Changed stdlib.h to string.h.
[wine] / graphics / d3dexecutebuffer.c
1 /* Direct3D ExecuteBuffer
2    (c) 1998 Lionel ULMER
3    
4    This files contains the implementation of Direct3DExecuteBuffer. */
5
6
7 #include <string.h>
8 #include "config.h"
9 #include "windef.h"
10 #include "winerror.h"
11 #include "wine/obj_base.h"
12 #include "heap.h"
13 #include "ddraw.h"
14 #include "d3d.h"
15 #include "debug.h"
16
17 #include "d3d_private.h"
18
19 #ifdef HAVE_MESAGL
20
21 /* Structure to store the 'semi transformed' vertices */
22 typedef struct {
23   D3DVALUE x;
24   D3DVALUE y;
25   D3DVALUE z;
26   D3DVALUE w;
27
28   D3DVALUE nx;
29   D3DVALUE ny;
30   D3DVALUE nz;
31
32   D3DVALUE u;
33   D3DVALUE v;
34 } OGL_Vertex;
35
36 typedef struct {
37   D3DVALUE x;
38   D3DVALUE y;
39   D3DVALUE z;
40   D3DVALUE w;
41
42   D3DCOLOR c;
43   D3DCOLOR sc;
44
45   D3DVALUE u;
46   D3DVALUE v;
47 } OGL_LVertex;
48
49 static IDirect3DExecuteBuffer_VTable executebuffer_vtable;
50
51 /*******************************************************************************
52  *                              ExecuteBuffer static functions
53  */
54 void _dump_d3dstatus(LPD3DSTATUS lpStatus) {
55   
56 }
57
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));
64 }
65
66 #define DO_VERTEX(index)                        \
67 {                                                                               \
68   glTexCoord2f(vx[index].u,                                                     \
69                vx[index].v);                                                    \
70   glNormal3f(vx[index].nx,                                                      \
71              vx[index].ny,                                                      \
72              vx[index].nz);                                                     \
73   glVertex4f(vx[index].x,                                                       \
74              vx[index].y,                                                       \
75              vx[index].z,                                                       \
76              vx[index].w);                                                      \
77                                                                                 \
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);                                              \
82 }
83
84 #define DO_LVERTEX(index)                                                       \
85 {                                                                               \
86   DWORD col = l_vx[index].c;                                                    \
87                                                                                 \
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,                                                   \
92                l_vx[index].v);                                                  \
93   glVertex4f(l_vx[index].x,                                                     \
94              l_vx[index].y,                                                     \
95              l_vx[index].z,                                                     \
96              l_vx[index].w);                                                    \
97                                                                                 \
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);                                          \
102 }
103
104 #define DO_TLVERTEX(index)                                                      \
105 {                                                                               \
106   D3DTLVERTEX *vx = &(tl_vx[index]);                                            \
107   DWORD col = vx->c.color;                                                      \
108                                                                                 \
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,                                                        \
115                vx->y.sy,                                                        \
116                vx->z.sz);                                                       \
117   else                                                                          \
118     glVertex4f(vx->x.sx / vx->r.rhw,                                            \
119                vx->y.sy / vx->r.rhw,                                            \
120                vx->z.sz / vx->r.rhw,                                            \
121                1.0 / 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);                                         \
126 }
127
128 #define TRIANGLE_LOOP(macro)                            \
129 {                                                       \
130   glBegin(GL_TRIANGLES); {                              \
131     for (i = 0; i < count; i++) {                       \
132       LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;         \
133                                                         \
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)) {                            \
138         /* Wireframe */                                 \
