1 /* Direct3D ExecuteBuffer
2 * Copyright (c) 1998-2004 Lionel ULMER
3 * Copyright (c) 2002-2004 Christian Costa
4 * Copyright (c) 2006 Stefan Dösinger
6 * This file contains the implementation of IDirect3DExecuteBuffer.
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.
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.
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
24 #include "wine/port.h"
32 #define NONAMELESSUNION
39 #include "wine/exception.h"
45 #include "ddraw_private.h"
46 #include "wine/debug.h"
48 WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
50 /*****************************************************************************
52 * _dump_D3DEXECUTEBUFFERDESC
54 * Debug functions which write the executebuffer data to the console
56 *****************************************************************************/
58 static void _dump_executedata(LPD3DEXECUTEDATA lpData) {
59 DPRINTF("dwSize : %d\n", lpData->dwSize);
60 DPRINTF("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
61 DPRINTF("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
62 DPRINTF("HVertex Offset : %d\n", lpData->dwHVertexOffset);
65 static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) {
66 DPRINTF("dwSize : %d\n", lpDesc->dwSize);
67 DPRINTF("dwFlags : %x\n", lpDesc->dwFlags);
68 DPRINTF("dwCaps : %x\n", lpDesc->dwCaps);
69 DPRINTF("dwBufferSize : %d\n", lpDesc->dwBufferSize);
70 DPRINTF("lpData : %p\n", lpDesc->lpData);
73 /*****************************************************************************
74 * IDirect3DExecuteBufferImpl_Execute
76 * The main functionality of the execute buffer
77 * It transforms the vertices if necessary, and calls IDirect3DDevice7
78 * for drawing the vertices. It is called from
79 * IDirect3DDevice::Execute
81 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
83 * Don't declare this static, as it's called from device.c,
84 * IDirect3DDevice::Execute
87 * Device: 3D Device associated to use for drawing
88 * Viewport: Viewport for this operation
90 *****************************************************************************/
92 IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
93 IDirect3DDeviceImpl *lpDevice,
94 IDirect3DViewportImpl *lpViewport)
96 /* DWORD bs = This->desc.dwBufferSize; */
97 DWORD vs = This->data.dwVertexOffset;
98 /* DWORD vc = This->data.dwVertexCount; */
99 DWORD is = This->data.dwInstructionOffset;
100 /* DWORD il = This->data.dwInstructionLength; */
102 char *instr = (char *)This->desc.lpData + is;
104 /* Should check if the viewport was added or not to the device */
106 /* Activate the viewport */
107 lpViewport->active_device = lpDevice;
108 lpViewport->activate(lpViewport);
110 TRACE("ExecuteData :\n");
112 _dump_executedata(&(This->data));
115 LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
119 count = current->wCount;
120 size = current->bSize;
121 instr += sizeof(D3DINSTRUCTION);
123 switch (current->bOpcode) {
125 WARN("POINT-s (%d)\n", count);
126 instr += count * size;
130 WARN("LINE-s (%d)\n", count);
131 instr += count * size;
134 case D3DOP_TRIANGLE: {
136 D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) This->vertex_data;
137 TRACE("TRIANGLE (%d)\n", count);
139 if (count*3>This->nb_indices) {
140 This->nb_indices = count * 3;
141 HeapFree(GetProcessHeap(),0,This->indices);
142 This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
145 for (i = 0; i < count; i++) {
146 LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
147 TRACE_(d3d7)(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
148 TRACE_(d3d7)(" Flags : ");
149 if (TRACE_ON(d3d7)) {
151 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
152 TRACE_(d3d7)("EDGEENABLE1 ");
153 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
154 TRACE_(d3d7)("EDGEENABLE2 ");
155 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
156 TRACE_(d3d7)("EDGEENABLE3 ");
158 if (ci->wFlags == D3DTRIFLAG_EVEN)
159 TRACE_(d3d7)("EVEN ");
160 if (ci->wFlags == D3DTRIFLAG_ODD)
161 TRACE_(d3d7)("ODD ");
162 if (ci->wFlags == D3DTRIFLAG_START)
163 TRACE_(d3d7)("START ");
164 if ((ci->wFlags > 0) && (ci->wFlags < 30))
165 TRACE_(d3d7)("STARTFLAT(%d) ", ci->wFlags);
168 This->indices[(i * 3) ] = ci->u1.v1;
169 This->indices[(i * 3) + 1] = ci->u2.v2;
170 This->indices[(i * 3) + 2] = ci->u3.v3;
