reactos/dll/directx/wine/ddraw/executebuffer.c

825 lines
30 KiB
C

/* Direct3D ExecuteBuffer
* Copyright (c) 1998-2004 Lionel ULMER
* Copyright (c) 2002-2004 Christian Costa
* Copyright (c) 2006 Stefan Dösinger
*
* 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 "wine/port.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/*****************************************************************************
* _dump_executedata
* _dump_D3DEXECUTEBUFFERDESC
*
* Debug functions which write the executebuffer data to the console
*
*****************************************************************************/
static void _dump_executedata(const D3DEXECUTEDATA *lpData) {
TRACE("dwSize : %d\n", lpData->dwSize);
TRACE("Vertex Offset : %d Count : %d\n", lpData->dwVertexOffset, lpData->dwVertexCount);
TRACE("Instruction Offset : %d Length : %d\n", lpData->dwInstructionOffset, lpData->dwInstructionLength);
TRACE("HVertex Offset : %d\n", lpData->dwHVertexOffset);
}
static void _dump_D3DEXECUTEBUFFERDESC(const D3DEXECUTEBUFFERDESC *lpDesc) {
TRACE("dwSize : %d\n", lpDesc->dwSize);
TRACE("dwFlags : %x\n", lpDesc->dwFlags);
TRACE("dwCaps : %x\n", lpDesc->dwCaps);
TRACE("dwBufferSize : %d\n", lpDesc->dwBufferSize);
TRACE("lpData : %p\n", lpDesc->lpData);
}
HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
struct d3d_device *device, struct d3d_viewport *viewport)
{
DWORD is = buffer->data.dwInstructionOffset;
char *instr = (char *)buffer->desc.lpData + is;
unsigned int i, primitive_size;
struct wined3d_map_desc map_desc;
struct wined3d_box box = {0};
HRESULT hr;
if (viewport->active_device != device)
{
WARN("Viewport %p active device is %p.\n",
viewport, viewport->active_device);
return DDERR_INVALIDPARAMS;
}
/* Activate the viewport */
viewport_activate(viewport, FALSE);
TRACE("ExecuteData :\n");
if (TRACE_ON(ddraw))
_dump_executedata(&(buffer->data));
for (;;)
{
D3DINSTRUCTION *current = (D3DINSTRUCTION *)instr;
BYTE size;
WORD count;
count = current->wCount;
size = current->bSize;
instr += sizeof(*current);
primitive_size = 0;
switch (current->bOpcode)
{
case D3DOP_POINT:
{
const D3DPOINT *p = (D3DPOINT *)instr;
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_POINTLIST, 0);
wined3d_device_set_stream_source(device->wined3d_device, 0,
buffer->dst_vertex_buffer, 0, sizeof(D3DTLVERTEX));
wined3d_device_set_vertex_declaration(device->wined3d_device,
ddraw_find_decl(device->ddraw, D3DFVF_TLVERTEX));
for (i = 0; i < count; ++i)
wined3d_device_draw_primitive(device->wined3d_device, p[i].wFirst, p[i].wCount);
instr += sizeof(*p) * count;
break;
}
case D3DOP_LINE:
primitive_size = 2;
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_LINELIST, 0);
/* Drop through. */
case D3DOP_TRIANGLE:
{
WORD *indices;
unsigned int index_pos = buffer->index_pos, index_count;
TRACE("TRIANGLE (%d)\n", count);
if (!count)
break;
if (!primitive_size)
{
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_TRIANGLELIST, 0);
primitive_size = 3;
}
index_count = count * primitive_size;
if (buffer->index_size < index_count)
{
unsigned int new_size = max(buffer->index_size * 2, index_count);
struct wined3d_buffer *new_buffer;
struct wined3d_buffer_desc desc;
desc.byte_width = new_size * sizeof(*indices);
desc.usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_STATICDECL;
desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
desc.access = WINED3D_RESOURCE_ACCESS_GPU
| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc,
NULL, NULL, &ddraw_null_wined3d_parent_ops, &new_buffer)))
return hr;
buffer->index_size = new_size;
if (buffer->index_buffer)
wined3d_buffer_decref(buffer->index_buffer);
buffer->index_buffer = new_buffer;
index_pos = 0;
}
else if (buffer->index_size - index_count < index_pos)
{
index_pos = 0;
}
box.left = index_pos * sizeof(*indices);
box.right = (index_pos + index_count) * sizeof(*indices);
if (FAILED(hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->index_buffer), 0, &map_desc,
&box, WINED3D_MAP_WRITE | (index_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD))))
return hr;
indices = map_desc.data;
for (i = 0; i < count; ++i)
{
D3DTRIANGLE *ci = (D3DTRIANGLE *)instr;
TRACE(" v1: %d v2: %d v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