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 ");                         \
145                                                         \
146         /* Strips / Fans */                             \
147         if (ci->wFlags == D3DTRIFLAG_EVEN)              \
148           DUMP("EVEN ");                                \
149         if (ci->wFlags == D3DTRIFLAG_ODD)               \
150           DUMP("ODD ");                                 \
151         if (ci->wFlags == D3DTRIFLAG_START)             \
152           DUMP("START ");                               \
153         if ((ci->wFlags > 0) && (ci->wFlags < 30))      \
154           DUMP("STARTFLAT(%d) ", ci->wFlags);           \
155         DUMP("\n");                                     \
156       }                                                 \
157                                                         \
158       /* Draw the triangle */                           \
159       macro(ci->v1.v1);                                 \
160       macro(ci->v2.v2);                                 \
161       macro(ci->v3.v3);                                 \
162                                                         \
163       instr += size;                                    \
164     }                                                   \
165   } glEnd();                                            \
166 }
167
168
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; */
177   
178   void *instr = lpBuff->desc.lpData + is;
179   OpenGL_IDirect3DDevice *odev = (OpenGL_IDirect3DDevice *) dev;
180   
181   TRACE(ddraw, "ExecuteData : \n");
182   if (TRACE_ON(ddraw))
183   _dump_executedata(&(lpBuff->data));
184   
185   while (1) {
186     LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
187     BYTE size;
188     WORD count;
189
190     count = current->wCount;
191     size = current->bSize;
192     instr += sizeof(D3DINSTRUCTION);
193     
194     switch (current->bOpcode) {
195     case D3DOP_POINT: {
196       TRACE(ddraw, "POINT-s          (%d)\n", count);
197
198       instr += count * size;
199     } break;
200       
201     case D3DOP_LINE: {
202       TRACE(ddraw, "LINE-s           (%d)\n", count);
203
204       instr += count * size;
205     } break;
206       
207     case D3DOP_TRIANGLE: {
208       int i;
209       float z_inv_matrix[16] = {
210         1.0, 0.0,  0.0, 0.0,
211         0.0, 1.0,  0.0, 0.0,
212         0.0, 0.0, -1.0, 0.0,
213         0.0, 0.0,  1.0, 1.0
214       };
215       
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;
219       
220       TRACE(ddraw, "TRIANGLE         (%d)\n", count);
221
222       switch (lpBuff->vertex_type) {
223       case D3DVT_VERTEX:
224         /* This time, there is lighting */
225         glEnable(GL_LIGHTING);
226         
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);
236
237         glLoadMatrixf((float *) z_inv_matrix);
238         glMultMatrixf((float *) odev->proj_mat);
239       glMultMatrixf((float *) odev->view_mat);
240         break;
241
242       case D3DVT_LVERTEX:
243         /* No lighting */
244         glDisable(GL_LIGHTING);
245
246         /* Use given matrixes */
247         glMatrixMode(GL_MODELVIEW);
248         glLoadIdentity(); /* The model transformation was done during the
249                              transformation phase */
250         glMatrixMode(GL_PROJECTION);
251
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);
256
257         glLoadMatrixf((float *) z_inv_matrix);
258         glMultMatrixf((float *) odev->proj_mat);
259         glMultMatrixf((float *) odev->view_mat);
260         break;
261
262       case D3DVT_TLVERTEX: {
263         GLdouble height, width, minZ, maxZ;
264         
265         /* First, disable lighting */
266         glDisable(GL_LIGHTING);
267         
268         /* Then do not put any transformation matrixes */
269         glMatrixMode(GL_MODELVIEW);
270         glLoadIdentity();
271         glMatrixMode(GL_PROJECTION);
272         glLoadIdentity();
273         
274         if (vp == NULL) {
275           ERR(ddraw, "No current viewport !\n");
276           /* Using standard values */
277           height = 640.0;
278           width = 480.0;
279           minZ = -10.0;
280           maxZ = 10.0;
281         } else {
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;
286
287           if (minZ == maxZ) {
288             /* I do not know why, but many Dx 3.0 games have minZ = maxZ = 0.0 */
289             minZ = 0.0;
290             maxZ = 1.0;
291         }
292         }
293
294         glOrtho(0.0, width, height, 0.0, -minZ, -maxZ);
295       } break;
296         
297       default:
298         ERR(ddraw, "Unhandled vertex type !\n");
299         break;
300       }
301
302       switch (lpBuff->vertex_type) {
303       case D3DVT_VERTEX:
304         TRIANGLE_LOOP(DO_VERTEX);
305         break;
306         
307       case D3DVT_LVERTEX:
308         TRIANGLE_LOOP(DO_LVERTEX);
309         break;
310         
311       case D3DVT_TLVERTEX:
312         TRIANGLE_LOOP(DO_TLVERTEX);
313         break;
314         
315       default:
316         ERR(ddraw, "Unhandled vertex type !\n");
