Sweden-Number/dlls/wined3d/directx.c

1667 lines
67 KiB
C

/*
* IWineD3D 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
*/
/* Compile time diagnostics: */
/* Uncomment this to force only a single display mode to be exposed: */
/*#define DEBUG_SINGLE_MODE*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
#define GLINFO_LOCATION This->gl_info
/**********************************************************
* Utility functions follow
**********************************************************/
/* x11drv GDI escapes */
#define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
{
X11DRV_GET_DISPLAY, /* get X11 display for a DC */
X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
X11DRV_GET_FONT, /* get current X font for a DC */
};
/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
sizeof(display), (LPSTR)&display )) display = NULL;
return display;
}
/**
* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
* ie there is no GL Context - Get a default rendering context to enable the
* function query some info from GL
*/
static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 };
WineD3D_Context* ret = NULL;
if (glXGetCurrentContext() == NULL) {
BOOL gotContext = FALSE;
BOOL created = FALSE;
XVisualInfo template;
HDC device_context;
Visual* visual;
BOOL failed = FALSE;
int num;
XWindowAttributes win_attr;
TRACE_(d3d_caps)("Creating Fake GL Context\n");
ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
/* Get the display */
device_context = GetDC(0);
ctx.display = get_display(device_context);
ReleaseDC(0, device_context);
/* Get the X visual */
ENTER_GL();
if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) {
visual = win_attr.visual;
} else {
visual = DefaultVisual(ctx.display, DefaultScreen(ctx.display));
}
template.visualid = XVisualIDFromVisual(visual);
ctx.visInfo = XGetVisualInfo(ctx.display, VisualIDMask, &template, &num);
if (ctx.visInfo == NULL) {
LEAVE_GL();
WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
failed = TRUE;
}
/* Create a GL context */
if (!failed) {
ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE);
if (ctx.glCtx == NULL) {
LEAVE_GL();
WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
failed = TRUE;
}
}
/* Make it the current GL context */
if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) {
glXDestroyContext(ctx.display, ctx.glCtx);
LEAVE_GL();
WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
failed = TRUE;
}
/* It worked! Wow... */
if (!failed) {
gotContext = TRUE;
created = TRUE;
ret = &ctx;
} else {
ret = NULL;
}
} else {
if (ctx.ref > 0) ret = &ctx;
}
if (NULL != ret) InterlockedIncrement(&ret->ref);
return ret;
}
static void WineD3D_ReleaseFakeGLContext(WineD3D_Context* ctx) {
/* If we created a dummy context, throw it away */
if (NULL != ctx) {
if (0 == InterlockedDecrement(&ctx->ref)) {
glXMakeCurrent(ctx->display, None, NULL);
glXDestroyContext(ctx->display, ctx->glCtx);
ctx->display = NULL;
ctx->glCtx = NULL;
LEAVE_GL();
}
}
}
static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
const char *GL_Extensions = NULL;
const char *GLX_Extensions = NULL;
const char *gl_string = NULL;
const char *gl_string_cursor = NULL;
GLint gl_max;
Bool test = 0;
int major, minor;
TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
/* Fill in the GL info retrievable depending on the display */
if (NULL != display) {
test = glXQueryVersion(display, &major, &minor);
gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
gl_string = glXGetClientString(display, GLX_VENDOR);
} else {
gl_string = glGetString(GL_VENDOR);
}
/* Fill in the GL vendor */
if (strstr(gl_string, "NVIDIA")) {
gl_info->gl_vendor = VENDOR_NVIDIA;
} else if (strstr(gl_string, "ATI")) {
gl_info->gl_vendor = VENDOR_ATI;
} else {
gl_info->gl_vendor = VENDOR_WINE;
}
TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
/* Parse the GL_VERSION field into major and minor information */
gl_string = glGetString(GL_VERSION);
switch (gl_info->gl_vendor) {
case VENDOR_NVIDIA:
gl_string_cursor = strstr(gl_string, "NVIDIA");
gl_string_cursor = strstr(gl_string_cursor, " ");
while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
if (*gl_string_cursor) {
char tmp[16];
int cursor = 0;
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
tmp[cursor++] = *gl_string_cursor;
++gl_string_cursor;
}
tmp[cursor] = 0;
major = atoi(tmp);
if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
++gl_string_cursor;
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
tmp[cursor++] = *gl_string_cursor;
++gl_string_cursor;
}
tmp[cursor] = 0;
minor = atoi(tmp);
}
break;
case VENDOR_ATI:
major = minor = 0;
gl_string_cursor = strchr(gl_string, '-');
if (gl_string_cursor++) {
int error = 0;
/* Check if version number is of the form x.y.z */
if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
error = 1;
if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
