wine/dlls/d3d8/device.c
2006-05-23 14:11:13 +02:00

1508 lines
63 KiB
C

/*
* IDirect3DDevice8 implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <math.h>
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
/* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
{
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DDevice8)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
TRACE("Releasing wined3d device %p\n", This->WineD3DDevice);
IWineD3DDevice_Uninit3D(This->WineD3DDevice);
IWineD3DDevice_Release(This->WineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DDevice Interface follow: */
HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) : Relay\n", This);
return IWineD3DDevice_TestCooperativeLevel(This->WineD3DDevice);
}
UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_GetAvailableTextureMem(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) : Relay bytes(%ld)\n", This, Bytes);
return IWineD3DDevice_EvictManagedResources(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr = D3D_OK;
IWineD3D* pWineD3D;
TRACE("(%p) Relay\n", This);
if (NULL == ppD3D8) {
return D3DERR_INVALIDCALL;
}
hr = IWineD3DDevice_GetDirect3D(This->WineD3DDevice, &pWineD3D);
if (hr == D3D_OK && pWineD3D != NULL)
{
IWineD3DResource_GetParent((IWineD3DResource *)pWineD3D,(IUnknown **)ppD3D8);
IWineD3DResource_Release((IWineD3DResource *)pWineD3D);
} else {
FIXME("Call to IWineD3DDevice_GetDirect3D failed\n");
*ppD3D8 = NULL;
}
TRACE("(%p) returning %p\b",This , *ppD3D8);
return hr;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
WINED3DCAPS *pWineCaps;
TRACE("(%p) : Relay pCaps %p\n", This, pCaps);
if(NULL == pCaps){
return D3DERR_INVALIDCALL;
}
pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS));
if(pWineCaps == NULL){
return D3DERR_INVALIDCALL; /* well this is what MSDN says to return */
}
D3D8CAPSTOWINECAPS(pCaps, pWineCaps)
hrc = IWineD3DDevice_GetDeviceCaps(This->WineD3DDevice, pWineCaps);
HeapFree(GetProcessHeap(), 0, pWineCaps);
TRACE("Returning %p %p\n", This, pCaps);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_GetDisplayMode(This->WineD3DDevice, 0, (WINED3DDISPLAYMODE *) pMode);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_GetCreationParameters(This->WineD3DDevice, (WINED3DDEVICE_CREATION_PARAMETERS *) pParameters);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DSurface8Impl *pSurface = (IDirect3DSurface8Impl*)pCursorBitmap;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_SetCursorProperties(This->WineD3DDevice,XHotSpot,YHotSpot,(IWineD3DSurface*)pSurface->wineD3DSurface);
}
void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace, DWORD Flags) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_SetCursorPosition(This->WineD3DDevice, XScreenSpace, YScreenSpace, Flags);
}
BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_ShowCursor(This->WineD3DDevice, bShow);
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DSwapChain8Impl* object;
HRESULT hrc = D3D_OK;
WINED3DPRESENT_PARAMETERS localParameters;
TRACE("(%p) Relay\n", This);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*pSwapChain = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->ref = 1;
object->lpVtbl = &Direct3DSwapChain8_Vtbl;
/* Allocate an associated WineD3DDevice object */
localParameters.BackBufferWidth = &pPresentationParameters->BackBufferWidth;
localParameters.BackBufferHeight = &pPresentationParameters->BackBufferHeight;
localParameters.BackBufferFormat = (WINED3DFORMAT *)&pPresentationParameters->BackBufferFormat;
localParameters.BackBufferCount = &pPresentationParameters->BackBufferCount;
localParameters.MultiSampleType = (WINED3DMULTISAMPLE_TYPE *) &pPresentationParameters->MultiSampleType;
localParameters.MultiSampleQuality = NULL; /* d3d9 only */
localParameters.SwapEffect = (WINED3DSWAPEFFECT *) &pPresentationParameters->SwapEffect;
localParameters.hDeviceWindow = &pPresentationParameters->hDeviceWindow;
localParameters.Windowed = &pPresentationParameters->Windowed;
localParameters.EnableAutoDepthStencil = &pPresentationParameters->EnableAutoDepthStencil;
localParameters.AutoDepthStencilFormat = (WINED3DFORMAT *)&pPresentationParameters->AutoDepthStencilFormat;
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->FullScreen_PresentationInterval;
hrc = IWineD3DDevice_CreateAdditionalSwapChain(This->WineD3DDevice, &localParameters, &object->wineD3DSwapChain, (IUnknown*)object, D3D8CB_CreateRenderTarget, D3D8CB_CreateDepthStencilSurface);
if (hrc != D3D_OK) {
FIXME("(%p) call to IWineD3DDevice_CreateAdditionalSwapChain failed\n", This);
HeapFree(GetProcessHeap(), 0 , object);
*pSwapChain = NULL;
}else{
IUnknown_AddRef(iface);
object->parentDevice = iface;
*pSwapChain = (IDirect3DSwapChain8 *)object;
}
TRACE("(%p) returning %p\n", This, *pSwapChain);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
WINED3DPRESENT_PARAMETERS localParameters;
TRACE("(%p) Relay pPresentationParameters(%p)\n", This, pPresentationParameters);
/* FINDME: FIXME: */
localParameters.BackBufferWidth = &pPresentationParameters->BackBufferWidth;
localParameters.BackBufferHeight = &pPresentationParameters->BackBufferHeight;
localParameters.BackBufferFormat = (WINED3DFORMAT *)&pPresentationParameters->BackBufferFormat;
localParameters.BackBufferCount = &pPresentationParameters->BackBufferCount;
localParameters.MultiSampleType = (WINED3DMULTISAMPLE_TYPE *) &pPresentationParameters->MultiSampleType;
localParameters.MultiSampleQuality = NULL; /* D3d9 only */
localParameters.SwapEffect = (WINED3DSWAPEFFECT *) &pPresentationParameters->SwapEffect;
localParameters.hDeviceWindow = &pPresentationParameters->hDeviceWindow;
localParameters.Windowed = &pPresentationParameters->Windowed;
localParameters.EnableAutoDepthStencil = &pPresentationParameters->EnableAutoDepthStencil;
localParameters.AutoDepthStencilFormat = (WINED3DFORMAT *)&pPresentationParameters->AutoDepthStencilFormat;
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->FullScreen_PresentationInterval;
