1 /* Direct3D ExecuteBuffer
4 This files contains the implementation of Direct3DExecuteBuffer. */
11 #include "wine/obj_base.h"
17 #include "d3d_private.h"
21 /* Structure to store the 'semi transformed' vertices */
49 static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
51 /*******************************************************************************
52 * ExecuteBuffer static functions
54 void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
58 void _dump_executedata(LPD3DEXECUTEDATA lpData) {
59 DUMP("dwSize : %ld\n", lpData->dwSize);
60 DUMP("Vertex Offset : %ld Count : %ld\n", lpData->dwVertexOffset, lpData->dwVertexCount);
61 DUMP("Instruction Offset : %ld Length : %ld\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
62 DUMP("HVertex Offset : %ld\n", lpData->dwHVertexOffset);
63 _dump_d3dstatus(&(lpData->dsStatus));
66 #define DO_VERTEX(index) \
68 glTexCoord2f(vx[index].u, \
70 glNormal3f(vx[index].nx, \
73 glVertex4f(vx[index].x, \
78 TRACE(ddraw, " V: %f %f %f %f (%f %f %f) (%f %f)\n", \
79 vx[index].x, vx[index].y, vx[index].z, vx[index].w, \
80 vx[index].nx, vx[index].ny, vx[index].nz, \
81 vx[index].u, vx[index].v); \
84 #define DO_LVERTEX(index) \
86 DWORD col = l_vx[index].c; \
88 glColor3f(((col >> 16) & 0xFF) / 255.0, \
89 ((col >> 8) & 0xFF) / 255.0, \
90 ((col >> 0) & 0xFF) / 255.0); \
91 glTexCoord2f(l_vx[index].u, \
93 glVertex4f(l_vx[index].x, \
98 TRACE(ddraw, " LV: %f %f %f %f (%02lx %02lx %02lx) (%f %f)\n", \
99 l_vx[index].x, l_vx[index].y, l_vx[index].z, l_vx[index].w, \
100 ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
101 l_vx[index].u, l_vx[index].v); \
104 #define DO_TLVERTEX(index) \
106 D3DTLVERTEX *vx = &(tl_vx[index]); \
107 DWORD col = vx->c.color; \
109 glColor3f(((col >> 16) & 0xFF) / 255.0, \
110 ((col >> 8) & 0xFF) / 255.0, \
111 ((col >> 0) & 0xFF) / 255.0); \
112 glTexCoord2f(vx->u.tu, vx->v.tv); \
113 if (vx->r.rhw < 0.01) \
114 glVertex3f(vx->x.sx, \
118 glVertex4f(vx->x.sx / vx->r.rhw, \
119 vx->y.sy / vx->r.rhw, \
120 vx->z.sz / vx->r.rhw, \
122 TRACE(ddraw, " TLV: %f %f %f (%02lx %02lx %02lx) (%f %f) (%f)\n", \
123 vx->x.sx, vx->y.sy, vx->z.sz, \
124 ((col >> 16) & 0xFF), ((col >> 8) & 0xFF), ((col >> 0) & 0xFF), \
125 vx->u.tu, vx->v.tv, vx->r.rhw); \
128 #define TRIANGLE_LOOP(macro) \
130 glBegin(GL_TRIANGLES); { \
131 for (i = 0; i < count; i++) { \
132 LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr; \
134 TRACE(ddraw, " v1: %d v2: %d v3: %d\n", \
135 ci->v1.v1, ci->v2.v2, ci->v3.v3); \
136 TRACE(ddraw, " Flags : "); \
137 if (TRACE_ON(ddraw)) { \
139 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
140 DUMP("EDGEENABLE1 "); \
141 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2) \
142 DUMP("EDGEENABLE2 "); \
143 if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1) \
144 DUMP("EDGEENABLE3 "); \
146 /* Strips / Fans */ \
147 if (ci->wFlags == D3DTRIFLAG_EVEN) \
149 if (ci->wFlags == D3DTRIFLAG_ODD) \
151 if (ci->wFlags == D3DTRIFLAG_START) \
153 if ((ci->wFlags > 0) && (ci->wFlags < 30)) \
154 DUMP("STARTFLAT(%d) ", ci->wFlags); \
158 /* Draw the triangle */ \
169 static void execute(LPDIRECT3DEXECUTEBUFFER lpBuff,
170 LPDIRECT3DDEVICE dev,
171 LPDIRECT3DVIEWPORT vp) {
172 /* DWORD bs = lpBuff->desc.dwBufferSize; */
173 DWORD vs = lpBuff->data.dwVertexOffset;
174 /* DWORD vc = lpBuff->data.dwVertexCount; */
175 DWORD is = lpBuff->data.dwInstructionOffset;
176 /* DWORD il = lpBuff->data.dwInstructionLength; */
178 void *instr = lpBuff->desc.lpData + is;
179 OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
181 TRACE(ddraw, "ExecuteData : \n");
183 _dump_executedata(&(lpBuff->data));
186 LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
190 count = current->wCount;
191 size = current->bSize;
192 instr += sizeof(D3DINSTRUCTION);
194 switch (current->bOpcode) {
196 TRACE(ddraw, "POINT-s (%d)\n", count);
198 instr += count * size;
202 TRACE(ddraw, "LINE-s (%d)\n", count);
204 instr += count * size;
207 case D3DOP_TRIANGLE: {
209 float z_inv_matrix[16] = {
216 OGL_Vertex *vx = (OGL_Vertex *) lpBuff->vertex_data;
217 OGL_LVertex *l_vx = (OGL_LVertex *) lpBuff->vertex_data;
218 D3DTLVERTEX *tl_vx = (D3DTLVERTEX *) lpBuff->vertex_data;
220 TRACE(ddraw, "TRIANGLE (%d)\n", count);
222 switch (lpBuff->vertex_type) {
224 /* This time, there is lighting */
225 glEnable(GL_LIGHTING);
227 /* Use given matrixes */
228 glMatrixMode(GL_MODELVIEW);
229 glLoadIdentity(); /* The model transformation was done during the
230 transformation phase */
231 glMatrixMode(GL_PROJECTION);
232 TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
233 dump_mat(odev->proj_mat);
234 TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
235 dump_mat(odev->view_mat);
237 glLoadMatrixf((float *) z_inv_matrix);
238 glMultMatrixf((float *) odev->proj_mat);
239 glMultMatrixf((float *) odev->view_mat);
244 glDisable(GL_LIGHTING);
246 /* Use given matrixes */
247 glMatrixMode(GL_MODELVIEW);
248 glLoadIdentity(); /* The model transformation was done during the
249 transformation phase */
250 glMatrixMode(GL_PROJECTION);
252 TRACE(ddraw, " Projection Matrix : (%p)\n", odev->proj_mat);
253 dump_mat(odev->proj_mat);
254 TRACE(ddraw, " View Matrix : (%p)\n", odev->view_mat);
255 dump_mat(odev->view_mat);
257 glLoadMatrixf((float *) z_inv_matrix);
258 glMultMatrixf((float *) odev->proj_mat);
259 glMultMatrixf((float *) odev->view_mat);
262 case D3DVT_TLVERTEX: {
263 GLdouble height, width, minZ, maxZ;
265 /* First, disable lighting */
266 glDisable(GL_LIGHTING);
268 /* Then do not put any transformation matrixes */
269 glMatrixMode(GL_MODELVIEW);
271 glMatrixMode(GL_PROJECTION);
275 ERR(ddraw, "No current viewport !\n");
276 /* Using standard values */
282 height = (GLdouble) vp->viewport.vp1.dwHeight;
283 width = (GLdouble) vp->viewport.vp1.dwWidth;
284 minZ = (GLdouble) vp->viewport.vp1.dvMinZ;
285 maxZ = (GLdouble) vp->viewport.vp1.dvMaxZ;
288 /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
294 glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
298 ERR(ddraw, "Unhandled vertex type !\n");
302 switch (lpBuff->vertex_type) {
304 TRIANGLE_LOOP(DO_VERTEX);
308 TRIANGLE_LOOP(DO_LVERTEX);
312 TRIANGLE_LOOP(DO_TLVERTEX);
316 ERR(ddraw, "Unhandled vertex type !\n");
321 case D3DOP_MATRIXLOAD: {
322 TRACE(ddraw, "MATRIXLOAD-s (%d)\n", count);
324 instr += count * size;
327 case D3DOP_MATRIXMULTIPLY: {
329 TRACE(ddraw, "MATRIXMULTIPLY (%d)\n", count);
331 for (i = 0; i < count; i++) {
332 LPD3DMATRIXMULTIPLY ci = (LPD3DMATRIXMULTIPLY) instr;
333 LPD3DMATRIX a = (LPD3DMATRIX) ci->hDestMatrix;
334 LPD3DMATRIX b = (LPD3DMATRIX) ci->hSrcMatrix1;
335 LPD3DMATRIX c = (LPD3DMATRIX) ci->hSrcMatrix2;
337 TRACE(ddraw, " Dest : %08lx Src1 : %08lx Src2 : %08lx\n",
338 ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
340 /* Do the multiplication..
