Commit 13098449 authored by Ivan Gyurdiev's avatar Ivan Gyurdiev Committed by Alexandre Julliard

wined3d: Implement FVF to DECL9 conversion (with tests).

parent 276609e1
...@@ -40,6 +40,13 @@ ...@@ -40,6 +40,13 @@
#include "wine/wined3d_interface.h" #include "wine/wined3d_interface.h"
/* =========================================================================== /* ===========================================================================
Internal use
=========================================================================== */
extern HRESULT vdecl_convert_fvf(
DWORD FVF,
D3DVERTEXELEMENT9** ppVertexElements);
/* ===========================================================================
Macros Macros
=========================================================================== */ =========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */ /* Not nice, but it lets wined3d support different versions of directx */
......
...@@ -713,6 +713,28 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9 i ...@@ -713,6 +713,28 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9 i
HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) { HRESULT WINAPI IDirect3DDevice9Impl_SetFVF(LPDIRECT3DDEVICE9 iface, DWORD FVF) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
TRACE("(%p) Relay\n" , This); TRACE("(%p) Relay\n" , This);
if (0 != FVF) {
HRESULT hr;
D3DVERTEXELEMENT9* elements = NULL;
IDirect3DVertexDeclaration9* pDecl = NULL;
hr = vdecl_convert_fvf(FVF, &elements);
if (hr != S_OK) goto exit;
hr = IDirect3DDevice9Impl_CreateVertexDeclaration(iface, elements, &pDecl);
if (hr != S_OK) goto exit;
hr = IDirect3DDevice9Impl_SetVertexDeclaration(iface, pDecl);
if (hr != S_OK) goto exit;
pDecl = NULL;
exit:
HeapFree(GetProcessHeap(), 0, elements);
if (pDecl) IUnknown_Release(pDecl);
if (hr != S_OK) return hr;
}
return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF); return IWineD3DDevice_SetFVF(This->WineD3DDevice, FVF);
} }
......
...@@ -24,6 +24,162 @@ ...@@ -24,6 +24,162 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d9); WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
typedef struct _D3DDECLTYPE_INFO {
D3DDECLTYPE d3dType;
int size;
int typesize;
} D3DDECLTYPE_INFO;
D3DDECLTYPE_INFO static const d3d_dtype_lookup[D3DDECLTYPE_UNUSED] = {
{D3DDECLTYPE_FLOAT1, 1, sizeof(float)},
{D3DDECLTYPE_FLOAT2, 2, sizeof(float)},
{D3DDECLTYPE_FLOAT3, 3, sizeof(float)},
{D3DDECLTYPE_FLOAT4, 4, sizeof(float)},
{D3DDECLTYPE_D3DCOLOR, 4, sizeof(BYTE)},
{D3DDECLTYPE_UBYTE4, 4, sizeof(BYTE)},
{D3DDECLTYPE_SHORT2, 2, sizeof(short int)},
{D3DDECLTYPE_SHORT4, 4, sizeof(short int)},
{D3DDECLTYPE_UBYTE4N, 4, sizeof(BYTE)},
{D3DDECLTYPE_SHORT2N, 2, sizeof(short int)},
{D3DDECLTYPE_SHORT4N, 4, sizeof(short int)},
{D3DDECLTYPE_USHORT2N, 2, sizeof(short int)},
{D3DDECLTYPE_USHORT4N, 4, sizeof(short int)},
{D3DDECLTYPE_UDEC3, 3, sizeof(short int)},
{D3DDECLTYPE_DEC3N, 3, sizeof(short int)},
{D3DDECLTYPE_FLOAT16_2, 2, sizeof(short int)},
{D3DDECLTYPE_FLOAT16_4, 4, sizeof(short int)}};
#define D3D_DECL_SIZE(type) d3d_dtype_lookup[type].size
#define D3D_DECL_TYPESIZE(type) d3d_dtype_lookup[type].typesize
HRESULT vdecl_convert_fvf(
DWORD fvf,
D3DVERTEXELEMENT9** ppVertexElements) {
unsigned int idx, idx2;
unsigned int offset;
BOOL has_pos = (fvf & D3DFVF_POSITION_MASK) != 0;
BOOL has_blend = (fvf & D3DFVF_XYZB5) > D3DFVF_XYZRHW;
BOOL has_blend_idx = has_blend &&
(((fvf & D3DFVF_XYZB5) == D3DFVF_XYZB5) ||
(fvf & D3DFVF_LASTBETA_D3DCOLOR) ||
(fvf & D3DFVF_LASTBETA_UBYTE4));
BOOL has_normal = (fvf & D3DFVF_NORMAL) != 0;
BOOL has_psize = (fvf & D3DFVF_PSIZE) != 0;
BOOL has_diffuse = (fvf & D3DFVF_DIFFUSE) != 0;
BOOL has_specular = (fvf & D3DFVF_SPECULAR) !=0;
DWORD num_textures = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
DWORD texcoords = (fvf & 0x00FF0000) >> 16;
D3DVERTEXELEMENT9 end_element = D3DDECL_END();
D3DVERTEXELEMENT9 *elements = NULL;
unsigned int size;
DWORD num_blends = 1 + (((fvf & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1);
if (has_blend_idx) num_blends--;
/* Compute declaration size */
size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
has_psize + has_diffuse + has_specular + num_textures + 1;
/* convert the declaration */
elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(D3DVERTEXELEMENT9));
if (!elements)
return D3DERR_OUTOFVIDEOMEMORY;
memcpy(&elements[size-1], &end_element, sizeof(D3DVERTEXELEMENT9));
idx = 0;
if (has_pos) {
