ddraw: Use a less offensive handle table implementation for surfaces.
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91193b6eec
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51a315386e
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@ -322,17 +322,6 @@ extern const IParentVtbl IParent_Vtbl DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DDevice implementation
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*****************************************************************************/
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typedef enum
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{
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DDrawHandle_Unknown = 0,
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DDrawHandle_Texture = 1,
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} DDrawHandleTypes;
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struct HandleEntry
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{
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void *ptr;
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DDrawHandleTypes type;
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};
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#define DDRAW_INVALID_HANDLE ~0U
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@ -342,6 +331,7 @@ enum ddraw_handle_type
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DDRAW_HANDLE_MATERIAL,
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DDRAW_HANDLE_MATRIX,
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DDRAW_HANDLE_STATEBLOCK,
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DDRAW_HANDLE_SURFACE,
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};
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struct ddraw_handle_entry
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@ -401,8 +391,6 @@ struct IDirect3DDeviceImpl
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DWORD buffer_size;
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/* Handle management */
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struct HandleEntry *Handles;
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DWORD numHandles;
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struct ddraw_handle_table handle_table;
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D3DMATRIXHANDLE world, proj, view;
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};
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@ -419,7 +407,6 @@ extern const GUID IID_D3DDEVICE_WineD3D DECLSPEC_HIDDEN;
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/* Helper functions */
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HRESULT IDirect3DImpl_GetCaps(IWineD3D *WineD3D, D3DDEVICEDESC *Desc123, D3DDEVICEDESC7 *Desc7) DECLSPEC_HIDDEN;
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DWORD IDirect3DDeviceImpl_CreateHandle(IDirect3DDeviceImpl *This) DECLSPEC_HIDDEN;
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WINED3DZBUFFERTYPE IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This) DECLSPEC_HIDDEN;
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static inline IDirect3DDeviceImpl *device_from_device1(IDirect3DDevice *iface)
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@ -366,30 +366,7 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
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}
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/* The texture handles should be unset by now, but there might be some bits
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* missing in our reference counting(needs test). Do a sanity check
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*/
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for(i = 0; i < This->numHandles; i++)
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{
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if(This->Handles[i].ptr)
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{
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switch(This->Handles[i].type)
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{
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case DDrawHandle_Texture:
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{
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IDirectDrawSurfaceImpl *surf = This->Handles[i].ptr;
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FIXME("Texture Handle %d not unset properly\n", i + 1);
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surf->Handle = 0;
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}
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break;
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default:
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FIXME("Unknown handle %d not unset properly\n", i + 1);
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}
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}
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}
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HeapFree(GetProcessHeap(), 0, This->Handles);
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* missing in our reference counting(needs test). Do a sanity check. */
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for (i = 0; i < This->handle_table.entry_count; ++i)
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{
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struct ddraw_handle_entry *entry = &This->handle_table.entries[i];
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@ -423,6 +400,14 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
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break;
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}
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case DDRAW_HANDLE_SURFACE:
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{
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IDirectDrawSurfaceImpl *surf = entry->object;
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FIXME("Texture handle %#x (%p) not unset properly.\n", i + 1, surf);
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surf->Handle = 0;
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break;
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}
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default:
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FIXME("Handle %#x (%p) has unknown type %#x.\n", i + 1, entry->object, entry->type);
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break;
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@ -627,18 +612,21 @@ IDirect3DDeviceImpl_2_SwapTextureHandles(IDirect3DDevice2 *iface,
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IDirect3DTexture2 *Tex2)
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{
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IDirect3DDeviceImpl *This = device_from_device2(iface);
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DWORD swap;
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IDirectDrawSurfaceImpl *surf1 = surface_from_texture2(Tex1);
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IDirectDrawSurfaceImpl *surf2 = surface_from_texture2(Tex2);
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DWORD h1, h2;
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TRACE("(%p)->(%p,%p)\n", This, surf1, surf2);
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EnterCriticalSection(&ddraw_cs);
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This->Handles[surf1->Handle - 1].ptr = surf2;
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This->Handles[surf2->Handle - 1].ptr = surf1;
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swap = surf2->Handle;
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surf2->Handle = surf1->Handle;
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surf1->Handle = swap;
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h1 = surf1->Handle - 1;
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h2 = surf2->Handle - 1;
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This->handle_table.entries[h1].object = surf2;
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This->handle_table.entries[h2].object = surf1;
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surf2->Handle = h1 + 1;
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surf1->Handle = h2 + 1;
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LeaveCriticalSection(&ddraw_cs);
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return D3D_OK;
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@ -2883,6 +2871,8 @@ IDirect3DDeviceImpl_3_SetRenderState(IDirect3DDevice3 *iface,
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{
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case D3DRENDERSTATE_TEXTUREHANDLE:
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{
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IDirectDrawSurfaceImpl *surf;
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if(Value == 0)
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{
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hr = IWineD3DDevice_SetTexture(This->wineD3DDevice,
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@ -2891,25 +2881,16 @@ IDirect3DDeviceImpl_3_SetRenderState(IDirect3DDevice3 *iface,
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break;
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}
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if(Value > This->numHandles)
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surf = ddraw_get_object(&This->handle_table, Value - 1, DDRAW_HANDLE_SURFACE);
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if (!surf)
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{
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FIXME("Specified handle %d out of range\n", Value);
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WARN("Invalid texture handle.\n");
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hr = DDERR_INVALIDPARAMS;
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break;
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}