341 As I am VERY lazy, I let OpenGL do the multiplication for me */
342 glMatrixMode(GL_PROJECTION);
343 /* Save the current matrix */
345 /* Load Matrix one and do the multiplication */
346 glLoadMatrixf((float *) c);
347 glMultMatrixf((float *) b);
348 glGetFloatv(GL_PROJECTION_MATRIX, (float *) a);
349 /* Restore the current matrix */
356 case D3DOP_STATETRANSFORM: {
358 TRACE(ddraw, "STATETRANSFORM (%d)\n", count);
360 for (i = 0; i < count; i++) {
361 LPD3DSTATE ci = (LPD3DSTATE) instr;
363 /* Handle the state transform */
364 switch (ci->t.dtstTransformStateType) {
365 case D3DTRANSFORMSTATE_WORLD: {
366 TRACE(ddraw, " WORLD (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
367 odev->world_mat = (D3DMATRIX*) ci->v.dwArg[0];
370 case D3DTRANSFORMSTATE_VIEW: {
371 TRACE(ddraw, " VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
372 odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
375 case D3DTRANSFORMSTATE_PROJECTION: {
376 TRACE(ddraw, " PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
377 odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
381 ERR(ddraw, " Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
390 case D3DOP_STATELIGHT: {
392 TRACE(ddraw, "STATELIGHT (%d)\n", count);
394 for (i = 0; i < count; i++) {
395 LPD3DSTATE ci = (LPD3DSTATE) instr;
397 /* Handle the state transform */
398 switch (ci->t.dlstLightStateType) {
399 case D3DLIGHTSTATE_MATERIAL: {
400 LPDIRECT3DMATERIAL mat = (LPDIRECT3DMATERIAL) ci->v.dwArg[0];
401 TRACE(ddraw, " MATERIAL\n");
406 TRACE(ddraw, " bad Material Handle\n");
410 case D3DLIGHTSTATE_AMBIENT: {
412 DWORD dwLightState = ci->v.dwArg[0];
413 TRACE(ddraw, " AMBIENT\n");
415 light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
416 light[1] = ((dwLightState >> 8) & 0xFF) / 255.0;
417 light[2] = ((dwLightState >> 0) & 0xFF) / 255.0;
419 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
421 TRACE(ddraw, " R:%02lx G:%02lx B:%02lx A:%02lx\n",
422 ((dwLightState >> 16) & 0xFF),
423 ((dwLightState >> 8) & 0xFF),
424 ((dwLightState >> 0) & 0xFF),
425 ((dwLightState >> 24) & 0xFF));
428 case D3DLIGHTSTATE_COLORMODEL: {
429 TRACE(ddraw, " COLORMODEL\n");
432 case D3DLIGHTSTATE_FOGMODE: {
433 TRACE(ddraw, " FOGMODE\n");
436 case D3DLIGHTSTATE_FOGSTART: {
437 TRACE(ddraw, " FOGSTART\n");
440 case D3DLIGHTSTATE_FOGEND: {
441 TRACE(ddraw, " FOGEND\n");
444 case D3DLIGHTSTATE_FOGDENSITY: {
445 TRACE(ddraw, " FOGDENSITY\n");
449 ERR(ddraw, " Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
456 case D3DOP_STATERENDER: {
458 TRACE(ddraw, "STATERENDER (%d)\n", count);
460 for (i = 0; i < count; i++) {
461 LPD3DSTATE ci = (LPD3DSTATE) instr;
463 /* Handle the state transform */
464 set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
470 case D3DOP_PROCESSVERTICES: {
472 TRACE(ddraw, "PROCESSVERTICES (%d)\n", count);
474 for (i = 0; i < count; i++) {
475 LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
477 TRACE(ddraw, " Start : %d Dest : %d Count : %ld\n",
478 ci->wStart, ci->wDest, ci->dwCount);
479 TRACE(ddraw, " Flags : ");
480 if (TRACE_ON(ddraw)) {
481 if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
483 if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
485 if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
487 if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
489 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
490 DUMP("TRANSFORMLIGHT ");
491 if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
492 DUMP("UPDATEEXTENTS ");
496 /* This is where doing Direct3D on top on OpenGL is quite difficult.
