/* * Copyright (c) 1998-2004 Lionel Ulmer * Copyright (c) 2002-2005 Christian Costa * Copyright (c) 2006 Stefan Dösinger * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * * IDirect3DDevice implementation, version 1, 2, 3 and 7. Rendering is relayed * to WineD3D, some minimal DirectDraw specific management is handled here. * The Direct3DDevice is NOT the parent of the WineD3DDevice, because d3d * is initialized when DirectDraw creates the primary surface. * Some type management is necessary, because some D3D types changed between * D3D7 and D3D9. * */ #include "config.h" #include "wine/port.h" #include "wine/debug.h" #include #include #include #include #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winnls.h" #include "winerror.h" #include "wingdi.h" #include "wine/exception.h" #include "excpt.h" #include "ddraw.h" #include "d3d.h" #include "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d7); WINE_DECLARE_DEBUG_CHANNEL(ddraw_thunk); /* The device ID */ const GUID IID_D3DDEVICE_WineD3D = { 0xaef72d43, 0xb09a, 0x4b7b, { 0xb7,0x98,0xc6,0x8a,0x77,0x2d,0x72,0x2a } }; /***************************************************************************** * IUnknown Methods. Common for Version 1, 2, 3 and 7 *****************************************************************************/ /***************************************************************************** * IDirect3DDevice7::QueryInterface * * Used to query other interfaces from a Direct3DDevice interface. * It can return interface pointers to all Direct3DDevice versions as well * as IDirectDraw and IDirect3D. For a link to QueryInterface * rules see ddraw.c, IDirectDraw7::QueryInterface * * Exists in Version 1, 2, 3 and 7 * * Params: * refiid: Interface ID queried for * obj: Used to return the interface pointer * * Returns: * D3D_OK or E_NOINTERFACE * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_QueryInterface(IDirect3DDevice7 *iface, REFIID refiid, void **obj) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(refiid), obj); /* According to COM docs, if the QueryInterface fails, obj should be set to NULL */ *obj = NULL; if(!refiid) return DDERR_INVALIDPARAMS; if ( IsEqualGUID( &IID_IUnknown, refiid ) ) { *obj = ICOM_INTERFACE(This, IDirect3DDevice7); } /* Check DirectDraw Interfacs */ else if( IsEqualGUID( &IID_IDirectDraw7, refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirectDraw7); TRACE("(%p) Returning IDirectDraw7 interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirectDraw4, refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirectDraw4); TRACE("(%p) Returning IDirectDraw4 interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirectDraw2, refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirectDraw2); TRACE("(%p) Returning IDirectDraw2 interface at %p\n", This, *obj); } else if( IsEqualGUID( &IID_IDirectDraw, refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirectDraw); TRACE("(%p) Returning IDirectDraw interface at %p\n", This, *obj); } /* Direct3D */ else if ( IsEqualGUID( &IID_IDirect3D , refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirect3D); TRACE("(%p) Returning IDirect3D interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirect3D2 , refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirect3D2); TRACE("(%p) Returning IDirect3D2 interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirect3D3 , refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirect3D3); TRACE("(%p) Returning IDirect3D3 interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirect3D7 , refiid ) ) { *obj = ICOM_INTERFACE(This->ddraw, IDirect3D7); TRACE("(%p) Returning IDirect3D7 interface at %p\n", This, *obj); } /* Direct3DDevice */ else if ( IsEqualGUID( &IID_IDirect3DDevice , refiid ) ) { *obj = ICOM_INTERFACE(This, IDirect3DDevice); TRACE("(%p) Returning IDirect3DDevice interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirect3DDevice2 , refiid ) ) { *obj = ICOM_INTERFACE(This, IDirect3DDevice2); TRACE("(%p) Returning IDirect3DDevice2 interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirect3DDevice3 , refiid ) ) { *obj = ICOM_INTERFACE(This, IDirect3DDevice3); TRACE("(%p) Returning IDirect3DDevice3 interface at %p\n", This, *obj); } else if ( IsEqualGUID( &IID_IDirect3DDevice7 , refiid ) ) { *obj = ICOM_INTERFACE(This, IDirect3DDevice7); TRACE("(%p) Returning IDirect3DDevice7 interface at %p\n", This, *obj); } /* Unknown interface */ else { ERR("(%p)->(%s, %p): No interface found\n", This, debugstr_guid(refiid), obj); return E_NOINTERFACE; } /* AddRef the returned interface */ IUnknown_AddRef( (IUnknown *) *obj); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_QueryInterface(IDirect3DDevice3 *iface, REFIID riid, void **obj) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%s,%p) thunking to IDirect3DDevice7 interface.\n", This, debugstr_guid(riid), obj); return IDirect3DDevice7_QueryInterface(ICOM_INTERFACE(This, IDirect3DDevice7), riid, obj); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_QueryInterface(IDirect3DDevice2 *iface, REFIID riid, void **obj) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%s,%p) thunking to IDirect3DDevice7 interface.\n", This, debugstr_guid(riid), obj); return IDirect3DDevice7_QueryInterface(ICOM_INTERFACE(This, IDirect3DDevice7), riid, obj); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_QueryInterface(IDirect3DDevice *iface, REFIID riid, void **obp) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->(%s,%p) thunking to IDirect3DDevice7 interface.\n", This, debugstr_guid(riid), obp); return IDirect3DDevice7_QueryInterface(ICOM_INTERFACE(This, IDirect3DDevice7), riid, obp); } /***************************************************************************** * IDirect3DDevice7::AddRef * * Increases the refcount.... * The most exciting Method, definitely * * Exists in Version 1, 2, 3 and 7 * * Returns: * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DDeviceImpl_7_AddRef(IDirect3DDevice7 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : incrementing from %u.\n", This, ref -1); return ref; } static ULONG WINAPI Thunk_IDirect3DDeviceImpl_3_AddRef(IDirect3DDevice3 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_AddRef(ICOM_INTERFACE(This, IDirect3DDevice7)); } static ULONG WINAPI Thunk_IDirect3DDeviceImpl_2_AddRef(IDirect3DDevice2 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_AddRef(ICOM_INTERFACE(This, IDirect3DDevice7)); } static ULONG WINAPI Thunk_IDirect3DDeviceImpl_1_AddRef(IDirect3DDevice *iface) { TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", iface); return IDirect3DDevice7_AddRef(COM_INTERFACE_CAST(IDirect3DDeviceImpl, IDirect3DDevice, IDirect3DDevice7, iface)); } /***************************************************************************** * IDirect3DDevice7::Release * * Decreases the refcount of the interface * When the refcount is reduced to 0, the object is destroyed. * * Exists in Version 1, 2, 3 and 7 * * Returns:d * The new refcount * *****************************************************************************/ static ULONG WINAPI IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p)->() decrementing from %u.\n", This, ref +1); /* This method doesn't destroy the WineD3DDevice, because it's still in use for * 2D rendering. IDirectDrawSurface7::Release will destroy the WineD3DDevice * when the render target is released */ if (ref == 0) { IParent *IndexBufferParent; DWORD i; /* Free the index buffer. */ IWineD3DDevice_SetIndices(This->wineD3DDevice, NULL, 0); IWineD3DIndexBuffer_GetParent(This->indexbuffer, (IUnknown **) &IndexBufferParent); IParent_Release(IndexBufferParent); /* Once for the getParent */ if( IParent_Release(IndexBufferParent) != 0) /* And now to destroy it */ { ERR(" (%p) Something is still holding the index buffer parent %p\n", This, IndexBufferParent); } /* There is no need to unset the vertex buffer here, IWineD3DDevice_Uninit3D will do that when * destroying the primary stateblock. If a vertex buffer is destroyed while it is bound * IDirect3DVertexBuffer::Release will unset it. */ /* Restore the render targets */ if(This->OffScreenTarget) { /* This->target is the offscreen target. * This->ddraw->d3d_target is the target used by DDraw */ TRACE("(%p) Release: Using %p as front buffer, %p as back buffer\n", This, This->ddraw->d3d_target, NULL); IWineD3DDevice_SetFrontBackBuffers(This->wineD3DDevice, This->ddraw->d3d_target->WineD3DSurface, NULL); } /* Release the WineD3DDevice. This won't destroy it */ if(IWineD3DDevice_Release(This->wineD3DDevice) <= 0) { ERR(" (%p) The wineD3D device %p was destroyed unexpectadely. Prepare for trouble\n", This, This->wineD3DDevice); } /* The texture handles should be unset by now, but there might be some bits * missing in our reference counting(needs test). Do a sanity check */ for(i = 0; i < This->numHandles; i++) { if(This->Handles[i].ptr) { switch(This->Handles[i].type) { case DDrawHandle_Texture: { IDirectDrawSurfaceImpl *surf = (IDirectDrawSurfaceImpl *) This->Handles[i].ptr; FIXME("Texture Handle %d not unset properly\n", i + 1); surf->Handle = 0; } break; case DDrawHandle_Material: { IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) This->Handles[i].ptr; FIXME("Material handle %d not unset properly\n", i + 1); mat->Handle = 0; } break; case DDrawHandle_Matrix: { /* No fixme here because this might happen because of sloppy apps */ WARN("Leftover matrix handle %d, deleting\n", i + 1); IDirect3DDevice_DeleteMatrix(ICOM_INTERFACE(This, IDirect3DDevice), i + 1); } break; case DDrawHandle_StateBlock: { /* No fixme here because this might happen because of sloppy apps */ WARN("Leftover stateblock handle %d, deleting\n", i + 1); IDirect3DDevice7_DeleteStateBlock(ICOM_INTERFACE(This, IDirect3DDevice7), i + 1); } break; default: FIXME("Unknown handle %d not unset properly\n", i + 1); } } } HeapFree(GetProcessHeap(), 0, This->Handles); /* Release the render target and the WineD3D render target * (See IDirect3D7::CreateDevice for more comments on this) */ IDirectDrawSurface7_Release(ICOM_INTERFACE(This->target, IDirectDrawSurface7)); IDirectDrawSurface7_Release(ICOM_INTERFACE(This->ddraw->d3d_target,IDirectDrawSurface7)); This->ddraw->d3ddevice = NULL; /* Now free the structure */ HeapFree(GetProcessHeap(), 0, This); } return ref; } static ULONG WINAPI Thunk_IDirect3DDeviceImpl_3_Release(IDirect3DDevice3 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_Release(ICOM_INTERFACE(This, IDirect3DDevice7)); } static ULONG WINAPI Thunk_IDirect3DDeviceImpl_2_Release(IDirect3DDevice2 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_Release(ICOM_INTERFACE(This, IDirect3DDevice7)); } static ULONG WINAPI Thunk_IDirect3DDeviceImpl_1_Release(IDirect3DDevice *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_Release(ICOM_INTERFACE(This, IDirect3DDevice7)); } /***************************************************************************** * IDirect3DDevice Methods *****************************************************************************/ /***************************************************************************** * IDirect3DDevice::Initialize * * Initializes a Direct3DDevice. This implementation is a no-op, as all * initialization is done at create time. * * Exists in Version 1 * * Parameters: * No idea what they mean, as the MSDN page is gone * * Returns: DD_OK * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_Initialize(IDirect3DDevice *iface, IDirect3D *Direct3D, GUID *guid, D3DDEVICEDESC *Desc) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); /* It shouldn't be crucial, but print a FIXME, I'm interested if * any game calls it and when */ FIXME("(%p)->(%p,%p,%p): No-op!\n", This, Direct3D, guid, Desc); return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::GetCaps * * Retrieves the device's capabilities * * This implementation is used for Version 7 only, the older versions have * their own implementation. * * Parameters: * Desc: Pointer to a D3DDEVICEDESC7 structure to fill * * Returns: * D3D_OK on success * D3DERR_* if a problem occurs. See WineD3D * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetCaps(IDirect3DDevice7 *iface, D3DDEVICEDESC7 *Desc) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); D3DDEVICEDESC OldDesc; TRACE("(%p)->(%p)\n", This, Desc); /* Call the same function used by IDirect3D, this saves code */ return IDirect3DImpl_GetCaps(This->ddraw->wineD3D, &OldDesc, Desc); } /***************************************************************************** * IDirect3DDevice3::GetCaps * * Retrieves the capabilities of the hardware device and the emulation * device. For Wine, hardware and emulation are the same (it's all HW). * * This implementation is used for Version 1, 2, and 3. Version 7 has its own * * Parameters: * HWDesc: Structure to fill with the HW caps * HelDesc: Structure to fill with the hardare emulation caps * * Returns: * D3D_OK on success * D3DERR_* if a problem occurs. See WineD3D * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_GetCaps(IDirect3DDevice3 *iface, D3DDEVICEDESC *HWDesc, D3DDEVICEDESC *HelDesc) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); D3DDEVICEDESC7 newDesc; HRESULT hr; TRACE("(%p)->(%p,%p)\n", iface, HWDesc, HelDesc); hr = IDirect3DImpl_GetCaps(This->ddraw->wineD3D, HWDesc, &newDesc); if(hr != D3D_OK) return hr; *HelDesc = *HWDesc; return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetCaps(IDirect3DDevice2 *iface, D3DDEVICEDESC *D3DHWDevDesc, D3DDEVICEDESC *D3DHELDevDesc) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DDevice3 interface.\n", This, D3DHWDevDesc, D3DHELDevDesc); return IDirect3DDevice3_GetCaps(ICOM_INTERFACE(This, IDirect3DDevice3), D3DHWDevDesc, D3DHELDevDesc); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_GetCaps(IDirect3DDevice *iface, D3DDEVICEDESC *D3DHWDevDesc, D3DDEVICEDESC *D3DHELDevDesc) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DDevice3 interface.\n", This, D3DHWDevDesc, D3DHELDevDesc); return IDirect3DDevice3_GetCaps(ICOM_INTERFACE(This, IDirect3DDevice3), D3DHWDevDesc, D3DHELDevDesc); } /***************************************************************************** * IDirect3DDevice2::SwapTextureHandles * * Swaps the texture handles of 2 Texture interfaces. Version 1 and 2 * * Parameters: * Tex1, Tex2: The 2 Textures to swap * * Returns: * D3D_OK * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_2_SwapTextureHandles(IDirect3DDevice2 *iface, IDirect3DTexture2 *Tex1, IDirect3DTexture2 *Tex2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); DWORD swap; IDirectDrawSurfaceImpl *surf1 = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, Tex1); IDirectDrawSurfaceImpl *surf2 = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, Tex2); TRACE("(%p)->(%p,%p)\n", This, surf1, surf2); This->Handles[surf1->Handle - 1].ptr = surf2; This->Handles[surf2->Handle - 1].ptr = surf1; swap = surf2->Handle; surf2->Handle = surf1->Handle; surf1->Handle = swap; return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles(IDirect3DDevice *iface, IDirect3DTexture *D3DTex1, IDirect3DTexture *D3DTex2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); IDirectDrawSurfaceImpl *surf1 = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture, D3DTex1); IDirectDrawSurfaceImpl *surf2 = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture, D3DTex2); TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DDevice2 interface.\n", This, surf1, surf2); return IDirect3DDevice2_SwapTextureHandles(ICOM_INTERFACE(This, IDirect3DDevice2), ICOM_INTERFACE(surf1, IDirect3DTexture2), ICOM_INTERFACE(surf2, IDirect3DTexture2)); } /***************************************************************************** * IDirect3DDevice3::GetStats * * This method seems to retrieve some stats from the device. * The MSDN documentation doesn't exist any more, but the D3DSTATS * structure suggests that the amout of drawn primitives and processed * vertices is returned. * * Exists in Version 1, 2 and 3 * * Parameters: * Stats: Pointer to a D3DSTATS structure to be filled * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Stats == NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_GetStats(IDirect3DDevice3 *iface, D3DSTATS *Stats) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); FIXME("(%p)->(%p): Stub!