return IWineD3DDevice_Reset(This->WineD3DDevice, &localParameters);
}
HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_Present(This->WineD3DDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DSurface *retSurface = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n", This);
rc = IWineD3DDevice_GetBackBuffer(This->WineD3DDevice, 0, BackBuffer, (WINED3DBACKBUFFER_TYPE) Type, (IWineD3DSurface **)&retSurface);
if (rc == D3D_OK && NULL != retSurface && NULL != ppBackBuffer) {
IWineD3DSurface_GetParent(retSurface, (IUnknown **)ppBackBuffer);
IWineD3DSurface_Release(retSurface);
}
return rc;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_GetRasterStatus(This->WineD3DDevice, 0, (WINED3DRASTER_STATUS *) pRasterStatus);
}
void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_SetGammaRamp(This->WineD3DDevice, 0, Flags, (WINED3DGAMMARAMP *) pRamp);
}
void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_GetGammaRamp(This->WineD3DDevice, 0, (WINED3DGAMMARAMP *) pRamp);
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture8 **ppTexture) {
IDirect3DTexture8Impl *object;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) : W(%d) H(%d), Lvl(%d) d(%ld), Fmt(%u), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, Pool);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl));
if (NULL == object) {
FIXME("Allocation of memory failed\n");
/* *ppTexture = NULL; */
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DTexture8_Vtbl;
object->ref = 1;
hrc = IWineD3DDevice_CreateTexture(This->WineD3DDevice, Width, Height, Levels, Usage,
(WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DTexture, NULL, (IUnknown *)object, D3D8CB_CreateSurface);
if (FAILED(hrc)) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
/* *ppTexture = NULL; */
} else {
IUnknown_AddRef(iface);
object->parentDevice = iface;
*ppTexture = (LPDIRECT3DTEXTURE8) object;
}
TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface,
UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) {
IDirect3DVolumeTexture8Impl *object;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
if (NULL == object) {
FIXME("(%p) allocation of memory failed\n", This);
*ppVolumeTexture = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
object->ref = 1;
hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels, Usage,
(WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DVolumeTexture, NULL,
(IUnknown *)object, D3D8CB_CreateVolume);
if (hrc != D3D_OK) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppVolumeTexture = NULL;
} else {
IUnknown_AddRef(iface);
object->parentDevice = iface;
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object;
}
TRACE("(%p) returning %p\n", This , *ppVolumeTexture);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) {
IDirect3DCubeTexture8Impl *object;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr = D3D_OK;
TRACE("(%p) : ELen(%d) Lvl(%d) Usage(%ld) fmt(%u), Pool(%d)\n" , This, EdgeLength, Levels, Usage, Format, Pool);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (NULL == object) {
FIXME("(%p) allocation of CubeTexture failed\n", This);
*ppCubeTexture = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DCubeTexture8_Vtbl;
object->ref = 1;
hr = IWineD3DDevice_CreateCubeTexture(This->WineD3DDevice, EdgeLength, Levels, Usage,
(WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DCubeTexture, NULL, (IUnknown*)object,
D3D8CB_CreateSurface);
if (hr != D3D_OK){
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppCubeTexture = NULL;
} else {
IUnknown_AddRef(iface);
object->parentDevice = iface;
*ppCubeTexture = (LPDIRECT3DCUBETEXTURE8) object;
}
TRACE("(%p) returning %p\n",This, *ppCubeTexture);
return hr;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) {
IDirect3DVertexBuffer8Impl *object;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*ppVertexBuffer = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
object->ref = 1;
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object);
if (D3D_OK != hrc) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateVertexBuffer failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppVertexBuffer = NULL;
} else {
IUnknown_AddRef(iface);
object->parentDevice = iface;
*ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8) object;
}
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer8** ppIndexBuffer) {
IDirect3DIndexBuffer8Impl *object;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*ppIndexBuffer = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
object->ref = 1;
TRACE("Calling wined3d create index buffer\n");
hrc = IWineD3DDevice_CreateIndexBuffer(This->WineD3DDevice, Length, Usage, Format, (WINED3DPOOL) Pool, &object->wineD3DIndexBuffer, NULL, (IUnknown *)object);
if (D3D_OK != hrc) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateIndexBuffer failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppIndexBuffer = NULL;
} else {
IUnknown_AddRef(iface);
object->parentDevice = iface;
*ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object;
}
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IDirect3DSurface8 **ppSurface,D3DRESOURCETYPE Type, UINT Usage,D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality) {
HRESULT hrc;
IDirect3DSurface8Impl *object;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
if(MultisampleQuality < 0) {
FIXME("MultisampleQuality out of range %ld, substituting 0\n", MultisampleQuality);
/*FIXME: Find out what windows does with a MultisampleQuality < 0 */
MultisampleQuality=0;
}
if(MultisampleQuality > 0){
FIXME("MultisampleQuality set to %ld, substituting 0\n" , MultisampleQuality);
/*
MultisampleQuality
[in] Quality level. The valid range is between zero and one less than the level returned by pQualityLevels used by IDirect3D8::CheckDeviceMultiSampleType. Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality values of paired render targets, depth stencil surfaces, and the MultiSample type must all match.