497 This method transforms a set of vertices using the CURRENT state
498 (lighting, projection, ...) but does not rasterize them.
499 They will oinly be put on screen later (with the POINT / LINE and
500 TRIANGLE op-codes). The problem is that you can have a triangle
501 with each point having been transformed using another state...
503 In this implementation, I will emulate only ONE thing : each
504 vertex can have its own "WORLD" transformation (this is used in the
505 TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
506 execute buffer use the same state.
508 If I find applications that change other states, I will try to do a
509 more 'fine-tuned' state emulation (but I may become quite tricky if
510 it changes a light position in the middle of a triangle).
512 In this case, a 'direct' approach (i.e. without using OpenGL, but
513 writing our own 3D rasterizer) would be easier. */
515 /* The current method (with the hypothesis that only the WORLD matrix
516 will change between two points) is like this :
517 - I transform 'manually' all the vertices with the current WORLD
518 matrix and store them in the vertex buffer
519 - during the rasterization phase, the WORLD matrix will be set to
520 the Identity matrix */
522 /* Enough for the moment */
523 if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
525 D3DVERTEX *src = ((LPD3DVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
526 OGL_Vertex *dst = ((OGL_Vertex *) (lpBuff->vertex_data)) + ci->wDest;
527 D3DMATRIX *mat = odev->world_mat;
529 TRACE(ddraw, " World Matrix : (%p)\n", mat);
532 lpBuff->vertex_type = D3DVT_VERTEX;
534 for (nb = 0; nb < ci->dwCount; nb++) {
535 /* For the moment, no normal transformation... */
536 dst->nx = src->nx.nx;
537 dst->ny = src->ny.ny;
538 dst->nz = src->nz.nz;
543 /* Now, the matrix multiplication */
544 dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
545 dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
546 dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
547 dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
552 } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
554 D3DLVERTEX *src = ((LPD3DLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
555 OGL_LVertex *dst = ((OGL_LVertex *) (lpBuff->vertex_data)) + ci->wDest;
556 D3DMATRIX *mat = odev->world_mat;
558 TRACE(ddraw, " World Matrix : (%p)\n", mat);
561 lpBuff->vertex_type = D3DVT_LVERTEX;
563 for (nb = 0; nb < ci->dwCount; nb++) {
564 dst->c = src->c.color;
565 dst->sc = src->s.specular;
569 /* Now, the matrix multiplication */
570 dst->x = (src->x.x * mat->_11) + (src->y.y * mat->_21) + (src->z.z * mat->_31) + (1.0 * mat->_41);
571 dst->y = (src->x.x * mat->_12) + (src->y.y * mat->_22) + (src->z.z * mat->_32) + (1.0 * mat->_42);
572 dst->z = (src->x.x * mat->_13) + (src->y.y * mat->_23) + (src->z.z * mat->_33) + (1.0 * mat->_43);
573 dst->w = (src->x.x * mat->_14) + (src->y.y * mat->_24) + (src->z.z * mat->_34) + (1.0 * mat->_44);
578 } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
579 D3DTLVERTEX *src = ((LPD3DTLVERTEX) (lpBuff->desc.lpData + vs)) + ci->wStart;
580 D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (lpBuff->vertex_data)) + ci->wDest;
582 lpBuff->vertex_type = D3DVT_TLVERTEX;
584 memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
586 ERR(ddraw, "Unhandled vertex processing !\n");
593 case D3DOP_TEXTURELOAD: {
594 TRACE(ddraw, "TEXTURELOAD-s (%d)\n", count);
596 instr += count * size;
600 TRACE(ddraw, "EXIT (%d)\n", count);
601 /* We did this instruction */
607 case D3DOP_BRANCHFORWARD: {
609 TRACE(ddraw, "BRANCHFORWARD (%d)\n", count);
611 for (i = 0; i < count; i++) {
612 LPD3DBRANCH ci = (LPD3DBRANCH) instr;
614 if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
616 TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
620 TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
629 TRACE(ddraw, "SPAN-s (%d)\n", count);
631 instr += count * size;
634 case D3DOP_SETSTATUS: {
636 TRACE(ddraw, "SETSTATUS (%d)\n", count);
638 for (i = 0; i < count; i++) {
639 LPD3DSTATUS ci = (LPD3DSTATUS) instr;
641 lpBuff->data.dsStatus = *ci;
648 ERR(ddraw, "Unhandled OpCode !!!\n");