317       }
318       
319     } break;
320     
321     case D3DOP_MATRIXLOAD: {
322       TRACE(ddraw, "MATRIXLOAD-s     (%d)\n", count);
323
324       instr += count * size;
325     } break;
326       
327     case D3DOP_MATRIXMULTIPLY: {
328       int i;
329       TRACE(ddraw, "MATRIXMULTIPLY   (%d)\n", count);
330
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;
336         
337         TRACE(ddraw, "  Dest : %08lx  Src1 : %08lx  Src2 : %08lx\n",
338               ci->hDestMatrix, ci->hSrcMatrix1, ci->hSrcMatrix2);
339
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 */
344         glPushMatrix();
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 */
350         glPopMatrix();
351         
352         instr += size;
353       }
354     } break;
355       
356     case D3DOP_STATETRANSFORM: {
357       int i;
358       TRACE(ddraw, "STATETRANSFORM   (%d)\n", count);
359
360       for (i = 0; i < count; i++) {
361         LPD3DSTATE ci = (LPD3DSTATE) instr;
362
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];
368         } break;
369
370         case D3DTRANSFORMSTATE_VIEW: {
371           TRACE(ddraw, "  VIEW (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
372           odev->view_mat = (D3DMATRIX*) ci->v.dwArg[0];
373         } break;
374
375         case D3DTRANSFORMSTATE_PROJECTION: {
376           TRACE(ddraw, "  PROJECTION (%p)\n", (D3DMATRIX*) ci->v.dwArg[0]);
377           odev->proj_mat = (D3DMATRIX*) ci->v.dwArg[0];
378         } break;
379
380         default:
381           ERR(ddraw, "  Unhandled state transformation !! (%d)\n", (int) ci->t.dtstTransformStateType);
382           break;
383           
384         }
385         
386         instr += size;
387       }
388     } break;
389       
390     case D3DOP_STATELIGHT: {
391       int i;
392       TRACE(ddraw, "STATELIGHT       (%d)\n", count);
393
394       for (i = 0; i < count; i++) {
395         LPD3DSTATE ci = (LPD3DSTATE) instr;
396         
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");
402           
403           if (mat != NULL) {
404             mat->activate(mat);
405           } else {
406             TRACE(ddraw, "    bad Material Handle\n");
407           }
408         } break ;
409           
410         case D3DLIGHTSTATE_AMBIENT: {
411           float light[4];
412           DWORD dwLightState = ci->v.dwArg[0];
413           TRACE(ddraw, "  AMBIENT\n");
414           
415           light[0] = ((dwLightState >> 16) & 0xFF) / 255.0;
416           light[1] = ((dwLightState >>  8) & 0xFF) / 255.0;
417           light[2] = ((dwLightState >>  0) & 0xFF) / 255.0;
418           light[3] = 1.0;
419           glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
420
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));
426         } break ;
427           
428         case D3DLIGHTSTATE_COLORMODEL: {
429           TRACE(ddraw, "  COLORMODEL\n");
430         } break ;
431           
432         case D3DLIGHTSTATE_FOGMODE: {
433           TRACE(ddraw, "  FOGMODE\n");
434         } break ;
435           
436         case D3DLIGHTSTATE_FOGSTART: {
437           TRACE(ddraw, "  FOGSTART\n");
438         } break ;
439           
440         case D3DLIGHTSTATE_FOGEND: {
441           TRACE(ddraw, "  FOGEND\n");
442         } break ;
443           
444         case D3DLIGHTSTATE_FOGDENSITY: {
445           TRACE(ddraw, "  FOGDENSITY\n");
446         } break ;
447           
448         default:
449           ERR(ddraw, "  Unhandled light state !! (%d)\n", (int) ci->t.dlstLightStateType);
450           break;
451         }
452         instr += size;
453       }
454     } break;
455       
456     case D3DOP_STATERENDER: {
457       int i;
458       TRACE(ddraw, "STATERENDER      (%d)\n", count);
459       
460       for (i = 0; i < count; i++) {
461         LPD3DSTATE ci = (LPD3DSTATE) instr;
462         
463         /* Handle the state transform */
464         set_render_state(ci->t.drstRenderStateType, ci->v.dwArg[0], &(odev->rs));
465
466         instr += size;
467       }
468     } break;
469       
470     case D3DOP_PROCESSVERTICES: {
471       int i;
472       TRACE(ddraw, "PROCESSVERTICES  (%d)\n", count);
473       
474       for (i = 0; i < count; i++) {
475         LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;
476         
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)
482             DUMP("COPY ");
483           if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
484             DUMP("NOCOLOR ");
485           if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
486             DUMP("OPMASK ");
487           if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
488             DUMP("TRANSFORM ");
489           if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
490             DUMP("TRANSFORMLIGHT ");
491           if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
492             DUMP("UPDATEEXTENTS ");
493           DUMP("\n");
494         }
495
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...
502
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.
507
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).
