Example #1
0
/*****************************************************************************
 * IDirect3DViewport3::TransformVertices
 *
 * Transforms vertices by the transformation matrix.
 *
 * This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
 * so it's tempting to forward it to there. However, there are some
 * tiny differences. First, the lpOffscreen flag that is reported back,
 * then there is the homogeneous vertex that is generated. Also there's a lack
 * of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
 * settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
 * ProcessVertices doesn't pay of in terms of wrapper code needed and code
 * reused.
 *
 * Params:
 *  dwVertexCount: The number of vertices to be transformed
 *  lpData: Pointer to the vertex data
 *  dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
 *  lpOffScreen: Set to the clipping plane clipping the vertex, if only one
 *               vertex is transformed and clipping is on. 0 otherwise
 *
 * Returns:
 *  D3D_OK on success
 *  D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
 *  DDERR_INVALIDPARAMS if no clipping flag is specified
 *
 *****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_TransformVertices(IDirect3DViewport3 *iface,
                                        DWORD dwVertexCount,
                                        D3DTRANSFORMDATA *lpData,
                                        DWORD dwFlags,
                                        DWORD *lpOffScreen)
{
    IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
    D3DMATRIX view_mat, world_mat, proj_mat, mat;
    float *in;
    float *out;
    float x, y, z, w;
    unsigned int i;
    D3DVIEWPORT vp = This->viewports.vp1;
    D3DHVERTEX *outH;

    TRACE("iface %p, vertex_count %u, vertex_data %p, flags %#x, clip_plane %p.\n",
            iface, dwVertexCount, lpData, dwFlags, lpOffScreen);

    /* Tests on windows show that Windows crashes when this occurs,
     * so don't return the (intuitive) return value
    if(!This->active_device)
    {
        WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
        return D3DERR_VIEWPORTHASNODEVICE;
    }
     */

    if(!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
    {
        WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
        return DDERR_INVALIDPARAMS;
    }


    EnterCriticalSection(&ddraw_cs);
    IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
                                D3DTRANSFORMSTATE_VIEW,
                                (WINED3DMATRIX*) &view_mat);

    IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
                                D3DTRANSFORMSTATE_PROJECTION,
                                (WINED3DMATRIX*) &proj_mat);

    IWineD3DDevice_GetTransform(This->active_device->wineD3DDevice,
                                WINED3DTS_WORLDMATRIX(0),
                                (WINED3DMATRIX*) &world_mat);
    multiply_matrix(&mat,&view_mat,&world_mat);
    multiply_matrix(&mat,&proj_mat,&mat);

    in = lpData->lpIn;
    out = lpData->lpOut;
    outH = lpData->lpHOut;
    for(i = 0; i < dwVertexCount; i++)
    {
        x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + (1.0 * mat._41);
        y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + (1.0 * mat._42);
        z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + (1.0 * mat._43);
        w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + (1.0 * mat._44);

        if(dwFlags & D3DTRANSFORM_CLIPPED)
        {
            /* If clipping is enabled, Windows assumes that outH is
             * a valid pointer
             */
            outH[i].u1.hx = x; outH[i].u2.hy = y; outH[i].u3.hz = z;

            outH[i].dwFlags = 0;
            if(x * vp.dvScaleX > ((float) vp.dwWidth * 0.5))
                outH[i].dwFlags |= D3DCLIP_RIGHT;
            if(x * vp.dvScaleX <= -((float) vp.dwWidth) * 0.5)
                outH[i].dwFlags |= D3DCLIP_LEFT;
            if(y * vp.dvScaleY > ((float) vp.dwHeight * 0.5))
                outH[i].dwFlags |= D3DCLIP_TOP;
            if(y * vp.dvScaleY <= -((float) vp.dwHeight) * 0.5)
                outH[i].dwFlags |= D3DCLIP_BOTTOM;
            if(z < 0.0)
                outH[i].dwFlags |= D3DCLIP_FRONT;
            if(z > 1.0)
                outH[i].dwFlags |= D3DCLIP_BACK;

