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git://source.winehq.org/git/wine.git
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8b493d769e
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
388 lines
15 KiB
C
388 lines
15 KiB
C
/*
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* IDirect3DVertexDeclaration8 implementation
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*
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* Copyright 2007 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* IDirect3DVertexDeclaration8 is internal to our implementation.
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* It's not visible in the API. */
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#include "config.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
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{
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switch (d3dvsdt_type)
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{
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#define D3DVSDT_TYPE_TO_STR(u) case u: return #u
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D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
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D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
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#undef D3DVSDT_TYPE_TO_STR
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default:
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FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
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return "unrecognized";
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}
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}
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static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
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{
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switch (d3dvsde_register)
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{
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#define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
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D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
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#undef D3DVSDE_REGISTER_TO_STR
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default:
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FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
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return "unrecognized";
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}
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}
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size_t parse_token(const DWORD* pToken)
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{
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const DWORD token = *pToken;
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size_t tokenlen = 1;
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switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
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case D3DVSD_TOKEN_NOP:
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TRACE(" 0x%08x NOP()\n", token);
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break;
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case D3DVSD_TOKEN_STREAM:
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if (token & D3DVSD_STREAMTESSMASK)
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{
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TRACE(" 0x%08x STREAM_TESS()\n", token);
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} else {
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TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
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}
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break;
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case D3DVSD_TOKEN_STREAMDATA:
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if (token & 0x10000000)
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{
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TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
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} else {
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
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}
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break;
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case D3DVSD_TOKEN_TESSELLATOR:
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if (token & 0x10000000)
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{
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
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} else {
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DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
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TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
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debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
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}
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break;
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case D3DVSD_TOKEN_CONSTMEM:
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{
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DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
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tokenlen = (4 * count) + 1;
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}
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break;
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case D3DVSD_TOKEN_EXT:
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{
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DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
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DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
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TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
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/* todo ... print extension */
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tokenlen = count + 1;
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}
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break;
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case D3DVSD_TOKEN_END:
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TRACE(" 0x%08x END()\n", token);
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break;
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default:
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TRACE(" 0x%08x UNKNOWN\n", token);
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/* arg error */
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}
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return tokenlen;
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}
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void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
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{
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const DWORD *token = d3d8_elements;
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while (*token != D3DVSD_END())
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{
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if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
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{
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DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
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DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
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HRESULT hr;
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if (TRACE_ON(d3d8))
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{
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DWORD i;
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for (i = 0; i < count; ++i)
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{
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TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
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constant_idx,
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*(const float *)(token + i * 4 + 1),
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*(const float *)(token + i * 4 + 2),
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*(const float *)(token + i * 4 + 3),
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*(const float *)(token + i * 4 + 4));
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}
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}
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hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
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constant_idx, (const float *)token + 1, count);
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if (FAILED(hr)) ERR("Failed setting shader constants\n");
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}
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token += parse_token(token);
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}
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}
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/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
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static const size_t wined3d_type_sizes[] =
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{
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/*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
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/*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
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/*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
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/*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
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/*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
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/*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
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/*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
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/*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
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/*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
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/*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
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/*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
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/*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
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/*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
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/*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
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/*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
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/*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
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/*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
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};
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static const enum wined3d_format_id wined3d_format_lookup[] =
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{
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/*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
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/*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
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/*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
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/*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
