Copy and tidy up the code from dx8 create device into wined3d. Call

from wined3d and d3d8, but short term only use the code for real from
d3d9.
This commit is contained in:
Jason Edmeades 2004-10-08 20:52:33 +00:00 committed by Alexandre Julliard
parent 861f6240a2
commit b9e2bedac1
9 changed files with 356 additions and 32 deletions

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@ -340,6 +340,7 @@ struct IDirect3DDevice8Impl
/* IDirect3DDevice8 fields */ /* IDirect3DDevice8 fields */
IDirect3D8Impl *direct3d8; IDirect3D8Impl *direct3d8;
IWineD3DDevice *WineD3DDevice;
IDirect3DSurface8Impl *frontBuffer; IDirect3DSurface8Impl *frontBuffer;
IDirect3DSurface8Impl *backBuffer; IDirect3DSurface8Impl *backBuffer;

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@ -306,8 +306,10 @@ ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
ULONG ref = --This->ref; ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) { if (ref == 0) {
IDirect3DDevice8Impl_CleanRender(iface); IDirect3DDevice8Impl_CleanRender(iface);
HeapFree(GetProcessHeap(), 0, This); IDirect3D8_Release((LPDIRECT3D8) This->direct3d8);
IWineD3DDevice_Release(This->WineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} }
return ref; return ref;
} }

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@ -547,6 +547,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
int num; int num;
XVisualInfo template; XVisualInfo template;
HDC hDc; HDC hDc;
WINED3DPRESENT_PARAMETERS localParameters;
IDirect3D8Impl *This = (IDirect3D8Impl *)iface; IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType, TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
@ -567,6 +568,23 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
/** The device AddRef the direct3d8 Interface else crash in propers clients codes */ /** The device AddRef the direct3d8 Interface else crash in propers clients codes */
IDirect3D8_AddRef((LPDIRECT3D8) object->direct3d8); IDirect3D8_AddRef((LPDIRECT3D8) object->direct3d8);
/* Allocate an associated WineD3DDevice object */
localParameters.BackBufferWidth = &pPresentationParameters->BackBufferWidth;
localParameters.BackBufferHeight = &pPresentationParameters->BackBufferHeight;
localParameters.BackBufferFormat = &pPresentationParameters->BackBufferFormat;
localParameters.BackBufferCount = &pPresentationParameters->BackBufferCount;
localParameters.MultiSampleType = &pPresentationParameters->MultiSampleType;
localParameters.MultiSampleQuality = NULL; /* New at dx9 */
localParameters.SwapEffect = &pPresentationParameters->SwapEffect;
localParameters.hDeviceWindow = &pPresentationParameters->hDeviceWindow;
localParameters.Windowed = &pPresentationParameters->Windowed;
localParameters.EnableAutoDepthStencil = &pPresentationParameters->EnableAutoDepthStencil;
localParameters.AutoDepthStencilFormat = &pPresentationParameters->AutoDepthStencilFormat;
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->FullScreen_PresentationInterval; /* Renamed in dx9 */
IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice);
/** use StateBlock Factory here, for creating the startup stateBlock */ /** use StateBlock Factory here, for creating the startup stateBlock */
object->StateBlock = NULL; object->StateBlock = NULL;
IDirect3DDeviceImpl_CreateStateBlock(object, D3DSBT_ALL, NULL); IDirect3DDeviceImpl_CreateStateBlock(object, D3DSBT_ALL, NULL);

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@ -68,6 +68,7 @@ ULONG WINAPI IDirect3DDevice9Impl_Release(LPDIRECT3DDEVICE9 iface) {
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) { if (ref == 0) {
IDirect3D9_Release((LPDIRECT3D9) This->direct3d); IDirect3D9_Release((LPDIRECT3D9) This->direct3d);
IWineD3DDevice_Release(This->WineD3DDevice);
HeapFree(GetProcessHeap(), 0, This); HeapFree(GetProcessHeap(), 0, This);
} }
return ref; return ref;