173 /* IDirect3DDevices have color keying always enabled -
174 * enable it before drawing. This overwrites any ALPHA*
177 IWineD3DDevice_SetRenderState(lpDevice->wineD3DDevice,
178 WINED3DRS_COLORKEYENABLE,
180 IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(lpDevice,IDirect3DDevice7),
181 D3DPT_TRIANGLELIST,D3DFVF_TLVERTEX,tl_vx,0,This->indices,count*3,0);
184 case D3DOP_MATRIXLOAD:
185 WARN("MATRIXLOAD-s (%d)\n", count);
186 instr += count * size;
189 case D3DOP_MATRIXMULTIPLY: {
191 TRACE("MATRIXMULTIPLY (%d)\n", count);
193 for (i = 0; i < count; i++) {
194 LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
197 if(!ci->hDestMatrix || ci->hDestMatrix > lpDevice->numHandles ||
198 !ci->hSrcMatrix1 || ci->hSrcMatrix1 > lpDevice->numHandles ||
199 !ci->hSrcMatrix2 || ci->hSrcMatrix2 > lpDevice->numHandles) {
200 ERR("Handles out of bounds\n");
201 } else if (lpDevice->Handles[ci->hDestMatrix - 1].type != DDrawHandle_Matrix ||
202 lpDevice->Handles[ci->hSrcMatrix1 - 1].type != DDrawHandle_Matrix ||
203 lpDevice->Handles[ci->hSrcMatrix2 - 1].type != DDrawHandle_Matrix) {
204 ERR("Handle types invalid\n");
206 a = (LPD3DMATRIX) lpDevice->Handles[ci->hDestMatrix - 1].ptr;
207 b = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix1 - 1].ptr;
208 c = (LPD3DMATRIX) lpDevice->Handles[ci->hSrcMatrix2 - 1].ptr;
209 TRACE(" Dest : %p Src1 : %p Src2 : %p\n",
211 multiply_matrix(a,c,b);
218 case D3DOP_STATETRANSFORM: {
220 TRACE("STATETRANSFORM (%d)\n", count);
222 for (i = 0; i < count; i++) {
223 LPD3DSTATE ci = (LPD3DSTATE) instr;
225 if(!ci->u2.dwArg[0]) {
226 ERR("Setting a NULL matrix handle, what should I do?\n");
227 } else if(ci->u2.dwArg[0] > lpDevice->numHandles) {
228 ERR("Handle %d is out of bounds\n", ci->u2.dwArg[0]);
229 } else if(lpDevice->Handles[ci->u2.dwArg[0] - 1].type != DDrawHandle_Matrix) {
230 ERR("Handle %d is not a matrix handle\n", ci->u2.dwArg[0]);
232 IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
233 ci->u1.drstRenderStateType, (LPD3DMATRIX) lpDevice->Handles[ci->u2.dwArg[0] - 1].ptr);
239 case D3DOP_STATELIGHT: {
241 TRACE("STATELIGHT (%d)\n", count);
243 for (i = 0; i < count; i++) {
244 LPD3DSTATE ci = (LPD3DSTATE) instr;
246 TRACE("(%08x,%08x)\n",ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
248 if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
249 ERR("Unexpected Light State Type\n");
250 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
251 IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0];
256 FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
259 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
260 switch (ci->u2.dwArg[0]) {
262 ERR("DDCOLOR_MONO should not happen!\n");
265 /* We are already in this mode */
268 ERR("Unknown color model!\n");
271 D3DRENDERSTATETYPE rs = 0;
272 switch (ci->u1.dlstLightStateType) {
274 case D3DLIGHTSTATE_AMBIENT: /* 2 */
275 rs = D3DRENDERSTATE_AMBIENT;
277 case D3DLIGHTSTATE_FOGMODE: /* 4 */
278 rs = D3DRENDERSTATE_FOGVERTEXMODE;
280 case D3DLIGHTSTATE_FOGSTART: /* 5 */
281 rs = D3DRENDERSTATE_FOGSTART;
283 case D3DLIGHTSTATE_FOGEND: /* 6 */
284 rs = D3DRENDERSTATE_FOGEND;
286 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
287 rs = D3DRENDERSTATE_FOGDENSITY;
289 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
290 rs = D3DRENDERSTATE_COLORVERTEX;
296 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
304 case D3DOP_STATERENDER: {
306 TRACE("STATERENDER (%d)\n", count);
308 for (i = 0; i < count; i++) {
309 LPD3DSTATE ci = (LPD3DSTATE) instr;
311 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
312 ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
318 case D3DOP_PROCESSVERTICES:
320 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
321 * IWineD3DDevice::ProcessVertices
324 D3DMATRIX view_mat, world_mat, proj_mat;
325 TRACE("PROCESSVERTICES (%d)\n", count);
327 /* Get the transform and world matrix */
328 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
330 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
331 D3DTRANSFORMSTATE_VIEW,
332 (WINED3DMATRIX*) &view_mat);
334 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
335 D3DTRANSFORMSTATE_PROJECTION,
336 (WINED3DMATRIX*) &proj_mat);
338 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
339 D3DTRANSFORMSTATE_WORLD,
340 (WINED3DMATRIX*) &world_mat);
342 for (i = 0; i < count; i++) {
