count);
224     This->ffp_valid = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->ffp_valid) * element_count);
225     if (!This->pDeclarationWine || !This->ffp_valid) {
226         ERR("Memory allocation failed\n");
227         return WINED3DERR_OUTOFVIDEOMEMORY;
228     } else {
229         CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count);
230     }
231
232     /* Do some static analysis on the elements to make reading the declaration more comfortable
233      * for the drawing code
234      */
235     This->num_streams = 0;
236     This->position_transformed = FALSE;
237     for (i = 0; i < element_count; ++i) {
238         This->ffp_valid[i] = declaration_element_valid_ffp(&This->pDeclarationWine[i]);
239
240         if(This->pDeclarationWine[i].Usage == WINED3DDECLUSAGE_POSITIONT) {
241             This->position_transformed = TRUE;
242         }
243
244         /* Find the Streams used in the declaration. The vertex buffers have to be loaded
245          * when drawing, but filter tesselation pseudo streams
246          */
247         if(This->pDeclarationWine[i].Stream >= MAX_STREAMS) continue;
248
249         if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) {
250             WARN("The application tries to use WINED3DDECLTYPE_UNUSED, returning E_FAIL\n");
251             /* The caller will release the vdecl, which will free This->pDeclarationWine */
252             return E_FAIL;
253         }
254
255         if(This->pDeclarationWine[i].Offset & 0x3) {
256             WARN("Declaration element %d is not 4 byte aligned(%d), returning E_FAIL\n", i, This->pDeclarationWine[i].Offset);
257             return E_FAIL;
258         }
259
260         if(!isPreLoaded[This->pDeclarationWine[i].Stream]) {
261             This->streams[This->num_streams] = This->pDeclarationWine[i].Stream;
262             This->num_streams++;
263             isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
264         }
265
266         /* Create a sorted array containing the attribute declarations that are of type
267          * D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the
268          * declaration of one attribute changes the vertex shader needs recompilation.
269          * Having a sorted array of the attributes allows efficient comparison of the
270          * declaration against a shader
271          */
272         if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
273             for(j = 0; j < This->num_swizzled_attribs; j++) {
274                 if(This->swizzled_attribs[j].usage >  This->pDeclarationWine[i].Usage ||
275                   (This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
276                    This->swizzled_attribs[j].idx   >   This->pDeclarationWine[i].UsageIndex)) {
277                     memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
278                              sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
279                     break;
280                 }
281             }
282
283             This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
284             This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
285             This->num_swizzled_attribs++;
286         } else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
287                   This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
288             if(!GL_SUPPORT(NV_HALF_FLOAT)) {
289                 This->half_float_conv_needed = TRUE;
290             }
291         }
292     }
293
294     TRACE("Swizzled attributes found:\n");
295     for(i = 0; i < This->num_swizzled_attribs; i++) {
296         TRACE("%u: %s%d\n", i,
297               debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
298     }
299     TRACE("Returning\n");
300     return hr;
301 }
302
303 const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
304 {
305     /* IUnknown */
306     IWineD3DVertexDeclarationImpl_QueryInterface,
307     IWineD3DVertexDeclarationImpl_AddRef,
308     IWineD3DVertexDeclarationImpl_Release,
309     /* IWineD3DVertexDeclaration */
310     IWineD3DVertexDeclarationImpl_GetParent,
311     IWineD3DVertexDeclarationImpl_GetDevice,
312     IWineD3DVertexDeclarationImpl_GetDeclaration,
313     IWineD3DVertexDeclarationImpl_SetDeclaration
314 };