511            
512            In this case, a 'direct' approach (i.e. without using OpenGL, but
513            writing our own 3D rasterizer) would be easier. */
514
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 */
521
522         /* Enough for the moment */
523         if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
524           int nb;
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;
528
529           TRACE(ddraw, "  World Matrix : (%p)\n", mat);
530           dump_mat(mat);
531
532           lpBuff->vertex_type = D3DVT_VERTEX;
533           
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;
539             
540             dst->u  = src->u.tu;
541             dst->v  = src->v.tv;
542
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);
548             
549             src++;
550             dst++;
551           }
552         } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
553           int nb;
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;
557
558           TRACE(ddraw, "  World Matrix : (%p)\n", mat);
559           dump_mat(mat);
560
561           lpBuff->vertex_type = D3DVT_LVERTEX;
562           
563           for (nb = 0; nb < ci->dwCount; nb++) {
564             dst->c  = src->c.color;
565             dst->sc = src->s.specular;
566             dst->u  = src->u.tu;
567             dst->v  = src->v.tv;
568
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);
574             
575             src++;
576             dst++;
577           }
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;
581
582           lpBuff->vertex_type = D3DVT_TLVERTEX;
583           
584           memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
585         } else {
586           ERR(ddraw, "Unhandled vertex processing !\n");
587         }
588         
589         instr += size;
590       }
591     } break;
592       
593     case D3DOP_TEXTURELOAD: {
594       TRACE(ddraw, "TEXTURELOAD-s    (%d)\n", count);
595
596       instr += count * size;
597     } break;
598       
599     case D3DOP_EXIT: {
600       TRACE(ddraw, "EXIT             (%d)\n", count);
601       /* We did this instruction */
602       instr += size;
603       /* Exit this loop */
604       goto end_of_buffer;
605     } break;
606       
607     case D3DOP_BRANCHFORWARD: {
608       int i;
609       TRACE(ddraw, "BRANCHFORWARD    (%d)\n", count);
610
611       for (i = 0; i < count; i++) {
612         LPD3DBRANCH ci = (LPD3DBRANCH) instr;
613         
614         if ((lpBuff->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
615           if (!ci->bNegate) {
616             TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
617           }
618         } else {
619           if (ci->bNegate) {
620             TRACE(ddraw," Should branch to %ld\n", ci->dwOffset);
621           }
622         }
623
624         instr += size;
625       }
626     } break;
627       
628     case D3DOP_SPAN: {
629       TRACE(ddraw, "SPAN-s           (%d)\n", count);
630
631       instr += count * size;
632     } break;
633       
634     case D3DOP_SETSTATUS: {
635       int i;
636       TRACE(ddraw, "SETSTATUS        (%d)\n", count);
637
638       for (i = 0; i < count; i++) {
639         LPD3DSTATUS ci = (LPD3DSTATUS) instr;
640         
641         lpBuff->data.dsStatus = *ci;
642         
643         instr += size;
644       }
645     } break;
646
647     default:
648       ERR(ddraw, "Unhandled OpCode !!!\n");
649       /* Try to save ... */
650       instr += count * size;
651       break;
652     }
653   }
654
655  end_of_buffer:
656 }
657
658 /*******************************************************************************
659  *                              ExecuteBuffer Creation functions
660  */
661 LPDIRECT3DEXECUTEBUFFER d3dexecutebuffer_create(LPDIRECT3DDEVICE d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc)
662 {
663   LPDIRECT3DEXECUTEBUFFER eb;
664   
665   eb = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirect3DExecuteBuffer));
666   eb->ref = 1;
667   eb->lpvtbl = &executebuffer_vtable;
668   eb->d3ddev = d3ddev;
669
670   /* Initializes memory */
671   eb->desc = *lpDesc;
672
673   /* No buffer given */
674   if (!(eb->desc.dwFlags & D3DDEB_LPDATA))
675     eb->desc.lpData = NULL;
676
677   /* No buffer size given */
678   if (!(lpDesc->dwFlags & D3DDEB_BUFSIZE))
679     eb->desc.dwBufferSize = 0;
680
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);
