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 : %ld\n", lpData->dwSize);
60 DPRINTF("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
61 DPRINTF("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
62 DPRINTF("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
65 static void _dump_D3DEXECUTEBUFFERDESC(LPD3DEXECUTEBUFFERDESC lpDesc) {
66 DPRINTF("dwSize : %ld\n", lpDesc->dwSize);
67 DPRINTF("dwFlags : %lx\n", lpDesc->dwFlags);
68 DPRINTF("dwCaps : %lx\n", lpDesc->dwCaps);
69 DPRINTF("dwBufferSize : %ld\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;
195 LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
196 LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
197 LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
199 TRACE(" Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
200 ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
202 multiply_matrix(a,c,b);
208 case D3DOP_STATETRANSFORM: {
210 TRACE("STATETRANSFORM (%d)\n", count);
212 for (i = 0; i < count; i++) {
213 LPD3DSTATE ci = (LPD3DSTATE) instr;
215 IDirect3DDevice7_SetTransform(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
216 ci->u1.drstRenderStateType, (LPD3DMATRIX)ci->u2.dwArg[0]);
222 case D3DOP_STATELIGHT: {
224 TRACE("STATELIGHT (%d)\n", count);
226 for (i = 0; i < count; i++) {
227 LPD3DSTATE ci = (LPD3DSTATE) instr;
229 TRACE("(%08x,%08lx)\n",ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
231 if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
232 ERR("Unexpected Light State Type\n");
233 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
234 IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0];
239 FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
242 else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
243 switch (ci->u2.dwArg[0]) {
245 ERR("DDCOLOR_MONO should not happen!\n");
248 /* We are already in this mode */
251 ERR("Unknown color model!\n");
254 D3DRENDERSTATETYPE rs = 0;
255 switch (ci->u1.dlstLightStateType) {
257 case D3DLIGHTSTATE_AMBIENT: /* 2 */
258 rs = D3DRENDERSTATE_AMBIENT;
260 case D3DLIGHTSTATE_FOGMODE: /* 4 */
261 rs = D3DRENDERSTATE_FOGVERTEXMODE;
263 case D3DLIGHTSTATE_FOGSTART: /* 5 */
264 rs = D3DRENDERSTATE_FOGSTART;
266 case D3DLIGHTSTATE_FOGEND: /* 6 */
267 rs = D3DRENDERSTATE_FOGEND;
269 case D3DLIGHTSTATE_FOGDENSITY: /* 7 */
270 rs = D3DRENDERSTATE_FOGDENSITY;
272 case D3DLIGHTSTATE_COLORVERTEX: /* 8 */
273 rs = D3DRENDERSTATE_COLORVERTEX;
279 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
287 case D3DOP_STATERENDER: {
289 TRACE("STATERENDER (%d)\n", count);
291 for (i = 0; i < count; i++) {
292 LPD3DSTATE ci = (LPD3DSTATE) instr;
294 IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
295 ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
301 case D3DOP_PROCESSVERTICES:
303 /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
304 * IWineD3DDevice::ProcessVertices
307 D3DMATRIX view_mat, world_mat, proj_mat;
308 TRACE("PROCESSVERTICES (%d)\n", count);
310 /* Get the transform and world matrix */
311 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
312 D3DTRANSFORMSTATE_VIEW,
315 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
316 D3DTRANSFORMSTATE_PROJECTION,
319 IWineD3DDevice_GetTransform(lpDevice->wineD3DDevice,
320 D3DTRANSFORMSTATE_WORLD,
323 for (i = 0; i < count; i++) {
324 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
326 TRACE(" Start : %d Dest : %d Count : %ld\n",
327 ci->wStart, ci->wDest, ci->dwCount);
329 if (TRACE_ON(d3d7)) {
330 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
332 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
334 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
336 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
338 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
339 TRACE("TRANSFORMLIGHT ");
340 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
341 TRACE("UPDATEEXTENTS ");
345 /* This is where doing Direct3D on top on OpenGL is quite difficult.
346 This method transforms a set of vertices using the CURRENT state
347 (lighting, projection, ...) but does not rasterize them.
348 They will only be put on screen later (with the POINT / LINE and
349 TRIANGLE op-codes). The problem is that you can have a triangle
350 with each point having been transformed using another state...
352 In this implementation, I will emulate only ONE thing : each
353 vertex can have its own "WORLD" transformation (this is used in the
354 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
355 execute buffer use the same state.