\n", This, Stats); if(!Stats) return DDERR_INVALIDPARAMS; /* Fill the Stats with 0 */ Stats->dwTrianglesDrawn = 0; Stats->dwLinesDrawn = 0; Stats->dwPointsDrawn = 0; Stats->dwSpansDrawn = 0; Stats->dwVerticesProcessed = 0; return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetStats(IDirect3DDevice2 *iface, D3DSTATS *Stats) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, Stats); return IDirect3DDevice3_GetStats(ICOM_INTERFACE(This, IDirect3DDevice3), Stats); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_GetStats(IDirect3DDevice *iface, D3DSTATS *Stats) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, Stats); return IDirect3DDevice3_GetStats(ICOM_INTERFACE(This, IDirect3DDevice3), Stats); } /***************************************************************************** * IDirect3DDevice::CreateExecuteBuffer * * Creates an IDirect3DExecuteBuffer, used for rendering with a * Direct3DDevice. * * Version 1 only. * * Params: * Desc: Buffer description * ExecuteBuffer: Address to return the Interface pointer at * UnkOuter: Must be NULL. Basically for aggregation, which ddraw doesn't * support * * Returns: * CLASS_E_NOAGGREGATION if UnkOuter != NULL * DDERR_OUTOFMEMORY if we ran out of memory * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_CreateExecuteBuffer(IDirect3DDevice *iface, D3DEXECUTEBUFFERDESC *Desc, IDirect3DExecuteBuffer **ExecuteBuffer, IUnknown *UnkOuter) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); IDirect3DExecuteBufferImpl* object; TRACE("(%p)->(%p,%p,%p)!\n", This, Desc, ExecuteBuffer, UnkOuter); if(UnkOuter) return CLASS_E_NOAGGREGATION; /* Allocate the new Execute Buffer */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DExecuteBufferImpl)); if(!object) { ERR("Out of memory when allocating a IDirect3DExecuteBufferImpl structure\n"); return DDERR_OUTOFMEMORY; } ICOM_INIT_INTERFACE(object, IDirect3DExecuteBuffer, IDirect3DExecuteBuffer_Vtbl); object->ref = 1; object->d3ddev = This; /* Initializes memory */ memcpy(&object->desc, Desc, Desc->dwSize); /* No buffer given */ if ((object->desc.dwFlags & D3DDEB_LPDATA) == 0) object->desc.lpData = NULL; /* No buffer size given */ if ((object->desc.dwFlags & D3DDEB_BUFSIZE) == 0) object->desc.dwBufferSize = 0; /* Create buffer if asked */ if ((object->desc.lpData == NULL) && (object->desc.dwBufferSize > 0)) { object->need_free = TRUE; object->desc.lpData = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,object->desc.dwBufferSize); if(!object->desc.lpData) { ERR("Out of memory when allocating the execute buffer data\n"); HeapFree(GetProcessHeap(), 0, object); return DDERR_OUTOFMEMORY; } } else { object->need_free = FALSE; } /* No vertices for the moment */ object->vertex_data = NULL; object->desc.dwFlags |= D3DDEB_LPDATA; object->indices = NULL; object->nb_indices = 0; *ExecuteBuffer = ICOM_INTERFACE(object, IDirect3DExecuteBuffer); TRACE(" Returning IDirect3DExecuteBuffer at %p, implementation is at %p\n", *ExecuteBuffer, object); return D3D_OK; } /***************************************************************************** * IDirect3DDevice::Execute * * Executes all the stuff in an execute buffer. * * Params: * ExecuteBuffer: The buffer to execute * Viewport: The viewport used for rendering * Flags: Some flags * * Returns: * DDERR_INVALIDPARAMS if ExecuteBuffer == NULL * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_Execute(IDirect3DDevice *iface, IDirect3DExecuteBuffer *ExecuteBuffer, IDirect3DViewport *Viewport, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); IDirect3DExecuteBufferImpl *Direct3DExecuteBufferImpl = ICOM_OBJECT(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, ExecuteBuffer); IDirect3DViewportImpl *Direct3DViewportImpl = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Viewport); TRACE("(%p)->(%p,%p,%08x)\n", This, Direct3DExecuteBufferImpl, Direct3DViewportImpl, Flags); if(!Direct3DExecuteBufferImpl) return DDERR_INVALIDPARAMS; /* Execute... */ IDirect3DExecuteBufferImpl_Execute(Direct3DExecuteBufferImpl, This, Direct3DViewportImpl); return D3D_OK; } /***************************************************************************** * IDirect3DDevice3::AddViewport * * Add a Direct3DViewport to the device's viewport list. These viewports * are wrapped to IDirect3DDevice7 viewports in viewport.c * * Exists in Version 1, 2 and 3. Note that IDirect3DViewport 1, 2 and 3 * are the same interfaces. * * Params: * Viewport: The viewport to add * * Returns: * DDERR_INVALIDPARAMS if Viewport == NULL * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_AddViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *Viewport) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Viewport); TRACE("(%p)->(%p)\n", This, vp); /* Sanity check */ if(!vp) return DDERR_INVALIDPARAMS; vp->next = This->viewport_list; This->viewport_list = vp; return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_AddViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 *Direct3DViewport2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Direct3DViewport2); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, vp); return IDirect3DDevice3_AddViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_AddViewport(IDirect3DDevice *iface, IDirect3DViewport *Direct3DViewport) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Direct3DViewport); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, vp); return IDirect3DDevice3_AddViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3)); } /***************************************************************************** * IDirect3DDevice3::DeleteViewport * * Deletes a Direct3DViewport from the device's viewport list. * * Exists in Version 1, 2 and 3. Note that all Viewport interface versions * are equal. * * Params: * Viewport: The viewport to delete * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if the viewport wasn't found in the list * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_DeleteViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *Viewport) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *) Viewport; IDirect3DViewportImpl *cur_viewport, *prev_viewport = NULL; TRACE("(%p)->(%p)\n", This, vp); cur_viewport = This->viewport_list; while (cur_viewport != NULL) { if (cur_viewport == vp) { if (prev_viewport == NULL) This->viewport_list = cur_viewport->next; else prev_viewport->next = cur_viewport->next; /* TODO : add desactivate of the viewport and all associated lights... */ return D3D_OK; } prev_viewport = cur_viewport; cur_viewport = cur_viewport->next; } return DDERR_INVALIDPARAMS; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_DeleteViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 *Direct3DViewport2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Direct3DViewport2); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, vp); return IDirect3DDevice3_DeleteViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_DeleteViewport(IDirect3DDevice *iface, IDirect3DViewport *Direct3DViewport) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Direct3DViewport); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, vp); return IDirect3DDevice3_DeleteViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3)); } /***************************************************************************** * IDirect3DDevice3::NextViewport * * Returns a viewport from the viewport list, depending on the * passed viewport and the flags. * * Exists in Version 1, 2 and 3. Note that all Viewport interface versions * are equal. * * Params: * Viewport: Viewport to use for beginning the search * Flags: D3DNEXT_NEXT, D3DNEXT_HEAD or D3DNEXT_TAIL * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if the flags were wrong, or Viewport was NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_NextViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *Viewport3, IDirect3DViewport3 **lplpDirect3DViewport3, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Viewport3); IDirect3DViewportImpl *res = NULL; TRACE("(%p)->(%p,%p,%08x)\n", This, vp, lplpDirect3DViewport3, Flags); if(!vp) { *lplpDirect3DViewport3 = NULL; return DDERR_INVALIDPARAMS; } switch (Flags) { case D3DNEXT_NEXT: { res = vp->next; } break; case D3DNEXT_HEAD: { res = This->viewport_list; } break; case D3DNEXT_TAIL: { IDirect3DViewportImpl *cur_viewport = This->viewport_list; if (cur_viewport != NULL) { while (cur_viewport->next != NULL) cur_viewport = cur_viewport->next; } res = cur_viewport; } break; default: *lplpDirect3DViewport3 = NULL; return DDERR_INVALIDPARAMS; } *lplpDirect3DViewport3 = ICOM_INTERFACE(res, IDirect3DViewport3); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_NextViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 *Viewport2, IDirect3DViewport2 **lplpDirect3DViewport2, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Viewport2); IDirect3DViewport3 *res; HRESULT hr; TRACE_(ddraw_thunk)("(%p)->(%p,%p,%08x) thunking to IDirect3DDevice3 interface.\n", This, vp, lplpDirect3DViewport2, Flags); hr = IDirect3DDevice3_NextViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3), &res, Flags); *lplpDirect3DViewport2 = (IDirect3DViewport2 *) COM_INTERFACE_CAST(IDirect3DViewportImpl, IDirect3DViewport3, IDirect3DViewport3, res); return hr; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_NextViewport(IDirect3DDevice *iface, IDirect3DViewport *Viewport, IDirect3DViewport **lplpDirect3DViewport, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Viewport); IDirect3DViewport3 *res; HRESULT hr; TRACE_(ddraw_thunk)("(%p)->(%p,%p,%08x) thunking to IDirect3DDevice3 interface.\n", This, vp, lplpDirect3DViewport, Flags); hr = IDirect3DDevice3_NextViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3), &res, Flags); *lplpDirect3DViewport = (IDirect3DViewport *) COM_INTERFACE_CAST(IDirect3DViewportImpl, IDirect3DViewport3, IDirect3DViewport3, res); return hr; } /***************************************************************************** * IDirect3DDevice::Pick * * Executes an execute buffer without performing rendering. Instead, a * list of primitives that intersect with (x1,y1) of the passed rectangle * is created. IDirect3DDevice::GetPickRecords can be used to retrieve * this list. * * Version 1 only * * Params: * ExecuteBuffer: Buffer to execute * Viewport: Viewport to use for execution * Flags: None are defined, according to the SDK * Rect: Specifies the coordinates to be picked. Only x1 and y2 are used, * x2 and y2 are ignored. * * Returns: * D3D_OK because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_Pick(IDirect3DDevice *iface, IDirect3DExecuteBuffer *ExecuteBuffer, IDirect3DViewport *Viewport, DWORD Flags, D3DRECT *Rect) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); IDirect3DExecuteBufferImpl *execbuf = ICOM_OBJECT(IDirect3DExecuteBufferImpl, IDirect3DExecuteBuffer, ExecuteBuffer); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Viewport); FIXME("(%p)->(%p,%p,%08x,%p): stub!\n", This, execbuf, vp, Flags, Rect); return D3D_OK; } /***************************************************************************** * IDirect3DDevice::GetPickRecords * * Retrieves the pick records generated by IDirect3DDevice::GetPickRecords * * Version 1 only * * Params: * Count: Pointer to a DWORD containing the numbers of pick records to * retrieve * D3DPickRec: Address to store the resulting D3DPICKRECORD arry. * * Returns: * D3D_OK, because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_GetPickRecords(IDirect3DDevice *iface, DWORD *Count, D3DPICKRECORD *D3DPickRec) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); FIXME("(%p)->(%p,%p): stub!\n", This, Count, D3DPickRec); return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::EnumTextureformats * * Enumerates the supported texture formats. It has a list of all possible * formats and calls IWineD3D::CheckDeviceFormat for each format to see if * WineD3D supports it. If so, then it is passed to the app. * * This is for Version 7 and 3, older versions have a different * callback function and their own implementation * * Params: * Callback: Callback to call for each enumerated format * Arg: Argument to pass to the callback * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Callback == NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_EnumTextureFormats(IDirect3DDevice7 *iface, LPD3DENUMPIXELFORMATSCALLBACK Callback, void *Arg) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; int i; WINED3DFORMAT FormatList[] = { /* 32 bit */ WINED3DFMT_A8R8G8B8, WINED3DFMT_X8R8G8B8, /* 24 bit */ WINED3DFMT_R8G8B8, /* 16 Bit */ WINED3DFMT_A1R5G5B5, WINED3DFMT_A4R4G4B4, WINED3DFMT_R5G6B5, WINED3DFMT_X1R5G5B5, /* 8 Bit */ WINED3DFMT_R3G3B2, WINED3DFMT_P8, /* FOURCC codes */ WINED3DFMT_DXT1, WINED3DFMT_DXT3, WINED3DFMT_DXT5, }; TRACE("(%p)->(%p,%p): Relay\n", This, Callback, Arg); if(!Callback) return DDERR_INVALIDPARAMS; for(i = 0; i < sizeof(FormatList) / sizeof(WINED3DFORMAT); i++) { hr = IWineD3D_CheckDeviceFormat(This->ddraw->wineD3D, 0 /* Adapter */, 0 /* DeviceType */, 0 /* AdapterFormat */, 0 /* Usage */, 0 /* ResourceType */, FormatList[i]); if(hr == D3D_OK) { DDPIXELFORMAT pformat; memset(&pformat, 0, sizeof(pformat)); pformat.dwSize = sizeof(pformat); PixelFormat_WineD3DtoDD(&pformat, FormatList[i]); TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]); hr = Callback(&pformat, Arg); if(hr != DDENUMRET_OK) { TRACE("Format enumeration cancelled by application\n"); return D3D_OK; } } } TRACE("End of enumeration\n"); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats(IDirect3DDevice3 *iface, LPD3DENUMPIXELFORMATSCALLBACK Callback, void *Arg) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DDevice7 interface.\n", This, Callback, Arg); return IDirect3DDevice7_EnumTextureFormats(ICOM_INTERFACE(This, IDirect3DDevice7), Callback, Arg); } /***************************************************************************** * IDirect3DDevice2::EnumTextureformats * * EnumTextureFormats for Version 1 and 2, see * IDirect3DDevice7::EnumTexureFormats for a more detailed description. * * This version has a different callback and does not enumerate FourCC * formats * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_2_EnumTextureFormats(IDirect3DDevice2 *iface, LPD3DENUMTEXTUREFORMATSCALLBACK Callback, void *Arg) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); HRESULT hr; int i; WINED3DFORMAT FormatList[] = { /* 32 bit */ WINED3DFMT_A8R8G8B8, WINED3DFMT_X8R8G8B8, /* 24 bit */ WINED3DFMT_R8G8B8, /* 16 Bit */ WINED3DFMT_A1R5G5B5, WINED3DFMT_A4R4G4B4, WINED3DFMT_R5G6B5, WINED3DFMT_X1R5G5B5, /* 8 Bit */ WINED3DFMT_R3G3B2, WINED3DFMT_P8, /* FOURCC codes - Not in this version*/ }; TRACE("(%p)->(%p,%p): Relay\n", This, Callback, Arg); if(!Callback) return DDERR_INVALIDPARAMS; for(i = 0; i < sizeof(FormatList) / sizeof(WINED3DFORMAT); i++) { hr = IWineD3D_CheckDeviceFormat(This->ddraw->wineD3D, 0 /* Adapter */, 0 /* DeviceType */, 0 /* AdapterFormat */, 0 /* Usage */, 0 /* ResourceType */, FormatList[i]); if(hr == D3D_OK) { DDSURFACEDESC sdesc; memset(&sdesc, 0, sizeof(sdesc)); sdesc.dwSize = sizeof(sdesc); sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS; sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE; sdesc.ddpfPixelFormat.dwSize = sizeof(sdesc.ddpfPixelFormat.dwSize); PixelFormat_WineD3DtoDD(&sdesc.ddpfPixelFormat, FormatList[i]); TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]); hr = Callback(&sdesc, Arg); if(hr != DDENUMRET_OK) { TRACE("Format enumeration cancelled by application\n"); return D3D_OK; } } } TRACE("End of enumeration\n"); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats(IDirect3DDevice *iface, LPD3DENUMTEXTUREFORMATSCALLBACK Callback, void *Arg) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DDevice2 interface.\n", This, Callback, Arg); return IDirect3DDevice2_EnumTextureFormats(ICOM_INTERFACE(This, IDirect3DDevice2), Callback, Arg); } /***************************************************************************** * IDirect3DDevice::CreateMatrix * * Creates a matrix handle. A handle is created and memory for a D3DMATRIX is * allocated for the handle. * * Version 1 only * * Params * D3DMatHandle: Address to return the handle at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if D3DMatHandle = NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_CreateMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE *D3DMatHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); D3DMATRIX *Matrix; TRACE("(%p)->(%p)\n", This, D3DMatHandle); if(!D3DMatHandle) return DDERR_INVALIDPARAMS; Matrix = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(D3DMATRIX)); if(!Matrix) { ERR("Out of memory when allocating a D3DMATRIX\n"); return DDERR_OUTOFMEMORY; } *D3DMatHandle = IDirect3DDeviceImpl_CreateHandle(This); if(!