2004-10-07 04:22:21 +00:00
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/*
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* IWineD3DDevice implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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2004-11-28 15:04:41 +00:00
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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2004-10-07 04:22:21 +00:00
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/**********************************************************
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2004-11-28 15:04:41 +00:00
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* Global variable / Constants follow
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2004-10-07 04:22:21 +00:00
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**********************************************************/
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2004-11-28 15:04:41 +00:00
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const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
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2004-10-07 04:22:21 +00:00
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2004-11-28 15:04:41 +00:00
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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2004-10-07 04:22:21 +00:00
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/**********************************************************
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* IWineD3DDevice implementation follows
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**********************************************************/
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2004-11-23 13:52:46 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*pParent = This->parent;
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IUnknown_AddRef(This->parent);
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return D3D_OK;
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}
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2004-10-14 00:32:04 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
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2004-11-23 13:52:46 +00:00
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DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
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IUnknown *parent) {
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2004-10-14 00:32:04 +00:00
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IWineD3DVertexBufferImpl *object;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexBufferImpl));
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object->lpVtbl = &IWineD3DVertexBuffer_Vtbl;
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object->resource.wineD3DDevice= iface;
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2004-11-23 13:52:46 +00:00
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IWineD3DDevice_AddRef(iface);
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object->resource.parent = parent;
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2004-10-14 00:32:04 +00:00
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object->resource.resourceType = D3DRTYPE_VERTEXBUFFER;
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object->resource.ref = 1;
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object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
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object->currentDesc.Usage = Usage;
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object->currentDesc.Pool = Pool;
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object->currentDesc.FVF = FVF;
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object->currentDesc.Size = Size;
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TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
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*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
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return D3D_OK;
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}
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2004-10-07 04:22:21 +00:00
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2004-11-24 18:13:41 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
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D3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
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HANDLE *sharedHandle, IUnknown *parent) {
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IWineD3DIndexBufferImpl *object;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DIndexBufferImpl));
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object->lpVtbl = &IWineD3DIndexBuffer_Vtbl;
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object->resource.wineD3DDevice = iface;
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object->resource.resourceType = D3DRTYPE_INDEXBUFFER;
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object->resource.parent = parent;
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IWineD3DDevice_AddRef(iface);
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object->resource.ref = 1;
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object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
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object->currentDesc.Usage = Usage;
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object->currentDesc.Pool = Pool;
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object->currentDesc.Format= Format;
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object->currentDesc.Size = Length;
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TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
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debug_d3dformat(Format), Pool, object, object->allocatedMemory);
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*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
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return D3D_OK;
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}
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2004-11-23 13:52:46 +00:00
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HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
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2004-10-21 20:59:12 +00:00
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DStateBlockImpl *object;
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/* Allocate Storage for the state block */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
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object->lpVtbl = &IWineD3DStateBlock_Vtbl;
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object->wineD3DDevice = iface;
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2004-11-23 13:52:46 +00:00
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IWineD3DDevice_AddRef(iface);
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object->parent = parent;
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2004-10-21 20:59:12 +00:00
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object->ref = 1;
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object->blockType = Type;
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*ppStateBlock = (IWineD3DStateBlock *)object;
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/* Special case - Used during initialization to produce a placeholder stateblock
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so other functions called can update a state block */
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if (Type == (D3DSTATEBLOCKTYPE) 0) {
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2004-10-22 22:27:51 +00:00
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/* Don't bother increasing the reference count otherwise a device will never
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2004-10-21 20:59:12 +00:00
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be freed due to circular dependencies */
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return D3D_OK;
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}
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/* Otherwise, might as well set the whole state block to the appropriate values */
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IWineD3DDevice_AddRef(iface);
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memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
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FIXME("unfinished - needs to set up changed and set attributes\n");
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return D3D_OK;
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}
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/*****
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* Get / Set FVF
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Update the current statte block */
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This->updateStateBlock->fvf = fvf;
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This->updateStateBlock->changed.fvf = TRUE;
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This->updateStateBlock->set.fvf = TRUE;
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TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
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/* No difference if recording or not */
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
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*pfvf = This->stateBlock->fvf;
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return D3D_OK;
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}
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2004-10-07 04:22:21 +00:00
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2004-11-23 13:52:46 +00:00
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/*****
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* Get / Set Stream Source
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexBuffer *oldSrc;
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oldSrc = This->stateBlock->stream_source[StreamNumber];
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TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
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This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE;
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This->updateStateBlock->set.stream_source[StreamNumber] = TRUE;
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This->updateStateBlock->stream_stride[StreamNumber] = Stride;
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This->updateStateBlock->stream_source[StreamNumber] = pStreamData;
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This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes;
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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TRACE("Recording... not performing anything\n");
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return D3D_OK;
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}
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/* Not recording... */
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if (oldSrc != NULL) IWineD3DVertexBuffer_Release(oldSrc);
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if (pStreamData != NULL) IWineD3DVertexBuffer_AddRef(pStreamData);
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]);
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*pStream = This->stateBlock->stream_source[StreamNumber];
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*pStride = This->stateBlock->stream_stride[StreamNumber];
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*pOffset = This->stateBlock->stream_offset[StreamNumber];
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IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
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return D3D_OK;
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}
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2004-11-28 15:04:41 +00:00
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/*****
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* Get / Set Transform
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*****/
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HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Most of this routine, comments included copied from ddraw tree initially: */
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TRACE("(%p) : Transform State=%d\n", This, d3dts);
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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TRACE("Recording... not performing anything\n");
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This->updateStateBlock->changed.transform[d3dts] = TRUE;
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This->updateStateBlock->set.transform[d3dts] = TRUE;
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memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
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return D3D_OK;
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}
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/*
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* If the new matrix is the same as the current one,
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* we cut off any further processing. this seems to be a reasonable
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* optimization because as was noticed, some apps (warcraft3 for example)
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* tend towards setting the same matrix repeatedly for some reason.
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*
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* From here on we assume that the new matrix is different, wherever it matters.
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*/
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if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
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TRACE("The app is setting the same matrix over again\n");
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return D3D_OK;
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} else {
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conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
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}
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/*
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ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
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where ViewMat = Camera space, WorldMat = world space.
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In OpenGL, camera and world space is combined into GL_MODELVIEW
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matrix. The Projection matrix stay projection matrix.
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*/
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/* Capture the times we can just ignore the change for now */
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if (d3dts == D3DTS_WORLDMATRIX(0)) {
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This->modelview_valid = FALSE;
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return D3D_OK;
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} else if (d3dts == D3DTS_PROJECTION) {
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This->proj_valid = FALSE;
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return D3D_OK;
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} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
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/* Indexed Vertex Blending Matrices 256 -> 511 */
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/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
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FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
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return D3D_OK;
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}
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/* Now we really are going to have to change a matrix */
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ENTER_GL();
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if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
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if (d3dts < GL_LIMITS(textures)) {
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int tex = d3dts - D3DTS_TEXTURE0;
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GL_ACTIVETEXTURE(tex);
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#if 0 /* TODO: */
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set_texture_matrix((float *)lpmatrix,
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This->updateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
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#endif
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}
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} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
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#if 0 /* TODO: */
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unsigned int k;
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#endif
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/* If we are changing the View matrix, reset the light and clipping planes to the new view
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* NOTE: We have to reset the positions even if the light/plane is not currently
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* enabled, since the call to enable it will not reset the position.
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* NOTE2: Apparently texture transforms do NOT need reapplying
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*/
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This->modelview_valid = FALSE;
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This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
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#if 0 /* TODO: */
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PLIGHTINFOEL *lightChain = NULL;
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#endif
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glPushMatrix();
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glLoadMatrixf((float *)lpmatrix);
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checkGLcall("glLoadMatrixf(...)");
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#if 0 /* TODO: */
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/* Reset lights */
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lightChain = This->StateBlock->lights;
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while (lightChain && lightChain->glIndex != -1) {
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glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
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checkGLcall("glLightfv posn");
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glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
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checkGLcall("glLightfv dirn");
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lightChain = lightChain->next;
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}
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/* Reset Clipping Planes if clipping is enabled */
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for (k = 0; k < GL_LIMITS(clipplanes); k++) {
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glClipPlane(GL_CLIP_PLANE0 + k, This->StateBlock->clipplane[k]);
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checkGLcall("glClipPlane");
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}
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#endif
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glPopMatrix();
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} else { /* What was requested!?? */
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WARN("invalid matrix specified: %i\n", d3dts);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Release lock, all done */
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
|
|
|
|
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : for Transform State %d\n", This, State);
|
|
|
|
memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
|
|
* Scene related functions
|
|
|
|
*****/
|
|
|
|
HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
|
|
|
|
/* At the moment we have no need for any functionality at the beginning
|
|
|
|
of a scene */
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : stub\n", This);
|
|
|
|
return D3D_OK;
|
|
|
|
}
|
|
|
|
|
2004-10-07 04:22:21 +00:00
|
|
|
/**********************************************************
|
|
|
|
* 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;
|
2004-10-14 00:32:04 +00:00
|
|
|
TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
|
2004-10-07 04:22:21 +00:00
|
|
|
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) {
|
2004-11-23 13:52:46 +00:00
|
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
|
2004-11-28 15:04:41 +00:00
|
|
|
IWineD3D_Release(This->wineD3D);
|
2004-10-07 04:22:21 +00:00
|
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
|
|
}
|
|
|
|
return ref;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************
|
|
|
|
* IWineD3DDevice VTbl follows
|
|
|
|
**********************************************************/
|
|
|
|
|
|
|
|
IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
|
|
|
{
|
|
|
|
IWineD3DDeviceImpl_QueryInterface,
|
|
|
|
IWineD3DDeviceImpl_AddRef,
|
2004-10-14 00:32:04 +00:00
|
|
|
IWineD3DDeviceImpl_Release,
|
2004-11-23 13:52:46 +00:00
|
|
|
IWineD3DDeviceImpl_GetParent,
|
2004-10-21 20:59:12 +00:00
|
|
|
IWineD3DDeviceImpl_CreateVertexBuffer,
|
2004-11-24 18:13:41 +00:00
|
|
|
IWineD3DDeviceImpl_CreateIndexBuffer,
|
2004-10-21 20:59:12 +00:00
|
|
|
IWineD3DDeviceImpl_CreateStateBlock,
|
|
|
|
IWineD3DDeviceImpl_SetFVF,
|
2004-11-23 13:52:46 +00:00
|
|
|
IWineD3DDeviceImpl_GetFVF,
|
|
|
|
IWineD3DDeviceImpl_SetStreamSource,
|
2004-11-28 15:04:41 +00:00
|
|
|
IWineD3DDeviceImpl_GetStreamSource,
|
|
|
|
IWineD3DDeviceImpl_SetTransform,
|
|
|
|
IWineD3DDeviceImpl_GetTransform,
|
|
|
|
IWineD3DDeviceImpl_BeginScene
|
2004-10-07 04:22:21 +00:00
|
|
|
};
|