Sweden-Number/dlls/d3d8/device.c

3322 lines
114 KiB
C

/*
* IDirect3DDevice8 implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <math.h>
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
static void STDMETHODCALLTYPE d3d8_null_wined3d_object_destroyed(void *parent) {}
static const struct wined3d_parent_ops d3d8_null_wined3d_parent_ops =
{
d3d8_null_wined3d_object_destroyed,
};
D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format)
{
BYTE *c = (BYTE *)&format;
/* Don't translate FOURCC formats */
if (isprint(c[0]) && isprint(c[1]) && isprint(c[2]) && isprint(c[3])) return format;
switch(format)
{
case WINED3DFMT_UNKNOWN: return D3DFMT_UNKNOWN;
case WINED3DFMT_B8G8R8_UNORM: return D3DFMT_R8G8B8;
case WINED3DFMT_B8G8R8A8_UNORM: return D3DFMT_A8R8G8B8;
case WINED3DFMT_B8G8R8X8_UNORM: return D3DFMT_X8R8G8B8;
case WINED3DFMT_B5G6R5_UNORM: return D3DFMT_R5G6B5;
case WINED3DFMT_B5G5R5X1_UNORM: return D3DFMT_X1R5G5B5;
case WINED3DFMT_B5G5R5A1_UNORM: return D3DFMT_A1R5G5B5;
case WINED3DFMT_B4G4R4A4_UNORM: return D3DFMT_A4R4G4B4;
case WINED3DFMT_B2G3R3_UNORM: return D3DFMT_R3G3B2;
case WINED3DFMT_A8_UNORM: return D3DFMT_A8;
case WINED3DFMT_B2G3R3A8_UNORM: return D3DFMT_A8R3G3B2;
case WINED3DFMT_B4G4R4X4_UNORM: return D3DFMT_X4R4G4B4;
case WINED3DFMT_R10G10B10A2_UNORM: return D3DFMT_A2B10G10R10;
case WINED3DFMT_R16G16_UNORM: return D3DFMT_G16R16;
case WINED3DFMT_P8_UINT_A8_UNORM: return D3DFMT_A8P8;
case WINED3DFMT_P8_UINT: return D3DFMT_P8;
case WINED3DFMT_L8_UNORM: return D3DFMT_L8;
case WINED3DFMT_L8A8_UNORM: return D3DFMT_A8L8;
case WINED3DFMT_L4A4_UNORM: return D3DFMT_A4L4;
case WINED3DFMT_R8G8_SNORM: return D3DFMT_V8U8;
case WINED3DFMT_R5G5_SNORM_L6_UNORM: return D3DFMT_L6V5U5;
case WINED3DFMT_R8G8_SNORM_L8X8_UNORM: return D3DFMT_X8L8V8U8;
case WINED3DFMT_R8G8B8A8_SNORM: return D3DFMT_Q8W8V8U8;
case WINED3DFMT_R16G16_SNORM: return D3DFMT_V16U16;
case WINED3DFMT_R10G11B11_SNORM: return D3DFMT_W11V11U10;
case WINED3DFMT_R10G10B10_SNORM_A2_UNORM: return D3DFMT_A2W10V10U10;
case WINED3DFMT_D16_LOCKABLE: return D3DFMT_D16_LOCKABLE;
case WINED3DFMT_D32_UNORM: return D3DFMT_D32;
case WINED3DFMT_S1_UINT_D15_UNORM: return D3DFMT_D15S1;
case WINED3DFMT_D24_UNORM_S8_UINT: return D3DFMT_D24S8;
case WINED3DFMT_X8D24_UNORM: return D3DFMT_D24X8;
case WINED3DFMT_S4X4_UINT_D24_UNORM: return D3DFMT_D24X4S4;
case WINED3DFMT_D16_UNORM: return D3DFMT_D16;
case WINED3DFMT_R16_UINT: return D3DFMT_INDEX16;
case WINED3DFMT_R32_UINT: return D3DFMT_INDEX32;
default:
FIXME("Unhandled wined3d format %#x.\n", format);
return D3DFMT_UNKNOWN;
}
}
enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format)
{
BYTE *c = (BYTE *)&format;
/* Don't translate FOURCC formats */
if (isprint(c[0]) && isprint(c[1]) && isprint(c[2]) && isprint(c[3])) return format;
switch(format)
{
case D3DFMT_UNKNOWN: return WINED3DFMT_UNKNOWN;
case D3DFMT_R8G8B8: return WINED3DFMT_B8G8R8_UNORM;
case D3DFMT_A8R8G8B8: return WINED3DFMT_B8G8R8A8_UNORM;
case D3DFMT_X8R8G8B8: return WINED3DFMT_B8G8R8X8_UNORM;
case D3DFMT_R5G6B5: return WINED3DFMT_B5G6R5_UNORM;
case D3DFMT_X1R5G5B5: return WINED3DFMT_B5G5R5X1_UNORM;
case D3DFMT_A1R5G5B5: return WINED3DFMT_B5G5R5A1_UNORM;
case D3DFMT_A4R4G4B4: return WINED3DFMT_B4G4R4A4_UNORM;
case D3DFMT_R3G3B2: return WINED3DFMT_B2G3R3_UNORM;
case D3DFMT_A8: return WINED3DFMT_A8_UNORM;
case D3DFMT_A8R3G3B2: return WINED3DFMT_B2G3R3A8_UNORM;
case D3DFMT_X4R4G4B4: return WINED3DFMT_B4G4R4X4_UNORM;
case D3DFMT_A2B10G10R10: return WINED3DFMT_R10G10B10A2_UNORM;
case D3DFMT_G16R16: return WINED3DFMT_R16G16_UNORM;
case D3DFMT_A8P8: return WINED3DFMT_P8_UINT_A8_UNORM;
case D3DFMT_P8: return WINED3DFMT_P8_UINT;
case D3DFMT_L8: return WINED3DFMT_L8_UNORM;
case D3DFMT_A8L8: return WINED3DFMT_L8A8_UNORM;
case D3DFMT_A4L4: return WINED3DFMT_L4A4_UNORM;
case D3DFMT_V8U8: return WINED3DFMT_R8G8_SNORM;
case D3DFMT_L6V5U5: return WINED3DFMT_R5G5_SNORM_L6_UNORM;
case D3DFMT_X8L8V8U8: return WINED3DFMT_R8G8_SNORM_L8X8_UNORM;
case D3DFMT_Q8W8V8U8: return WINED3DFMT_R8G8B8A8_SNORM;
case D3DFMT_V16U16: return WINED3DFMT_R16G16_SNORM;
case D3DFMT_W11V11U10: return WINED3DFMT_R10G11B11_SNORM;
case D3DFMT_A2W10V10U10: return WINED3DFMT_R10G10B10_SNORM_A2_UNORM;
case D3DFMT_D16_LOCKABLE: return WINED3DFMT_D16_LOCKABLE;
case D3DFMT_D32: return WINED3DFMT_D32_UNORM;
case D3DFMT_D15S1: return WINED3DFMT_S1_UINT_D15_UNORM;
case D3DFMT_D24S8: return WINED3DFMT_D24_UNORM_S8_UINT;
case D3DFMT_D24X8: return WINED3DFMT_X8D24_UNORM;
case D3DFMT_D24X4S4: return WINED3DFMT_S4X4_UINT_D24_UNORM;
case D3DFMT_D16: return WINED3DFMT_D16_UNORM;
case D3DFMT_INDEX16: return WINED3DFMT_R16_UINT;
case D3DFMT_INDEX32: return WINED3DFMT_R32_UINT;
default:
FIXME("Unhandled D3DFORMAT %#x.\n", format);
return WINED3DFMT_UNKNOWN;
}
}
static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, UINT primitive_count)
{
switch (primitive_type)
{
case D3DPT_POINTLIST:
return primitive_count;
case D3DPT_LINELIST:
return primitive_count * 2;
case D3DPT_LINESTRIP:
return primitive_count + 1;
case D3DPT_TRIANGLELIST:
return primitive_count * 3;
case D3DPT_TRIANGLESTRIP:
case D3DPT_TRIANGLEFAN:
return primitive_count + 2;
default:
FIXME("Unhandled primitive type %#x.\n", primitive_type);
return 0;
}
}
static void present_parameters_from_wined3d_swapchain_desc(D3DPRESENT_PARAMETERS *present_parameters,
const struct wined3d_swapchain_desc *swapchain_desc)
{
present_parameters->BackBufferWidth = swapchain_desc->backbuffer_width;
present_parameters->BackBufferHeight = swapchain_desc->backbuffer_height;
present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(swapchain_desc->backbuffer_format);
present_parameters->BackBufferCount = swapchain_desc->backbuffer_count;
present_parameters->MultiSampleType = swapchain_desc->multisample_type;
present_parameters->SwapEffect = swapchain_desc->swap_effect;
present_parameters->hDeviceWindow = swapchain_desc->device_window;
present_parameters->Windowed = swapchain_desc->windowed;
present_parameters->EnableAutoDepthStencil = swapchain_desc->enable_auto_depth_stencil;
present_parameters->AutoDepthStencilFormat
= d3dformat_from_wined3dformat(swapchain_desc->auto_depth_stencil_format);
present_parameters->Flags = swapchain_desc->flags & D3DPRESENTFLAGS_MASK;
present_parameters->FullScreen_RefreshRateInHz = swapchain_desc->refresh_rate;
present_parameters->FullScreen_PresentationInterval = swapchain_desc->swap_interval;
}
static BOOL wined3d_swapchain_desc_from_present_parameters(struct wined3d_swapchain_desc *swapchain_desc,
const D3DPRESENT_PARAMETERS *present_parameters)
{
if (!present_parameters->SwapEffect || present_parameters->SwapEffect > D3DSWAPEFFECT_COPY_VSYNC)
{
WARN("Invalid swap effect %u passed.\n", present_parameters->SwapEffect);
return FALSE;
}
if (present_parameters->BackBufferCount > 3
|| ((present_parameters->SwapEffect == D3DSWAPEFFECT_COPY
|| present_parameters->SwapEffect == D3DSWAPEFFECT_COPY_VSYNC)
&& present_parameters->BackBufferCount > 1))
{
WARN("Invalid backbuffer count %u.\n", present_parameters->BackBufferCount);
return FALSE;
}
swapchain_desc->backbuffer_width = present_parameters->BackBufferWidth;
swapchain_desc->backbuffer_height = present_parameters->BackBufferHeight;
swapchain_desc->backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
swapchain_desc->backbuffer_count = max(1, present_parameters->BackBufferCount);
swapchain_desc->backbuffer_usage = WINED3DUSAGE_RENDERTARGET;
swapchain_desc->multisample_type = present_parameters->MultiSampleType;
swapchain_desc->multisample_quality = 0; /* d3d9 only */
swapchain_desc->swap_effect = present_parameters->SwapEffect;
swapchain_desc->device_window = present_parameters->hDeviceWindow;
swapchain_desc->windowed = present_parameters->Windowed;
swapchain_desc->enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
swapchain_desc->auto_depth_stencil_format
= wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
swapchain_desc->flags
= (present_parameters->Flags & D3DPRESENTFLAGS_MASK) | WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH;
swapchain_desc->refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
swapchain_desc->swap_interval = present_parameters->FullScreen_PresentationInterval;
swapchain_desc->auto_restore_display_mode = TRUE;
if (present_parameters->Flags & ~D3DPRESENTFLAGS_MASK)
FIXME("Unhandled flags %#x.\n", present_parameters->Flags & ~D3DPRESENTFLAGS_MASK);
return TRUE;
}
void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const WINED3DCAPS *wined3d_caps)
{
caps->DeviceType = (D3DDEVTYPE)wined3d_caps->DeviceType;
caps->AdapterOrdinal = wined3d_caps->AdapterOrdinal;
caps->Caps = wined3d_caps->Caps;
caps->Caps2 = wined3d_caps->Caps2;
caps->Caps3 = wined3d_caps->Caps3;
caps->PresentationIntervals = wined3d_caps->PresentationIntervals;
caps->CursorCaps = wined3d_caps->CursorCaps;
caps->DevCaps = wined3d_caps->DevCaps;
caps->PrimitiveMiscCaps = wined3d_caps->PrimitiveMiscCaps;
caps->RasterCaps = wined3d_caps->RasterCaps;
caps->ZCmpCaps = wined3d_caps->ZCmpCaps;
caps->SrcBlendCaps = wined3d_caps->SrcBlendCaps;
caps->DestBlendCaps = wined3d_caps->DestBlendCaps;
caps->AlphaCmpCaps = wined3d_caps->AlphaCmpCaps;
caps->ShadeCaps = wined3d_caps->ShadeCaps;
caps->TextureCaps = wined3d_caps->TextureCaps;
caps->TextureFilterCaps = wined3d_caps->TextureFilterCaps;
caps->CubeTextureFilterCaps = wined3d_caps->CubeTextureFilterCaps;
caps->VolumeTextureFilterCaps = wined3d_caps->VolumeTextureFilterCaps;
caps->TextureAddressCaps = wined3d_caps->TextureAddressCaps;
caps->VolumeTextureAddressCaps = wined3d_caps->VolumeTextureAddressCaps;
caps->LineCaps = wined3d_caps->LineCaps;
caps->MaxTextureWidth = wined3d_caps->MaxTextureWidth;
caps->MaxTextureHeight = wined3d_caps->MaxTextureHeight;
caps->MaxVolumeExtent = wined3d_caps->MaxVolumeExtent;
caps->MaxTextureRepeat = wined3d_caps->MaxTextureRepeat;
caps->MaxTextureAspectRatio = wined3d_caps->MaxTextureAspectRatio;
caps->MaxAnisotropy = wined3d_caps->MaxAnisotropy;
caps->MaxVertexW = wined3d_caps->MaxVertexW;
caps->GuardBandLeft = wined3d_caps->GuardBandLeft;
caps->GuardBandTop = wined3d_caps->GuardBandTop;
caps->GuardBandRight = wined3d_caps->GuardBandRight;
caps->GuardBandBottom = wined3d_caps->GuardBandBottom;
caps->ExtentsAdjust = wined3d_caps->ExtentsAdjust;
caps->StencilCaps = wined3d_caps->StencilCaps;
caps->FVFCaps = wined3d_caps->FVFCaps;
caps->TextureOpCaps = wined3d_caps->TextureOpCaps;
caps->MaxTextureBlendStages = wined3d_caps->MaxTextureBlendStages;
caps->MaxSimultaneousTextures = wined3d_caps->MaxSimultaneousTextures;
caps->VertexProcessingCaps = wined3d_caps->VertexProcessingCaps;
caps->MaxActiveLights = wined3d_caps->MaxActiveLights;
caps->MaxUserClipPlanes = wined3d_caps->MaxUserClipPlanes;
caps->MaxVertexBlendMatrices = wined3d_caps->MaxVertexBlendMatrices;
caps->MaxVertexBlendMatrixIndex = wined3d_caps->MaxVertexBlendMatrixIndex;
caps->MaxPointSize = wined3d_caps->MaxPointSize;
caps->MaxPrimitiveCount = wined3d_caps->MaxPrimitiveCount;
caps->MaxVertexIndex = wined3d_caps->MaxVertexIndex;
caps->MaxStreams = wined3d_caps->MaxStreams;
caps->MaxStreamStride = wined3d_caps->MaxStreamStride;
caps->VertexShaderVersion = wined3d_caps->VertexShaderVersion;
caps->MaxVertexShaderConst = wined3d_caps->MaxVertexShaderConst;
caps->PixelShaderVersion = wined3d_caps->PixelShaderVersion;
caps->MaxPixelShaderValue = wined3d_caps->PixelShader1xMaxValue;
/* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */
if (caps->PixelShaderVersion)
caps->PixelShaderVersion = D3DPS_VERSION(1, 4);
else
caps->PixelShaderVersion = D3DPS_VERSION(0, 0);
if (caps->VertexShaderVersion)
caps->VertexShaderVersion = D3DVS_VERSION(1, 1);
else
caps->VertexShaderVersion = D3DVS_VERSION(0, 0);
caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst);
caps->StencilCaps &= ~WINED3DSTENCILCAPS_TWOSIDED;
}