(*D3DMatHandle)) { ERR("Failed to create a matrix handle\n"); HeapFree(GetProcessHeap(), 0, Matrix); return DDERR_OUTOFMEMORY; } This->Handles[(DWORD) *D3DMatHandle - 1].ptr = Matrix; This->Handles[(DWORD) *D3DMatHandle - 1].type = DDrawHandle_Matrix; TRACE(" returning matrix handle %d\n", *D3DMatHandle); return D3D_OK; } /***************************************************************************** * IDirect3DDevice::SetMatrix * * Sets a matrix for a matrix handle. The matrix is copied into the memory * allocated for the handle * * Version 1 only * * Params: * D3DMatHandle: Handle to set the matrix to * D3DMatrix: Matrix to set * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if the handle of the matrix is invalid or the matrix * to set is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_SetMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE D3DMatHandle, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE("(%p)->(%08x,%p)\n", This, (DWORD) D3DMatHandle, D3DMatrix); if( (!D3DMatHandle) || (!D3DMatrix) ) return DDERR_INVALIDPARAMS; if(D3DMatHandle > This->numHandles) { ERR("Handle %d out of range\n", D3DMatHandle); return DDERR_INVALIDPARAMS; } else if(This->Handles[D3DMatHandle - 1].type != DDrawHandle_Matrix) { ERR("Handle %d is not a matrix handle\n", D3DMatHandle); return DDERR_INVALIDPARAMS; } if (TRACE_ON(d3d7)) dump_D3DMATRIX(D3DMatrix); *((D3DMATRIX *) This->Handles[D3DMatHandle - 1].ptr) = *D3DMatrix; return D3D_OK; } /***************************************************************************** * IDirect3DDevice::SetMatrix * * Returns the content of a D3DMATRIX handle * * Version 1 only * * Params: * D3DMatHandle: Matrix handle to read the content from * D3DMatrix: Address to store the content at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if D3DMatHandle is invalid or D3DMatrix is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_GetMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE D3DMatHandle, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE("(%p)->(%08x,%p)\n", This, (DWORD) D3DMatHandle, D3DMatrix); if(!D3DMatrix) return DDERR_INVALIDPARAMS; if(!D3DMatHandle) return DDERR_INVALIDPARAMS; if(D3DMatHandle > This->numHandles) { ERR("Handle %d out of range\n", D3DMatHandle); return DDERR_INVALIDPARAMS; } else if(This->Handles[D3DMatHandle - 1].type != DDrawHandle_Matrix) { ERR("Handle %d is not a matrix handle\n", D3DMatHandle); return DDERR_INVALIDPARAMS; } /* The handle is simply a pointer to a D3DMATRIX structure */ *D3DMatrix = *((D3DMATRIX *) This->Handles[D3DMatHandle - 1].ptr); return D3D_OK; } /***************************************************************************** * IDirect3DDevice::DeleteMatrix * * Destroys a Matrix handle. Frees the memory and unsets the handle data * * Version 1 only * * Params: * D3DMatHandle: Handle to destroy * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if D3DMatHandle is invalid * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_1_DeleteMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE D3DMatHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE("(%p)->(%08x)\n", This, (DWORD) D3DMatHandle); if(!D3DMatHandle) return DDERR_INVALIDPARAMS; if(D3DMatHandle > This->numHandles) { ERR("Handle %d out of range\n", D3DMatHandle); return DDERR_INVALIDPARAMS; } else if(This->Handles[D3DMatHandle - 1].type != DDrawHandle_Matrix) { ERR("Handle %d is not a matrix handle\n", D3DMatHandle); return DDERR_INVALIDPARAMS; } HeapFree(GetProcessHeap(), 0, This->Handles[D3DMatHandle - 1].ptr); This->Handles[D3DMatHandle - 1].ptr = NULL; This->Handles[D3DMatHandle - 1].type = DDrawHandle_Unknown; return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::BeginScene * * This method must be called before any rendering is performed. * IDirect3DDevice::EndScene has to be called after the scene is complete * * Version 1, 2, 3 and 7 * * Returns: * D3D_OK on success, for details see IWineD3DDevice::BeginScene * D3DERR_SCENE_IN_SCENE if WineD3D returns an error(Only in case of an already * started scene). * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_BeginScene(IDirect3DDevice7 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p): Relay\n", This); hr = IWineD3DDevice_BeginScene(This->wineD3DDevice); if(hr == WINED3D_OK) return D3D_OK; else return D3DERR_SCENE_IN_SCENE; /* TODO: Other possible causes of failure */ } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_BeginScene(IDirect3DDevice3 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_BeginScene(ICOM_INTERFACE(This, IDirect3DDevice7)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_BeginScene(IDirect3DDevice2 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_BeginScene(ICOM_INTERFACE(This, IDirect3DDevice7)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_BeginScene(IDirect3DDevice *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_BeginScene(ICOM_INTERFACE(This, IDirect3DDevice7)); } /***************************************************************************** * IDirect3DDevice7::EndScene * * Ends a scene that has been begun with IDirect3DDevice7::BeginScene. * This method must be called after rendering is finished. * * Version 1, 2, 3 and 7 * * Returns: * D3D_OK on success, for details see IWineD3DDevice::EndScene * D3DERR_SCENE_NOT_IN_SCENE is returned if WineD3D returns an error. It does * that only if the scene was already ended. * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_EndScene(IDirect3DDevice7 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p): Relay\n", This); hr = IWineD3DDevice_EndScene(This->wineD3DDevice); if(hr == WINED3D_OK) return D3D_OK; else return D3DERR_SCENE_NOT_IN_SCENE; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_EndScene(IDirect3DDevice3 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_EndScene(ICOM_INTERFACE(This, IDirect3DDevice7)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_EndScene(IDirect3DDevice2 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_EndScene(ICOM_INTERFACE(This, IDirect3DDevice7)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_EndScene(IDirect3DDevice *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DDevice7 interface.\n", This); return IDirect3DDevice7_EndScene(ICOM_INTERFACE(This, IDirect3DDevice7)); } /***************************************************************************** * IDirect3DDevice7::GetDirect3D * * Returns the IDirect3D(= interface to the DirectDraw object) used to create * this device. * * Params: * Direct3D7: Address to store the interface pointer at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Direct3D7 == NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetDirect3D(IDirect3DDevice7 *iface, IDirect3D7 **Direct3D7) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%p)\n", This, Direct3D7); if(!Direct3D7) return DDERR_INVALIDPARAMS; *Direct3D7 = ICOM_INTERFACE(This->ddraw, IDirect3D7); IDirect3D7_AddRef(*Direct3D7); TRACE(" returning interface %p\n", *Direct3D7); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetDirect3D(IDirect3DDevice3 *iface, IDirect3D3 **Direct3D3) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); HRESULT ret; IDirect3D7 *ret_ptr; TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, Direct3D3); ret = IDirect3DDevice7_GetDirect3D(ICOM_INTERFACE(This, IDirect3DDevice7), &ret_ptr); if(ret != D3D_OK) return ret; *Direct3D3 = COM_INTERFACE_CAST(IDirectDrawImpl, IDirect3D7, IDirect3D3, ret_ptr); TRACE(" returning interface %p\n", *Direct3D3); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetDirect3D(IDirect3DDevice2 *iface, IDirect3D2 **Direct3D2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); HRESULT ret; IDirect3D7 *ret_ptr; TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, Direct3D2); ret = IDirect3DDevice7_GetDirect3D(ICOM_INTERFACE(This, IDirect3DDevice7), &ret_ptr); if(ret != D3D_OK) return ret; *Direct3D2 = COM_INTERFACE_CAST(IDirectDrawImpl, IDirect3D7, IDirect3D2, ret_ptr); TRACE(" returning interface %p\n", *Direct3D2); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_1_GetDirect3D(IDirect3DDevice *iface, IDirect3D **Direct3D) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice, iface); HRESULT ret; IDirect3D7 *ret_ptr; TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, Direct3D); ret = IDirect3DDevice7_GetDirect3D(ICOM_INTERFACE(This, IDirect3DDevice7), &ret_ptr); if(ret != D3D_OK) return ret; *Direct3D = COM_INTERFACE_CAST(IDirectDrawImpl, IDirect3D7, IDirect3D, ret_ptr); TRACE(" returning interface %p\n", *Direct3D); return D3D_OK; } /***************************************************************************** * IDirect3DDevice3::SetCurrentViewport * * Sets a Direct3DViewport as the current viewport. * For the thunks note that all viewport interface versions are equal * * Params: * Direct3DViewport3: The viewport to set * * Version 2 and 3 * * Returns: * D3D_OK on success * (Is a NULL viewport valid?) * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_SetCurrentViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 *Direct3DViewport3) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Direct3DViewport3); TRACE("(%p)->(%p)\n", This, Direct3DViewport3); /* Do nothing if the specified viewport is the same as the current one */ if (This->current_viewport == vp ) return D3D_OK; /* Should check if the viewport was added or not */ /* Release previous viewport and AddRef the new one */ if (This->current_viewport) { TRACE("ViewportImpl is at %p, interface is at %p\n", This->current_viewport, ICOM_INTERFACE(This->current_viewport, IDirect3DViewport3)); IDirect3DViewport3_Release( ICOM_INTERFACE(This->current_viewport, IDirect3DViewport3) ); } IDirect3DViewport3_AddRef(Direct3DViewport3); /* Set this viewport as the current viewport */ This->current_viewport = vp; /* Activate this viewport */ This->current_viewport->active_device = This; This->current_viewport->activate(This->current_viewport); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 *Direct3DViewport2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, Direct3DViewport2); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, vp); return IDirect3DDevice3_SetCurrentViewport(ICOM_INTERFACE(This, IDirect3DDevice3), ICOM_INTERFACE(vp, IDirect3DViewport3)); } /***************************************************************************** * IDirect3DDevice3::GetCurrentViewport * * Returns the currently active viewport. * * Version 2 and 3 * * Params: * Direct3DViewport3: Address to return the interface pointer at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Direct3DViewport == NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_GetCurrentViewport(IDirect3DDevice3 *iface, IDirect3DViewport3 **Direct3DViewport3) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE("(%p)->(%p)\n", This, Direct3DViewport3); if(!Direct3DViewport3) return DDERR_INVALIDPARAMS; *Direct3DViewport3 = ICOM_INTERFACE(This->current_viewport, IDirect3DViewport3); /* AddRef the returned viewport */ if(*Direct3DViewport3) IDirect3DViewport3_AddRef(*Direct3DViewport3); TRACE(" returning interface %p\n", *Direct3DViewport3); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport(IDirect3DDevice2 *iface, IDirect3DViewport2 **Direct3DViewport2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); HRESULT hr; TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, Direct3DViewport2); hr = IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This, IDirect3DDevice3), (IDirect3DViewport3 **) Direct3DViewport2); if(hr != D3D_OK) return hr; *Direct3DViewport2 = (IDirect3DViewport2 *) COM_INTERFACE_CAST(IDirect3DViewportImpl, IDirect3DViewport3, IDirect3DViewport3, *Direct3DViewport2); return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::SetRenderTarget * * Sets the render target for the Direct3DDevice. * For the thunks note that IDirectDrawSurface7 == IDirectDrawSurface4 and * IDirectDrawSurface3 == IDirectDrawSurface * * Version 2, 3 and 7 * * Params: * NewTarget: Pointer to an IDirectDrawSurface7 interface to set as the new * render target * Flags: Some flags * * Returns: * D3D_OK on success, for details see IWineD3DDevice::SetRenderTarget * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetRenderTarget(IDirect3DDevice7 *iface, IDirectDrawSurface7 *NewTarget, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IDirectDrawSurfaceImpl *Target = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, NewTarget); TRACE("(%p)->(%p,%08x): Relay\n", This, NewTarget, Flags); /* Flags: Not used */ return IWineD3DDevice_SetRenderTarget(This->wineD3DDevice, 0, Target ? Target->WineD3DSurface : NULL); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_SetRenderTarget(IDirect3DDevice3 *iface, IDirectDrawSurface4 *NewRenderTarget, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirectDrawSurfaceImpl *Target = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, NewRenderTarget); TRACE_(ddraw_thunk)("(%p)->(%p,%08x) thunking to IDirect3DDevice7 interface.\n", This, Target, Flags); return IDirect3DDevice7_SetRenderTarget(ICOM_INTERFACE(This, IDirect3DDevice7), ICOM_INTERFACE(Target, IDirectDrawSurface7), Flags); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_SetRenderTarget(IDirect3DDevice2 *iface, IDirectDrawSurface *NewRenderTarget, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); IDirectDrawSurfaceImpl *Target = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface3, NewRenderTarget); TRACE_(ddraw_thunk)("(%p)->(%p,%08x) thunking to IDirect3DDevice7 interface.\n", This, Target, Flags); return IDirect3DDevice7_SetRenderTarget(ICOM_INTERFACE(This, IDirect3DDevice7), ICOM_INTERFACE(Target, IDirectDrawSurface7), Flags); } /***************************************************************************** * IDirect3DDevice7::GetRenderTarget * * Returns the current render target. * This is handled locally, because the WineD3D render target's parent * is an IParent * * Version 2, 3 and 7 * * Params: * RenderTarget: Address to store the surface interface pointer * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if RenderTarget == NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetRenderTarget(IDirect3DDevice7 *iface, IDirectDrawSurface7 **RenderTarget) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%p): Relay\n", This, RenderTarget); if(!RenderTarget) return DDERR_INVALIDPARAMS; *RenderTarget = ICOM_INTERFACE(This->target, IDirectDrawSurface7); IDirectDrawSurface7_AddRef(*RenderTarget); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetRenderTarget(IDirect3DDevice3 *iface, IDirectDrawSurface4 **RenderTarget) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); HRESULT hr; TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, RenderTarget); hr = IDirect3DDevice7_GetRenderTarget(ICOM_INTERFACE(This, IDirect3DDevice7), (IDirectDrawSurface7 **) RenderTarget); if(hr != D3D_OK) return hr; *RenderTarget = (IDirectDrawSurface4 *) COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirectDrawSurface7, IDirectDrawSurface7, *RenderTarget); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetRenderTarget(IDirect3DDevice2 *iface, IDirectDrawSurface **RenderTarget) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); HRESULT hr; TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, RenderTarget); hr = IDirect3DDevice7_GetRenderTarget(ICOM_INTERFACE(This, IDirect3DDevice7), (IDirectDrawSurface7 **) RenderTarget); if(hr != D3D_OK) return hr; *RenderTarget = (IDirectDrawSurface *) COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirectDrawSurface7, IDirectDrawSurface3, *RenderTarget); return D3D_OK; } /***************************************************************************** * IDirect3DDevice3::Begin * * Begins a description block of vertices. This is similar to glBegin() * and glEnd(). After a call to IDirect3DDevice3::End, the vertices * described with IDirect3DDevice::Vertex are drawn. * * Version 2 and 3 * * Params: * PrimitiveType: The type of primitives to draw * VertexTypeDesc: A flexible vertex format description of the vertices * Flags: Some flags.. * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_Begin(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexTypeDesc, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE("(%p)->(%d,%d,%08x)\n", This, PrimitiveType, VertexTypeDesc, Flags); This->primitive_type = PrimitiveType; This->vertex_type = VertexTypeDesc; This->render_flags = Flags; This->vertex_size = get_flexible_vertex_size(This->vertex_type); This->nb_vertices = 0; return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_Begin(IDirect3DDevice2 *iface, D3DPRIMITIVETYPE d3dpt, D3DVERTEXTYPE dwVertexTypeDesc, DWORD dwFlags) { DWORD FVF; ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p/%p)->(%08x,%08x,%08x): Thunking to IDirect3DDevice3\n", This, iface, d3dpt, dwVertexTypeDesc, dwFlags); switch(dwVertexTypeDesc) { case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break; case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break; case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break; default: ERR("Unexpected vertex type %d\n", dwVertexTypeDesc); return DDERR_INVALIDPARAMS; /* Should never happen */ }; return IDirect3DDevice3_Begin(ICOM_INTERFACE(This, IDirect3DDevice3), d3dpt, FVF, dwFlags); } /***************************************************************************** * IDirect3DDevice3::BeginIndexed * * Draws primitives based on vertices in a vertex array which are specified * by indices. * * Version 2 and 3 * * Params: * PrimitiveType: Primitive type to draw * VertexType: A FVF description of the vertex format * Vertices: pointer to an array containing the vertices * NumVertices: The number of vertices in the vertex array * Flags: Some flags ... * * Returns: * D3D_OK, because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_BeginIndexed(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD NumVertices, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); FIXME("(%p)->(%08x,%08x,%p,%08x,%08x): stub!