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[wine] / dlls / d3d8 / vertexdeclaration.c
1 /*
2  * IDirect3DVertexDeclaration8 implementation
3  *
4  * Copyright 2007 Henri Verbeet
5  *
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.
10  *
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.
15  *
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
19  */
20
21 /* IDirect3DVertexDeclaration8 is internal to our implementation.
22  * It's not visible in the API. */
23
24 #include "config.h"
25 #include "d3d8_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
28
29 /* IUnknown */
30 static HRESULT WINAPI IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8 *iface, REFIID riid, void **obj_ptr)
31 {
32     TRACE("(%p)->(%s, %p)\n", iface, debugstr_guid(riid), obj_ptr);
33
34     if (IsEqualGUID(riid, &IID_IUnknown)
35             || IsEqualGUID(riid, &IID_IDirect3DVertexDeclaration8))
36     {
37         IUnknown_AddRef(iface);
38         *obj_ptr = iface;
39         return S_OK;
40     }
41
42     *obj_ptr = NULL;
43     return E_NOINTERFACE;
44 }
45
46 static ULONG WINAPI IDirect3DVertexDeclaration8Impl_AddRef(IDirect3DVertexDeclaration8 *iface)
47 {
48     IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
49
50     ULONG ref_count = InterlockedIncrement(&This->ref_count);
51     TRACE("(%p) : AddRef increasing to %d\n", This, ref_count);
52
53     return ref_count;
54 }
55
56 static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8 *iface)
57 {
58     IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
59
60     ULONG ref_count = InterlockedDecrement(&This->ref_count);
61     TRACE("(%p) : Releasing to %d\n", This, ref_count);
62
63     if (!ref_count) {
64         wined3d_mutex_lock();
65         IWineD3DVertexDeclaration_Release(This->wined3d_vertex_declaration);
66         wined3d_mutex_unlock();
67
68         HeapFree(GetProcessHeap(), 0, This->elements);
69         HeapFree(GetProcessHeap(), 0, This);
70     }
71
72     return ref_count;
73 }
74
75 static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
76 {
77     switch (d3dvsdt_type)
78     {
79 #define D3DVSDT_TYPE_TO_STR(u) case u: return #u
80         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
81         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
82         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
83         D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
84         D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
85         D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
86         D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
87         D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
88 #undef D3DVSDT_TYPE_TO_STR
89         default:
90             FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
91             return "unrecognized";
92     }
93 }
94
95 static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
96 {
97     switch (d3dvsde_register)
98     {
99 #define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
100         D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
101         D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
102         D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
103         D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
104         D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
105         D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
106         D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
107         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
108         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
109         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
110         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
111         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
112         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
113         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
114         D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
115         D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
116         D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
117 #undef D3DVSDE_REGISTER_TO_STR
118         default:
119             FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
120             return "unrecognized";
121     }
122 }
123
124 size_t parse_token(const DWORD* pToken)
125 {
126     const DWORD token = *pToken;
127     size_t tokenlen = 1;
128
129     switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
130         case D3DVSD_TOKEN_NOP:
131             TRACE(" 0x%08x NOP()\n", token);
132             break;
133
134         case D3DVSD_TOKEN_STREAM:
135             if (token & D3DVSD_STREAMTESSMASK)
136             {
137                 TRACE(" 0x%08x STREAM_TESS()\n", token);
138             } else {
