VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d8/vertexdeclaration.c@ 46521

Last change on this file since 46521 was 46521, checked in by vboxsync, 11 years ago

wine/new: export

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
File size: 15.3 KB
Line 
1/*
2 * IDirect3DVertexDeclaration8 implementation
3 *
4 * Copyright 2007 Henri Verbeet
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
15 *
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 */
20
21/* IDirect3DVertexDeclaration8 is internal to our implementation.
22 * It's not visible in the API. */
23
24#include "config.h"
25#include "d3d8_private.h"
26
27WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
28
29#ifdef VBOX_WINE_WITHOUT_LIBWINE
30typedef DWORD D3DVSDT_TYPE;
31typedef DWORD D3DVSDE_REGISTER;
32#endif
33
34static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
35{
36 switch (d3dvsdt_type)
37 {
38#define D3DVSDT_TYPE_TO_STR(u) case u: return #u
39 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
40 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
41 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
42 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
43 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
44 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
45 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
46 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
47#undef D3DVSDT_TYPE_TO_STR
48 default:
49 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
50 return "unrecognized";
51 }
52}
53
54static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
55{
56 switch (d3dvsde_register)
57 {
58#define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
59 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
60 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
61 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
62 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
63 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
64 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
65 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
66 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
67 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
68 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
69 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
70 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
71 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
72 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
73 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
74 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
75 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
76#undef D3DVSDE_REGISTER_TO_STR
77 default:
78 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
79 return "unrecognized";
80 }
81}
82
83size_t parse_token(const DWORD* pToken)
84{
85 const DWORD token = *pToken;
86 size_t tokenlen = 1;
87
88 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
89 case D3DVSD_TOKEN_NOP:
90 TRACE(" 0x%08x NOP()\n", token);
91 break;
92
93 case D3DVSD_TOKEN_STREAM:
94 if (token & D3DVSD_STREAMTESSMASK)
95 {
96 TRACE(" 0x%08x STREAM_TESS()\n", token);
97 } else {
98 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
99 }
100 break;
101
102 case D3DVSD_TOKEN_STREAMDATA:
103 if (token & 0x10000000)
104 {
105 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
106 } else {
107 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
108 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
109 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
110 }
111 break;
112
113 case D3DVSD_TOKEN_TESSELLATOR:
114 if (token & 0x10000000)
115 {
116 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
117 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
118 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
119 } else {
120 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
121 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
122 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
123 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
124 debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
125 }
126 break;
127
128 case D3DVSD_TOKEN_CONSTMEM:
129 {
130 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
131 tokenlen = (4 * count) + 1;
132 }
133 break;
134
135 case D3DVSD_TOKEN_EXT:
136 {
137 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
138 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
139 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
140 /* todo ... print extension */
141 tokenlen = count + 1;
142 }
143 break;
144
145 case D3DVSD_TOKEN_END:
146 TRACE(" 0x%08x END()\n", token);
147 break;
148
149 default:
150 TRACE(" 0x%08x UNKNOWN\n", token);
151 /* arg error */
152 }
153
154 return tokenlen;
155}
156
157void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
158{
159 const DWORD *token = d3d8_elements;
160
161 while (*token != D3DVSD_END())
162 {
163 if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
164 {
165 DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
166 DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
167 HRESULT hr;
168
169 if (TRACE_ON(d3d8))
170 {
171 DWORD i;
172 for (i = 0; i < count; ++i)
173 {
174 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
175 constant_idx,
176 *(const float *)(token + i * 4 + 1),
177 *(const float *)(token + i * 4 + 2),
178 *(const float *)(token + i * 4 + 3),
179 *(const float *)(token + i * 4 + 4));
180 }
181 }
182 hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
183 constant_idx, (const float *)token + 1, count);
184 if (FAILED(hr)) ERR("Failed setting shader constants\n");
185 }
186
187 token += parse_token(token);
188 }
189}
190
191/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
192static const size_t wined3d_type_sizes[] =
193{
194 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
195 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
196 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
197 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
198 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
199 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
200 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
201 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
202 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
203 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
204 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
205 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
206 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
207 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
208 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