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if(This->Handles[Value - 1].type != DDrawHandle_Texture)
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{
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FIXME("Handle %d isn't a texture handle\n", Value);
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hr = DDERR_INVALIDPARAMS;
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break;
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}
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else
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{
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IDirectDrawSurfaceImpl *surf = This->Handles[Value - 1].ptr;
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IDirect3DTexture2 *tex = surf ? (IDirect3DTexture2 *)&surf->IDirect3DTexture2_vtbl : NULL;
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hr = IDirect3DDevice3_SetTexture(iface, 0, tex);
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break;
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}
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hr = IDirect3DDevice3_SetTexture(iface, 0, (IDirect3DTexture2 *)&surf->IDirect3DTexture2_vtbl);
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break;
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}
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case D3DRENDERSTATE_TEXTUREMAPBLEND:
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@ -6873,71 +6854,6 @@ const IDirect3DDeviceVtbl IDirect3DDevice1_Vtbl =
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Thunk_IDirect3DDeviceImpl_1_GetDirect3D
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};
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/*****************************************************************************
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* IDirect3DDeviceImpl_CreateHandle
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*
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* Not called from the VTable
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*
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* Some older interface versions operate with handles, which are basically
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* DWORDs which identify an interface, for example
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* IDirect3DDevice::SetRenderState with DIRECT3DRENDERSTATE_TEXTUREHANDLE
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*
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* Those handle could be just casts to the interface pointers or vice versa,
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* but that is not 64 bit safe and would mean blindly derefering a DWORD
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* passed by the app. Instead there is a dynamic array in the device which
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* keeps a DWORD to pointer information and a type for the handle.
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*
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* Basically this array only grows, when a handle is freed its pointer is
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* just set to NULL. There will be much more reads from the array than
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* insertion operations, so a dynamic array is fine.
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*
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* Params:
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* This: D3DDevice implementation for which this handle should be created
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*
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* Returns:
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* A free handle on success
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* 0 on failure
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*
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*****************************************************************************/
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DWORD
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IDirect3DDeviceImpl_CreateHandle(IDirect3DDeviceImpl *This)
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{
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DWORD i;
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struct HandleEntry *oldHandles = This->Handles;
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TRACE("(%p)\n", This);
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for(i = 0; i < This->numHandles; i++)
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{
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if(This->Handles[i].ptr == NULL &&
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This->Handles[i].type == DDrawHandle_Unknown)
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{
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TRACE("Reusing freed handle %d\n", i + 1);
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return i + 1;
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}
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}
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TRACE("Growing the handle array\n");
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This->numHandles++;
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This->Handles = HeapAlloc(GetProcessHeap(), 0, sizeof(struct HandleEntry) * This->numHandles);
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if(!This->Handles)
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{
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ERR("Out of memory\n");
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This->Handles = oldHandles;
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This->numHandles--;
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return 0;
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}
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if(oldHandles)
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{
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memcpy(This->Handles, oldHandles, (This->numHandles - 1) * sizeof(struct HandleEntry));
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HeapFree(GetProcessHeap(), 0, oldHandles);
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}
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TRACE("Returning %d\n", This->numHandles);
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return This->numHandles;
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}
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/*****************************************************************************
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* IDirect3DDeviceImpl_UpdateDepthStencil
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*
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@ -805,9 +805,6 @@ IDirect3DImpl_7_CreateDevice(IDirect3D7 *iface,
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object->material = 0;
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object->target = target;
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object->Handles = NULL;
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object->numHandles = 0;
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if (!ddraw_handle_table_init(&object->handle_table, 64))
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{
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ERR("Failed to initialize handle table.\n");
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@ -250,8 +250,7 @@ void ddraw_surface_destroy(IDirectDrawSurfaceImpl *This)
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/* Having a texture handle set implies that the device still exists */
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if(This->Handle)
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{
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This->ddraw->d3ddevice->Handles[This->Handle - 1].ptr = NULL;
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This->ddraw->d3ddevice->Handles[This->Handle - 1].type = DDrawHandle_Unknown;
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ddraw_free_handle(&This->ddraw->d3ddevice->handle_table, This->Handle - 1, DDRAW_HANDLE_SURFACE);
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}
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/* Reduce the ddraw surface count */
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@ -211,12 +211,15 @@ IDirect3DTextureImpl_GetHandle(IDirect3DTexture2 *iface,
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EnterCriticalSection(&ddraw_cs);
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if(!This->Handle)
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{
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This->Handle = IDirect3DDeviceImpl_CreateHandle(d3d);
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if(This->Handle)
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DWORD h = ddraw_allocate_handle(&d3d->handle_table, This, DDRAW_HANDLE_SURFACE);
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if (h == DDRAW_INVALID_HANDLE)
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{
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d3d->Handles[This->Handle - 1].ptr = This;
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d3d->Handles[This->Handle - 1].type = DDrawHandle_Texture;
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ERR("Failed to allocate a texture handle.\n");
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LeaveCriticalSection(&ddraw_cs);
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return DDERR_OUTOFMEMORY;
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}
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This->Handle = h + 1;
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}
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*lpHandle = This->Handle;
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