error = 1;
if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
error = 1;
if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
error = 1;
/* Mark version number as malformed */
if (error)
gl_string_cursor = 0;
}
if (!gl_string_cursor)
WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
else {
major = *gl_string_cursor - '0';
minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
}
break;
default:
major = 0;
minor = 9;
}
gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
TRACE_(d3d_caps)("found GL_VERSION (%s)->(0x%08lx)\n", debugstr_a(gl_string), gl_info->gl_driver_version);
/* Fill in the renderer information */
gl_string = glGetString(GL_RENDERER);
strcpy(gl_info->gl_renderer, gl_string);
switch (gl_info->gl_vendor) {
case VENDOR_NVIDIA:
if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
} else if (strstr(gl_info->gl_renderer, "GeForceFX")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5900ULTRA;
} else {
gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
}
break;
case VENDOR_ATI:
if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) {
gl_info->gl_card = CARD_ATI_RADEON_9800PRO;
} else if (strstr(gl_info->gl_renderer, "RADEON 9700 PRO")) {
gl_info->gl_card = CARD_ATI_RADEON_9700PRO;
} else {
gl_info->gl_card = CARD_ATI_RADEON_8500;
}
break;
default:
gl_info->gl_card = CARD_WINE;
break;
}
TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
/*
* Initialize openGL extension related variables
* with Default values
*/
memset(&gl_info->supported, 0, sizeof(gl_info->supported));
gl_info->max_textures = 1;
gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
/* Now work out what GL support this card really has */
#define USE_GL_FUNC(type, pfn) gl_info->pfn = NULL;
GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
/* Retrieve opengl defaults */
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
gl_info->max_clipplanes = min(D3DMAXUSERCLIPPLANES, gl_max);
TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
gl_info->max_lights = gl_max;
TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = glGetString(GL_EXTENSIONS);
TRACE_(d3d_caps)("GL_Extensions reported:\n");
if (NULL == GL_Extensions) {
ERR(" GL_Extensions returns NULL\n");
} else {
while (*GL_Extensions != 0x00) {
const char *Start = GL_Extensions;
char ThisExtn[256];
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
GL_Extensions++;
}
memcpy(ThisExtn, Start, (GL_Extensions - Start));
TRACE_(d3d_caps)("- %s\n", ThisExtn);
/**
* ARB
*/
if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
gl_info->ps_arb_version = PS_VERSION_11;
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
gl_info->supported[ARB_MULTISAMPLE] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
gl_info->supported[ARB_MULTITEXTURE] = TRUE;
gl_info->max_textures = min(8, gl_max);
} else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
} else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
gl_info->vs_arb_version = VS_VERSION_11;
TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support\n");
gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
/**
* EXT
*/
} else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
gl_info->supported[EXT_FOG_COORD] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support\n");
gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
/**
* NVIDIA
*/
} else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
gl_info->supported[NV_FOG_DISTANCE] = TRUE;
} else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
gl_info->ps_nv_version = PS_VERSION_11;
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
} else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support\n");
gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
} else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
} else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
} else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
} else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
} else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
} else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
} else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10);
gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2")) ? VS_VERSION_20 : VS_VERSION_10);
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
/**
* ATI
*/
/** TODO */
} else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
} else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
} else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
gl_info->vs_ati_version = VS_VERSION_11;
TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
}
if (*GL_Extensions == ' ') GL_Extensions++;
}
}
#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB(#pfn);
GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
if (display != NULL) {
GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