*/
MultisampleQuality=0;
}
/*FIXME: Check MAX bounds of MultisampleQuality*/
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*ppSurface = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DSurface8_Vtbl;
object->ref = 1;
TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p\n", This, Width, Height, Format, *ppSurface);
hrc = IWineD3DDevice_CreateSurface(This->WineD3DDevice, Width, Height, Format, Lockable, Discard, Level, &object->wineD3DSurface, Type, Usage, (WINED3DPOOL) Pool,MultiSample,MultisampleQuality, NULL, SURFACE_OPENGL, (IUnknown *)object);
if (hrc != D3D_OK || NULL == object->wineD3DSurface) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateSurface failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppSurface = NULL;
} else {
*ppSurface = (LPDIRECT3DSURFACE8) object;
}
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8** ppSurface) {
TRACE("Relay\n");
return IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, Lockable, FALSE /* Discard */, 0 /* Level */ , ppSurface, D3DRTYPE_SURFACE, D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, MultiSample, 0);
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8** ppSurface) {
TRACE("Relay\n");
/* TODO: Verify that Discard is false */
return IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, TRUE /* Lockable */, FALSE, 0 /* Level */
,ppSurface, D3DRTYPE_SURFACE, D3DUSAGE_DEPTHSTENCIL,
D3DPOOL_DEFAULT, MultiSample, 0);
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, IDirect3DSurface8** ppSurface) {
TRACE("Relay\n");
return IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, TRUE /* Loackable */ , FALSE /*Discard*/ , 0 /* Level */ , ppSurface, D3DRTYPE_SURFACE, 0 /* Usage (undefined/none) */ , D3DPOOL_SCRATCH, D3DMULTISAMPLE_NONE, 0 /* MultisampleQuality */);
}
HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8 *pSourceSurface, CONST RECT *pSourceRects, UINT cRects, IDirect3DSurface8 *pDestinationSurface, CONST POINT *pDestPoints) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_CopyRects(This->WineD3DDevice, pSourceSurface == NULL ? NULL : ((IDirect3DSurface8Impl *)pSourceSurface)->wineD3DSurface,
pSourceRects, cRects, pDestinationSurface == NULL ? NULL : ((IDirect3DSurface8Impl *)pDestinationSurface)->wineD3DSurface, pDestPoints);
}
HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture, IDirect3DBaseTexture8* pDestinationTexture) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_UpdateTexture(This->WineD3DDevice, ((IDirect3DBaseTexture8Impl *)pSourceTexture)->wineD3DBaseTexture, ((IDirect3DBaseTexture8Impl *)pDestinationTexture)->wineD3DBaseTexture);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DSurface8Impl *destSurface = (IDirect3DSurface8Impl *)pDestSurface;
TRACE("(%p) Relay\n" , This);
if (pDestSurface == NULL) {
WARN("(%p) : Caller passed NULL as pDestSurface returning D3DERR_INVALIDCALL\n", This);
return D3DERR_INVALIDCALL;
}
return IWineD3DDevice_GetFrontBufferData(This->WineD3DDevice, 0, destSurface->wineD3DSurface);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DSurface8Impl *pSurface = (IDirect3DSurface8Impl *)pRenderTarget;
IDirect3DSurface8Impl *pZSurface = (IDirect3DSurface8Impl *)pNewZStencil;
TRACE("(%p) Relay\n" , This);
IWineD3DDevice_SetDepthStencilSurface(This->WineD3DDevice, NULL == pZSurface ? NULL : (IWineD3DSurface *)pZSurface->wineD3DSurface);
return IWineD3DDevice_SetRenderTarget(This->WineD3DDevice, 0, (IWineD3DSurface *)pSurface->wineD3DSurface);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr = D3D_OK;
IWineD3DSurface *pRenderTarget;
TRACE("(%p) Relay\n" , This);
if (ppRenderTarget == NULL) {
return D3DERR_INVALIDCALL;
}
hr = IWineD3DDevice_GetRenderTarget(This->WineD3DDevice, 0, &pRenderTarget);
if (hr == D3D_OK && pRenderTarget != NULL) {
IWineD3DResource_GetParent((IWineD3DResource *)pRenderTarget,(IUnknown**)ppRenderTarget);
IWineD3DResource_Release((IWineD3DResource *)pRenderTarget);
} else {
FIXME("Call to IWineD3DDevice_GetRenderTarget failed\n");
*ppRenderTarget = NULL;
}
return hr;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr = D3D_OK;
IWineD3DSurface *pZStencilSurface;
TRACE("(%p) Relay\n" , This);
if(ppZStencilSurface == NULL){
return D3DERR_INVALIDCALL;
}
hr=IWineD3DDevice_GetDepthStencilSurface(This->WineD3DDevice,&pZStencilSurface);
if(hr == D3D_OK && pZStencilSurface != NULL){