357 If I find applications that change other states, I will try to do a
358 more 'fine-tuned' state emulation (but I may become quite tricky if
359 it changes a light position in the middle of a triangle).
361 In this case, a 'direct' approach (i.e. without using OpenGL, but
362 writing our own 3D rasterizer) would be easier. */
364 /* The current method (with the hypothesis that only the WORLD matrix
365 will change between two points) is like this :
366 - I transform 'manually' all the vertices with the current WORLD
367 matrix and store them in the vertex buffer
368 - during the rasterization phase, the WORLD matrix will be set to
369 the Identity matrix */
371 /* Enough for the moment */
372 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
374 D3DVERTEX *src = ((LPD3DVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
375 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
376 D3DMATRIX *mat2 = &world_mat;
379 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
381 if (TRACE_ON(d3d7)) {
382 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
383 dump_D3DMATRIX(&proj_mat);
384 TRACE(" View Matrix : (%p)\n", &view_mat);
385 dump_D3DMATRIX(&view_mat);
386 TRACE(" World Matrix : (%p)\n", &world_mat);
387 dump_D3DMATRIX(&world_mat);
390 multiply_matrix(&mat,&view_mat,&world_mat);
391 multiply_matrix(&mat,&proj_mat,&mat);
393 for (nb = 0; nb < ci->dwCount; nb++) {
394 /* Normals transformation */
395 nx = (src->u4.nx * mat2->_11) + (src->u5.ny * mat2->_21) + (src->u6.nz * mat2->_31);
396 ny = (src->u4.nx * mat2->_12) + (src->u5.ny * mat2->_22) + (src->u6.nz * mat2->_32);
397 nz = (src->u4.nx * mat2->_13) + (src->u5.ny * mat2->_23) + (src->u6.nz * mat2->_33);
399 /* No lighting yet */
400 dst->u5.color = 0xFFFFFFFF; /* Opaque white */
401 dst->u6.specular = 0xFF000000; /* No specular and no fog factor */
403 dst->u7.tu = src->u7.tu;
404 dst->u8.tv = src->u8.tv;
406 /* Now, the matrix multiplication */
407 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
408 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
409 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
410 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
412 dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dwWidth / 2
413 + Viewport->dwX + Viewport->dwWidth / 2;
414 dst->u2.sy = dst->u2.sy / dst->u4.rhw * Viewport->dwHeight / 2
415 + Viewport->dwY + Viewport->dwHeight / 2;
416 dst->u3.sz /= dst->u4.rhw;
417 dst->u4.rhw = 1 / dst->u4.rhw;
423 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
425 D3DLVERTEX *src = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
426 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
428 D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
430 if (TRACE_ON(d3d7)) {
431 TRACE(" Projection Matrix : (%p)\n", &proj_mat);
432 dump_D3DMATRIX(&proj_mat);
433 TRACE(" View Matrix : (%p)\n",&view_mat);
434 dump_D3DMATRIX(&view_mat);
435 TRACE(" World Matrix : (%p)\n", &mat);
436 dump_D3DMATRIX(&mat);
439 multiply_matrix(&mat,&view_mat,&world_mat);
440 multiply_matrix(&mat,&proj_mat,&mat);
442 for (nb = 0; nb < ci->dwCount; nb++) {
443 dst->u5.color = src->u4.color;
444 dst->u6.specular = src->u5.specular;
445 dst->u7.tu = src->u6.tu;
446 dst->u8.tv = src->u7.tv;
448 /* Now, the matrix multiplication */
449 dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
450 dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
451 dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
452 dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);
454 dst->u1.sx /= dst->u4.rhw * Viewport->dvScaleX * Viewport->dwWidth / 2 + Viewport->dwX;
455 dst->u2.sy /= dst->u4.rhw * Viewport->dvScaleY * Viewport->dwHeight / 2 + Viewport->dwY;
456 dst->u3.sz /= dst->u4.rhw;
457 dst->u4.rhw = 1 / dst->u4.rhw;
462 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
463 D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
464 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
466 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
468 ERR("Unhandled vertex processing !\n");
475 case D3DOP_TEXTURELOAD: {
476 WARN("TEXTURELOAD-s (%d)\n", count);
478 instr += count * size;
482 TRACE("EXIT (%d)\n", count);
483 /* We did this instruction */
489 case D3DOP_BRANCHFORWARD: {
491 TRACE("BRANCHFORWARD (%d)\n", count);
493 for (i = 0; i < count; i++) {
494 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
496 if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
498 TRACE(" Branch to %ld\n", ci->dwOffset);
499 instr = (char*)current + ci->dwOffset;
504 TRACE(" Branch to %ld\n", ci->dwOffset);
505 instr = (char*)current + ci->dwOffset;
515 WARN("SPAN-s (%d)\n", count);
517 instr += count * size;
520 case D3DOP_SETSTATUS: {
522 TRACE("SETSTATUS (%d)\n", count);
524 for (i = 0; i < count; i++) {
525 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
527 This->data.dsStatus = *ci;
534 ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
535 /* Try to save ... */
536 instr += count * size;
545 /*****************************************************************************
546 * IDirect3DExecuteBuffer::QueryInterface
548 * Well, a usual QueryInterface function. Don't know fur sure which
549 * interfaces it can Query.
552 * riid: The interface ID queried for
553 * obj: Address to return the interface pointer at
556 * D3D_OK in case of a success (S_OK? Think it's the same)
557 * OLE_E_ENUM_NOMORE if the interface wasn't found.
558 * (E_NOINTERFACE?? Don't know what I really need)
560 *****************************************************************************/
561 static HRESULT WINAPI
562 IDirect3DExecuteBufferImpl_QueryInterface(IDirect3DExecuteBuffer *iface,
566 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
567 TRACE("(%p/%p)->(%s,%p)\n", This, iface, debugstr_guid(riid), obj);
571 if ( IsEqualGUID( &IID_IUnknown, riid ) ) {
572 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
574 TRACE(" Creating IUnknown interface at %p.\n", *obj);
577 if ( IsEqualGUID( &IID_IDirect3DMaterial, riid ) ) {
578 IDirect3DExecuteBuffer_AddRef(ICOM_INTERFACE(This, IDirect3DExecuteBuffer));
579 *obj = ICOM_INTERFACE(This, IDirect3DExecuteBuffer);
580 TRACE(" Creating IDirect3DExecuteBuffer interface %p\n", *obj);
583 FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid));
584 return E_NOINTERFACE;
588 /*****************************************************************************
589 * IDirect3DExecuteBuffer::AddRef
591 * A normal AddRef method, nothing special
596 *****************************************************************************/
598 IDirect3DExecuteBufferImpl_AddRef(IDirect3DExecuteBuffer *iface)
600 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
601 ULONG ref = InterlockedIncrement(&This->ref);
603 FIXME("(%p)->()incrementing from %lu.\n", This, ref - 1);
608 /*****************************************************************************
609 * IDirect3DExecuteBuffer::Release
611 * A normal Release method, nothing special
616 *****************************************************************************/
618 IDirect3DExecuteBufferImpl_Release(IDirect3DExecuteBuffer *iface)
620 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
621 ULONG ref = InterlockedDecrement(&This->ref);
623 TRACE("(%p)->()decrementing from %lu.\n", This, ref + 1);
627 HeapFree(GetProcessHeap(),0,This->desc.lpData);
628 HeapFree(GetProcessHeap(),0,This->vertex_data);
629 HeapFree(GetProcessHeap(),0,This->indices);
630 HeapFree(GetProcessHeap(),0,This);
637 /*****************************************************************************
638 * IDirect3DExecuteBuffer::Initialize
640 * Initializes the Execute Buffer. This method exists for COM compliance
641 * Nothing to do here.
646 *****************************************************************************/
647 static HRESULT WINAPI
648 IDirect3DExecuteBufferImpl_Initialize(IDirect3DExecuteBuffer *iface,
649 IDirect3DDevice *lpDirect3DDevice,
650 D3DEXECUTEBUFFERDESC *lpDesc)
652 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
653 TRACE("(%p)->(%p,%p) no-op....\n", This, lpDirect3DDevice, lpDesc);
657 /*****************************************************************************
658 * IDirect3DExecuteBuffer::Lock
660 * Locks the buffer, so the app can write into it.
663 * Desc: Pointer to return the buffer description. This Description contains
664 * a pointer to the buffer data.