TRACE_(d3d_caps)("GLX_Extensions reported:\n");
if (NULL == GLX_Extensions) {
ERR(" GLX_Extensions returns NULL\n");
} else {
while (*GLX_Extensions != 0x00) {
const char *Start = GLX_Extensions;
char ThisExtn[256];
memset(ThisExtn, 0x00, sizeof(ThisExtn));
while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
GLX_Extensions++;
}
memcpy(ThisExtn, Start, (GLX_Extensions - Start));
TRACE_(d3d_caps)("- %s\n", ThisExtn);
if (*GLX_Extensions == ' ') GLX_Extensions++;
}
}
}
#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB(#pfn);
GLX_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
/* Only save the values obtained when a display is provided */
if (display != NULL) {
return TRUE;
} else {
return FALSE;
}
}
/**********************************************************
* IWineD3D implementation follows
**********************************************************/
UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
/* FIXME: Set to one for now to imply the display */
TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
return 1;
}
HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
return D3D_OK;
}
HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
FIXME_(d3d_caps)("(%p)->(Adptr:%d)\n", This, Adapter);
if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
return NULL;
}
return D3D_OK;
}
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
of the same bpp but different resolutions */
/* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, D3DFORMAT Format) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return 0;
}
if (Adapter == 0) { /* Display */
int i = 0;
int j = 0;
#if !defined( DEBUG_SINGLE_MODE )
DEVMODEW DevModeW;
/* Work out the current screen bpp */
HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
int bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
j++;
switch (Format)
{
case D3DFMT_UNKNOWN:
i++;
break;
case D3DFMT_X8R8G8B8:
case D3DFMT_A8R8G8B8:
if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
break;
case D3DFMT_X1R5G5B5:
case D3DFMT_A1R5G5B5:
case D3DFMT_R5G6B5:
if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
break;
default:
/* Skip other modes as they do not match requested format */
break;
}
}
#else
i = 1;
j = 1;
#endif
TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
return i;
} else {
FIXME_(d3d_caps)("Adapter not primary display\n");
}
return 0;
}
/* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
/* Validate the parameters as much as possible */
if (NULL == pMode ||
Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display */
#if !defined( DEBUG_SINGLE_MODE )
DEVMODEW DevModeW;
int ModeIdx = 0;
/* Work out the current screen bpp */
HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
int bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
/* If we are filtering to a specific format, then need to skip all unrelated
modes, but if mode is irrelevant, then we can use the index directly */
if (Format == D3DFMT_UNKNOWN)
{
ModeIdx = Mode;
} else {
int i = 0;
int j = 0;
DEVMODEW DevModeWtmp;
while (i<(Mode+1) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) {
j++;
switch (Format)
{
case D3DFMT_UNKNOWN:
i++;
break;
case D3DFMT_X8R8G8B8:
case D3DFMT_A8R8G8B8:
if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
break;
case D3DFMT_X1R5G5B5:
case D3DFMT_A1R5G5B5:
case D3DFMT_R5G6B5:
if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
break;
default:
/* Skip other modes as they do not match requested format */
break;
}
}
ModeIdx = j;
}
/* Now get the display mode via the calculated index */
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
{
pMode->Width = DevModeW.dmPelsWidth;
pMode->Height = DevModeW.dmPelsHeight;
bpp = min(DevModeW.dmBitsPerPel, bpp);
pMode->RefreshRate = D3DADAPTER_DEFAULT;
if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
{
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
}
if (Format == D3DFMT_UNKNOWN)
{
switch (bpp) {
case 8: pMode->Format = D3DFMT_R3G3B2; break;
case 16: pMode->Format = D3DFMT_R5G6B5; break;
case 24: /* pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
} else {
pMode->Format = Format;
}
}
else
{
TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
return D3DERR_INVALIDCALL;
}
#else
/* Return one setting of the format requested */
if (Mode > 0) return D3DERR_INVALIDCALL;
pMode->Width = 800;
pMode->Height = 600;
pMode->RefreshRate = D3DADAPTER_DEFAULT;
pMode->Format = (Format==D3DFMT_UNKNOWN)?D3DFMT_A8R8G8B8:Format;
bpp = 32;
#endif
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
} else {
FIXME_(d3d_caps)("Adapter not primary display\n");
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, D3DDISPLAYMODE* pMode) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
if (NULL == pMode ||
Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display */
int bpp = 0;