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@ -172,9 +172,6 @@ HRESULT WINAPI IDirect3D9Impl_CreateDevice(LPDIRECT3D9 iface, UINT Adapter, D3
IDirect3DDevice9Impl *object = NULL; IDirect3DDevice9Impl *object = NULL;
WINED3DPRESENT_PARAMETERS localParameters; WINED3DPRESENT_PARAMETERS localParameters;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
/* Check the validity range of the adapter parameter */ /* Check the validity range of the adapter parameter */
if (Adapter >= IDirect3D9Impl_GetAdapterCount(iface)) { if (Adapter >= IDirect3D9Impl_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL; return D3DERR_INVALIDCALL;
@ -183,7 +180,7 @@ HRESULT WINAPI IDirect3D9Impl_CreateDevice(LPDIRECT3D9 iface, UINT Adapter, D3
/* Allocate the storage for the device object */ /* Allocate the storage for the device object */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice9Impl)); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice9Impl));
if (NULL == object) { if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY; return D3DERR_OUTOFVIDEOMEMORY;
} }
object->lpVtbl = &Direct3DDevice9_Vtbl; object->lpVtbl = &Direct3DDevice9_Vtbl;
object->ref = 1; object->ref = 1;
@ -192,9 +189,21 @@ HRESULT WINAPI IDirect3D9Impl_CreateDevice(LPDIRECT3D9 iface, UINT Adapter, D3
*ppReturnedDeviceInterface = (IDirect3DDevice9 *)object; *ppReturnedDeviceInterface = (IDirect3DDevice9 *)object;
/* Allocate an associated WineD3DDevice object */ /* Allocate an associated WineD3DDevice object */
memcpy(&localParameters, pPresentationParameters, sizeof(D3DPRESENT_PARAMETERS)); localParameters.BackBufferWidth = &pPresentationParameters->BackBufferWidth;
localParameters.BackBufferHeight = &pPresentationParameters->BackBufferHeight;
localParameters.BackBufferFormat = &pPresentationParameters->BackBufferFormat;
localParameters.BackBufferCount = &pPresentationParameters->BackBufferCount;
localParameters.MultiSampleType = &pPresentationParameters->MultiSampleType;
localParameters.MultiSampleQuality = &pPresentationParameters->MultiSampleQuality;
localParameters.SwapEffect = &pPresentationParameters->SwapEffect;
localParameters.hDeviceWindow = &pPresentationParameters->hDeviceWindow;
localParameters.Windowed = &pPresentationParameters->Windowed;
localParameters.EnableAutoDepthStencil = &pPresentationParameters->EnableAutoDepthStencil;
localParameters.AutoDepthStencilFormat = &pPresentationParameters->AutoDepthStencilFormat;
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->PresentationInterval;
IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice); IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice);
memcpy(pPresentationParameters, &localParameters, sizeof(D3DPRESENT_PARAMETERS));
FIXME("(%p) : incomplete stub\n", This); FIXME("(%p) : incomplete stub\n", This);
return D3D_OK; return D3D_OK;