if (!has_blend && (fvf & D3DFVF_XYZRHW)) {
elements[idx].Type = D3DDECLTYPE_FLOAT4;
elements[idx].Usage = D3DDECLUSAGE_POSITIONT;
}
else {
elements[idx].Type = D3DDECLTYPE_FLOAT3;
elements[idx].Usage = D3DDECLUSAGE_POSITION;
}
elements[idx].UsageIndex = 0;
idx++;
}
if (has_blend && (num_blends > 0)) {
if (((fvf & D3DFVF_XYZB5) == D3DFVF_XYZB2) && (fvf & D3DFVF_LASTBETA_D3DCOLOR))
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
else
elements[idx].Type = D3DDECLTYPE_FLOAT1 + num_blends - 1;
elements[idx].Usage = D3DDECLUSAGE_BLENDWEIGHT;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_blend_idx) {
if (fvf & D3DFVF_LASTBETA_UBYTE4 ||
(((fvf & D3DFVF_XYZB5) == D3DFVF_XYZB2) && (fvf & D3DFVF_LASTBETA_D3DCOLOR)))
elements[idx].Type = D3DDECLTYPE_UBYTE4;
else if (fvf & D3DFVF_LASTBETA_D3DCOLOR)
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
else
elements[idx].Type = D3DDECLTYPE_FLOAT1;
elements[idx].Usage = D3DDECLUSAGE_BLENDINDICES;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_normal) {
elements[idx].Type = D3DDECLTYPE_FLOAT3;
elements[idx].Usage = D3DDECLUSAGE_NORMAL;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_psize) {
elements[idx].Type = D3DDECLTYPE_FLOAT1;
elements[idx].Usage = D3DDECLUSAGE_PSIZE;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_diffuse) {
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
elements[idx].Usage = D3DDECLUSAGE_COLOR;
elements[idx].UsageIndex = 0;
idx++;
}
if (has_specular) {
elements[idx].Type = D3DDECLTYPE_D3DCOLOR;
elements[idx].Usage = D3DDECLUSAGE_COLOR;
elements[idx].UsageIndex = 1;
idx++;
}
for (idx2 = 0; idx2 < num_textures; idx2++) {
unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
switch (numcoords) {
case D3DFVF_TEXTUREFORMAT1:
elements[idx].Type = D3DDECLTYPE_FLOAT1;
break;
case D3DFVF_TEXTUREFORMAT2:
elements[idx].Type = D3DDECLTYPE_FLOAT2;
break;
case D3DFVF_TEXTUREFORMAT3:
elements[idx].Type = D3DDECLTYPE_FLOAT3;
break;
case D3DFVF_TEXTUREFORMAT4:
elements[idx].Type = D3DDECLTYPE_FLOAT4;
break;
}
elements[idx].Usage = D3DDECLUSAGE_TEXCOORD;
elements[idx].UsageIndex = idx2;
idx++;
}
/* Now compute offsets, and initialize the rest of the fields */
for (idx = 0, offset = 0; idx < size-1; idx++) {
elements[idx].Stream = 0;
elements[idx].Method = D3DDECLMETHOD_DEFAULT;
elements[idx].Offset = offset;
offset += D3D_DECL_SIZE(elements[idx].Type) * D3D_DECL_TYPESIZE(elements[idx].Type);
}
*ppVertexElements = elements;
return D3D_OK;
}
/* IDirect3DVertexDeclaration9 IUnknown parts follow: */ /* IDirect3DVertexDeclaration9 IUnknown parts follow: */
static HRESULT WINAPI IDirect3DVertexDeclaration9Impl_QueryInterface(LPDIRECT3DVERTEXDECLARATION9 iface, REFIID riid, LPVOID* ppobj) { static HRESULT WINAPI IDirect3DVertexDeclaration9Impl_QueryInterface(LPDIRECT3DVERTEXDECLARATION9 iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVertexDeclaration9Impl *This = (IDirect3DVertexDeclaration9Impl *)iface; IDirect3DVertexDeclaration9Impl *This = (IDirect3DVertexDeclaration9Impl *)iface;
......
...@@ -2355,15 +2355,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf ...@@ -2355,15 +2355,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf
This->updateStateBlock->set.fvf = TRUE; This->updateStateBlock->set.fvf = TRUE;
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf); TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
if (0 != fvf) {
/* clear down the vertex declaration
NOTE: Axis and Allies doesn't work properly otherwise
(may be a stateblock problem though!)
*/
hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
}
return hr; return hr;
} }
...@@ -4641,11 +4632,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, ...@@ -4641,11 +4632,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface,
IWineD3DVertexShader_Release(oldShader); IWineD3DVertexShader_Release(oldShader);
} }
if (pShader != NULL && ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration != NULL) {
TRACE("(%p) : setting vertexDeclaration(%p)\n", This, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
IWineD3DDevice_SetVertexDeclaration(iface, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
}
TRACE("(%p) : setting pShader(%p)\n", This, pShader); TRACE("(%p) : setting pShader(%p)\n", This, pShader);
/** /**
* TODO: merge HAL shaders context switching from prototype * TODO: merge HAL shaders context switching from prototype
......
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