| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include "Direct3DVertexDeclaration9.hpp" | |
| #include "Direct3DDevice9.hpp" | |
| #include "Debug.hpp" | |
| #include <d3d9types.h> | |
| #include <stdio.h> | |
| #include <assert.h> | |
| namespace D3D9 | |
| { | |
| Direct3DVertexDeclaration9::Direct3DVertexDeclaration9(Direct3DDevice9 *device, const D3DVERTEXELEMENT9 *vertexElement) : device(device) | |
| { | |
| int size = sizeof(D3DVERTEXELEMENT9); | |
| const D3DVERTEXELEMENT9 *element = vertexElement; | |
| preTransformed = false; | |
| while(element->Stream != 0xFF) | |
| { | |
| if(element->Usage == D3DDECLUSAGE_POSITIONT) | |
| { | |
| preTransformed = true; | |
| } | |
| size += sizeof(D3DVERTEXELEMENT9); | |
| element++; | |
| } | |
| numElements = size / sizeof(D3DVERTEXELEMENT9); | |
| this->vertexElement = new D3DVERTEXELEMENT9[numElements]; | |
| memcpy(this->vertexElement, vertexElement, size); | |
| FVF = computeFVF(); | |
| } | |
| Direct3DVertexDeclaration9::Direct3DVertexDeclaration9(Direct3DDevice9 *device, unsigned long FVF) : device(device) | |
| { | |
| this->FVF = FVF; | |
| vertexElement = new D3DVERTEXELEMENT9[MAX_VERTEX_INPUTS]; | |
| numElements = 0; | |
| int offset = 0; | |
| preTransformed = false; | |
| switch(FVF & D3DFVF_POSITION_MASK) | |
| { | |
| case 0: | |
| // No position stream | |
| break; | |
| case D3DFVF_XYZ: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| break; | |
| case D3DFVF_XYZRHW: | |
| preTransformed = true; | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT4; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITIONT; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 4; | |
| break; | |
| case D3DFVF_XYZB1: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT1; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_BLENDWEIGHT; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 1; | |
| break; | |
| case D3DFVF_XYZB2: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT2; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_BLENDWEIGHT; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 2; | |
| break; | |
| case D3DFVF_XYZB3: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_BLENDWEIGHT; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| break; | |
| case D3DFVF_XYZB4: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT4; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_BLENDWEIGHT; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 4; | |
| break; | |
| case D3DFVF_XYZB5: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT4; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_BLENDWEIGHT; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 5; | |
| break; | |
| case D3DFVF_XYZW: | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT4; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_POSITION; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 4; | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| if(FVF & D3DFVF_NORMAL) | |
| { | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT3; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_NORMAL; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4 * 3; | |
| } | |
| if(FVF & D3DFVF_PSIZE) | |
| { | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_FLOAT1; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_PSIZE; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4; | |
| } | |