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@ -1312,15 +1312,275 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters, DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters,
IWineD3DDevice** ppReturnedDeviceInterface) { IWineD3DDevice** ppReturnedDeviceInterface) {
HWND whichHWND;
HDC hDc;
IWineD3DDeviceImpl *object = NULL;
IWineD3DImpl *This = (IWineD3DImpl *)iface;
int num;
XVisualInfo template;
/* Validate the adapter number */
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
/* Create a WineD3DDevice object */ /* Create a WineD3DDevice object */
IWineD3DDeviceImpl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl)); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
*ppReturnedDeviceInterface = (IWineD3DDevice *)object;
TRACE("Created WineD3DDevice object @ %p \n", object);
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
/* Set up initial COM information */
object->lpVtbl = &IWineD3DDevice_Vtbl; object->lpVtbl = &IWineD3DDevice_Vtbl;
object->ref = 1; object->ref = 1;
object->WineD3D = iface; object->WineD3D = iface;
IWineD3D_AddRef(object->WineD3D); IWineD3D_AddRef(object->WineD3D);
*ppReturnedDeviceInterface = (IWineD3DDevice *)object;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
*(pPresentationParameters->AutoDepthStencilFormat), debug_d3dformat(*(pPresentationParameters->AutoDepthStencilFormat)),
*(pPresentationParameters->BackBufferFormat), debug_d3dformat(*(pPresentationParameters->BackBufferFormat)));
/* 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->presentParms.BackBufferCount = 1; /* Opengl only supports one? */
object->adapterNo = Adapter;
object->devType = DeviceType;
/* Setup hwnd we are using, plus which display this equates to */
whichHWND = *(pPresentationParameters->hDeviceWindow);
if (!whichHWND) {
whichHWND = hFocusWindow;
}
object->win_handle = whichHWND;
object->win = (Window)GetPropA( whichHWND, "__wine_x11_client_window" );
hDc = GetDC(whichHWND);
object->display = get_display(hDc);
ReleaseDC(whichHWND, hDc);
/* FIXME: Use for dx8 code eventually too! */
/* Deliberately no indentation here, as this if will be removed when dx8 support merged in */
if (This->dxVersion > 8) {
/* Create a context based off the properties of the existing visual */
/* Note the visual is chosen as the window is created and the glcontext cannot
use different properties after that point in time. FIXME: How to handle when requested format
doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
it chooses is identical to the one already being used! */
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
ENTER_GL();
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
if (NULL == object->visInfo) {
ERR("cannot really get XVisual\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
if (NULL == object->glCtx) {
ERR("cannot create glxContext\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
LEAVE_GL();
if (object->glCtx == NULL) {
ERR("Error in context creation !\n");
return D3DERR_INVALIDCALL;
} else {
TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
whichHWND, object->glCtx, object->win, object->visInfo);
}
/* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
/* dimensions */
if (!*(pPresentationParameters->Windowed)) {
DEVMODEW devmode;
HDC hdc;
int bpp = 0;
/* Get info on the current display setup */
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
/* Change the display settings */
memset(&devmode, 0, sizeof(DEVMODEW));
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /*Stupid XVidMode cannot change bpp D3DFmtGetBpp(object, pPresentationParameters->BackBufferFormat);*/
devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
/* Make popup window */
SetWindowLongA(whichHWND, GWL_STYLE, WS_POPUP);
SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
}
/* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
then the corresponding dimension of the client area of the hDeviceWindow
(or the focus window, if hDeviceWindow is NULL) is taken. */
if (*(pPresentationParameters->Windowed) &&
((*(pPresentationParameters->BackBufferWidth) == 0) ||
(*(pPresentationParameters->BackBufferHeight) == 0))) {
RECT Rect;
GetClientRect(whichHWND, &Rect);
if (*(pPresentationParameters->BackBufferWidth) == 0) {
*(pPresentationParameters->BackBufferWidth) = Rect.right;
TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
}
if (*(pPresentationParameters->BackBufferHeight) == 0) {
*(pPresentationParameters->BackBufferHeight) = Rect.bottom;
TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
}
}
/* Save the presentation parms now filled in correctly */
object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
object->presentParms.MultiSampleQuality = *(pPresentationParameters->MultiSampleQuality);
object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
object->presentParms.Windowed = *(pPresentationParameters->Windowed);
object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
object->presentParms.Flags = *(pPresentationParameters->Flags);
object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
/* TODO:
* Creating the startup stateBlock *
object->StateBlock = NULL;
IWineD3DDevice_CreateStateBlock(object, D3DSBT_ALL, NULL);
object->UpdateStateBlock = object->StateBlock;
*/
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
TRACE("Creating initial device surfaces\n");
/* TODO:
IWineD3DDevice_CreateRenderTarget((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
TRUE,
(IWineD3DSurface *) &object->frontBuffer);
IWineD3DDevice_CreateRenderTarget((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
TRUE,
(IWineD3DSurface *) &object->backBuffer);
if (*(pPresentationParameters->EnableAutoDepthStencil)) {
IWineD3DDevice_CreateDepthStencilSurface((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->AutoDepthStencilFormat,
D3DMULTISAMPLE_NONE,
(IWineD3DSurface *) &object->depthStencilBuffer);
} else {
object->depthStencilBuffer = NULL;
}
TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil @ %p\n",object->frontBuffer, object->backBuffer, object->depthStencilBuffer);
*/
/* init the default renderTarget management */
object->drawable = object->win;
object->render_ctx = object->glCtx;
/* TODO:
object->renderTarget = object->backBuffer;
IWineD3DSurface_AddRef((IWineD3DSurface *) object->renderTarget);
object->stencilBufferTarget = object->depthStencilBuffer;
if (NULL != object->stencilBufferTarget) {
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget);
}
*/
/* Set up some starting GL setup */
ENTER_GL();
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
}
checkGLcall("glXMakeCurrent");
/* Clear the screen */
glClearColor(1.0, 0.0, 0.0, 0.0);
checkGLcall("glClearColor");
glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
glEnable(GL_LIGHTING);
checkGLcall("glEnable");
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
* with Default values
*/
This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, object->display);
/* Setup all the devices defaults */
/* TODO:
IDirect3DDeviceImpl_InitStartupStateBlock(object);
*/
LEAVE_GL();
{ /* Set a default viewport */
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = *(pPresentationParameters->BackBufferWidth);
vp.Height = *(pPresentationParameters->BackBufferHeight);
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
/* TODO: IWineD3DDevice_SetViewport((LPDIRECT3DDEVICE9) object, &vp); */
}
/* Initialize the current view state */
object->modelview_valid = 1;
object->proj_valid = 0;
object->view_ident = 1;
object->last_was_rhw = 0;
glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights);
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
/* Clear the screen */
/* TODO: IDirect3DDevice8Impl_Clear((LPDIRECT3DDEVICE8) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0); */
} /* End of FIXME: remove when dx8 merged in */
TRACE("Created WineD3DDevice object @ %p \n", object);
return D3D_OK; return D3D_OK;
} }

