| // 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; |
| } |
| } |