DEVMODEW DevModeW;
EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
pMode->Width = DevModeW.dmPelsWidth;
pMode->Height = DevModeW.dmPelsHeight;
bpp = DevModeW.dmBitsPerPel;
pMode->RefreshRate = D3DADAPTER_DEFAULT;
if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
{
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
}
switch (bpp) {
case 8: pMode->Format = D3DFMT_R3G3B2; break;
case 16: pMode->Format = D3DFMT_R5G6B5; break;
case 24: /*pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
default: pMode->Format = D3DFMT_UNKNOWN;
}
} else {
FIXME_(d3d_caps)("Adapter not primary display\n");
}
TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
return D3D_OK;
}
/* Note due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
and fields being inserted in the middle, a new structure is used in place */
HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
WINED3DADAPTER_IDENTIFIER* pIdentifier) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier);
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (Adapter == 0) { /* Display - only device supported for now */
BOOL isGLInfoValid = This->isGLInfoValid;
/* FillGLCaps updates gl_info, but we only want to store and
reuse the values once we have a context which is valid. Values from
a temporary context may differ from the final ones */
if (isGLInfoValid == FALSE) {
/* If we don't know the device settings, go query them now via a
fake context */
WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
if (NULL != ctx) {
isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, ctx->display);
WineD3D_ReleaseFakeGLContext(ctx);
}
}
/* If it worked, return the information requested */
if (isGLInfoValid) {
TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
strcpy(pIdentifier->Driver, "Display");
strcpy(pIdentifier->Description, "Direct3D HAL");
/* Note dx8 doesn't supply a DeviceName */
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
pIdentifier->DriverVersion->u.HighPart = 0xa;
pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
*(pIdentifier->VendorId) = This->gl_info.gl_vendor;
*(pIdentifier->DeviceId) = This->gl_info.gl_card;
*(pIdentifier->SubSysId) = 0;
*(pIdentifier->Revision) = 0;
} else {
/* If it failed, return dummy values from an NVidia driver */
WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
strcpy(pIdentifier->Driver, "Display");
strcpy(pIdentifier->Description, "Direct3D HAL");
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
pIdentifier->DriverVersion->u.HighPart = 0xa;
pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(53, 96); /* last Linux Nvidia drivers */
*(pIdentifier->VendorId) = VENDOR_NVIDIA;
*(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4600;
*(pIdentifier->SubSysId) = 0;
*(pIdentifier->Revision) = 0;
}
/*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
if (Flags & D3DENUM_NO_WHQL_LEVEL) {
*(pIdentifier->WHQLLevel) = 0;
} else {
*(pIdentifier->WHQLLevel) = 1;
}
} else {
FIXME_(d3d_caps)("Adapter not primary display\n");
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType,
D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
This, Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
AdapterFormat, debug_d3dformat(AdapterFormat),
RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat,
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
This,
Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
SurfaceFormat, debug_d3dformat(SurfaceFormat),
Windowed,
MultiSampleType,
pQualityLevels);
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (pQualityLevels != NULL) {
static int s_single_shot = 0;
if (!s_single_shot) {
FIXME("Quality levels unsupported at present\n");
s_single_shot = 1;
}
*pQualityLevels = 1; /* Guess at a value! */
}
if (D3DMULTISAMPLE_NONE == MultiSampleType)
return D3D_OK;
return D3DERR_NOTAVAILABLE;
}
HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface,
UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat,
D3DFORMAT BackBufferFormat, BOOL Windowed) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
This,
Adapter,
CheckType, debug_d3ddevicetype(CheckType),
DisplayFormat, debug_d3dformat(DisplayFormat),
BackBufferFormat, debug_d3dformat(BackBufferFormat),
Windowed);
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
switch (DisplayFormat) {
/*case D3DFMT_R5G6B5:*/
case D3DFMT_R3G3B2:
return D3DERR_NOTAVAILABLE;
default:
break;
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
This,
Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
AdapterFormat, debug_d3dformat(AdapterFormat),
Usage, debug_d3dusage(Usage),
RType, debug_d3dresourcetype(RType),
CheckFormat, debug_d3dformat(CheckFormat));
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
switch (CheckFormat) {
case D3DFMT_DXT1:
case D3DFMT_DXT3:
case D3DFMT_DXT5:
TRACE_(d3d_caps)("[OK]\n");
return D3D_OK;
default:
break; /* Avoid compiler warnings */
}
}
switch (CheckFormat) {
/*****
* check supported using GL_SUPPORT
*/
case D3DFMT_DXT1:
case D3DFMT_DXT2:
case D3DFMT_DXT3:
case D3DFMT_DXT4:
case D3DFMT_DXT5:
/*****
* supported
*/
/*case D3DFMT_R5G6B5: */
/*case D3DFMT_X1R5G5B5:*/
/*case D3DFMT_A1R5G5B5: */
/*case D3DFMT_A4R4G4B4:*/
/*****
* unsupported
*/
/* color buffer */
/*case D3DFMT_X8R8G8B8:*/
case D3DFMT_A8R3G3B2:
/* Paletted */
case D3DFMT_P8:
case D3DFMT_A8P8:
/* Luminance */
case D3DFMT_L8:
case D3DFMT_A8L8:
case D3DFMT_A4L4:
/* Bump */
#if 0
case D3DFMT_V8U8:
case D3DFMT_V16U16:
#endif
case D3DFMT_L6V5U5:
case D3DFMT_X8L8V8U8:
case D3DFMT_Q8W8V8U8:
case D3DFMT_W11V11U10:
/****
* currently hard to support
*/
case D3DFMT_UYVY:
case D3DFMT_YUY2:
/* Since we do not support these formats right now, don't pretend to. */
TRACE_(d3d_caps)("[FAILED]\n");
return D3DERR_NOTAVAILABLE;
default:
break;
}
TRACE_(d3d_caps)("[OK]\n");
return D3D_OK;
}
HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))",
This,
Adapter,
DeviceType, debug_d3ddevicetype(DeviceType),
SourceFormat, debug_d3dformat(SourceFormat),
TargetFormat, debug_d3dformat(TargetFormat));
return D3D_OK;
}
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
subset of a D3DCAPS9 structure. However, it has to come via a void *
as the d3d8 interface cannot import the d3d9 header */
HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCapsIn) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
BOOL gotContext = FALSE;
GLint gl_tex_size = 0;
WineD3D_Context *fake_ctx = NULL;
D3DCAPS9 *pCaps = (D3DCAPS9 *)pCapsIn;
TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
/* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
ie there is no GL Context - Get a default rendering context to enable the
function query some info from GL */
if (glXGetCurrentContext() == NULL) {
fake_ctx = WineD3D_CreateFakeGLContext();
if (NULL != fake_ctx) gotContext = TRUE;
} else {
gotContext = TRUE;
}
if (gotContext == FALSE) {
FIXME_(d3d_caps)("GetDeviceCaps called but no GL Context - Returning dummy values\n");
gl_tex_size=65535;
pCaps->MaxTextureBlendStages = 2;
pCaps->MaxSimultaneousTextures = 2;
pCaps->MaxUserClipPlanes = 8;
pCaps->MaxActiveLights = 8;
pCaps->MaxVertexBlendMatrices = 0;
pCaps->MaxVertexBlendMatrixIndex = 1;
pCaps->MaxAnisotropy = 0;
pCaps->MaxPointSize = 255.0;
} else {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size);
}
/* If we don't know the device settings, go query them now */
if (This->isGLInfoValid == FALSE) {
BOOL rc = IWineD3DImpl_FillGLCaps(&This->gl_info, NULL);
/* If we are running off a real context, save the values */
if (rc && ((NULL != fake_ctx))) This->isGLInfoValid = TRUE;
}
/* ------------------------------------------------
The following fields apply to both d3d8 and d3d9
------------------------------------------------ */
pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
pCaps->AdapterOrdinal = Adapter;
pCaps->Caps = 0;
pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
pCaps->CursorCaps = 0;
pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX |
D3DDEVCAPS_HWTRANSFORMANDLIGHT |
D3DDEVCAPS_PUREDEVICE;
pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW |
D3DPMISCCAPS_CULLCW |
D3DPMISCCAPS_COLORWRITEENABLE |
D3DPMISCCAPS_CLIPTLVERTS |
D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
D3DPMISCCAPS_MASKZ;
/*NOT: D3DPMISCCAPS_TSSARGTEMP*/
pCaps->RasterCaps = D3DPRASTERCAPS_DITHER |
D3DPRASTERCAPS_PAT |
D3DPRASTERCAPS_WFOG |
D3DPRASTERCAPS_ZFOG |
D3DPRASTERCAPS_FOGVERTEX |
D3DPRASTERCAPS_FOGTABLE |
D3DPRASTERCAPS_FOGRANGE;
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
pCaps->RasterCaps |= D3DPRASTERCAPS_ANISOTROPY;
}
/* FIXME Add:
D3DPRASTERCAPS_MIPMAPLODBIAS
D3DPRASTERCAPS_ZBIAS
D3DPRASTERCAPS_COLORPERSPECTIVE
D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
D3DPRASTERCAPS_ANTIALIASEDGES
D3DPRASTERCAPS_ZBUFFERLESSHSR
D3DPRASTERCAPS_WBUFFER */
pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
D3DPCMPCAPS_EQUAL |
D3DPCMPCAPS_GREATER |
D3DPCMPCAPS_GREATEREQUAL |
D3DPCMPCAPS_LESS |
D3DPCMPCAPS_LESSEQUAL |
D3DPCMPCAPS_NEVER |
D3DPCMPCAPS_NOTEQUAL;
pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
pCaps->ShadeCaps = D3DPSHADECAPS_SPECULARGOURAUDRGB |
D3DPSHADECAPS_COLORGOURAUDRGB;
pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA |
D3DPTEXTURECAPS_ALPHAPALETTE |
D3DPTEXTURECAPS_POW2 |
D3DPTEXTURECAPS_VOLUMEMAP |
D3DPTEXTURECAPS_MIPMAP |
D3DPTEXTURECAPS_PROJECTED;
if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP |
D3DPTEXTURECAPS_MIPCUBEMAP |
D3DPTEXTURECAPS_CUBEMAP_POW2;
}
pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR |
D3DPTFILTERCAPS_MAGFPOINT |
D3DPTFILTERCAPS_MINFLINEAR |
D3DPTFILTERCAPS_MINFPOINT |
D3DPTFILTERCAPS_MIPFLINEAR |
D3DPTFILTERCAPS_MIPFPOINT;
pCaps->CubeTextureFilterCaps = 0;
pCaps->VolumeTextureFilterCaps = 0;
pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER |
D3DPTADDRESSCAPS_CLAMP |
D3DPTADDRESSCAPS_WRAP;
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
}
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
}
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
}
pCaps->VolumeTextureAddressCaps = 0;
pCaps->LineCaps = D3DLINECAPS_TEXTURE |
D3DLINECAPS_ZTEST;
/* FIXME: Add
D3DLINECAPS_BLEND
D3DLINECAPS_ALPHACMP
D3DLINECAPS_FOG */
pCaps->MaxTextureWidth = gl_tex_size;
pCaps->MaxTextureHeight = gl_tex_size;
pCaps->MaxVolumeExtent = 0;
pCaps->MaxTextureRepeat = 32768;
pCaps->MaxTextureAspectRatio = 32768;
pCaps->MaxVertexW = 1.0;
pCaps->GuardBandLeft = 0;
pCaps->GuardBandTop = 0;
pCaps->GuardBandRight = 0;
pCaps->GuardBandBottom = 0;
pCaps->ExtentsAdjust = 0;
pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
D3DSTENCILCAPS_INCRSAT |
D3DSTENCILCAPS_INVERT |
D3DSTENCILCAPS_KEEP |
D3DSTENCILCAPS_REPLACE |
D3DSTENCILCAPS_ZERO;
if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
D3DSTENCILCAPS_INCR;
}
pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
D3DTEXOPCAPS_ADDSIGNED |
D3DTEXOPCAPS_ADDSIGNED2X |
D3DTEXOPCAPS_MODULATE |
D3DTEXOPCAPS_MODULATE2X |
D3DTEXOPCAPS_MODULATE4X |
D3DTEXOPCAPS_SELECTARG1 |
D3DTEXOPCAPS_SELECTARG2 |
D3DTEXOPCAPS_DISABLE;
#if defined(GL_VERSION_1_3)
pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
D3DTEXOPCAPS_SUBTRACT;
#endif
if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
D3DTEXOPCAPS_BLENDTEXTUREALPHA |
D3DTEXOPCAPS_BLENDFACTORALPHA |
D3DTEXOPCAPS_BLENDCURRENTALPHA |
D3DTEXOPCAPS_LERP;
}
if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH |
D3DTEXOPCAPS_MULTIPLYADD |
D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
}
#if 0
pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
/* FIXME: Add
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
D3DTEXOPCAPS_PREMODULATE */
#endif
if (gotContext) {
GLint gl_max;
GLfloat gl_float;
#if defined(GL_VERSION_1_3)
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_max);
#else
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
#endif
TRACE_(d3d_caps)("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max);
pCaps->MaxTextureBlendStages = min(8, gl_max);
pCaps->MaxSimultaneousTextures = min(8, gl_max);
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
pCaps->MaxUserClipPlanes = min(D3DMAXUSERCLIPPLANES, gl_max);
TRACE_(d3d_caps)("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", pCaps->MaxUserClipPlanes);
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
pCaps->MaxActiveLights = gl_max;
TRACE_(d3d_caps)("GLCaps: GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights);
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
pCaps->MaxVertexBlendMatrices = gl_max;
pCaps->MaxVertexBlendMatrixIndex = 1;
} else {
pCaps->MaxVertexBlendMatrices = 0;
pCaps->MaxVertexBlendMatrixIndex = 1;
}
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
pCaps->MaxAnisotropy = gl_max;
} else {
pCaps->MaxAnisotropy = 0;
}
glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
pCaps->MaxPointSize = gl_float;
}
pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
D3DVTXPCAPS_MATERIALSOURCE7 |
D3DVTXPCAPS_POSITIONALLIGHTS |
D3DVTXPCAPS_LOCALVIEWER |
D3DVTXPCAPS_TEXGEN;
/* FIXME: Add
D3DVTXPCAPS_TWEENING */
pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
pCaps->MaxVertexIndex = 0xFFFFFFFF;
pCaps->MaxStreams = MAX_STREAMS;
pCaps->MaxStreamStride = 1024;
if (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF)) {
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
if (This->gl_info.gl_vendor == VENDOR_MESA ||
This->gl_info.gl_vendor == VENDOR_WINE) {
pCaps->MaxVertexShaderConst = 95;
} else {
pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
}
} else {
pCaps->VertexShaderVersion = 0;
pCaps->MaxVertexShaderConst = 0;
}
if ((ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != D3DDEVTYPE_REF)) {
pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
pCaps->MaxPixelShaderValue = 1.0;
} else {
pCaps->PixelShaderVersion = 0;
pCaps->MaxPixelShaderValue = 0.0;
}
/* ------------------------------------------------
The following fields apply to d3d9 only
------------------------------------------------ */
if (This->dxVersion > 8) {
FIXME("Caps support for directx9 is non-existent at the moment!\n");
pCaps->DevCaps2 = 0;
pCaps->MaxNpatchTessellationLevel = 0;
pCaps->MasterAdapterOrdinal = 0;
pCaps->AdapterOrdinalInGroup = 0;
pCaps->NumberOfAdaptersInGroup = 1;
pCaps->DeclTypes = 0;
pCaps->NumSimultaneousRTs = 0;
pCaps->StretchRectFilterCaps = 0;
pCaps->VS20Caps.Caps = 0;
pCaps->PS20Caps.Caps = 0;
pCaps->VertexTextureFilterCaps = 0;
pCaps->MaxVShaderInstructionsExecuted = 0;
pCaps->MaxPShaderInstructionsExecuted = 0;
pCaps->MaxVertexShader30InstructionSlots = 0;
pCaps->MaxPixelShader30InstructionSlots = 0;
}
