wine/dlls/d3d8/surface.c
Raphael Junqueira e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00

158 lines
6.0 KiB
C

/*
* IDirect3DSurface8 implementation
*
* Copyright 2002 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* IDirect3DVolume IUnknown parts follow: */
HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
{
ICOM_THIS(IDirect3DSurface8Impl,iface);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
IDirect3DSurface8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DSurface8: */
HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : returning %p\n", This, This->Device);
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
/* Note Calling this method will increase the internal reference count
on the IDirect3DDevice8 interface. */
IDirect3DDevice8Impl_AddRef(*ppDevice);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid,void* pData,DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid,void** ppContainer) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
/* If the surface is created using CreateImageSurface, CreateRenderTarget,
or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
GetContainer will return the Direct3D device used to create the surface. */
TRACE("(%p) : returning %p\n", This, This->Container);
*ppContainer = This->Container;
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : copying into %p\n", This, pDesc);
memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect,DWORD Flags) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
/* fixme: should we really lock as such? */
TRACE("(%p) : rect=%p, output prect=%p, allMem=%p\n", This, pRect, pLockedRect, This->allocatedMemory);
pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
if (!pRect) {
pLockedRect->pBits = This->allocatedMemory;
} else {
TRACE("Lock Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
}
TRACE("returning pBits=%p, pitch=%d\n", pLockedRect->pBits, pLockedRect->Pitch);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : stub\n", This);
if (This->Container) {
IDirect3DBaseTexture8 *cont = This->Container;
/* Now setup the texture appropraitly */
int containerType = IDirect3DBaseTexture8Impl_GetType(cont);
if (containerType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl *pTexture = (IDirect3DTexture8Impl *)cont;
pTexture->Dirty = TRUE;
} else if (containerType == D3DRTYPE_CUBETEXTURE) {
IDirect3DCubeTexture8Impl *pTexture = (IDirect3DCubeTexture8Impl *)cont;
pTexture->Dirty = TRUE;
} else {
FIXME("Set dirty on container type %d\n", containerType);
}
}
return D3D_OK;
}
ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DSurface8Impl_QueryInterface,
IDirect3DSurface8Impl_AddRef,
IDirect3DSurface8Impl_Release,
IDirect3DSurface8Impl_GetDevice,
IDirect3DSurface8Impl_SetPrivateData,
IDirect3DSurface8Impl_GetPrivateData,
IDirect3DSurface8Impl_FreePrivateData,
IDirect3DSurface8Impl_GetContainer,
IDirect3DSurface8Impl_GetDesc,
IDirect3DSurface8Impl_LockRect,
IDirect3DSurface8Impl_UnlockRect,
};