            if(outH[i].dwFlags)
            {
                /* Looks like native just drops the vertex, leaves whatever data
                 * it has in the output buffer and goes on with the next vertex.
                 * The exact scheme hasn't been figured out yet, but windows
                 * definitely writes something there.
                 */
                out[0] = x;
                out[1] = y;
                out[2] = z;
                out[3] = w;
                in = (float *) ((char *) in + lpData->dwInSize);
                out = (float *) ((char *) out + lpData->dwOutSize);
                continue;
            }
        }

        w = 1 / w;
        x *= w; y *= w; z *= w;

        out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
        out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
        out[2] = z;
        out[3] = w;
        in = (float *) ((char *) in + lpData->dwInSize);
        out = (float *) ((char *) out + lpData->dwOutSize);
    }

    /* According to the d3d test, the offscreen flag is set only
     * if exactly one vertex is transformed. Its not documented,
     * but the test shows that the lpOffscreen flag is set to the
     * flag combination of clipping planes that clips the vertex.
     *
     * If clipping is requested, Windows assumes that the offscreen
     * param is a valid pointer.
     */
    if(dwVertexCount == 1 && dwFlags & D3DTRANSFORM_CLIPPED)
    {
        *lpOffScreen = outH[0].dwFlags;
    }
    else if(*lpOffScreen)
    {
        *lpOffScreen = 0;
    }
    LeaveCriticalSection(&ddraw_cs);

    TRACE("All done\n");
    return DD_OK;
}
Example #2
0
/*****************************************************************************
 * IDirect3DExecuteBufferImpl_Execute
 *
 * The main functionality of the execute buffer
 * It transforms the vertices if necessary, and calls IDirect3DDevice7
 * for drawing the vertices. It is called from
 * IDirect3DDevice::Execute
 *
 * TODO: Perhaps some comments about the various opcodes wouldn't hurt
 *
 * Don't declare this static, as it's called from device.c,
 * IDirect3DDevice::Execute
 *
 * Params:
 *  Device: 3D Device associated to use for drawing
 *  Viewport: Viewport for this operation
 *
 *****************************************************************************/
HRESULT d3d_execute_buffer_execute(IDirect3DExecuteBufferImpl *This,
        IDirect3DDeviceImpl *lpDevice, IDirect3DViewportImpl *lpViewport)
{
    /* DWORD bs = This->desc.dwBufferSize; */
    DWORD vs = This->data.dwVertexOffset;
    /* DWORD vc = This->data.dwVertexCount; */
    DWORD is = This->data.dwInstructionOffset;
    /* DWORD il = This->data.dwInstructionLength; */

    char *instr = (char *)This->desc.lpData + is;

    if (lpViewport->active_device != lpDevice)
    {
        WARN("Viewport %p active device is %p.\n",
                lpViewport, lpViewport->active_device);
        return DDERR_INVALIDPARAMS;
    }

    /* Activate the viewport */
    viewport_activate(lpViewport, FALSE);

    TRACE("ExecuteData :\n");
    if (TRACE_ON(ddraw))
      _dump_executedata(&(This->data));

    while (1) {
        LPD3DINSTRUCTION current = (LPD3DINSTRUCTION) instr;
	BYTE size;
	WORD count;
	
	count = current->wCount;
	size = current->bSize;
	instr += sizeof(D3DINSTRUCTION);
	
	switch (current->bOpcode) {
	    case D3DOP_POINT: {
	        WARN("POINT-s          (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_LINE: {
	        WARN("LINE-s           (%d)\n", count);
		instr += count * size;
	    } break;

	    case D3DOP_TRIANGLE: {
	        int i;
                D3DTLVERTEX *tl_vx = This->vertex_data;
		TRACE("TRIANGLE         (%d)\n", count);
		
		if (count*3>This->nb_indices) {
		    This->nb_indices = count * 3;
                    HeapFree(GetProcessHeap(),0,This->indices);
		    This->indices = HeapAlloc(GetProcessHeap(),0,sizeof(WORD)*This->nb_indices);
		}
			
