/* * IDirect3DDevice8 implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2004 Christian Costa * * 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 */ #include "config.h" #include #include #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); /* Shader handle functions */ static shader_handle *alloc_shader_handle(IDirect3DDevice8Impl *This) { if (This->free_shader_handles) { /* Use a free handle */ shader_handle *handle = This->free_shader_handles; This->free_shader_handles = *handle; return handle; } if (!(This->allocated_shader_handles < This->shader_handle_table_size)) { /* Grow the table */ DWORD new_size = This->shader_handle_table_size + (This->shader_handle_table_size >> 1); shader_handle *new_handles = HeapReAlloc(GetProcessHeap(), 0, This->shader_handles, new_size * sizeof(shader_handle)); if (!new_handles) return NULL; This->shader_handles = new_handles; This->shader_handle_table_size = new_size; } return &This->shader_handles[This->allocated_shader_handles++]; } static void free_shader_handle(IDirect3DDevice8Impl *This, shader_handle *handle) { *handle = This->free_shader_handles; This->free_shader_handles = handle; } /* IDirect3D IUnknown parts follow: */ static HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DDevice8)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj); *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %d\n", This, ref - 1); return ref; } static ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; ULONG ref; if (This->inDestruction) return 0; ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %d\n", This, ref); if (ref == 0) { unsigned i; TRACE("Releasing wined3d device %p\n", This->WineD3DDevice); EnterCriticalSection(&d3d8_cs); This->inDestruction = TRUE; for(i = 0; i < This->numConvertedDecls; i++) { IWineD3DVertexDeclaration_Release(This->decls[i].decl); } HeapFree(GetProcessHeap(), 0, This->decls); IWineD3DDevice_Uninit3D(This->WineD3DDevice, D3D8CB_DestroyDepthStencilSurface, D3D8CB_DestroySwapChain); IWineD3DDevice_Release(This->WineD3DDevice); HeapFree(GetProcessHeap(), 0, This->shader_handles); HeapFree(GetProcessHeap(), 0, This); LeaveCriticalSection(&d3d8_cs); } return ref; } /* IDirect3DDevice Interface follow: */ static HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_TestCooperativeLevel(This->WineD3DDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetAvailableTextureMem(This->WineD3DDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) : Relay bytes(%d)\n", This, Bytes); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_EvictManagedResources(This->WineD3DDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr = D3D_OK; IWineD3D* pWineD3D; TRACE("(%p) Relay\n", This); if (NULL == ppD3D8) { return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetDirect3D(This->WineD3DDevice, &pWineD3D); if (hr == D3D_OK && pWineD3D != NULL) { IWineD3D_GetParent(pWineD3D,(IUnknown **)ppD3D8); IWineD3D_Release(pWineD3D); } else { FIXME("Call to IWineD3DDevice_GetDirect3D failed\n"); *ppD3D8 = NULL; } TRACE("(%p) returning %p\n",This , *ppD3D8); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; WINED3DCAPS *pWineCaps; TRACE("(%p) : Relay pCaps %p\n", This, pCaps); if(NULL == pCaps){ return D3DERR_INVALIDCALL; } pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS)); if(pWineCaps == NULL){ return D3DERR_INVALIDCALL; /* well this is what MSDN says to return */ } EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_GetDeviceCaps(This->WineD3DDevice, pWineCaps); LeaveCriticalSection(&d3d8_cs); WINECAPSTOD3D8CAPS(pCaps, pWineCaps) HeapFree(GetProcessHeap(), 0, pWineCaps); /* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */ if(pCaps->PixelShaderVersion > D3DPS_VERSION(1,4)){ pCaps->PixelShaderVersion = D3DPS_VERSION(1,4); } if(pCaps->VertexShaderVersion > D3DVS_VERSION(1,1)){ pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); } TRACE("Returning %p %p\n", This, pCaps); return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetDisplayMode(This->WineD3DDevice, 0, (WINED3DDISPLAYMODE *) pMode); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetCreationParameters(This->WineD3DDevice, (WINED3DDEVICE_CREATION_PARAMETERS *) pParameters); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DSurface8Impl *pSurface = (IDirect3DSurface8Impl*)pCursorBitmap; HRESULT hr; TRACE("(%p) Relay\n", This); if(!pCursorBitmap) { WARN("No cursor bitmap, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetCursorProperties(This->WineD3DDevice,XHotSpot,YHotSpot,pSurface->wineD3DSurface); LeaveCriticalSection(&d3d8_cs); return hr; } static void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace, DWORD Flags) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); IWineD3DDevice_SetCursorPosition(This->WineD3DDevice, XScreenSpace, YScreenSpace, Flags); LeaveCriticalSection(&d3d8_cs); } static BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; BOOL ret; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); ret = IWineD3DDevice_ShowCursor(This->WineD3DDevice, bShow); LeaveCriticalSection(&d3d8_cs); return ret; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DSwapChain8Impl* object; HRESULT hrc = D3D_OK; WINED3DPRESENT_PARAMETERS localParameters; TRACE("(%p) Relay\n", This); /* Fix the back buffer count */ if(pPresentationParameters->BackBufferCount == 0) { pPresentationParameters->BackBufferCount = 1; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (NULL == object) { FIXME("Allocation of memory failed\n"); *pSwapChain = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->ref = 1; object->lpVtbl = &Direct3DSwapChain8_Vtbl; /* Allocate an associated WineD3DDevice object */ localParameters.BackBufferWidth = pPresentationParameters->BackBufferWidth; localParameters.BackBufferHeight = pPresentationParameters->BackBufferHeight; localParameters.BackBufferFormat = pPresentationParameters->BackBufferFormat; localParameters.BackBufferCount = pPresentationParameters->BackBufferCount; localParameters.MultiSampleType = pPresentationParameters->MultiSampleType; localParameters.MultiSampleQuality = 0; /* d3d9 only */ localParameters.SwapEffect = pPresentationParameters->SwapEffect; localParameters.hDeviceWindow = pPresentationParameters->hDeviceWindow; localParameters.Windowed = pPresentationParameters->Windowed; localParameters.EnableAutoDepthStencil = pPresentationParameters->EnableAutoDepthStencil; localParameters.AutoDepthStencilFormat = pPresentationParameters->AutoDepthStencilFormat; localParameters.Flags = pPresentationParameters->Flags; localParameters.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz; localParameters.PresentationInterval = pPresentationParameters->FullScreen_PresentationInterval; EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_CreateAdditionalSwapChain(This->WineD3DDevice, &localParameters, &object->wineD3DSwapChain, (IUnknown*)object, D3D8CB_CreateRenderTarget, D3D8CB_CreateDepthStencilSurface, SURFACE_OPENGL); LeaveCriticalSection(&d3d8_cs); pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth; pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight; pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat; pPresentationParameters->BackBufferCount = localParameters.BackBufferCount; pPresentationParameters->MultiSampleType = localParameters.MultiSampleType; pPresentationParameters->SwapEffect = localParameters.SwapEffect; pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow; pPresentationParameters->Windowed = localParameters.Windowed; pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil; pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat; pPresentationParameters->Flags = localParameters.Flags; pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz; pPresentationParameters->FullScreen_PresentationInterval = localParameters.PresentationInterval; if (hrc != D3D_OK) { FIXME("(%p) call to IWineD3DDevice_CreateAdditionalSwapChain failed\n", This); HeapFree(GetProcessHeap(), 0 , object); *pSwapChain = NULL; }else{ IUnknown_AddRef(iface); object->parentDevice = iface; *pSwapChain = (IDirect3DSwapChain8 *)object; } TRACE("(%p) returning %p\n", This, *pSwapChain); return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; WINED3DPRESENT_PARAMETERS localParameters; HRESULT hr; TRACE("(%p) Relay pPresentationParameters(%p)\n", This, pPresentationParameters); localParameters.BackBufferWidth = pPresentationParameters->BackBufferWidth; localParameters.BackBufferHeight = pPresentationParameters->BackBufferHeight; localParameters.BackBufferFormat = pPresentationParameters->BackBufferFormat; localParameters.BackBufferCount = pPresentationParameters->BackBufferCount; localParameters.MultiSampleType = pPresentationParameters->MultiSampleType; localParameters.MultiSampleQuality = 0; /* d3d9 only */ localParameters.SwapEffect = pPresentationParameters->SwapEffect; localParameters.hDeviceWindow = pPresentationParameters->hDeviceWindow; localParameters.Windowed = pPresentationParameters->Windowed; localParameters.EnableAutoDepthStencil = pPresentationParameters->EnableAutoDepthStencil; localParameters.AutoDepthStencilFormat = pPresentationParameters->AutoDepthStencilFormat; localParameters.Flags = pPresentationParameters->Flags; localParameters.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz; localParameters.PresentationInterval = pPresentationParameters->FullScreen_PresentationInterval; EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_Reset(This->WineD3DDevice, &localParameters); LeaveCriticalSection(&d3d8_cs); pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth; pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight; pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat; pPresentationParameters->BackBufferCount = localParameters.BackBufferCount; pPresentationParameters->MultiSampleType = localParameters.MultiSampleType; pPresentationParameters->SwapEffect = localParameters.SwapEffect; pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow; pPresentationParameters->Windowed = localParameters.Windowed; pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil; pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat; pPresentationParameters->Flags = localParameters.Flags; pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz; pPresentationParameters->FullScreen_PresentationInterval = localParameters.PresentationInterval; return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_Present(This->WineD3DDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IWineD3DSurface *retSurface = NULL; HRESULT rc = D3D_OK; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); rc = IWineD3DDevice_GetBackBuffer(This->WineD3DDevice, 0, BackBuffer, (WINED3DBACKBUFFER_TYPE) Type, &retSurface); if (rc == D3D_OK && NULL != retSurface && NULL != ppBackBuffer) { IWineD3DSurface_GetParent(retSurface, (IUnknown **)ppBackBuffer); IWineD3DSurface_Release(retSurface); } LeaveCriticalSection(&d3d8_cs); return rc; } static HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetRasterStatus(This->WineD3DDevice, 0, (WINED3DRASTER_STATUS *) pRasterStatus); LeaveCriticalSection(&d3d8_cs); return hr; } static void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) Relay\n", This); /* Note: D3DGAMMARAMP is compatible with WINED3DGAMMARAMP */ EnterCriticalSection(&d3d8_cs); IWineD3DDevice_SetGammaRamp(This->WineD3DDevice, 0, Flags, (CONST WINED3DGAMMARAMP *) pRamp); LeaveCriticalSection(&d3d8_cs); } static void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) Relay\n", This); /* Note: D3DGAMMARAMP is compatible with WINED3DGAMMARAMP */ EnterCriticalSection(&d3d8_cs); IWineD3DDevice_GetGammaRamp(This->WineD3DDevice, 0, (WINED3DGAMMARAMP *) pRamp); LeaveCriticalSection(&d3d8_cs); } static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture8 **ppTexture) { IDirect3DTexture8Impl *object; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) : W(%d) H(%d), Lvl(%d) d(%d), Fmt(%u), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, Pool); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl)); if (NULL == object) { FIXME("Allocation of memory failed\n"); /* *ppTexture = NULL; */ return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DTexture8_Vtbl; object->ref = 1; EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_CreateTexture(This->WineD3DDevice, Width, Height, Levels, Usage & WINED3DUSAGE_MASK, (WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DTexture, NULL, (IUnknown *)object, D3D8CB_CreateSurface); LeaveCriticalSection(&d3d8_cs); if (FAILED(hrc)) { /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This); HeapFree(GetProcessHeap(), 0, object); /* *ppTexture = NULL; */ } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppTexture = (LPDIRECT3DTEXTURE8) object; TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture); } return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) { IDirect3DVolumeTexture8Impl *object; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl)); if (NULL == object) { FIXME("(%p) allocation of memory failed\n", This); *ppVolumeTexture = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DVolumeTexture8_Vtbl; object->ref = 1; EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels, Usage & WINED3DUSAGE_MASK, (WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DVolumeTexture, NULL, (IUnknown *)object, D3D8CB_CreateVolume); LeaveCriticalSection(&d3d8_cs); if (hrc != D3D_OK) { /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This); HeapFree(GetProcessHeap(), 0, object); *ppVolumeTexture = NULL; } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object; } TRACE("(%p) returning %p\n", This , *ppVolumeTexture); return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) { IDirect3DCubeTexture8Impl *object; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr = D3D_OK; TRACE("(%p) : ELen(%d) Lvl(%d) Usage(%d) fmt(%u), Pool(%d)\n" , This, EdgeLength, Levels, Usage, Format, Pool); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (NULL == object) { FIXME("(%p) allocation of CubeTexture failed\n", This); *ppCubeTexture = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DCubeTexture8_Vtbl; object->ref = 1; EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_CreateCubeTexture(This->WineD3DDevice, EdgeLength, Levels, Usage & WINED3DUSAGE_MASK, (WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DCubeTexture, NULL, (IUnknown*)object, D3D8CB_CreateSurface); LeaveCriticalSection(&d3d8_cs); if (hr != D3D_OK){ /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This); HeapFree(GetProcessHeap(), 0, object); *ppCubeTexture = NULL; } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppCubeTexture = (LPDIRECT3DCUBETEXTURE8) object; } TRACE("(%p) returning %p\n",This, *ppCubeTexture); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) { IDirect3DVertexBuffer8Impl *object; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl)); if (NULL == object) { FIXME("Allocation of memory failed\n"); *ppVertexBuffer = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DVertexBuffer8_Vtbl; object->ref = 1; EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object); LeaveCriticalSection(&d3d8_cs); if (D3D_OK != hrc) { /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreateVertexBuffer failed\n", This); HeapFree(GetProcessHeap(), 0, object); *ppVertexBuffer = NULL; } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8) object; } return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer8** ppIndexBuffer) { IDirect3DIndexBuffer8Impl *object; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (NULL == object) { FIXME("Allocation of memory failed\n"); *ppIndexBuffer = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DIndexBuffer8_Vtbl; object->ref = 1; TRACE("Calling wined3d create index buffer\n"); EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_CreateIndexBuffer(This->WineD3DDevice, Length, Usage & WINED3DUSAGE_MASK, Format, (WINED3DPOOL) Pool, &object->wineD3DIndexBuffer, NULL, (IUnknown *)object); LeaveCriticalSection(&d3d8_cs); if (D3D_OK != hrc) { /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreateIndexBuffer failed\n", This); HeapFree(GetProcessHeap(), 0, object); *ppIndexBuffer = NULL; } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object; } return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IDirect3DSurface8 **ppSurface,D3DRESOURCETYPE Type, UINT Usage,D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality) { HRESULT hrc; IDirect3DSurface8Impl *object; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) Relay\n", This); if(MultisampleQuality > 0){ FIXME("MultisampleQuality set to %d, substituting 0\n" , MultisampleQuality); /* MultisampleQuality [in] Quality level. The valid range is between zero and one less than the level returned by pQualityLevels used by IDirect3D8::CheckDeviceMultiSampleType. Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality values of paired render targets, depth stencil surfaces, and the MultiSample type must all match. */ MultisampleQuality=0; } /*FIXME: Check MAX bounds of MultisampleQuality*/ /* Allocate the storage for the device */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl)); if (NULL == object) { FIXME("Allocation of memory failed\n"); *ppSurface = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->lpVtbl = &Direct3DSurface8_Vtbl; object->ref = 1; TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p\n", This, Width, Height, Format, *ppSurface); /* Not called from the VTable, no locking needed */ hrc = IWineD3DDevice_CreateSurface(This->WineD3DDevice, Width, Height, Format, Lockable, Discard, Level, &object->wineD3DSurface, Type, Usage & WINED3DUSAGE_MASK, (WINED3DPOOL) Pool,MultiSample,MultisampleQuality, NULL, SURFACE_OPENGL, (IUnknown *)object); if (hrc != D3D_OK || NULL == object->wineD3DSurface) { /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreateSurface failed\n", This); HeapFree(GetProcessHeap(), 0, object); *ppSurface = NULL; } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppSurface = (LPDIRECT3DSURFACE8) object; } return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8** ppSurface) { HRESULT hr; TRACE("Relay\n"); EnterCriticalSection(&d3d8_cs); hr = IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, Lockable, FALSE /* Discard */, 0 /* Level */ , ppSurface, D3DRTYPE_SURFACE, D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, MultiSample, 0); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8** ppSurface) { HRESULT hr; TRACE("Relay\n"); /* TODO: Verify that Discard is false */ EnterCriticalSection(&d3d8_cs); hr = IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, TRUE /* Lockable */, FALSE, 0 /* Level */ ,ppSurface, D3DRTYPE_SURFACE, D3DUSAGE_DEPTHSTENCIL, D3DPOOL_DEFAULT, MultiSample, 0); LeaveCriticalSection(&d3d8_cs); return hr; } /* IDirect3DDevice8Impl::CreateImageSurface returns surface with pool type SYSTEMMEM */ static HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, IDirect3DSurface8** ppSurface) { HRESULT hr; TRACE("Relay\n"); EnterCriticalSection(&d3d8_cs); hr = IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, TRUE /* Loackable */ , FALSE /*Discard*/ , 0 /* Level */ , ppSurface, D3DRTYPE_SURFACE, 0 /* Usage (undefined/none) */ , D3DPOOL_SYSTEMMEM, D3DMULTISAMPLE_NONE, 0 /* MultisampleQuality */); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8 *pSourceSurface, CONST RECT *pSourceRects, UINT cRects, IDirect3DSurface8 *pDestinationSurface, CONST POINT *pDestPoints) { IDirect3DSurface8Impl *Source = (IDirect3DSurface8Impl *) pSourceSurface; IDirect3DSurface8Impl *Dest = (IDirect3DSurface8Impl *) pDestinationSurface; HRESULT hr = WINED3D_OK; WINED3DFORMAT srcFormat, destFormat; UINT srcWidth, destWidth; UINT srcHeight, destHeight; UINT srcSize; WINED3DSURFACE_DESC winedesc; TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", iface, pSourceSurface, pSourceRects, cRects, pDestinationSurface, pDestPoints); /* Check that the source texture is in WINED3DPOOL_SYSTEMMEM and the destination texture is in WINED3DPOOL_DEFAULT */ memset(&winedesc, 0, sizeof(winedesc)); winedesc.Format = &srcFormat; winedesc.Width = &srcWidth; winedesc.Height = &srcHeight; winedesc.Size = &srcSize; IWineD3DSurface_GetDesc(Source->wineD3DSurface, &winedesc); winedesc.Format = &destFormat; winedesc.Width = &destWidth; winedesc.Height = &destHeight; winedesc.Size = NULL; EnterCriticalSection(&d3d8_cs); IWineD3DSurface_GetDesc(Dest->wineD3DSurface, &winedesc); /* Check that the source and destination formats match */ if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) { WARN("(%p) source %p format must match the dest %p format, returning WINED3DERR_INVALIDCALL\n", iface, pSourceSurface, pDestinationSurface); LeaveCriticalSection(&d3d8_cs); return WINED3DERR_INVALIDCALL; } else if (WINED3DFMT_UNKNOWN == destFormat) { TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", iface); IWineD3DSurface_SetFormat(Dest->wineD3DSurface, srcFormat); destFormat = srcFormat; } /* Quick if complete copy ... */ if (cRects == 0 && pSourceRects == NULL && pDestPoints == NULL) { IWineD3DSurface_BltFast(Dest->wineD3DSurface, 0, 0, Source->wineD3DSurface, NULL, WINEDDBLTFAST_NOCOLORKEY); } else { unsigned int i; /* Copy rect by rect */ if (NULL != pSourceRects && NULL != pDestPoints) { for (i = 0; i < cRects; ++i) { IWineD3DSurface_BltFast(Dest->wineD3DSurface, pDestPoints[i].x, pDestPoints[i].y, Source->wineD3DSurface, (RECT *) &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY); } } else { for (i = 0; i < cRects; ++i) { IWineD3DSurface_BltFast(Dest->wineD3DSurface, 0, 0, Source->wineD3DSurface, (RECT *) &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY); } } } LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture, IDirect3DBaseTexture8* pDestinationTexture) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_UpdateTexture(This->WineD3DDevice, ((IDirect3DBaseTexture8Impl *)pSourceTexture)->wineD3DBaseTexture, ((IDirect3DBaseTexture8Impl *)pDestinationTexture)->wineD3DBaseTexture); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DSurface8Impl *destSurface = (IDirect3DSurface8Impl *)pDestSurface; HRESULT hr; TRACE("(%p) Relay\n" , This); if (pDestSurface == NULL) { WARN("(%p) : Caller passed NULL as pDestSurface returning D3DERR_INVALIDCALL\n", This); return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetFrontBufferData(This->WineD3DDevice, 0, destSurface->wineD3DSurface); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DSurface8Impl *pSurface = (IDirect3DSurface8Impl *)pRenderTarget; IDirect3DSurface8Impl *pZSurface = (IDirect3DSurface8Impl *)pNewZStencil; HRESULT hr; TRACE("(%p) Relay\n" , This); IWineD3DDevice_SetDepthStencilSurface(This->WineD3DDevice, NULL == pZSurface ? NULL : pZSurface->wineD3DSurface); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetRenderTarget(This->WineD3DDevice, 0, pSurface ? pSurface->wineD3DSurface : NULL); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr = D3D_OK; IWineD3DSurface *pRenderTarget; TRACE("(%p) Relay\n" , This); if (ppRenderTarget == NULL) { return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetRenderTarget(This->WineD3DDevice, 0, &pRenderTarget); if (hr == D3D_OK && pRenderTarget != NULL) { IWineD3DSurface_GetParent(pRenderTarget,(IUnknown**)ppRenderTarget); IWineD3DSurface_Release(pRenderTarget); } else { FIXME("Call to IWineD3DDevice_GetRenderTarget failed\n"); *ppRenderTarget = NULL; } LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr = D3D_OK; IWineD3DSurface *pZStencilSurface; TRACE("(%p) Relay\n" , This); if(ppZStencilSurface == NULL){ return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); hr=IWineD3DDevice_GetDepthStencilSurface(This->WineD3DDevice,&pZStencilSurface); if(hr == D3D_OK && pZStencilSurface != NULL){ IWineD3DSurface_GetParent(pZStencilSurface,(IUnknown**)ppZStencilSurface); IWineD3DSurface_Release(pZStencilSurface); }else{ FIXME("Call to IWineD3DDevice_GetDepthStencilSurface failed\n"); *ppZStencilSurface = NULL; } LeaveCriticalSection(&d3d8_cs); return D3D_OK; } static HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_BeginScene(This->WineD3DDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_EndScene(This->WineD3DDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DRECT is compatible with WINED3DRECT */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_Clear(This->WineD3DDevice, Count, (CONST WINED3DRECT*) pRects, Flags, Color, Z, Stencil); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* lpMatrix) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetTransform(This->WineD3DDevice, State, (CONST WINED3DMATRIX*) lpMatrix); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetTransform(This->WineD3DDevice, State, (WINED3DMATRIX*) pMatrix); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DMATRIX is compatible with WINED3DMATRIX */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_MultiplyTransform(This->WineD3DDevice, State, (CONST WINED3DMATRIX*) pMatrix); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DVIEWPORT8 is compatible with WINED3DVIEWPORT */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetViewport(This->WineD3DDevice, (const WINED3DVIEWPORT *)pViewport); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DVIEWPORT8 is compatible with WINED3DVIEWPORT */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetViewport(This->WineD3DDevice, (WINED3DVIEWPORT *)pViewport); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetMaterial(This->WineD3DDevice, (const WINED3DMATERIAL *)pMaterial); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetMaterial(This->WineD3DDevice, (WINED3DMATERIAL *)pMaterial); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST D3DLIGHT8* pLight) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetLight(This->WineD3DDevice, Index, (const WINED3DLIGHT *)pLight); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetLight(This->WineD3DDevice, Index, (WINED3DLIGHT *)pLight); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetLightEnable(This->WineD3DDevice, Index, Enable); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetLightEnable(This->WineD3DDevice, Index, pEnable); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetClipPlane(This->WineD3DDevice, Index, pPlane); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetClipPlane(This->WineD3DDevice, Index, pPlane); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetRenderState(This->WineD3DDevice, State, Value); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetRenderState(This->WineD3DDevice, State, pValue); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p)\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_BeginStateBlock(This->WineD3DDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; IWineD3DStateBlock* wineD3DStateBlock; IDirect3DStateBlock8Impl* object; TRACE("(%p) Relay\n", This); /* Tell wineD3D to endstateblock before anything else (in case we run out * of memory later and cause locking problems) */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_EndStateBlock(This->WineD3DDevice , &wineD3DStateBlock); if (hr != D3D_OK) { FIXME("IWineD3DDevice_EndStateBlock returned an error\n"); LeaveCriticalSection(&d3d8_cs); return hr; } /* allocate a new IDirectD3DStateBlock */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY ,sizeof(IDirect3DStateBlock8Impl)); object->ref = 1; object->lpVtbl = &Direct3DStateBlock8_Vtbl; object->wineD3DStateBlock = wineD3DStateBlock; *pToken = (DWORD)object; TRACE("(%p)Returning %p %p\n", This, object, wineD3DStateBlock); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) { IDirect3DStateBlock8Impl *pSB = (IDirect3DStateBlock8Impl*) Token; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) %p Relay\n", This, pSB); EnterCriticalSection(&d3d8_cs); hr = IWineD3DStateBlock_Apply(pSB->wineD3DStateBlock); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) { IDirect3DStateBlock8Impl* pSB = (IDirect3DStateBlock8Impl *)Token; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) %p Relay\n", This, pSB); EnterCriticalSection(&d3d8_cs); hr = IWineD3DStateBlock_Capture(pSB->wineD3DStateBlock); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) { IDirect3DStateBlock8Impl* pSB = (IDirect3DStateBlock8Impl *)Token; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); while(IUnknown_Release((IUnknown *)pSB)); LeaveCriticalSection(&d3d8_cs); return D3D_OK; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type, DWORD* pToken) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DStateBlock8Impl *object; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); if(Type != D3DSBT_ALL && Type != D3DSBT_PIXELSTATE && Type != D3DSBT_VERTEXSTATE ) { WARN("Unexpected stateblock type, returning D3DERR_INVALIDCALL\n"); return D3DERR_INVALIDCALL; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlock8Impl)); if (NULL == object) { *pToken = 0; return E_OUTOFMEMORY; } object->lpVtbl = &Direct3DStateBlock8_Vtbl; object->ref = 1; EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_CreateStateBlock(This->WineD3DDevice, (WINED3DSTATEBLOCKTYPE)Type, &object->wineD3DStateBlock, (IUnknown *)object); LeaveCriticalSection(&d3d8_cs); if(D3D_OK != hrc){ FIXME("(%p) Call to IWineD3DDevice_CreateStateBlock failed.\n", This); HeapFree(GetProcessHeap(), 0, object); *pToken = 0; } else { *pToken = (DWORD)object; TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object); } return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); /* FIXME: Verify that D3DCLIPSTATUS8 ~= WINED3DCLIPSTATUS */ EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetClipStatus(This->WineD3DDevice, (const WINED3DCLIPSTATUS *)pClipStatus); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetClipStatus(This->WineD3DDevice, (WINED3DCLIPSTATUS *)pClipStatus); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IWineD3DBaseTexture *retTexture = NULL; HRESULT rc = D3D_OK; TRACE("(%p) Relay\n" , This); if(ppTexture == NULL){ return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); rc = IWineD3DDevice_GetTexture(This->WineD3DDevice, Stage, &retTexture); if (rc == D3D_OK && NULL != retTexture) { IWineD3DBaseTexture_GetParent(retTexture, (IUnknown **)ppTexture); IWineD3DBaseTexture_Release(retTexture); } else { FIXME("Call to get texture (%d) failed (%p)\n", Stage, retTexture); *ppTexture = NULL; } LeaveCriticalSection(&d3d8_cs); return rc; } static HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage, IDirect3DBaseTexture8* pTexture) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay %d %p\n" , This, Stage, pTexture); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetTexture(This->WineD3DDevice, Stage, pTexture==NULL ? NULL : ((IDirect3DBaseTexture8Impl *)pTexture)->wineD3DBaseTexture); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); switch(Type) { case D3DTSS_ADDRESSU: Type = WINED3DSAMP_ADDRESSU; break; case D3DTSS_ADDRESSV: Type = WINED3DSAMP_ADDRESSV; break; case D3DTSS_ADDRESSW: Type = WINED3DSAMP_ADDRESSW; break; case D3DTSS_BORDERCOLOR: Type = WINED3DSAMP_BORDERCOLOR; break; case D3DTSS_MAGFILTER: Type = WINED3DSAMP_MAGFILTER; break; case D3DTSS_MAXANISOTROPY: Type = WINED3DSAMP_MAXANISOTROPY; break; case D3DTSS_MAXMIPLEVEL: Type = WINED3DSAMP_MAXMIPLEVEL; break; case D3DTSS_MINFILTER: Type = WINED3DSAMP_MINFILTER; break; case D3DTSS_MIPFILTER: Type = WINED3DSAMP_MIPFILTER; break; case D3DTSS_MIPMAPLODBIAS: Type = WINED3DSAMP_MIPMAPLODBIAS; break; default: EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetTextureStageState(This->WineD3DDevice, Stage, Type, pValue); LeaveCriticalSection(&d3d8_cs); return hr; } EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetSamplerState(This->WineD3DDevice, Stage, Type, pValue); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); switch(Type) { case D3DTSS_ADDRESSU: Type = WINED3DSAMP_ADDRESSU; break; case D3DTSS_ADDRESSV: Type = WINED3DSAMP_ADDRESSV; break; case D3DTSS_ADDRESSW: Type = WINED3DSAMP_ADDRESSW; break; case D3DTSS_BORDERCOLOR: Type = WINED3DSAMP_BORDERCOLOR; break; case D3DTSS_MAGFILTER: Type = WINED3DSAMP_MAGFILTER; break; case D3DTSS_MAXANISOTROPY: Type = WINED3DSAMP_MAXANISOTROPY; break; case D3DTSS_MAXMIPLEVEL: Type = WINED3DSAMP_MAXMIPLEVEL; break; case D3DTSS_MINFILTER: Type = WINED3DSAMP_MINFILTER; break; case D3DTSS_MIPFILTER: Type = WINED3DSAMP_MIPFILTER; break; case D3DTSS_MIPMAPLODBIAS: Type = WINED3DSAMP_MIPMAPLODBIAS; break; default: EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetTextureStageState(This->WineD3DDevice, Stage, Type, Value); LeaveCriticalSection(&d3d8_cs); return hr; } EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetSamplerState(This->WineD3DDevice, Stage, Type, Value); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_ValidateDevice(This->WineD3DDevice, pNumPasses); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID, void* pDevInfoStruct, DWORD DevInfoStructSize) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } static HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetPaletteEntries(This->WineD3DDevice, PaletteNumber, pEntries); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, PALETTEENTRY* pEntries) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetPaletteEntries(This->WineD3DDevice, PaletteNumber, pEntries); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetCurrentTexturePalette(This->WineD3DDevice, PaletteNumber); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetCurrentTexturePalette(This->WineD3DDevice, PaletteNumber); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DrawPrimitive(This->WineD3DDevice, PrimitiveType, StartVertex, PrimitiveCount); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DrawIndexedPrimitive(This->WineD3DDevice, PrimitiveType, MinVertexIndex, NumVertices, startIndex, primCount); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DrawPrimitiveUP(This->WineD3DDevice, PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex, UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData, D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DrawIndexedPrimitiveUP(This->WineD3DDevice, PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer8Impl *)pDestBuffer)->wineD3DVertexBuffer, NULL, Flags); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexDeclaration(IDirect3DDevice8 *iface, CONST DWORD *declaration, IDirect3DVertexDeclaration8 **decl_ptr) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DVertexDeclaration8Impl *object; WINED3DVERTEXELEMENT *wined3d_elements; UINT wined3d_element_count; HRESULT hr = D3D_OK; TRACE("(%p) : declaration %p\n", This, declaration); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Memory allocation failed\n"); *decl_ptr = NULL; return D3DERR_OUTOFVIDEOMEMORY; } object->ref_count = 1; object->lpVtbl = &Direct3DVertexDeclaration8_Vtbl; wined3d_element_count = convert_to_wined3d_declaration(declaration, &object->elements_size, &wined3d_elements); object->elements = HeapAlloc(GetProcessHeap(), 0, object->elements_size); if (!object->elements) { ERR("Memory allocation failed\n"); HeapFree(GetProcessHeap(), 0, wined3d_elements); HeapFree(GetProcessHeap(), 0, object); *decl_ptr = NULL; return D3DERR_OUTOFVIDEOMEMORY; } CopyMemory(object->elements, declaration, object->elements_size); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_CreateVertexDeclaration(This->WineD3DDevice, &object->wined3d_vertex_declaration, (IUnknown *)object, wined3d_elements, wined3d_element_count); LeaveCriticalSection(&d3d8_cs); HeapFree(GetProcessHeap(), 0, wined3d_elements); if (FAILED(hr)) { ERR("(%p) : IWineD3DDevice_CreateVertexDeclaration call failed\n", This); HeapFree(GetProcessHeap(), 0, object->elements); HeapFree(GetProcessHeap(), 0, object); } else { *decl_ptr = (IDirect3DVertexDeclaration8 *)object; TRACE("(%p) : Created vertex declaration %p\n", This, object); } return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* ppShader, DWORD Usage) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; IDirect3DVertexShader8Impl *object; IWineD3DVertexDeclaration *wined3d_vertex_declaration; const DWORD *token = pDeclaration; /* Test if the vertex declaration is valid */ while (D3DVSD_END() != *token) { D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) { DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); if(reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !pFunction) { WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n"); return D3DERR_INVALIDCALL; } } token += parse_token(token); } /* Setup a stub object for now */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader); if (NULL == object) { FIXME("Allocation of memory failed\n"); *ppShader = 0; return D3DERR_OUTOFVIDEOMEMORY; } object->ref = 1; object->lpVtbl = &Direct3DVertexShader8_Vtbl; EnterCriticalSection(&d3d8_cs); hrc = IDirect3DDevice8Impl_CreateVertexDeclaration(iface, pDeclaration, &object->vertex_declaration); if (FAILED(hrc)) { ERR("(%p) : IDirect3DDeviceImpl_CreateVertexDeclaration call failed\n", This); LeaveCriticalSection(&d3d8_cs); HeapFree(GetProcessHeap(), 0, object); *ppShader = 0; return D3DERR_INVALIDCALL; } wined3d_vertex_declaration = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->wined3d_vertex_declaration; /* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */ hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, wined3d_vertex_declaration, pFunction, &object->wineD3DVertexShader, (IUnknown *)object); if (FAILED(hrc)) { /* free up object */ FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n"); HeapFree(GetProcessHeap(), 0, object); *ppShader = 0; } else { /* TODO: Store the VS declarations locally so that they can be dereferenced with a value higher than VS_HIGHESTFIXEDFXF */ shader_handle *handle = alloc_shader_handle(This); if (!handle) { ERR("Failed to allocate shader handle\n"); IDirect3DVertexShader8_Release((IUnknown *)object); hrc = E_OUTOFMEMORY; } else { object->handle = handle; *handle = object; *ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1; load_local_constants(pDeclaration, object->wineD3DVertexShader); TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader); } } LeaveCriticalSection(&d3d8_cs); return hrc; } IWineD3DVertexDeclaration *IDirect3DDevice8Impl_FindDecl(IDirect3DDevice8Impl *This, DWORD fvf) { HRESULT hr; IWineD3DVertexDeclaration* pDecl = NULL; int p, low, high; /* deliberately signed */ struct FvfToDecl *convertedDecls = This->decls; TRACE("Searching for declaration for fvf %08x... ", fvf); low = 0; high = This->numConvertedDecls - 1; while(low <= high) { p = (low + high) >> 1; TRACE("%d ", p); if(convertedDecls[p].fvf == fvf) { TRACE("found %p\n", convertedDecls[p].decl); return convertedDecls[p].decl; } else if(convertedDecls[p].fvf < fvf) { low = p + 1; } else { high = p - 1; } } TRACE("not found. Creating and inserting at position %d.\n", low); hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(This->WineD3DDevice, &pDecl, (IUnknown *) This, fvf); if (FAILED(hr)) return NULL; if(This->declArraySize == This->numConvertedDecls) { int grow = This->declArraySize / 2; convertedDecls = HeapReAlloc(GetProcessHeap(), 0, convertedDecls, sizeof(convertedDecls[0]) * (This->numConvertedDecls + grow)); if(!convertedDecls) { /* This will destroy it */ IWineD3DVertexDeclaration_Release(pDecl); return NULL; } This->decls = convertedDecls; This->declArraySize += grow; } memmove(convertedDecls + low + 1, convertedDecls + low, sizeof(convertedDecls[0]) * (This->numConvertedDecls - low)); convertedDecls[low].decl = pDecl; convertedDecls[low].fvf = fvf; This->numConvertedDecls++; TRACE("Returning %p. %d decls in array\n", pDecl, This->numConvertedDecls); return pDecl; } static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d8_cs); if (VS_HIGHESTFIXEDFXF >= pShader) { TRACE("Setting FVF, %d %d\n", VS_HIGHESTFIXEDFXF, pShader); IWineD3DDevice_SetFVF(This->WineD3DDevice, pShader); IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, IDirect3DDevice8Impl_FindDecl(This, pShader)); IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL); } else { TRACE("Setting shader\n"); if (This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) { FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This); hrc = D3DERR_INVALIDCALL; } else { IDirect3DVertexShader8Impl *shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)]; IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, shader ? ((IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration)->wined3d_vertex_declaration : NULL); hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, 0 == shader ? NULL : shader->wineD3DVertexShader); } } TRACE("(%p) : returning hr(%u)\n", This, hrc); LeaveCriticalSection(&d3d8_cs); return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IWineD3DVertexShader *pShader; HRESULT hrc = D3D_OK; TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice); EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader); if (D3D_OK == hrc) { if(0 != pShader) { IDirect3DVertexShader8Impl *d3d8_shader; hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)&d3d8_shader); IWineD3DVertexShader_Release(pShader); *ppShader = (d3d8_shader->handle - This->shader_handles) + (VS_HIGHESTFIXEDFXF + 1); } else { *ppShader = 0; hrc = D3D_OK; } } else { WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice); } TRACE("(%p) : returning %#x\n", This, *ppShader); LeaveCriticalSection(&d3d8_cs); return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) : pShader %#x\n", This, pShader); EnterCriticalSection(&d3d8_cs); if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) { ERR("(%p) : Trying to delete an invalid handle\n", This); LeaveCriticalSection(&d3d8_cs); return D3DERR_INVALIDCALL; } else { IWineD3DVertexShader *cur = NULL; shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)]; IDirect3DVertexShader8Impl *shader = *handle; IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &cur); if(cur) { if(cur == shader->wineD3DVertexShader) IDirect3DDevice8_SetVertexShader(iface, 0); IWineD3DVertexShader_Release(cur); } while(IUnknown_Release((IUnknown *)shader)); free_shader_handle(This, handle); } LeaveCriticalSection(&d3d8_cs); return D3D_OK; } static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DVertexDeclaration8Impl *declaration; IDirect3DVertexShader8Impl *shader = NULL; TRACE("(%p) : pVertexShader 0x%08x, pData %p, *pSizeOfData %u\n", This, pVertexShader, pData, *pSizeOfData); EnterCriticalSection(&d3d8_cs); if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) { ERR("Passed an invalid shader handle.\n"); LeaveCriticalSection(&d3d8_cs); return D3DERR_INVALIDCALL; } shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)]; declaration = (IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration; /* If pData is NULL, we just return the required size of the buffer. */ if (!pData) { *pSizeOfData = declaration->elements_size; LeaveCriticalSection(&d3d8_cs); return D3D_OK; } /* MSDN claims that if *pSizeOfData is smaller than the required size * we should write the required size and return D3DERR_MOREDATA. * That's not actually true. */ if (*pSizeOfData < declaration->elements_size) { LeaveCriticalSection(&d3d8_cs); return D3DERR_INVALIDCALL; } CopyMemory(pData, declaration->elements, declaration->elements_size); LeaveCriticalSection(&d3d8_cs); return D3D_OK; } static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DVertexShader8Impl *shader = NULL; HRESULT hr; TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData); EnterCriticalSection(&d3d8_cs); if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) { ERR("Passed an invalid shader handle.\n"); LeaveCriticalSection(&d3d8_cs); return D3DERR_INVALIDCALL; } shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)]; hr = IWineD3DVertexShader_GetFunction(shader->wineD3DVertexShader, pData, pSizeOfData); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT baseVertexIndex) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); /* WineD3D takes an INT(due to d3d9), but d3d8 uses UINTs. Do I have to add a check here that * the UINT doesn't cause an overflow in the INT? It seems rather unlikely because such large * vertex buffers can't be created to address them with an index that requires the 32nd bit * (4 Byte minimum vertex size * 2^31-1 -> 8 gb buffer. The index sign would be the least * problem) */ IWineD3DDevice_SetBaseVertexIndex(This->WineD3DDevice, baseVertexIndex); hr = IWineD3DDevice_SetIndices(This->WineD3DDevice, pIndexData ? ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer : NULL); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IWineD3DIndexBuffer *retIndexData = NULL; HRESULT rc = D3D_OK; TRACE("(%p) Relay\n", This); if(ppIndexData == NULL){ return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); /* The case from UINT to INT is safe because d3d8 will never set negative values */ IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, (INT *) pBaseVertexIndex); rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData); if (SUCCEEDED(rc) && retIndexData) { IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData); IWineD3DIndexBuffer_Release(retIndexData); } else { if (FAILED(rc)) FIXME("Call to GetIndices failed\n"); *ppIndexData = NULL; } LeaveCriticalSection(&d3d8_cs); return rc; } static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* ppShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DPixelShader8Impl *object; HRESULT hrc = D3D_OK; TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader); if (NULL == ppShader) { TRACE("(%p) Invalid call\n", This); return D3DERR_INVALIDCALL; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (NULL == object) { return E_OUTOFMEMORY; } else { EnterCriticalSection(&d3d8_cs); object->ref = 1; object->lpVtbl = &Direct3DPixelShader8_Vtbl; hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object); if (D3D_OK != hrc) { FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This); HeapFree(GetProcessHeap(), 0 , object); *ppShader = 0; } else { shader_handle *handle = alloc_shader_handle(This); if (!handle) { ERR("Failed to allocate shader handle\n"); IDirect3DVertexShader8_Release((IUnknown *)object); hrc = E_OUTOFMEMORY; } else { object->handle = handle; *handle = object; *ppShader = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1; TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader); } } LeaveCriticalSection(&d3d8_cs); } return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DPixelShader8Impl *shader = NULL; HRESULT hr; TRACE("(%p) : pShader %#x\n", This, pShader); EnterCriticalSection(&d3d8_cs); if (pShader > VS_HIGHESTFIXEDFXF && This->allocated_shader_handles > pShader - (VS_HIGHESTFIXEDFXF + 1)) { shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)]; } else if (pShader) { ERR("Trying to set an invalid handle.\n"); } TRACE("(%p) : Setting shader %p\n", This, shader); hr = IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IWineD3DPixelShader *object; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); if (NULL == ppShader) { TRACE("(%p) Invalid call\n", This); return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object); if (D3D_OK == hrc && NULL != object) { IDirect3DPixelShader8Impl *d3d8_shader; hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)&d3d8_shader); IWineD3DPixelShader_Release(object); *ppShader = (d3d8_shader->handle - This->shader_handles) + (VS_HIGHESTFIXEDFXF + 1); } else { *ppShader = (DWORD)NULL; } TRACE("(%p) : returning %#x\n", This, *ppShader); LeaveCriticalSection(&d3d8_cs); return hrc; } static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) : pShader %#x\n", This, pShader); EnterCriticalSection(&d3d8_cs); if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) { ERR("(%p) : Trying to delete an invalid handle\n", This); LeaveCriticalSection(&d3d8_cs); return D3DERR_INVALIDCALL; } else { IWineD3DPixelShader *cur = NULL; shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)]; IDirect3DPixelShader8Impl *shader = *handle; IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur); if(cur) { if(cur == shader->wineD3DPixelShader) IDirect3DDevice8_SetPixelShader(iface, 0); IWineD3DPixelShader_Release(cur); } while(IUnknown_Release((IUnknown *)shader)); free_shader_handle(This, handle); } LeaveCriticalSection(&d3d8_cs); return D3D_OK; } static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pPixelShader, void* pData, DWORD* pSizeOfData) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DPixelShader8Impl *shader = NULL; HRESULT hr; TRACE("(%p) : pPixelShader %#x, pData %p, pSizeOfData %p\n", This, pPixelShader, pData, pSizeOfData); EnterCriticalSection(&d3d8_cs); if (pPixelShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pPixelShader - (VS_HIGHESTFIXEDFXF + 1)) { ERR("Passed an invalid shader handle.\n"); LeaveCriticalSection(&d3d8_cs); return D3DERR_INVALIDCALL; } shader = This->shader_handles[pPixelShader - (VS_HIGHESTFIXEDFXF + 1)]; hr = IWineD3DPixelShader_GetFunction(shader->wineD3DPixelShader, pData, pSizeOfData); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DrawRectPatch(This->WineD3DDevice, Handle, pNumSegs, (CONST WINED3DRECTPATCH_INFO *)pRectPatchInfo); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DrawTriPatch(This->WineD3DDevice, Handle, pNumSegs, (CONST WINED3DTRIPATCH_INFO *)pTriPatchInfo); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_DeletePatch(This->WineD3DDevice, Handle); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n" , This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DDevice_SetStreamSource(This->WineD3DDevice, StreamNumber, NULL == pStreamData ? NULL : ((IDirect3DVertexBuffer8Impl *)pStreamData)->wineD3DVertexBuffer, 0/* Offset in bytes */, Stride); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IWineD3DVertexBuffer *retStream = NULL; HRESULT rc = D3D_OK; TRACE("(%p) Relay\n" , This); if(pStream == NULL){ return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d8_cs); rc = IWineD3DDevice_GetStreamSource(This->WineD3DDevice, StreamNumber, &retStream, 0 /* Offset in bytes */, pStride); if (rc == D3D_OK && NULL != retStream) { IWineD3DVertexBuffer_GetParent(retStream, (IUnknown **)pStream); IWineD3DVertexBuffer_Release(retStream); }else{ if (rc != D3D_OK){ FIXME("Call to GetStreamSource failed %p\n", pStride); } *pStream = NULL; } LeaveCriticalSection(&d3d8_cs); return rc; } const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl = { IDirect3DDevice8Impl_QueryInterface, IDirect3DDevice8Impl_AddRef, IDirect3DDevice8Impl_Release, IDirect3DDevice8Impl_TestCooperativeLevel, IDirect3DDevice8Impl_GetAvailableTextureMem, IDirect3DDevice8Impl_ResourceManagerDiscardBytes, IDirect3DDevice8Impl_GetDirect3D, IDirect3DDevice8Impl_GetDeviceCaps, IDirect3DDevice8Impl_GetDisplayMode, IDirect3DDevice8Impl_GetCreationParameters, IDirect3DDevice8Impl_SetCursorProperties, IDirect3DDevice8Impl_SetCursorPosition, IDirect3DDevice8Impl_ShowCursor, IDirect3DDevice8Impl_CreateAdditionalSwapChain, IDirect3DDevice8Impl_Reset, IDirect3DDevice8Impl_Present, IDirect3DDevice8Impl_GetBackBuffer, IDirect3DDevice8Impl_GetRasterStatus, IDirect3DDevice8Impl_SetGammaRamp, IDirect3DDevice8Impl_GetGammaRamp, IDirect3DDevice8Impl_CreateTexture, IDirect3DDevice8Impl_CreateVolumeTexture, IDirect3DDevice8Impl_CreateCubeTexture, IDirect3DDevice8Impl_CreateVertexBuffer, IDirect3DDevice8Impl_CreateIndexBuffer, IDirect3DDevice8Impl_CreateRenderTarget, IDirect3DDevice8Impl_CreateDepthStencilSurface, IDirect3DDevice8Impl_CreateImageSurface, IDirect3DDevice8Impl_CopyRects, IDirect3DDevice8Impl_UpdateTexture, IDirect3DDevice8Impl_GetFrontBuffer, IDirect3DDevice8Impl_SetRenderTarget, IDirect3DDevice8Impl_GetRenderTarget, IDirect3DDevice8Impl_GetDepthStencilSurface, IDirect3DDevice8Impl_BeginScene, IDirect3DDevice8Impl_EndScene, IDirect3DDevice8Impl_Clear, IDirect3DDevice8Impl_SetTransform, IDirect3DDevice8Impl_GetTransform, IDirect3DDevice8Impl_MultiplyTransform, IDirect3DDevice8Impl_SetViewport, IDirect3DDevice8Impl_GetViewport, IDirect3DDevice8Impl_SetMaterial, IDirect3DDevice8Impl_GetMaterial, IDirect3DDevice8Impl_SetLight, IDirect3DDevice8Impl_GetLight, IDirect3DDevice8Impl_LightEnable, IDirect3DDevice8Impl_GetLightEnable, IDirect3DDevice8Impl_SetClipPlane, IDirect3DDevice8Impl_GetClipPlane, IDirect3DDevice8Impl_SetRenderState, IDirect3DDevice8Impl_GetRenderState, IDirect3DDevice8Impl_BeginStateBlock, IDirect3DDevice8Impl_EndStateBlock, IDirect3DDevice8Impl_ApplyStateBlock, IDirect3DDevice8Impl_CaptureStateBlock, IDirect3DDevice8Impl_DeleteStateBlock, IDirect3DDevice8Impl_CreateStateBlock, IDirect3DDevice8Impl_SetClipStatus, IDirect3DDevice8Impl_GetClipStatus, IDirect3DDevice8Impl_GetTexture, IDirect3DDevice8Impl_SetTexture, IDirect3DDevice8Impl_GetTextureStageState, IDirect3DDevice8Impl_SetTextureStageState, IDirect3DDevice8Impl_ValidateDevice, IDirect3DDevice8Impl_GetInfo, IDirect3DDevice8Impl_SetPaletteEntries, IDirect3DDevice8Impl_GetPaletteEntries, IDirect3DDevice8Impl_SetCurrentTexturePalette, IDirect3DDevice8Impl_GetCurrentTexturePalette, IDirect3DDevice8Impl_DrawPrimitive, IDirect3DDevice8Impl_DrawIndexedPrimitive, IDirect3DDevice8Impl_DrawPrimitiveUP, IDirect3DDevice8Impl_DrawIndexedPrimitiveUP, IDirect3DDevice8Impl_ProcessVertices, IDirect3DDevice8Impl_CreateVertexShader, IDirect3DDevice8Impl_SetVertexShader, IDirect3DDevice8Impl_GetVertexShader, IDirect3DDevice8Impl_DeleteVertexShader, IDirect3DDevice8Impl_SetVertexShaderConstant, IDirect3DDevice8Impl_GetVertexShaderConstant, IDirect3DDevice8Impl_GetVertexShaderDeclaration, IDirect3DDevice8Impl_GetVertexShaderFunction, IDirect3DDevice8Impl_SetStreamSource, IDirect3DDevice8Impl_GetStreamSource, IDirect3DDevice8Impl_SetIndices, IDirect3DDevice8Impl_GetIndices, IDirect3DDevice8Impl_CreatePixelShader, IDirect3DDevice8Impl_SetPixelShader, IDirect3DDevice8Impl_GetPixelShader, IDirect3DDevice8Impl_DeletePixelShader, IDirect3DDevice8Impl_SetPixelShaderConstant, IDirect3DDevice8Impl_GetPixelShaderConstant, IDirect3DDevice8Impl_GetPixelShaderFunction, IDirect3DDevice8Impl_DrawRectPatch, IDirect3DDevice8Impl_DrawTriPatch, IDirect3DDevice8Impl_DeletePatch }; /* Internal function called back during the CreateDevice to create a render target */ HRESULT WINAPI D3D8CB_CreateSurface(IUnknown *device, IUnknown *pSuperior, UINT Width, UINT Height, WINED3DFORMAT Format, DWORD Usage, WINED3DPOOL Pool, UINT Level, WINED3DCUBEMAP_FACES Face, IWineD3DSurface **ppSurface, HANDLE *pSharedHandle) { HRESULT res = D3D_OK; IDirect3DSurface8Impl *d3dSurface = NULL; BOOL Lockable = TRUE; if((WINED3DPOOL_DEFAULT == Pool && WINED3DUSAGE_DYNAMIC != Usage)) Lockable = FALSE; TRACE("relay\n"); res = IDirect3DDevice8Impl_CreateSurface((IDirect3DDevice8 *)device, Width, Height, (D3DFORMAT)Format, Lockable, FALSE/*Discard*/, Level, (IDirect3DSurface8 **)&d3dSurface, D3DRTYPE_SURFACE, Usage, Pool, D3DMULTISAMPLE_NONE, 0 /* MultisampleQuality */); if (SUCCEEDED(res)) { *ppSurface = d3dSurface->wineD3DSurface; d3dSurface->container = pSuperior; IUnknown_Release(d3dSurface->parentDevice); d3dSurface->parentDevice = NULL; d3dSurface->forwardReference = pSuperior; } else { FIXME("(%p) IDirect3DDevice8_CreateSurface failed\n", device); } return res; } ULONG WINAPI D3D8CB_DestroySurface(IWineD3DSurface *pSurface) { IDirect3DSurface8Impl* surfaceParent; TRACE("(%p) call back\n", pSurface); IWineD3DSurface_GetParent(pSurface, (IUnknown **) &surfaceParent); /* GetParent's AddRef was forwarded to an object in destruction. * Releasing it here again would cause an endless recursion. */ surfaceParent->forwardReference = NULL; return IDirect3DSurface8_Release((IDirect3DSurface8*) surfaceParent); }