\n", This, PrimitiveType, VertexType, Vertices, NumVertices, Flags); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_BeginIndexed(IDirect3DDevice2 *iface, D3DPRIMITIVETYPE d3dptPrimitiveType, D3DVERTEXTYPE d3dvtVertexType, void *lpvVertices, DWORD dwNumVertices, DWORD dwFlags) { DWORD FVF; ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p/%p)->(%08x,%08x,%p,%08x,%08x): Thunking to IDirect3DDevice3\n", This, iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwNumVertices, dwFlags); switch(d3dvtVertexType) { case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break; case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break; case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break; default: ERR("Unexpected vertex type %d\n", d3dvtVertexType); return DDERR_INVALIDPARAMS; /* Should never happen */ }; return IDirect3DDevice3_BeginIndexed(ICOM_INTERFACE(This,IDirect3DDevice3), d3dptPrimitiveType, FVF, lpvVertices, dwNumVertices, dwFlags); } /***************************************************************************** * IDirect3DDevice3::Vertex * * Draws a vertex as described by IDirect3DDevice3::Begin. It places all * drawn vertices in a vertex buffer. If the buffer is too small, its * size is increased. * * Version 2 and 3 * * Params: * Vertex: Pointer to the vertex * * Returns: * D3D_OK, on success * DDERR_INVALIDPARAMS if Vertex is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_Vertex(IDirect3DDevice3 *iface, void *Vertex) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE("(%p)->(%p)\n", This, Vertex); if(!Vertex) return DDERR_INVALIDPARAMS; if ((This->nb_vertices+1)*This->vertex_size > This->buffer_size) { BYTE *old_buffer; This->buffer_size = This->buffer_size ? This->buffer_size * 2 : This->vertex_size * 3; old_buffer = This->vertex_buffer; This->vertex_buffer = HeapAlloc(GetProcessHeap(), 0, This->buffer_size); if (old_buffer) { CopyMemory(This->vertex_buffer, old_buffer, This->nb_vertices * This->vertex_size); HeapFree(GetProcessHeap(), 0, old_buffer); } } CopyMemory(This->vertex_buffer + This->nb_vertices++ * This->vertex_size, Vertex, This->vertex_size); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_Vertex(IDirect3DDevice2 *iface, void *lpVertexType) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice3 interface.\n", This, lpVertexType); return IDirect3DDevice3_Vertex(ICOM_INTERFACE(This, IDirect3DDevice3), lpVertexType); } /***************************************************************************** * IDirect3DDevice3::Index * * Specifies an index to a vertex to be drawn. The vertex array has to * be specified with BeginIndexed first. * * Parameters: * VertexIndex: The index of the vertex to draw * * Returns: * D3D_OK because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_Index(IDirect3DDevice3 *iface, WORD VertexIndex) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); FIXME("(%p)->(%04x): stub!\n", This, VertexIndex); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_Index(IDirect3DDevice2 *iface, WORD wVertexIndex) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%04x) thunking to IDirect3DDevice3 interface.\n", This, wVertexIndex); return IDirect3DDevice3_Index(ICOM_INTERFACE(This, IDirect3DDevice3), wVertexIndex); } /***************************************************************************** * IDirect3DDevice3::End * * Ends a draw begun with IDirect3DDevice3::Begin or * IDirect3DDevice::BeginIndexed. The vertices specified with * IDirect3DDevice::Vertex or IDirect3DDevice::Index are drawn using * the IDirect3DDevice7::DrawPrimitive method. So far only * non-indexed mode is supported * * Version 2 and 3 * * Params: * Flags: Some flags, as usual. Don't know which are defined * * Returns: * The return value of IDirect3DDevice7::DrawPrimitive * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_End(IDirect3DDevice3 *iface, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE("(%p)->(%08x)\n", This, Flags); return IDirect3DDevice7_DrawPrimitive(ICOM_INTERFACE(This, IDirect3DDevice7), This->primitive_type, This->vertex_type, This->vertex_buffer, This->nb_vertices, This->render_flags); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_End(IDirect3DDevice2 *iface, DWORD dwFlags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x) thunking to IDirect3DDevice3 interface.\n", This, dwFlags); return IDirect3DDevice3_End(ICOM_INTERFACE(This, IDirect3DDevice3), dwFlags); } /***************************************************************************** * IDirect3DDevice7::GetRenderState * * Returns the value of a render state. The possible render states are * defined in include/d3dtypes.h * * Version 2, 3 and 7 * * Params: * RenderStateType: Render state to return the current setting of * Value: Address to store the value at * * Returns: * D3D_OK on success, for details see IWineD3DDevice::GetRenderState * DDERR_INVALIDPARAMS if Value == NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface, D3DRENDERSTATETYPE RenderStateType, DWORD *Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x,%p): Relay\n", This, RenderStateType, Value); if(!Value) return DDERR_INVALIDPARAMS; switch(RenderStateType) { case D3DRENDERSTATE_TEXTUREHANDLE: { /* This state is wrapped to SetTexture in SetRenderState, so * it has to be wrapped to GetTexture here */ IWineD3DBaseTexture *tex = NULL; *Value = 0; hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, 0, &tex); if(hr == WINED3D_OK && tex) { IDirectDrawSurface7 *parent = NULL; hr = IWineD3DBaseTexture_GetParent(tex, (IUnknown **) &parent); if(parent) { /* The parent of the texture is the IDirectDrawSurface7 interface * of the ddraw surface */ IDirectDrawSurfaceImpl *texImpl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, parent); *Value = texImpl->Handle; IDirectDrawSurface7_Release(parent); } IWineD3DBaseTexture_Release(tex); } return hr; } case D3DRENDERSTATE_TEXTUREMAG: { WINED3DTEXTUREFILTERTYPE tex_mag; hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_MAGFILTER, &tex_mag); switch (tex_mag) { case WINED3DTEXF_POINT: *Value = D3DFILTER_NEAREST; break; case WINED3DTEXF_LINEAR: *Value = D3DFILTER_LINEAR; break; default: ERR("Unhandled texture mag %d !\n",tex_mag); *Value = 0; } return hr; } case D3DRENDERSTATE_TEXTUREMIN: { WINED3DTEXTUREFILTERTYPE tex_min; hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_MINFILTER, &tex_min); switch (tex_min) { case WINED3DTEXF_POINT: *Value = D3DFILTER_NEAREST; break; case WINED3DTEXF_LINEAR: *Value = D3DFILTER_LINEAR; break; default: ERR("Unhandled texture mag %d !\n",tex_min); *Value = 0; } return hr; } case D3DRENDERSTATE_TEXTUREADDRESS: case D3DRENDERSTATE_TEXTUREADDRESSU: return IWineD3DDevice_GetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_ADDRESSU, Value); case D3DRENDERSTATE_TEXTUREADDRESSV: return IWineD3DDevice_GetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_ADDRESSV, Value); default: /* FIXME: Unhandled: D3DRENDERSTATE_STIPPLEPATTERN00 - 31 */ return IWineD3DDevice_GetRenderState(This->wineD3DDevice, RenderStateType, Value); } } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetRenderState(IDirect3DDevice3 *iface, D3DRENDERSTATETYPE dwRenderStateType, DWORD *lpdwRenderState) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, dwRenderStateType, lpdwRenderState); return IDirect3DDevice7_GetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), dwRenderStateType, lpdwRenderState); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetRenderState(IDirect3DDevice2 *iface, D3DRENDERSTATETYPE dwRenderStateType, DWORD *lpdwRenderState) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, dwRenderStateType, lpdwRenderState); return IDirect3DDevice7_GetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), dwRenderStateType, lpdwRenderState); } /***************************************************************************** * IDirect3DDevice7::SetRenderState * * Sets a render state. The possible render states are defined in * include/d3dtypes.h * * Version 2, 3 and 7 * * Params: * RenderStateType: State to set * Value: Value to assign to that state * * Returns: * D3D_OK on success, * for details see IWineD3DDevice::SetRenderState * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface, D3DRENDERSTATETYPE RenderStateType, DWORD Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%d): Relay\n", This, RenderStateType, Value); /* Some render states need special care */ switch(RenderStateType) { case D3DRENDERSTATE_TEXTUREHANDLE: { if(Value == 0) { return IWineD3DDevice_SetTexture(This->wineD3DDevice, 0, NULL); } if(Value > This->numHandles) { FIXME("Specified handle %d out of range\n", Value); return DDERR_INVALIDPARAMS; } if(This->Handles[Value - 1].type != DDrawHandle_Texture) { FIXME("Handle %d isn't a texture handle\n", Value); return DDERR_INVALIDPARAMS; } else { IDirectDrawSurfaceImpl *surf = (IDirectDrawSurfaceImpl *) This->Handles[Value - 1].ptr; return IWineD3DDevice_SetTexture(This->wineD3DDevice, 0, (IWineD3DBaseTexture *) surf->wineD3DTexture); } } case D3DRENDERSTATE_TEXTUREMAG: { WINED3DTEXTUREFILTERTYPE tex_mag = WINED3DTEXF_NONE; switch ((D3DTEXTUREFILTER) Value) { case D3DFILTER_NEAREST: case D3DFILTER_LINEARMIPNEAREST: tex_mag = WINED3DTEXF_POINT; break; case D3DFILTER_LINEAR: case D3DFILTER_LINEARMIPLINEAR: tex_mag = WINED3DTEXF_LINEAR; break; default: ERR("Unhandled texture mag %d !\n",Value); } return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_MAGFILTER, tex_mag); } case D3DRENDERSTATE_TEXTUREMIN: { WINED3DTEXTUREFILTERTYPE tex_min = WINED3DTEXF_NONE; WINED3DTEXTUREFILTERTYPE tex_mip = WINED3DTEXF_NONE; switch ((D3DTEXTUREFILTER) Value) { case D3DFILTER_NEAREST: tex_min = WINED3DTEXF_POINT; break; case D3DFILTER_LINEAR: tex_min = WINED3DTEXF_LINEAR; break; case D3DFILTER_MIPNEAREST: tex_min = WINED3DTEXF_NONE; tex_mip = WINED3DTEXF_POINT; break; case D3DFILTER_MIPLINEAR: tex_min = WINED3DTEXF_NONE; tex_mip = WINED3DTEXF_LINEAR; break; case D3DFILTER_LINEARMIPNEAREST: tex_min = WINED3DTEXF_POINT; tex_mip = WINED3DTEXF_LINEAR; break; case D3DFILTER_LINEARMIPLINEAR: tex_min = WINED3DTEXF_LINEAR; tex_mip = WINED3DTEXF_LINEAR; break; default: ERR("Unhandled texture min %d !\n",Value); } IWineD3DDevice_SetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_MIPFILTER, tex_mip); return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_MINFILTER, tex_min); } case D3DRENDERSTATE_TEXTUREADDRESS: IWineD3DDevice_SetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_ADDRESSV, Value); /* Drop through */ case D3DRENDERSTATE_TEXTUREADDRESSU: return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_ADDRESSU, Value); case D3DRENDERSTATE_TEXTUREADDRESSV: return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, 0, WINED3DSAMP_ADDRESSV, Value); case D3DRENDERSTATE_TEXTUREMAPBLEND: { /* Old texture combine setup style, superseded by texture stage states * in D3D7. It is safe for us to wrap it to texture stage states. */ switch ( (D3DTEXTUREBLEND) Value) { case D3DTBLEND_MODULATE: IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_MODULATE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1); break; case D3DTBLEND_MODULATEALPHA: IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_MODULATE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_MODULATE); break; case D3DTBLEND_DECAL: IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_SELECTARG1); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1); break; case D3DTBLEND_DECALALPHA: IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_SELECTARG1); IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_MODULATE); break; default: ERR("Unhandled texture environment %d !\n",Value); } return D3D_OK; break; } default: /* FIXME: Unhandled: D3DRENDERSTATE_STIPPLEPATTERN00 - 31 */ return IWineD3DDevice_SetRenderState(This->wineD3DDevice, RenderStateType, Value); } } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_SetRenderState(IDirect3DDevice3 *iface, D3DRENDERSTATETYPE RenderStateType, DWORD Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, RenderStateType, Value); return IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), RenderStateType, Value); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_SetRenderState(IDirect3DDevice2 *iface, D3DRENDERSTATETYPE RenderStateType, DWORD Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, RenderStateType, Value); return IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), RenderStateType, Value); } /***************************************************************************** * Direct3DDevice3::SetLightState * * Sets a light state for Direct3DDevice3 and Direct3DDevice2. The * light states are forwarded to Direct3DDevice7 render states * * Version 2 and 3 * * Params: * LightStateType: The light state to change * Value: The value to assign to that light state * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if the parameters were incorrect * Also check IDirect3DDevice7::SetRenderState * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_SetLightState(IDirect3DDevice3 *iface, D3DLIGHTSTATETYPE LightStateType, DWORD Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE("(%p)->(%08x,%08x)\n", This, LightStateType, Value); if (!LightStateType && (LightStateType > D3DLIGHTSTATE_COLORVERTEX)) { TRACE("Unexpected Light State Type\n"); return DDERR_INVALIDPARAMS; } if (LightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { IDirect3DMaterialImpl *mat; if(Value == 0) mat = NULL; else if(Value > This->numHandles) { ERR("Material handle out of range(%d)\n", Value); return DDERR_INVALIDPARAMS; } else if(This->Handles[Value - 1].type != DDrawHandle_Material) { ERR("Invalid handle %d\n", Value); return DDERR_INVALIDPARAMS; } else { mat = (IDirect3DMaterialImpl *) This->Handles[Value - 1].ptr; } if (mat != NULL) { TRACE(" activating material %p.\n", mat); mat->activate(mat); } else { FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n"); } This->material = Value; } else if (LightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { switch (Value) { case D3DCOLOR_MONO: ERR("DDCOLOR_MONO should not happen!\n"); break; case D3DCOLOR_RGB: /* We are already in this mode */ TRACE("Setting color model to RGB (no-op).\n"); break; default: ERR("Unknown color model!\n"); return DDERR_INVALIDPARAMS; } } else { D3DRENDERSTATETYPE rs; switch (LightStateType) { case D3DLIGHTSTATE_AMBIENT: /* 2 */ rs = D3DRENDERSTATE_AMBIENT; break; case D3DLIGHTSTATE_FOGMODE: /* 4 */ rs = D3DRENDERSTATE_FOGVERTEXMODE; break; case D3DLIGHTSTATE_FOGSTART: /* 5 */ rs = D3DRENDERSTATE_FOGSTART; break; case D3DLIGHTSTATE_FOGEND: /* 6 */ rs = D3DRENDERSTATE_FOGEND; break; case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ rs = D3DRENDERSTATE_FOGDENSITY; break; case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ rs = D3DRENDERSTATE_COLORVERTEX; break; default: ERR("Unknown D3DLIGHTSTATETYPE %d.\n", LightStateType); return DDERR_INVALIDPARAMS; } return IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), rs, Value); } return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_SetLightState(IDirect3DDevice2 *iface, D3DLIGHTSTATETYPE LightStateType, DWORD Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x) thunking to IDirect3DDevice3 interface.