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/*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
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/*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
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/*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
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/*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
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/*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
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/*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
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/*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
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/*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
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/*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
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/*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10X2_UINT,
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/*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10X2_SNORM,
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/*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
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/*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
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};
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static const struct
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{
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BYTE usage;
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BYTE usage_idx;
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}
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wined3d_usage_lookup[] =
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{
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/* D3DVSDE_POSITION */ {WINED3D_DECL_USAGE_POSITION, 0},
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/* D3DVSDE_BLENDWEIGHT */ {WINED3D_DECL_USAGE_BLEND_WEIGHT, 0},
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/* D3DVSDE_BLENDINDICES */ {WINED3D_DECL_USAGE_BLEND_INDICES, 0},
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/* D3DVSDE_NORMAL */ {WINED3D_DECL_USAGE_NORMAL, 0},
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/* D3DVSDE_PSIZE */ {WINED3D_DECL_USAGE_PSIZE, 0},
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/* D3DVSDE_DIFFUSE */ {WINED3D_DECL_USAGE_COLOR, 0},
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/* D3DVSDE_SPECULAR */ {WINED3D_DECL_USAGE_COLOR, 1},
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/* D3DVSDE_TEXCOORD0 */ {WINED3D_DECL_USAGE_TEXCOORD, 0},
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/* D3DVSDE_TEXCOORD1 */ {WINED3D_DECL_USAGE_TEXCOORD, 1},
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/* D3DVSDE_TEXCOORD2 */ {WINED3D_DECL_USAGE_TEXCOORD, 2},
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/* D3DVSDE_TEXCOORD3 */ {WINED3D_DECL_USAGE_TEXCOORD, 3},
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/* D3DVSDE_TEXCOORD4 */ {WINED3D_DECL_USAGE_TEXCOORD, 4},
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/* D3DVSDE_TEXCOORD5 */ {WINED3D_DECL_USAGE_TEXCOORD, 5},
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/* D3DVSDE_TEXCOORD6 */ {WINED3D_DECL_USAGE_TEXCOORD, 6},
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/* D3DVSDE_TEXCOORD7 */ {WINED3D_DECL_USAGE_TEXCOORD, 7},
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/* D3DVSDE_POSITION2 */ {WINED3D_DECL_USAGE_POSITION, 1},
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/* D3DVSDE_NORMAL2 */ {WINED3D_DECL_USAGE_NORMAL, 1},
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};
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/* TODO: find out where rhw (or positionT) is for declaration8 */
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static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
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struct wined3d_vertex_element **wined3d_elements)
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{
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struct wined3d_vertex_element *element;
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const DWORD *token = d3d8_elements;
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D3DVSD_TOKENTYPE token_type;
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unsigned int element_count = 0;
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WORD stream = 0;
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int offset = 0;
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TRACE("d3d8_elements %p, d3d8_elements_size %p, wined3d_elements %p\n", d3d8_elements, d3d8_elements_size, wined3d_elements);
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/* 128 should be enough for anyone... */
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*wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(**wined3d_elements));
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while (D3DVSD_END() != *token)
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{
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token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
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{
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stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
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offset = 0;
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} else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(*token & D3DVSD_DATALOADTYPEMASK)) {
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DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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TRACE("Adding element %d:\n", element_count);
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element = *wined3d_elements + element_count++;
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element->format = wined3d_format_lookup[type];
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element->input_slot = stream;
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element->offset = offset;
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element->output_slot = reg;
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element->input_slot_class = WINED3D_INPUT_PER_VERTEX_DATA;
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element->instance_data_step_rate = 0;
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element->method = WINED3D_DECL_METHOD_DEFAULT;
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element->usage = wined3d_usage_lookup[reg].usage;
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element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
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offset += wined3d_type_sizes[type];
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} else if (token_type == D3DVSD_TOKEN_STREAMDATA && (*token & D3DVSD_DATALOADTYPEMASK)) {
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TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
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offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
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}
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if (element_count >= 127) {
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ERR("More than 127 elements?\n");
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break;
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}
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token += parse_token(token);
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}
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*d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
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return element_count;
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}
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static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
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{
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struct d3d8_vertex_declaration *declaration = parent;
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HeapFree(GetProcessHeap(), 0, declaration->elements);
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HeapFree(GetProcessHeap(), 0, declaration);
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}
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void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
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{
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TRACE("declaration %p.\n", declaration);
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wined3d_mutex_lock();
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wined3d_vertex_declaration_decref(declaration->wined3d_vertex_declaration);
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wined3d_mutex_unlock();
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}
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static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
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{
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d3d8_vertexdeclaration_wined3d_object_destroyed,
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};
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HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
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{
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struct wined3d_vertex_element *wined3d_elements;
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UINT wined3d_element_count;
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HRESULT hr;
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declaration->shader_handle = shader_handle;
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wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
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declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
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if (!declaration->elements)
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{
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ERR("Failed to allocate vertex declaration elements memory.\n");
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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return E_OUTOFMEMORY;
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}
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memcpy(declaration->elements, elements, declaration->elements_size);
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wined3d_mutex_lock();
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hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
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declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, declaration->elements);
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return hr;
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}
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return D3D_OK;
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}
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HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, DWORD fvf)
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{
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HRESULT hr;
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declaration->elements = NULL;
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declaration->elements_size = 0;
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declaration->shader_handle = fvf;
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hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
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&d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|