IWineD3DResource_GetParent((IWineD3DResource *)pZStencilSurface,(IUnknown**)ppZStencilSurface);
IWineD3DResource_Release((IWineD3DResource *)pZStencilSurface);
}else{
FIXME("Call to IWineD3DDevice_GetRenderTarget failed\n");
*ppZStencilSurface = NULL;
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
return IWineD3DDevice_BeginScene(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_EndScene(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_Clear(This->WineD3DDevice, Count, pRects, Flags, Color, Z, Stencil);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* lpMatrix) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetTransform(This->WineD3DDevice, State, lpMatrix);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetTransform(This->WineD3DDevice, State, pMatrix);
}
HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_MultiplyTransform(This->WineD3DDevice, State, pMatrix);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetViewport(This->WineD3DDevice, (const WINED3DVIEWPORT *)pViewport);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetViewport(This->WineD3DDevice, (WINED3DVIEWPORT *)pViewport);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
/* FIXME: Verify that D3DMATERIAL8 ~= WINED3DMATERIAL */
return IWineD3DDevice_SetMaterial(This->WineD3DDevice, (const WINED3DMATERIAL *)pMaterial);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
/* FIXME: Verify that D3DMATERIAL8 ~= WINED3DMATERIAL */
return IWineD3DDevice_GetMaterial(This->WineD3DDevice, (WINED3DMATERIAL *)pMaterial);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST D3DLIGHT8* pLight) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
/* FIXME: Verify that D3DLIGHT8 ~= WINED3DLIGHT */
return IWineD3DDevice_SetLight(This->WineD3DDevice, Index, (const WINED3DLIGHT *)pLight);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
/* FIXME: Verify that D3DLIGHT8 ~= WINED3DLIGHT */
return IWineD3DDevice_GetLight(This->WineD3DDevice, Index, (WINED3DLIGHT *)pLight);
}
HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetLightEnable(This->WineD3DDevice, Index, Enable);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetLightEnable(This->WineD3DDevice, Index, pEnable);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetClipPlane(This->WineD3DDevice, Index, pPlane);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetClipPlane(This->WineD3DDevice, Index, pPlane);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetRenderState(This->WineD3DDevice, State, Value);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetRenderState(This->WineD3DDevice, State, pValue);
}
HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p)\n", This);
return IWineD3DDevice_BeginStateBlock(This->WineD3DDevice);
}
HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr;
IWineD3DStateBlock* wineD3DStateBlock;
IDirect3DStateBlock8Impl* object;
TRACE("(%p) Relay\n", This);
/* Tell wineD3D to endstatablock before anything else (in case we run out
* of memory later and cause locking problems)
*/
hr = IWineD3DDevice_EndStateBlock(This->WineD3DDevice , &wineD3DStateBlock);
if (hr != D3D_OK) {
FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
return hr;
}
/* allocate a new IDirectD3DStateBlock */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY ,sizeof(IDirect3DStateBlock8Impl));
object->ref = 1;
object->lpVtbl = &Direct3DStateBlock8_Vtbl;
object->wineD3DStateBlock = wineD3DStateBlock;
*pToken = (DWORD)object;
TRACE("(%p)Returning %p %p\n", This, object, wineD3DStateBlock);
return hr;
}
HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
IDirect3DStateBlock8Impl *pSB = (IDirect3DStateBlock8Impl*) Token;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) %p Relay\n", This, pSB);
return IWineD3DStateBlock_Apply(pSB->wineD3DStateBlock);
}
HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
IDirect3DStateBlock8Impl* pSB = (IDirect3DStateBlock8Impl *)Token;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) %p Relay\n", This, pSB);
return IWineD3DStateBlock_Capture(pSB->wineD3DStateBlock);
}
HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
IDirect3DStateBlock8Impl* pSB = (IDirect3DStateBlock8Impl *)Token;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
while(IUnknown_Release((IUnknown *)pSB));
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type, DWORD* pToken) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DStateBlock8Impl *object;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlock8Impl));
if (NULL == object) {
FIXME("(%p) Failed to allocate %d bytes\n", This, sizeof(IDirect3DStateBlock8Impl));
*pToken = 0;
return E_OUTOFMEMORY;
}
object->lpVtbl = &Direct3DStateBlock8_Vtbl;
object->ref = 1;
hrc = IWineD3DDevice_CreateStateBlock(This->WineD3DDevice, (WINED3DSTATEBLOCKTYPE)Type, &object->wineD3DStateBlock, (IUnknown *)object);
if(D3D_OK != hrc){
FIXME("(%p) Call to IWineD3DDevice_CreateStateBlock failed.\n", This);
HeapFree(GetProcessHeap(), 0, object);
*pToken = 0;
} else {
*pToken = (DWORD)object;
}
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
/* FIXME: Verify that D3DCLIPSTATUS8 ~= WINED3DCLIPSTATUS */
return IWineD3DDevice_SetClipStatus(This->WineD3DDevice, (const WINED3DCLIPSTATUS *)pClipStatus);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetClipStatus(This->WineD3DDevice, (WINED3DCLIPSTATUS *)pClipStatus);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DBaseTexture *retTexture = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n" , This);
if(ppTexture == NULL){
return D3DERR_INVALIDCALL;
}
rc = IWineD3DDevice_GetTexture(This->WineD3DDevice, Stage, (IWineD3DBaseTexture **)&retTexture);
if (rc == D3D_OK && NULL != retTexture) {
IWineD3DBaseTexture_GetParent(retTexture, (IUnknown **)ppTexture);
IWineD3DBaseTexture_Release(retTexture);
} else {
FIXME("Call to get texture (%ld) failed (%p)\n", Stage, retTexture);
*ppTexture = NULL;
}
return rc;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage, IDirect3DBaseTexture8* pTexture) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay %ld %p\n" , This, Stage, pTexture);
return IWineD3DDevice_SetTexture(This->WineD3DDevice, Stage,
pTexture==NULL ? NULL : ((IDirect3DBaseTexture8Impl *)pTexture)->wineD3DBaseTexture);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
switch(Type) {
case D3DTSS_ADDRESSU:
Type = WINED3DSAMP_ADDRESSU;
break;
case D3DTSS_ADDRESSV:
Type = WINED3DSAMP_ADDRESSV;
break;
case D3DTSS_ADDRESSW:
Type = WINED3DSAMP_ADDRESSW;
break;
case D3DTSS_BORDERCOLOR:
Type = WINED3DSAMP_BORDERCOLOR;
break;
case D3DTSS_MAGFILTER:
Type = WINED3DSAMP_MAGFILTER;
break;
case D3DTSS_MAXANISOTROPY:
Type = WINED3DSAMP_MAXANISOTROPY;
break;
case D3DTSS_MAXMIPLEVEL:
Type = WINED3DSAMP_MAXMIPLEVEL;
break;
case D3DTSS_MINFILTER:
Type = WINED3DSAMP_MINFILTER;
break;
case D3DTSS_MIPFILTER:
Type = WINED3DSAMP_MIPFILTER;
break;
case D3DTSS_MIPMAPLODBIAS:
Type = WINED3DSAMP_MIPMAPLODBIAS;
break;
default:
return IWineD3DDevice_GetTextureStageState(This->WineD3DDevice, Stage, Type, pValue);
}
return IWineD3DDevice_GetSamplerState(This->WineD3DDevice, Stage, Type, pValue);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
switch(Type) {
case D3DTSS_ADDRESSU:
Type = WINED3DSAMP_ADDRESSU;
break;
case D3DTSS_ADDRESSV:
Type = WINED3DSAMP_ADDRESSV;
break;
case D3DTSS_ADDRESSW:
Type = WINED3DSAMP_ADDRESSW;
break;
case D3DTSS_BORDERCOLOR:
Type = WINED3DSAMP_BORDERCOLOR;
break;
case D3DTSS_MAGFILTER:
Type = WINED3DSAMP_MAGFILTER;
break;
case D3DTSS_MAXANISOTROPY:
Type = WINED3DSAMP_MAXANISOTROPY;
break;
case D3DTSS_MAXMIPLEVEL:
Type = WINED3DSAMP_MAXMIPLEVEL;
break;
case D3DTSS_MINFILTER:
Type = WINED3DSAMP_MINFILTER;
break;
case D3DTSS_MIPFILTER:
Type = WINED3DSAMP_MIPFILTER;
break;
case D3DTSS_MIPMAPLODBIAS:
Type = WINED3DSAMP_MIPMAPLODBIAS;
break;
default:
return IWineD3DDevice_SetTextureStageState(This->WineD3DDevice, Stage, Type, Value);
}
return IWineD3DDevice_SetSamplerState(This->WineD3DDevice, Stage, Type, Value);
}
HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_ValidateDevice(This->WineD3DDevice, pNumPasses);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID, void* pDevInfoStruct, DWORD DevInfoStructSize) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetPaletteEntries(This->WineD3DDevice, PaletteNumber, pEntries);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetPaletteEntries(This->WineD3DDevice, PaletteNumber, pEntries);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetCurrentTexturePalette(This->WineD3DDevice, PaletteNumber);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_GetCurrentTexturePalette(This->WineD3DDevice, PaletteNumber);
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_DrawPrimitive(This->WineD3DDevice, PrimitiveType, StartVertex, PrimitiveCount);
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,
UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_DrawIndexedPrimitive(This->WineD3DDevice, PrimitiveType, This->baseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_DrawPrimitiveUP(This->WineD3DDevice, PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
UINT VertexStreamZeroStride) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_DrawIndexedPrimitiveUP(This->WineD3DDevice, PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount,
pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer8Impl *)pDestBuffer)->wineD3DVertexBuffer, NULL, Flags);
}
HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* ppShader, DWORD Usage) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
IDirect3DVertexShader8Impl *object;
/* Setup a stub object for now */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*ppShader = 0;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->ref = 1;
object->lpVtbl = &Direct3DVertexShader8_Vtbl;
/* Usage is missing ..*/
hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, pDeclaration, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
if (FAILED(hrc)) {
/* free up object */
FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0;
} else {
/* TODO: Store the VS declarations locally so that they can be derefferenced with a value higher than VS_HIGHESTFIXEDFXF */
DWORD i = 0;
while(This->vShaders[i] != NULL && i < MAX_SHADERS) ++i;
if (MAX_SHADERS == i) {
FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
hrc = E_OUTOFMEMORY;
} else {
This->vShaders[i] = object;
*ppShader = i + VS_HIGHESTFIXEDFXF + 1;
}
}
TRACE("(%p) : returning %p\n", This, object);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) : Relay\n", This);
if (VS_HIGHESTFIXEDFXF >= pShader) {
TRACE("Setting FVF, %d %ld\n", VS_HIGHESTFIXEDFXF, pShader);
IWineD3DDevice_SetFVF(This->WineD3DDevice, pShader);
/* Call SetVertexShader with a NULL shader to set the vertexshader in the stateblock to NULL. */
IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
} else {
TRACE("Setting shader\n");
if (MAX_SHADERS <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
hrc = D3DERR_INVALIDCALL;
} else {
IDirect3DVertexShader8Impl *shader = This->vShaders[pShader - (VS_HIGHESTFIXEDFXF + 1)];
hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, 0 == shader ? NULL : shader->wineD3DVertexShader);
}
}
TRACE("(%p) : returning hr(%lu)\n", This, hrc);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DVertexShader *pShader;
HRESULT hrc = D3D_OK;
TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
if (D3D_OK == hrc) {
if(0 != pShader) {
DWORD i = 0;
hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
IWineD3DVertexShader_Release(pShader);
while(This->vShaders[i] != (IDirect3DVertexShader8Impl *)ppShader && i < MAX_SHADERS) ++i;
if (i < MAX_SHADERS) {
*ppShader = i + VS_HIGHESTFIXEDFXF + 1;
} else {
WARN("(%p) : Couldn't find math for shader %p in d3d7 shadres list\n", This, (IDirect3DVertexShader8Impl *)ppShader);
*ppShader = 0;
}
} else {
WARN("(%p) : The shader has been set to NULL\n", This);
/* TODO: Find out what should be returned, e.g. the FVF */
*ppShader = 0;
hrc = D3DERR_INVALIDCALL;
}
} else {
WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice);
}
TRACE("(%p) : returning %p\n", This, (IDirect3DVertexShader8 *)*ppShader);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
if (pShader <= VS_HIGHESTFIXEDFXF) {
WARN("(%p) : Caller passed a shader below the value of VS_HIGHESTFIXEDFXF\n", This);
hrc = D3DERR_INVALIDCALL;
} else if (MAX_SHADERS <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
FIXME("(%p) : Caller passed a shader greater than the maximum number of shaders\n", This);
hrc = D3DERR_INVALIDCALL;
} else {
IDirect3DVertexShader8Impl *shader = This->vShaders[pShader - (VS_HIGHESTFIXEDFXF + 1)];
while(IUnknown_Release((IUnknown *)shader));
This->vShaders[pShader - (VS_HIGHESTFIXEDFXF + 1)] = NULL;
hrc = D3D_OK;
}
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) : Relay\n", This);
return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) : Relay\n", This);
return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)pVertexShader;
TRACE("(%p) : Relay\n", This);
/* return IWineD3DVertexShader_GetDeclaration(This->wineD3DVertexShader, pData, (UINT *)pSizeOfData); */
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)pVertexShader;
TRACE("(%p) : Relay\n", This);
return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, (UINT *)pSizeOfData);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT baseVertexIndex) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
/* FIXME: store base vertex index properly */
This->baseVertexIndex = baseVertexIndex;
return IWineD3DDevice_SetIndices(This->WineD3DDevice,
NULL == pIndexData ? NULL : ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer,
0);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DIndexBuffer *retIndexData = NULL;
HRESULT rc = D3D_OK;
UINT tmp;
TRACE("(%p) Relay\n", This);
if(ppIndexData == NULL){
return D3DERR_INVALIDCALL;
}
rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData, &tmp);
if (D3D_OK == rc && NULL != retIndexData) {
IWineD3DVertexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
IWineD3DVertexBuffer_Release(retIndexData);
} else {
if(rc != D3D_OK) FIXME("Call to GetIndices failed\n");
*ppIndexData = NULL;
}
/* FIXME: store base vertex index properly */
*pBaseVertexIndex = This->baseVertexIndex;
return rc;
}
HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* ppShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DPixelShader8Impl *object;
HRESULT hrc = D3D_OK;
if (NULL == ppShader) {
TRACE("(%p) Invalid call\n", This);
return D3DERR_INVALIDCALL;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (NULL == object) {
return E_OUTOFMEMORY;
} else {
object->ref = 1;
object->lpVtbl = &Direct3DPixelShader8_Vtbl;
hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object);
if (D3D_OK != hrc) {
FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
HeapFree(GetProcessHeap(), 0 , object);
*ppShader = 0;
} else {
*ppShader = (DWORD)object;
}
}
TRACE("(%p) : returning %p\n", This, (void *)*ppShader);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)pShader;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DPixelShader *object;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
if (NULL == ppShader) {
TRACE("(%p) Invalid call\n", This);
return D3DERR_INVALIDCALL;
}
hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object);
if (D3D_OK == hrc && NULL != object) {
hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)ppShader);
IWineD3DPixelShader_Release(object);
} else {
*ppShader = (DWORD)NULL;
}
TRACE("(%p) : returning %p\n", This, (void *)*ppShader);
return hrc;
}
HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)pShader;
TRACE("(%p) Relay\n", This);
if (NULL != shader) {
while(IUnknown_Release((IUnknown *)shader));
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pPixelShader, void* pData, DWORD* pSizeOfData) {
IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)pPixelShader;
TRACE("(%p) : Relay\n", This);
return IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, (UINT *)pSizeOfData);
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_DrawRectPatch(This->WineD3DDevice, Handle, pNumSegs, (WINED3DRECTPATCH_INFO *)pRectPatchInfo);
}
HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_DrawTriPatch(This->WineD3DDevice, Handle, pNumSegs, (WINED3DTRIPATCH_INFO *)pTriPatchInfo);
}
HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DDevice_DeletePatch(This->WineD3DDevice, Handle);
}
HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DDevice_SetStreamSource(This->WineD3DDevice, StreamNumber,
NULL == pStreamData ? NULL : ((IDirect3DVertexBuffer8Impl *)pStreamData)->wineD3DVertexBuffer,
0/* Offset in bytes */, Stride);
}
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IWineD3DVertexBuffer *retStream = NULL;
HRESULT rc = D3D_OK;
TRACE("(%p) Relay\n" , This);
if(pStream == NULL){
return D3DERR_INVALIDCALL;
}
rc = IWineD3DDevice_GetStreamSource(This->WineD3DDevice, StreamNumber, (IWineD3DVertexBuffer **)&retStream, 0 /* Offset in bytes */, pStride);
if (rc == D3D_OK && NULL != retStream) {
IWineD3DVertexBuffer_GetParent(retStream, (IUnknown **)pStream);
IWineD3DVertexBuffer_Release(retStream);
}else{
FIXME("Call to GetStreamSource failed %p\n", pStride);
*pStream = NULL;
}
return rc;
}
const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl =
{
IDirect3DDevice8Impl_QueryInterface,
IDirect3DDevice8Impl_AddRef,
IDirect3DDevice8Impl_Release,
IDirect3DDevice8Impl_TestCooperativeLevel,
IDirect3DDevice8Impl_GetAvailableTextureMem,
IDirect3DDevice8Impl_ResourceManagerDiscardBytes,
IDirect3DDevice8Impl_GetDirect3D,
IDirect3DDevice8Impl_GetDeviceCaps,
IDirect3DDevice8Impl_GetDisplayMode,
IDirect3DDevice8Impl_GetCreationParameters,
IDirect3DDevice8Impl_SetCursorProperties,
IDirect3DDevice8Impl_SetCursorPosition,
IDirect3DDevice8Impl_ShowCursor,
IDirect3DDevice8Impl_CreateAdditionalSwapChain,
IDirect3DDevice8Impl_Reset,
IDirect3DDevice8Impl_Present,
IDirect3DDevice8Impl_GetBackBuffer,
IDirect3DDevice8Impl_GetRasterStatus,
IDirect3DDevice8Impl_SetGammaRamp,
IDirect3DDevice8Impl_GetGammaRamp,
IDirect3DDevice8Impl_CreateTexture,
IDirect3DDevice8Impl_CreateVolumeTexture,
IDirect3DDevice8Impl_CreateCubeTexture,
IDirect3DDevice8Impl_CreateVertexBuffer,
IDirect3DDevice8Impl_CreateIndexBuffer,
IDirect3DDevice8Impl_CreateRenderTarget,
IDirect3DDevice8Impl_CreateDepthStencilSurface,
IDirect3DDevice8Impl_CreateImageSurface,
IDirect3DDevice8Impl_CopyRects,
IDirect3DDevice8Impl_UpdateTexture,
IDirect3DDevice8Impl_GetFrontBuffer,
IDirect3DDevice8Impl_SetRenderTarget,
IDirect3DDevice8Impl_GetRenderTarget,
IDirect3DDevice8Impl_GetDepthStencilSurface,
IDirect3DDevice8Impl_BeginScene,
IDirect3DDevice8Impl_EndScene,
IDirect3DDevice8Impl_Clear,
IDirect3DDevice8Impl_SetTransform,
IDirect3DDevice8Impl_GetTransform,
IDirect3DDevice8Impl_MultiplyTransform,
IDirect3DDevice8Impl_SetViewport,
IDirect3DDevice8Impl_GetViewport,
IDirect3DDevice8Impl_SetMaterial,
IDirect3DDevice8Impl_GetMaterial,
IDirect3DDevice8Impl_SetLight,
IDirect3DDevice8Impl_GetLight,
IDirect3DDevice8Impl_LightEnable,
IDirect3DDevice8Impl_GetLightEnable,
IDirect3DDevice8Impl_SetClipPlane,
IDirect3DDevice8Impl_GetClipPlane,
IDirect3DDevice8Impl_SetRenderState,
IDirect3DDevice8Impl_GetRenderState,
IDirect3DDevice8Impl_BeginStateBlock,
IDirect3DDevice8Impl_EndStateBlock,
IDirect3DDevice8Impl_ApplyStateBlock,
IDirect3DDevice8Impl_CaptureStateBlock,
IDirect3DDevice8Impl_DeleteStateBlock,
IDirect3DDevice8Impl_CreateStateBlock,
IDirect3DDevice8Impl_SetClipStatus,
IDirect3DDevice8Impl_GetClipStatus,
IDirect3DDevice8Impl_GetTexture,
IDirect3DDevice8Impl_SetTexture,
IDirect3DDevice8Impl_GetTextureStageState,
IDirect3DDevice8Impl_SetTextureStageState,
IDirect3DDevice8Impl_ValidateDevice,
IDirect3DDevice8Impl_GetInfo,
IDirect3DDevice8Impl_SetPaletteEntries,
IDirect3DDevice8Impl_GetPaletteEntries,
IDirect3DDevice8Impl_SetCurrentTexturePalette,
IDirect3DDevice8Impl_GetCurrentTexturePalette,
IDirect3DDevice8Impl_DrawPrimitive,
IDirect3DDevice8Impl_DrawIndexedPrimitive,
IDirect3DDevice8Impl_DrawPrimitiveUP,
IDirect3DDevice8Impl_DrawIndexedPrimitiveUP,
IDirect3DDevice8Impl_ProcessVertices,
IDirect3DDevice8Impl_CreateVertexShader,
IDirect3DDevice8Impl_SetVertexShader,
IDirect3DDevice8Impl_GetVertexShader,
IDirect3DDevice8Impl_DeleteVertexShader,
IDirect3DDevice8Impl_SetVertexShaderConstant,
IDirect3DDevice8Impl_GetVertexShaderConstant,
IDirect3DDevice8Impl_GetVertexShaderDeclaration,
IDirect3DDevice8Impl_GetVertexShaderFunction,
IDirect3DDevice8Impl_SetStreamSource,
IDirect3DDevice8Impl_GetStreamSource,
IDirect3DDevice8Impl_SetIndices,
IDirect3DDevice8Impl_GetIndices,
IDirect3DDevice8Impl_CreatePixelShader,
IDirect3DDevice8Impl_SetPixelShader,
IDirect3DDevice8Impl_GetPixelShader,
IDirect3DDevice8Impl_DeletePixelShader,
IDirect3DDevice8Impl_SetPixelShaderConstant,
IDirect3DDevice8Impl_GetPixelShaderConstant,
IDirect3DDevice8Impl_GetPixelShaderFunction,
IDirect3DDevice8Impl_DrawRectPatch,
IDirect3DDevice8Impl_DrawTriPatch,
IDirect3DDevice8Impl_DeletePatch
};
/* Internal function called back during the CreateDevice to create a render target */
HRESULT WINAPI D3D8CB_CreateSurface(IUnknown *device, UINT Width, UINT Height,
WINED3DFORMAT Format, DWORD Usage, WINED3DPOOL Pool, UINT Level,
IWineD3DSurface **ppSurface, HANDLE *pSharedHandle) {
HRESULT res = D3D_OK;
IDirect3DSurface8Impl *d3dSurface = NULL;
BOOL Lockable = TRUE;
if((WINED3DPOOL_DEFAULT == Pool && WINED3DUSAGE_DYNAMIC != Usage))
Lockable = FALSE;
TRACE("relay\n");
res = IDirect3DDevice8Impl_CreateSurface((IDirect3DDevice8 *)device, Width, Height, (D3DFORMAT)Format, Lockable, FALSE/*Discard*/, Level, (IDirect3DSurface8 **)&d3dSurface, D3DRTYPE_SURFACE, Usage, Pool, D3DMULTISAMPLE_NONE, 0 /* MultisampleQuality */);
if (res == D3D_OK) {
*ppSurface = d3dSurface->wineD3DSurface;
} else {
FIXME("(%p) IDirect3DDevice8_CreateSurface failed\n", device);
}
return res;
}