\n", This, LightStateType, Value); return IDirect3DDevice3_SetLightState(ICOM_INTERFACE(This, IDirect3DDevice3), LightStateType, Value); } /***************************************************************************** * IDirect3DDevice3::GetLightState * * Returns the current setting of a light state. The state is read from * the Direct3DDevice7 render state. * * Version 2 and 3 * * Params: * LightStateType: The light state to return * Value: The address to store the light state setting at * * Returns: * D3D_OK on success * DDDERR_INVALIDPARAMS if the parameters were incorrect * Also see IDirect3DDevice7::GetRenderState * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_3_GetLightState(IDirect3DDevice3 *iface, D3DLIGHTSTATETYPE LightStateType, DWORD *Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE("(%p)->(%08x,%p)\n", This, LightStateType, Value); if (!LightStateType && (LightStateType > D3DLIGHTSTATE_COLORVERTEX)) { TRACE("Unexpected Light State Type\n"); return DDERR_INVALIDPARAMS; } if(!Value) return DDERR_INVALIDPARAMS; if (LightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) { *Value = This->material; } else if (LightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) { *Value = D3DCOLOR_RGB; } else { D3DRENDERSTATETYPE rs; switch (LightStateType) { case D3DLIGHTSTATE_AMBIENT: /* 2 */ rs = D3DRENDERSTATE_AMBIENT; break; case D3DLIGHTSTATE_FOGMODE: /* 4 */ rs = D3DRENDERSTATE_FOGVERTEXMODE; break; case D3DLIGHTSTATE_FOGSTART: /* 5 */ rs = D3DRENDERSTATE_FOGSTART; break; case D3DLIGHTSTATE_FOGEND: /* 6 */ rs = D3DRENDERSTATE_FOGEND; break; case D3DLIGHTSTATE_FOGDENSITY: /* 7 */ rs = D3DRENDERSTATE_FOGDENSITY; break; case D3DLIGHTSTATE_COLORVERTEX: /* 8 */ rs = D3DRENDERSTATE_COLORVERTEX; break; default: ERR("Unknown D3DLIGHTSTATETYPE %d.\n", LightStateType); return DDERR_INVALIDPARAMS; } return IDirect3DDevice7_GetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7), rs, Value); } return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetLightState(IDirect3DDevice2 *iface, D3DLIGHTSTATETYPE LightStateType, DWORD *Value) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice3 interface.\n", This, LightStateType, Value); return IDirect3DDevice3_GetLightState(ICOM_INTERFACE(This, IDirect3DDevice3), LightStateType, Value); } /***************************************************************************** * IDirect3DDevice7::SetTransform * * Assigns a D3DMATRIX to a transform type. The transform types are defined * in include/d3dtypes.h. * The D3DTRANSFORMSTATE_WORLD (=1) is translated to D3DTS_WORLDMATRIX(0) * (=255) for wined3d, because the 1 transform state was removed in d3d8 * and WineD3D already understands the replacement D3DTS_WORLDMATRIX(0) * * Version 2, 3 and 7 * * Params: * TransformStateType: transform state to set * Matrix: Matrix to assign to the state * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Matrix == NULL * For details see IWineD3DDevice::SetTransform * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetTransform(IDirect3DDevice7 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *Matrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); D3DTRANSFORMSTATETYPE type = TransformStateType; TRACE("(%p)->(%08x,%p): Relay\n", This, TransformStateType, Matrix); if(!Matrix) return DDERR_INVALIDPARAMS; /* D3DTRANSFORMSTATE_WORLD doesn't exist in WineD3D, * use D3DTS_WORLDMATRIX(0) instead * D3DTS_WORLDMATRIX(index) is (D3DTRANSFORMSTATETYPE)(index + 256) */ if(TransformStateType == D3DTRANSFORMSTATE_WORLD) type = (D3DTRANSFORMSTATETYPE)(0 + 256); /* FIXME: Unhandled: D3DTRANSFORMSTATE_WORLD1 Unhandled: D3DTRANSFORMSTATE_WORLD2 Unhandled: D3DTRANSFORMSTATE_WORLD3 */ /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ return IWineD3DDevice_SetTransform(This->wineD3DDevice, type, (WINED3DMATRIX*) Matrix); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_SetTransform(IDirect3DDevice3 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, TransformStateType, D3DMatrix); return IDirect3DDevice7_SetTransform(ICOM_INTERFACE(This, IDirect3DDevice7), TransformStateType, D3DMatrix); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_SetTransform(IDirect3DDevice2 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, TransformStateType, D3DMatrix); return IDirect3DDevice7_SetTransform(ICOM_INTERFACE(This, IDirect3DDevice7), TransformStateType, D3DMatrix); } /***************************************************************************** * IDirect3DDevice7::GetTransform * * Returns the matrix assigned to a transform state * D3DTRANSFORMSTATE_WORLD is translated to D3DTS_WORLDMATRIX(0), see * SetTransform * * Params: * TransformStateType: State to read the matrix from * Matrix: Address to store the matrix at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Matrix == NULL * For details, see IWineD3DDevice::GetTransform * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetTransform(IDirect3DDevice7 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *Matrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); D3DTRANSFORMSTATETYPE type = TransformStateType; TRACE("(%p)->(%08x,%p): Relay\n", This, TransformStateType, Matrix); if(!Matrix) return DDERR_INVALIDPARAMS; /* D3DTRANSFORMSTATE_WORLD doesn't exist in WineD3D, * use D3DTS_WORLDMATRIX(0) instead * D3DTS_WORLDMATRIX(index) is (D3DTRANSFORMSTATETYPE)(index + 256) */ if(TransformStateType == D3DTRANSFORMSTATE_WORLD) type = (D3DTRANSFORMSTATETYPE)(0 + 256); /* FIXME: Unhandled: D3DTRANSFORMSTATE_WORLD1 Unhandled: D3DTRANSFORMSTATE_WORLD2 Unhandled: D3DTRANSFORMSTATE_WORLD3 */ /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ return IWineD3DDevice_GetTransform(This->wineD3DDevice, type, (WINED3DMATRIX*) Matrix); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetTransform(IDirect3DDevice3 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, TransformStateType, D3DMatrix); return IDirect3DDevice7_GetTransform(ICOM_INTERFACE(This, IDirect3DDevice7), TransformStateType, D3DMatrix); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetTransform(IDirect3DDevice2 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, TransformStateType, D3DMatrix); return IDirect3DDevice7_GetTransform(ICOM_INTERFACE(This, IDirect3DDevice7), TransformStateType, D3DMatrix); } /***************************************************************************** * IDirect3DDevice7::MultiplyTransform * * Multiplies the already-set transform matrix of a transform state * with another matrix. For the world matrix, see SetTransform * * Version 2, 3 and 7 * * Params: * TransformStateType: Transform state to multiply * D3DMatrix Matrix to multiply with. * * Returns * D3D_OK on success * DDERR_INVALIDPARAMS if D3DMatrix is NULL * For details, see IWineD3DDevice::MultiplyTransform * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_MultiplyTransform(IDirect3DDevice7 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%p): Relay\n", This, TransformStateType, D3DMatrix); /* D3DTRANSFORMSTATE_WORLD doesn't exist in WineD3D, * use D3DTS_WORLDMATRIX(0) instead * D3DTS_WORLDMATRIX(index) is (D3DTRANSFORMSTATETYPE)(index + 256) */ if(TransformStateType == D3DTRANSFORMSTATE_WORLD) TransformStateType = (D3DTRANSFORMSTATETYPE)(0 + 256); /* FIXME: Unhandled: D3DTRANSFORMSTATE_WORLD1 Unhandled: D3DTRANSFORMSTATE_WORLD2 Unhandled: D3DTRANSFORMSTATE_WORLD3 */ /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ return IWineD3DDevice_MultiplyTransform(This->wineD3DDevice, TransformStateType, (WINED3DMATRIX*) D3DMatrix); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_MultiplyTransform(IDirect3DDevice3 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, TransformStateType, D3DMatrix); return IDirect3DDevice7_MultiplyTransform(ICOM_INTERFACE(This, IDirect3DDevice7), TransformStateType, D3DMatrix); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_MultiplyTransform(IDirect3DDevice2 *iface, D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, TransformStateType, D3DMatrix); return IDirect3DDevice7_MultiplyTransform(ICOM_INTERFACE(This, IDirect3DDevice7), TransformStateType, D3DMatrix); } /***************************************************************************** * IDirect3DDevice7::DrawPrimitive * * Draws primitives based on vertices in an application-provided pointer * * Version 2, 3 and 7. The IDirect3DDevice2 thunk converts the fixed vertex type into * an FVF format for D3D7 * * Params: * PrimitiveType: The type of the primitives to draw * Vertex type: Flexible vertex format vertex description * Vertices: Pointer to the vertex array * VertexCount: The number of vertices to draw * Flags: As usual a few flags * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Vertices is NULL * For details, see IWineD3DDevice::DrawPrimitiveUP * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DrawPrimitive(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD VertexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); UINT PrimitiveCount, stride; HRESULT hr; TRACE("(%p)->(%08x,%08x,%p,%08x,%08x): Relay!\n", This, PrimitiveType, VertexType, Vertices, VertexCount, Flags); if(!Vertices) return DDERR_INVALIDPARAMS; /* Get the vertex count */ switch(PrimitiveType) { case D3DPT_POINTLIST: PrimitiveCount = VertexCount; break; case D3DPT_LINELIST: PrimitiveCount = VertexCount / 2; break; case D3DPT_LINESTRIP: PrimitiveCount = VertexCount - 1; break; case D3DPT_TRIANGLELIST: PrimitiveCount = VertexCount / 3; break; case D3DPT_TRIANGLESTRIP: PrimitiveCount = VertexCount - 2; break; case D3DPT_TRIANGLEFAN: PrimitiveCount = VertexCount - 2; break; default: return DDERR_INVALIDPARAMS; } /* Get the stride */ stride = get_flexible_vertex_size(VertexType); /* Set the FVF */ hr = IWineD3DDevice_SetFVF(This->wineD3DDevice, VertexType); if(hr != D3D_OK) return hr; /* This method translates to the user pointer draw of WineD3D */ return IWineD3DDevice_DrawPrimitiveUP(This->wineD3DDevice, PrimitiveType, PrimitiveCount, Vertices, stride); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_DrawPrimitive(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD VertexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, VertexType, Vertices, VertexCount, Flags); return IDirect3DDevice7_DrawPrimitive(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, VertexType, Vertices, VertexCount, Flags); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_DrawPrimitive(IDirect3DDevice2 *iface, D3DPRIMITIVETYPE PrimitiveType, D3DVERTEXTYPE VertexType, void *Vertices, DWORD VertexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); DWORD FVF; TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, VertexType, Vertices, VertexCount, Flags); switch(VertexType) { case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break; case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break; case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break; default: ERR("Unexpected vertex type %d\n", VertexType); return DDERR_INVALIDPARAMS; /* Should never happen */ } return IDirect3DDevice7_DrawPrimitive(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, FVF, Vertices, VertexCount, Flags); } /***************************************************************************** * IDirect3DDevice7::DrawIndexedPrimitive * * Draws vertices from an application-provided pointer, based on the index * numbers in a WORD array. * * Version 2, 3 and 7. The version 7 thunk translates the vertex type into * an FVF format for D3D7 * * Params: * PrimitiveType: The primitive type to draw * VertexType: The FVF vertex description * Vertices: Pointer to the vertex array * VertexCount: ? * Indices: Pointer to the index array * IndexCount: Number of indices = Number of vertices to draw * Flags: As usual, some flags * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Vertices or Indices is NULL * For details, see IWineD3DDevice::DrawIndexedPrimitiveUP * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DrawIndexedPrimitive(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD VertexCount, WORD *Indices, DWORD IndexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); UINT PrimitiveCount = 0; HRESULT hr; TRACE("(%p)->(%08x,%08x,%p,%08x,%p,%08x,%08x): Relay!\n", This, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags); /* Get the primitive number */ switch(PrimitiveType) { case D3DPT_POINTLIST: PrimitiveCount = IndexCount; break; case D3DPT_LINELIST: PrimitiveCount = IndexCount / 2; break; case D3DPT_LINESTRIP: PrimitiveCount = IndexCount - 1; break; case D3DPT_TRIANGLELIST: PrimitiveCount = IndexCount / 3; break; case D3DPT_TRIANGLESTRIP: PrimitiveCount = IndexCount - 2; break; case D3DPT_TRIANGLEFAN: PrimitiveCount = IndexCount - 2; break; default: return DDERR_INVALIDPARAMS; } /* Set the D3DDevice's FVF */ hr = IWineD3DDevice_SetFVF(This->wineD3DDevice, VertexType); if(FAILED(hr)) { ERR(" (%p) Setting the FVF failed, hr = %x!\n", This, hr); return hr; } return IWineD3DDevice_DrawIndexedPrimitiveUP(This->wineD3DDevice, PrimitiveType, 0 /* MinVertexIndex */, VertexCount /* UINT NumVertexIndex */, PrimitiveCount, Indices, WINED3DFMT_INDEX16, Vertices, get_flexible_vertex_size(VertexType)); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD VertexCount, WORD *Indices, DWORD IndexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p,%08x,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags); return IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_DrawIndexedPrimitive(IDirect3DDevice2 *iface, D3DPRIMITIVETYPE PrimitiveType, D3DVERTEXTYPE VertexType, void *Vertices, DWORD VertexCount, WORD *Indices, DWORD IndexCount, DWORD Flags) { DWORD FVF; ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p,%08x,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags); switch(VertexType) { case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break; case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break; case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break; default: ERR("Unexpected vertex type %d\n", VertexType); return DDERR_INVALIDPARAMS; /* Should never happen */ } return IDirect3DDevice7_DrawIndexedPrimitive(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, FVF, Vertices, VertexCount, Indices, IndexCount, Flags); } /***************************************************************************** * IDirect3DDevice7::SetClipStatus * * Sets the clip status. This defines things as clipping conditions and * the extents of the clipping region. * * Version 2, 3 and 7 * * Params: * ClipStatus: * * Returns: * D3D_OK because it's a stub * (DDERR_INVALIDPARAMS if ClipStatus == NULL) * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetClipStatus(IDirect3DDevice7 *iface, D3DCLIPSTATUS *ClipStatus) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); FIXME("(%p)->(%p): Stub!\n", This, ClipStatus); /* D3DCLIPSTATUS and WINED3DCLIPSTATUS are different. I don't know how to convert them * Perhaps this needs a new data type and an additional IWineD3DDevice method */ /* return IWineD3DDevice_SetClipStatus(This->wineD3DDevice, ClipStatus);*/ return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_SetClipStatus(IDirect3DDevice3 *iface, D3DCLIPSTATUS *ClipStatus) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, ClipStatus); return IDirect3DDevice7_SetClipStatus(ICOM_INTERFACE(This, IDirect3DDevice7), ClipStatus); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_SetClipStatus(IDirect3DDevice2 *iface, D3DCLIPSTATUS *ClipStatus) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, ClipStatus); return IDirect3DDevice7_SetClipStatus(ICOM_INTERFACE(This, IDirect3DDevice7), ClipStatus); } /***************************************************************************** * IDirect3DDevice7::GetClipStatus * * Returns the clip status * * Params: * ClipStatus: Address to write the clip status to * * Returns: * D3D_OK because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetClipStatus(IDirect3DDevice7 *iface, D3DCLIPSTATUS *ClipStatus) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); FIXME("(%p)->(%p): Stub!