/* Handle table functions */
static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enum d3d8_handle_type type)
{
struct d3d8_handle_entry *entry;
if (t->free_entries)
{
DWORD index = t->free_entries - t->entries;
/* Use a free handle */
entry = t->free_entries;
if (entry->type != D3D8_HANDLE_FREE)
{
ERR("Handle %u(%p) is in the free list, but has type %#x.\n", index, entry, entry->type);
return D3D8_INVALID_HANDLE;
}
t->free_entries = entry->object;
entry->object = object;
entry->type = type;
return index;
}
if (!(t->entry_count < t->table_size))
{
/* Grow the table */
UINT new_size = t->table_size + (t->table_size >> 1);
struct d3d8_handle_entry *new_entries = HeapReAlloc(GetProcessHeap(),
0, t->entries, new_size * sizeof(*t->entries));
if (!new_entries)
{
ERR("Failed to grow the handle table.\n");
return D3D8_INVALID_HANDLE;
}
t->entries = new_entries;
t->table_size = new_size;
}
entry = &t->entries[t->entry_count];
entry->object = object;
entry->type = type;
return t->entry_count++;
}
static void *d3d8_free_handle(struct d3d8_handle_table *t, DWORD handle, enum d3d8_handle_type type)
{
struct d3d8_handle_entry *entry;
void *object;
if (handle == D3D8_INVALID_HANDLE || handle >= t->entry_count)
{
WARN("Invalid handle %u passed.\n", handle);
return NULL;
}
entry = &t->entries[handle];
if (entry->type != type)
{
WARN("Handle %u(%p) is not of type %#x.\n", handle, entry, type);
return NULL;
}
object = entry->object;
entry->object = t->free_entries;
entry->type = D3D8_HANDLE_FREE;
t->free_entries = entry;
return object;
}
static void *d3d8_get_object(struct d3d8_handle_table *t, DWORD handle, enum d3d8_handle_type type)
{
struct d3d8_handle_entry *entry;
if (handle == D3D8_INVALID_HANDLE || handle >= t->entry_count)
{
WARN("Invalid handle %u passed.\n", handle);
return NULL;
}
entry = &t->entries[handle];
if (entry->type != type)
{
WARN("Handle %u(%p) is not of type %#x.\n", handle, entry, type);
return NULL;
}
return entry->object;
}
static HRESULT WINAPI d3d8_device_QueryInterface(IDirect3DDevice8 *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n",
iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_IDirect3DDevice8)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DDevice8_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d8_device_AddRef(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
ULONG ref = InterlockedIncrement(&device->ref);
TRACE("%p increasing refcount to %u.\n", iface, ref);
return ref;
}
static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
ULONG ref;
if (device->inDestruction)
return 0;
ref = InterlockedDecrement(&device->ref);
TRACE("%p decreasing refcount to %u.\n", iface, ref);
if (!ref)
{
IDirect3D8 *parent = device->d3d_parent;
unsigned i;
TRACE("Releasing wined3d device %p.\n", device->wined3d_device);
wined3d_mutex_lock();
device->inDestruction = TRUE;
for (i = 0; i < device->numConvertedDecls; ++i)
{
d3d8_vertex_declaration_destroy(device->decls[i].declaration);
}
HeapFree(GetProcessHeap(), 0, device->decls);
if (device->vertex_buffer)
wined3d_buffer_decref(device->vertex_buffer);
if (device->index_buffer)
wined3d_buffer_decref(device->index_buffer);
wined3d_device_uninit_3d(device->wined3d_device);
wined3d_device_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device);
HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
HeapFree(GetProcessHeap(), 0, device);
wined3d_mutex_unlock();
IDirect3D8_Release(parent);
}
return ref;
}
static HRESULT WINAPI d3d8_device_TestCooperativeLevel(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p.\n", iface);
TRACE("device state: %#x.\n", device->device_state);
switch (device->device_state)
{
default:
case D3D8_DEVICE_STATE_OK:
return D3D_OK;
case D3D8_DEVICE_STATE_LOST:
return D3DERR_DEVICELOST;
case D3D8_DEVICE_STATE_NOT_RESET:
return D3DERR_DEVICENOTRESET;
}
}
static UINT WINAPI d3d8_device_GetAvailableTextureMem(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
UINT ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_device_get_available_texture_mem(device->wined3d_device);
wined3d_mutex_unlock();
return ret;
}
static HRESULT WINAPI d3d8_device_ResourceManagerDiscardBytes(IDirect3DDevice8 *iface, DWORD byte_count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, byte_count %u.\n", iface, byte_count);
if (byte_count)
FIXME("Byte count ignored.\n");
wined3d_mutex_lock();
wined3d_device_evict_managed_resources(device->wined3d_device);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetDirect3D(IDirect3DDevice8 *iface, IDirect3D8 **d3d8)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, d3d8 %p.\n", iface, d3d8);
if (!d3d8)
return D3DERR_INVALIDCALL;
return IDirect3D8_QueryInterface(device->d3d_parent, &IID_IDirect3D8, (void **)d3d8);
}
static HRESULT WINAPI d3d8_device_GetDeviceCaps(IDirect3DDevice8 *iface, D3DCAPS8 *caps)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
WINED3DCAPS wined3d_caps;
HRESULT hr;
TRACE("iface %p, caps %p.\n", iface, caps);
if (!caps)
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
hr = wined3d_device_get_device_caps(device->wined3d_device, &wined3d_caps);
wined3d_mutex_unlock();
d3dcaps_from_wined3dcaps(caps, &wined3d_caps);
return hr;
}
static HRESULT WINAPI d3d8_device_GetDisplayMode(IDirect3DDevice8 *iface, D3DDISPLAYMODE *mode)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_display_mode wined3d_mode;
HRESULT hr;
TRACE("iface %p, mode %p.\n", iface, mode);
wined3d_mutex_lock();
hr = wined3d_device_get_display_mode(device->wined3d_device, 0, &wined3d_mode, NULL);
wined3d_mutex_unlock();
if (SUCCEEDED(hr))
{
mode->Width = wined3d_mode.width;
mode->Height = wined3d_mode.height;
mode->RefreshRate = wined3d_mode.refresh_rate;
mode->Format = d3dformat_from_wined3dformat(wined3d_mode.format_id);
}
return hr;
}
static HRESULT WINAPI d3d8_device_GetCreationParameters(IDirect3DDevice8 *iface,
D3DDEVICE_CREATION_PARAMETERS *parameters)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, parameters %p.\n", iface, parameters);
wined3d_mutex_lock();
wined3d_device_get_creation_parameters(device->wined3d_device,
(struct wined3d_device_creation_parameters *)parameters);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetCursorProperties(IDirect3DDevice8 *iface,
UINT hotspot_x, UINT hotspot_y, IDirect3DSurface8 *bitmap)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_surface *bitmap_impl = unsafe_impl_from_IDirect3DSurface8(bitmap);
HRESULT hr;
TRACE("iface %p, hotspot_x %u, hotspot_y %u, bitmap %p.\n",
iface, hotspot_x, hotspot_y, bitmap);
if (!bitmap)
{
WARN("No cursor bitmap, returning D3DERR_INVALIDCALL.\n");
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
hr = wined3d_device_set_cursor_properties(device->wined3d_device,
hotspot_x, hotspot_y, bitmap_impl->wined3d_texture, bitmap_impl->sub_resource_idx);
wined3d_mutex_unlock();
return hr;
}
static void WINAPI d3d8_device_SetCursorPosition(IDirect3DDevice8 *iface, UINT x, UINT y, DWORD flags)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, x %u, y %u, flags %#x.\n", iface, x, y, flags);
wined3d_mutex_lock();
wined3d_device_set_cursor_position(device->wined3d_device, x, y, flags);
wined3d_mutex_unlock();
}
static BOOL WINAPI d3d8_device_ShowCursor(IDirect3DDevice8 *iface, BOOL show)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
BOOL ret;
TRACE("iface %p, show %#x.\n", iface, show);
wined3d_mutex_lock();
ret = wined3d_device_show_cursor(device->wined3d_device, show);
wined3d_mutex_unlock();
return ret;
}
static HRESULT WINAPI d3d8_device_CreateAdditionalSwapChain(IDirect3DDevice8 *iface,
D3DPRESENT_PARAMETERS *present_parameters, IDirect3DSwapChain8 **swapchain)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_swapchain_desc desc;
struct d3d8_swapchain *object;
UINT i, count;
HRESULT hr;
TRACE("iface %p, present_parameters %p, swapchain %p.\n",
iface, present_parameters, swapchain);
if (!present_parameters->Windowed)
{
WARN("Trying to create an additional fullscreen swapchain, returning D3DERR_INVALIDCALL.\n");
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
count = wined3d_device_get_swapchain_count(device->wined3d_device);
for (i = 0; i < count; ++i)
{
struct wined3d_swapchain *wined3d_swapchain;
wined3d_swapchain = wined3d_device_get_swapchain(device->wined3d_device, i);
wined3d_swapchain_get_desc(wined3d_swapchain, &desc);
if (!desc.windowed)
{
wined3d_mutex_unlock();
WARN("Trying to create an additional swapchain in fullscreen mode, returning D3DERR_INVALIDCALL.\n");
return D3DERR_INVALIDCALL;
}
}
wined3d_mutex_unlock();
if (!wined3d_swapchain_desc_from_present_parameters(&desc, present_parameters))
return D3DERR_INVALIDCALL;
if (SUCCEEDED(hr = d3d8_swapchain_create(device, &desc, &object)))
*swapchain = &object->IDirect3DSwapChain8_iface;
present_parameters_from_wined3d_swapchain_desc(present_parameters, &desc);
return hr;
}
static HRESULT CDECL reset_enum_callback(struct wined3d_resource *resource)
{
struct wined3d_resource_desc desc;
IDirect3DBaseTexture8 *texture;
struct d3d8_surface *surface;
IUnknown *parent;
wined3d_resource_get_desc(resource, &desc);
if (desc.access & WINED3D_RESOURCE_ACCESS_CPU)
return D3D_OK;
if (desc.resource_type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Resource %p in pool D3DPOOL_DEFAULT blocks the Reset call.\n", resource);
return D3DERR_DEVICELOST;
}
parent = wined3d_resource_get_parent(resource);
if (parent && SUCCEEDED(IUnknown_QueryInterface(parent, &IID_IDirect3DBaseTexture8, (void **)&texture)))
{
IDirect3DBaseTexture8_Release(texture);
WARN("Texture %p (resource %p) in pool D3DPOOL_DEFAULT blocks the Reset call.\n", texture, resource);
return D3DERR_DEVICELOST;
}
surface = wined3d_texture_get_sub_resource_parent(wined3d_texture_from_resource(resource), 0);
if (!surface->resource.refcount)
return D3D_OK;
WARN("Surface %p in pool D3DPOOL_DEFAULT blocks the Reset call.\n", surface);
return D3DERR_DEVICELOST;
}
static HRESULT WINAPI d3d8_device_Reset(IDirect3DDevice8 *iface,
D3DPRESENT_PARAMETERS *present_parameters)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_swapchain_desc swapchain_desc;
HRESULT hr;
TRACE("iface %p, present_parameters %p.\n", iface, present_parameters);
if (device->device_state == D3D8_DEVICE_STATE_LOST)
{
WARN("App not active, returning D3DERR_DEVICELOST.\n");
return D3DERR_DEVICELOST;
}
if (!wined3d_swapchain_desc_from_present_parameters(&swapchain_desc, present_parameters))
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if (device->vertex_buffer)
{
wined3d_buffer_decref(device->vertex_buffer);
device->vertex_buffer = NULL;
device->vertex_buffer_size = 0;
}
if (device->index_buffer)
{
wined3d_buffer_decref(device->index_buffer);
device->index_buffer = NULL;
device->index_buffer_size = 0;
}
if (SUCCEEDED(hr = wined3d_device_reset(device->wined3d_device, &swapchain_desc,
NULL, reset_enum_callback, TRUE)))
{
present_parameters->BackBufferCount = swapchain_desc.backbuffer_count;
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_POINTSIZE_MIN, 0);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE,
!!swapchain_desc.enable_auto_depth_stencil);
device->device_state = D3D8_DEVICE_STATE_OK;
}
else
{
device->device_state = D3D8_DEVICE_STATE_NOT_RESET;
}
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_Present(IDirect3DDevice8 *iface, const RECT *src_rect,
const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
iface, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), dst_window_override, dirty_region);
/* Fraps does not hook IDirect3DDevice8::Present regardless of the hotpatch
* attribute. It only hooks IDirect3DSwapChain8::Present. Yet it properly
* shows a framerate on Windows in applications that only call the device
* method, like e.g. the dx8 sdk samples. The conclusion is that native
* calls the swapchain's public method from the device. */
return IDirect3DSwapChain8_Present(&device->implicit_swapchain->IDirect3DSwapChain8_iface,
src_rect, dst_rect, dst_window_override, dirty_region);
}
static HRESULT WINAPI d3d8_device_GetBackBuffer(IDirect3DDevice8 *iface,
UINT backbuffer_idx, D3DBACKBUFFER_TYPE backbuffer_type, IDirect3DSurface8 **backbuffer)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_swapchain *wined3d_swapchain;
struct wined3d_texture *wined3d_texture;
struct d3d8_surface *surface_impl;
TRACE("iface %p, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
iface, backbuffer_idx, backbuffer_type, backbuffer);
/* backbuffer_type is ignored by native. */
/* No need to check for backbuffer == NULL, Windows crashes in that case. */
wined3d_mutex_lock();
wined3d_swapchain = device->implicit_swapchain->wined3d_swapchain;
if (!(wined3d_texture = wined3d_swapchain_get_back_buffer(wined3d_swapchain, backbuffer_idx)))
{
wined3d_mutex_unlock();
*backbuffer = NULL;
return D3DERR_INVALIDCALL;
}
surface_impl = wined3d_texture_get_sub_resource_parent(wined3d_texture, 0);
*backbuffer = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*backbuffer);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetRasterStatus(IDirect3DDevice8 *iface, D3DRASTER_STATUS *raster_status)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, raster_status %p.\n", iface, raster_status);
wined3d_mutex_lock();
hr = wined3d_device_get_raster_status(device->wined3d_device, 0, (struct wined3d_raster_status *)raster_status);
wined3d_mutex_unlock();
return hr;
}
static void WINAPI d3d8_device_SetGammaRamp(IDirect3DDevice8 *iface, DWORD flags, const D3DGAMMARAMP *ramp)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, flags %#x, ramp %p.\n", iface, flags, ramp);
/* Note: D3DGAMMARAMP is compatible with struct wined3d_gamma_ramp. */
wined3d_mutex_lock();
wined3d_device_set_gamma_ramp(device->wined3d_device, 0, flags, (const struct wined3d_gamma_ramp *)ramp);
wined3d_mutex_unlock();
}
static void WINAPI d3d8_device_GetGammaRamp(IDirect3DDevice8 *iface, D3DGAMMARAMP *ramp)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, ramp %p.\n", iface, ramp);
/* Note: D3DGAMMARAMP is compatible with struct wined3d_gamma_ramp. */
wined3d_mutex_lock();
wined3d_device_get_gamma_ramp(device->wined3d_device, 0, (struct wined3d_gamma_ramp *)ramp);
wined3d_mutex_unlock();
}
static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface,
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format,
D3DPOOL pool, IDirect3DTexture8 **texture)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_texture *object;
HRESULT hr;
TRACE("iface %p, width %u, height %u, levels %u, usage %#x, format %#x, pool %#x, texture %p.\n",
iface, width, height, levels, usage, format, pool, texture);
if (!format)
return D3DERR_INVALIDCALL;
*texture = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return D3DERR_OUTOFVIDEOMEMORY;
hr = texture_init(object, device, width, height, levels, usage, format, pool);
if (FAILED(hr))
{
WARN("Failed to initialize texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created texture %p.\n", object);
*texture = (IDirect3DTexture8 *)&object->IDirect3DBaseTexture8_iface;
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface,
UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format,
D3DPOOL pool, IDirect3DVolumeTexture8 **texture)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_texture *object;
HRESULT hr;
TRACE("iface %p, width %u, height %u, depth %u, levels %u, usage %#x, format %#x, pool %#x, texture %p.\n",
iface, width, height, depth, levels, usage, format, pool, texture);
if (!format)
return D3DERR_INVALIDCALL;
*texture = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return D3DERR_OUTOFVIDEOMEMORY;
hr = volumetexture_init(object, device, width, height, depth, levels, usage, format, pool);
if (FAILED(hr))
{
WARN("Failed to initialize volume texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created volume texture %p.\n", object);
*texture = (IDirect3DVolumeTexture8 *)&object->IDirect3DBaseTexture8_iface;
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UINT edge_length,
UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture8 **texture)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_texture *object;
HRESULT hr;
TRACE("iface %p, edge_length %u, levels %u, usage %#x, format %#x, pool %#x, texture %p.\n",
iface, edge_length, levels, usage, format, pool, texture);
if (!format)
return D3DERR_INVALIDCALL;
*texture = NULL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return D3DERR_OUTOFVIDEOMEMORY;
hr = cubetexture_init(object, device, edge_length, levels, usage, format, pool);
if (FAILED(hr))
{
WARN("Failed to initialize cube texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created cube texture %p.\n", object);
*texture = (IDirect3DCubeTexture8 *)&object->IDirect3DBaseTexture8_iface;
return hr;
}
static HRESULT WINAPI d3d8_device_CreateVertexBuffer(IDirect3DDevice8 *iface, UINT size,
DWORD usage, DWORD fvf, D3DPOOL pool, IDirect3DVertexBuffer8 **buffer)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertexbuffer *object;
HRESULT hr;
TRACE("iface %p, size %u, usage %#x, fvf %#x, pool %#x, buffer %p.\n",
iface, size, usage, fvf, pool, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return D3DERR_OUTOFVIDEOMEMORY;
hr = vertexbuffer_init(object, device, size, usage, fvf, pool);
if (FAILED(hr))
{
WARN("Failed to initialize vertex buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created vertex buffer %p.\n", object);
*buffer = &object->IDirect3DVertexBuffer8_iface;
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CreateIndexBuffer(IDirect3DDevice8 *iface, UINT size,
DWORD usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer8 **buffer)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_indexbuffer *object;
HRESULT hr;
TRACE("iface %p, size %u, usage %#x, format %#x, pool %#x, buffer %p.\n",
iface, size, usage, format, pool, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return D3DERR_OUTOFVIDEOMEMORY;
hr = indexbuffer_init(object, device, size, usage, format, pool);
if (FAILED(hr))
{
WARN("Failed to initialize index buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created index buffer %p.\n", object);
*buffer = &object->IDirect3DIndexBuffer8_iface;
return D3D_OK;
}
static HRESULT d3d8_device_create_surface(struct d3d8_device *device, UINT width, UINT height,
D3DFORMAT format, DWORD flags, IDirect3DSurface8 **surface, UINT usage, D3DPOOL pool,
D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality)
{
struct wined3d_resource_desc desc;
struct d3d8_surface *surface_impl;
struct wined3d_texture *texture;
HRESULT hr;
TRACE("device %p, width %u, height %u, format %#x, flags %#x, surface %p, "
"usage %#x, pool %#x, multisample_type %#x, multisample_quality %u.\n",
device, width, height, format, flags, surface,
usage, pool, multisample_type, multisample_quality);
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = wined3dformat_from_d3dformat(format);
desc.multisample_type = multisample_type;
desc.multisample_quality = multisample_quality;
desc.usage = usage & WINED3DUSAGE_MASK;
if (pool == D3DPOOL_SCRATCH)
desc.usage |= WINED3DUSAGE_SCRATCH;
desc.access = wined3daccess_from_d3dpool(pool);
desc.width = width;
desc.height = height;
desc.depth = 1;
desc.size = 0;
wined3d_mutex_lock();
if (FAILED(hr = wined3d_texture_create(device->wined3d_device, &desc,
1, 1, flags, NULL, NULL, &d3d8_null_wined3d_parent_ops, &texture)))
{
wined3d_mutex_unlock();
WARN("Failed to create texture, hr %#x.\n", hr);
return hr;
}
surface_impl = wined3d_texture_get_sub_resource_parent(texture, 0);
surface_impl->parent_device = &device->IDirect3DDevice8_iface;
*surface = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*surface);
wined3d_texture_decref(texture);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CreateRenderTarget(IDirect3DDevice8 *iface, UINT width,
UINT height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multisample_type, BOOL lockable,
IDirect3DSurface8 **surface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
DWORD flags = 0;
TRACE("iface %p, width %u, height %u, format %#x, multisample_type %#x, lockable %#x, surface %p.\n",
iface, width, height, format, multisample_type, lockable, surface);
if (!format)
return D3DERR_INVALIDCALL;
*surface = NULL;
if (lockable)
flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
return d3d8_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, multisample_type, 0);
}
static HRESULT WINAPI d3d8_device_CreateDepthStencilSurface(IDirect3DDevice8 *iface,
UINT width, UINT height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multisample_type,
IDirect3DSurface8 **surface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, width %u, height %u, format %#x, multisample_type %#x, surface %p.\n",
iface, width, height, format, multisample_type, surface);
if (!format)
return D3DERR_INVALIDCALL;
*surface = NULL;
/* TODO: Verify that Discard is false */
return d3d8_device_create_surface(device, width, height, format, WINED3D_TEXTURE_CREATE_MAPPABLE,
surface, D3DUSAGE_DEPTHSTENCIL, D3DPOOL_DEFAULT, multisample_type, 0);
}
/* IDirect3DDevice8Impl::CreateImageSurface returns surface with pool type SYSTEMMEM */
static HRESULT WINAPI d3d8_device_CreateImageSurface(IDirect3DDevice8 *iface, UINT width,
UINT height, D3DFORMAT format, IDirect3DSurface8 **surface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, width %u, height %u, format %#x, surface %p.\n",
iface, width, height, format, surface);
*surface = NULL;
return d3d8_device_create_surface(device, width, height, format, WINED3D_TEXTURE_CREATE_MAPPABLE,
surface, 0, D3DPOOL_SYSTEMMEM, D3DMULTISAMPLE_NONE, 0);
}
static HRESULT WINAPI d3d8_device_CopyRects(IDirect3DDevice8 *iface,
IDirect3DSurface8 *src_surface, const RECT *src_rects, UINT rect_count,
IDirect3DSurface8 *dst_surface, const POINT *dst_points)
{
struct d3d8_surface *src = unsafe_impl_from_IDirect3DSurface8(src_surface);
struct d3d8_surface *dst = unsafe_impl_from_IDirect3DSurface8(dst_surface);
enum wined3d_format_id src_format, dst_format;
struct wined3d_sub_resource_desc wined3d_desc;
UINT src_w, src_h;
TRACE("iface %p, src_surface %p, src_rects %p, rect_count %u, dst_surface %p, dst_points %p.\n",
iface, src_surface, src_rects, rect_count, dst_surface, dst_points);
/* Check that the source texture is in WINED3D_POOL_SYSTEM_MEM and the
* destination texture is in WINED3D_POOL_DEFAULT. */
wined3d_mutex_lock();
wined3d_texture_get_sub_resource_desc(src->wined3d_texture, src->sub_resource_idx, &wined3d_desc);
if (wined3d_desc.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
WARN("Source %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n", src_surface);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
src_format = wined3d_desc.format;
src_w = wined3d_desc.width;
src_h = wined3d_desc.height;
wined3d_texture_get_sub_resource_desc(dst->wined3d_texture, dst->sub_resource_idx, &wined3d_desc);
if (wined3d_desc.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
WARN("Destination %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n", dst_surface);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
dst_format = wined3d_desc.format;
/* Check that the source and destination formats match */
if (src_format != dst_format)
{
WARN("Source %p format must match the destination %p format, returning D3DERR_INVALIDCALL.\n",
src_surface, dst_surface);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
/* Quick if complete copy ... */
if (!rect_count && !src_rects && !dst_points)
{
RECT rect = {0, 0, src_w, src_h};
wined3d_texture_blt(dst->wined3d_texture, dst->sub_resource_idx, &rect,
src->wined3d_texture, src->sub_resource_idx, &rect, 0, NULL, WINED3D_TEXF_POINT);
}
else
{
unsigned int i;
/* Copy rect by rect */
