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