diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index e2fdb50d73a..2f5be5616d0 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -81,18 +81,114 @@ HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DD return D3D_OK; } -/* Private Date is not implemented yet */ +static PrivateData** IWineD3DResourceImpl_FindPrivateData(IWineD3DResourceImpl *This, + REFGUID tag) +{ + PrivateData** data; + for (data = &This->resource.privateData; *data != NULL; data = &(*data)->next) + { + if (IsEqualGUID(&(*data)->tag, tag)) break; + } + return data; +} + HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - FIXME("(%p) : stub\n", This); return D3D_OK; + PrivateData **data; + + TRACE("(%p) : %p %p %ld %ld\n", This, refguid, pData, SizeOfData, Flags); + data = IWineD3DResourceImpl_FindPrivateData(This, refguid); + if (*data == NULL) + { + *data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**data)); + if (NULL == *data) return E_OUTOFMEMORY; + + (*data)->tag = *refguid; + (*data)->flags = Flags; +#if 0 + (*data)->uniquenessValue = This->uniquenessValue; +#endif + if (Flags & D3DSPD_IUNKNOWN) { + (*data)->ptr.object = (LPUNKNOWN)pData; + (*data)->size = sizeof(LPUNKNOWN); + IUnknown_AddRef((*data)->ptr.object); + } + else + { + (*data)->ptr.data = HeapAlloc(GetProcessHeap(), 0, SizeOfData); + if (NULL == (*data)->ptr.data) { + HeapFree(GetProcessHeap(), 0, *data); + return E_OUTOFMEMORY; + } + } + /* link it in */ + (*data)->next = This->resource.privateData; + This->resource.privateData = *data; + return D3D_OK; + + } else { + /* I don't actually know how windows handles this case. The only + * reason I don't just call FreePrivateData is because I want to + * guarantee SetPrivateData working when using LPUNKNOWN or data + * that is no larger than the old data. */ + return E_FAIL; + + } + + return D3D_OK; } + HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - FIXME("(%p) : stub\n", This); return D3D_OK; + PrivateData **data; + + TRACE("(%p) : %p %p %p\n", This, refguid, pData, pSizeOfData); + data = IWineD3DResourceImpl_FindPrivateData(This, refguid); + if (*data == NULL) return D3DERR_NOTFOUND; + + +#if 0 /* This may not be right. */ + if (((*data)->flags & D3DSPD_VOLATILE) + && (*data)->uniquenessValue != This->uniquenessValue) + return DDERR_EXPIRED; +#endif + if (*pSizeOfData < (*data)->size) { + *pSizeOfData = (*data)->size; + return D3DERR_MOREDATA; + } + + if ((*data)->flags & D3DSPD_IUNKNOWN) { + *(LPUNKNOWN *)pData = (*data)->ptr.object; + IUnknown_AddRef((*data)->ptr.object); + } + else { + memcpy(pData, (*data)->ptr.data, (*data)->size); + } + + return D3D_OK; } HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid) { IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - FIXME("(%p) : stub\n", This); return D3D_OK; + PrivateData **data; + + TRACE("(%p) : %p\n", This, refguid); + /* TODO: move this code off into a linked list class */ + data = IWineD3DResourceImpl_FindPrivateData(This, refguid); + if (*data == NULL) return D3DERR_NOTFOUND; + + *data = (*data)->next; + + if ((*data)->flags & D3DSPD_IUNKNOWN) + { + if ((*data)->ptr.object != NULL) + IUnknown_Release((*data)->ptr.object); + } else { + HeapFree(GetProcessHeap(), 0, (*data)->ptr.data); + } + + HeapFree(GetProcessHeap(), 0, *data); + + return D3D_OK; } /* Priority support is not implemented yet */ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 3b9d73379ee..0f692213403 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -448,6 +448,25 @@ typedef struct IWineD3DDeviceImpl extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; +/* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think + * anybody uses it for much so a good implementation is optional. */ +typedef struct PrivateData +{ + struct PrivateData* next; + + GUID tag; + DWORD flags; /* DDSPD_* */ + DWORD uniqueness_value; + + union + { + LPVOID data; + LPUNKNOWN object; + } ptr; + + DWORD size; +} PrivateData; + /***************************************************************************** * IWineD3DResource implementation structure */ @@ -465,6 +484,7 @@ typedef struct IWineD3DResourceClass DWORD usage; WINED3DFORMAT format; BYTE *allocatedMemory; + PrivateData *privateData; } IWineD3DResourceClass;