649 /* Try to save ... */
650 instr += count * size;
658 /*******************************************************************************
659 * ExecuteBuffer Creation functions
661 LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
663 LPDIRECT3DEXECUTEBUFFER eb;
665 eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer));
667 eb->lpvtbl = &executebuffer_vtable;
670 /* Initializes memory */
673 /* No buffer given */
674 if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
675 eb->desc.lpData = NULL;
677 /* No buffer size given */
678 if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
679 eb->desc.dwBufferSize = 0;
681 /* Create buffer if asked */
682 if ((eb->desc.lpData == NULL) && (eb->desc.dwBufferSize > 0)) {
683 eb->need_free = TRUE;
684 eb->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,eb->desc.dwBufferSize);
686 eb->need_free = FALSE;
689 /* No vertices for the moment */
690 eb->vertex_data = NULL;
692 eb->desc.dwFlags |= D3DDEB_LPDATA;
694 eb->execute = execute;
699 /*******************************************************************************
700 * IDirect3DLight methods
703 static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this,
709 WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
710 FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
717 static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this)
719 TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
721 return ++(this->ref);
726 static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this)
728 FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
730 if (!--(this->ref)) {
731 if ((this->desc.lpData != NULL) && this->need_free)
732 HeapFree(GetProcessHeap(),0,this->desc.lpData);
734 if (this->vertex_data != NULL)
735 HeapFree(GetProcessHeap(),0,this->vertex_data);
737 HeapFree(GetProcessHeap(),0,this);
744 static HRESULT WINAPI IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this,
745 LPDIRECT3DDEVICE lpDirect3DDevice,
746 LPD3DEXECUTEBUFFERDESC lpDesc)
748 FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc);
753 static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this,
754 LPD3DEXECUTEBUFFERDESC lpDesc)
756 TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc);
758 /* Copies the buffer description */
759 *lpDesc = this->desc;
764 static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this)
766 TRACE(ddraw, "(%p)->()\n", this);
771 static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
772 LPD3DEXECUTEDATA lpData)
776 TRACE(ddraw, "(%p)->(%p)\n", this, lpData);
778 this->data = *lpData;
780 /* Get the number of vertices in the execute buffer */
781 nbvert = this->data.dwVertexCount;
783 /* Prepares the transformed vertex buffer */
784 if (this->vertex_data != NULL)
785 HeapFree(GetProcessHeap(), 0, this->vertex_data);
786 this->vertex_data = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,nbvert * sizeof(OGL_Vertex));
789 if (TRACE_ON(ddraw)) {
790 _dump_executedata(lpData);
796 static HRESULT WINAPI IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
797 LPD3DEXECUTEDATA lpData)
799 TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData);
801 *lpData = this->data;
806 static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this,
808 LPD3DVALIDATECALLBACK lpFunc,
812 TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved);
817 static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this,
820 TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved);
826 /*******************************************************************************
827 * IDirect3DLight VTable
829 static IDirect3DExecuteBuffer_VTable executebuffer_vtable = {
830 /*** IUnknown methods ***/
831 IDirect3DExecuteBuffer_QueryInterface,
832 IDirect3DExecuteBuffer_AddRef,
833 IDirect3DExecuteBuffer_Release,
834 /*** IDirect3DExecuteBuffer methods ***/
835 IDirect3DExecuteBuffer_Initialize,
836 IDirect3DExecuteBuffer_Lock,
837 IDirect3DExecuteBuffer_Unlock,
838 IDirect3DExecuteBuffer_SetExecuteData,
839 IDirect3DExecuteBuffer_GetExecuteData,
840 IDirect3DExecuteBuffer_Validate,
841 IDirect3DExecuteBuffer_Optimize
844 #endif /* HAVE_MESAGL */