if (src_rects && dst_points)
{
for (i = 0; i < rect_count; ++i)
{
UINT w = src_rects[i].right - src_rects[i].left;
UINT h = src_rects[i].bottom - src_rects[i].top;
RECT dst_rect = {dst_points[i].x, dst_points[i].y,
dst_points[i].x + w, dst_points[i].y + h};
wined3d_texture_blt(dst->wined3d_texture, dst->sub_resource_idx, &dst_rect,
src->wined3d_texture, src->sub_resource_idx, &src_rects[i], 0, NULL, WINED3D_TEXF_POINT);
}
}
else
{
for (i = 0; i < rect_count; ++i)
{
UINT w = src_rects[i].right - src_rects[i].left;
UINT h = src_rects[i].bottom - src_rects[i].top;
RECT dst_rect = {0, 0, w, h};
wined3d_texture_blt(dst->wined3d_texture, dst->sub_resource_idx, &dst_rect,
src->wined3d_texture, src->sub_resource_idx, &src_rects[i], 0, NULL, WINED3D_TEXF_POINT);
}
}
}
wined3d_mutex_unlock();
return WINED3D_OK;
}
static HRESULT WINAPI d3d8_device_UpdateTexture(IDirect3DDevice8 *iface,
IDirect3DBaseTexture8 *src_texture, IDirect3DBaseTexture8 *dst_texture)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_texture *src_impl, *dst_impl;
HRESULT hr;
TRACE("iface %p, src_texture %p, dst_texture %p.\n", iface, src_texture, dst_texture);
src_impl = unsafe_impl_from_IDirect3DBaseTexture8(src_texture);
dst_impl = unsafe_impl_from_IDirect3DBaseTexture8(dst_texture);
wined3d_mutex_lock();
hr = wined3d_device_update_texture(device->wined3d_device,
src_impl->wined3d_texture, dst_impl->wined3d_texture);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetFrontBuffer(IDirect3DDevice8 *iface, IDirect3DSurface8 *dst_surface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_surface *dst_impl = unsafe_impl_from_IDirect3DSurface8(dst_surface);
HRESULT hr;
TRACE("iface %p, dst_surface %p.\n", iface, dst_surface);
if (!dst_surface)
{
WARN("Invalid destination surface passed.\n");
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
hr = wined3d_swapchain_get_front_buffer_data(device->implicit_swapchain->wined3d_swapchain,
dst_impl->wined3d_texture, dst_impl->sub_resource_idx);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_SetRenderTarget(IDirect3DDevice8 *iface,
IDirect3DSurface8 *render_target, IDirect3DSurface8 *depth_stencil)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_surface *rt_impl = unsafe_impl_from_IDirect3DSurface8(render_target);
struct d3d8_surface *ds_impl = unsafe_impl_from_IDirect3DSurface8(depth_stencil);
struct wined3d_rendertarget_view *original_dsv, *rtv;
HRESULT hr = D3D_OK;
TRACE("iface %p, render_target %p, depth_stencil %p.\n", iface, render_target, depth_stencil);
if (rt_impl && d3d8_surface_get_device(rt_impl) != device)
{
WARN("Render target surface does not match device.\n");
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
if (ds_impl)
{
struct wined3d_sub_resource_desc ds_desc, rt_desc;
struct wined3d_rendertarget_view *original_rtv;
struct d3d8_surface *original_surface;
/* If no render target is passed in check the size against the current RT */
if (!render_target)
{
if (!(original_rtv = wined3d_device_get_rendertarget_view(device->wined3d_device, 0)))
{
wined3d_mutex_unlock();
return D3DERR_NOTFOUND;
}
original_surface = wined3d_rendertarget_view_get_sub_resource_parent(original_rtv);
wined3d_texture_get_sub_resource_desc(original_surface->wined3d_texture,
original_surface->sub_resource_idx, &rt_desc);
}
else
wined3d_texture_get_sub_resource_desc(rt_impl->wined3d_texture,
rt_impl->sub_resource_idx, &rt_desc);
wined3d_texture_get_sub_resource_desc(ds_impl->wined3d_texture, ds_impl->sub_resource_idx, &ds_desc);
if (ds_desc.width < rt_desc.width || ds_desc.height < rt_desc.height)
{
WARN("Depth stencil is smaller than the render target, returning D3DERR_INVALIDCALL\n");
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
if (ds_desc.multisample_type != rt_desc.multisample_type
|| ds_desc.multisample_quality != rt_desc.multisample_quality)
{
WARN("Multisample settings do not match, returning D3DERR_INVALIDCALL\n");
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
}
original_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device);
rtv = ds_impl ? d3d8_surface_acquire_rendertarget_view(ds_impl) : NULL;
wined3d_device_set_depth_stencil_view(device->wined3d_device, rtv);
d3d8_surface_release_rendertarget_view(ds_impl, rtv);
rtv = render_target ? d3d8_surface_acquire_rendertarget_view(rt_impl) : NULL;
if (render_target && FAILED(hr = wined3d_device_set_rendertarget_view(device->wined3d_device, 0, rtv, TRUE)))
wined3d_device_set_depth_stencil_view(device->wined3d_device, original_dsv);
d3d8_surface_release_rendertarget_view(rt_impl, rtv);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetRenderTarget(IDirect3DDevice8 *iface, IDirect3DSurface8 **render_target)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_rendertarget_view *wined3d_rtv;
struct d3d8_surface *surface_impl;
HRESULT hr;
TRACE("iface %p, render_target %p.\n", iface, render_target);
if (!render_target)
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if ((wined3d_rtv = wined3d_device_get_rendertarget_view(device->wined3d_device, 0)))
{
/* We want the sub resource parent here, since the view itself may be
* internal to wined3d and may not have a parent. */
surface_impl = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_rtv);
*render_target = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*render_target);
hr = D3D_OK;
}
else
{
ERR("Failed to get wined3d render target.\n");
*render_target = NULL;
hr = D3DERR_NOTFOUND;
}
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetDepthStencilSurface(IDirect3DDevice8 *iface, IDirect3DSurface8 **depth_stencil)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_rendertarget_view *wined3d_dsv;
struct d3d8_surface *surface_impl;
HRESULT hr = D3D_OK;
TRACE("iface %p, depth_stencil %p.\n", iface, depth_stencil);
if (!depth_stencil)
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if ((wined3d_dsv = wined3d_device_get_depth_stencil_view(device->wined3d_device)))
{
/* We want the sub resource parent here, since the view itself may be
* internal to wined3d and may not have a parent. */
surface_impl = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_dsv);
*depth_stencil = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*depth_stencil);
}
else
{
hr = D3DERR_NOTFOUND;
*depth_stencil = NULL;
}
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_BeginScene(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
hr = wined3d_device_begin_scene(device->wined3d_device);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI DECLSPEC_HOTPATCH d3d8_device_EndScene(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
hr = wined3d_device_end_scene(device->wined3d_device);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_Clear(IDirect3DDevice8 *iface, DWORD rect_count,
const D3DRECT *rects, DWORD flags, D3DCOLOR color, float z, DWORD stencil)
{
const struct wined3d_color c =
{
((color >> 16) & 0xff) / 255.0f,
((color >> 8) & 0xff) / 255.0f,
(color & 0xff) / 255.0f,
((color >> 24) & 0xff) / 255.0f,
};
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, z %.8e, stencil %u.\n",
iface, rect_count, rects, flags, color, z, stencil);
if (rect_count && !rects)
{
WARN("count %u with NULL rects.\n", rect_count);
rect_count = 0;
}
wined3d_mutex_lock();
hr = wined3d_device_clear(device->wined3d_device, rect_count, (const RECT *)rects, flags, &c, z, stencil);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_SetTransform(IDirect3DDevice8 *iface,
D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
/* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
wined3d_mutex_lock();
wined3d_device_set_transform(device->wined3d_device, state, (const struct wined3d_matrix *)matrix);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetTransform(IDirect3DDevice8 *iface,
D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
/* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
wined3d_mutex_lock();
wined3d_device_get_transform(device->wined3d_device, state, (struct wined3d_matrix *)matrix);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_MultiplyTransform(IDirect3DDevice8 *iface,
D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix);
/* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
wined3d_mutex_lock();
wined3d_device_multiply_transform(device->wined3d_device, state, (const struct wined3d_matrix *)matrix);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetViewport(IDirect3DDevice8 *iface, const D3DVIEWPORT8 *viewport)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_viewport vp;
TRACE("iface %p, viewport %p.\n", iface, viewport);
vp.x = viewport->X;
vp.y = viewport->Y;
vp.width = viewport->Width;
vp.height = viewport->Height;
vp.min_z = viewport->MinZ;
vp.max_z = viewport->MaxZ;
wined3d_mutex_lock();
wined3d_device_set_viewport(device->wined3d_device, &vp);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetViewport(IDirect3DDevice8 *iface, D3DVIEWPORT8 *viewport)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_viewport wined3d_viewport;
TRACE("iface %p, viewport %p.\n", iface, viewport);
wined3d_mutex_lock();
wined3d_device_get_viewport(device->wined3d_device, &wined3d_viewport);
wined3d_mutex_unlock();
viewport->X = wined3d_viewport.x;
viewport->Y = wined3d_viewport.y;
viewport->Width = wined3d_viewport.width;
viewport->Height = wined3d_viewport.height;
viewport->MinZ = wined3d_viewport.min_z;
viewport->MaxZ = wined3d_viewport.max_z;
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetMaterial(IDirect3DDevice8 *iface, const D3DMATERIAL8 *material)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, material %p.\n", iface, material);
/* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
wined3d_mutex_lock();
wined3d_device_set_material(device->wined3d_device, (const struct wined3d_material *)material);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetMaterial(IDirect3DDevice8 *iface, D3DMATERIAL8 *material)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, material %p.\n", iface, material);
/* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
wined3d_mutex_lock();
wined3d_device_get_material(device->wined3d_device, (struct wined3d_material *)material);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetLight(IDirect3DDevice8 *iface, DWORD index, const D3DLIGHT8 *light)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, index %u, light %p.\n", iface, index, light);
/* Note: D3DLIGHT8 is compatible with struct wined3d_light. */
wined3d_mutex_lock();
hr = wined3d_device_set_light(device->wined3d_device, index, (const struct wined3d_light *)light);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetLight(IDirect3DDevice8 *iface, DWORD index, D3DLIGHT8 *light)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, index %u, light %p.\n", iface, index, light);
/* Note: D3DLIGHT8 is compatible with struct wined3d_light. */
wined3d_mutex_lock();
hr = wined3d_device_get_light(device->wined3d_device, index, (struct wined3d_light *)light);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_LightEnable(IDirect3DDevice8 *iface, DWORD index, BOOL enable)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, index %u, enable %#x.\n", iface, index, enable);
wined3d_mutex_lock();
hr = wined3d_device_set_light_enable(device->wined3d_device, index, enable);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetLightEnable(IDirect3DDevice8 *iface, DWORD index, BOOL *enable)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, index %u, enable %p.\n", iface, index, enable);
wined3d_mutex_lock();
hr = wined3d_device_get_light_enable(device->wined3d_device, index, enable);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_SetClipPlane(IDirect3DDevice8 *iface, DWORD index, const float *plane)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, index %u, plane %p.\n", iface, index, plane);
