/* * 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 "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); static void STDMETHODCALLTYPE d3d8_null_wined3d_object_destroyed(void *parent) {} const struct wined3d_parent_ops d3d8_null_wined3d_parent_ops = { d3d8_null_wined3d_object_destroyed, }; D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) { BYTE *c = (BYTE *)&format; /* Don't translate FOURCC formats */ if (isprint(c[0]) && isprint(c[1]) && isprint(c[2]) && isprint(c[3])) return (D3DFORMAT)format; switch(format) { case WINED3DFMT_UNKNOWN: return D3DFMT_UNKNOWN; case WINED3DFMT_B8G8R8_UNORM: return D3DFMT_R8G8B8; case WINED3DFMT_B8G8R8A8_UNORM: return D3DFMT_A8R8G8B8; case WINED3DFMT_B8G8R8X8_UNORM: return D3DFMT_X8R8G8B8; case WINED3DFMT_B5G6R5_UNORM: return D3DFMT_R5G6B5; case WINED3DFMT_B5G5R5X1_UNORM: return D3DFMT_X1R5G5B5; case WINED3DFMT_B5G5R5A1_UNORM: return D3DFMT_A1R5G5B5; case WINED3DFMT_B4G4R4A4_UNORM: return D3DFMT_A4R4G4B4; case WINED3DFMT_B2G3R3_UNORM: return D3DFMT_R3G3B2; case WINED3DFMT_A8_UNORM: return D3DFMT_A8; case WINED3DFMT_B2G3R3A8_UNORM: return D3DFMT_A8R3G3B2; case WINED3DFMT_B4G4R4X4_UNORM: return D3DFMT_X4R4G4B4; case WINED3DFMT_R10G10B10A2_UNORM: return D3DFMT_A2B10G10R10; case WINED3DFMT_R16G16_UNORM: return D3DFMT_G16R16; case WINED3DFMT_P8_UINT_A8_UNORM: return D3DFMT_A8P8; case WINED3DFMT_P8_UINT: return D3DFMT_P8; case WINED3DFMT_L8_UNORM: return D3DFMT_L8; case WINED3DFMT_L8A8_UNORM: return D3DFMT_A8L8; case WINED3DFMT_L4A4_UNORM: return D3DFMT_A4L4; case WINED3DFMT_R8G8_SNORM: return D3DFMT_V8U8; case WINED3DFMT_R5G5_SNORM_L6_UNORM: return D3DFMT_L6V5U5; case WINED3DFMT_R8G8_SNORM_L8X8_UNORM: return D3DFMT_X8L8V8U8; case WINED3DFMT_R8G8B8A8_SNORM: return D3DFMT_Q8W8V8U8; case WINED3DFMT_R16G16_SNORM: return D3DFMT_V16U16; case WINED3DFMT_R10G11B11_SNORM: return D3DFMT_W11V11U10; case WINED3DFMT_R10G10B10_SNORM_A2_UNORM: return D3DFMT_A2W10V10U10; case WINED3DFMT_D16_LOCKABLE: return D3DFMT_D16_LOCKABLE; case WINED3DFMT_D32_UNORM: return D3DFMT_D32; case WINED3DFMT_S1_UINT_D15_UNORM: return D3DFMT_D15S1; case WINED3DFMT_D24_UNORM_S8_UINT: return D3DFMT_D24S8; case WINED3DFMT_X8D24_UNORM: return D3DFMT_D24X8; case WINED3DFMT_S4X4_UINT_D24_UNORM: return D3DFMT_D24X4S4; case WINED3DFMT_D16_UNORM: return D3DFMT_D16; case WINED3DFMT_R16_UINT: return D3DFMT_INDEX16; case WINED3DFMT_R32_UINT: return D3DFMT_INDEX32; default: FIXME("Unhandled wined3d format %#x.\n", format); return D3DFMT_UNKNOWN; } } enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) { BYTE *c = (BYTE *)&format; /* Don't translate FOURCC formats */ if (isprint(c[0]) && isprint(c[1]) && isprint(c[2]) && isprint(c[3])) return (enum wined3d_format_id)format; switch(format) { case D3DFMT_UNKNOWN: return WINED3DFMT_UNKNOWN; case D3DFMT_R8G8B8: return WINED3DFMT_B8G8R8_UNORM; case D3DFMT_A8R8G8B8: return WINED3DFMT_B8G8R8A8_UNORM; case D3DFMT_X8R8G8B8: return WINED3DFMT_B8G8R8X8_UNORM; case D3DFMT_R5G6B5: return WINED3DFMT_B5G6R5_UNORM; case D3DFMT_X1R5G5B5: return WINED3DFMT_B5G5R5X1_UNORM; case D3DFMT_A1R5G5B5: return