		for (i = 0; i < count; i++) {
                    LPD3DTRIANGLE ci = (LPD3DTRIANGLE) instr;
		    TRACE("  v1: %d  v2: %d  v3: %d\n",ci->u1.v1, ci->u2.v2, ci->u3.v3);
		    TRACE("  Flags : ");
                    if (TRACE_ON(ddraw))
                    {
                        /* Wireframe */
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
                            TRACE("EDGEENABLE1 ");
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE2)
                            TRACE("EDGEENABLE2 ");
                        if (ci->wFlags & D3DTRIFLAG_EDGEENABLE1)
                            TRACE("EDGEENABLE3 ");
                        /* Strips / Fans */
                        if (ci->wFlags == D3DTRIFLAG_EVEN)
                            TRACE("EVEN ");
                        if (ci->wFlags == D3DTRIFLAG_ODD)
                            TRACE("ODD ");
                        if (ci->wFlags == D3DTRIFLAG_START)
                            TRACE("START ");
                        if ((ci->wFlags > 0) && (ci->wFlags < 30))
                            TRACE("STARTFLAT(%u) ", ci->wFlags);
                        TRACE("\n");
                    }
		    This->indices[(i * 3)    ] = ci->u1.v1;
		    This->indices[(i * 3) + 1] = ci->u2.v2;
		    This->indices[(i * 3) + 2] = ci->u3.v3;
                    instr += size;
		}
                /* IDirect3DDevices have color keying always enabled -
                 * enable it before drawing. This overwrites any ALPHA*
                 * render state. */
                wined3d_device_set_render_state(lpDevice->wined3d_device, WINED3DRS_COLORKEYENABLE, 1);
                IDirect3DDevice7_DrawIndexedPrimitive(&lpDevice->IDirect3DDevice7_iface,
                        D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, 0, This->indices, count * 3, 0);
	    } break;

	    case D3DOP_MATRIXLOAD:
	        WARN("MATRIXLOAD-s     (%d)\n", count);
	        instr += count * size;
	        break;

	    case D3DOP_MATRIXMULTIPLY: {
	        int i;
		TRACE("MATRIXMULTIPLY   (%d)\n", count);
		
                for (i = 0; i < count; ++i)
                {
                    D3DMATRIXMULTIPLY *ci = (D3DMATRIXMULTIPLY *)instr;
                    D3DMATRIX *a, *b, *c;

                    a = ddraw_get_object(&lpDevice->handle_table, ci->hDestMatrix - 1, DDRAW_HANDLE_MATRIX);
                    b = ddraw_get_object(&lpDevice->handle_table, ci->hSrcMatrix1 - 1, DDRAW_HANDLE_MATRIX);
                    c = ddraw_get_object(&lpDevice->handle_table, ci->hSrcMatrix2 - 1, DDRAW_HANDLE_MATRIX);

                    if (!a || !b || !c)
                    {
                        ERR("Invalid matrix handle (a %#x -> %p, b %#x -> %p, c %#x -> %p).\n",
                                ci->hDestMatrix, a, ci->hSrcMatrix1, b, ci->hSrcMatrix2, c);
                    }
                    else
                    {
                        TRACE("dst %p, src1 %p, src2 %p.\n", a, b, c);
                        multiply_matrix(a, c, b);
                    }

                    instr += size;
		}
	    } break;

	    case D3DOP_STATETRANSFORM: {
	        int i;
		TRACE("STATETRANSFORM   (%d)\n", count);
		
                for (i = 0; i < count; ++i)
                {
                    D3DSTATE *ci = (D3DSTATE *)instr;
                    D3DMATRIX *m;

                    m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATRIX);
                    if (!m)
                    {
                        ERR("Invalid matrix handle %#x.\n", ci->u2.dwArg[0]);
                    }
                    else
                    {
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_WORLD)
                            lpDevice->world = ci->u2.dwArg[0];
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_VIEW)
                            lpDevice->view = ci->u2.dwArg[0];
                        if (ci->u1.dtstTransformStateType == D3DTRANSFORMSTATE_PROJECTION)
                            lpDevice->proj = ci->u2.dwArg[0];
                        IDirect3DDevice7_SetTransform(&lpDevice->IDirect3DDevice7_iface,
                                ci->u1.dtstTransformStateType, m);
                    }

                    instr += size;
                }
	    } break;

	    case D3DOP_STATELIGHT: {
		int i;
		TRACE("STATELIGHT       (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;