139                 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
140             }
141             break;
142
143         case D3DVSD_TOKEN_STREAMDATA:
144             if (token & 0x10000000)
145             {
146                 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
147             } else {
148                 DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
149                 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
150                 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
151             }
152             break;
153
154         case D3DVSD_TOKEN_TESSELLATOR:
155             if (token & 0x10000000)
156             {
157                 DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
158                 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
159                 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
160             } else {
161                 DWORD type = ((token & D3DVSD_DATATYPEMASK)    >> D3DVSD_DATATYPESHIFT);
162                 DWORD regout = ((token & D3DVSD_VERTEXREGMASK)   >> D3DVSD_VERTEXREGSHIFT);
163                 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
164                 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
165                         debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
166             }
167             break;
168
169         case D3DVSD_TOKEN_CONSTMEM:
170             {
171                 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK)   >> D3DVSD_CONSTCOUNTSHIFT);
172                 tokenlen = (4 * count) + 1;
173             }
174             break;
175
176         case D3DVSD_TOKEN_EXT:
177             {
178                 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
179                 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK)    >> D3DVSD_EXTINFOSHIFT);
180                 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
181                 /* todo ... print extension */
182                 tokenlen = count + 1;
183             }
184             break;
185
186         case D3DVSD_TOKEN_END:
187             TRACE(" 0x%08x END()\n", token);
188             break;
189
190         default:
191             TRACE(" 0x%08x UNKNOWN\n", token);
192             /* argg error */
193     }
194
195     return tokenlen;
196 }
197
198 void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader)
199 {
200     const DWORD *token = d3d8_elements;
201
202     while (*token != D3DVSD_END())
203     {
204         if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
205         {
206             DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
207             DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
208             HRESULT hr;
209
210             if (TRACE_ON(d3d8))
211             {
212                 DWORD i;
213                 for (i = 0; i < count; ++i)
214                 {
215                     TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
216                             constant_idx,
217                             *(const float *)(token + i * 4 + 1),
218                             *(const float *)(token + i * 4 + 2),
219                             *(const float *)(token + i * 4 + 3),
220                             *(const float *)(token + i * 4 + 4));
221                 }
222             }
223             hr = IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader, constant_idx, (const float *)token+1, count);
224             if (FAILED(hr)) ERR("Failed setting shader constants\n");
225         }
226
227         token += parse_token(token);
228     }
229 }
230
231 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
232 static const size_t wined3d_type_sizes[] =
233 {
234     /*WINED3DDECLTYPE_FLOAT1*/    1 * sizeof(float),
235     /*WINED3DDECLTYPE_FLOAT2*/    2 * sizeof(float),
236     /*WINED3DDECLTYPE_FLOAT3*/    3 * sizeof(float),
237     /*WINED3DDECLTYPE_FLOAT4*/    4 * sizeof(float),
238     /*WINED3DDECLTYPE_D3DCOLOR*/  4 * sizeof(BYTE),
239     /*WINED3DDECLTYPE_UBYTE4*/    4 * sizeof(BYTE),
240     /*WINED3DDECLTYPE_SHORT2*/    2 * sizeof(short int),
241     /*WINED3DDECLTYPE_SHORT4*/    4 * sizeof(short int),
242     /*WINED3DDECLTYPE_UBYTE4N*/   4 * sizeof(BYTE),
243     /*WINED3DDECLTYPE_SHORT2N*/   2 * sizeof(short int),
244     /*WINED3DDECLTYPE_SHORT4N*/   4 * sizeof(short int),
245     /*WINED3DDECLTYPE_USHORT2N*/  2 * sizeof(short int),
246     /*WINED3DDECLTYPE_USHORT4N*/  4 * sizeof(short int),
247     /*WINED3DDECLTYPE_UDEC3*/     3 * sizeof(short int),
248     /*WINED3DDECLTYPE_DEC3N*/     3 * sizeof(short int),
249     /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
250     /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
251 };
252
253 static const WINED3DFORMAT wined3d_format_lookup[] =
254 {
