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494 lines
18 KiB
C
494 lines
18 KiB
C
/* Direct3D Vertex Buffer
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* Copyright (c) 2002 Lionel ULMER
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* Copyright (c) 2006 Stefan DÖSINGER
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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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#include "config.h"
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#include "wine/port.h"
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#include "ddraw_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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static inline struct d3d_vertex_buffer *impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d_vertex_buffer, IDirect3DVertexBuffer7_iface);
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}
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/*****************************************************************************
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* IUnknown Methods
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_QueryInterface(IDirect3DVertexBuffer7 *iface, REFIID riid, void **obj)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
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*obj = NULL;
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if (IsEqualGUID(&IID_IUnknown, riid))
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{
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IDirect3DVertexBuffer7_AddRef(iface);
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*obj = iface;
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return S_OK;
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}
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if (IsEqualGUID(&IID_IDirect3DVertexBuffer7, riid) && buffer->version == 7)
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{
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IDirect3DVertexBuffer7_AddRef(iface);
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*obj = iface;
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return S_OK;
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}
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if (IsEqualGUID(&IID_IDirect3DVertexBuffer, riid) && buffer->version == 3)
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{
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IDirect3DVertexBuffer7_AddRef(iface);
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*obj = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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return E_NOINTERFACE;
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}
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static ULONG WINAPI d3d_vertex_buffer7_AddRef(IDirect3DVertexBuffer7 *iface)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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ULONG ref = InterlockedIncrement(&buffer->ref);
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TRACE("%p increasing refcount to %u.\n", buffer, ref);
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return ref;
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}
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static ULONG WINAPI d3d_vertex_buffer7_Release(IDirect3DVertexBuffer7 *iface)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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ULONG ref = InterlockedDecrement(&buffer->ref);
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TRACE("%p decreasing refcount to %u.\n", buffer, ref);
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if (!ref)
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{
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struct wined3d_buffer *vb = NULL;
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UINT offset, stride;
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/* D3D7 vertex buffers don't stay bound in the device, they are passed
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* as a parameter to DrawPrimitiveVB. DrawPrimitiveVB sets them as the
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* stream source in wined3d and they should get unset there before
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* they are destroyed. */
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wined3d_mutex_lock();
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wined3d_device_get_stream_source(buffer->ddraw->wined3d_device, 0, &vb, &offset, &stride);
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if (vb == buffer->wined3d_buffer)
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wined3d_device_set_stream_source(buffer->ddraw->wined3d_device, 0, NULL, 0, 0);
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wined3d_vertex_declaration_decref(buffer->wined3d_declaration);
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wined3d_buffer_decref(buffer->wined3d_buffer);
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wined3d_mutex_unlock();
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if (buffer->version == 7)
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IDirectDraw7_Release(&buffer->ddraw->IDirectDraw7_iface);
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heap_free(buffer);
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}
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return ref;
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer Methods
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*****************************************************************************/
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static HRESULT d3d_vertex_buffer_create_wined3d_buffer(struct d3d_vertex_buffer *buffer, BOOL dynamic,
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struct wined3d_buffer **wined3d_buffer)
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{
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struct wined3d_buffer_desc desc;
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desc.byte_width = buffer->size;
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desc.usage = WINED3DUSAGE_STATICDECL;
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if (buffer->Caps & D3DVBCAPS_WRITEONLY)
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desc.usage |= WINED3DUSAGE_WRITEONLY;
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if (dynamic)
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desc.usage |= WINED3DUSAGE_DYNAMIC;
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desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
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if (buffer->Caps & D3DVBCAPS_SYSTEMMEMORY)
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desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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else
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desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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desc.misc_flags = 0;
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desc.structure_byte_stride = 0;
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return wined3d_buffer_create(buffer->ddraw->wined3d_device, &desc,
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NULL, buffer, &ddraw_null_wined3d_parent_ops, wined3d_buffer);
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Lock
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*
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* Locks the vertex buffer and returns a pointer to the vertex data
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* Locking vertex buffers is similar to locking surfaces, because Windows
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* uses surfaces to store vertex data internally (According to the DX sdk)
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*
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* Params:
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* Flags: Locking flags. Relevant here are DDLOCK_READONLY, DDLOCK_WRITEONLY,
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* DDLOCK_DISCARDCONTENTS and DDLOCK_NOOVERWRITE.