		    TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);

		    if (!ci->u1.dlstLightStateType || (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
			ERR("Unexpected Light State Type %d\n", ci->u1.dlstLightStateType);
                    else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
                    {
                        IDirect3DMaterialImpl *m;

                        m = ddraw_get_object(&lpDevice->handle_table, ci->u2.dwArg[0] - 1, DDRAW_HANDLE_MATERIAL);
                        if (!m)
                            ERR("Invalid material handle %#x.\n", ci->u2.dwArg[0]);
                        else
                            material_activate(m);
                    }
                    else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
                    {
			switch (ci->u2.dwArg[0]) {
			    case D3DCOLOR_MONO:
				ERR("DDCOLOR_MONO should not happen!\n");
				break;
			    case D3DCOLOR_RGB:
				/* We are already in this mode */
				break;
			    default:
				ERR("Unknown color model!\n");
			}
		    } else {
			D3DRENDERSTATETYPE rs = 0;
			switch (ci->u1.dlstLightStateType) {

			    case D3DLIGHTSTATE_AMBIENT:       /* 2 */
				rs = D3DRENDERSTATE_AMBIENT;
				break;
			    case D3DLIGHTSTATE_FOGMODE:       /* 4 */
				rs = D3DRENDERSTATE_FOGVERTEXMODE;
				break;
			    case D3DLIGHTSTATE_FOGSTART:      /* 5 */
				rs = D3DRENDERSTATE_FOGSTART;
				break;
			    case D3DLIGHTSTATE_FOGEND:        /* 6 */
				rs = D3DRENDERSTATE_FOGEND;
				break;
			    case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
				rs = D3DRENDERSTATE_FOGDENSITY;
				break;
			    case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
				rs = D3DRENDERSTATE_COLORVERTEX;
				break;
			    default:
				break;
			}

                        IDirect3DDevice7_SetRenderState(&lpDevice->IDirect3DDevice7_iface, rs, ci->u2.dwArg[0]);
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_STATERENDER: {
	        int i;
                IDirect3DDevice2 *d3d_device2 = &lpDevice->IDirect3DDevice2_iface;
		TRACE("STATERENDER      (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATE ci = (LPD3DSTATE) instr;

                    IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);

		    instr += size;
		}
	    } break;

            case D3DOP_PROCESSVERTICES:
            {
                /* TODO: Share code with IDirect3DVertexBuffer::ProcessVertices and / or
                 * IWineD3DDevice::ProcessVertices
                 */
                int i;
                D3DMATRIX view_mat, world_mat, proj_mat;
                TRACE("PROCESSVERTICES  (%d)\n", count);

                /* Get the transform and world matrix */
                /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
                wined3d_device_get_transform(lpDevice->wined3d_device,
                        D3DTRANSFORMSTATE_VIEW, (WINED3DMATRIX *)&view_mat);
                wined3d_device_get_transform(lpDevice->wined3d_device,
                        D3DTRANSFORMSTATE_PROJECTION, (WINED3DMATRIX *)&proj_mat);
                wined3d_device_get_transform(lpDevice->wined3d_device,
                        WINED3DTS_WORLDMATRIX(0), (WINED3DMATRIX *)&world_mat);

		for (i = 0; i < count; i++) {
		    LPD3DPROCESSVERTICES ci = (LPD3DPROCESSVERTICES) instr;