343 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
345 TRACE(" Start : %d Dest : %d Count : %d\n",
346 ci->wStart, ci->wDest, ci->dwCount);
348 if (TRACE_ON(d3d7)) {
349 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
351 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
353 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
355 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
357 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
358 TRACE("TRANSFORMLIGHT ");
359 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
360 TRACE("UPDATEEXTENTS ");
364 /* This is where doing Direct3D on top on OpenGL is quite difficult.
365 This method transforms a set of vertices using the CURRENT state
366 (lighting, projection, ...) but does not rasterize them.
367 They will only be put on screen later (with the POINT / LINE and
368 TRIANGLE op-codes). The problem is that you can have a triangle
369 with each point having been transformed using another state...
371 In this implementation, I will emulate only ONE thing : each
372 vertex can have its own "WORLD" transformation (this is used in the
373 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
374 execute buffer use the same state.
376 If I find applications that change other states, I will try to do a
377 more 'fine-tuned' state emulation (but I may become quite tricky if
378 it changes a light position in the middle of a triangle).
380 In this case, a 'direct' approach (i.e. without using OpenGL, but
381 writing our own 3D rasterizer) would be easier. */
383 /* The current method (with the hypothesis that only the WORLD matrix
384 will change between two points) is like this :
385 - I transform 'manually' all the vertices with the current WORLD
386 matrix and store them in the vertex buffer
387 - during the rasterization phase, the WORLD matrix will be set to
388 the Identity matrix */
390 /* Enough for the moment */
391 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
393 D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
394 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
395 D3DMATRIX *mat2 = &world_mat;
398 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
400 if (TRACE_ON(d3d7)) {
401 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
402 dump_D3DMATRIX(&proj_mat);
403 TRACE(" View Matrix : (%p)\n", &view_mat);
404 dump_D3DMATRIX(&view_mat);
405 TRACE(" World Matrix : (%p)\n", &world_mat);
406 dump_D3DMATRIX(&world_mat);
409 multiply_matrix(&mat,&view_mat,&world_mat);
410 multiply_matrix(&mat,&proj_mat,&mat);
412 for (nb = 0; nb < ci->dwCount; nb++) {
413 /* Normals transformation */
414 nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
415 ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
416 nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
418 /* No lighting yet */
419 dst->u5.color = 0xFFFFFFFF; /* Opaque white */
420 dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
422 dst->u7.tu = src->u7.tu;
423 dst->u8.tv = src->u8.tv;
425 /* Now, the matrix multiplication */
426 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
427 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
428 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
429 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
431 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dwWidth / 2
432 + Viewport->dwX + Viewport->dwWidth / 2;
433 dst->u2.sy = dst->u2.sy / dst->u4.rhw * Viewport->dwHeight / 2
434 + Viewport->dwY + Viewport->dwHeight / 2;
435 dst->u3.sz /= dst->u4.rhw;
436 dst->u4.rhw = 1 / dst->u4.rhw;
442 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
444 D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
445 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
447 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
449 if (TRACE_ON(d3d7)) {
450 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
451 dump_D3DMATRIX(&proj_mat);
452 TRACE(" View Matrix : (%p)\n",&view_mat);
453 dump_D3DMATRIX(&view_mat);
454 TRACE(" World Matrix : (%p)\n", &mat);
455 dump_D3DMATRIX(&mat);
458 multiply_matrix(&mat,&view_mat,&world_mat);
459 multiply_matrix(&mat,&proj_mat,&mat);
461 for (nb = 0; nb < ci->dwCount; nb++) {
462 dst->u5.color = src->u4.color;
463 dst->u6.specular = src->u5.specular;
464 dst->u7.tu = src->u6.tu;
465 dst->u8.tv = src->u7.tv;
467 /* Now, the matrix multiplication */
468 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
469 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
470 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
471 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
473 dst->u1.sx /= dst->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX;
474 dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY;
475 dst->u3.sz /= dst->u4.rhw;
476 dst->u4.rhw = 1 / dst->u4.rhw;
481 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
482 D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
483 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
485 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
487 ERR("Unhandled vertex processing !\n");
494 case D3DOP_TEXTURELOAD: {
495 WARN("TEXTURELOAD-s (%d)\n", count);
497 instr += count * size;
501 TRACE("EXIT (%d)\n", count);
502 /* We did this instruction */
508 case D3DOP_BRANCHFORWARD: {
510 TRACE("BRANCHFORWARD (%d)\n", count);
512 for (i = 0; i < count; i++) {
513 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
515 if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
517 TRACE(" Branch to %d\n", ci->dwOffset);
518 instr = (char*)current + ci->dwOffset;
523 TRACE(" Branch to %d\n", ci->dwOffset);
524 instr = (char*)current + ci->dwOffset;
534 WARN("SPAN-s (%d)\n", count);
536 instr += count * size;
539 case D3DOP_SETSTATUS: {
541 TRACE("SETSTATUS (%d)\n", count);
543 for (i = 0; i < count; i++) {
544 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
546 This->data.dsStatus = *ci;
553 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
554 /* Try to save ... */
555 instr += count * size;
564 /*****************************************************************************
565 * IDirect3DExecuteBuffer::QueryInterface
567 * Well, a usual QueryInterface function. Don't know fur sure which
568 * interfaces it can Query.
571 * riid: The interface ID queried for
572 * obj: Address to return the interface pointer at
575 * D3D_OK in case of a success (S_OK? Think it's the same)
576 * OLE_E_ENUM_NOMORE if the interface wasn't found.
577 * (E_NOINTERFACE?? Don't know what I really need)
579 *****************************************************************************/
580 static HRESULT WINAPI
581 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
585 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
586 TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obj);
590 if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
591 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
593 TRACE(" Creating IUnknown interface at %p.\n", *obj);
596 if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) {
597 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
598 *obj = ICOM_INTERFACE(This, IDirect3DExecuteBuffer);
599 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj);
602 FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
603 return E_NOINTERFACE;
607 /*****************************************************************************
608 * IDirect3DExecuteBuffer::AddRef
610 * A normal AddRef method, nothing special
615 *****************************************************************************/
617 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
619 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
620 ULONG ref = InterlockedIncrement(&This->ref);
622 FIXME("(%p)->()incrementing from %u.\n", This, ref - 1);
627 /*****************************************************************************
628 * IDirect3DExecuteBuffer::Release
630 * A normal Release method, nothing special
635 *****************************************************************************/
637 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
639 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
640 ULONG ref = InterlockedDecrement(&This->ref);
642 TRACE("(%p)->()decrementing from %u.\n", This, ref + 1);
646 HeapFree(GetProcessHeap(),0,This->desc.lpData);
647 HeapFree(GetProcessHeap(),0,This->vertex_data);
648 HeapFree(GetProcessHeap(),0,This->indices);
649 HeapFree(GetProcessHeap(),0,This);
656 /*****************************************************************************
657 * IDirect3DExecuteBuffer::Initialize
659 * Initializes the Execute Buffer. This method exists for COM compliance
660 * Nothing to do here.
