📄 device.c
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pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth;
pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight;
pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat;
pPresentationParameters->BackBufferCount = localParameters.BackBufferCount;
pPresentationParameters->MultiSampleType = localParameters.MultiSampleType;
pPresentationParameters->SwapEffect = localParameters.SwapEffect;
pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow;
pPresentationParameters->Windowed = localParameters.Windowed;
pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil;
pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat;
pPresentationParameters->Flags = localParameters.Flags;
pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz;
pPresentationParameters->FullScreen_PresentationInterval = localParameters.PresentationInterval;
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;
}
static HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
WINED3DPRESENT_PARAMETERS localParameters;
HRESULT hr;
TRACE("(%p) Relay pPresentationParameters(%p)\n", This, pPresentationParameters);
localParameters.BackBufferWidth = pPresentationParameters->BackBufferWidth;
localParameters.BackBufferHeight = pPresentationParameters->BackBufferHeight;
localParameters.BackBufferFormat = pPresentationParameters->BackBufferFormat;
localParameters.BackBufferCount = pPresentationParameters->BackBufferCount;
localParameters.MultiSampleType = pPresentationParameters->MultiSampleType;
localParameters.MultiSampleQuality = 0; /* d3d9 only */
localParameters.SwapEffect = pPresentationParameters->SwapEffect;
localParameters.hDeviceWindow = pPresentationParameters->hDeviceWindow;
localParameters.Windowed = pPresentationParameters->Windowed;
localParameters.EnableAutoDepthStencil = pPresentationParameters->EnableAutoDepthStencil;
localParameters.AutoDepthStencilFormat = pPresentationParameters->AutoDepthStencilFormat;
localParameters.Flags = pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = pPresentationParameters->FullScreen_PresentationInterval;
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_Reset(This->WineD3DDevice, &localParameters);
LeaveCriticalSection(&d3d8_cs);
pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth;
pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight;
pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat;
pPresentationParameters->BackBufferCount = localParameters.BackBufferCount;
pPresentationParameters->MultiSampleType = localParameters.MultiSampleType;
pPresentationParameters->SwapEffect = localParameters.SwapEffect;
pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow;
pPresentationParameters->Windowed = localParameters.Windowed;
pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil;
pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat;
pPresentationParameters->Flags = localParameters.Flags;
pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz;
pPresentationParameters->FullScreen_PresentationInterval = localParameters.PresentationInterval;
return hr;
}
static HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_Present(This->WineD3DDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
static 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);
EnterCriticalSection(&d3d8_cs);
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);
}
LeaveCriticalSection(&d3d8_cs);
return rc;
}
static HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_GetRasterStatus(This->WineD3DDevice, 0, (WINED3DRASTER_STATUS *) pRasterStatus);
LeaveCriticalSection(&d3d8_cs);
return hr;
}
static void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
/* Note: D3DGAMMARAMP is compatible with WINED3DGAMMARAMP */
EnterCriticalSection(&d3d8_cs);
IWineD3DDevice_SetGammaRamp(This->WineD3DDevice, 0, Flags, (CONST WINED3DGAMMARAMP *) pRamp);
LeaveCriticalSection(&d3d8_cs);
}
static void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
TRACE("(%p) Relay\n", This);
/* Note: D3DGAMMARAMP is compatible with WINED3DGAMMARAMP */
EnterCriticalSection(&d3d8_cs);
IWineD3DDevice_GetGammaRamp(This->WineD3DDevice, 0, (WINED3DGAMMARAMP *) pRamp);
LeaveCriticalSection(&d3d8_cs);
}
static 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(%d), 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;
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateTexture(This->WineD3DDevice, Width, Height, Levels, Usage & WINED3DUSAGE_MASK,
(WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DTexture, NULL, (IUnknown *)object, D3D8CB_CreateSurface);
LeaveCriticalSection(&d3d8_cs);
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;
}
static 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;
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels, Usage & WINED3DUSAGE_MASK,
(WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DVolumeTexture, NULL,
(IUnknown *)object, D3D8CB_CreateVolume);
LeaveCriticalSection(&d3d8_cs);
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;
}
static 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(%d) 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;
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_CreateCubeTexture(This->WineD3DDevice, EdgeLength, Levels, Usage & WINED3DUSAGE_MASK,
(WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DCubeTexture, NULL, (IUnknown*)object,
D3D8CB_CreateSurface);
LeaveCriticalSection(&d3d8_cs);
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;
}
static 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;
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object);
LeaveCriticalSection(&d3d8_cs);
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;
}
static 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");
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateIndexBuffer(This->WineD3DDevice, Length, Usage & WINED3DUSAGE_MASK, Format, (WINED3DPOOL) Pool, &object->wineD3DIndexBuffer, NULL, (IUnknown *)object);
LeaveCriticalSection(&d3d8_cs);
if (D3D_OK != hrc) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateIndexBuffer failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
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