TRACE(" Flags : ");
if (TRACE_ON(ddraw))
{
/* Wireframe */
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE1 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
TRACE("EDGEENABLE2 ");
if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
TRACE("EDGEENABLE3 ");
/* Strips / Fans */
if (ci->wFlags == D3DTRIFLAG_EVEN)
TRACE("EVEN ");
if (ci->wFlags == D3DTRIFLAG_ODD)
TRACE("ODD ");
if (ci->wFlags == D3DTRIFLAG_START)
TRACE("START ");
if ((ci->wFlags > 0) && (ci->wFlags < 30))
TRACE("STARTFLAT(%u) ", ci->wFlags);
TRACE("\n");
}
switch (primitive_size)
{
case 3:
indices[(i * primitive_size) + 2] = ci->u3.v3;
/* Drop through. */
case 2:
indices[(i * primitive_size) + 1] = ci->u2.v2;
indices[(i * primitive_size) ] = ci->u1.v1;
}
instr += size;
}
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->index_buffer), 0);
wined3d_device_set_stream_source(device->wined3d_device, 0,
buffer->dst_vertex_buffer, 0, sizeof(D3DTLVERTEX));
wined3d_device_set_vertex_declaration(device->wined3d_device,
ddraw_find_decl(device->ddraw, D3DFVF_TLVERTEX));
wined3d_device_set_index_buffer(device->wined3d_device, buffer->index_buffer, WINED3DFMT_R16_UINT, 0);
wined3d_device_draw_indexed_primitive(device->wined3d_device, index_pos, index_count);
buffer->index_pos = index_pos + index_count;
break;
}
case D3DOP_MATRIXLOAD:
WARN("MATRIXLOAD-s (%u)\n", count);
instr += count * size;
break;
case D3DOP_MATRIXMULTIPLY:
TRACE("MATRIXMULTIPLY (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
D3DMATRIX *a, *b, *c;
a = ddraw_get_object(&device->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
b = ddraw_get_object(&device->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
c = ddraw_get_object(&device->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);
if (!a || !b || !c)
{
ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
}
else
{
TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
multiply_matrix(a, c, b);
}
instr += size;
}
break;
case D3DOP_STATETRANSFORM:
TRACE("STATETRANSFORM (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
D3DMATRIX *m;
m = ddraw_get_object(&device->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
if (!m)
{
ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
}
else
{
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
device->world = ci->u2.dwArg[0];
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
device->view = ci->u2.dwArg[0];
if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
device->proj = ci->u2.dwArg[0];
IDirect3DDevice3_SetTransform(&device->IDirect3DDevice3_iface,
ci->u1.dtstTransformStateType, m);
}
instr += size;
}
break;
case D3DOP_STATELIGHT:
TRACE("STATELIGHT (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
if (FAILED(IDirect3DDevice3_SetLightState(&device->IDirect3DDevice3_iface,
ci->u1.dlstLightStateType, ci->u2.dwArg[0])))
WARN("Failed to set light state.\n");
instr += size;
}
break;
case D3DOP_STATERENDER:
TRACE("STATERENDER (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DSTATE *ci = (D3DSTATE *)instr;
if (FAILED(IDirect3DDevice3_SetRenderState(&device->IDirect3DDevice3_iface,
ci->u1.drstRenderStateType, ci->u2.dwArg[0])))
WARN("Failed to set render state.\n");
instr += size;
}
break;
case D3DOP_PROCESSVERTICES:
TRACE("PROCESSVERTICES (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DPROCESSVERTICES *ci = (D3DPROCESSVERTICES *)instr;
DWORD op = ci->dwFlags & D3DPROCESSVERTICES_OPMASK;
TRACE(" start %u, dest %u, count %u, flags %#x.\n",
ci->wStart, ci->wDest, ci->dwCount, ci->dwFlags);
if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
{
static int once;
if (!once++) FIXME("D3DPROCESSVERTICES_UPDATEEXTENTS not implemented.\n");
}
if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
FIXME("D3DPROCESSVERTICES_NOCOLOR not implemented.\n");
switch (op)
{
case D3DPROCESSVERTICES_TRANSFORMLIGHT:
case D3DPROCESSVERTICES_TRANSFORM:
wined3d_device_set_stream_source(device->wined3d_device, 0,
buffer->src_vertex_buffer, buffer->src_vertex_pos, sizeof(D3DVERTEX));
if (op == D3DPROCESSVERTICES_TRANSFORMLIGHT)
{
wined3d_device_set_vertex_declaration(device->wined3d_device,
ddraw_find_decl(device->ddraw, D3DFVF_VERTEX));
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_LIGHTING, TRUE);
