reactos/dll/directx/wine/ddraw/executebuffer.c
Joachim Henze 81cffd7658 [D3D8][D3D9][DDRAW][D3DCOMPILER_43][WINED3D] Revert to Wine Staging 3.3
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652

This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D
to WineStaging 3.3.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.
Amine Khaldi agreed to perform this revert also for master now.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

squashed commit of 0.4.13-RC-2-g
67dd70e5ef
and 0.4.13-RC-3-g
9f1e2cd172
2019-10-03 18:38:29 +02:00

816 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);
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;
TRACE("iface %p, data %p.\n", iface, data);
/* 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)
{
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;
memcpy(map_desc.data, ((BYTE *)buffer->desc.lpData) + data->dwVertexOffset,
data->dwVertexCount * sizeof(D3DVERTEX));
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);
DWORD dwSize;
TRACE("iface %p, data %p.\n", iface, data);
dwSize = data->dwSize;
memcpy(data, &buffer->data, dwSize);
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);
}