667 * This implementation always returns D3D_OK
669 *****************************************************************************/
670 static HRESULT WINAPI
671 IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
672 D3DEXECUTEBUFFERDESC *lpDesc)
674 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
676 TRACE("(%p)->(%p)\n", This, lpDesc);
678 dwSize = lpDesc->dwSize;
679 memset(lpDesc, 0, dwSize);
680 memcpy(lpDesc, &This->desc, dwSize);
682 if (TRACE_ON(d3d7)) {
683 TRACE(" Returning description :\n");
684 _dump_D3DEXECUTEBUFFERDESC(lpDesc);
689 /*****************************************************************************
690 * IDirect3DExecuteBuffer::Unlock
692 * Unlocks the buffer. We don't have anything to do here
695 * This implementation always returns D3D_OK
697 *****************************************************************************/
698 static HRESULT WINAPI
699 IDirect3DExecuteBufferImpl_Unlock(IDirect3DExecuteBuffer *iface)
701 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
702 TRACE("(%p)->() no-op...\n", This);
706 /*****************************************************************************
707 * IDirect3DExecuteBuffer::SetExecuteData
709 * Sets the execute data. This data is used to describe the buffer's content
712 * Data: Pointer to a D3DEXECUTEDATA structure containing the data to
717 * DDERR_OUTOFMEMORY if the vertex buffer allocation failed
719 *****************************************************************************/
720 static HRESULT WINAPI
721 IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
722 D3DEXECUTEDATA *lpData)
724 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
726 TRACE("(%p)->(%p)\n", This, lpData);
728 memcpy(&This->data, lpData, lpData->dwSize);
730 /* Get the number of vertices in the execute buffer */
731 nbvert = This->data.dwVertexCount;
733 /* Prepares the transformed vertex buffer */
734 HeapFree(GetProcessHeap(), 0, This->vertex_data);
735 This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
737 if (TRACE_ON(d3d7)) {
738 _dump_executedata(lpData);
744 /*****************************************************************************
745 * IDirect3DExecuteBuffer::GetExecuteData
747 * Returns the data in the execute buffer
750 * Data: Pointer to a D3DEXECUTEDATA structure used to return data
755 *****************************************************************************/
756 static HRESULT WINAPI
757 IDirect3DExecuteBufferImpl_GetExecuteData(IDirect3DExecuteBuffer *iface,
758 D3DEXECUTEDATA *lpData)
760 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
762 TRACE("(%p)->(%p): stub!\n", This, lpData);
764 dwSize = lpData->dwSize;
765 memset(lpData, 0, dwSize);
766 memcpy(lpData, &This->data, dwSize);
768 if (TRACE_ON(d3d7)) {
769 TRACE("Returning data :\n");
770 _dump_executedata(lpData);
776 /*****************************************************************************
777 * IDirect3DExecuteBuffer::Validate
779 * DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
780 * currently implemented"
786 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
788 *****************************************************************************/
789 static HRESULT WINAPI
790 IDirect3DExecuteBufferImpl_Validate(IDirect3DExecuteBuffer *iface,
792 LPD3DVALIDATECALLBACK Func,
796 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
797 TRACE("(%p)->(%p,%p,%p,%08lx): Unimplemented!\n", This, Offset, Func, UserArg, Reserved);
798 return DDERR_UNSUPPORTED; /* Unchecked */
801 /*****************************************************************************
802 * IDirect3DExecuteBuffer::Optimize
804 * DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
805 * currently supported"
808 * Dummy: Seems to be an unused dummy ;)
811 * DDERR_UNSUPPORTED, because it's not implemented in Windows.
813 *****************************************************************************/
814 static HRESULT WINAPI
815 IDirect3DExecuteBufferImpl_Optimize(IDirect3DExecuteBuffer *iface,
818 ICOM_THIS_FROM(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, iface);
819 TRACE("(%p)->(%08lx): Unimplemented\n", This, Dummy);
820 return DDERR_UNSUPPORTED; /* Unchecked */
823 const IDirect3DExecuteBufferVtbl IDirect3DExecuteBuffer_Vtbl =
825 IDirect3DExecuteBufferImpl_QueryInterface,
826 IDirect3DExecuteBufferImpl_AddRef,
827 IDirect3DExecuteBufferImpl_Release,
828 IDirect3DExecuteBufferImpl_Initialize,
829 IDirect3DExecuteBufferImpl_Lock,
830 IDirect3DExecuteBufferImpl_Unlock,
831 IDirect3DExecuteBufferImpl_SetExecuteData,
832 IDirect3DExecuteBufferImpl_GetExecuteData,
833 IDirect3DExecuteBufferImpl_Validate,
834 IDirect3DExecuteBufferImpl_Optimize,