}
else
{
wined3d_device_set_vertex_declaration(device->wined3d_device,
ddraw_find_decl(device->ddraw, D3DFVF_LVERTEX));
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_LIGHTING, FALSE);
}
wined3d_device_process_vertices(device->wined3d_device, ci->wStart, ci->wDest,
ci->dwCount, buffer->dst_vertex_buffer, NULL, 0, D3DFVF_TLVERTEX);
break;
case D3DPROCESSVERTICES_COPY:
box.left = (buffer->src_vertex_pos + ci->wStart) * sizeof(D3DTLVERTEX);
box.right = box.left + ci->dwCount * sizeof(D3DTLVERTEX);
box.top = box.front = 0;
box.bottom = box.back = 1;
wined3d_device_copy_sub_resource_region(device->wined3d_device,
wined3d_buffer_get_resource(buffer->dst_vertex_buffer), 0,
ci->wDest * sizeof(D3DTLVERTEX), 0, 0,
wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0, &box, 0);
break;
default:
FIXME("Unhandled vertex processing op %#x.\n", op);
break;
}
instr += size;
}
break;
case D3DOP_TEXTURELOAD:
TRACE("TEXTURELOAD (%u)\n", count);
for (i = 0; i < count; ++i)
{
D3DTEXTURELOAD *ci = (D3DTEXTURELOAD *)instr;
struct ddraw_surface *dst, *src;
instr += size;
if (!(dst = ddraw_get_object(&device->handle_table,
ci->hDestTexture - 1, DDRAW_HANDLE_SURFACE)))
{
WARN("Invalid destination texture handle %#x.\n", ci->hDestTexture);
continue;
}
if (!(src = ddraw_get_object(&device->handle_table,
ci->hSrcTexture - 1, DDRAW_HANDLE_SURFACE)))
{
WARN("Invalid source texture handle %#x.\n", ci->hSrcTexture);
continue;
}
IDirect3DTexture2_Load(&dst->IDirect3DTexture2_iface, &src->IDirect3DTexture2_iface);
}
break;
case D3DOP_EXIT:
TRACE("EXIT (%u)\n", count);
instr += size;
goto end_of_buffer;
case D3DOP_BRANCHFORWARD:
TRACE("BRANCHFORWARD (%d)\n", count);
for (i = 0; i < count; ++i)
{
D3DBRANCH *ci = (D3DBRANCH *)instr;
if ((buffer->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue)
{
if (!ci->bNegate)
{
TRACE(" Branch to %d\n", ci->dwOffset);
if (ci->dwOffset) {
instr = (char*)current + ci->dwOffset;
break;
}
}
}
else
{
if (ci->bNegate)
{
TRACE(" Branch to %d\n", ci->dwOffset);
if (ci->dwOffset) {
instr = (char*)current + ci->dwOffset;
break;
}
}
}
instr += size;
}
break;
case D3DOP_SPAN:
WARN("SPAN-s (%u)\n", count);
instr += count * size;
break;
case D3DOP_SETSTATUS:
TRACE("SETSTATUS (%d)\n", count);
for (i = 0; i < count; ++i)
{
buffer->data.dsStatus = *(D3DSTATUS *)instr;
instr += size;
}
break;
default:
ERR("Unhandled OpCode %#x.\n",current->bOpcode);
instr += count * size;
break;
}
}
end_of_buffer:
return D3D_OK;
}
static inline struct d3d_execute_buffer *impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface)
{
return CONTAINING_RECORD(iface, struct d3d_execute_buffer, IDirect3DExecuteBuffer_iface);
}
static HRESULT WINAPI d3d_execute_buffer_QueryInterface(IDirect3DExecuteBuffer *iface, REFIID iid, void **out)
{
TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out);
if (IsEqualGUID(&IID_IDirect3DExecuteBuffer, iid)
|| IsEqualGUID(&IID_IUnknown, iid))
{
IDirect3DExecuteBuffer_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*out = NULL;
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::AddRef
*
* A normal AddRef method, nothing special
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_execute_buffer_AddRef(IDirect3DExecuteBuffer *iface)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
ULONG ref = InterlockedIncrement(&buffer->ref);
TRACE("%p increasing refcount to %u.\n", buffer, ref);
return ref;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Release
*
* A normal Release method, nothing special
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_execute_buffer_Release(IDirect3DExecuteBuffer *iface)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
ULONG ref = InterlockedDecrement(&buffer->ref);
TRACE("%p decreasing refcount to %u.\n", buffer, ref);
if (!ref)
{
if (buffer->need_free)
heap_free(buffer->desc.lpData);
if (buffer->index_buffer)
wined3d_buffer_decref(buffer->index_buffer);
if (buffer->dst_vertex_buffer)
{
wined3d_buffer_decref(buffer->src_vertex_buffer);
wined3d_buffer_decref(buffer->dst_vertex_buffer);
}
heap_free(buffer);
}
return ref;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Initialize
*
* Initializes the Execute Buffer. This method exists for COM compliance
* Nothing to do here.