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* Data: Returns a pointer to the vertex data
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* Size: Returns the size of the buffer if not NULL
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS if Data is NULL
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* D3DERR_VERTEXBUFFEROPTIMIZED if called on an optimized buffer(WineD3D)
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*
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_Lock(IDirect3DVertexBuffer7 *iface,
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DWORD flags, void **data, DWORD *data_size)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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struct wined3d_resource_desc wined3d_desc;
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struct wined3d_resource *wined3d_resource;
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struct wined3d_map_desc wined3d_map_desc;
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HRESULT hr;
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TRACE("iface %p, flags %#x, data %p, data_size %p.\n", iface, flags, data, data_size);
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if (buffer->version != 7)
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flags &= ~(DDLOCK_NOOVERWRITE | DDLOCK_DISCARDCONTENTS);
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if (!(flags & DDLOCK_WAIT))
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flags |= DDLOCK_DONOTWAIT;
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if (flags & DDLOCK_DISCARDCONTENTS)
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{
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if (!buffer->dynamic)
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{
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struct wined3d_buffer *new_buffer;
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wined3d_mutex_lock();
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hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, TRUE, &new_buffer);
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if (SUCCEEDED(hr))
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{
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buffer->dynamic = TRUE;
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wined3d_buffer_decref(buffer->wined3d_buffer);
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buffer->wined3d_buffer = new_buffer;
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}
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else
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{
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WARN("Failed to create a dynamic buffer\n");
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}
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wined3d_mutex_unlock();
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}
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}
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wined3d_mutex_lock();
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if (data_size)
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{
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/* Get the size, for returning it, and for locking */
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wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
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wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
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*data_size = wined3d_desc.size;
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}
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hr = wined3d_resource_map(wined3d_buffer_get_resource(buffer->wined3d_buffer),
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0, &wined3d_map_desc, NULL, wined3dmapflags_from_ddrawmapflags(flags));
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*data = wined3d_map_desc.data;
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wined3d_mutex_unlock();
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return hr;
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Unlock
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*
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* Unlocks a vertex Buffer
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*
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* Returns:
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* D3D_OK on success
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*
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_Unlock(IDirect3DVertexBuffer7 *iface)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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TRACE("iface %p.\n", iface);
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wined3d_mutex_lock();
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wined3d_resource_unmap(wined3d_buffer_get_resource(buffer->wined3d_buffer), 0);
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wined3d_mutex_unlock();
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return D3D_OK;
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::ProcessVertices
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*
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* Processes untransformed Vertices into a transformed or optimized vertex
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* buffer. It can also perform other operations, such as lighting or clipping
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*
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* Params
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* VertexOp: Operation(s) to perform: D3DVOP_CLIP, _EXTENTS, _LIGHT, _TRANSFORM
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* DestIndex: Index in the destination buffer(This), where the vertices are
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* placed
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* Count: Number of Vertices in the Source buffer to process
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* SrcBuffer: Source vertex buffer
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* SrcIndex: Index of the first vertex in the src buffer to process
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* D3DDevice: Device to use for transformation
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* Flags: 0 for default, D3DPV_DONOTCOPYDATA to prevent copying
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* unchanged vertices
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*
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* Returns:
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* D3D_OK on success
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* DDERR_INVALIDPARAMS If D3DVOP_TRANSFORM wasn't passed
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*
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_ProcessVertices(IDirect3DVertexBuffer7 *iface,
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DWORD vertex_op, DWORD dst_idx, DWORD count, IDirect3DVertexBuffer7 *src_buffer,
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DWORD src_idx, IDirect3DDevice7 *device, DWORD flags)
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{
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struct d3d_vertex_buffer *dst_buffer_impl = impl_from_IDirect3DVertexBuffer7(iface);
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struct d3d_vertex_buffer *src_buffer_impl = unsafe_impl_from_IDirect3DVertexBuffer7(src_buffer);
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struct d3d_device *device_impl = dst_buffer_impl->version == 7
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? unsafe_impl_from_IDirect3DDevice7(device)
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: unsafe_impl_from_IDirect3DDevice3((IDirect3DDevice3 *)device);
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BOOL oldClip, doClip;
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HRESULT hr;
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TRACE("iface %p, vertex_op %#x, dst_idx %u, count %u, src_buffer %p, src_idx %u, device %p, flags %#x.\n",
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iface, vertex_op, dst_idx, count, src_buffer, src_idx, device, flags);
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/* Vertex operations:
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* D3DVOP_CLIP: Clips vertices outside the viewing frustrum. Needs clipping information
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* in the vertex buffer (Buffer may not be created with D3DVBCAPS_DONOTCLIP)
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* D3DVOP_EXTENTS: Causes the screen extents to be updated when rendering the vertices
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* D3DVOP_LIGHT: Lights the vertices
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* D3DVOP_TRANSFORM: Transform the vertices. This flag is necessary
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*
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* WineD3D only transforms and clips the vertices by now, so EXTENTS and LIGHT
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* are not implemented. Clipping is disabled ATM, because of unsure conditions.