/* If we created a dummy context, throw it away */
if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);
return D3D_OK;
}
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
and fields being inserted in the middle, a new structure is used in place */
HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters,
IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent, D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget) {
HWND whichHWND;
HDC hDc;
IWineD3DDeviceImpl *object = NULL;
IWineD3DImpl *This = (IWineD3DImpl *)iface;
int num;
XVisualInfo template;
/* Validate the adapter number */
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
/* Create a WineD3DDevice object */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
*ppReturnedDeviceInterface = (IWineD3DDevice *)object;
TRACE("Created WineD3DDevice object @ %p \n", object);
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
/* Set up initial COM information */
object->lpVtbl = &IWineD3DDevice_Vtbl;
object->ref = 1;
object->wineD3D = iface;
IWineD3D_AddRef(object->wineD3D);
object->parent = parent;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
*(pPresentationParameters->AutoDepthStencilFormat), debug_d3dformat(*(pPresentationParameters->AutoDepthStencilFormat)),
*(pPresentationParameters->BackBufferFormat), debug_d3dformat(*(pPresentationParameters->BackBufferFormat)));
/* Save the creation parameters */
object->createParms.AdapterOrdinal = Adapter;
object->createParms.DeviceType = DeviceType;
object->createParms.hFocusWindow = hFocusWindow;
object->createParms.BehaviorFlags = BehaviourFlags;
/* Initialize other useful values */
object->presentParms.BackBufferCount = 1; /* Opengl only supports one? */
object->adapterNo = Adapter;
object->devType = DeviceType;
/* Setup hwnd we are using, plus which display this equates to */
whichHWND = *(pPresentationParameters->hDeviceWindow);
if (!whichHWND) {
whichHWND = hFocusWindow;
}
object->win_handle = whichHWND;
object->win = (Window)GetPropA( whichHWND, "__wine_x11_whole_window" );
hDc = GetDC(whichHWND);
object->display = get_display(hDc);
ReleaseDC(whichHWND, hDc);
/* FIXME: Use for dx8 code eventually too! */
/* Deliberately no indentation here, as this if will be removed when dx8 support merged in */
if (This->dxVersion > 8) {
/* Create a context based off the properties of the existing visual */
/* Note the visual is chosen as the window is created and the glcontext cannot
use different properties after that point in time. FIXME: How to handle when requested format
doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
it chooses is identical to the one already being used! */
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
ENTER_GL();
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
if (NULL == object->visInfo) {
ERR("cannot really get XVisual\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
if (NULL == object->glCtx) {
ERR("cannot create glxContext\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
LEAVE_GL();
if (object->glCtx == NULL) {
ERR("Error in context creation !\n");
return D3DERR_INVALIDCALL;
} else {
TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
whichHWND, object->glCtx, object->win, object->visInfo);
}
/* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
/* dimensions */
if (!*(pPresentationParameters->Windowed)) {
DEVMODEW devmode;
HDC hdc;
int bpp = 0;
/* Get info on the current display setup */
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
/* Change the display settings */
memset(&devmode, 0, sizeof(DEVMODEW));
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /*Stupid XVidMode cannot change bpp D3DFmtGetBpp(object, pPresentationParameters->BackBufferFormat);*/
devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
/* Make popup window */
SetWindowLongA(whichHWND, GWL_STYLE, WS_POPUP);
SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
}
/* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
then the corresponding dimension of the client area of the hDeviceWindow
(or the focus window, if hDeviceWindow is NULL) is taken. */
if (*(pPresentationParameters->Windowed) &&
((*(pPresentationParameters->BackBufferWidth) == 0) ||
(*(pPresentationParameters->BackBufferHeight) == 0))) {
RECT Rect;
GetClientRect(whichHWND, &Rect);
if (*(pPresentationParameters->BackBufferWidth) == 0) {
*(pPresentationParameters->BackBufferWidth) = Rect.right;
TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
}
if (*(pPresentationParameters->BackBufferHeight) == 0) {
*(pPresentationParameters->BackBufferHeight) = Rect.bottom;
TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
}
}
/* Save the presentation parms now filled in correctly */
object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
object->presentParms.MultiSampleQuality = *(pPresentationParameters->MultiSampleQuality);
