209 lines
8.2 KiB
C
209 lines
8.2 KiB
C
/*
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* IWineD3DDevice implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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/**********************************************************
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* IWineD3DDevice implementation follows
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**********************************************************/
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HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*pParent = This->parent;
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IUnknown_AddRef(This->parent);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
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DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
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IUnknown *parent) {
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IWineD3DVertexBufferImpl *object;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexBufferImpl));
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object->lpVtbl = &IWineD3DVertexBuffer_Vtbl;
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object->resource.wineD3DDevice= iface;
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IWineD3DDevice_AddRef(iface);
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object->resource.parent = parent;
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object->resource.resourceType = D3DRTYPE_VERTEXBUFFER;
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object->resource.ref = 1;
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object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
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object->currentDesc.Usage = Usage;
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object->currentDesc.Pool = Pool;
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object->currentDesc.FVF = FVF;
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object->currentDesc.Size = Size;
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TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
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*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DStateBlockImpl *object;
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/* Allocate Storage for the state block */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
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object->lpVtbl = &IWineD3DStateBlock_Vtbl;
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object->wineD3DDevice = iface;
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IWineD3DDevice_AddRef(iface);
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object->parent = parent;
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object->ref = 1;
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object->blockType = Type;
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*ppStateBlock = (IWineD3DStateBlock *)object;
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/* Special case - Used during initialization to produce a placeholder stateblock
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so other functions called can update a state block */
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if (Type == (D3DSTATEBLOCKTYPE) 0) {
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/* Don't bother increasing the reference count otherwise a device will never
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be freed due to circular dependencies */
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return D3D_OK;
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}
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/* Otherwise, might as well set the whole state block to the appropriate values */
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IWineD3DDevice_AddRef(iface);
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memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
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FIXME("unfinished - needs to set up changed and set attributes\n");
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return D3D_OK;
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}
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/*****
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* Get / Set FVF
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Update the current statte block */
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This->updateStateBlock->fvf = fvf;
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This->updateStateBlock->changed.fvf = TRUE;
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This->updateStateBlock->set.fvf = TRUE;
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TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
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/* No difference if recording or not */
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
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*pfvf = This->stateBlock->fvf;
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return D3D_OK;
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}
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/*****
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* Get / Set Stream Source
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexBuffer *oldSrc;
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oldSrc = This->stateBlock->stream_source[StreamNumber];
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TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
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This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE;
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This->updateStateBlock->set.stream_source[StreamNumber] = TRUE;
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This->updateStateBlock->stream_stride[StreamNumber] = Stride;
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This->updateStateBlock->stream_source[StreamNumber] = pStreamData;
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This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes;
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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TRACE("Recording... not performing anything\n");
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return D3D_OK;
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}
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/* Not recording... */
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if (oldSrc != NULL) IWineD3DVertexBuffer_Release(oldSrc);
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if (pStreamData != NULL) IWineD3DVertexBuffer_AddRef(pStreamData);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]);
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*pStream = This->stateBlock->stream_source[StreamNumber];
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*pStride = This->stateBlock->stream_stride[StreamNumber];
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*pOffset = This->stateBlock->stream_offset[StreamNumber];
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IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
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return D3D_OK;
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
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{
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
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return InterlockedIncrement(&This->ref);
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}
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ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %ld\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
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IWineD3D_Release(This->WineD3D);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/**********************************************************
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* IWineD3DDevice VTbl follows
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**********************************************************/
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IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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{
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IWineD3DDeviceImpl_QueryInterface,
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IWineD3DDeviceImpl_AddRef,
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IWineD3DDeviceImpl_Release,
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IWineD3DDeviceImpl_GetParent,
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IWineD3DDeviceImpl_CreateVertexBuffer,
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IWineD3DDeviceImpl_CreateStateBlock,
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IWineD3DDeviceImpl_SetFVF,
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IWineD3DDeviceImpl_GetFVF,
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IWineD3DDeviceImpl_SetStreamSource,
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IWineD3DDeviceImpl_GetStreamSource
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};
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