                    TRACE("  Start : %d Dest : %d Count : %d\n",
			  ci->wStart, ci->wDest, ci->dwCount);
		    TRACE("  Flags : ");
                    if (TRACE_ON(ddraw))
                    {
		        if (ci->dwFlags & D3DPROCESSVERTICES_COPY)
			    TRACE("COPY ");
			if (ci->dwFlags & D3DPROCESSVERTICES_NOCOLOR)
			    TRACE("NOCOLOR ");
			if (ci->dwFlags == D3DPROCESSVERTICES_OPMASK)
			    TRACE("OPMASK ");
			if (ci->dwFlags & D3DPROCESSVERTICES_TRANSFORM)
			    TRACE("TRANSFORM ");
			if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT)
			    TRACE("TRANSFORMLIGHT ");
			if (ci->dwFlags & D3DPROCESSVERTICES_UPDATEEXTENTS)
			    TRACE("UPDATEEXTENTS ");
			TRACE("\n");
		    }

		    /* This is where doing Direct3D on top on OpenGL is quite difficult.
		       This method transforms a set of vertices using the CURRENT state
		       (lighting, projection, ...) but does not rasterize them.
		       They will only be put on screen later (with the POINT / LINE and
		       TRIANGLE op-codes). The problem is that you can have a triangle
		       with each point having been transformed using another state...

		       In this implementation, I will emulate only ONE thing : each
		       vertex can have its own "WORLD" transformation (this is used in the
		       TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
		       execute buffer use the same state.

		       If I find applications that change other states, I will try to do a
		       more 'fine-tuned' state emulation (but I may become quite tricky if
		       it changes a light position in the middle of a triangle).

		       In this case, a 'direct' approach (i.e. without using OpenGL, but
		       writing our own 3D rasterizer) would be easier. */

		    /* The current method (with the hypothesis that only the WORLD matrix
		       will change between two points) is like this :
		       - I transform 'manually' all the vertices with the current WORLD
		         matrix and store them in the vertex buffer
		       - during the rasterization phase, the WORLD matrix will be set to
		         the Identity matrix */

		    /* Enough for the moment */
		    if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
		        unsigned int nb;
			D3DVERTEX  *src = ((LPD3DVERTEX)  ((char *)This->desc.lpData + vs)) + ci->wStart;
			D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
			D3DMATRIX mat;
			D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
			
                        if (TRACE_ON(ddraw))
                        {
			    TRACE("  Projection Matrix : (%p)\n", &proj_mat);
			    dump_D3DMATRIX(&proj_mat);
			    TRACE("  View       Matrix : (%p)\n", &view_mat);
			    dump_D3DMATRIX(&view_mat);
			    TRACE("  World Matrix : (%p)\n", &world_mat);
			    dump_D3DMATRIX(&world_mat);
			}

                        multiply_matrix(&mat,&view_mat,&world_mat);
                        multiply_matrix(&mat,&proj_mat,&mat);

			for (nb = 0; nb < ci->dwCount; nb++) {
			    /* No lighting yet */
			    dst->u5.color = 0xFFFFFFFF; /* Opaque white */
			    dst->u6.specular = 0xFF000000; /* No specular and no fog factor */

			    dst->u7.tu  = src->u7.tu;
			    dst->u8.tv  = src->u8.tv;

			    /* Now, the matrix multiplication */
			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
			    dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
			    dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);

			    dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
				       + Viewport->dwX + Viewport->dwWidth / 2;
			    dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
				       + Viewport->dwY + Viewport->dwHeight / 2;
			    dst->u3.sz /= dst->u4.rhw;
			    dst->u4.rhw = 1 / dst->u4.rhw;

			    src++;
			    dst++;

			}
		    } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
		        unsigned int nb;
			D3DLVERTEX *src  = ((LPD3DLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
			D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
			D3DMATRIX mat;
			D3DVIEWPORT* Viewport = &lpViewport->viewports.vp1;
			