685   } else {
686     eb->need_free = FALSE;
687   }
688     
689   /* No vertices for the moment */
690   eb->vertex_data = NULL;
691
692   eb->desc.dwFlags |= D3DDEB_LPDATA;
693
694   eb->execute = execute;
695   
696   return eb;
697 }
698
699 /*******************************************************************************
700  *                              IDirect3DLight methods
701  */
702
703 static HRESULT WINAPI IDirect3DExecuteBuffer_QueryInterface(LPDIRECT3DEXECUTEBUFFER this,
704                                                             REFIID riid,
705                                                             LPVOID* ppvObj)
706 {
707   char xrefiid[50];
708   
709   WINE_StringFromCLSID((LPCLSID)riid,xrefiid);
710   FIXME(ddraw, "(%p)->(%s,%p): stub\n", this, xrefiid,ppvObj);
711   
712   return S_OK;
713 }
714
715
716
717 static ULONG WINAPI IDirect3DExecuteBuffer_AddRef(LPDIRECT3DEXECUTEBUFFER this)
718 {
719   TRACE(ddraw, "(%p)->()incrementing from %lu.\n", this, this->ref );
720   
721   return ++(this->ref);
722 }
723
724
725
726 static ULONG WINAPI IDirect3DExecuteBuffer_Release(LPDIRECT3DEXECUTEBUFFER this)
727 {
728   FIXME( ddraw, "(%p)->() decrementing from %lu.\n", this, this->ref );
729   
730   if (!--(this->ref)) {
731     if ((this->desc.lpData != NULL) && this->need_free)
732       HeapFree(GetProcessHeap(),0,this->desc.lpData);
733
734     if (this->vertex_data != NULL)
735       HeapFree(GetProcessHeap(),0,this->vertex_data);
736
737     HeapFree(GetProcessHeap(),0,this);
738     return 0;
739   }
740   
741   return this->ref;
742 }
743
744 static HRESULT WINAPI IDirect3DExecuteBuffer_Initialize(LPDIRECT3DEXECUTEBUFFER this,
745                                                         LPDIRECT3DDEVICE lpDirect3DDevice,
746                                                         LPD3DEXECUTEBUFFERDESC lpDesc)
747 {
748   FIXME(ddraw, "(%p)->(%p,%p): stub\n", this, lpDirect3DDevice, lpDesc);
749   
750   return DD_OK;
751 }
752
753 static HRESULT WINAPI IDirect3DExecuteBuffer_Lock(LPDIRECT3DEXECUTEBUFFER this,
754                                                   LPD3DEXECUTEBUFFERDESC lpDesc)
755 {
756   TRACE(ddraw, "(%p)->(%p)\n", this, lpDesc);
757
758   /* Copies the buffer description */
759   *lpDesc = this->desc;
760   
761   return DD_OK;
762 }
763
764 static HRESULT WINAPI IDirect3DExecuteBuffer_Unlock(LPDIRECT3DEXECUTEBUFFER this)
765 {
766   TRACE(ddraw, "(%p)->()\n", this);
767
768   return DD_OK;
769 }
770
771 static HRESULT WINAPI IDirect3DExecuteBuffer_SetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
772                                                             LPD3DEXECUTEDATA lpData)
773 {
774   DWORD nbvert;
775
776   TRACE(ddraw, "(%p)->(%p)\n", this, lpData);
777
778   this->data = *lpData;
779
780   /* Get the number of vertices in the execute buffer */
781   nbvert = this->data.dwVertexCount;
782     
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));
787
788
789   if (TRACE_ON(ddraw)) {
790     _dump_executedata(lpData);
791   }
792   
793   return DD_OK;
794 }
795
796 static HRESULT WINAPI IDirect3DExecuteBuffer_GetExecuteData(LPDIRECT3DEXECUTEBUFFER this,
797                                                             LPD3DEXECUTEDATA lpData)
798 {
799   TRACE(ddraw, "(%p)->(%p): stub\n", this, lpData);
800
801   *lpData = this->data;
802   
803   return DD_OK;
804 }
805
806 static HRESULT WINAPI IDirect3DExecuteBuffer_Validate(LPDIRECT3DEXECUTEBUFFER this,
807                                                       LPDWORD lpdwOffset,
808                                                       LPD3DVALIDATECALLBACK lpFunc,
809                                                       LPVOID lpUserArg,
810                                                       DWORD dwReserved)
811 {
812   TRACE(ddraw, "(%p)->(%p,%p,%p,%lu)\n", this, lpdwOffset, lpFunc, lpUserArg, dwReserved);
813
814   return DD_OK;
815 }
816
817 static HRESULT WINAPI IDirect3DExecuteBuffer_Optimize(LPDIRECT3DEXECUTEBUFFER this,
818                                                       DWORD dwReserved)
819 {
820   TRACE(ddraw, "(%p)->(%lu)\n", this, dwReserved);
821
822   return DD_OK;
823 }
824
825
826 /*******************************************************************************
827  *                              IDirect3DLight VTable
828  */
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
842 };
843
844 #endif /* HAVE_MESAGL */