wined3d_mutex_lock();
hr = wined3d_device_set_clip_plane(device->wined3d_device, index, (const struct wined3d_vec4 *)plane);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetClipPlane(IDirect3DDevice8 *iface, DWORD index, float *plane)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, index %u, plane %p.\n", iface, index, plane);
wined3d_mutex_lock();
hr = wined3d_device_get_clip_plane(device->wined3d_device, index, (struct wined3d_vec4 *)plane);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_SetRenderState(IDirect3DDevice8 *iface,
D3DRENDERSTATETYPE state, DWORD value)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
wined3d_mutex_lock();
switch (state)
{
case D3DRS_ZBIAS:
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, value);
break;
default:
wined3d_device_set_render_state(device->wined3d_device, state, value);
}
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetRenderState(IDirect3DDevice8 *iface,
D3DRENDERSTATETYPE state, DWORD *value)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
TRACE("iface %p, state %#x, value %p.\n", iface, state, value);
wined3d_mutex_lock();
switch (state)
{
case D3DRS_ZBIAS:
*value = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS);
break;
default:
*value = wined3d_device_get_render_state(device->wined3d_device, state);
}
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_BeginStateBlock(IDirect3DDevice8 *iface)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
hr = wined3d_device_begin_stateblock(device->wined3d_device);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_EndStateBlock(IDirect3DDevice8 *iface, DWORD *token)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("iface %p, token %p.\n", iface, token);
/* Tell wineD3D to endstateblock before anything else (in case we run out
* of memory later and cause locking problems)
*/
wined3d_mutex_lock();
hr = wined3d_device_end_stateblock(device->wined3d_device, &stateblock);
if (FAILED(hr))
{
WARN("Failed to end the state block, %#x.\n", hr);
wined3d_mutex_unlock();
return hr;
}
*token = d3d8_allocate_handle(&device->handle_table, stateblock, D3D8_HANDLE_SB);
wined3d_mutex_unlock();
if (*token == D3D8_INVALID_HANDLE)
{
ERR("Failed to create a handle\n");
wined3d_mutex_lock();
wined3d_stateblock_decref(stateblock);
wined3d_mutex_unlock();
return E_FAIL;
}
++*token;
TRACE("Returning %#x (%p).\n", *token, stateblock);
return hr;
}
static HRESULT WINAPI d3d8_device_ApplyStateBlock(IDirect3DDevice8 *iface, DWORD token)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_stateblock *stateblock;
TRACE("iface %p, token %#x.\n", iface, token);
if (!token)
return D3D_OK;
wined3d_mutex_lock();
stateblock = d3d8_get_object(&device->handle_table, token - 1, D3D8_HANDLE_SB);
if (!stateblock)
{
WARN("Invalid handle (%#x) passed.\n", token);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
wined3d_stateblock_apply(stateblock);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CaptureStateBlock(IDirect3DDevice8 *iface, DWORD token)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_stateblock *stateblock;
TRACE("iface %p, token %#x.\n", iface, token);
wined3d_mutex_lock();
stateblock = d3d8_get_object(&device->handle_table, token - 1, D3D8_HANDLE_SB);
if (!stateblock)
{
WARN("Invalid handle (%#x) passed.\n", token);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
wined3d_stateblock_capture(stateblock);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DeleteStateBlock(IDirect3DDevice8 *iface, DWORD token)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_stateblock *stateblock;
TRACE("iface %p, token %#x.\n", iface, token);
wined3d_mutex_lock();
stateblock = d3d8_free_handle(&device->handle_table, token - 1, D3D8_HANDLE_SB);
if (!stateblock)
{
WARN("Invalid handle (%#x) passed.\n", token);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
if (wined3d_stateblock_decref(stateblock))
{
ERR("Stateblock %p has references left, this shouldn't happen.\n", stateblock);
}
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CreateStateBlock(IDirect3DDevice8 *iface,
D3DSTATEBLOCKTYPE type, DWORD *handle)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("iface %p, type %#x, handle %p.\n", iface, type, handle);
if (type != D3DSBT_ALL
&& type != D3DSBT_PIXELSTATE
&& type != D3DSBT_VERTEXSTATE)
{
WARN("Unexpected stateblock type, returning D3DERR_INVALIDCALL\n");
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
hr = wined3d_stateblock_create(device->wined3d_device, (enum wined3d_stateblock_type)type, &stateblock);
if (FAILED(hr))
{
wined3d_mutex_unlock();
ERR("Failed to create the state block, hr %#x\n", hr);
return hr;
}
*handle = d3d8_allocate_handle(&device->handle_table, stateblock, D3D8_HANDLE_SB);
wined3d_mutex_unlock();
if (*handle == D3D8_INVALID_HANDLE)
{
ERR("Failed to allocate a handle.\n");
wined3d_mutex_lock();
wined3d_stateblock_decref(stateblock);
wined3d_mutex_unlock();
return E_FAIL;
}
++*handle;
TRACE("Returning %#x (%p).\n", *handle, stateblock);
return hr;
}
static HRESULT WINAPI d3d8_device_SetClipStatus(IDirect3DDevice8 *iface, const D3DCLIPSTATUS8 *clip_status)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, clip_status %p.\n", iface, clip_status);
/* FIXME: Verify that D3DCLIPSTATUS8 ~= struct wined3d_clip_status. */
wined3d_mutex_lock();
hr = wined3d_device_set_clip_status(device->wined3d_device, (const struct wined3d_clip_status *)clip_status);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetClipStatus(IDirect3DDevice8 *iface, D3DCLIPSTATUS8 *clip_status)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, clip_status %p.\n", iface, clip_status);
wined3d_mutex_lock();
hr = wined3d_device_get_clip_status(device->wined3d_device, (struct wined3d_clip_status *)clip_status);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetTexture(IDirect3DDevice8 *iface, DWORD stage, IDirect3DBaseTexture8 **texture)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_texture *wined3d_texture;
struct d3d8_texture *texture_impl;
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
if (!texture)
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if ((wined3d_texture = wined3d_device_get_texture(device->wined3d_device, stage)))
{
texture_impl = wined3d_texture_get_parent(wined3d_texture);
*texture = &texture_impl->IDirect3DBaseTexture8_iface;
IDirect3DBaseTexture8_AddRef(*texture);
}
else
{
*texture = NULL;
}
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetTexture(IDirect3DDevice8 *iface, DWORD stage, IDirect3DBaseTexture8 *texture)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_texture *texture_impl;
HRESULT hr;
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
texture_impl = unsafe_impl_from_IDirect3DBaseTexture8(texture);
wined3d_mutex_lock();
hr = wined3d_device_set_texture(device->wined3d_device, stage,
texture_impl ? texture_impl->wined3d_texture : NULL);
wined3d_mutex_unlock();
return hr;
}
static const struct tss_lookup
{
BOOL sampler_state;
union
{
enum wined3d_texture_stage_state texture_state;
enum wined3d_sampler_state sampler_state;
} u;
}
tss_lookup[] =
{
{FALSE, {WINED3D_TSS_INVALID}}, /* 0, unused */
{FALSE, {WINED3D_TSS_COLOR_OP}}, /* 1, D3DTSS_COLOROP */
{FALSE, {WINED3D_TSS_COLOR_ARG1}}, /* 2, D3DTSS_COLORARG1 */
{FALSE, {WINED3D_TSS_COLOR_ARG2}}, /* 3, D3DTSS_COLORARG2 */
{FALSE, {WINED3D_TSS_ALPHA_OP}}, /* 4, D3DTSS_ALPHAOP */
{FALSE, {WINED3D_TSS_ALPHA_ARG1}}, /* 5, D3DTSS_ALPHAARG1 */
{FALSE, {WINED3D_TSS_ALPHA_ARG2}}, /* 6, D3DTSS_ALPHAARG2 */
{FALSE, {WINED3D_TSS_BUMPENV_MAT00}}, /* 7, D3DTSS_BUMPENVMAT00 */
{FALSE, {WINED3D_TSS_BUMPENV_MAT01}}, /* 8, D3DTSS_BUMPENVMAT01 */
{FALSE, {WINED3D_TSS_BUMPENV_MAT10}}, /* 9, D3DTSS_BUMPENVMAT10 */
{FALSE, {WINED3D_TSS_BUMPENV_MAT11}}, /* 10, D3DTSS_BUMPENVMAT11 */
{FALSE, {WINED3D_TSS_TEXCOORD_INDEX}}, /* 11, D3DTSS_TEXCOORDINDEX */
{FALSE, {WINED3D_TSS_INVALID}}, /* 12, unused */
{TRUE, {WINED3D_SAMP_ADDRESS_U}}, /* 13, D3DTSS_ADDRESSU */
{TRUE, {WINED3D_SAMP_ADDRESS_V}}, /* 14, D3DTSS_ADDRESSV */
{TRUE, {WINED3D_SAMP_BORDER_COLOR}}, /* 15, D3DTSS_BORDERCOLOR */
{TRUE, {WINED3D_SAMP_MAG_FILTER}}, /* 16, D3DTSS_MAGFILTER */
{TRUE, {WINED3D_SAMP_MIN_FILTER}}, /* 17, D3DTSS_MINFILTER */
{TRUE, {WINED3D_SAMP_MIP_FILTER}}, /* 18, D3DTSS_MIPFILTER */
{TRUE, {WINED3D_SAMP_MIPMAP_LOD_BIAS}}, /* 19, D3DTSS_MIPMAPLODBIAS */
{TRUE, {WINED3D_SAMP_MAX_MIP_LEVEL}}, /* 20, D3DTSS_MAXMIPLEVEL */
{TRUE, {WINED3D_SAMP_MAX_ANISOTROPY}}, /* 21, D3DTSS_MAXANISOTROPY */
{FALSE, {WINED3D_TSS_BUMPENV_LSCALE}}, /* 22, D3DTSS_BUMPENVLSCALE */
{FALSE, {WINED3D_TSS_BUMPENV_LOFFSET}}, /* 23, D3DTSS_BUMPENVLOFFSET */
{FALSE, {WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS}}, /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */
{TRUE, {WINED3D_SAMP_ADDRESS_W}}, /* 25, D3DTSS_ADDRESSW */
{FALSE, {WINED3D_TSS_COLOR_ARG0}}, /* 26, D3DTSS_COLORARG0 */
{FALSE, {WINED3D_TSS_ALPHA_ARG0}}, /* 27, D3DTSS_ALPHAARG0 */
{FALSE, {WINED3D_TSS_RESULT_ARG}}, /* 28, D3DTSS_RESULTARG */
};
static HRESULT WINAPI d3d8_device_GetTextureStageState(IDirect3DDevice8 *iface,
DWORD stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *value)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
const struct tss_lookup *l;
TRACE("iface %p, stage %u, state %#x, value %p.\n", iface, stage, Type, value);
if (Type >= sizeof(tss_lookup) / sizeof(*tss_lookup))
{
WARN("Invalid Type %#x passed.\n", Type);
return D3D_OK;
}
l = &tss_lookup[Type];
wined3d_mutex_lock();
if (l->sampler_state)
*value = wined3d_device_get_sampler_state(device->wined3d_device, stage, l->u.sampler_state);
else
*value = wined3d_device_get_texture_stage_state(device->wined3d_device, stage, l->u.texture_state);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetTextureStageState(IDirect3DDevice8 *iface,
DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
const struct tss_lookup *l;
TRACE("iface %p, stage %u, state %#x, value %#x.\n", iface, stage, type, value);
if (type >= sizeof(tss_lookup) / sizeof(*tss_lookup))
{
WARN("Invalid type %#x passed.\n", type);
return D3D_OK;
}
l = &tss_lookup[type];
wined3d_mutex_lock();
if (l->sampler_state)
wined3d_device_set_sampler_state(device->wined3d_device, stage, l->u.sampler_state, value);
else
wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->u.texture_state, value);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_ValidateDevice(IDirect3DDevice8 *iface, DWORD *pass_count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, pass_count %p.\n", iface, pass_count);
wined3d_mutex_lock();
hr = wined3d_device_validate_device(device->wined3d_device, pass_count);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetInfo(IDirect3DDevice8 *iface,
DWORD info_id, void *info, DWORD info_size)
{
FIXME("iface %p, info_id %#x, info %p, info_size %u stub!\n", iface, info_id, info, info_size);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetPaletteEntries(IDirect3DDevice8 *iface,
UINT palette_idx, const PALETTEENTRY *entries)
{
WARN("iface %p, palette_idx %u, entries %p unimplemented\n", iface, palette_idx, entries);
/* GPUs stopped supporting palettized textures with the Shader Model 1 generation. Wined3d
* does not have a d3d8/9-style palette API */
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetPaletteEntries(IDirect3DDevice8 *iface,
UINT palette_idx, PALETTEENTRY *entries)
{
FIXME("iface %p, palette_idx %u, entries %p unimplemented.\n", iface, palette_idx, entries);
return D3DERR_INVALIDCALL;
}
static HRESULT WINAPI d3d8_device_SetCurrentTexturePalette(IDirect3DDevice8 *iface, UINT palette_idx)
{
WARN("iface %p, palette_idx %u unimplemented.\n", iface, palette_idx);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetCurrentTexturePalette(IDirect3DDevice8 *iface, UINT *palette_idx)
{
FIXME("iface %p, palette_idx %p unimplemented.\n", iface, palette_idx);
