d3dx9: Added D3DXOptimizeFaces semi-stub.

This commit is contained in:
Michael Mc Donnell 2012-03-30 19:02:20 +02:00 committed by Alexandre Julliard
parent 2aa3d697a3
commit 5a14f5b37e
2 changed files with 69 additions and 1 deletions

View file

@ -228,7 +228,7 @@
@ stdcall D3DXMatrixTransformation2D(ptr ptr float ptr ptr float ptr)
@ stdcall D3DXMatrixTranslation(ptr float float float)
@ stdcall D3DXMatrixTranspose(ptr ptr)
@ stub D3DXOptimizeFaces(ptr long long long ptr)
@ stdcall D3DXOptimizeFaces(ptr long long long ptr)
@ stub D3DXOptimizeVertices(ptr long long long ptr)
@ stdcall D3DXPlaneFromPointNormal(ptr ptr ptr)
@ stdcall D3DXPlaneFromPoints(ptr ptr ptr ptr)

View file

@ -6700,3 +6700,71 @@ cleanup:
return hr;
}
/*************************************************************************
* D3DXOptimizeFaces (D3DX9_36.@)
*
* Re-orders the faces so the vertex cache is used optimally.
*
* PARAMS
* indices [I] Pointer to an index buffer belonging to a mesh.
* num_faces [I] Number of faces in the mesh.
* num_vertices [I] Number of vertices in the mesh.
* indices_are_32bit [I] Specifies whether indices are 32- or 16-bit.
* face_remap [I/O] The new order the faces should be drawn in.
*
* RETURNS
* Success: D3D_OK.
* Failure: D3DERR_INVALIDCALL.
*
* BUGS
* The face re-ordering does not use the vertex cache optimally.
*
*/
HRESULT WINAPI D3DXOptimizeFaces(LPCVOID indices,
UINT num_faces,
UINT num_vertices,
BOOL indices_are_32bit,
DWORD *face_remap)
{
UINT i;
UINT j = num_faces - 1;
UINT limit_16_bit = 2 << 15; /* According to MSDN */
HRESULT hr = D3D_OK;
FIXME("(%p, %u, %u, %s, %p): semi-stub. Face order will not be optimal.\n",
indices, num_faces, num_vertices,
indices_are_32bit ? "TRUE" : "FALSE", face_remap);
if (!indices_are_32bit && num_faces >= limit_16_bit)
{
WARN("Number of faces must be less than %d when using 16-bit indices.\n",
limit_16_bit);
hr = D3DERR_INVALIDCALL;
goto error;
}
if (!face_remap)
{
WARN("Face remap pointer is NULL.\n");
hr = D3DERR_INVALIDCALL;
goto error;
}
/* The faces are drawn in reverse order for simple meshes. This ordering
* is not optimal for complicated meshes, but will not break anything
* either. The ordering should be changed to take advantage of the vertex
* cache on the graphics card.
*
* TODO Re-order to take advantage of vertex cache.
*/
for (i = 0; i < num_faces; i++)
{
face_remap[i] = j--;
}
return D3D_OK;
error:
return hr;
}