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// 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;
}
}