This prevents for example a d3d9 depth stencil from being destroyed when it
has no external references but is still in use by the device/stateblock. A
nice side effect is that it simplifies handling of "implicit" surfaces like
the frontbuffer and backbuffers, as well as the forwarding of reference counts
for surfaces that are part of a texture.
We will need this for d3d10, where both dxgi and d3d10core are making wined3d
calls. Right now d3d8/d3d9 also use this to protect their own data, but
eventually we should push this down into wined3d itself and use something a
bit more fine-grained. There's no good reason that doing e.g. a vertex buffer
upload in some thread should block all of wined3d.
QueryInterface should return S_OK on success and set the object
pointer to NULL on failure. This is similar to the patch Ivan
submitted a while ago for wined3d.
surface.c/*texture.c (with add of lockable, locked and Dirty flags)
- add of dirtyRect/dirtyBox for better dirtification management (not
used yet, but huge optimisation can be possible now)
- fix some debug traces (well it's better to use debug_d3dpool)
- fix some stupid regression on point parameters (forgot to check
extension on fillcaps)
- more cubetextures fixes (now d3d8 sdk cubemap sample work almost
perfectly)
- add a new debug function "debug_d3dpool" and use it
- add a new param (the device) for the conversions functions (because
we need to check caps to see how to convert)
- some crashes fixed in render to surface code with no stencil-depth
surface
- a very simple cliplane fix
- a stupid palettes fix (stupid language)
- begin of anisotropic filter support
- begin of compressed textures support
- a very useful debug functions: IDirect3DSurface8Impl_SaveSnapshot to
dump surfaces as png ;)
- many useful surfaces debug code (using SaveSnapshot)
using glx pbuffers (with a useful debug code to display rendered
surface into window drawable)
- better cubetextures
- split utilities functions into utils.c and added more
- more readable debug again
- a better caps code (not perfect but i'll use glx code later)
- use of the new caps code
- begin of UpdateTexture
- begin of Cursor support
- cleaning most of deprecated #if 0/#endif
- correct some lockable/unlockable behavior
- correct some returns code
- fix a crash in pixel shader parser (happened with unreal2)
- currently desactive pixel shaders caps (with #define) while hw
shaders code isn't merged
- when we have a special debug channel for shader, use it ;)
- fix again some stubs return value
- more more readable traces now (principaly IDirect3D8 capacities
check and surface locking code) using new debug functions
- fix/cleaning the surface locking code
- now we support D3DTOP_SUBSTRACT so declare it in caps
- now support true 32bit (well X 24 bit can be used as 32 bit in caps
code)
- first try to get D3DTSS_TCI_CAMERASPACENORMAL and
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good
- native support 32 bit support (now application can choose 16 or 32
bit support) if current resolution is 24 bit (as we can only launch
games in windowed mode)
- textures palettes support
- fix reflexion placement code (the sdk sample begin to work)
- fix a stupid crash when using traces in vshaderdeclaration
- more more readable traces (init/caps)
- more cubetextures fixes
- minor indentation and traces fixes
- fix locking/unlocking/dirty behavior (dirtify on lock) +
optimisations (only copy when dirty)
- fix IDirect3DDevice8::Clear behavior (problem seen after a
locking/unlocking code error)
- begin to fix volume and cube textures management
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface