wine/dlls/wined3d/vertexdeclaration.c

190 lines
7.7 KiB
C

/*
* vertex declaration implementation
*
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
/**
* DirectX9 SDK download
* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
*
* Exploring D3DX
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
*
* Using Vertex Shaders
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
*
* Dx9 New
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
*
* Dx9 Shaders
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
*
* Dx9 D3DX
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
*
* FVF
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
*
* NVIDIA: DX8 Vertex Shader to NV Vertex Program
* http://developer.nvidia.com/view.asp?IO=vstovp
*
* NVIDIA: Memory Management with VAR
* http://developer.nvidia.com/view.asp?IO=var_memory_management
*/
static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
TRACE(" Stream: %d\n", element->Stream);
TRACE(" Offset: %d\n", element->Offset);
TRACE(" Type: %s (%#x)\n", debug_d3ddecltype(element->Type), element->Type);
TRACE(" Method: %s (%#x)\n", debug_d3ddeclmethod(element->Method), element->Method);
TRACE(" Usage: %s (%#x)\n", debug_d3ddeclusage(element->Usage), element->Usage);
TRACE("Usage index: %d\n", element->UsageIndex);
TRACE(" Register: %d\n", element->Reg);
}
/* *******************************************
IWineD3DVertexDeclaration IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}
static ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
if(iface == This->wineD3DDevice->stateBlock->vertexDecl) {
/* See comment in PixelShader::Release */
IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_VDECL);
}
HeapFree(GetProcessHeap(), 0, This->pDeclarationWine);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* *******************************************
IWineD3DVertexDeclaration parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
*parent= This->parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
IWineD3DDevice_AddRef(*ppDevice);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface,
WINED3DVERTEXELEMENT *elements, size_t *element_count) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
HRESULT hr = WINED3D_OK;
TRACE("(%p) : d3d version %d, elements %p, element_count %p\n",
This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion, elements, element_count);
*element_count = This->declarationWNumElements;
if (elements) {
CopyMemory(elements, This->pDeclarationWine, This->declarationWNumElements * sizeof(WINED3DVERTEXELEMENT));
}
return hr;
}
static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface,
const WINED3DVERTEXELEMENT *elements, size_t element_count) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
HRESULT hr = WINED3D_OK;
TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
if (TRACE_ON(d3d_decl)) {
int i;
for (i = 0; i < element_count; ++i) {
dump_wined3dvertexelement(elements+i);
}
}
This->declarationWNumElements = element_count;
This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, sizeof(WINED3DVERTEXELEMENT) * element_count);
if (!This->pDeclarationWine) {
ERR("Memory allocation failed\n");
hr = WINED3DERR_OUTOFVIDEOMEMORY;
} else {
CopyMemory(This->pDeclarationWine, elements, sizeof(WINED3DVERTEXELEMENT) * element_count);
}
TRACE("Returning\n");
return hr;
}
const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
{
/* IUnknown */
IWineD3DVertexDeclarationImpl_QueryInterface,
IWineD3DVertexDeclarationImpl_AddRef,
IWineD3DVertexDeclarationImpl_Release,
/* IWineD3DVertexDeclaration */
IWineD3DVertexDeclarationImpl_GetParent,
IWineD3DVertexDeclarationImpl_GetDevice,
IWineD3DVertexDeclarationImpl_GetDeclaration,
IWineD3DVertexDeclarationImpl_SetDeclaration
};