Sweden-Number/dlls/ddraw/device.c

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