*
* Returns:
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Initialize(IDirect3DExecuteBuffer *iface,
IDirect3DDevice *device, D3DEXECUTEBUFFERDESC *desc)
{
TRACE("iface %p, device %p, desc %p.\n", iface, device, desc);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Lock
*
* Locks the buffer, so the app can write into it.
*
* Params:
* Desc: Pointer to return the buffer description. This Description contains
* a pointer to the buffer data.
*
* Returns:
* This implementation always returns D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Lock(IDirect3DExecuteBuffer *iface, D3DEXECUTEBUFFERDESC *desc)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
DWORD dwSize;
TRACE("iface %p, desc %p.\n", iface, desc);
dwSize = desc->dwSize;
memcpy(desc, &buffer->desc, dwSize);
if (TRACE_ON(ddraw))
{
TRACE(" Returning description :\n");
_dump_D3DEXECUTEBUFFERDESC(desc);
}
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Unlock
*
* Unlocks the buffer. We don't have anything to do here
*
* Returns:
* This implementation always returns D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Unlock(IDirect3DExecuteBuffer *iface)
{
TRACE("iface %p.\n", iface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::SetExecuteData
*
* Sets the execute data. This data is used to describe the buffer's content
*
* Params:
* Data: Pointer to a D3DEXECUTEDATA structure containing the data to
* assign
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if the vertex buffer allocation failed
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_SetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
struct wined3d_map_desc map_desc;
struct wined3d_box box = {0};
HRESULT hr;
DWORD buf_size = buffer->desc.dwBufferSize, copy_size;
TRACE("iface %p, data %p.\n", iface, data);
if (data->dwSize != sizeof(*data))
{
WARN("data->dwSize is %u, returning DDERR_INVALIDPARAMS.\n", data->dwSize);
return DDERR_INVALIDPARAMS;
}
/* Skip past previous vertex data. */
buffer->src_vertex_pos += buffer->data.dwVertexCount;
if (buffer->vertex_size < data->dwVertexCount)
{
unsigned int new_size = max(data->dwVertexCount, buffer->vertex_size * 2);
struct wined3d_buffer *src_buffer, *dst_buffer;
struct wined3d_buffer_desc desc;
desc.byte_width = new_size * sizeof(D3DVERTEX);
desc.usage = 0;
desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.misc_flags = 0;
desc.structure_byte_stride = 0;
if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc,
NULL, NULL, &ddraw_null_wined3d_parent_ops, &src_buffer)))
return hr;
desc.byte_width = new_size * sizeof(D3DTLVERTEX);
desc.usage = WINED3DUSAGE_STATICDECL;
desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
if (FAILED(hr = wined3d_buffer_create(buffer->d3ddev->wined3d_device, &desc,
NULL, NULL, &ddraw_null_wined3d_parent_ops, &dst_buffer)))
{
wined3d_buffer_decref(src_buffer);
return hr;
}
if (buffer->dst_vertex_buffer)
{
wined3d_buffer_decref(buffer->src_vertex_buffer);
wined3d_buffer_decref(buffer->dst_vertex_buffer);
}
buffer->src_vertex_buffer = src_buffer;
buffer->dst_vertex_buffer = dst_buffer;
buffer->vertex_size = new_size;
buffer->src_vertex_pos = 0;
}
else if (buffer->vertex_size - data->dwVertexCount < buffer->src_vertex_pos)
{
buffer->src_vertex_pos = 0;
}
if (data->dwVertexCount && (!buf_size || data->dwVertexOffset < buf_size))
{
box.left = buffer->src_vertex_pos * sizeof(D3DVERTEX);
box.right = box.left + data->dwVertexCount * sizeof(D3DVERTEX);
if (FAILED(hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->src_vertex_buffer),
0, &map_desc, &box, WINED3D_MAP_WRITE)))
return hr;
copy_size = data->dwVertexCount * sizeof(D3DVERTEX);
if (buf_size)
copy_size = min(copy_size, buf_size - data->dwVertexOffset);
memcpy(map_desc.data, ((BYTE *)buffer->desc.lpData) + data->dwVertexOffset, copy_size);
wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->src_vertex_buffer), 0);
}
memcpy(&buffer->data, data, data->dwSize);
if (TRACE_ON(ddraw))
_dump_executedata(data);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::GetExecuteData
*
* Returns the data in the execute buffer
*
* Params:
* Data: Pointer to a D3DEXECUTEDATA structure used to return data
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_GetExecuteData(IDirect3DExecuteBuffer *iface, D3DEXECUTEDATA *data)
{
struct d3d_execute_buffer *buffer = impl_from_IDirect3DExecuteBuffer(iface);
TRACE("iface %p, data %p.\n", iface, data);
/* Tests show that dwSize is ignored. */
memcpy(data, &buffer->data, sizeof(*data));
if (TRACE_ON(ddraw))
{
TRACE("Returning data :\n");
_dump_executedata(data);
}
return DD_OK;
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Validate
*
* DirectX 5 SDK: "The IDirect3DExecuteBuffer::Validate method is not
* currently implemented"
*
* Params:
* ?