665 *****************************************************************************/
666 static HRESULT WINAPI
667 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
668 IDirect3DDevice *lpDirect3DDevice,
669 D3DEXECUTEBUFFERDESC *lpDesc)
671 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
672 TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
676 /*****************************************************************************
677 * IDirect3DExecuteBuffer::Lock
679 * Locks the buffer, so the app can write into it.
682 * Desc: Pointer to return the buffer description. This Description contains
683 * a pointer to the buffer data.
686 * This implementation always returns D3D_OK
688 *****************************************************************************/
689 static HRESULT WINAPI
690 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
691 D3DEXECUTEBUFFERDESC *lpDesc)
693 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
695 TRACE("(%p)->(%p)\n", This, lpDesc);
697 dwSize = lpDesc->dwSize;
698 memset(lpDesc, 0, dwSize);
699 memcpy(lpDesc, &This->desc, dwSize);
701 if (TRACE_ON(d3d7)) {
702 TRACE(" Returning description :\n");
703 _dump_D3DEXECUTEBUFFERDESC(lpDesc);
708 /*****************************************************************************
709 * IDirect3DExecuteBuffer::Unlock
711 * Unlocks the buffer. We don't have anything to do here
714 * This implementation always returns D3D_OK
716 *****************************************************************************/
717 static HRESULT WINAPI
718 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
720 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
721 TRACE("(%p)->() no-op...\n", This);
725 /*****************************************************************************
726 * IDirect3DExecuteBuffer::SetExecuteData
728 * Sets the execute data. This data is used to describe the buffer's content
731 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
736 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
738 *****************************************************************************/
739 static HRESULT WINAPI
740 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
741 D3DEXECUTEDATA *lpData)
743 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
745 TRACE("(%p)->(%p)\n", This, lpData);
747 memcpy(&This->data, lpData, lpData->dwSize);
749 /* Get the number of vertices in the execute buffer */
750 nbvert = This->data.dwVertexCount;
752 /* Prepares the transformed vertex buffer */
753 HeapFree(GetProcessHeap(), 0, This->vertex_data);
754 This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
756 if (TRACE_ON(d3d7)) {
757 _dump_executedata(lpData);
763 /*****************************************************************************
764 * IDirect3DExecuteBuffer::GetExecuteData
766 * Returns the data in the execute buffer
769 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
774 *****************************************************************************/
775 static HRESULT WINAPI
776 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
777 D3DEXECUTEDATA *lpData)
779 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
781 TRACE("(%p)->(%p): stub!\n", This, lpData);
783 dwSize = lpData->dwSize;
784 memset(lpData, 0, dwSize);
785 memcpy(lpData, &This->data, dwSize);
787 if (TRACE_ON(d3d7)) {
788 TRACE("Returning data :\n");
789 _dump_executedata(lpData);
795 /*****************************************************************************
796 * IDirect3DExecuteBuffer::Validate
798 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
799 * currently implemented"
805 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
807 *****************************************************************************/
808 static HRESULT WINAPI
809 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
811 LPD3DVALIDATECALLBACK Func,
815 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
816 TRACE("(%p)->(%p,%p,%p,%08x): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
817 return DDERR_UNSUPPORTED; /* Unchecked */
820 /*****************************************************************************
821 * IDirect3DExecuteBuffer::Optimize
823 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
824 * currently supported"
827 * Dummy: Seems to be an unused dummy ;)
830 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
832 *****************************************************************************/
833 static HRESULT WINAPI
834 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
837 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
838 TRACE("(%p)->(%08x): Unimplemented\n", This, Dummy);
839 return DDERR_UNSUPPORTED; /* Unchecked */
842 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
844 IDirect3DExecuteBufferImpl_QueryInterface,
845 IDirect3DExecuteBufferImpl_AddRef,
846 IDirect3DExecuteBufferImpl_Release,
847 IDirect3DExecuteBufferImpl_Initialize,
848 IDirect3DExecuteBufferImpl_Lock,
849 IDirect3DExecuteBufferImpl_Unlock,
850 IDirect3DExecuteBufferImpl_SetExecuteData,
851 IDirect3DExecuteBufferImpl_GetExecuteData,
852 IDirect3DExecuteBufferImpl_Validate,
853 IDirect3DExecuteBufferImpl_Optimize,