d3dx9: Introduce separate functions for restoring and capturing device state.
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@ -22,6 +22,89 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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struct device_state
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{
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DWORD num_render_targets;
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IDirect3DSurface9 **render_targets;
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IDirect3DSurface9 *depth_stencil;
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D3DVIEWPORT9 viewport;
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};
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static HRESULT device_state_init(IDirect3DDevice9 *device, struct device_state *state)
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{
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HRESULT hr;
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D3DCAPS9 caps;
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unsigned int i;
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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if (FAILED(hr)) return hr;
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state->num_render_targets = caps.NumSimultaneousRTs;
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state->render_targets = HeapAlloc(GetProcessHeap(), 0,
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state->num_render_targets * sizeof(IDirect3DSurface9 *));
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if (!state->render_targets)
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return E_OUTOFMEMORY;
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for (i = 0; i < state->num_render_targets; i++)
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state->render_targets[i] = NULL;
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state->depth_stencil = NULL;
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return D3D_OK;
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}
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static void device_state_capture(IDirect3DDevice9 *device, struct device_state *state)
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{
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HRESULT hr;
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unsigned int i;
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IDirect3DDevice9_GetViewport(device, &state->viewport);
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for (i = 0; i < state->num_render_targets; i++)
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{
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hr = IDirect3DDevice9_GetRenderTarget(device, i, &state->render_targets[i]);
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if (FAILED(hr)) state->render_targets[i] = NULL;
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}
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &state->depth_stencil);
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if (FAILED(hr)) state->depth_stencil = NULL;
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}
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static void device_state_restore(IDirect3DDevice9 *device, struct device_state *state)
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{
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unsigned int i;
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for (i = 0; i < state->num_render_targets; i++)
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{
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IDirect3DDevice9_SetRenderTarget(device, i, state->render_targets[i]);
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if (state->render_targets[i])
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IDirect3DSurface9_Release(state->render_targets[i]);
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state->render_targets[i] = NULL;
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}
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IDirect3DDevice9_SetDepthStencilSurface(device, state->depth_stencil);
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if (state->depth_stencil)
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{
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IDirect3DSurface9_Release(state->depth_stencil);
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state->depth_stencil = NULL;
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}
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IDirect3DDevice9_SetViewport(device, &state->viewport);
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}
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static void device_state_release(struct device_state *state)
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{
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unsigned int i;
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for (i = 0; i < state->num_render_targets; i++)
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{
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if (state->render_targets[i])
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IDirect3DSurface9_Release(state->render_targets[i]);
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}
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HeapFree(GetProcessHeap(), 0, state->render_targets);
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if (state->depth_stencil) IDirect3DSurface9_Release(state->depth_stencil);
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}
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struct render_to_surface
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struct render_to_surface
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{
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{
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ID3DXRenderToSurface ID3DXRenderToSurface_iface;
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ID3DXRenderToSurface ID3DXRenderToSurface_iface;
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@ -35,10 +118,7 @@ struct render_to_surface
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IDirect3DSurface9 *render_target;
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IDirect3DSurface9 *render_target;
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IDirect3DSurface9 *depth_stencil;
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IDirect3DSurface9 *depth_stencil;
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DWORD num_render_targets;
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struct device_state previous_state;
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D3DVIEWPORT9 previous_viewport;
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IDirect3DSurface9 **previous_render_targets;
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IDirect3DSurface9 *previous_depth_stencil;
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};
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};
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static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
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static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
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@ -46,28 +126,6 @@ static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRend
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return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
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return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
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}
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}
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static void restore_previous_device_state(struct render_to_surface *render)
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{
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unsigned int i;
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for (i = 0; i < render->num_render_targets; i++)
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{
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IDirect3DDevice9_SetRenderTarget(render->device, i, render->previous_render_targets[i]);
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if (render->previous_render_targets[i])
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IDirect3DSurface9_Release(render->previous_render_targets[i]);
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render->previous_render_targets[i] = NULL;
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}
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IDirect3DDevice9_SetDepthStencilSurface(render->device, render->previous_depth_stencil);
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if (render->previous_depth_stencil)
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{
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IDirect3DSurface9_Release(render->previous_depth_stencil);
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render->previous_depth_stencil = NULL;
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}
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IDirect3DDevice9_SetViewport(render->device, &render->previous_viewport);
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}
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static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface,
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static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface,
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REFIID riid,
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REFIID riid,
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void **out)
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void **out)
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@ -102,7 +160,6 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
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{
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{
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struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
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struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