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*/
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if (!(vertex_op & D3DVOP_TRANSFORM))
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return DDERR_INVALIDPARAMS;
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wined3d_mutex_lock();
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/* WineD3D doesn't know d3d7 vertex operation, it uses
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* render states instead. Set the render states according to
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* the vertex ops
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*/
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doClip = !!(vertex_op & D3DVOP_CLIP);
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oldClip = wined3d_device_get_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING);
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if (doClip != oldClip)
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wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, doClip);
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wined3d_device_set_stream_source(device_impl->wined3d_device,
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0, src_buffer_impl->wined3d_buffer, 0, get_flexible_vertex_size(src_buffer_impl->fvf));
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wined3d_device_set_vertex_declaration(device_impl->wined3d_device, src_buffer_impl->wined3d_declaration);
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hr = wined3d_device_process_vertices(device_impl->wined3d_device, src_idx, dst_idx,
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count, dst_buffer_impl->wined3d_buffer, NULL, flags, dst_buffer_impl->fvf);
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/* Restore the states if needed */
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if (doClip != oldClip)
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wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, oldClip);
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wined3d_mutex_unlock();
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return hr;
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::GetVertexBufferDesc
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*
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* Returns the description of a vertex buffer
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*
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* Params:
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* Desc: Address to write the description to
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*
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* Returns
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* DDERR_INVALIDPARAMS if Desc is NULL
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* D3D_OK on success
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*
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_GetVertexBufferDesc(IDirect3DVertexBuffer7 *iface, D3DVERTEXBUFFERDESC *desc)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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struct wined3d_resource_desc wined3d_desc;
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struct wined3d_resource *wined3d_resource;
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TRACE("iface %p, desc %p.\n", iface, desc);
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if (!desc) return DDERR_INVALIDPARAMS;
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wined3d_mutex_lock();
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wined3d_resource = wined3d_buffer_get_resource(buffer->wined3d_buffer);
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wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
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wined3d_mutex_unlock();
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/* Now fill the desc structure */
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desc->dwCaps = buffer->Caps;
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desc->dwFVF = buffer->fvf;
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desc->dwNumVertices = wined3d_desc.size / get_flexible_vertex_size(buffer->fvf);
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return D3D_OK;
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::Optimize
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*
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* Converts an unoptimized vertex buffer into an optimized buffer
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*
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* Params:
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* D3DDevice: Device for which this buffer is optimized
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* Flags: Not used, should be set to 0
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*
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* Returns
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* D3D_OK, because it's a stub
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*
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_Optimize(IDirect3DVertexBuffer7 *iface,
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IDirect3DDevice7 *device, DWORD flags)
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{
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struct d3d_vertex_buffer *buffer = impl_from_IDirect3DVertexBuffer7(iface);
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static BOOL hide = FALSE;
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TRACE("iface %p, device %p, flags %#x.\n", iface, device, flags);
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if (!hide)
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{
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FIXME("iface %p, device %p, flags %#x stub!\n", iface, device, flags);
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hide = TRUE;
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}
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/* We could forward this call to WineD3D and take advantage
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* of it once we use OpenGL vertex buffers
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*/
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wined3d_mutex_lock();
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buffer->Caps |= D3DVBCAPS_OPTIMIZED;
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wined3d_mutex_unlock();
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return DD_OK;
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}
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/*****************************************************************************
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* IDirect3DVertexBuffer7::ProcessVerticesStrided
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*
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* This method processes untransformed strided vertices into a processed
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* or optimized vertex buffer.
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*
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* For more details on the parameters, see
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* IDirect3DVertexBuffer7::ProcessVertices
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*
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* Params:
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* VertexOp: Operations to perform
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* DestIndex: Destination index to write the vertices to
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* Count: Number of input vertices
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* StrideData: Array containing the input vertices
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* VertexTypeDesc: Vertex Description or source index?????????
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* D3DDevice: IDirect3DDevice7 to use for processing
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* Flags: Can be D3DPV_DONOTCOPYDATA to avoid copying unmodified vertices
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*
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* Returns
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* D3D_OK on success, or DDERR_*
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*
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*****************************************************************************/
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static HRESULT WINAPI d3d_vertex_buffer7_ProcessVerticesStrided(IDirect3DVertexBuffer7 *iface,
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DWORD vertex_op, DWORD dst_idx, DWORD count, D3DDRAWPRIMITIVESTRIDEDDATA *data,
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DWORD fvf, IDirect3DDevice7 *device, DWORD flags)
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{
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FIXME("iface %p, vertex_op %#x, dst_idx %u, count %u, data %p, fvf %#x, device %p, flags %#x stub!\n",
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iface, vertex_op, dst_idx, count, data, fvf, device, flags);
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return DD_OK;
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}
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/*****************************************************************************
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* The VTables
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*****************************************************************************/
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static const struct IDirect3DVertexBuffer7Vtbl d3d_vertex_buffer7_vtbl =
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{
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d3d_vertex_buffer7_QueryInterface,
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d3d_vertex_buffer7_AddRef,
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d3d_vertex_buffer7_Release,
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d3d_vertex_buffer7_Lock,
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d3d_vertex_buffer7_Unlock,
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d3d_vertex_buffer7_ProcessVertices,
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d3d_vertex_buffer7_GetVertexBufferDesc,
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d3d_vertex_buffer7_Optimize,
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d3d_vertex_buffer7_ProcessVerticesStrided,
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};
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HRESULT d3d_vertex_buffer_create(struct d3d_vertex_buffer **vertex_buf,
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struct ddraw *ddraw, D3DVERTEXBUFFERDESC *desc)
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{
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struct d3d_vertex_buffer *buffer;
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HRESULT hr = D3D_OK;
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TRACE("Vertex buffer description:\n");
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TRACE(" dwSize %u\n", desc->dwSize);
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TRACE(" dwCaps %#x\n", desc->dwCaps);
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TRACE(" FVF %#x\n", desc->dwFVF);
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TRACE(" dwNumVertices %u\n", desc->dwNumVertices);
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if (!(buffer = heap_alloc_zero(sizeof(*buffer))))
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return DDERR_OUTOFMEMORY;
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buffer->IDirect3DVertexBuffer7_iface.lpVtbl = &d3d_vertex_buffer7_vtbl;
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buffer->ref = 1;
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buffer->version = ddraw->d3dversion;
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if (buffer->version == 7)
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IDirectDraw7_AddRef(&ddraw->IDirectDraw7_iface);
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buffer->ddraw = ddraw;
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buffer->Caps = desc->dwCaps;
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buffer->fvf = desc->dwFVF;
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buffer->size = get_flexible_vertex_size(desc->dwFVF) * desc->dwNumVertices;
|
|
|
|
wined3d_mutex_lock();
|
|
|
|
if (FAILED(hr = d3d_vertex_buffer_create_wined3d_buffer(buffer, FALSE, &buffer->wined3d_buffer)))
|
|
{
|
|
WARN("Failed to create wined3d vertex buffer, hr %#x.\n", hr);
|
|
if (hr == WINED3DERR_INVALIDCALL)
|
|
hr = DDERR_INVALIDPARAMS;
|
|
goto end;
|
|
}
|
|
|
|
if (!(buffer->wined3d_declaration = ddraw_find_decl(ddraw, desc->dwFVF)))
|
|
{
|
|
ERR("Failed to find vertex declaration for fvf %#x.\n", desc->dwFVF);
|
|
wined3d_buffer_decref(buffer->wined3d_buffer);
|
|
hr = DDERR_INVALIDPARAMS;
|
|
goto end;
|
|
}
|
|
wined3d_vertex_declaration_incref(buffer->wined3d_declaration);
|
|
|
|
end:
|
|
wined3d_mutex_unlock();
|
|
if (hr == D3D_OK)
|
|
*vertex_buf = buffer;
|
|
else
|
|
heap_free(buffer);
|
|
|
|
return hr;
|
|
}
|
|
|
|
struct d3d_vertex_buffer *unsafe_impl_from_IDirect3DVertexBuffer7(IDirect3DVertexBuffer7 *iface)
|
|
{
|
|
if (!iface)
|
|
return NULL;
|
|
assert(iface->lpVtbl == &d3d_vertex_buffer7_vtbl);
|
|
|
|
return impl_from_IDirect3DVertexBuffer7(iface);
|
|
}
|