Tidy up some formatting, improve error handling and error logging and

fix a couple of spelling mistakes.
This commit is contained in:
Oliver Stieber 2005-08-22 09:13:49 +00:00 committed by Alexandre Julliard
parent 6c2eae254f
commit 45033446bb

View File

@ -450,8 +450,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
return D3D_OK;
}
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef(iface);
/* Otherwise, might as well set the whole state block to the appropriate values */
if ( This->stateBlock != NULL) {
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
@ -467,10 +465,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
TRACE("Updating changed flags appropriate for type %d\n", Type);
if (Type == WINED3DSBT_ALL) {
TRACE("ALL => Pretend everything has changed\n");
memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
} else if (Type == WINED3DSBT_PIXELSTATE) {
TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
/* TODO: Pixel Shader Constants */
object->changed.pixelShader = TRUE;
@ -480,6 +480,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3
} else if (Type == WINED3DSBT_VERTEXSTATE) {
TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
/* TODO: Vertex Shader Constants */
object->changed.vertexShader = TRUE;
@ -755,15 +756,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Wid
{
/* use the callback to create the texture surface */
hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
if(hr!= D3D_OK) {
if (hr!= D3D_OK) {
int j;
FIXME("Failed to create surface %p \n",object);
/* clean up */
for(j = 0 ; j < i ; j++) {
for (j = 0 ; j < i ; j++) {
IWineD3DSurface_Release(object->surfaces[j]);
}
/* heap free object */
HeapFree(GetProcessHeap(),0,object);
HeapFree(GetProcessHeap(), 0, object);
*ppTexture = NULL;
return hr;
@ -784,8 +785,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
UINT Width, UINT Height, UINT Depth,
UINT Levels, DWORD Usage,
WINED3DFORMAT Format, D3DPOOL Pool,
IWineD3DVolumeTexture** ppVolumeTexture,
HANDLE* pSharedHandle, IUnknown *parent,
IWineD3DVolumeTexture **ppVolumeTexture,
HANDLE *pSharedHandle, IUnknown *parent,
D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -877,13 +878,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
UINT Levels, DWORD Usage,
WINED3DFORMAT Format, D3DPOOL Pool,
IWineD3DCubeTexture** ppCubeTexture,
HANDLE* pSharedHandle, IUnknown *parent,
IWineD3DCubeTexture **ppCubeTexture,
HANDLE *pSharedHandle, IUnknown *parent,
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
unsigned int i,j;
unsigned int i, j;
UINT tmpW;
HRESULT hr;
unsigned int pow2EdgeLength = EdgeLength;
@ -893,14 +894,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
TRACE("(%p) Create Cube Texture \n", This);
object->edgeLength = EdgeLength;
/** Non-power2 support **/
/* Find the nearest pow2 match */
pow2EdgeLength = 1;
while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
object->edgeLength = EdgeLength;
/* TODO: support for native non-power 2 */
/* Precalculated scaling for 'faked' non power of two texture coords */
object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
@ -910,7 +910,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
object->baseTexture.levels++;
tmpW = EdgeLength;
while (tmpW > 1) {
tmpW = max(1, tmpW / 2);
tmpW = max(1, tmpW >> 1);
object->baseTexture.levels++;
}
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
@ -930,11 +930,11 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
/* clean up */
int k;
int l;
for (l=0;l<j;l++) {
for (l = 0; l < j; l++) {
IWineD3DSurface_Release(object->surfaces[j][i]);
}
for (k=0;k<i;k++) {
for (l=0;l<6;l++) {
for (k = 0; k < i; k++) {
for (l = 0; l < 6; l++) {
IWineD3DSurface_Release(object->surfaces[l][j]);
}
}
@ -959,7 +959,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUER
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
if(NULL == ppQuery) {
if (NULL == ppQuery) {
/* Just a check to see if we support this type of query */
HRESULT hr = D3DERR_NOTAVAILABLE;
/* Lie and say everything is good (we can return ok fake data from a stub) */
@ -1074,7 +1074,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
TRACE("Using x visual ID : %ld\n", template.visualid);
TRACE(" visual info: %p\n", object->visInfo);
TRACE(" num items : %d\n", num);
for(n = 0;n < num; n++) {
for (n = 0;n < num; n++) {
TRACE("=====item=====: %d\n", n + 1);
TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
TRACE(" screen : %d\n", object->visInfo[n].screen);
@ -1255,7 +1255,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
&object->backBuffer,
NULL /* pShared (always null)*/);
if (object->backBuffer != NULL)
IWineD3DSurface_SetContainer(object->backBuffer, (IUnknown *)object);
IWineD3DSurface_SetContainer(object->backBuffer, (IUnknown *)object);
/* Under directX swapchains share the depth stencil, so only create one depth-stencil */