\n", This, ClipStatus); /* D3DCLIPSTATUS and WINED3DCLIPSTATUS are different. I don't know how to convert them */ /* return IWineD3DDevice_GetClipStatus(This->wineD3DDevice, ClipStatus);*/ return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetClipStatus(IDirect3DDevice3 *iface, D3DCLIPSTATUS *ClipStatus) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, ClipStatus); return IDirect3DDevice7_GetClipStatus(ICOM_INTERFACE(This, IDirect3DDevice7), ClipStatus); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_2_GetClipStatus(IDirect3DDevice2 *iface, D3DCLIPSTATUS *ClipStatus) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, ClipStatus); return IDirect3DDevice7_GetClipStatus(ICOM_INTERFACE(This, IDirect3DDevice7), ClipStatus); } /***************************************************************************** * IDirect3DDevice::DrawPrimitiveStrided * * Draws vertices described by a D3DDRAWPRIMITIVESTRIDEDDATA structure. * * Version 3 and 7 * * Params: * PrimitiveType: The primitive type to draw * VertexType: The FVF description of the vertices to draw (for the stride??) * D3DDrawPrimStrideData: A D3DDRAWPRIMITIVESTRIDEDDATA structure describing * the vertex data locations * VertexCount: The number of vertices to draw * Flags: Some flags * * Returns: * D3D_OK, because it's a stub * (DDERR_INVALIDPARAMS if D3DDrawPrimStrideData is NULL) * (For details, see IWineD3DDevice::DrawPrimitiveStrided) * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DrawPrimitiveStrided(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); WineDirect3DVertexStridedData WineD3DStrided; int i; UINT PrimitiveCount; TRACE("(%p)->(%08x,%08x,%p,%08x,%08x): stub!\n", This, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags); memset(&WineD3DStrided, 0, sizeof(WineD3DStrided)); /* Get the strided data right. the wined3d structure is a bit bigger * Watch out: The contents of the strided data are determined by the fvf, * not by the members set in D3DDrawPrimStrideData. So it's valid * to have diffuse.lpvData set to 0xdeadbeef if the diffuse flag is * not set in the fvf. */ if(VertexType & D3DFVF_POSITION_MASK) { WineD3DStrided.u.s.position.lpData = D3DDrawPrimStrideData->position.lpvData; WineD3DStrided.u.s.position.dwStride = D3DDrawPrimStrideData->position.dwStride; WineD3DStrided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT3; if (VertexType & D3DFVF_XYZRHW) { WineD3DStrided.u.s.position.dwType = WINED3DDECLTYPE_FLOAT4; WineD3DStrided.u.s.position_transformed = TRUE; } else WineD3DStrided.u.s.position_transformed = FALSE; } if(VertexType & D3DFVF_NORMAL) { WineD3DStrided.u.s.normal.lpData = D3DDrawPrimStrideData->normal.lpvData; WineD3DStrided.u.s.normal.dwStride = D3DDrawPrimStrideData->normal.dwStride; WineD3DStrided.u.s.normal.dwType = WINED3DDECLTYPE_FLOAT3; } if(VertexType & D3DFVF_DIFFUSE) { WineD3DStrided.u.s.diffuse.lpData = D3DDrawPrimStrideData->diffuse.lpvData; WineD3DStrided.u.s.diffuse.dwStride = D3DDrawPrimStrideData->diffuse.dwStride; WineD3DStrided.u.s.diffuse.dwType = WINED3DDECLTYPE_SHORT4; } if(VertexType & D3DFVF_SPECULAR) { WineD3DStrided.u.s.specular.lpData = D3DDrawPrimStrideData->specular.lpvData; WineD3DStrided.u.s.specular.dwStride = D3DDrawPrimStrideData->specular.dwStride; WineD3DStrided.u.s.specular.dwType = WINED3DDECLTYPE_SHORT4; } for( i = 0; i < GET_TEXCOUNT_FROM_FVF(VertexType); i++) { WineD3DStrided.u.s.texCoords[i].lpData = D3DDrawPrimStrideData->textureCoords[i].lpvData; WineD3DStrided.u.s.texCoords[i].dwStride = D3DDrawPrimStrideData->textureCoords[i].dwStride; switch(GET_TEXCOORD_SIZE_FROM_FVF(VertexType, i)) { case 1: WineD3DStrided.u.s.texCoords[i].dwType = WINED3DDECLTYPE_FLOAT1; break; case 2: WineD3DStrided.u.s.texCoords[i].dwType = WINED3DDECLTYPE_FLOAT2; break; case 3: WineD3DStrided.u.s.texCoords[i].dwType = WINED3DDECLTYPE_FLOAT3; break; case 4: WineD3DStrided.u.s.texCoords[i].dwType = WINED3DDECLTYPE_FLOAT4; break; default: ERR("Unexpected texture coordinate size %d\n", GET_TEXCOORD_SIZE_FROM_FVF(VertexType, i)); } } /* Get the primitive count */ switch(PrimitiveType) { case D3DPT_POINTLIST: PrimitiveCount = VertexCount; break; case D3DPT_LINELIST: PrimitiveCount = VertexCount / 2; break; case D3DPT_LINESTRIP: PrimitiveCount = VertexCount - 1; break; case D3DPT_TRIANGLELIST: PrimitiveCount = VertexCount / 3; break; case D3DPT_TRIANGLESTRIP: PrimitiveCount = VertexCount - 2; break; case D3DPT_TRIANGLEFAN: PrimitiveCount = VertexCount - 2; break; default: return DDERR_INVALIDPARAMS; } IWineD3DDevice_SetFVF(This->wineD3DDevice, VertexType); return IWineD3DDevice_DrawPrimitiveStrided(This->wineD3DDevice, PrimitiveType, PrimitiveCount, &WineD3DStrided); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags); return IDirect3DDevice7_DrawPrimitiveStrided(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags); } /***************************************************************************** * IDirect3DDevice7::DrawIndexedPrimitiveStrided * * Draws primitives specified by strided data locations based on indices * * Version 3 and 7 * * Params: * PrimitiveType: * * Returns: * D3D_OK, because it's a stub * (DDERR_INVALIDPARAMS if D3DDrawPrimStrideData is NULL) * (DDERR_INVALIDPARAMS if Indices is NULL) * (For more details, see IWineD3DDevice::DrawIndexedPrimitiveStrided) * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, WORD *Indices, DWORD IndexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); FIXME("(%p)->(%08x,%08x,%p,%08x,%p,%08x,%08x): stub!\n", This, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags); /* I'll implement it as soon as I find a app to test it. * This needs an additional method in IWineD3DDevice. */ return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, WORD *Indices, DWORD IndexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p,%08x,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags); return IDirect3DDevice7_DrawIndexedPrimitiveStrided(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags); } /***************************************************************************** * IDirect3DDevice7::DrawPrimitiveVB * * Draws primitives from a vertex buffer to the screen. * * Version 3 and 7 * * Params: * PrimitiveType: Type of primitive to be rendered. * D3DVertexBuf: Source Vertex Buffer * StartVertex: Index of the first vertex from the buffer to be rendered * NumVertices: Number of vertices to be rendered * Flags: Can be D3DDP_WAIT to wait until rendering has finished * * Return values * D3D_OK on success * DDERR_INVALIDPARAMS if D3DVertexBuf is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DrawPrimitiveVB(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer7 *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IDirect3DVertexBufferImpl *vb = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, D3DVertexBuf); UINT PrimitiveCount; HRESULT hr; DWORD stride; WINED3DVERTEXBUFFER_DESC Desc; TRACE("(%p)->(%08x,%p,%08x,%08x,%08x)\n", This, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags); /* Sanity checks */ if(!vb) { ERR("(%p) No Vertex buffer specified\n", This); return DDERR_INVALIDPARAMS; } /* Get the primitive count */ switch(PrimitiveType) { case D3DPT_POINTLIST: PrimitiveCount = NumVertices; break; case D3DPT_LINELIST: PrimitiveCount = NumVertices / 2; break; case D3DPT_LINESTRIP: PrimitiveCount = NumVertices - 1; break; case D3DPT_TRIANGLELIST: PrimitiveCount = NumVertices / 3; break; case D3DPT_TRIANGLESTRIP: PrimitiveCount = NumVertices - 2; break; case D3DPT_TRIANGLEFAN: PrimitiveCount = NumVertices - 2; break; default: return DDERR_INVALIDPARAMS; } /* Get the FVF of the vertex buffer, and its stride */ hr = IWineD3DVertexBuffer_GetDesc(vb->wineD3DVertexBuffer, &Desc); if(hr != D3D_OK) { ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr = %08x\n", This, hr); return hr; } stride = get_flexible_vertex_size(Desc.FVF); hr = IWineD3DDevice_SetFVF(This->wineD3DDevice, Desc.FVF); if(FAILED(hr)) { ERR(" (%p) Setting the FVF failed, hr = %x!\n", This, hr); return hr; } /* Set the vertex stream source */ hr = IWineD3DDevice_SetStreamSource(This->wineD3DDevice, 0 /* StreamNumber */, vb->wineD3DVertexBuffer, 0 /* StartVertex - we pass this to DrawPrimitive */, stride); if(hr != D3D_OK) { ERR("(%p) IDirect3DDevice::SetStreamSource failed with hr = %08x\n", This, hr); return hr; } /* Now draw the primitives */ return IWineD3DDevice_DrawPrimitive(This->wineD3DDevice, PrimitiveType, StartVertex, PrimitiveCount); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirect3DVertexBufferImpl *vb = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, D3DVertexBuf); TRACE_(ddraw_thunk)("(%p)->(%08x,%p,%08x,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, vb, StartVertex, NumVertices, Flags); return IDirect3DDevice7_DrawPrimitiveVB(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, ICOM_INTERFACE(vb, IDirect3DVertexBuffer7), StartVertex, NumVertices, Flags); } /***************************************************************************** * IDirect3DDevice7::DrawIndexedPrimitiveVB * * Draws primitives from a vertex buffer to the screen * * Params: * PrimitiveType: Type of primitive to be rendered. * D3DVertexBuf: Source Vertex Buffer * StartVertex: Index of the first vertex from the buffer to be rendered * NumVertices: Number of vertices to be rendered * Indices: Array of DWORDs used to index into the Vertices * IndexCount: Number of indices in Indices * Flags: Can be D3DDP_WAIT to wait until rendering has finished * * Return values * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface, D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer7 *D3DVertexBuf, DWORD StartVertex, DWORD NumVertices, WORD *Indices, DWORD IndexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IDirect3DVertexBufferImpl *vb = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, D3DVertexBuf); DWORD stride; UINT PrimitiveCount; WORD *LockedIndices; HRESULT hr; WINED3DVERTEXBUFFER_DESC Desc; TRACE("(%p)->(%08x,%p,%d,%d,%p,%d,%08x)\n", This, PrimitiveType, vb, StartVertex, NumVertices, Indices, IndexCount, Flags); /* Steps: * 1) Calculate some things: Vertex count -> Primitive count, stride, ... * 2) Upload the Indices to the index buffer * 3) Set the index source * 4) Set the Vertex Buffer as the Stream source * 5) Call IWineD3DDevice::DrawIndexedPrimitive */ /* Get the primitive count */ switch(PrimitiveType) { case D3DPT_POINTLIST: PrimitiveCount = IndexCount; break; case D3DPT_LINELIST: PrimitiveCount = IndexCount / 2; break; case D3DPT_LINESTRIP: PrimitiveCount = IndexCount - 1; break; case D3DPT_TRIANGLELIST: PrimitiveCount = IndexCount / 3; break; case D3DPT_TRIANGLESTRIP: PrimitiveCount = IndexCount - 2; break; case D3DPT_TRIANGLEFAN: PrimitiveCount = IndexCount - 2; break; default: return DDERR_INVALIDPARAMS; } /* Get the FVF of the vertex buffer, and its stride */ hr = IWineD3DVertexBuffer_GetDesc(vb->wineD3DVertexBuffer, &Desc); if(hr != D3D_OK) { ERR("(%p) IWineD3DVertexBuffer::GetDesc failed with hr = %08x\n", This, hr); return hr; } stride = get_flexible_vertex_size(Desc.FVF); TRACE("Vertex buffer FVF = %08x, stride=%d\n", Desc.FVF, stride); hr = IWineD3DDevice_SetFVF(This->wineD3DDevice, Desc.FVF); if(FAILED(hr)) { ERR(" (%p) Setting the FVF failed, hr = %x!\n", This, hr); return hr; } /* copy the index stream into the index buffer. * A new IWineD3DDevice method could be created * which takes an user pointer containing the indices * or a SetData-Method for the index buffer, which * overrides the index buffer data with our pointer. */ hr = IWineD3DIndexBuffer_Lock(This->indexbuffer, 0 /* OffSetToLock */, 0 /* SizeToLock - doesn't matter */, (BYTE **) &LockedIndices, 0 /* Flags */); assert(IndexCount < 0x100000); if(hr != D3D_OK) { ERR("(%p) IWineD3DIndexBuffer::Lock failed with hr = %08x\n", This, hr); return hr; } memcpy(LockedIndices, Indices, IndexCount * sizeof(WORD)); hr = IWineD3DIndexBuffer_Unlock(This->indexbuffer); if(hr != D3D_OK) { ERR("(%p) IWineD3DIndexBuffer::Unlock failed with hr = %08x\n", This, hr); return hr; } /* Set the index stream */ hr = IWineD3DDevice_SetIndices(This->wineD3DDevice, This->indexbuffer, StartVertex); /* Set the vertex stream source */ hr = IWineD3DDevice_SetStreamSource(This->wineD3DDevice, 0 /* StreamNumber */, vb->wineD3DVertexBuffer, 0 /* offset, we pass this to DrawIndexedPrimitive */, stride); if(hr != D3D_OK) { ERR("(%p) IDirect3DDevice::SetStreamSource failed with hr = %08x\n", This, hr); return hr; } hr = IWineD3DDevice_DrawIndexedPrimitive(This->wineD3DDevice, PrimitiveType, 0 /* minIndex */, NumVertices, 0 /* StartIndex */, PrimitiveCount); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB(IDirect3DDevice3 *iface, D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer *D3DVertexBuf, WORD *Indices, DWORD IndexCount, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirect3DVertexBufferImpl *VB = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, D3DVertexBuf); TRACE_(ddraw_thunk)("(%p)->(%08x,%p,%p,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, PrimitiveType, VB, Indices, IndexCount, Flags); return IDirect3DDevice7_DrawIndexedPrimitiveVB(ICOM_INTERFACE(This, IDirect3DDevice7), PrimitiveType, ICOM_INTERFACE(VB, IDirect3DVertexBuffer7), 0, IndexCount, Indices, IndexCount, Flags); } /***************************************************************************** * IDirect3DDevice7::ComputeSphereVisibility * * Calculates the visibility of spheres in the current viewport. The spheres * are passed in the Centers and Radii arrays, the results are passed back * in the ReturnValues array. Return values are either completely visible, * partially visible or completely invisible. * The return value consist of a combination of D3DCLIP_* flags, or it's * 0 if the sphere is completely visible(according to the SDK, not checked) * * Sounds like an overdose of math ;) * * Version 3 and 7 * * Params: * Centers: Array containing the sphere centers * Radii: Array containing the sphere radii * NumSpheres: The number of centers and radii in the arrays * Flags: Some flags * ReturnValues: Array to write the results to * * Returns: * D3D_OK because it's a stub * (DDERR_INVALIDPARAMS if Centers, Radii or ReturnValues are NULL) * (D3DERR_INVALIDMATRIX if the combined world, view and proj matrix * is singular) * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_ComputeSphereVisibility(IDirect3DDevice7 *iface, D3DVECTOR *Centers, D3DVALUE *Radii, DWORD NumSpheres, DWORD Flags, DWORD *ReturnValues) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); FIXME("(%p)->(%p,%p,%08x,%08x,%p): stub!\n", This, Centers, Radii, NumSpheres, Flags, ReturnValues); /* the DirectX 7 sdk says that the visibility is computed by * back-transforming the viewing frustum to model space * using the inverse of the combined world, view and projection * matrix. If the matrix can't be reversed, D3DERR_INVALIDMATRIX * is returned. * * Basic implementation idea: * 1) Check if the center is in the viewing frustum * 2) Cut the sphere with the planes of the viewing * frustum * * ->Center inside the frustum, no intersections: * Fully visible * ->Center outside the frustum, no intersections: * Not visible * ->Some intersections: Partially visible * * Implement this call in WineD3D. Either implement the * matrix and vector stuff in WineD3D, or use some external * math library. */ return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility(IDirect3DDevice3 *iface, D3DVECTOR *Centers, D3DVALUE *Radii, DWORD NumSpheres, DWORD Flags, DWORD *ReturnValues) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%p,%p,%08x,%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, Centers, Radii, NumSpheres, Flags, ReturnValues); return IDirect3DDevice7_ComputeSphereVisibility(ICOM_INTERFACE(This, IDirect3DDevice7), Centers, Radii, NumSpheres, Flags, ReturnValues); } /***************************************************************************** * IDirect3DDevice7::GetTexture * * Returns the texture interface handle assigned to a texture stage. * The returned texture is AddRefed. This is taken from old ddraw, * not checked in Windows. * * Version 3 and 7 * * Params: * Stage: Texture stage to read the texture from * Texture: Address to store the interface pointer at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Texture is NULL * For details, see IWineD3DDevice::GetTexture * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetTexture(IDirect3DDevice7 *iface, DWORD Stage, IDirectDrawSurface7 **Texture) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IWineD3DBaseTexture *Surf; HRESULT hr; TRACE("(%p)->(%d,%p): Relay\n", This, Stage, Texture); if(!Texture) { TRACE("Texture == NULL, failing with DDERR_INVALIDPARAMS\n"); return DDERR_INVALIDPARAMS; } hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, (IWineD3DBaseTexture **) &Surf); if( (hr != D3D_OK) || (!Surf) ) { *Texture = NULL; return hr; } /* GetParent AddRef()s, which is perfectly OK. * We have passed the IDirectDrawSurface7 interface to WineD3D, so that's OK too. */ return IWineD3DBaseTexture_GetParent(Surf, (IUnknown **) Texture); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetTexture(IDirect3DDevice3 *iface, DWORD Stage, IDirect3DTexture2 **Texture2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); HRESULT ret; IDirectDrawSurface7 *ret_val; TRACE_(ddraw_thunk)("(%p)->(%d,%p) thunking to IDirect3DDevice7 interface.