Sweden-Number/dlls/wined3d/device.c

209 lines
8.2 KiB
C

/*
* IWineD3DDevice implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
/**********************************************************
* Utility functions follow
**********************************************************/
/**********************************************************
* IWineD3DDevice implementation follows
**********************************************************/
HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*pParent = This->parent;
IUnknown_AddRef(This->parent);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
IUnknown *parent) {
IWineD3DVertexBufferImpl *object;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexBufferImpl));
object->lpVtbl = &IWineD3DVertexBuffer_Vtbl;
object->resource.wineD3DDevice= iface;
IWineD3DDevice_AddRef(iface);
object->resource.parent = parent;
object->resource.resourceType = D3DRTYPE_VERTEXBUFFER;
object->resource.ref = 1;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.FVF = FVF;
object->currentDesc.Size = Size;
TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
/* Allocate Storage for the state block */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
object->lpVtbl = &IWineD3DStateBlock_Vtbl;
object->wineD3DDevice = iface;
IWineD3DDevice_AddRef(iface);
object->parent = parent;
object->ref = 1;
object->blockType = Type;
*ppStateBlock = (IWineD3DStateBlock *)object;
/* Special case - Used during initialization to produce a placeholder stateblock
so other functions called can update a state block */
if (Type == (D3DSTATEBLOCKTYPE) 0) {
/* Don't bother increasing the reference count otherwise a device will never
be freed due to circular dependencies */
return D3D_OK;
}
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef(iface);
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
FIXME("unfinished - needs to set up changed and set attributes\n");
return D3D_OK;
}
/*****
* Get / Set FVF
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Update the current statte block */
This->updateStateBlock->fvf = fvf;
This->updateStateBlock->changed.fvf = TRUE;
This->updateStateBlock->set.fvf = TRUE;
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
/* No difference if recording or not */
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
*pfvf = This->stateBlock->fvf;
return D3D_OK;
}
/*****
* Get / Set Stream Source
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBuffer *oldSrc;
oldSrc = This->stateBlock->stream_source[StreamNumber];
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE;
This->updateStateBlock->set.stream_source[StreamNumber] = TRUE;
This->updateStateBlock->stream_stride[StreamNumber] = Stride;
This->updateStateBlock->stream_source[StreamNumber] = pStreamData;
This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Not recording... */
if (oldSrc != NULL) IWineD3DVertexBuffer_Release(oldSrc);
if (pStreamData != NULL) IWineD3DVertexBuffer_AddRef(pStreamData);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]);
*pStream = This->stateBlock->stream_source[StreamNumber];
*pStride = This->stateBlock->stream_stride[StreamNumber];
*pOffset = This->stateBlock->stream_offset[StreamNumber];
IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
return D3D_OK;
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
{
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
return InterlockedIncrement(&This->ref);
}
ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %ld\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
IWineD3D_Release(This->WineD3D);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/**********************************************************
* IWineD3DDevice VTbl follows
**********************************************************/
IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
{
IWineD3DDeviceImpl_QueryInterface,
IWineD3DDeviceImpl_AddRef,
IWineD3DDeviceImpl_Release,
IWineD3DDeviceImpl_GetParent,
IWineD3DDeviceImpl_CreateVertexBuffer,
IWineD3DDeviceImpl_CreateStateBlock,
IWineD3DDeviceImpl_SetFVF,
IWineD3DDeviceImpl_GetFVF,
IWineD3DDeviceImpl_SetStreamSource,
IWineD3DDeviceImpl_GetStreamSource
};