return D3DERR_INVALIDCALL;
}
static HRESULT WINAPI d3d8_device_DrawPrimitive(IDirect3DDevice8 *iface,
D3DPRIMITIVETYPE primitive_type, UINT start_vertex, UINT primitive_count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, primitive_type %#x, start_vertex %u, primitive_count %u.\n",
iface, primitive_type, start_vertex, primitive_count);
wined3d_mutex_lock();
wined3d_device_set_primitive_type(device->wined3d_device, primitive_type, 0);
hr = wined3d_device_draw_primitive(device->wined3d_device, start_vertex,
vertex_count_from_primitive_count(primitive_type, primitive_count));
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_DrawIndexedPrimitive(IDirect3DDevice8 *iface,
D3DPRIMITIVETYPE primitive_type, UINT min_vertex_idx, UINT vertex_count,
UINT start_idx, UINT primitive_count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, primitive_type %#x, min_vertex_idx %u, vertex_count %u, start_idx %u, primitive_count %u.\n",
iface, primitive_type, min_vertex_idx, vertex_count, start_idx, primitive_count);
wined3d_mutex_lock();
wined3d_device_set_primitive_type(device->wined3d_device, primitive_type, 0);
hr = wined3d_device_draw_indexed_primitive(device->wined3d_device, start_idx,
vertex_count_from_primitive_count(primitive_type, primitive_count));
wined3d_mutex_unlock();
return hr;
}
/* The caller is responsible for wined3d locking */
static HRESULT d3d8_device_prepare_vertex_buffer(struct d3d8_device *device, UINT min_size)
{
HRESULT hr;
if (device->vertex_buffer_size < min_size || !device->vertex_buffer)
{
UINT size = max(device->vertex_buffer_size * 2, min_size);
struct wined3d_buffer *buffer;
TRACE("Growing vertex buffer to %u bytes\n", size);
hr = wined3d_buffer_create_vb(device->wined3d_device, size, WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY,
WINED3D_POOL_DEFAULT, NULL, &d3d8_null_wined3d_parent_ops, &buffer);
if (FAILED(hr))
{
ERR("(%p) wined3d_buffer_create_vb failed with hr = %08x\n", device, hr);
return hr;
}
if (device->vertex_buffer)
wined3d_buffer_decref(device->vertex_buffer);
device->vertex_buffer = buffer;
device->vertex_buffer_size = size;
device->vertex_buffer_pos = 0;
}
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DrawPrimitiveUP(IDirect3DDevice8 *iface,
D3DPRIMITIVETYPE primitive_type, UINT primitive_count, const void *data,
UINT stride)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
UINT vtx_count = vertex_count_from_primitive_count(primitive_type, primitive_count);
struct wined3d_map_desc wined3d_map_desc;
struct wined3d_box wined3d_box = {0};
UINT size = vtx_count * stride;
struct wined3d_resource *vb;
UINT vb_pos, align;
TRACE("iface %p, primitive_type %#x, primitive_count %u, data %p, stride %u.\n",
iface, primitive_type, primitive_count, data, stride);
if (!primitive_count)
{
WARN("primitive_count is 0, returning D3D_OK\n");
return D3D_OK;
}
wined3d_mutex_lock();
hr = d3d8_device_prepare_vertex_buffer(device, size);
if (FAILED(hr))
goto done;
vb_pos = device->vertex_buffer_pos;
align = vb_pos % stride;
if (align) align = stride - align;
if (vb_pos + size + align > device->vertex_buffer_size)
vb_pos = 0;
else
vb_pos += align;
wined3d_box.left = vb_pos;
wined3d_box.right = vb_pos + size;
vb = wined3d_buffer_get_resource(device->vertex_buffer);
if (FAILED(wined3d_resource_map(vb, 0, &wined3d_map_desc, &wined3d_box,
vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD)))
goto done;
memcpy(wined3d_map_desc.data, data, size);
wined3d_resource_unmap(vb, 0);
device->vertex_buffer_pos = vb_pos + size;
hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, stride);
if (FAILED(hr))
goto done;
wined3d_device_set_primitive_type(device->wined3d_device, primitive_type, 0);
hr = wined3d_device_draw_primitive(device->wined3d_device, vb_pos / stride, vtx_count);
wined3d_device_set_stream_source(device->wined3d_device, 0, NULL, 0, 0);
done:
wined3d_mutex_unlock();
return hr;
}
/* The caller is responsible for wined3d locking */
static HRESULT d3d8_device_prepare_index_buffer(struct d3d8_device *device, UINT min_size)
{
HRESULT hr;
if (device->index_buffer_size < min_size || !device->index_buffer)
{
UINT size = max(device->index_buffer_size * 2, min_size);
struct wined3d_buffer *buffer;
TRACE("Growing index buffer to %u bytes\n", size);
hr = wined3d_buffer_create_ib(device->wined3d_device, size, WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY,
WINED3D_POOL_DEFAULT, NULL, &d3d8_null_wined3d_parent_ops, &buffer);
if (FAILED(hr))
{
ERR("(%p) wined3d_buffer_create_ib failed with hr = %08x\n", device, hr);
return hr;
}
if (device->index_buffer)
wined3d_buffer_decref(device->index_buffer);
device->index_buffer = buffer;
device->index_buffer_size = size;
device->index_buffer_pos = 0;
}
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DrawIndexedPrimitiveUP(IDirect3DDevice8 *iface,
D3DPRIMITIVETYPE primitive_type, UINT min_vertex_idx, UINT vertex_count,
UINT primitive_count, const void *index_data, D3DFORMAT index_format,
const void *vertex_data, UINT vertex_stride)
{
UINT idx_count = vertex_count_from_primitive_count(primitive_type, primitive_count);
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
UINT idx_fmt_size = index_format == D3DFMT_INDEX16 ? 2 : 4;
UINT vtx_size = vertex_count * vertex_stride;
UINT idx_size = idx_count * idx_fmt_size;
struct wined3d_map_desc wined3d_map_desc;
struct wined3d_box wined3d_box = {0};
struct wined3d_resource *ib, *vb;
UINT vb_pos, ib_pos, align;
HRESULT hr;
TRACE("iface %p, primitive_type %#x, min_vertex_idx %u, vertex_count %u, primitive_count %u, "
"index_data %p, index_format %#x, vertex_data %p, vertex_stride %u.\n",
iface, primitive_type, min_vertex_idx, vertex_count, primitive_count,
index_data, index_format, vertex_data, vertex_stride);
if (!primitive_count)
{
WARN("primitive_count is 0, returning D3D_OK\n");
return D3D_OK;
}
wined3d_mutex_lock();
hr = d3d8_device_prepare_vertex_buffer(device, vtx_size);
if (FAILED(hr))
goto done;
vb_pos = device->vertex_buffer_pos;
align = vb_pos % vertex_stride;
if (align) align = vertex_stride - align;
if (vb_pos + vtx_size + align > device->vertex_buffer_size)
vb_pos = 0;
else
vb_pos += align;
wined3d_box.left = vb_pos;
wined3d_box.right = vb_pos + vtx_size;
vb = wined3d_buffer_get_resource(device->vertex_buffer);
if (FAILED(hr = wined3d_resource_map(vb, 0, &wined3d_map_desc, &wined3d_box,
vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD)))
goto done;
memcpy(wined3d_map_desc.data, (char *)vertex_data + min_vertex_idx * vertex_stride, vtx_size);
wined3d_resource_unmap(vb, 0);
device->vertex_buffer_pos = vb_pos + vtx_size;
hr = d3d8_device_prepare_index_buffer(device, idx_size);
if (FAILED(hr))
goto done;
ib_pos = device->index_buffer_pos;
align = ib_pos % idx_fmt_size;
if (align) align = idx_fmt_size - align;
if (ib_pos + idx_size + align > device->index_buffer_size)
ib_pos = 0;
else
ib_pos += align;
wined3d_box.left = ib_pos;
wined3d_box.right = ib_pos + idx_size;
ib = wined3d_buffer_get_resource(device->index_buffer);
if (FAILED(hr = wined3d_resource_map(ib, 0, &wined3d_map_desc, &wined3d_box,
ib_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD)))
goto done;
memcpy(wined3d_map_desc.data, index_data, idx_size);
wined3d_resource_unmap(ib, 0);
device->index_buffer_pos = ib_pos + idx_size;
hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, vertex_stride);
if (FAILED(hr))
goto done;
wined3d_device_set_index_buffer(device->wined3d_device, device->index_buffer,
wined3dformat_from_d3dformat(index_format), 0);
wined3d_device_set_base_vertex_index(device->wined3d_device, vb_pos / vertex_stride - min_vertex_idx);
wined3d_device_set_primitive_type(device->wined3d_device, primitive_type, 0);
hr = wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / idx_fmt_size, idx_count);
wined3d_device_set_stream_source(device->wined3d_device, 0, NULL, 0, 0);
wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN, 0);
wined3d_device_set_base_vertex_index(device->wined3d_device, 0);
done:
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_ProcessVertices(IDirect3DDevice8 *iface, UINT src_start_idx,
UINT dst_idx, UINT vertex_count, IDirect3DVertexBuffer8 *dst_buffer, DWORD flags)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertexbuffer *dst = unsafe_impl_from_IDirect3DVertexBuffer8(dst_buffer);
HRESULT hr;
TRACE("iface %p, src_start_idx %u, dst_idx %u, vertex_count %u, dst_buffer %p, flags %#x.\n",
iface, src_start_idx, dst_idx, vertex_count, dst_buffer, flags);
wined3d_mutex_lock();
hr = wined3d_device_process_vertices(device->wined3d_device, src_start_idx, dst_idx,
vertex_count, dst->wined3d_buffer, NULL, flags, dst->fvf);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface,
const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertex_shader *object;
DWORD shader_handle;
DWORD handle;
HRESULT hr;
TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
iface, declaration, byte_code, shader, usage);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
*shader = 0;
return E_OUTOFMEMORY;
}
wined3d_mutex_lock();
handle = d3d8_allocate_handle(&device->handle_table, object, D3D8_HANDLE_VS);
wined3d_mutex_unlock();
if (handle == D3D8_INVALID_HANDLE)
{
ERR("Failed to allocate vertex shader handle.\n");
HeapFree(GetProcessHeap(), 0, object);
*shader = 0;
return E_OUTOFMEMORY;
}
shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
hr = d3d8_vertex_shader_init(object, device, declaration, byte_code, shader_handle, usage);
if (FAILED(hr))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
wined3d_mutex_lock();
d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_VS);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, object);
*shader = 0;
return hr;
}
TRACE("Created vertex shader %p (handle %#x).\n", object, shader_handle);
*shader = shader_handle;
return D3D_OK;
}
static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3d8_device *device, DWORD fvf)
{
struct d3d8_vertex_declaration *d3d8_declaration;
struct FvfToDecl *convertedDecls = device->decls;
int p, low, high; /* deliberately signed */
HRESULT hr;
TRACE("Searching for declaration for fvf %08x... ", fvf);
low = 0;
high = device->numConvertedDecls - 1;
while (low <= high)
{
p = (low + high) >> 1;
TRACE("%d ", p);
if (convertedDecls[p].fvf == fvf)
{
TRACE("found %p\n", convertedDecls[p].declaration);
return convertedDecls[p].declaration;
}
if (convertedDecls[p].fvf < fvf)
low = p + 1;
else
high = p - 1;
}
TRACE("not found. Creating and inserting at position %d.\n", low);
if (!(d3d8_declaration = HeapAlloc(GetProcessHeap(), 0, sizeof(*d3d8_declaration))))
return NULL;
if (FAILED(hr = d3d8_vertex_declaration_init_fvf(d3d8_declaration, device, fvf)))
{
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, d3d8_declaration);
return NULL;
}
if (device->declArraySize == device->numConvertedDecls)
{
UINT grow = device->declArraySize / 2;
convertedDecls = HeapReAlloc(GetProcessHeap(), 0, convertedDecls,
sizeof(*convertedDecls) * (device->numConvertedDecls + grow));
if (!convertedDecls)
{
d3d8_vertex_declaration_destroy(d3d8_declaration);
return NULL;
}
device->decls = convertedDecls;
device->declArraySize += grow;
}
memmove(convertedDecls + low + 1, convertedDecls + low,
sizeof(*convertedDecls) * (device->numConvertedDecls - low));
convertedDecls[low].declaration = d3d8_declaration;
convertedDecls[low].fvf = fvf;
++device->numConvertedDecls;
TRACE("Returning %p. %u decls in array.\n", d3d8_declaration, device->numConvertedDecls);
return d3d8_declaration;
}
static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertex_shader *shader_impl;
TRACE("iface %p, shader %#x.\n", iface, shader);
if (VS_HIGHESTFIXEDFXF >= shader)
{
TRACE("Setting FVF, %#x\n", shader);
wined3d_mutex_lock();
wined3d_device_set_vertex_declaration(device->wined3d_device,
d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration);
wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
wined3d_mutex_unlock();
return D3D_OK;
}
TRACE("Setting shader\n");
wined3d_mutex_lock();
if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS)))
{
WARN("Invalid handle (%#x) passed.\n", shader);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
wined3d_device_set_vertex_declaration(device->wined3d_device,
shader_impl->vertex_declaration->wined3d_vertex_declaration);
wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetVertexShader(IDirect3DDevice8 *iface, DWORD *shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_vertex_declaration *wined3d_declaration;
struct d3d8_vertex_declaration *d3d8_declaration;
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if ((wined3d_declaration = wined3d_device_get_vertex_declaration(device->wined3d_device)))
{
d3d8_declaration = wined3d_vertex_declaration_get_parent(wined3d_declaration);
*shader = d3d8_declaration->shader_handle;
}
else
{
*shader = 0;
}
wined3d_mutex_unlock();
TRACE("Returning %#x.\n", *shader);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DeleteVertexShader(IDirect3DDevice8 *iface, DWORD shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertex_shader *shader_impl;
TRACE("iface %p, shader %#x.\n", iface, shader);
wined3d_mutex_lock();
if (!(shader_impl = d3d8_free_handle(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS)))
{
WARN("Invalid handle (%#x) passed.\n", shader);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
if (shader_impl->wined3d_shader
&& wined3d_device_get_vertex_shader(device->wined3d_device) == shader_impl->wined3d_shader)
IDirect3DDevice8_SetVertexShader(iface, 0);
wined3d_mutex_unlock();
d3d8_vertex_shader_destroy(shader_impl);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetVertexShaderConstant(IDirect3DDevice8 *iface,
DWORD start_register, const void *data, DWORD count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, start_register %u, data %p, count %u.\n",
iface, start_register, data, count);
if (start_register + count > D3D8_MAX_VERTEX_SHADER_CONSTANTF)
{
WARN("Trying to access %u constants, but d3d8 only supports %u\n",
start_register + count, D3D8_MAX_VERTEX_SHADER_CONSTANTF);
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
hr = wined3d_device_set_vs_consts_f(device->wined3d_device, start_register, count, data);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetVertexShaderConstant(IDirect3DDevice8 *iface,
DWORD start_register, void *data, DWORD count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, start_register %u, data %p, count %u.\n",
iface, start_register, data, count);
if (start_register + count > D3D8_MAX_VERTEX_SHADER_CONSTANTF)
{
WARN("Trying to access %u constants, but d3d8 only supports %u\n",
start_register + count, D3D8_MAX_VERTEX_SHADER_CONSTANTF);
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
hr = wined3d_device_get_vs_consts_f(device->wined3d_device, start_register, count, data);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetVertexShaderDeclaration(IDirect3DDevice8 *iface,
DWORD shader, void *data, DWORD *data_size)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertex_declaration *declaration;
struct d3d8_vertex_shader *shader_impl;
TRACE("iface %p, shader %#x, data %p, data_size %p.\n",
iface, shader, data, data_size);
wined3d_mutex_lock();
shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS);
wined3d_mutex_unlock();
if (!shader_impl)
{
WARN("Invalid handle (%#x) passed.\n", shader);
return D3DERR_INVALIDCALL;
}
declaration = shader_impl->vertex_declaration;
if (!data)
{
*data_size = declaration->elements_size;
return D3D_OK;
}
/* MSDN claims that if *data_size is smaller than the required size
* we should write the required size and return D3DERR_MOREDATA.
* That's not actually true. */
if (*data_size < declaration->elements_size)
return D3DERR_INVALIDCALL;
memcpy(data, declaration->elements, declaration->elements_size);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetVertexShaderFunction(IDirect3DDevice8 *iface,
DWORD shader, void *data, DWORD *data_size)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertex_shader *shader_impl = NULL;
HRESULT hr;
TRACE("iface %p, shader %#x, data %p, data_size %p.\n",
iface, shader, data, data_size);
wined3d_mutex_lock();
if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS)))
{
WARN("Invalid handle (%#x) passed.\n", shader);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
if (!shader_impl->wined3d_shader)
{
wined3d_mutex_unlock();
*data_size = 0;
return D3D_OK;
}
hr = wined3d_shader_get_byte_code(shader_impl->wined3d_shader, data, data_size);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_SetIndices(IDirect3DDevice8 *iface,
IDirect3DIndexBuffer8 *buffer, UINT base_vertex_idx)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_indexbuffer *ib = unsafe_impl_from_IDirect3DIndexBuffer8(buffer);
TRACE("iface %p, buffer %p, base_vertex_idx %u.\n", iface, buffer, base_vertex_idx);
/* WineD3D takes an INT(due to d3d9), but d3d8 uses UINTs. Do I have to add a check here that
* the UINT doesn't cause an overflow in the INT? It seems rather unlikely because such large
* vertex buffers can't be created to address them with an index that requires the 32nd bit
* (4 Byte minimum vertex size * 2^31-1 -> 8 gb buffer. The index sign would be the least
* problem)
*/
wined3d_mutex_lock();
wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_idx);
wined3d_device_set_index_buffer(device->wined3d_device,
ib ? ib->wined3d_buffer : NULL, ib ? ib->format : WINED3DFMT_UNKNOWN, 0);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetIndices(IDirect3DDevice8 *iface,
IDirect3DIndexBuffer8 **buffer, UINT *base_vertex_index)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
enum wined3d_format_id wined3d_format;
struct wined3d_buffer *wined3d_buffer;
struct d3d8_indexbuffer *buffer_impl;
TRACE("iface %p, buffer %p, base_vertex_index %p.\n", iface, buffer, base_vertex_index);
if (!buffer)
return D3DERR_INVALIDCALL;
/* The case from UINT to INT is safe because d3d8 will never set negative values */
wined3d_mutex_lock();
*base_vertex_index = wined3d_device_get_base_vertex_index(device->wined3d_device);
if ((wined3d_buffer = wined3d_device_get_index_buffer(device->wined3d_device, &wined3d_format, NULL)))
{
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
*buffer = &buffer_impl->IDirect3DIndexBuffer8_iface;
IDirect3DIndexBuffer8_AddRef(*buffer);
}
else
{
*buffer = NULL;
}
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface,
const DWORD *byte_code, DWORD *shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_pixel_shader *object;
DWORD shader_handle;
DWORD handle;
HRESULT hr;
TRACE("iface %p, byte_code %p, shader %p.\n", iface, byte_code, shader);
if (!shader)
return D3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
wined3d_mutex_lock();
handle = d3d8_allocate_handle(&device->handle_table, object, D3D8_HANDLE_PS);
wined3d_mutex_unlock();
if (handle == D3D8_INVALID_HANDLE)
{
ERR("Failed to allocate pixel shader handle.\n");
HeapFree(GetProcessHeap(), 0, object);
return E_OUTOFMEMORY;
}
shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
hr = d3d8_pixel_shader_init(object, device, byte_code, shader_handle);
if (FAILED(hr))
{
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
wined3d_mutex_lock();
d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_PS);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, object);
*shader = 0;
return hr;
}
TRACE("Created pixel shader %p (handle %#x).\n", object, shader_handle);
*shader = shader_handle;
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetPixelShader(IDirect3DDevice8 *iface, DWORD shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_pixel_shader *shader_impl;
TRACE("iface %p, shader %#x.\n", iface, shader);
wined3d_mutex_lock();
if (!shader)
{
wined3d_device_set_pixel_shader(device->wined3d_device, NULL);
wined3d_mutex_unlock();
return D3D_OK;
}
if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS)))
{
WARN("Invalid handle (%#x) passed.\n", shader);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
TRACE("Setting shader %p.\n", shader_impl);
wined3d_device_set_pixel_shader(device->wined3d_device, shader_impl->wined3d_shader);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_GetPixelShader(IDirect3DDevice8 *iface, DWORD *shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct wined3d_shader *object;
TRACE("iface %p, shader %p.\n", iface, shader);
if (!shader)
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
if ((object = wined3d_device_get_pixel_shader(device->wined3d_device)))
{
struct d3d8_pixel_shader *d3d8_shader;
d3d8_shader = wined3d_shader_get_parent(object);
*shader = d3d8_shader->handle;
}
else
{
*shader = 0;
}
wined3d_mutex_unlock();
TRACE("Returning %#x.\n", *shader);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DeletePixelShader(IDirect3DDevice8 *iface, DWORD shader)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_pixel_shader *shader_impl;
TRACE("iface %p, shader %#x.\n", iface, shader);
wined3d_mutex_lock();
if (!(shader_impl = d3d8_free_handle(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS)))
{
WARN("Invalid handle (%#x) passed.\n", shader);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
if (wined3d_device_get_pixel_shader(device->wined3d_device) == shader_impl->wined3d_shader)
IDirect3DDevice8_SetPixelShader(iface, 0);
wined3d_mutex_unlock();
d3d8_pixel_shader_destroy(shader_impl);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_SetPixelShaderConstant(IDirect3DDevice8 *iface,
DWORD start_register, const void *data, DWORD count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, start_register %u, data %p, count %u.\n",
iface, start_register, data, count);
wined3d_mutex_lock();
hr = wined3d_device_set_ps_consts_f(device->wined3d_device, start_register, count, data);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetPixelShaderConstant(IDirect3DDevice8 *iface,
DWORD start_register, void *data, DWORD count)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
TRACE("iface %p, start_register %u, data %p, count %u.\n",
iface, start_register, data, count);
wined3d_mutex_lock();
hr = wined3d_device_get_ps_consts_f(device->wined3d_device, start_register, count, data);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetPixelShaderFunction(IDirect3DDevice8 *iface,
DWORD shader, void *data, DWORD *data_size)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_pixel_shader *shader_impl = NULL;
HRESULT hr;
TRACE("iface %p, shader %#x, data %p, data_size %p.\n",
iface, shader, data, data_size);
wined3d_mutex_lock();
if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS)))
{
WARN("Invalid handle (%#x) passed.\n", shader);
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
hr = wined3d_shader_get_byte_code(shader_impl->wined3d_shader, data, data_size);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_DrawRectPatch(IDirect3DDevice8 *iface, UINT handle,
const float *segment_count, const D3DRECTPATCH_INFO *patch_info)
{
FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n",
iface, handle, segment_count, patch_info);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DrawTriPatch(IDirect3DDevice8 *iface, UINT handle,
const float *segment_count, const D3DTRIPATCH_INFO *patch_info)
{
FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n",
iface, handle, segment_count, patch_info);
return D3D_OK;
}
static HRESULT WINAPI d3d8_device_DeletePatch(IDirect3DDevice8 *iface, UINT handle)
{
FIXME("iface %p, handle %#x unimplemented.\n", iface, handle);
return D3DERR_INVALIDCALL;
}
static HRESULT WINAPI d3d8_device_SetStreamSource(IDirect3DDevice8 *iface,
UINT stream_idx, IDirect3DVertexBuffer8 *buffer, UINT stride)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertexbuffer *buffer_impl = unsafe_impl_from_IDirect3DVertexBuffer8(buffer);