object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
object->presentParms.Windowed = *(pPresentationParameters->Windowed);
object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
object->presentParms.Flags = *(pPresentationParameters->Flags);
object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
(D3DSTATEBLOCKTYPE) 0,
(IWineD3DStateBlock **)&object->stateBlock,
NULL); /* Note: No parent needed for initial internal stateblock */
object->updateStateBlock = object->stateBlock;
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
TRACE("Creating initial device surfaces\n");
/* We need to 'magic' either d3d8 or d3d9 surfaces for the front and backbuuffer
but the respective CreateRenderTarget functions take a differing number of
parms. Fix this by passing in a function to call which takes identical parms
and handles the differences at the d3dx layer, and returns the IWineD3DSurface
pointer rather than the created D3D8/9 one */
D3DCB_CreateRenderTarget((IUnknown *) parent,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
*(pPresentationParameters->MultiSampleQuality),
TRUE,
(IWineD3DSurface **) &object->frontBuffer,
NULL);
D3DCB_CreateRenderTarget((IUnknown *) parent,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
*(pPresentationParameters->MultiSampleQuality),
TRUE,
(IWineD3DSurface **) &object->backBuffer,
NULL);
/* TODO:
if (*(pPresentationParameters->EnableAutoDepthStencil)) {
IWineD3DDevice_CreateDepthStencilSurface((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->AutoDepthStencilFormat,
D3DMULTISAMPLE_NONE,
(IWineD3DSurface *) &object->depthStencilBuffer);
} else {
object->depthStencilBuffer = NULL;
}
TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil @ %p\n",object->frontBuffer, object->backBuffer, object->depthStencilBuffer);
*/
/* init the default renderTarget management */
object->drawable = object->win;
object->render_ctx = object->glCtx;
object->renderTarget = object->backBuffer;
IWineD3DSurface_AddRef((IWineD3DSurface *) object->renderTarget);
/* TODO: Depth Stencil support
object->stencilBufferTarget = object->depthStencilBuffer;
if (NULL != object->stencilBufferTarget) {
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget);
}
*/
/* Set up some starting GL setup */
ENTER_GL();
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
}
checkGLcall("glXMakeCurrent");
/* Clear the screen */
glClearColor(1.0, 0.0, 0.0, 0.0);
checkGLcall("glClearColor");
glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
glEnable(GL_LIGHTING);
checkGLcall("glEnable");
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
/*
* Initialize openGL extension related variables
* with Default values
*/
This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, object->display);
/* Setup all the devices defaults */
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock);
LEAVE_GL();
{ /* Set a default viewport */
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = *(pPresentationParameters->BackBufferWidth);
vp.Height = *(pPresentationParameters->BackBufferHeight);
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
IWineD3DDevice_SetViewport((IWineD3DDevice *)object, &vp);
}
/* Initialize the current view state */
object->modelview_valid = 1;
object->proj_valid = 0;
object->view_ident = 1;
object->last_was_rhw = 0;
glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights);
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
/* Clear the screen */
IWineD3DDevice_Clear((IWineD3DDevice *) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
} /* End of FIXME: remove when dx8 merged in */
return D3D_OK;
}
HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
IUnknown_AddRef(This->parent);
*pParent = This->parent;
return D3D_OK;
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
{
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
return refCount;
}
ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
ULONG refCount = InterlockedDecrement(&This->ref);
TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
if (!refCount) HeapFree(GetProcessHeap(), 0, This);
return refCount;
}
/**********************************************************
* IWineD3D VTbl follows
**********************************************************/
IWineD3DVtbl IWineD3D_Vtbl =
{
IWineD3DImpl_QueryInterface,
IWineD3DImpl_AddRef,
IWineD3DImpl_Release,
IWineD3DImpl_GetParent,
IWineD3DImpl_GetAdapterCount,
IWineD3DImpl_RegisterSoftwareDevice,
IWineD3DImpl_GetAdapterMonitor,
IWineD3DImpl_GetAdapterModeCount,
IWineD3DImpl_EnumAdapterModes,
IWineD3DImpl_GetAdapterDisplayMode,
IWineD3DImpl_GetAdapterIdentifier,
IWineD3DImpl_CheckDeviceMultiSampleType,
IWineD3DImpl_CheckDepthStencilMatch,
IWineD3DImpl_CheckDeviceType,
IWineD3DImpl_CheckDeviceFormat,
IWineD3DImpl_CheckDeviceFormatConversion,
IWineD3DImpl_GetDeviceCaps,
IWineD3DImpl_CreateDevice
};