| if(FVF & D3DFVF_DIFFUSE) | |
| { | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_D3DCOLOR; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_COLOR; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| offset += 4; | |
| } | |
| if(FVF & D3DFVF_SPECULAR) | |
| { | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = D3DDECLTYPE_D3DCOLOR; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_COLOR; | |
| vertexElement[numElements].UsageIndex = 1; | |
| numElements++; | |
| offset += 4; | |
| } | |
| int numTexCoord = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT; | |
| int textureFormats = (FVF >> 16) & 0xFFFF; | |
| static const int textureSize[4] = | |
| { | |
| 2 * 4, // D3DFVF_TEXTUREFORMAT2 | |
| 3 * 4, // D3DFVF_TEXTUREFORMAT3 | |
| 4 * 4, // D3DFVF_TEXTUREFORMAT4 | |
| 1 * 4 // D3DFVF_TEXTUREFORMAT1 | |
| }; | |
| static const D3DDECLTYPE textureType[4] = | |
| { | |
| D3DDECLTYPE_FLOAT2, // D3DFVF_TEXTUREFORMAT2 | |
| D3DDECLTYPE_FLOAT3, // D3DFVF_TEXTUREFORMAT3 | |
| D3DDECLTYPE_FLOAT4, // D3DFVF_TEXTUREFORMAT4 | |
| D3DDECLTYPE_FLOAT1 // D3DFVF_TEXTUREFORMAT1 | |
| }; | |
| for(int i = 0; i < numTexCoord; i++) | |
| { | |
| vertexElement[numElements].Stream = 0; | |
| vertexElement[numElements].Offset = offset; | |
| vertexElement[numElements].Type = textureType[textureFormats & 0x3]; | |
| vertexElement[numElements].Method = D3DDECLMETHOD_DEFAULT; | |
| vertexElement[numElements].Usage = D3DDECLUSAGE_TEXCOORD; | |
| vertexElement[numElements].UsageIndex = i; | |
| numElements++; | |
| offset += textureSize[textureFormats & 0x3]; | |
| textureFormats >>= 2; | |
| } | |
| // D3DDECL_END() | |
| vertexElement[numElements].Stream = 0xFF; | |
| vertexElement[numElements].Offset = 0; | |
| vertexElement[numElements].Type = D3DDECLTYPE_UNUSED; | |
| vertexElement[numElements].Method = 0; | |
| vertexElement[numElements].Usage = 0; | |
| vertexElement[numElements].UsageIndex = 0; | |
| numElements++; | |
| } | |
| Direct3DVertexDeclaration9::~Direct3DVertexDeclaration9() | |
| { | |
| delete[] vertexElement; | |
| vertexElement = 0; | |
| } | |
| long Direct3DVertexDeclaration9::QueryInterface(const IID &iid, void **object) | |
| { | |
| CriticalSection cs(device); | |
| TRACE(""); | |
| if(iid == IID_IDirect3DVertexDeclaration9 || | |
| iid == IID_IUnknown) | |
| { | |
| AddRef(); | |
| *object = this; | |
| return S_OK; | |
| } | |
| *object = 0; | |
| return NOINTERFACE(iid); | |
| } | |
| unsigned long Direct3DVertexDeclaration9::AddRef() | |
| { | |
| TRACE(""); | |
| return Unknown::AddRef(); | |
| } | |
| unsigned long Direct3DVertexDeclaration9::Release() | |
| { | |
| TRACE(""); | |
| return Unknown::Release(); | |
| } | |
| long Direct3DVertexDeclaration9::GetDevice(IDirect3DDevice9 **device) | |
| { | |
| CriticalSection cs(this->device); | |
| TRACE(""); | |
| if(!device) | |
| { | |
| return INVALIDCALL(); | |
| } | |
| this->device->AddRef(); | |
| *device = this->device; | |
| return D3D_OK; | |
| } | |
| long Direct3DVertexDeclaration9::GetDeclaration(D3DVERTEXELEMENT9 *declaration, unsigned int *numElements) | |
| { | |
| CriticalSection cs(device); | |
| TRACE(""); | |
| if(!declaration || !numElements) | |
| { | |
| return INVALIDCALL(); | |
| } | |
| *numElements = this->numElements; | |
| for(int i = 0; i < this->numElements; i++) | |
| { | |
| declaration[i] = vertexElement[i]; | |
| } | |
| return D3D_OK; | |
| } | |