255     /*WINED3DDECLTYPE_FLOAT1*/    WINED3DFMT_R32_FLOAT,
256     /*WINED3DDECLTYPE_FLOAT2*/    WINED3DFMT_R32G32_FLOAT,
257     /*WINED3DDECLTYPE_FLOAT3*/    WINED3DFMT_R32G32B32_FLOAT,
258     /*WINED3DDECLTYPE_FLOAT4*/    WINED3DFMT_R32G32B32A32_FLOAT,
259     /*WINED3DDECLTYPE_D3DCOLOR*/  WINED3DFMT_A8R8G8B8,
260     /*WINED3DDECLTYPE_UBYTE4*/    WINED3DFMT_R8G8B8A8_UINT,
261     /*WINED3DDECLTYPE_SHORT2*/    WINED3DFMT_R16G16_SINT,
262     /*WINED3DDECLTYPE_SHORT4*/    WINED3DFMT_R16G16B16A16_SINT,
263     /*WINED3DDECLTYPE_UBYTE4N*/   WINED3DFMT_R8G8B8A8_UNORM,
264     /*WINED3DDECLTYPE_SHORT2N*/   WINED3DFMT_R16G16_SNORM,
265     /*WINED3DDECLTYPE_SHORT4N*/   WINED3DFMT_R16G16B16A16_SNORM,
266     /*WINED3DDECLTYPE_USHORT2N*/  WINED3DFMT_R16G16_UNORM,
267     /*WINED3DDECLTYPE_USHORT4N*/  WINED3DFMT_R16G16B16A16_UNORM,
268     /*WINED3DDECLTYPE_UDEC3*/     WINED3DFMT_R10G10B10A2_UINT,
269     /*WINED3DDECLTYPE_DEC3N*/     WINED3DFMT_R10G10B10A2_SNORM,
270     /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
271     /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
272 };
273
274 typedef struct {
275     BYTE usage;
276     BYTE usage_idx;
277 } wined3d_usage_t;
278
279 static const wined3d_usage_t wined3d_usage_lookup[] = {
280     /*D3DVSDE_POSITION*/     {WINED3DDECLUSAGE_POSITION,     0},
281     /*D3DVSDE_BLENDWEIGHT*/  {WINED3DDECLUSAGE_BLENDWEIGHT,  0},
282     /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0},
283     /*D3DVSDE_NORMAL*/       {WINED3DDECLUSAGE_NORMAL,       0},
284     /*D3DVSDE_PSIZE*/        {WINED3DDECLUSAGE_PSIZE,        0},
285     /*D3DVSDE_DIFFUSE*/      {WINED3DDECLUSAGE_COLOR,        0},
286     /*D3DVSDE_SPECULAR*/     {WINED3DDECLUSAGE_COLOR,        1},
287     /*D3DVSDE_TEXCOORD0*/    {WINED3DDECLUSAGE_TEXCOORD,     0},
288     /*D3DVSDE_TEXCOORD1*/    {WINED3DDECLUSAGE_TEXCOORD,     1},
289     /*D3DVSDE_TEXCOORD2*/    {WINED3DDECLUSAGE_TEXCOORD,     2},
290     /*D3DVSDE_TEXCOORD3*/    {WINED3DDECLUSAGE_TEXCOORD,     3},
291     /*D3DVSDE_TEXCOORD4*/    {WINED3DDECLUSAGE_TEXCOORD,     4},
292     /*D3DVSDE_TEXCOORD5*/    {WINED3DDECLUSAGE_TEXCOORD,     5},
293     /*D3DVSDE_TEXCOORD6*/    {WINED3DDECLUSAGE_TEXCOORD,     6},
294     /*D3DVSDE_TEXCOORD7*/    {WINED3DDECLUSAGE_TEXCOORD,     7},
295     /*D3DVSDE_POSITION2*/    {WINED3DDECLUSAGE_POSITION,     1},
296     /*D3DVSDE_NORMAL2*/      {WINED3DDECLUSAGE_NORMAL,       1},
297 };
298
299 /* TODO: find out where rhw (or positionT) is for declaration8 */
300 UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size, WINED3DVERTEXELEMENT **wined3d_elements)
301 {
302     const DWORD *token = d3d8_elements;
303     WINED3DVERTEXELEMENT *element;
304     D3DVSD_TOKENTYPE token_type;
305     unsigned int element_count = 0;
306     DWORD stream = 0;
307     int offset = 0;
308
309     TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
310
311     /* 128 should be enough for anyone... */
312     *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
313     while (D3DVSD_END() != *token)
314     {
315         token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
316
317         if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
318         {
319             stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
320             offset = 0;
321         } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
322             DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
323             DWORD reg  = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
324
325             TRACE("Adding element %d:\n", element_count);
326
327             element = *wined3d_elements + element_count++;
328             element->format = wined3d_format_lookup[type];
329             element->input_slot = stream;
330             element->offset = offset;
331             element->output_slot = reg;
332             element->method = WINED3DDECLMETHOD_DEFAULT;
333             element->usage = wined3d_usage_lookup[reg].usage;
334             element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
335
336             offset += wined3d_type_sizes[type];
337         } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
338             TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
339             offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
340         }
341
342         if (element_count >= 127) {
343             ERR("More than 127 elements?\n");
344             break;
345         }
346
347         token += parse_token(token);
348     }
349
350     *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
351
352     return element_count;
353 }
354
355 const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl =
356 {
357     IDirect3DVertexDeclaration8Impl_QueryInterface,
358     IDirect3DVertexDeclaration8Impl_AddRef,
359     IDirect3DVertexDeclaration8Impl_Release
360 };