WINED3DFMT_B5G5R5A1_UNORM; case D3DFMT_A4R4G4B4: return WINED3DFMT_B4G4R4A4_UNORM; case D3DFMT_R3G3B2: return WINED3DFMT_B2G3R3_UNORM; case D3DFMT_A8: return WINED3DFMT_A8_UNORM; case D3DFMT_A8R3G3B2: return WINED3DFMT_B2G3R3A8_UNORM; case D3DFMT_X4R4G4B4: return WINED3DFMT_B4G4R4X4_UNORM; case D3DFMT_A2B10G10R10: return WINED3DFMT_R10G10B10A2_UNORM; case D3DFMT_G16R16: return WINED3DFMT_R16G16_UNORM; case D3DFMT_A8P8: return WINED3DFMT_P8_UINT_A8_UNORM; case D3DFMT_P8: return WINED3DFMT_P8_UINT; case D3DFMT_L8: return WINED3DFMT_L8_UNORM; case D3DFMT_A8L8: return WINED3DFMT_L8A8_UNORM; case D3DFMT_A4L4: return WINED3DFMT_L4A4_UNORM; case D3DFMT_V8U8: return WINED3DFMT_R8G8_SNORM; case D3DFMT_L6V5U5: return WINED3DFMT_R5G5_SNORM_L6_UNORM; case D3DFMT_X8L8V8U8: return WINED3DFMT_R8G8_SNORM_L8X8_UNORM; case D3DFMT_Q8W8V8U8: return WINED3DFMT_R8G8B8A8_SNORM; case D3DFMT_V16U16: return WINED3DFMT_R16G16_SNORM; case D3DFMT_W11V11U10: return WINED3DFMT_R10G11B11_SNORM; case D3DFMT_A2W10V10U10: return WINED3DFMT_R10G10B10_SNORM_A2_UNORM; case D3DFMT_D16_LOCKABLE: return WINED3DFMT_D16_LOCKABLE; case D3DFMT_D32: return WINED3DFMT_D32_UNORM; case D3DFMT_D15S1: return WINED3DFMT_S1_UINT_D15_UNORM; case D3DFMT_D24S8: return WINED3DFMT_D24_UNORM_S8_UINT; case D3DFMT_D24X8: return WINED3DFMT_X8D24_UNORM; case D3DFMT_D24X4S4: return WINED3DFMT_S4X4_UINT_D24_UNORM; case D3DFMT_D16: return WINED3DFMT_D16_UNORM; case D3DFMT_INDEX16: return WINED3DFMT_R16_UINT; case D3DFMT_INDEX32: return WINED3DFMT_R32_UINT; default: FIXME("Unhandled D3DFORMAT %#x.\n", format); return WINED3DFMT_UNKNOWN; } } unsigned int wined3dmapflags_from_d3dmapflags(unsigned int flags, unsigned int usage) { static const unsigned int handled = D3DLOCK_NOSYSLOCK | D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD | D3DLOCK_NO_DIRTY_UPDATE; unsigned int wined3d_flags; wined3d_flags = flags & handled; if (~usage & D3DUSAGE_WRITEONLY && !(flags & (D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD))) wined3d_flags |= WINED3D_MAP_READ; if (!(flags & D3DLOCK_READONLY)) wined3d_flags |= WINED3D_MAP_WRITE; if (!(wined3d_flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE))) wined3d_flags |= WINED3D_MAP_WRITE; flags &= ~(handled | D3DLOCK_READONLY); if (flags) FIXME("Unhandled flags %#x.\n", flags); return wined3d_flags; } static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, UINT primitive_count) { switch (primitive_type) { case D3DPT_POINTLIST: return primitive_count; case D3DPT_LINELIST: return primitive_count * 2; case D3DPT_LINESTRIP: return primitive_count + 1; case D3DPT_TRIANGLELIST: return primitive_count * 3; case D3DPT_TRIANGLESTRIP: case D3DPT_TRIANGLEFAN: return primitive_count + 2; default: FIXME("Unhandled primitive type %#x.\n", primitive_type); return 0; } } static D3DSWAPEFFECT d3dswapeffect_from_wined3dswapeffect(enum wined3d_swap_effect effect) { switch (effect) { case WINED3D_SWAP_EFFECT_DISCARD: return D3DSWAPEFFECT_DISCARD; case WINED3D_SWAP_EFFECT_SEQUENTIAL: return D3DSWAPEFFECT_FLIP; case WINED3D_SWAP_EFFECT_COPY: return D3DSWAPEFFECT_COPY; case WINED3D_SWAP_EFFECT_COPY_VSYNC: return D3DSWAPEFFECT_COPY_VSYNC; default: FIXME("Unhandled swap effect %#x.