wined3d: Add a separate function for device initialization.

This commit is contained in:
Henri Verbeet 2009-11-18 10:45:53 +01:00 committed by Alexandre Julliard
parent e4d8a3f309
commit 135e6cea7b
3 changed files with 113 additions and 96 deletions

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@ -7106,7 +7106,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3
* IWineD3DDevice VTbl follows
**********************************************************/
const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
static const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DDeviceImpl_QueryInterface,
@ -7253,6 +7253,90 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_EnumResources
};
HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
IUnknown *parent, IWineD3DDeviceParent *device_parent)
{
struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct fragment_pipeline *fragment_pipeline;
struct shader_caps shader_caps;
struct fragment_caps ffp_caps;
WINED3DDISPLAYMODE mode;
unsigned int i;
HRESULT hr;
device->lpVtbl = &IWineD3DDevice_Vtbl;
device->ref = 1;
device->wineD3D = (IWineD3D *)wined3d;
IWineD3D_AddRef(device->wineD3D);
device->adapter = wined3d->adapter_count ? adapter : NULL;
device->parent = parent;
device->device_parent = device_parent;
list_init(&device->resources);
list_init(&device->shaders);
device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
/* Set the state up as invalid until the device is fully created. */
device->state = WINED3DERR_DRIVERINTERNALERROR;
/* Get the initial screen setup for ddraw. */
hr = IWineD3D_GetAdapterDisplayMode((IWineD3D *)wined3d, adapter_idx, &mode);
if (FAILED(hr))
{
ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
IWineD3D_Release(device->wineD3D);
return hr;
}
device->ddraw_width = mode.Width;
device->ddraw_height = mode.Height;
device->ddraw_format = mode.Format;
/* Save the creation parameters. */
device->createParms.AdapterOrdinal = adapter_idx;
device->createParms.DeviceType = device_type;
device->createParms.hFocusWindow = focus_window;
device->createParms.BehaviorFlags = flags;
device->adapterNo = adapter_idx;
device->devType = device_type;
for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
device->shader_backend = select_shader_backend(adapter, device_type);
memset(&shader_caps, 0, sizeof(shader_caps));
device->shader_backend->shader_get_caps(device_type, &adapter->gl_info, &shader_caps);
device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
device->vs_clipping = shader_caps.VSClipping;
memset(&ffp_caps, 0, sizeof(ffp_caps));
fragment_pipeline = select_fragment_implementation(adapter, device_type);
device->frag_pipe = fragment_pipeline;
fragment_pipeline->get_caps(device_type, &adapter->gl_info, &ffp_caps);
device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
device->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
ffp_vertexstate_template, fragment_pipeline, misc_state_template);
if (FAILED(hr))
{
ERR("Failed to compile state table, hr %#x.\n", hr);
IWineD3D_Release(device->wineD3D);
return hr;
}
device->blitter = select_blit_implementation(adapter, device_type);
/* Set the state of the device to valid. */
device->state = WINED3D_OK;
return WINED3D_OK;
}
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
DWORD rep = This->StateTable[state].representative;
struct wined3d_context *context;

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@ -4370,113 +4370,45 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
return WINED3D_OK;
}
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
and fields being inserted in the middle, a new structure is used in place */
static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
{
IWineD3DDeviceImpl *object = NULL;
IWineD3DImpl *This = (IWineD3DImpl *)iface;
struct wined3d_adapter *adapter = &This->adapters[Adapter];
WINED3DDISPLAYMODE mode;
const struct fragment_pipeline *frag_pipeline = NULL;
int i;
struct fragment_caps ffp_caps;
struct shader_caps shader_caps;
IWineD3DImpl *This = (IWineD3DImpl *)iface;
IWineD3DDeviceImpl *object;
HRESULT hr;
TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
"parent %p, device_parent %p, device %p.\n",
iface, adapter_idx, device_type, focus_window, flags,
parent, device_parent, device);
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation.
*/
if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
* number and create a device without a 3D adapter for 2D only operation. */
if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
{
return WINED3DERR_INVALIDCALL;
}
/* Create a WineD3DDevice object */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
*ppReturnedDeviceInterface = (IWineD3DDevice *)object;
TRACE("Created WineD3DDevice object @ %p\n", object);
if (NULL == object) {
return WINED3DERR_OUTOFVIDEOMEMORY;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate device memory.\n");
return E_OUTOFMEMORY;
}
/* Set up initial COM information */
object->lpVtbl = &IWineD3DDevice_Vtbl;
object->ref = 1;
object->wineD3D = iface;
object->adapter = This->adapter_count ? adapter : NULL;
IWineD3D_AddRef(object->wineD3D);
object->parent = parent;
object->device_parent = device_parent;
list_init(&object->resources);
list_init(&object->shaders);
if(This->dxVersion == 7) {
object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
} else {
object->surface_alignment = D3D8_PITCH_ALIGNMENT;
}
object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
/* Set the state up as invalid until the device is fully created */
object->state = WINED3DERR_DRIVERINTERNALERROR;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
/* Save the creation parameters */
object->createParms.AdapterOrdinal = Adapter;
object->createParms.DeviceType = DeviceType;
object->createParms.hFocusWindow = hFocusWindow;
object->createParms.BehaviorFlags = BehaviourFlags;
/* Initialize other useful values */
object->adapterNo = Adapter;
object->devType = DeviceType;
select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode);
object->shader_backend = select_shader_backend(adapter, DeviceType);
memset(&shader_caps, 0, sizeof(shader_caps));
object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
object->vs_clipping = shader_caps.VSClipping;
memset(&ffp_caps, 0, sizeof(ffp_caps));
frag_pipeline = select_fragment_implementation(adapter, DeviceType);
object->frag_pipe = frag_pipeline;
frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
ffp_vertexstate_template, frag_pipeline, misc_state_template);
if (FAILED(hr)) {
IWineD3D_Release(object->wineD3D);
hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
if (FAILED(hr))
{
WARN("Failed to initialize device, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
object->blitter = select_blit_implementation(adapter, DeviceType);
TRACE("Created device %p.\n", object);
*device = (IWineD3DDevice *)object;
/* set the state of the device to valid */
object->state = WINED3D_OK;
/* Get the initial screen setup for ddraw */
IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
object->ddraw_width = mode.Width;
object->ddraw_height = mode.Height;
object->ddraw_format = mode.Format;
for(i = 0; i < PATCHMAP_SIZE; i++) {
list_init(&object->patches[i]);
}
IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
return WINED3D_OK;
}

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@ -1586,8 +1586,9 @@ struct IWineD3DDeviceImpl
struct WineD3DRectPatch *currentPatch;
};
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl DECLSPEC_HIDDEN;
HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,