\n", This, Stage, Texture2); ret = IDirect3DDevice7_GetTexture(ICOM_INTERFACE(This, IDirect3DDevice7), Stage, &ret_val); *Texture2 = COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirectDrawSurface7, IDirect3DTexture2, ret_val); TRACE_(ddraw_thunk)(" returning interface %p.\n", *Texture2); return ret; } /***************************************************************************** * IDirect3DDevice7::SetTexture * * Assigns a texture to a texture stage. Is the texture AddRef-ed? * * Version 3 and 7 * * Params: * Stage: The stage to assign the texture to * Texture: Interface pointer to the texture surface * * Returns * D3D_OK on success * For details, see IWineD3DDevice::SetTexture * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetTexture(IDirect3DDevice7 *iface, DWORD Stage, IDirectDrawSurface7 *Texture) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IDirectDrawSurfaceImpl *surf = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, Texture); TRACE("(%p)->(%08x,%p): Relay!\n", This, Stage, surf); /* Texture may be NULL here */ return IWineD3DDevice_SetTexture(This->wineD3DDevice, Stage, surf ? (IWineD3DBaseTexture * ) surf->wineD3DTexture : NULL); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_SetTexture(IDirect3DDevice3 *iface, DWORD Stage, IDirect3DTexture2 *Texture2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); IDirectDrawSurfaceImpl *tex = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, Texture2); TRACE_(ddraw_thunk)("(%p)->(%d,%p) thunking to IDirect3DDevice7 interface.\n", This, Stage, tex); return IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7), Stage, ICOM_INTERFACE(tex, IDirectDrawSurface7)); } /***************************************************************************** * IDirect3DDevice7::GetTextureStageState * * Retrieves a state from a texture stage. * * Version 3 and 7 * * Params: * Stage: The stage to retrieve the state from * TexStageStateType: The state type to retrieve * State: Address to store the state's value at * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if State is NULL * For details, see IWineD3DDevice::GetTextureStageState * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetTextureStageState(IDirect3DDevice7 *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE TexStageStateType, DWORD *State) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%08x,%p): Relay!\n", This, Stage, TexStageStateType, State); if(!State) return DDERR_INVALIDPARAMS; switch(TexStageStateType) { /* Mipfilter is a sampler state with different values */ case D3DTSS_MIPFILTER: { HRESULT hr; WINED3DTEXTUREFILTERTYPE value; hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_MIPFILTER, &value); switch(value) { case WINED3DTEXF_NONE: *State = D3DTFP_NONE; break; case WINED3DTEXF_POINT: *State = D3DTFP_POINT; break; case WINED3DTEXF_LINEAR: *State = D3DTFP_LINEAR; break; default: ERR("Unexpected mipfilter value %d\n", value); *State = D3DTFP_NONE; } return hr; } /* Minfilter is a sampler state too, equal values */ case D3DTSS_MINFILTER: return IWineD3DDevice_GetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_MINFILTER, State); /* Same for MAGFILTER */ case D3DTSS_MAGFILTER: return IWineD3DDevice_GetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_MAGFILTER, State); case D3DTSS_ADDRESS: case D3DTSS_ADDRESSU: return IWineD3DDevice_GetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_ADDRESSU, State); case D3DTSS_ADDRESSV: return IWineD3DDevice_GetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_ADDRESSV, State); default: return IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, Stage, TexStageStateType, State); } } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_GetTextureStageState(IDirect3DDevice3 *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE TexStageStateType, DWORD *State) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%p) thunking to IDirect3DDevice7 interface.\n", This, Stage, TexStageStateType, State); return IDirect3DDevice7_GetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), Stage, TexStageStateType, State); } /***************************************************************************** * IDirect3DDevice7::SetTextureStageState * * Sets a texture stage state. Some stage types need to be handled specially, * because they do not exist in WineD3D and were moved to another place * * Version 3 and 7 * * Params: * Stage: The stage to modify * TexStageStateType: The state to change * State: The new value for the state * * Returns: * D3D_OK on success * For details, see IWineD3DDevice::SetTextureStageState * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetTextureStageState(IDirect3DDevice7 *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE TexStageStateType, DWORD State) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%08x,%08x): Relay!\n", This, Stage, TexStageStateType, State); switch(TexStageStateType) { /* Mipfilter is a sampler state with different values */ case D3DTSS_MIPFILTER: { WINED3DTEXTUREFILTERTYPE value; switch(State) { case D3DTFP_NONE: value = WINED3DTEXF_NONE; break; case D3DTFP_POINT: value = WINED3DTEXF_POINT; break; case 0: /* Unchecked */ case D3DTFP_LINEAR: value = WINED3DTEXF_LINEAR; break; default: ERR("Unexpected mipfilter value %d\n", State); value = WINED3DTEXF_NONE; } return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_MIPFILTER, value); } /* Minfilter is a sampler state too, equal values */ case D3DTSS_MINFILTER: return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_MINFILTER, State); /* Same for MAGFILTER */ case D3DTSS_MAGFILTER: return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_MAGFILTER, State); case D3DTSS_ADDRESS: IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_ADDRESSV, State); /* Drop through */ case D3DTSS_ADDRESSU: return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_ADDRESSU, State); case D3DTSS_ADDRESSV: return IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_ADDRESSV, State); default: return IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, Stage, TexStageStateType, State); } } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_SetTextureStageState(IDirect3DDevice3 *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE TexStageStateType, DWORD State) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%08x) thunking to IDirect3DDevice7 interface.\n", This, Stage, TexStageStateType, State); return IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), Stage, TexStageStateType, State); } /***************************************************************************** * IDirect3DDevice7::ValidateDevice * * SDK: "Reports the device's ability to render the currently set * texture-blending operations in a single pass". Whatever that means * exactly... * * Version 3 and 7 * * Params: * NumPasses: Address to write the number of necessary passes for the * desired effect to. * * Returns: * D3D_OK on success * See IWineD3DDevice::ValidateDevice for more details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_ValidateDevice(IDirect3DDevice7 *iface, DWORD *NumPasses) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%p): Relay\n", This, NumPasses); return IWineD3DDevice_ValidateDevice(This->wineD3DDevice, NumPasses); } static HRESULT WINAPI Thunk_IDirect3DDeviceImpl_3_ValidateDevice(IDirect3DDevice3 *iface, DWORD *Passes) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DDevice7 interface.\n", This, Passes); return IDirect3DDevice7_ValidateDevice(ICOM_INTERFACE(This, IDirect3DDevice7), Passes); } /***************************************************************************** * IDirect3DDevice7::Clear * * Fills the render target, the z buffer and the stencil buffer with a * clear color / value * * Version 7 only * * Params: * Count: Number of rectangles in Rects must be 0 if Rects is NULL * Rects: Rectangles to clear. If NULL, the whole surface is cleared * Flags: Some flags, as usual * Color: Clear color for the render target * Z: Clear value for the Z buffer * Stencil: Clear value to store in each stencil buffer entry * * Returns: * D3D_OK on success * For details, see IWineD3DDevice::Clear * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_Clear(IDirect3DDevice7 *iface, DWORD Count, D3DRECT *Rects, DWORD Flags, D3DCOLOR Color, D3DVALUE Z, DWORD Stencil) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x): Relay\n", This, Count, Rects, Flags, (DWORD) Color, Z, Stencil); /* Note; D3DRECT is compatible with WINED3DRECT */ return IWineD3DDevice_Clear(This->wineD3DDevice, Count, (WINED3DRECT*) Rects, Flags, Color, Z, Stencil); } /***************************************************************************** * IDirect3DDevice7::SetViewport * * Sets the current viewport. * * Version 7 only, but IDirect3DViewport uses this call for older * versions * * Params: * Data: The new viewport to set * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * For more details, see IWineDDDevice::SetViewport * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetViewport(IDirect3DDevice7 *iface, D3DVIEWPORT7 *Data) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%p) Relay!\n", This, Data); if(!Data) return DDERR_INVALIDPARAMS; /* Note: D3DVIEWPORT7 is compatible with WINED3DVIEWPORT */ return IWineD3DDevice_SetViewport(This->wineD3DDevice, (WINED3DVIEWPORT*) Data); } /***************************************************************************** * IDirect3DDevice::GetViewport * * Returns the current viewport * * Version 7 * * Params: * Data: D3D7Viewport structure to write the viewport information to * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * For more details, see IWineD3DDevice::GetViewport * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetViewport(IDirect3DDevice7 *iface, D3DVIEWPORT7 *Data) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%p) Relay!\n", This, Data); if(!Data) return DDERR_INVALIDPARAMS; /* Note: D3DVIEWPORT7 is compatible with WINED3DVIEWPORT */ hr = IWineD3DDevice_GetViewport(This->wineD3DDevice, (WINED3DVIEWPORT*) Data); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::SetMaterial * * Sets the Material * * Version 7 * * Params: * Mat: The material to set * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Mat is NULL. * For more details, see IWineD3DDevice::SetMaterial * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetMaterial(IDirect3DDevice7 *iface, D3DMATERIAL7 *Mat) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%p): Relay!\n", This, Mat); /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */ hr = IWineD3DDevice_SetMaterial(This->wineD3DDevice, (WINED3DMATERIAL*) Mat); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::GetMaterial * * Returns the current material * * Version 7 * * Params: * Mat: D3DMATERIAL7 structure to write the material parameters to * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Mat is NULL * For more details, see IWineD3DDevice::GetMaterial * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface, D3DMATERIAL7 *Mat) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%p): Relay!\n", This, Mat); /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */ hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice, (WINED3DMATERIAL*) Mat); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::SetLight * * Assigns a light to a light index, but doesn't activate it yet. * * Version 7, IDirect3DLight uses this method for older versions * * Params: * LightIndex: The index of the new light * Light: A D3DLIGHT7 structure describing the light * * Returns: * D3D_OK on success * For more details, see IWineD3DDevice::SetLight * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetLight(IDirect3DDevice7 *iface, DWORD LightIndex, D3DLIGHT7 *Light) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x,%p): Relay!\n", This, LightIndex, Light); /* Note: D3DLIGHT7 is compatible with WINED3DLIGHT */ hr = IWineD3DDevice_SetLight(This->wineD3DDevice, LightIndex, (WINED3DLIGHT*) Light); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::GetLight * * Returns the light assigned to a light index * * Params: * Light: Structure to write the light information to * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Light is NULL * For details, see IWineD3DDevice::GetLight * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetLight(IDirect3DDevice7 *iface, DWORD LightIndex, D3DLIGHT7 *Light) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT rc; TRACE("(%p)->(%08x,%p): Relay!\n", This, LightIndex, Light); /* Note: D3DLIGHT7 is compatible with WINED3DLIGHT */ rc = IWineD3DDevice_GetLight(This->wineD3DDevice, LightIndex, (WINED3DLIGHT*) Light); /* Translate the result. WineD3D returns other values than D3D7 */ return hr_ddraw_from_wined3d(rc); } /***************************************************************************** * IDirect3DDevice7::BeginStateBlock * * Begins recording to a stateblock * * Version 7 * * Returns: * D3D_OK on success * For details see IWineD3DDevice::BeginStateBlock * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_BeginStateBlock(IDirect3DDevice7 *iface) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(): Relay!\n", This); hr = IWineD3DDevice_BeginStateBlock(This->wineD3DDevice); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::EndStateBlock * * Stops recording to a state block and returns the created stateblock * handle. * * Version 7 * * Params: * BlockHandle: Address to store the stateblock's handle to * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if BlockHandle is NULL * See IWineD3DDevice::EndStateBlock for more details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_EndStateBlock(IDirect3DDevice7 *iface, DWORD *BlockHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%p): Relay!\n", This, BlockHandle); if(!BlockHandle) { WARN("BlockHandle == NULL, returning DDERR_INVALIDPARAMS\n"); return DDERR_INVALIDPARAMS; } *BlockHandle = IDirect3DDeviceImpl_CreateHandle(This); if(!*BlockHandle) { ERR("Cannot get a handle number for the stateblock\n"); return DDERR_OUTOFMEMORY; } This->Handles[*BlockHandle - 1].type = DDrawHandle_StateBlock; hr = IWineD3DDevice_EndStateBlock(This->wineD3DDevice, (IWineD3DStateBlock **) &This->Handles[*BlockHandle - 1].ptr); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::PreLoad * * Allows the app to signal that a texture will be used soon, to allow * the Direct3DDevice to load it to the video card in the meantime. * * Version 7 * * Params: * Texture: The texture to preload * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Texture is NULL * See IWineD3DSurface::PreLoad for details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_PreLoad(IDirect3DDevice7 *iface, IDirectDrawSurface7 *Texture) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IDirectDrawSurfaceImpl *surf = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, Texture); TRACE("(%p)->(%p): Relay!\n", This, surf); if(!Texture) return DDERR_INVALIDPARAMS; IWineD3DSurface_PreLoad(surf->WineD3DSurface); return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::ApplyStateBlock * * Activates the state stored in a state block handle. * * Params: * BlockHandle: The stateblock handle to activate * * Returns: * D3D_OK on success * D3DERR_INVALIDSTATEBLOCK if BlockHandle is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_ApplyStateBlock(IDirect3DDevice7 *iface, DWORD BlockHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x): Relay!\n", This, BlockHandle); if(!BlockHandle || BlockHandle > This->numHandles) { WARN("Out of range handle %d, returning D3DERR_INVALIDSTATEBLOCK\n", BlockHandle); return D3DERR_INVALIDSTATEBLOCK; } if(This->Handles[BlockHandle - 1].type != DDrawHandle_StateBlock) { WARN("Handle %d is not a stateblock, returning D3DERR_INVALIDSTATEBLOCK\n", BlockHandle); return D3DERR_INVALIDSTATEBLOCK; } hr = IWineD3DStateBlock_Apply((IWineD3DStateBlock *) This->Handles[BlockHandle - 1].ptr); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::CaptureStateBlock * * Updates a stateblock's values to the values currently set for the device * * Version 7 * * Params: * BlockHandle: Stateblock to update * * Returns: * D3D_OK on success * D3DERR_INVALIDSTATEBLOCK if BlockHandle is NULL * See IWineD3DDevice::CaptureStateBlock for more details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_CaptureStateBlock(IDirect3DDevice7 *iface, DWORD BlockHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x): Relay!\n", This, BlockHandle); if(BlockHandle == 0 || BlockHandle > This->numHandles) { WARN("Out of range handle %d, returning D3DERR_INVALIDSTATEBLOCK\n", BlockHandle); return D3DERR_INVALIDSTATEBLOCK; } if(This->Handles[BlockHandle - 1].type != DDrawHandle_StateBlock) { WARN("Handle %d is not a stateblock, returning D3DERR_INVALIDSTATEBLOCK\n", BlockHandle); return D3DERR_INVALIDSTATEBLOCK; } hr = IWineD3DStateBlock_Capture((IWineD3DStateBlock *) This->Handles[BlockHandle - 1].ptr); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::DeleteStateBlock * * Deletes a stateblock handle. This means releasing the WineD3DStateBlock * * Version 7 * * Params: * BlockHandle: Stateblock handle to delete * * Returns: * D3D_OK on success * D3DERR_INVALIDSTATEBLOCK if BlockHandle is 0 * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_DeleteStateBlock(IDirect3DDevice7 *iface, DWORD BlockHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); ULONG ref; TRACE("(%p)->(%08x): Relay!\n", This, BlockHandle); if(BlockHandle == 0 || BlockHandle > This->numHandles) { WARN("Out of range handle %d, returning D3DERR_INVALIDSTATEBLOCK\n", BlockHandle); return D3DERR_INVALIDSTATEBLOCK; } if(This->Handles[BlockHandle - 1].type != DDrawHandle_StateBlock) { WARN("Handle %d is not a stateblock, returning D3DERR_INVALIDSTATEBLOCK\n", BlockHandle); return D3DERR_INVALIDSTATEBLOCK; } ref = IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->Handles[BlockHandle - 1].ptr); if(ref) { ERR("Something is still holding the stateblock %p(Handle %d). Ref = %d\n", This->Handles[BlockHandle - 1].ptr, BlockHandle, ref); } This->Handles[BlockHandle - 1].ptr = NULL; This->Handles[BlockHandle - 1].type = DDrawHandle_Unknown; return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::CreateStateBlock * * Creates a new state block handle. * * Version 7 * * Params: * Type: The state block type * BlockHandle: Address to write the created handle to * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if BlockHandle is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_CreateStateBlock(IDirect3DDevice7 *iface, D3DSTATEBLOCKTYPE Type, DWORD *BlockHandle) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x,%p)!\n", This, Type, BlockHandle); if(!BlockHandle) { WARN("BlockHandle == NULL, returning DDERR_INVALIDPARAMS\n"); return DDERR_INVALIDPARAMS; } *BlockHandle = IDirect3DDeviceImpl_CreateHandle(This); if(!*BlockHandle) { ERR("Cannot get a handle number for the stateblock\n"); return DDERR_OUTOFMEMORY; } This->Handles[*BlockHandle - 1].type = DDrawHandle_StateBlock; /* The D3DSTATEBLOCKTYPE enum is fine here */ hr = IWineD3DDevice_CreateStateBlock(This->wineD3DDevice, Type, (IWineD3DStateBlock **) &This->Handles[*BlockHandle - 1].ptr, NULL /* Parent, hope that works */); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::Load * * Loads a rectangular area from the source into the destination texture. * It can also copy the source to the faces of a cubic environment map * * Version 7 * * Params: * DestTex: Destination texture * DestPoint: Point in the destination where the source image should be * written to * SrcTex: Source texture * SrcRect: Source rectangle * Flags: Some flags * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if DestTex or SrcTex are NULL * See IDirect3DTexture2::Load for details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_Load(IDirect3DDevice7 *iface, IDirectDrawSurface7 *DestTex, POINT *DestPoint, IDirectDrawSurface7 *SrcTex, RECT *SrcRect, DWORD Flags) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); IDirectDrawSurfaceImpl *dest = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, DestTex); IDirectDrawSurfaceImpl *src = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, SrcTex); FIXME("(%p)->(%p,%p,%p,%p,%08x): Partially Implemented!\n", This, dest, DestPoint, src, SrcRect, Flags); if( (!src) || (!dest) ) return DDERR_INVALIDPARAMS; IDirect3DTexture2_Load(ICOM_INTERFACE(dest, IDirect3DTexture2), ICOM_INTERFACE(src, IDirect3DTexture2)); return D3D_OK; } /***************************************************************************** * IDirect3DDevice7::LightEnable * * Enables or disables a light * * Version 7, IDirect3DLight uses this method too. * * Params: * LightIndex: The index of the light to enable / disable * Enable: Enable or disable the light * * Returns: * D3D_OK on success * For more details, see IWineD3DDevice::SetLightEnable * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_LightEnable(IDirect3DDevice7 *iface, DWORD LightIndex, BOOL Enable) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x,%d): Relay!\n", This, LightIndex, Enable); hr = IWineD3DDevice_SetLightEnable(This->wineD3DDevice, LightIndex, Enable); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::GetLightEnable * * Retrieves if the light with the given index is enabled or not * * Version 7 * * Params: * LightIndex: Index of desired light * Enable: Pointer to a BOOL which contains the result * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Enable is NULL * See IWineD3DDevice::GetLightEnable for more details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetLightEnable(IDirect3DDevice7 *iface, DWORD LightIndex, BOOL* Enable) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); HRESULT hr; TRACE("(%p)->(%08x,%p): Relay\n", This, LightIndex, Enable); if(!Enable) return DDERR_INVALIDPARAMS; hr = IWineD3DDevice_GetLightEnable(This->wineD3DDevice, LightIndex, Enable); return hr_ddraw_from_wined3d(hr); } /***************************************************************************** * IDirect3DDevice7::SetClipPlane * * Sets custom clipping plane * * Version 7 * * Params: * Index: The index of the clipping plane * PlaneEquation: An equation defining the clipping plane * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if PlaneEquation is NULL * See IWineD3DDevice::SetClipPlane for more details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_SetClipPlane(IDirect3DDevice7 *iface, DWORD Index, D3DVALUE* PlaneEquation) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%p): Relay!\n", This, Index, PlaneEquation); if(!PlaneEquation) return DDERR_INVALIDPARAMS; return IWineD3DDevice_SetClipPlane(This->wineD3DDevice, Index, PlaneEquation); } /***************************************************************************** * IDirect3DDevice7::GetClipPlane * * Returns the clipping plane with a specific index * * Params: * Index: The index of the desired plane * PlaneEquation: Address to store the plane equation to * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if PlaneEquation is NULL * See IWineD3DDevice::GetClipPlane for more details * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetClipPlane(IDirect3DDevice7 *iface, DWORD Index, D3DVALUE* PlaneEquation) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%d,%p): Relay!\n", This, Index, PlaneEquation); if(!PlaneEquation) return DDERR_INVALIDPARAMS; return IWineD3DDevice_GetClipPlane(This->wineD3DDevice, Index, PlaneEquation); } /***************************************************************************** * IDirect3DDevice7::GetInfo * * Retrieves some information about the device. The DirectX sdk says that * this version returns S_FALSE for all retail builds of DirectX, that's what * this implementation does. * * Params: * DevInfoID: Information type requested * DevInfoStruct: Pointer to a structure to store the info to * Size: Size of the structure * * Returns: * S_FALSE, because it's a non-debug driver * *****************************************************************************/ static HRESULT WINAPI IDirect3DDeviceImpl_7_GetInfo(IDirect3DDevice7 *iface, DWORD DevInfoID, void *DevInfoStruct, DWORD Size) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); TRACE("(%p)->(%08x,%p,%08x)\n", This, DevInfoID, DevInfoStruct, Size); if (TRACE_ON(d3d7)) { TRACE(" info requested : "); switch (DevInfoID) { case D3DDEVINFOID_TEXTUREMANAGER: TRACE("D3DDEVINFOID_TEXTUREMANAGER\n"); break; case D3DDEVINFOID_D3DTEXTUREMANAGER: TRACE("D3DDEVINFOID_D3DTEXTUREMANAGER\n"); break; case D3DDEVINFOID_TEXTURING: TRACE("D3DDEVINFOID_TEXTURING\n"); break; default: ERR(" invalid flag !!!\n"); return DDERR_INVALIDPARAMS; } } return S_FALSE; /* According to MSDN, this is valid for a non-debug driver */ } const IDirect3DDevice7Vtbl IDirect3DDevice7_Vtbl = { /*** IUnknown Methods ***/ IDirect3DDeviceImpl_7_QueryInterface, IDirect3DDeviceImpl_7_AddRef, IDirect3DDeviceImpl_7_Release, /*** IDirect3DDevice7 ***/ IDirect3DDeviceImpl_7_GetCaps, IDirect3DDeviceImpl_7_EnumTextureFormats, IDirect3DDeviceImpl_7_BeginScene, IDirect3DDeviceImpl_7_EndScene, IDirect3DDeviceImpl_7_GetDirect3D, IDirect3DDeviceImpl_7_SetRenderTarget, IDirect3DDeviceImpl_7_GetRenderTarget, IDirect3DDeviceImpl_7_Clear, IDirect3DDeviceImpl_7_SetTransform, IDirect3DDeviceImpl_7_GetTransform, IDirect3DDeviceImpl_7_SetViewport, IDirect3DDeviceImpl_7_MultiplyTransform, IDirect3DDeviceImpl_7_GetViewport, IDirect3DDeviceImpl_7_SetMaterial, IDirect3DDeviceImpl_7_GetMaterial, IDirect3DDeviceImpl_7_SetLight, IDirect3DDeviceImpl_7_GetLight, IDirect3DDeviceImpl_7_SetRenderState, IDirect3DDeviceImpl_7_GetRenderState, IDirect3DDeviceImpl_7_BeginStateBlock, IDirect3DDeviceImpl_7_EndStateBlock, IDirect3DDeviceImpl_7_PreLoad, IDirect3DDeviceImpl_7_DrawPrimitive, IDirect3DDeviceImpl_7_DrawIndexedPrimitive, IDirect3DDeviceImpl_7_SetClipStatus, IDirect3DDeviceImpl_7_GetClipStatus, IDirect3DDeviceImpl_7_DrawPrimitiveStrided, IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided, IDirect3DDeviceImpl_7_DrawPrimitiveVB, IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB, IDirect3DDeviceImpl_7_ComputeSphereVisibility, IDirect3DDeviceImpl_7_GetTexture, IDirect3DDeviceImpl_7_SetTexture, IDirect3DDeviceImpl_7_GetTextureStageState, IDirect3DDeviceImpl_7_SetTextureStageState, IDirect3DDeviceImpl_7_ValidateDevice, IDirect3DDeviceImpl_7_ApplyStateBlock, IDirect3DDeviceImpl_7_CaptureStateBlock, IDirect3DDeviceImpl_7_DeleteStateBlock, IDirect3DDeviceImpl_7_CreateStateBlock, IDirect3DDeviceImpl_7_Load, IDirect3DDeviceImpl_7_LightEnable, IDirect3DDeviceImpl_7_GetLightEnable, IDirect3DDeviceImpl_7_SetClipPlane, IDirect3DDeviceImpl_7_GetClipPlane, IDirect3DDeviceImpl_7_GetInfo }; const IDirect3DDevice3Vtbl IDirect3DDevice3_Vtbl = { /*** IUnknown Methods ***/ Thunk_IDirect3DDeviceImpl_3_QueryInterface, Thunk_IDirect3DDeviceImpl_3_AddRef, Thunk_IDirect3DDeviceImpl_3_Release, /*** IDirect3DDevice3 ***/ IDirect3DDeviceImpl_3_GetCaps, IDirect3DDeviceImpl_3_GetStats, IDirect3DDeviceImpl_3_AddViewport, IDirect3DDeviceImpl_3_DeleteViewport, IDirect3DDeviceImpl_3_NextViewport, Thunk_IDirect3DDeviceImpl_3_EnumTextureFormats, Thunk_IDirect3DDeviceImpl_3_BeginScene, Thunk_IDirect3DDeviceImpl_3_EndScene, Thunk_IDirect3DDeviceImpl_3_GetDirect3D, IDirect3DDeviceImpl_3_SetCurrentViewport, IDirect3DDeviceImpl_3_GetCurrentViewport, Thunk_IDirect3DDeviceImpl_3_SetRenderTarget, Thunk_IDirect3DDeviceImpl_3_GetRenderTarget, IDirect3DDeviceImpl_3_Begin, IDirect3DDeviceImpl_3_BeginIndexed, IDirect3DDeviceImpl_3_Vertex, IDirect3DDeviceImpl_3_Index, IDirect3DDeviceImpl_3_End, Thunk_IDirect3DDeviceImpl_3_GetRenderState, Thunk_IDirect3DDeviceImpl_3_SetRenderState, IDirect3DDeviceImpl_3_GetLightState, IDirect3DDeviceImpl_3_SetLightState, Thunk_IDirect3DDeviceImpl_3_SetTransform, Thunk_IDirect3DDeviceImpl_3_GetTransform, Thunk_IDirect3DDeviceImpl_3_MultiplyTransform, Thunk_IDirect3DDeviceImpl_3_DrawPrimitive, Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitive, Thunk_IDirect3DDeviceImpl_3_SetClipStatus, Thunk_IDirect3DDeviceImpl_3_GetClipStatus, Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveStrided, Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided, Thunk_IDirect3DDeviceImpl_3_DrawPrimitiveVB, Thunk_IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB, Thunk_IDirect3DDeviceImpl_3_ComputeSphereVisibility, Thunk_IDirect3DDeviceImpl_3_GetTexture, Thunk_IDirect3DDeviceImpl_3_SetTexture, Thunk_IDirect3DDeviceImpl_3_GetTextureStageState, Thunk_IDirect3DDeviceImpl_3_SetTextureStageState, Thunk_IDirect3DDeviceImpl_3_ValidateDevice }; const IDirect3DDevice2Vtbl IDirect3DDevice2_Vtbl = { /*** IUnknown Methods ***/ Thunk_IDirect3DDeviceImpl_2_QueryInterface, Thunk_IDirect3DDeviceImpl_2_AddRef, Thunk_IDirect3DDeviceImpl_2_Release, /*** IDirect3DDevice2 ***/ Thunk_IDirect3DDeviceImpl_2_GetCaps, IDirect3DDeviceImpl_2_SwapTextureHandles, Thunk_IDirect3DDeviceImpl_2_GetStats, Thunk_IDirect3DDeviceImpl_2_AddViewport, Thunk_IDirect3DDeviceImpl_2_DeleteViewport, Thunk_IDirect3DDeviceImpl_2_NextViewport, IDirect3DDeviceImpl_2_EnumTextureFormats, Thunk_IDirect3DDeviceImpl_2_BeginScene, Thunk_IDirect3DDeviceImpl_2_EndScene, Thunk_IDirect3DDeviceImpl_2_GetDirect3D, Thunk_IDirect3DDeviceImpl_2_SetCurrentViewport, Thunk_IDirect3DDeviceImpl_2_GetCurrentViewport, Thunk_IDirect3DDeviceImpl_2_SetRenderTarget, Thunk_IDirect3DDeviceImpl_2_GetRenderTarget, Thunk_IDirect3DDeviceImpl_2_Begin, Thunk_IDirect3DDeviceImpl_2_BeginIndexed, Thunk_IDirect3DDeviceImpl_2_Vertex, Thunk_IDirect3DDeviceImpl_2_Index, Thunk_IDirect3DDeviceImpl_2_End, Thunk_IDirect3DDeviceImpl_2_GetRenderState, Thunk_IDirect3DDeviceImpl_2_SetRenderState, Thunk_IDirect3DDeviceImpl_2_GetLightState, Thunk_IDirect3DDeviceImpl_2_SetLightState, Thunk_IDirect3DDeviceImpl_2_SetTransform, Thunk_IDirect3DDeviceImpl_2_GetTransform, Thunk_IDirect3DDeviceImpl_2_MultiplyTransform, Thunk_IDirect3DDeviceImpl_2_DrawPrimitive, Thunk_IDirect3DDeviceImpl_2_DrawIndexedPrimitive, Thunk_IDirect3DDeviceImpl_2_SetClipStatus, Thunk_IDirect3DDeviceImpl_2_GetClipStatus }; const IDirect3DDeviceVtbl IDirect3DDevice1_Vtbl = { /*** IUnknown Methods ***/ Thunk_IDirect3DDeviceImpl_1_QueryInterface, Thunk_IDirect3DDeviceImpl_1_AddRef, Thunk_IDirect3DDeviceImpl_1_Release, /*** IDirect3DDevice1 ***/ IDirect3DDeviceImpl_1_Initialize, Thunk_IDirect3DDeviceImpl_1_GetCaps, Thunk_IDirect3DDeviceImpl_1_SwapTextureHandles, IDirect3DDeviceImpl_1_CreateExecuteBuffer, Thunk_IDirect3DDeviceImpl_1_GetStats, IDirect3DDeviceImpl_1_Execute, Thunk_IDirect3DDeviceImpl_1_AddViewport, Thunk_IDirect3DDeviceImpl_1_DeleteViewport, Thunk_IDirect3DDeviceImpl_1_NextViewport, IDirect3DDeviceImpl_1_Pick, IDirect3DDeviceImpl_1_GetPickRecords, Thunk_IDirect3DDeviceImpl_1_EnumTextureFormats, IDirect3DDeviceImpl_1_CreateMatrix, IDirect3DDeviceImpl_1_SetMatrix, IDirect3DDeviceImpl_1_GetMatrix, IDirect3DDeviceImpl_1_DeleteMatrix, Thunk_IDirect3DDeviceImpl_1_EndScene, Thunk_IDirect3DDeviceImpl_1_BeginScene, Thunk_IDirect3DDeviceImpl_1_GetDirect3D }; /***************************************************************************** * IDirect3DDeviceImpl_CreateHandle * * Not called from the VTable * * Some older interface versions operate with handles, which are basically * DWORDs which identify an interface, for example * IDirect3DDevice::SetRenderState with DIRECT3DRENDERSTATE_TEXTUREHANDLE * * Those handle could be just casts to the interface pointers or vice versa, * but that is not 64 bit safe and would mean blindly derefering a DWORD * passed by the app. Instead there is a dynamic array in the device which * keeps a DWORD to pointer information and a type for the handle. * * Basically this array only grows, when a handle is freed its pointer is * just set to NULL. There will be much more reads from the array than * insertion operations, so a dynamic array is fine. * * Params: * This: D3DDevice implementation for which this handle should be created * * Returns: * A free handle on success * 0 on failure * *****************************************************************************/ DWORD IDirect3DDeviceImpl_CreateHandle(IDirect3DDeviceImpl *This) { DWORD i; struct HandleEntry *oldHandles = This->Handles; TRACE("(%p)\n", This); for(i = 0; i < This->numHandles; i++) { if(This->Handles[i].ptr == NULL && This->Handles[i].type == DDrawHandle_Unknown) { TRACE("Reusing freed handle %d\n", i + 1); return i + 1; } } TRACE("Growing the handle array\n"); This->numHandles++; This->Handles = HeapAlloc(GetProcessHeap(), 0, sizeof(struct HandleEntry) * This->numHandles); if(!This->Handles) { ERR("Out of memory\n"); This->Handles = oldHandles; This->numHandles--; return 0; } if(oldHandles) { memcpy(This->Handles, oldHandles, (This->numHandles - 1) * sizeof(struct HandleEntry)); HeapFree(GetProcessHeap(), 0, oldHandles); } TRACE("Returning %d\n", This->numHandles); return This->numHandles; }