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@ -32,6 +32,7 @@
#include "wingdi.h" #include "wingdi.h"
#include "winuser.h" #include "winuser.h"
#include "wine/debug.h" #include "wine/debug.h"
#include "wine/unicode.h"
#include "d3d9.h" #include "d3d9.h"
#include "d3d9types.h" #include "d3d9types.h"
@ -75,6 +76,16 @@ extern int num_lock;
#define WINED3D_VSHADER_MAX_CONSTANTS 96 #define WINED3D_VSHADER_MAX_CONSTANTS 96
/* Maximum number of constants provided to the shaders */ /* Maximum number of constants provided to the shaders */
#define checkGLcall(A) \
{ \
GLint err = glGetError(); \
if (err != GL_NO_ERROR) { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
} else { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
} \
}
/***************************************************************************** /*****************************************************************************
* IWineD3D implementation structure * IWineD3D implementation structure
*/ */
@ -99,14 +110,35 @@ extern IWineD3DVtbl IWineD3D_Vtbl;
*/ */
typedef struct IWineD3DDeviceImpl typedef struct IWineD3DDeviceImpl
{ {
/* IUnknown fields */ /* IUnknown fields */
IWineD3DDeviceVtbl *lpVtbl; IWineD3DDeviceVtbl *lpVtbl;
DWORD ref; /* Note: Ref counting not required */ DWORD ref; /* Note: Ref counting not required */
/* WineD3D Information */ /* WineD3D Information */
IWineD3D *WineD3D; IWineD3D *WineD3D;
/* GL Information */ /* X and GL Information */
HWND win_handle;
Window win;
Display *display;
GLXContext glCtx;
XVisualInfo *visInfo;
GLXContext render_ctx;
Drawable drawable;
GLint maxConcurrentLights;
/* Optimization */
BOOL modelview_valid;
BOOL proj_valid;
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
/* Internal use fields */
D3DDEVICE_CREATION_PARAMETERS createParms;
D3DPRESENT_PARAMETERS presentParms;
UINT adapterNo;
D3DDEVTYPE devType;
} IWineD3DDeviceImpl; } IWineD3DDeviceImpl;
extern IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; extern IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;

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@ -1258,6 +1258,7 @@ typedef struct _D3DPRESENT_PARAMETERS_ {
UINT BackBufferCount; UINT BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType; D3DMULTISAMPLE_TYPE MultiSampleType;
DWORD MultiSampleQuality;
D3DSWAPEFFECT SwapEffect; D3DSWAPEFFECT SwapEffect;
HWND hDeviceWindow; HWND hDeviceWindow;
@ -1267,7 +1268,7 @@ typedef struct _D3DPRESENT_PARAMETERS_ {
DWORD Flags; DWORD Flags;
UINT FullScreen_RefreshRateInHz; UINT FullScreen_RefreshRateInHz;
UINT FullScreen_PresentationInterval; UINT PresentationInterval;
} D3DPRESENT_PARAMETERS; } D3DPRESENT_PARAMETERS;

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@ -54,20 +54,20 @@ typedef struct _WINED3DADAPTER_IDENTIFIER {
} WINED3DADAPTER_IDENTIFIER; } WINED3DADAPTER_IDENTIFIER;
typedef struct _WINED3DPRESENT_PARAMETERS { typedef struct _WINED3DPRESENT_PARAMETERS {
UINT BackBufferWidth; UINT *BackBufferWidth;
UINT BackBufferHeight; UINT *BackBufferHeight;
D3DFORMAT BackBufferFormat; D3DFORMAT *BackBufferFormat;
UINT BackBufferCount; UINT *BackBufferCount;
D3DMULTISAMPLE_TYPE MultiSampleType; D3DMULTISAMPLE_TYPE *MultiSampleType;
DWORD MultiSampleQuality; DWORD *MultiSampleQuality;
D3DSWAPEFFECT SwapEffect; D3DSWAPEFFECT *SwapEffect;
HWND hDeviceWindow; HWND *hDeviceWindow;
BOOL Windowed; BOOL *Windowed;
BOOL EnableAutoDepthStencil; BOOL *EnableAutoDepthStencil;
D3DFORMAT AutoDepthStencilFormat; D3DFORMAT *AutoDepthStencilFormat;
DWORD Flags; DWORD *Flags;
UINT FullScreen_RefreshRateInHz; UINT *FullScreen_RefreshRateInHz;
UINT PresentationInterval; UINT *PresentationInterval;
} WINED3DPRESENT_PARAMETERS; } WINED3DPRESENT_PARAMETERS;
typedef struct IWineD3D IWineD3D; typedef struct IWineD3D IWineD3D;
@ -143,9 +143,9 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
#if !defined(__cplusplus) || defined(CINTERFACE) #if !defined(__cplusplus) || defined(CINTERFACE)
/*** IUnknown methods ***/ /*** IUnknown methods ***/
#define IWineD3D_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) #define IWineD3DDevice_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IWineD3D_AddRef(p) (p)->lpVtbl->AddRef(p) #define IWineD3DDevice_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IWineD3D_Release(p) (p)->lpVtbl->Release(p) #define IWineD3DDevice_Release(p) (p)->lpVtbl->Release(p)
/*** IWineD3D methods ***/ /*** IWineD3D methods ***/
#endif #endif