vertexdeclaration.c revision 9a5befd0a4c36b07cd78a71dcacfa289fbdc93c7
/*
* IDirect3DVertexDeclaration8 implementation
*
* Copyright 2007 Henri Verbeet
*
* 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
*/
/*
* Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Oracle elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
/* IDirect3DVertexDeclaration8 is internal to our implementation.
* It's not visible in the API. */
#include "config.h"
#include "d3d8_private.h"
/* IUnknown */
static HRESULT WINAPI IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8 *iface, REFIID riid, void **obj_ptr)
{
{
return S_OK;
}
return E_NOINTERFACE;
}
{
if (ref_count == 1)
{
}
return ref_count;
}
{
if (!ref_count) {
}
return ref_count;
}
#ifdef VBOX_WINE_WITHOUT_LIBWINE
/* wine defines D3DVSDT_TYPE enumeration while native win headers use D3DVSDT_Xxx defines
* and D3DVSDT_TYPE is not defined.
* Define it here:*/
typedef UINT D3DVSDT_TYPE;
/* wine defines D3DVSDE_REGISTER enumeration while native win headers use D3DVSDE_Xxx defines
* and D3DVSDE_REGISTER is not defined.
* Define it here:*/
typedef UINT D3DVSDE_REGISTER;
#endif
{
switch (d3dvsdt_type)
{
#define D3DVSDT_TYPE_TO_STR(u) case u: return #u
default:
return "unrecognized";
}
}
{
switch (d3dvsde_register)
{
#define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
default:
return "unrecognized";
}
}
{
switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
case D3DVSD_TOKEN_NOP:
break;
case D3DVSD_TOKEN_STREAM:
if (token & D3DVSD_STREAMTESSMASK)
{
} else {
TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
}
break;
case D3DVSD_TOKEN_STREAMDATA:
if (token & 0x10000000)
{
} else {
}
break;
case D3DVSD_TOKEN_TESSELLATOR:
if (token & 0x10000000)
{
} else {
}
break;
case D3DVSD_TOKEN_CONSTMEM:
{
}
break;
case D3DVSD_TOKEN_EXT:
{
/* todo ... print extension */
}
break;
case D3DVSD_TOKEN_END:
break;
default:
/* argg error */
}
return tokenlen;
}
{
while (*token != D3DVSD_END())
{
{
{
DWORD i;
for (i = 0; i < count; ++i)
{
TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
}
}
hr = IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader, constant_idx, (const float *)token+1, count);
}
}
}
/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
static const size_t wined3d_type_sizes[] =
{
/*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
/*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
/*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
/*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
/*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
/*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
/*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
/*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
/*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
/*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
};
static const WINED3DFORMAT wined3d_format_lookup[] =
{
/*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
/*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
/*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
/*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
/*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
/*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
/*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
/*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
/*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
/*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
/*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
/*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
/*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
/*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT,
/*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM,
/*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
/*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
};
typedef struct {
static const wined3d_usage_t wined3d_usage_lookup[] = {
/*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION, 0},
/*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT, 0},
/*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0},
/*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL, 0},
/*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE, 0},
/*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR, 0},
/*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD, 0},
};
/* TODO: find out where rhw (or positionT) is for declaration8 */
{
unsigned int element_count = 0;
int offset = 0;
/* 128 should be enough for anyone... */
*wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
while (D3DVSD_END() != *token)
{
{
offset = 0;
TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
}
if (element_count >= 127) {
ERR("More than 127 elements?\n");
break;
}
}
return element_count;
}
static const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl =
{
};
{
}
static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
{
};
{
wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
if (!declaration->elements)
{
ERR("Failed to allocate vertex declaration elements memory.\n");
return E_OUTOFMEMORY;
}
hr = IWineD3DDevice_CreateVertexDeclaration(device->WineD3DDevice, &declaration->wined3d_vertex_declaration,
{
return hr;
}
return D3D_OK;
}
{
declaration->elements_size = 0;
{
return hr;
}
return D3D_OK;
}