if (pPresentationParameters->EnableAutoDepthStencil) {
@ -1291,14 +1291,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
object->drawable = object->win;
object->render_ctx = object->glCtx;
if(hr == D3D_OK) {
if (hr == D3D_OK) {
/*********************
* Setup some defaults and clear down the buffers
*******************/
ENTER_GL();
/** save current context and drawable **/
oldContext = glXGetCurrentContext();
oldDrawable = glXGetCurrentDrawable();
oldContext = glXGetCurrentContext();
oldDrawable = glXGetCurrentDrawable();
TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
@ -1332,7 +1332,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
/* switch back to the original context (unless it was zero)*/
/* switch back to the original context (if there was one)*/
if (This->swapchains != NULL) {
/** TODO: restore the context and drawable **/
glXMakeCurrent(object->display, oldDrawable, oldContext);
@ -1343,7 +1343,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
{ /* Finally add the swapchain to the end of the devices' swapchain list */
SwapChainList **nextSwapchain;
nextSwapchain = &This->swapchains;
while(*nextSwapchain != NULL) {
while (*nextSwapchain != NULL) {
nextSwapchain = &((*nextSwapchain)->next);
}
(*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
@ -1355,14 +1355,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
if (object->frontBuffer) {
IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
IUnknown_Release(bufferParent); /* once for the get parent */
if(IUnknown_Release(bufferParent) > 0) {
if (IUnknown_Release(bufferParent) > 0) {
FIXME("(%p) Something's still holding the front buffer\n",This);
}
}
if (object->backBuffer) {
IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
IUnknown_Release(bufferParent); /* once for the get parent */
if(IUnknown_Release(bufferParent) > 0) {
if (IUnknown_Release(bufferParent) > 0) {
FIXME("(%p) Something's still holding the back buffer\n",This);
}
}
@ -1378,6 +1378,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
HeapFree(GetProcessHeap(), 0, object);
}
return hr;
}
@ -1732,29 +1733,44 @@ HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTR
}
/* Copied from ddraw code: */
temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) + (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) + (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) + (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) + (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) +
(mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) +
(mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) +
(mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) +
(mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) + (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) + (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) + (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) + (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) +
(mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) +
(mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) +
(mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) +
(mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) + (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) + (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) + (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) + (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) +
(mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) +
(mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) +
(mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) +
(mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) + (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) + (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) + (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) + (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) +
(mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) +
(mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) +
(mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) +
(mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
/* Apply change via set transform - will reapply to eg. lights this way */
IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
return D3D_OK;
return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
}
/*****
@ -1973,32 +1989,32 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD In
/* Warning - untested code :-) Prob safe to change fixme to a trace but
wait until someone confirms it seems to work! */
TRACE("Light enabled requested but light not defined, so defining one!\n");
lightParms.Type = D3DLIGHT_DIRECTIONAL;
lightParms.Diffuse.r = 1.0;
lightParms.Diffuse.g = 1.0;
lightParms.Diffuse.b = 1.0;
lightParms.Diffuse.a = 0.0;
lightParms.Specular.r = 0.0;
lightParms.Specular.g = 0.0;
lightParms.Specular.b = 0.0;
lightParms.Specular.a = 0.0;
lightParms.Ambient.r = 0.0;
lightParms.Ambient.g = 0.0;
lightParms.Ambient.b = 0.0;
lightParms.Ambient.a = 0.0;
lightParms.Position.x = 0.0;
lightParms.Position.y = 0.0;
lightParms.Position.z = 0.0;
lightParms.Direction.x = 0.0;
lightParms.Direction.y = 0.0;
lightParms.Direction.z = 1.0;
lightParms.Range = 0.0;
lightParms.Falloff = 0.0;
lightParms.Type = D3DLIGHT_DIRECTIONAL;
lightParms.Diffuse.r = 1.0;
lightParms.Diffuse.g = 1.0;
lightParms.Diffuse.b = 1.0;
lightParms.Diffuse.a = 0.0;
lightParms.Specular.r = 0.0;
lightParms.Specular.g = 0.0;
lightParms.Specular.b = 0.0;
lightParms.Specular.a = 0.0;
lightParms.Ambient.r = 0.0;
lightParms.Ambient.g = 0.0;
lightParms.Ambient.b = 0.0;
lightParms.Ambient.a = 0.0;
lightParms.Position.x = 0.0;
lightParms.Position.y = 0.0;
lightParms.Position.z = 0.0;
lightParms.Direction.x = 0.0;
lightParms.Direction.y = 0.0;
lightParms.Direction.z = 1.0;
lightParms.Range = 0.0;
lightParms.Falloff = 0.0;
lightParms.Attenuation0 = 0.0;
lightParms.Attenuation1 = 0.0;
lightParms.Attenuation2 = 0.0;
lightParms.Theta = 0.0;
lightParms.Phi = 0.0;
lightParms.Theta = 0.0;
lightParms.Phi = 0.0;
IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
/* Search for it again! Should be fairly quick as near head of list */
@ -2291,30 +2307,34 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED
}
ENTER_GL();
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
checkGLcall("glMaterialfv");
checkGLcall("glMaterialfv(GL_AMBIENT)");
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
checkGLcall("glMaterialfv(GL_DIFFUSE)");
/* Only change material color if specular is enabled, otherwise it is set to black */
if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
checkGLcall("glMaterialfv(GL_SPECULAR");
} else {
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
checkGLcall("glMaterialfv(GL_SPECULAR");
}
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
checkGLcall("glMaterialfv(GL_EMISSION)");
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
checkGLcall("glMaterialf");
checkGLcall("glMaterialf(GL_SHININESS");
LEAVE_GL();
return D3D_OK;
@ -2323,11 +2343,16 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED
HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
return D3D_OK;
}
@ -2373,8 +2398,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DInde
*ppIndexData = This->stateBlock->pIndexData;
/* up ref count on ppindexdata */
if (*ppIndexData) IWineD3DIndexBuffer_AddRef(*ppIndexData);
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
if (*ppIndexData) {
IWineD3DIndexBuffer_AddRef(*ppIndexData);
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
}else{
TRACE("(%p) No index data set\n", This);
}
TRACE("Returning %p %d \n",*ppIndexData, *pBaseVertexIndex);
return D3D_OK;
}
@ -3132,7 +3163,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
}
break;
case WINED3DRS_ZBIAS :
case WINED3DRS_ZBIAS : /* D3D8 only */
{
if (Value) {
tmpvalue.d = Value;
@ -3283,6 +3314,17 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
case WINED3DRS_WRAP5 :
case WINED3DRS_WRAP6 :
case WINED3DRS_WRAP7 :
/**
http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
*/
TRACE("(%p)->(%d,%ld) Texture wraping not yet supported\n",This, State, Value);
break;
case WINED3DRS_POINTSPRITEENABLE :
case WINED3DRS_MULTISAMPLEANTIALIAS :
case WINED3DRS_MULTISAMPLEMASK :
@ -3450,9 +3492,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppShader = This->updateStateBlock->vertexShader;
if(*ppShader != NULL)
if (NULL == ppShader) {
return D3DERR_INVALIDCALL;
}
*ppShader = This->stateBlock->vertexShader;
if( NULL != *ppShader)
IWineD3DVertexShader_AddRef(*ppShader);
TRACE("(%p) : returning %p\n", This, *ppShader);
return D3D_OK;
}
@ -3799,117 +3846,117 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
*/
switch (Value & 0xFFFF0000) {
case D3DTSS_TCI_PASSTHRU:
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
break;
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
break;
case D3DTSS_TCI_CAMERASPACEPOSITION:
/* CameraSpacePosition means use the vertex position, transformed to camera space,
as the input texture coordinates for this stage's texture transformation. This
equates roughly to EYE_LINEAR */
{
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
}
break;
/* CameraSpacePosition means use the vertex position, transformed to camera space,
as the input texture coordinates for this stage's texture transformation. This
equates roughly to EYE_LINEAR */
{
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
}
break;
case D3DTSS_TCI_CAMERASPACENORMAL:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
}
}
}
break;
break;
case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
}
}
}
break;
break;
/* Unhandled types: */
default:
@ -3961,6 +4008,10 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
return;
}
/*****
* Get / Set Texture Stage States
* TODO: Verify against dx9 definitions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -4004,6 +4055,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage,
}
#endif
/* Reject invalid texture units */
if (Stage >= GL_LIMITS(textures) || Stage < 0) {
WARN("Attempt to access invalid texture rejected\n");
return D3DERR_INVALIDCALL;
@ -4047,10 +4099,18 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage,
HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : returning %p for stage %ld\n", This, This->updateStateBlock->textures[Stage], Stage);
*ppTexture = (IWineD3DBaseTexture *) This->updateStateBlock->textures[Stage];
TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */) \n", This, Stage, ppTexture);
/* Reject invalid texture units */
if (Stage >= GL_LIMITS(textures)) {
TRACE("Attempt to access invalid texture rejected\n");
return D3DERR_INVALIDCALL;
}
*ppTexture=This->updateStateBlock->textures[Stage];
if (*ppTexture)
IWineD3DBaseTexture_AddRef(*ppTexture);
else
return D3DERR_INVALIDCALL;
return D3D_OK;
}
@ -4058,7 +4118,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage,
* Get Back Buffer
*****/
HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
IWineD3DSurface** ppBackBuffer) {
IWineD3DSurface **ppBackBuffer) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSwapChain *swapChain;
HRESULT hr;
@ -4066,10 +4126,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwa
TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
if(hr == D3D_OK) {
if (hr == D3D_OK) {
hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
IWineD3DSwapChain_Release(swapChain);
}else{
} else {
*ppBackBuffer = NULL;
}
return hr;
@ -4090,7 +4150,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSw
if (hr == D3D_OK) {
hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
IWineD3DSwapChain_Release(swapChain);
}else{
} else {
FIXME("(%p) Error getting display mode\n", This);
}
return hr;
@ -4099,12 +4159,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSw
* Stateblock related functions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
TRACE("(%p)", This);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
if(NULL == object ) {
if (NULL == object ) {
FIXME("(%p)Error allocating memory for stateblock\n", This);
return E_OUTOFMEMORY;
}
@ -4188,7 +4248,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
CONST RECT* pSourceRect, CONST RECT* pDestRect,
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSwapChain *swapChain = NULL;
int i;
int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
@ -4281,7 +4341,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONS
checkGLcall("glScissor");
} else {
glScissor(This->stateBlock->viewport.X,
(((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
(((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
(This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
This->stateBlock->viewport.Width,
This->stateBlock->viewport.Height);
checkGLcall("glScissor");
@ -4536,6 +4597,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD*
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* return a sensible default */
*pNumPasses = 1;
/* TODO: If the window is minimized then validate device shold return something other than d3d_ok */
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
@ -4869,6 +4931,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurfa
unsigned int u, v;
DWORD *data;
TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
if (surface->resource.pool != D3DPOOL_DEFAULT) {
FIXME("call to colorfill with non D3DPOOL_DEFAULT surface\n");
return D3DERR_INVALIDCALL;
@ -5115,6 +5178,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwa
}
return D3D_OK;
}
/* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -5338,7 +5402,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
* In many cases I would expect that we can 'skip' some functions, such as preserving states,
* and gain a good performance increase at the cost of compatibility.
* I would suggest that, when this is the case, a user configurable flag be made
* available, allowing the user to choose the best emmulated experience for them.
* available, allowing the user to choose the best emulated experience for them.
*********************************************************************/
XVisualInfo *visinfo;
@ -5823,7 +5887,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_CreateVertexDeclaration,
IWineD3DDeviceImpl_CreateVertexShader,
IWineD3DDeviceImpl_CreatePixelShader,
/*** Odd functions **/
IWineD3DDeviceImpl_EvictManagedResources,
IWineD3DDeviceImpl_GetAvailableTextureMem,
@ -5933,8 +5996,8 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_GetFrontBufferData,
/*** Internal use IWineD3DDevice methods ***/
IWineD3DDeviceImpl_SetupTextureStates,
IWineD3DDeviceImpl_SwapChainReleased,
/*** object tracking ***/
IWineD3DDeviceImpl_SwapChainReleased,
IWineD3DDeviceImpl_ResourceReleased
};