*
* Returns:
* DDERR_UNSUPPORTED, because it's not implemented in Windows.
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Validate(IDirect3DExecuteBuffer *iface,
DWORD *offset, LPD3DVALIDATECALLBACK callback, void *context, DWORD reserved)
{
TRACE("iface %p, offset %p, callback %p, context %p, reserved %#x.\n",
iface, offset, callback, context, reserved);
WARN("Not implemented.\n");
return DDERR_UNSUPPORTED; /* Unchecked */
}
/*****************************************************************************
* IDirect3DExecuteBuffer::Optimize
*
* DirectX5 SDK: "The IDirect3DExecuteBuffer::Optimize method is not
* currently supported"
*
* Params:
* Dummy: Seems to be an unused dummy ;)
*
* Returns:
* DDERR_UNSUPPORTED, because it's not implemented in Windows.
*
*****************************************************************************/
static HRESULT WINAPI d3d_execute_buffer_Optimize(IDirect3DExecuteBuffer *iface, DWORD reserved)
{
TRACE("iface %p, reserved %#x.\n", iface, reserved);
WARN("Not implemented.\n");
return DDERR_UNSUPPORTED; /* Unchecked */
}
static const struct IDirect3DExecuteBufferVtbl d3d_execute_buffer_vtbl =
{
d3d_execute_buffer_QueryInterface,
d3d_execute_buffer_AddRef,
d3d_execute_buffer_Release,
d3d_execute_buffer_Initialize,
d3d_execute_buffer_Lock,
d3d_execute_buffer_Unlock,
d3d_execute_buffer_SetExecuteData,
d3d_execute_buffer_GetExecuteData,
d3d_execute_buffer_Validate,
d3d_execute_buffer_Optimize,
};
HRESULT d3d_execute_buffer_init(struct d3d_execute_buffer *execute_buffer,
struct d3d_device *device, D3DEXECUTEBUFFERDESC *desc)
{
execute_buffer->IDirect3DExecuteBuffer_iface.lpVtbl = &d3d_execute_buffer_vtbl;
execute_buffer->ref = 1;
execute_buffer->d3ddev = device;
/* Initializes memory */
memcpy(&execute_buffer->desc, desc, desc->dwSize);
/* No buffer given */
if (!(execute_buffer->desc.dwFlags & D3DDEB_LPDATA))
execute_buffer->desc.lpData = NULL;
/* No buffer size given */
if (!(execute_buffer->desc.dwFlags & D3DDEB_BUFSIZE))
execute_buffer->desc.dwBufferSize = 0;
/* Create buffer if asked */
if (!execute_buffer->desc.lpData && execute_buffer->desc.dwBufferSize)
{
execute_buffer->need_free = TRUE;
if (!(execute_buffer->desc.lpData = heap_alloc_zero(execute_buffer->desc.dwBufferSize)))
{
ERR("Failed to allocate execute buffer data.\n");
return DDERR_OUTOFMEMORY;
}
}
execute_buffer->desc.dwFlags |= D3DDEB_LPDATA;
return D3D_OK;
}
struct d3d_execute_buffer *unsafe_impl_from_IDirect3DExecuteBuffer(IDirect3DExecuteBuffer *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d_execute_buffer_vtbl);
return impl_from_IDirect3DExecuteBuffer(iface);
}