209 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
210 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
211};
212
213static const enum wined3d_format_id wined3d_format_lookup[] =
214{
215 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
216 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
217 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
218 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
219 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
220 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
221 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
222 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
223 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
224 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
225 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
226 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
227 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
228 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT,
229 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM,
230 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
231 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
232};
233
234static const struct
235{
236 BYTE usage;
237 BYTE usage_idx;
238}
239wined3d_usage_lookup[] =
240{
241 /* D3DVSDE_POSITION */ {WINED3D_DECL_USAGE_POSITION, 0},
242 /* D3DVSDE_BLENDWEIGHT */ {WINED3D_DECL_USAGE_BLEND_WEIGHT, 0},
243 /* D3DVSDE_BLENDINDICES */ {WINED3D_DECL_USAGE_BLEND_INDICES, 0},
244 /* D3DVSDE_NORMAL */ {WINED3D_DECL_USAGE_NORMAL, 0},
245 /* D3DVSDE_PSIZE */ {WINED3D_DECL_USAGE_PSIZE, 0},
246 /* D3DVSDE_DIFFUSE */ {WINED3D_DECL_USAGE_COLOR, 0},
247 /* D3DVSDE_SPECULAR */ {WINED3D_DECL_USAGE_COLOR, 1},
248 /* D3DVSDE_TEXCOORD0 */ {WINED3D_DECL_USAGE_TEXCOORD, 0},
249 /* D3DVSDE_TEXCOORD1 */ {WINED3D_DECL_USAGE_TEXCOORD, 1},
250 /* D3DVSDE_TEXCOORD2 */ {WINED3D_DECL_USAGE_TEXCOORD, 2},
251 /* D3DVSDE_TEXCOORD3 */ {WINED3D_DECL_USAGE_TEXCOORD, 3},
252 /* D3DVSDE_TEXCOORD4 */ {WINED3D_DECL_USAGE_TEXCOORD, 4},
253 /* D3DVSDE_TEXCOORD5 */ {WINED3D_DECL_USAGE_TEXCOORD, 5},
254 /* D3DVSDE_TEXCOORD6 */ {WINED3D_DECL_USAGE_TEXCOORD, 6},
255 /* D3DVSDE_TEXCOORD7 */ {WINED3D_DECL_USAGE_TEXCOORD, 7},
256 /* D3DVSDE_POSITION2 */ {WINED3D_DECL_USAGE_POSITION, 1},
257 /* D3DVSDE_NORMAL2 */ {WINED3D_DECL_USAGE_NORMAL, 1},
258};
259
260/* TODO: find out where rhw (or positionT) is for declaration8 */
261static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
262 struct wined3d_vertex_element **wined3d_elements)
263{
264 struct wined3d_vertex_element *element;
265 const DWORD *token = d3d8_elements;
266 D3DVSD_TOKENTYPE token_type;
267 unsigned int element_count = 0;
268 WORD stream = 0;
269 int offset = 0;
270
271 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
272
273 /* 128 should be enough for anyone... */
274 *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(**wined3d_elements));
275 while (D3DVSD_END() != *token)
276 {
277 token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
278
279 if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
280 {
281 stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
282 offset = 0;
283 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
284 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
285 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
286
287 TRACE("Adding element %d:\n", element_count);
288
289 element = *wined3d_elements + element_count++;
290 element->format = wined3d_format_lookup[type];
291 element->input_slot = stream;
292 element->offset = offset;
293 element->output_slot = reg;
294 element->method = WINED3D_DECL_METHOD_DEFAULT;
295 element->usage = wined3d_usage_lookup[reg].usage;
296 element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
297
298 offset += wined3d_type_sizes[type];
299 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
300 TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
301 offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
302 }
303
304 if (element_count >= 127) {
305 ERR("More than 127 elements?\n");
306 break;
307 }
308
309 token += parse_token(token);
310 }
311
312 *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
313
314 return element_count;
315}
316
317static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
318{
319 struct d3d8_vertex_declaration *declaration = parent;
320 HeapFree(GetProcessHeap(), 0, declaration->elements);
321 HeapFree(GetProcessHeap(), 0, declaration);
322}
323
324void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration)
325{
326 TRACE("declaration %p.\n", declaration);
327
328 wined3d_mutex_lock();
329 wined3d_vertex_declaration_decref(declaration->wined3d_vertex_declaration);
330 wined3d_mutex_unlock();
331}
332
333static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
334{
335 d3d8_vertexdeclaration_wined3d_object_destroyed,
336};
337
338HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
339 struct d3d8_device *device, const DWORD *elements, DWORD shader_handle)
340{
341 struct wined3d_vertex_element *wined3d_elements;
342 UINT wined3d_element_count;
343 HRESULT hr;
344
345 declaration->shader_handle = shader_handle;
346
347 wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
348 declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
349 if (!declaration->elements)
350 {
351 ERR("Failed to allocate vertex declaration elements memory.\n");
352 HeapFree(GetProcessHeap(), 0, wined3d_elements);
353 return E_OUTOFMEMORY;
354 }
355
356 memcpy(declaration->elements, elements, declaration->elements_size);
357
358 wined3d_mutex_lock();
359 hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
360 declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
361 wined3d_mutex_unlock();
362 HeapFree(GetProcessHeap(), 0, wined3d_elements);
363 if (FAILED(hr))
364 {
365 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
366 HeapFree(GetProcessHeap(), 0, declaration->elements);
367 return hr;
368 }
369
370 return D3D_OK;
371}
372
373HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
374 struct d3d8_device *device, DWORD fvf)
375{
376 HRESULT hr;
377
378 declaration->elements = NULL;
379 declaration->elements_size = 0;
380 declaration->shader_handle = fvf;
381
382 hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
383 &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
384 if (FAILED(hr))
385 {
386 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
387 return hr;
388 }
389
390 return D3D_OK;
391}
Note: See TracBrowser for help on using the repository browser.

© 2024 Oracle Support Privacy / Do Not Sell My Info Terms of Use Trademark Policy Automated Access Etiquette