\n", effect); return D3DSWAPEFFECT_FLIP; } } static void present_parameters_from_wined3d_swapchain_desc(D3DPRESENT_PARAMETERS *present_parameters, const struct wined3d_swapchain_desc *swapchain_desc, DWORD presentation_interval) { present_parameters->BackBufferWidth = swapchain_desc->backbuffer_width; present_parameters->BackBufferHeight = swapchain_desc->backbuffer_height; present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(swapchain_desc->backbuffer_format); present_parameters->BackBufferCount = swapchain_desc->backbuffer_count; present_parameters->MultiSampleType = d3dmultisample_type_from_wined3d(swapchain_desc->multisample_type); present_parameters->SwapEffect = d3dswapeffect_from_wined3dswapeffect(swapchain_desc->swap_effect); present_parameters->hDeviceWindow = swapchain_desc->device_window; present_parameters->Windowed = swapchain_desc->windowed; present_parameters->EnableAutoDepthStencil = swapchain_desc->enable_auto_depth_stencil; present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(swapchain_desc->auto_depth_stencil_format); present_parameters->Flags = swapchain_desc->flags & D3DPRESENTFLAGS_MASK; present_parameters->FullScreen_RefreshRateInHz = swapchain_desc->refresh_rate; present_parameters->FullScreen_PresentationInterval = presentation_interval; } static enum wined3d_swap_effect wined3dswapeffect_from_d3dswapeffect(D3DSWAPEFFECT effect) { switch (effect) { case D3DSWAPEFFECT_DISCARD: return WINED3D_SWAP_EFFECT_DISCARD; case D3DSWAPEFFECT_FLIP: return WINED3D_SWAP_EFFECT_SEQUENTIAL; case D3DSWAPEFFECT_COPY: return WINED3D_SWAP_EFFECT_COPY; case D3DSWAPEFFECT_COPY_VSYNC: return WINED3D_SWAP_EFFECT_COPY_VSYNC; default: FIXME("Unhandled swap effect %#x.\n", effect); return WINED3D_SWAP_EFFECT_SEQUENTIAL; } } static enum wined3d_swap_interval wined3dswapinterval_from_d3d(DWORD interval) { switch (interval) { case D3DPRESENT_INTERVAL_IMMEDIATE: return WINED3D_SWAP_INTERVAL_IMMEDIATE; case D3DPRESENT_INTERVAL_ONE: return WINED3D_SWAP_INTERVAL_ONE; case D3DPRESENT_INTERVAL_TWO: return WINED3D_SWAP_INTERVAL_TWO; case D3DPRESENT_INTERVAL_THREE: return WINED3D_SWAP_INTERVAL_THREE; case D3DPRESENT_INTERVAL_FOUR: return WINED3D_SWAP_INTERVAL_FOUR; default: FIXME("Unhandled presentation interval %#lx.\n", interval); case D3DPRESENT_INTERVAL_DEFAULT: return WINED3D_SWAP_INTERVAL_DEFAULT; } } static enum wined3d_multisample_type wined3d_multisample_type_from_d3d(D3DMULTISAMPLE_TYPE type) { return (enum wined3d_multisample_type)type; } static BOOL wined3d_swapchain_desc_from_d3d8(struct wined3d_swapchain_desc *swapchain_desc, struct wined3d_output *output, const D3DPRESENT_PARAMETERS *present_parameters) { if (!present_parameters->SwapEffect || present_parameters->SwapEffect > D3DSWAPEFFECT_COPY_VSYNC) { WARN("Invalid swap effect %u passed.\n", present_parameters->SwapEffect); return FALSE; } if (present_parameters->BackBufferCount > 3 || ((present_parameters->SwapEffect == D3DSWAPEFFECT_COPY || present_parameters->SwapEffect == D3DSWAPEFFECT_COPY_VSYNC) && present_parameters->BackBufferCount > 1)) { WARN("Invalid backbuffer count %u.