// 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; } }