| unsigned long Direct3DVertexDeclaration9::getFVF() const | |
| { | |
| return FVF; | |
| } | |
| bool Direct3DVertexDeclaration9::isPreTransformed() const | |
| { | |
| return preTransformed; | |
| } | |
| unsigned long Direct3DVertexDeclaration9::computeFVF() | |
| { | |
| unsigned long FVF = 0; | |
| int textureBits = 0; | |
| int numBlendWeights = 0; | |
| for(int i = 0; i < numElements - 1; i++) | |
| { | |
| D3DVERTEXELEMENT9 &element = vertexElement[i]; | |
| if(element.Stream != 0) | |
| { | |
| return 0; | |
| } | |
| switch(element.Usage) | |
| { | |
| case D3DDECLUSAGE_POSITION: | |
| if(element.Type == D3DDECLTYPE_FLOAT3 && element.UsageIndex == 0) | |
| { | |
| FVF |= D3DFVF_XYZ; | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| break; | |
| case D3DDECLUSAGE_POSITIONT: | |
| if(element.Type == D3DDECLTYPE_FLOAT4 && element.UsageIndex == 0) | |
| { | |
| FVF |= D3DFVF_XYZRHW; | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| break; | |
| case D3DDECLUSAGE_BLENDWEIGHT: | |
| if(element.Type <= D3DDECLTYPE_FLOAT4 && element.UsageIndex == 0) | |
| { | |
| numBlendWeights += element.Type + 1; | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| break; | |
| case D3DDECLUSAGE_BLENDINDICES: | |
| return 0; | |
| break; | |
| case D3DDECLUSAGE_NORMAL: | |
| if(element.Type == D3DDECLTYPE_FLOAT3 && element.UsageIndex == 0) | |
| { | |
| FVF |= D3DFVF_NORMAL; | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| break; | |
| case D3DDECLUSAGE_PSIZE: | |
| if(element.Type == D3DDECLTYPE_FLOAT1 && element.UsageIndex == 0) | |
| { | |
| FVF |= D3DFVF_PSIZE; | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| break; | |
| case D3DDECLUSAGE_COLOR: | |
| if(element.Type == D3DDECLTYPE_D3DCOLOR && element.UsageIndex < 2) | |
| { | |
| if(element.UsageIndex == 0) | |
| { | |
| FVF |= D3DFVF_DIFFUSE; | |
| } | |
| else // element.UsageIndex == 1 | |
| { | |
| FVF |= D3DFVF_SPECULAR; | |
| } | |
| } | |
| else | |
| { | |
| return 0; | |
| } | |
| break; | |
| case D3DDECLUSAGE_TEXCOORD: | |
| if((element.Type > D3DDECLTYPE_FLOAT4) || (element.UsageIndex > 7)) | |
| { | |
| return 0; | |
| } | |
| int bit = 1 << element.UsageIndex; | |
| if(textureBits & bit) | |
| { | |
| return 0; | |
| } | |
| textureBits |= bit; | |
| switch(element.Type) | |
| { | |
| case D3DDECLTYPE_FLOAT1: | |
| FVF |= D3DFVF_TEXCOORDSIZE1(element.UsageIndex); | |
| break; | |
| case D3DDECLTYPE_FLOAT2: | |
| FVF |= D3DFVF_TEXCOORDSIZE2(element.UsageIndex); | |
| break; | |
| case D3DDECLTYPE_FLOAT3: | |
| FVF |= D3DFVF_TEXCOORDSIZE3(element.UsageIndex); | |
| break; | |
| case D3DDECLTYPE_FLOAT4: | |
| FVF |= D3DFVF_TEXCOORDSIZE4(element.UsageIndex); | |
| break; | |
| } | |
| } | |
| } | |
| bool isTransformed = (FVF & D3DFVF_XYZRHW) != 0; | |
| if(isTransformed) | |
| { | |
| if(numBlendWeights != 0) | |
| { | |
| return 0; | |
| } | |
| } | |
| else if((FVF & D3DFVF_XYZ) == 0) | |
| { | |
| return 0; | |
| } | |
| int positionMask = isTransformed ? 0x2 : 0x1; | |
| if(numBlendWeights) | |
| { | |
| positionMask += numBlendWeights + 1; | |
| } | |
| int numTexCoord = 0; | |
| while(textureBits & 1) | |
| { | |
| textureBits >>= 1; | |
| numTexCoord++; | |
| } | |
| if(textureBits) // FVF does not allow | |
| { | |
| return 0; | |
| } | |
| FVF |= D3DFVF_POSITION_MASK & (positionMask << 1); | |
| FVF |= numTexCoord << D3DFVF_TEXCOUNT_SHIFT; | |
| return FVF; | |
| } | |
| } |