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ULONG ref = InterlockedDecrement(&render->ref);
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ULONG ref = InterlockedDecrement(&render->ref);
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unsigned int i;
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TRACE("%p decreasing refcount to %u\n", iface, ref);
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TRACE("%p decreasing refcount to %u\n", iface, ref);
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@ -113,15 +170,7 @@ static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
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if (render->render_target) IDirect3DSurface9_Release(render->render_target);
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if (render->render_target) IDirect3DSurface9_Release(render->render_target);
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if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
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if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
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for (i = 0; i < render->num_render_targets; i++)
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device_state_release(&render->previous_state);
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{
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if (render->previous_render_targets[i])
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IDirect3DSurface9_Release(render->previous_render_targets[i]);
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}
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HeapFree(GetProcessHeap(), 0, render->previous_render_targets);
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if (render->previous_depth_stencil) IDirect3DSurface9_Release(render->previous_depth_stencil);
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IDirect3DDevice9_Release(render->device);
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IDirect3DDevice9_Release(render->device);
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@ -196,20 +245,10 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface
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device = render->device;
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device = render->device;
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/* save device state */
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device_state_capture(device, &render->previous_state);
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IDirect3DDevice9_GetViewport(device, &render->previous_viewport);
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for (i = 0; i < render->num_render_targets; i++)
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{
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hr = IDirect3DDevice9_GetRenderTarget(device, i, &render->previous_render_targets[i]);
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if (FAILED(hr)) render->previous_render_targets[i] = NULL;
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}
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &render->previous_depth_stencil);
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if (FAILED(hr)) render->previous_depth_stencil = NULL;
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/* prepare for rendering to surface */
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/* prepare for rendering to surface */
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for (i = 1; i < render->num_render_targets; i++)
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for (i = 1; i < render->previous_state.num_render_targets; i++)
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IDirect3DDevice9_SetRenderTarget(device, i, NULL);
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IDirect3DDevice9_SetRenderTarget(device, i, NULL);
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if (surface_desc.Usage & D3DUSAGE_RENDERTARGET)
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if (surface_desc.Usage & D3DUSAGE_RENDERTARGET)
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@ -249,7 +288,7 @@ static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface
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return IDirect3DDevice9_BeginScene(device);
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return IDirect3DDevice9_BeginScene(device);
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cleanup:
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cleanup:
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restore_previous_device_state(render);
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device_state_restore(device, &render->previous_state);
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if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
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if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
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render->dst_surface = NULL;
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render->dst_surface = NULL;
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@ -282,7 +321,7 @@ static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface,
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if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr);
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if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr);
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}
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}
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restore_previous_device_state(render);
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device_state_restore(render->device, &render->previous_state);
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/* release resources */
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/* release resources */
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if (render->render_target)
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if (render->render_target)
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@ -339,18 +378,13 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
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ID3DXRenderToSurface **out)
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ID3DXRenderToSurface **out)
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{
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{
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HRESULT hr;
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HRESULT hr;
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D3DCAPS9 caps;
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struct render_to_surface *render;
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struct render_to_surface *render;
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unsigned int i;
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TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format,
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TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format,
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depth_stencil, depth_stencil_format, out);
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depth_stencil, depth_stencil_format, out);
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if (!device || !out) return D3DERR_INVALIDCALL;
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if (!device || !out) return D3DERR_INVALIDCALL;
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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if (FAILED(hr)) return hr;
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render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface));
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render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface));
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if (!render) return E_OUTOFMEMORY;
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if (!render) return E_OUTOFMEMORY;
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@ -367,19 +401,13 @@ HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
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render->render_target = NULL;
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render->render_target = NULL;
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render->depth_stencil = NULL;
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render->depth_stencil = NULL;
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render->num_render_targets = caps.NumSimultaneousRTs;
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hr = device_state_init(device, &render->previous_state);
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render->previous_render_targets = HeapAlloc(GetProcessHeap(), 0,
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if (FAILED(hr))
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render->num_render_targets * sizeof(IDirect3DSurface9 *));
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if (!render->previous_render_targets)
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{
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{
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HeapFree(GetProcessHeap(), 0, render);
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HeapFree(GetProcessHeap(), 0, render);
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return E_OUTOFMEMORY;
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return hr;
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}
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}
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for (i = 0; i < render->num_render_targets; i++)
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render->previous_render_targets[i] = NULL;
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render->previous_depth_stencil = NULL;
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IDirect3DDevice9_AddRef(device);
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IDirect3DDevice9_AddRef(device);
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render->device = device;
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render->device = device;
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