                        if (TRACE_ON(ddraw))
                        {
			    TRACE("  Projection Matrix : (%p)\n", &proj_mat);
			    dump_D3DMATRIX(&proj_mat);
			    TRACE("  View       Matrix : (%p)\n",&view_mat);
			    dump_D3DMATRIX(&view_mat);
			    TRACE("  World Matrix : (%p)\n", &world_mat);
			    dump_D3DMATRIX(&world_mat);
			}

			multiply_matrix(&mat,&view_mat,&world_mat);
			multiply_matrix(&mat,&proj_mat,&mat);

			for (nb = 0; nb < ci->dwCount; nb++) {
			    dst->u5.color = src->u4.color;
			    dst->u6.specular = src->u5.specular;
			    dst->u7.tu = src->u6.tu;
			    dst->u8.tv = src->u7.tv;

			    /* Now, the matrix multiplication */
			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
			    dst->u3.sz = (src->u1.x * mat._13) + (src->u2.y * mat._23) + (src->u3.z * mat._33) + (1.0 * mat._43);
			    dst->u4.rhw = (src->u1.x * mat._14) + (src->u2.y * mat._24) + (src->u3.z * mat._34) + (1.0 * mat._44);

			    dst->u1.sx = dst->u1.sx / dst->u4.rhw * Viewport->dvScaleX
				       + Viewport->dwX + Viewport->dwWidth / 2;
			    dst->u2.sy = (-dst->u2.sy) / dst->u4.rhw * Viewport->dvScaleY
				       + Viewport->dwY + Viewport->dwHeight / 2;

			    dst->u3.sz /= dst->u4.rhw;
			    dst->u4.rhw = 1 / dst->u4.rhw;

			    src++;
			    dst++;
			}
		    } else if (ci->dwFlags == D3DPROCESSVERTICES_COPY) {
		        D3DTLVERTEX *src = ((LPD3DTLVERTEX) ((char *)This->desc.lpData + vs)) + ci->wStart;
			D3DTLVERTEX *dst = ((LPD3DTLVERTEX) (This->vertex_data)) + ci->wDest;
			
			memcpy(dst, src, ci->dwCount * sizeof(D3DTLVERTEX));
		    } else {
		        ERR("Unhandled vertex processing flag %#x.\n", ci->dwFlags);
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_TEXTURELOAD: {
	        WARN("TEXTURELOAD-s    (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_EXIT: {
	        TRACE("EXIT             (%d)\n", count);
		/* We did this instruction */
		instr += size;
		/* Exit this loop */
		goto end_of_buffer;
	    } break;

	    case D3DOP_BRANCHFORWARD: {
	        int i;
		TRACE("BRANCHFORWARD    (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DBRANCH ci = (LPD3DBRANCH) instr;

		    if ((This->data.dsStatus.dwStatus & ci->dwMask) == ci->dwValue) {
		        if (!ci->bNegate) {
                            TRACE(" Branch to %d\n", ci->dwOffset);
                            if (ci->dwOffset) {
                                instr = (char*)current + ci->dwOffset;
                                break;
                            }
			}
		    } else {
		        if (ci->bNegate) {
                            TRACE(" Branch to %d\n", ci->dwOffset);
                            if (ci->dwOffset) {
                                instr = (char*)current + ci->dwOffset;
                                break;
                            }
			}
		    }

		    instr += size;
		}
	    } break;

	    case D3DOP_SPAN: {
	        WARN("SPAN-s           (%d)\n", count);

		instr += count * size;
	    } break;

	    case D3DOP_SETSTATUS: {
	        int i;
		TRACE("SETSTATUS        (%d)\n", count);

		for (i = 0; i < count; i++) {
		    LPD3DSTATUS ci = (LPD3DSTATUS) instr;

		    This->data.dsStatus = *ci;

		    instr += size;
		}
	    } break;

	    default:
	        ERR("Unhandled OpCode %d !!!\n",current->bOpcode);
	        /* Try to save ... */
	        instr += count * size;
	        break;
	}
    }

end_of_buffer:
    return D3D_OK;
}