HRESULT hr;
TRACE("iface %p, stream_idx %u, buffer %p, stride %u.\n",
iface, stream_idx, buffer, stride);
wined3d_mutex_lock();
hr = wined3d_device_set_stream_source(device->wined3d_device, stream_idx,
buffer_impl ? buffer_impl->wined3d_buffer : NULL, 0, stride);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_device_GetStreamSource(IDirect3DDevice8 *iface,
UINT stream_idx, IDirect3DVertexBuffer8 **buffer, UINT *stride)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
struct d3d8_vertexbuffer *buffer_impl;
struct wined3d_buffer *wined3d_buffer = NULL;
HRESULT hr;
TRACE("iface %p, stream_idx %u, buffer %p, stride %p.\n",
iface, stream_idx, buffer, stride);
if (!buffer)
return D3DERR_INVALIDCALL;
wined3d_mutex_lock();
hr = wined3d_device_get_stream_source(device->wined3d_device, stream_idx, &wined3d_buffer, 0, stride);
if (SUCCEEDED(hr) && wined3d_buffer)
{
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
*buffer = &buffer_impl->IDirect3DVertexBuffer8_iface;
IDirect3DVertexBuffer8_AddRef(*buffer);
}
else
{
if (FAILED(hr))
ERR("Failed to get wined3d stream source, hr %#x.\n", hr);
*buffer = NULL;
}
wined3d_mutex_unlock();
return hr;
}
static const struct IDirect3DDevice8Vtbl d3d8_device_vtbl =
{
d3d8_device_QueryInterface,
d3d8_device_AddRef,
d3d8_device_Release,
d3d8_device_TestCooperativeLevel,
d3d8_device_GetAvailableTextureMem,
d3d8_device_ResourceManagerDiscardBytes,
d3d8_device_GetDirect3D,
d3d8_device_GetDeviceCaps,
d3d8_device_GetDisplayMode,
d3d8_device_GetCreationParameters,
d3d8_device_SetCursorProperties,
d3d8_device_SetCursorPosition,
d3d8_device_ShowCursor,
d3d8_device_CreateAdditionalSwapChain,
d3d8_device_Reset,
d3d8_device_Present,
d3d8_device_GetBackBuffer,
d3d8_device_GetRasterStatus,
d3d8_device_SetGammaRamp,
d3d8_device_GetGammaRamp,
d3d8_device_CreateTexture,
d3d8_device_CreateVolumeTexture,
d3d8_device_CreateCubeTexture,
d3d8_device_CreateVertexBuffer,
d3d8_device_CreateIndexBuffer,
d3d8_device_CreateRenderTarget,
d3d8_device_CreateDepthStencilSurface,
d3d8_device_CreateImageSurface,
d3d8_device_CopyRects,
d3d8_device_UpdateTexture,
d3d8_device_GetFrontBuffer,
d3d8_device_SetRenderTarget,
d3d8_device_GetRenderTarget,
d3d8_device_GetDepthStencilSurface,
d3d8_device_BeginScene,
d3d8_device_EndScene,
d3d8_device_Clear,
d3d8_device_SetTransform,
d3d8_device_GetTransform,
d3d8_device_MultiplyTransform,
d3d8_device_SetViewport,
d3d8_device_GetViewport,
d3d8_device_SetMaterial,
d3d8_device_GetMaterial,
d3d8_device_SetLight,
d3d8_device_GetLight,
d3d8_device_LightEnable,
d3d8_device_GetLightEnable,
d3d8_device_SetClipPlane,
d3d8_device_GetClipPlane,
d3d8_device_SetRenderState,
d3d8_device_GetRenderState,
d3d8_device_BeginStateBlock,
d3d8_device_EndStateBlock,
d3d8_device_ApplyStateBlock,
d3d8_device_CaptureStateBlock,
d3d8_device_DeleteStateBlock,
d3d8_device_CreateStateBlock,
d3d8_device_SetClipStatus,
d3d8_device_GetClipStatus,
d3d8_device_GetTexture,
d3d8_device_SetTexture,
d3d8_device_GetTextureStageState,
d3d8_device_SetTextureStageState,
d3d8_device_ValidateDevice,
d3d8_device_GetInfo,
d3d8_device_SetPaletteEntries,
d3d8_device_GetPaletteEntries,
d3d8_device_SetCurrentTexturePalette,
d3d8_device_GetCurrentTexturePalette,
d3d8_device_DrawPrimitive,
d3d8_device_DrawIndexedPrimitive,
d3d8_device_DrawPrimitiveUP,
d3d8_device_DrawIndexedPrimitiveUP,
d3d8_device_ProcessVertices,
d3d8_device_CreateVertexShader,
d3d8_device_SetVertexShader,
d3d8_device_GetVertexShader,
d3d8_device_DeleteVertexShader,
d3d8_device_SetVertexShaderConstant,
d3d8_device_GetVertexShaderConstant,
d3d8_device_GetVertexShaderDeclaration,
d3d8_device_GetVertexShaderFunction,
d3d8_device_SetStreamSource,
d3d8_device_GetStreamSource,
d3d8_device_SetIndices,
d3d8_device_GetIndices,
d3d8_device_CreatePixelShader,
d3d8_device_SetPixelShader,
d3d8_device_GetPixelShader,
d3d8_device_DeletePixelShader,
d3d8_device_SetPixelShaderConstant,
d3d8_device_GetPixelShaderConstant,
d3d8_device_GetPixelShaderFunction,
d3d8_device_DrawRectPatch,
d3d8_device_DrawTriPatch,
d3d8_device_DeletePatch,
};
static inline struct d3d8_device *device_from_device_parent(struct wined3d_device_parent *device_parent)
{
return CONTAINING_RECORD(device_parent, struct d3d8_device, device_parent);
}
static void CDECL device_parent_wined3d_device_created(struct wined3d_device_parent *device_parent,
struct wined3d_device *device)
{
TRACE("device_parent %p, device %p\n", device_parent, device);
}
static void CDECL device_parent_mode_changed(struct wined3d_device_parent *device_parent)
{
TRACE("device_parent %p.\n", device_parent);
}
static void CDECL device_parent_activate(struct wined3d_device_parent *device_parent, BOOL activate)
{
struct d3d8_device *device = device_from_device_parent(device_parent);
TRACE("device_parent %p, activate %#x.\n", device_parent, activate);
if (!activate)
InterlockedCompareExchange(&device->device_state, D3D8_DEVICE_STATE_LOST, D3D8_DEVICE_STATE_OK);
else
InterlockedCompareExchange(&device->device_state, D3D8_DEVICE_STATE_NOT_RESET, D3D8_DEVICE_STATE_LOST);
}
static HRESULT CDECL device_parent_surface_created(struct wined3d_device_parent *device_parent,
struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx,
void **parent, const struct wined3d_parent_ops **parent_ops)
{
struct d3d8_surface *d3d_surface;
TRACE("device_parent %p, wined3d_texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n",
device_parent, wined3d_texture, sub_resource_idx, parent, parent_ops);
if (!(d3d_surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*d3d_surface))))
return E_OUTOFMEMORY;
surface_init(d3d_surface, wined3d_texture, sub_resource_idx, parent_ops);
*parent = d3d_surface;
TRACE("Created surface %p.\n", d3d_surface);
return D3D_OK;
}
static HRESULT CDECL device_parent_volume_created(struct wined3d_device_parent *device_parent,
struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx,
void **parent, const struct wined3d_parent_ops **parent_ops)
{
struct d3d8_volume *d3d_volume;
TRACE("device_parent %p, texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n",
device_parent, wined3d_texture, sub_resource_idx, parent, parent_ops);
if (!(d3d_volume = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*d3d_volume))))
return E_OUTOFMEMORY;
volume_init(d3d_volume, wined3d_texture, sub_resource_idx, parent_ops);
*parent = d3d_volume;
TRACE("Created volume %p.\n", d3d_volume);
return D3D_OK;
}
static HRESULT CDECL device_parent_create_swapchain_texture(struct wined3d_device_parent *device_parent,
void *container_parent, const struct wined3d_resource_desc *desc, DWORD texture_flags,
struct wined3d_texture **texture)
{
struct d3d8_device *device = device_from_device_parent(device_parent);
struct d3d8_surface *d3d_surface;
HRESULT hr;
TRACE("device_parent %p, container_parent %p, desc %p, texture flags %#x, texture %p.\n",
device_parent, container_parent, desc, texture_flags, texture);
if (FAILED(hr = wined3d_texture_create(device->wined3d_device, desc, 1, 1,
texture_flags | WINED3D_TEXTURE_CREATE_MAPPABLE, NULL, &device->IDirect3DDevice8_iface,
&d3d8_null_wined3d_parent_ops, texture)))
{
WARN("Failed to create texture, hr %#x.\n", hr);
return hr;
}
d3d_surface = wined3d_texture_get_sub_resource_parent(*texture, 0);
d3d_surface->parent_device = &device->IDirect3DDevice8_iface;
return hr;
}
static HRESULT CDECL device_parent_create_swapchain(struct wined3d_device_parent *device_parent,
struct wined3d_swapchain_desc *desc, struct wined3d_swapchain **swapchain)
{
struct d3d8_device *device = device_from_device_parent(device_parent);
struct d3d8_swapchain *d3d_swapchain;
HRESULT hr;
TRACE("device_parent %p, desc %p, swapchain %p.\n", device_parent, desc, swapchain);
if (FAILED(hr = d3d8_swapchain_create(device, desc, &d3d_swapchain)))
{
WARN("Failed to create swapchain, hr %#x.\n", hr);
*swapchain = NULL;
return hr;
}
*swapchain = d3d_swapchain->wined3d_swapchain;
wined3d_swapchain_incref(*swapchain);
IDirect3DSwapChain8_Release(&d3d_swapchain->IDirect3DSwapChain8_iface);
return hr;
}
static const struct wined3d_device_parent_ops d3d8_wined3d_device_parent_ops =
{
device_parent_wined3d_device_created,
device_parent_mode_changed,
device_parent_activate,
device_parent_surface_created,
device_parent_volume_created,
device_parent_create_swapchain_texture,
device_parent_create_swapchain,
};
static void setup_fpu(void)
{
#if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
WORD cw;
__asm__ volatile ("fnstcw %0" : "=m" (cw));
cw = (cw & ~0xf3f) | 0x3f;
__asm__ volatile ("fldcw %0" : : "m" (cw));
#elif defined(__i386__) && defined(_MSC_VER)
WORD cw;
__asm fnstcw cw;
cw = (cw & ~0xf3f) | 0x3f;
__asm fldcw cw;
#else
FIXME("FPU setup not implemented for this platform.\n");
#endif
}
HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter,
D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters)
{
struct wined3d_swapchain_desc swapchain_desc;
struct wined3d_swapchain *wined3d_swapchain;
HRESULT hr;
device->IDirect3DDevice8_iface.lpVtbl = &d3d8_device_vtbl;
device->device_parent.ops = &d3d8_wined3d_device_parent_ops;
device->ref = 1;
device->handle_table.entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
D3D8_INITIAL_HANDLE_TABLE_SIZE * sizeof(*device->handle_table.entries));
if (!device->handle_table.entries)
{
ERR("Failed to allocate handle table memory.\n");
return E_OUTOFMEMORY;
}
device->handle_table.table_size = D3D8_INITIAL_HANDLE_TABLE_SIZE;
if (!(flags & D3DCREATE_FPU_PRESERVE)) setup_fpu();
wined3d_mutex_lock();
hr = wined3d_device_create(wined3d, adapter, device_type, focus_window, flags, 4,
&device->device_parent, &device->wined3d_device);
if (FAILED(hr))
{
WARN("Failed to create wined3d device, hr %#x.\n", hr);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
return hr;
}
if (!parameters->Windowed)
{
HWND device_window = parameters->hDeviceWindow;
if (!focus_window)
focus_window = device_window;
if (FAILED(hr = wined3d_device_acquire_focus_window(device->wined3d_device, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
return hr;
}
if (!device_window)
device_window = focus_window;
wined3d_device_setup_fullscreen_window(device->wined3d_device, device_window,
parameters->BackBufferWidth,
parameters->BackBufferHeight);
}
if (flags & D3DCREATE_MULTITHREADED)
wined3d_device_set_multithreaded(device->wined3d_device);
if (!wined3d_swapchain_desc_from_present_parameters(&swapchain_desc, parameters))
{
wined3d_device_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
return D3DERR_INVALIDCALL;
}
if (FAILED(hr = wined3d_device_init_3d(device->wined3d_device, &swapchain_desc)))
{
WARN("Failed to initialize 3D, hr %#x.\n", hr);
wined3d_device_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
return hr;
}
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_ZENABLE, !!swapchain_desc.enable_auto_depth_stencil);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_POINTSIZE_MIN, 0);
wined3d_mutex_unlock();
present_parameters_from_wined3d_swapchain_desc(parameters, &swapchain_desc);
device->declArraySize = 16;
device->decls = HeapAlloc(GetProcessHeap(), 0, device->declArraySize * sizeof(*device->decls));
if (!device->decls)
{
ERR("Failed to allocate FVF vertex declaration map memory.\n");
hr = E_OUTOFMEMORY;
goto err;
}
wined3d_swapchain = wined3d_device_get_swapchain(device->wined3d_device, 0);
device->implicit_swapchain = wined3d_swapchain_get_parent(wined3d_swapchain);
device->d3d_parent = &parent->IDirect3D8_iface;
IDirect3D8_AddRef(device->d3d_parent);
return D3D_OK;
err:
wined3d_mutex_lock();
wined3d_device_uninit_3d(device->wined3d_device);
wined3d_device_release_focus_window(device->wined3d_device);
wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, device->handle_table.entries);
return hr;
}