wined3d: Implement IWineD3DDevice::SetFrontBackBuffers.

This commit is contained in:
Stefan Dösinger 2006-05-15 20:09:07 +02:00 committed by Alexandre Julliard
parent a379ac9ef5
commit 7cd41b944b
1 changed files with 64 additions and 2 deletions

View File

@ -6474,8 +6474,70 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD
}
HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
FIXME("This call is a d3d7 merge stub. It will be implemented later\n");
return WINED3DERR_INVALIDCALL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
IWineD3DSwapChainImpl *Swapchain;
HRESULT hr;
TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
if(hr != WINED3D_OK) {
ERR("Can't get the swapchain\n");
return hr;
}
/* Make sure to release the swapchain */
IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
return WINED3DERR_INVALIDCALL;
}
else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
return WINED3DERR_INVALIDCALL;
}
if(Swapchain->frontBuffer != Front) {
TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
if(Swapchain->frontBuffer)
IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
Swapchain->frontBuffer = Front;
if(Swapchain->frontBuffer) {
IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
}
}
if(Swapchain->backBuffer != Back) {
TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
ENTER_GL();
if(!Swapchain->backBuffer) {
/* GL was told to draw to the front buffer at creation,
* undo that
*/
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else if (!Back) {
/* That makes problems - disable for now */
/* glDrawBuffer(GL_FRONT); */
checkGLcall("glDrawBuffer(GL_FRONT)");
}
LEAVE_GL();
if(Swapchain->backBuffer)
IWineD3DSurface_SetContainer(Swapchain->backBuffer, NULL);
Swapchain->backBuffer = Back;
if(Swapchain->backBuffer) {
IWineD3DSurface_SetContainer(Swapchain->backBuffer, (IWineD3DBase *) Swapchain);
}
}
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {