Sweden-Number/dlls/ddraw/d3ddevice/main.c

699 lines
19 KiB
C

/* Direct3D Device
(c) 1998 Lionel ULMER
This files contains all the common stuff for D3D devices.
*/
#include <string.h>
#include "config.h"
#include "windef.h"
#include "winerror.h"
#include "wine/obj_base.h"
#include "heap.h"
#include "ddraw.h"
#include "d3d.h"
#include "debugtools.h"
#include "d3d_private.h"
DEFAULT_DEBUG_CHANNEL(ddraw);
/*******************************************************************************
* IDirect3DDevice2
*/
HRESULT WINAPI IDirect3DDevice2Impl_QueryInterface(
LPDIRECT3DDEVICE2 iface, REFIID riid, LPVOID* ppvObj
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%s,%p): stub\n", This, debugstr_guid(riid),ppvObj);
return S_OK;
}
ULONG WINAPI IDirect3DDevice2Impl_AddRef(LPDIRECT3DDEVICE2 iface)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
TRACE("(%p)->()incrementing from %lu.\n", This, This->ref );
return ++(This->ref);
}
ULONG WINAPI IDirect3DDevice2Impl_Release(LPDIRECT3DDEVICE2 iface)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
/*** IDirect3DDevice2 methods ***/
HRESULT WINAPI IDirect3DDevice2Impl_GetCaps(
LPDIRECT3DDEVICE2 iface, LPD3DDEVICEDESC lpdescsoft,
LPD3DDEVICEDESC lpdeschard
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p,%p), stub!\n", This, lpdescsoft, lpdeschard);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_SwapTextureHandles(
LPDIRECT3DDEVICE2 iface,LPDIRECT3DTEXTURE2 lptex1,LPDIRECT3DTEXTURE2 lptex2
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p,%p): stub\n", This, lptex1, lptex2);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetStats(
LPDIRECT3DDEVICE2 iface, LPD3DSTATS lpstats)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpstats);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_AddViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
FIXME("(%p)->(%p): stub\n", This, ilpvp);
/* Adds this viewport to the viewport list */
ilpvp->next = This->viewport_list;
This->viewport_list = ilpvp;
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_DeleteViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
IDirect3DViewport2Impl *cur, *prev;
FIXME("(%p)->(%p): stub\n", This, lpvp);
/* Finds this viewport in the list */
prev = NULL;
cur = This->viewport_list;
while ((cur != NULL) && (cur != ilpvp)) {
prev = cur;
cur = cur->next;
}
if (cur == NULL)
return DDERR_INVALIDOBJECT;
/* And remove it */
if (prev == NULL)
This->viewport_list = cur->next;
else
prev->next = cur->next;
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_NextViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp,
LPDIRECT3DVIEWPORT2* lplpvp, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
IDirect3DViewport2Impl** ilplpvp=(IDirect3DViewport2Impl**)lplpvp;
FIXME("(%p)->(%p,%p,%08lx): stub\n", This, lpvp, lpvp, dwFlags);
switch (dwFlags) {
case D3DNEXT_NEXT:
*ilplpvp = ilpvp->next;
break;
case D3DNEXT_HEAD:
*ilplpvp = This->viewport_list;
break;
case D3DNEXT_TAIL:
ilpvp = This->viewport_list;
while (ilpvp->next != NULL)
ilpvp = ilpvp->next;
*ilplpvp = ilpvp;
break;
default:
return DDERR_INVALIDPARAMS;
}
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_EnumTextureFormats(
LPDIRECT3DDEVICE2 iface, LPD3DENUMTEXTUREFORMATSCALLBACK cb, LPVOID context
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p,%p), stub!\n", This, cb, context);
return DD_OK; /* no texture formats in stub implementation */
}
HRESULT WINAPI IDirect3DDevice2Impl_BeginScene(LPDIRECT3DDEVICE2 iface)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(), stub!\n", This);
/* Here, we should get the DDraw surface and 'copy it' to the
OpenGL surface.... */
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_EndScene(LPDIRECT3DDEVICE2 iface)
{
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(): stub\n", This);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetDirect3D(
LPDIRECT3DDEVICE2 iface, LPDIRECT3D2 *lpd3d2
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
TRACE("(%p)->(%p): stub\n", This, lpd3d2);
*lpd3d2 = (LPDIRECT3D2)This->d3d;
return DD_OK;
}
/*** DrawPrimitive API ***/
HRESULT WINAPI IDirect3DDevice2Impl_SetCurrentViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 lpvp
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
FIXME("(%p)->(%p): stub\n", This, ilpvp);
/* Should check if the viewport was added or not */
/* Set this viewport as the current viewport */
This->current_viewport = ilpvp;
/* Activate this viewport */
ilpvp->device.active_device2 = This;
ilpvp->activate(ilpvp);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetCurrentViewport(
LPDIRECT3DDEVICE2 iface, LPDIRECT3DVIEWPORT2 *lplpvp
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lplpvp);
/* Returns the current viewport */
*lplpvp = (LPDIRECT3DVIEWPORT2)This->current_viewport;
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_SetRenderTarget(
LPDIRECT3DDEVICE2 iface, LPDIRECTDRAWSURFACE lpdds, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p,%08lx): stub\n", This, lpdds, dwFlags);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetRenderTarget(
LPDIRECT3DDEVICE2 iface, LPDIRECTDRAWSURFACE *lplpdds
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lplpdds);
/* Returns the current rendering target (the surface on wich we render) */
*lplpdds = (LPDIRECTDRAWSURFACE)This->surface;
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_Begin(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%d,%08lx): stub\n", This, d3dp, d3dv, dwFlags);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_BeginIndexed(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvert, DWORD numvert, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%d,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvert, numvert, dwFlags);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_Vertex(
LPDIRECT3DDEVICE2 iface,LPVOID lpvert
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpvert);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_Index(LPDIRECT3DDEVICE2 iface, WORD index) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d): stub\n", This, index);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_End(LPDIRECT3DDEVICE2 iface,DWORD dwFlags) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%08lx): stub\n", This, dwFlags);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetRenderState(
LPDIRECT3DDEVICE2 iface, D3DRENDERSTATETYPE d3drs, LPDWORD lprstate
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%p): stub\n", This, d3drs, lprstate);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_SetRenderState(
LPDIRECT3DDEVICE2 iface, D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%ld)\n", This, dwRenderStateType, dwRenderState);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetLightState(
LPDIRECT3DDEVICE2 iface, D3DLIGHTSTATETYPE d3dls, LPDWORD lplstate
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%p): stub\n", This, d3dls, lplstate);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_SetLightState(
LPDIRECT3DDEVICE2 iface, D3DLIGHTSTATETYPE dwLightStateType,
DWORD dwLightState
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%08lx): stub\n", This, dwLightStateType, dwLightState);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_SetTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%p),stub!\n",This,d3dts,lpmatrix);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%p): stub\n", This, d3dts, lpmatrix);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_MultiplyTransform(
LPDIRECT3DDEVICE2 iface, D3DTRANSFORMSTATETYPE d3dts, LPD3DMATRIX lpmatrix
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%d,%p): stub\n", This, d3dts, lpmatrix);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_DrawPrimitive(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvertex, DWORD vertcount, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
TRACE("(%p)->(%d,%d,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvertex, vertcount, dwFlags);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_DrawIndexedPrimitive(
LPDIRECT3DDEVICE2 iface, D3DPRIMITIVETYPE d3dp, D3DVERTEXTYPE d3dv,
LPVOID lpvertex, DWORD vertcount, LPWORD lpindexes, DWORD indexcount,
DWORD dwFlags
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
TRACE("(%p)->(%d,%d,%p,%ld,%p,%ld,%08lx): stub\n", This, d3dp, d3dv, lpvertex, vertcount, lpindexes, indexcount, dwFlags);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_SetClipStatus(
LPDIRECT3DDEVICE2 iface, LPD3DCLIPSTATUS lpcs
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpcs);
return DD_OK;
}
HRESULT WINAPI IDirect3DDevice2Impl_GetClipStatus(
LPDIRECT3DDEVICE2 iface, LPD3DCLIPSTATUS lpcs
) {
ICOM_THIS(IDirect3DDevice2Impl,iface);
FIXME("(%p)->(%p): stub\n", This, lpcs);
return DD_OK;
}
/*******************************************************************************
* Direct3DDevice
*/
HRESULT WINAPI IDirect3DDeviceImpl_QueryInterface(
LPDIRECT3DDEVICE iface, REFIID riid, LPVOID* ppvObj
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
FIXME("(%p)->(%s,%p): stub\n", This, debugstr_guid(riid),ppvObj);
return S_OK;
}
ULONG WINAPI IDirect3DDeviceImpl_AddRef(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->()incrementing from %lu.\n", This, This->ref );
return ++(This->ref);
}
ULONG WINAPI IDirect3DDeviceImpl_Release(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
FIXME("(%p)->() decrementing from %lu.\n", This, This->ref );
if (!--(This->ref)) {
HeapFree(GetProcessHeap(),0,This);
return 0;
}
return This->ref;
}
HRESULT WINAPI IDirect3DDeviceImpl_Initialize(
LPDIRECT3DDEVICE iface, LPDIRECT3D lpd3d, LPGUID lpGUID,
LPD3DDEVICEDESC lpd3ddvdesc
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p,%p): stub\n", This, lpd3d,lpGUID, lpd3ddvdesc);
return DDERR_ALREADYINITIALIZED;
}
HRESULT WINAPI IDirect3DDeviceImpl_GetCaps(
LPDIRECT3DDEVICE iface, LPD3DDEVICEDESC lpD3DHWDevDesc,
LPD3DDEVICEDESC lpD3DSWDevDesc
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p): stub\n", This, lpD3DHWDevDesc, lpD3DSWDevDesc);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_SwapTextureHandles(
LPDIRECT3DDEVICE iface, LPDIRECT3DTEXTURE lpD3DTex1,
LPDIRECT3DTEXTURE lpD3DTex2
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p): stub\n", This, lpD3DTex1, lpD3DTex2);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_CreateExecuteBuffer(
LPDIRECT3DDEVICE iface, LPD3DEXECUTEBUFFERDESC lpDesc,
LPDIRECT3DEXECUTEBUFFER *lplpDirect3DExecuteBuffer, IUnknown *pUnkOuter
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
FIXME("(%p)->(%p,%p,%p): stub\n", This, lpDesc, lplpDirect3DExecuteBuffer, pUnkOuter);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_GetStats(
LPDIRECT3DDEVICE iface, LPD3DSTATS lpD3DStats
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p): stub\n", This, lpD3DStats);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_Execute(
LPDIRECT3DDEVICE iface, LPDIRECT3DEXECUTEBUFFER lpDirect3DExecuteBuffer,
LPDIRECT3DVIEWPORT lpDirect3DViewport, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p,%08ld): stub\n", This, lpDirect3DExecuteBuffer, lpDirect3DViewport, dwFlags);
/* Put this as the default context */
/* Execute... */
((IDirect3DExecuteBufferImpl*)lpDirect3DExecuteBuffer)->execute(lpDirect3DExecuteBuffer, iface, (IDirect3DViewport*)lpDirect3DViewport);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_AddViewport(
LPDIRECT3DDEVICE iface, LPDIRECT3DVIEWPORT lpvp
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
FIXME("(%p)->(%p): stub\n", This, ilpvp);
/* Adds this viewport to the viewport list */
ilpvp->next = This->viewport_list;
This->viewport_list = ilpvp;
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_DeleteViewport(
LPDIRECT3DDEVICE iface, LPDIRECT3DVIEWPORT lpvp
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
IDirect3DViewport2Impl *cur, *prev;
FIXME("(%p)->(%p): stub\n", This, lpvp);
/* Finds this viewport in the list */
prev = NULL;
cur = This->viewport_list;
while ((cur != NULL) && (cur != ilpvp)) {
prev = cur;
cur = cur->next;
}
if (cur == NULL)
return DDERR_INVALIDOBJECT;
/* And remove it */
if (prev == NULL)
This->viewport_list = cur->next;
else
prev->next = cur->next;
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_NextViewport(
LPDIRECT3DDEVICE iface, LPDIRECT3DVIEWPORT lpvp,
LPDIRECT3DVIEWPORT* lplpvp, DWORD dwFlags
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
IDirect3DViewport2Impl* ilpvp=(IDirect3DViewport2Impl*)lpvp;
IDirect3DViewport2Impl** ilplpvp=(IDirect3DViewport2Impl**)lplpvp;
FIXME("(%p)->(%p,%p,%08lx): stub\n", This, ilpvp, ilplpvp, dwFlags);
switch (dwFlags) {
case D3DNEXT_NEXT:
*ilplpvp = ilpvp->next;
break;
case D3DNEXT_HEAD:
*ilplpvp = This->viewport_list;
break;
case D3DNEXT_TAIL:
ilpvp = This->viewport_list;
while (ilpvp->next != NULL)
ilpvp = ilpvp->next;
*ilplpvp = ilpvp;
break;
default:
return DDERR_INVALIDPARAMS;
}
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_Pick(
LPDIRECT3DDEVICE iface, LPDIRECT3DEXECUTEBUFFER lpDirect3DExecuteBuffer,
LPDIRECT3DVIEWPORT lpDirect3DViewport, DWORD dwFlags, LPD3DRECT lpRect
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p,%08lx,%p): stub\n", This, lpDirect3DExecuteBuffer, lpDirect3DViewport, dwFlags, lpRect);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_GetPickRecords(
LPDIRECT3DDEVICE iface, LPDWORD lpCount, LPD3DPICKRECORD lpD3DPickRec
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p): stub\n", This, lpCount, lpD3DPickRec);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_EnumTextureFormats(
LPDIRECT3DDEVICE iface,LPD3DENUMTEXTUREFORMATSCALLBACK lpd3dEnumTextureProc,
LPVOID lpArg
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p,%p): stub\n", This, lpd3dEnumTextureProc, lpArg);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_CreateMatrix(
LPDIRECT3DDEVICE iface, LPD3DMATRIXHANDLE lpD3DMatHandle
)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p)\n", This, lpD3DMatHandle);
*lpD3DMatHandle = (D3DMATRIXHANDLE) HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(D3DMATRIX));
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_SetMatrix(
LPDIRECT3DDEVICE iface, D3DMATRIXHANDLE d3dMatHandle,
const LPD3DMATRIX lpD3DMatrix)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%08lx,%p)\n", This, d3dMatHandle, lpD3DMatrix);
dump_mat(lpD3DMatrix);
*((D3DMATRIX *) d3dMatHandle) = *lpD3DMatrix;
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_GetMatrix(
LPDIRECT3DDEVICE iface,D3DMATRIXHANDLE D3DMatHandle,LPD3DMATRIX lpD3DMatrix
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%08lx,%p)\n", This, D3DMatHandle, lpD3DMatrix);
*lpD3DMatrix = *((D3DMATRIX *) D3DMatHandle);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_DeleteMatrix(
LPDIRECT3DDEVICE iface, D3DMATRIXHANDLE d3dMatHandle
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%08lx)\n", This, d3dMatHandle);
HeapFree(GetProcessHeap(),0, (void *) d3dMatHandle);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_BeginScene(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
FIXME("(%p)->(): stub\n", This);
return DD_OK;
}
/* This is for the moment copy-pasted from IDirect3DDevice2...
Will make a common function ... */
HRESULT WINAPI IDirect3DDeviceImpl_EndScene(LPDIRECT3DDEVICE iface)
{
ICOM_THIS(IDirect3DDeviceImpl,iface);
FIXME("(%p)->(): stub\n", This);
return DD_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_GetDirect3D(
LPDIRECT3DDEVICE iface, LPDIRECT3D *lpDirect3D
) {
ICOM_THIS(IDirect3DDeviceImpl,iface);
TRACE("(%p)->(%p): stub\n", This, lpDirect3D);
return DD_OK;
}
/*******************************************************************************
* Direct3DDevice VTable
*/
static ICOM_VTABLE(IDirect3DDevice) WINE_UNUSED d3d_d3ddevice_vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DDeviceImpl_QueryInterface,
IDirect3DDeviceImpl_AddRef,
IDirect3DDeviceImpl_Release,
IDirect3DDeviceImpl_Initialize,
IDirect3DDeviceImpl_GetCaps,
IDirect3DDeviceImpl_SwapTextureHandles,
IDirect3DDeviceImpl_CreateExecuteBuffer,
IDirect3DDeviceImpl_GetStats,
IDirect3DDeviceImpl_Execute,
IDirect3DDeviceImpl_AddViewport,
IDirect3DDeviceImpl_DeleteViewport,
IDirect3DDeviceImpl_NextViewport,
IDirect3DDeviceImpl_Pick,
IDirect3DDeviceImpl_GetPickRecords,
IDirect3DDeviceImpl_EnumTextureFormats,
IDirect3DDeviceImpl_CreateMatrix,
IDirect3DDeviceImpl_SetMatrix,
IDirect3DDeviceImpl_GetMatrix,
IDirect3DDeviceImpl_DeleteMatrix,
IDirect3DDeviceImpl_BeginScene,
IDirect3DDeviceImpl_EndScene,
IDirect3DDeviceImpl_GetDirect3D,
};