\n", present_parameters->BackBufferCount); return FALSE; } switch (present_parameters->FullScreen_PresentationInterval) { case D3DPRESENT_INTERVAL_DEFAULT: case D3DPRESENT_INTERVAL_ONE: case D3DPRESENT_INTERVAL_TWO: case D3DPRESENT_INTERVAL_THREE: case D3DPRESENT_INTERVAL_FOUR: case D3DPRESENT_INTERVAL_IMMEDIATE: break; default: WARN("Invalid presentation interval %#x.\n", present_parameters->FullScreen_PresentationInterval); return FALSE; } swapchain_desc->output = output; swapchain_desc->backbuffer_width = present_parameters->BackBufferWidth; swapchain_desc->backbuffer_height = present_parameters->BackBufferHeight; swapchain_desc->backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat); swapchain_desc->backbuffer_count = max(1, present_parameters->BackBufferCount); swapchain_desc->backbuffer_bind_flags = WINED3D_BIND_RENDER_TARGET; swapchain_desc->multisample_type = wined3d_multisample_type_from_d3d(present_parameters->MultiSampleType); swapchain_desc->multisample_quality = 0; /* d3d9 only */ swapchain_desc->swap_effect = wined3dswapeffect_from_d3dswapeffect(present_parameters->SwapEffect); swapchain_desc->device_window = present_parameters->hDeviceWindow; swapchain_desc->windowed = present_parameters->Windowed; swapchain_desc->enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil; swapchain_desc->auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat); swapchain_desc->flags = (present_parameters->Flags & D3DPRESENTFLAGS_MASK) | WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH; swapchain_desc->refresh_rate = present_parameters->FullScreen_RefreshRateInHz; swapchain_desc->auto_restore_display_mode = TRUE; if (present_parameters->Flags & ~D3DPRESENTFLAGS_MASK) FIXME("Unhandled flags %#lx.\n", present_parameters->Flags & ~D3DPRESENTFLAGS_MASK); return TRUE; } void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const struct wined3d_caps *wined3d_caps, unsigned int adapter_ordinal) { caps->DeviceType = (D3DDEVTYPE)wined3d_caps->DeviceType; caps->AdapterOrdinal = adapter_ordinal; caps->Caps = wined3d_caps->Caps; caps->Caps2 = wined3d_caps->Caps2; caps->Caps3 = wined3d_caps->Caps3; caps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE | D3DPRESENT_INTERVAL_ONE; caps->CursorCaps = wined3d_caps->CursorCaps; caps->DevCaps = wined3d_caps->DevCaps; caps->PrimitiveMiscCaps = wined3d_caps->PrimitiveMiscCaps; caps->RasterCaps = wined3d_caps->RasterCaps; caps->ZCmpCaps = wined3d_caps->ZCmpCaps; caps->SrcBlendCaps = wined3d_caps->SrcBlendCaps; caps->DestBlendCaps = wined3d_caps->DestBlendCaps; caps->AlphaCmpCaps = wined3d_caps->AlphaCmpCaps; caps->ShadeCaps = wined3d_caps->ShadeCaps; caps->TextureCaps = wined3d_caps->TextureCaps; caps->TextureFilterCaps = wined3d_caps->TextureFilterCaps; caps->CubeTextureFilterCaps = wined3d_caps->CubeTextureFilterCaps; caps->VolumeTextureFilterCaps = wined3d_caps->VolumeTextureFilterCaps; caps->TextureAddressCaps = wined3d_caps->TextureAddressCaps; caps->VolumeTextureAddressCaps = wined3d_caps->VolumeTextureAddressCaps; caps->LineCaps = wined3d_caps->LineCaps; caps->MaxTextureWidth = wined3d_caps->MaxTextureWidth; caps->MaxTextureHeight = wined3d_caps->MaxTextureHeight; caps->MaxVolumeExtent = wined3d_caps->MaxVolumeExtent; caps->MaxTextureRepeat = wined3d_caps->MaxTextureRepeat; caps->MaxTextureAspectRatio = wined3d_caps->MaxTextureAspectRatio; caps->MaxAnisotropy = wined3d_caps->MaxAnisotropy; caps->MaxVertexW = wined3d_caps->MaxVertexW; caps->GuardBandLeft = wined3d_caps->GuardBandLeft; caps->GuardBandTop = wined3d_caps->GuardBandTop; caps->GuardBandRight = wined3d_caps->GuardBandRight; caps->GuardBandBottom = wined3d_caps->GuardBandBottom; caps->ExtentsAdjust = wined3d_caps->ExtentsAdjust; caps->StencilCaps = wined3d_caps->StencilCaps; caps->FVFCaps = wined3d_caps->FVFCaps; caps->TextureOpCaps = wined3d_caps->TextureOpCaps; caps->MaxTextureBlendStages = wined3d_caps->MaxTextureBlendStages; caps->MaxSimultaneousTextures = wined3d_caps->MaxSimultaneousTextures; caps->VertexProcessingCaps = wined3d_caps->VertexProcessingCaps; caps->MaxActiveLights = wined3d_caps->MaxActiveLights; caps->MaxUserClipPlanes = wined3d_caps->MaxUserClipPlanes; caps->MaxVertexBlendMatrices = wined3d_caps->MaxVertexBlendMatrices; caps->MaxVertexBlendMatrixIndex = wined3d_caps->MaxVertexBlendMatrixIndex; caps->MaxPointSize = wined3d_caps->MaxPointSize; caps->MaxPrimitiveCount = wined3d_caps->MaxPrimitiveCount; caps->MaxVertexIndex = wined3d_caps->MaxVertexIndex; caps->MaxStreams = wined3d_caps->MaxStreams; caps->MaxStreamStride = wined3d_caps->MaxStreamStride; caps->VertexShaderVersion = wined3d_caps->VertexShaderVersion; caps->MaxVertexShaderConst = wined3d_caps->MaxVertexShaderConst; caps->PixelShaderVersion = wined3d_caps->PixelShaderVersion; caps->MaxPixelShaderValue = wined3d_caps->PixelShader1xMaxValue; caps->Caps2 &= D3DCAPS2_CANCALIBRATEGAMMA | D3DCAPS2_CANRENDERWINDOWED | D3DCAPS2_CANMANAGERESOURCE | D3DCAPS2_DYNAMICTEXTURES | D3DCAPS2_FULLSCREENGAMMA | D3DCAPS2_NO2DDURING3DSCENE | D3DCAPS2_RESERVED; caps->Caps3 &= D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | D3DCAPS3_RESERVED; caps->PrimitiveMiscCaps &= D3DPMISCCAPS_MASKZ | D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_CULLNONE | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_TSSARGTEMP | D3DPMISCCAPS_BLENDOP | D3DPMISCCAPS_NULLREFERENCE; caps->RasterCaps &= D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_ANTIALIASEDGES | D3DPRASTERCAPS_MIPMAPLODBIAS | D3DPRASTERCAPS_ZBUFFERLESSHSR | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_ANISOTROPY | D3DPRASTERCAPS_WBUFFER | D3DPRASTERCAPS_WFOG | D3DPRASTERCAPS_ZFOG | D3DPRASTERCAPS_COLORPERSPECTIVE | D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE | WINED3DPRASTERCAPS_DEPTHBIAS; if (caps->RasterCaps & WINED3DPRASTERCAPS_DEPTHBIAS) caps->RasterCaps = (caps->RasterCaps | D3DPRASTERCAPS_ZBIAS) & ~WINED3DPRASTERCAPS_DEPTHBIAS; caps->SrcBlendCaps &= D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; caps->DestBlendCaps &= D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA; caps->TextureCaps &= D3DPTEXTURECAPS_PERSPECTIVE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_SQUAREONLY | D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_PROJECTED | D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_VOLUMEMAP | D3DPTEXTURECAPS_MIPMAP | D3DPTEXTURECAPS_MIPVOLUMEMAP | D3DPTEXTURECAPS_MIPCUBEMAP | D3DPTEXTURECAPS_CUBEMAP_POW2 | D3DPTEXTURECAPS_VOLUMEMAP_POW2; caps->TextureFilterCaps &= D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC; caps->CubeTextureFilterCaps &= D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC; caps->VolumeTextureFilterCaps &= D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC; if (caps->LineCaps & WINED3DLINECAPS_ANTIALIAS) caps->RasterCaps |= D3DPRASTERCAPS_ANTIALIASEDGES; caps->LineCaps &= ~WINED3DLINECAPS_ANTIALIAS; caps->StencilCaps &= ~WINED3DSTENCILCAPS_TWOSIDED; caps->VertexProcessingCaps &= D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER | D3DVTXPCAPS_TWEENING | D3DVTXPCAPS_NO_VSDT_UBYTE4; /* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */ if (caps->PixelShaderVersion) caps->PixelShaderVersion = D3DPS_VERSION(1, 4); else caps->PixelShaderVersion = D3DPS_VERSION(0, 0); if (caps->VertexShaderVersion) caps->VertexShaderVersion = D3DVS_VERSION(1, 1); else caps->VertexShaderVersion = D3DVS_VERSION(0, 0); caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst); } static enum wined3d_transform_state wined3d_transform_state_from_d3d(D3DTRANSFORMSTATETYPE state) { return (enum wined3d_transform_state)state; } static enum wined3d_render_state wined3d_render_state_from_d3d(D3DRENDERSTATETYPE state) { switch (state) { case D3DRS_ZBIAS: return WINED3D_RS_DEPTHBIAS; case D3DRS_EDGEANTIALIAS: return WINED3D_RS_ANTIALIASEDLINEENABLE; default: return (enum wined3d_render_state)state; } } static enum wined3d_primitive_type wined3d_primitive_type_from_d3d(D3DPRIMITIVETYPE type) { return (enum wined3d_primitive_type)type; } /* Handle table functions */ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enum d3d8_handle_type type) { struct d3d8_handle_entry *entry; if (t->free_entries) { DWORD index = t->free_entries - t->entries; /* Use a free handle */ entry = t->free_entries; if (entry->type != D3D8_HANDLE_FREE) { ERR("Handle %lu(%p) is in the free list, but has type %#x.\n", index, entry, entry->type); return D3D8_INVALID_HANDLE; } t->free_entries = entry->object; entry->object = object; entry->type = type; return index; } if (!(t->entry_count < t->table_size)) { /* Grow the table */ UINT new_size = t->table_size + (t->table_size >> 1); struct d3d8_handle_entry *new_entries; if (!(new_entries = heap_realloc(t->entries, new_size * sizeof(*t->entries)))) { ERR("Failed to grow the handle table.\n"); return D3D8_INVALID_HANDLE; } t->entries = new_entries; t->table_size = new_size; } entry = &t->entries[t->entry_count]; entry->object = object; entry->type = type; return t->entry_count++; } static void *d3d8_free_handle(struct d3d8_handle_table *t, DWORD handle, enum d3d8_handle_type type) { struct d3d8_handle_entry *entry; void *object; if (handle == D3D8_INVALID_HANDLE || handle >= t->entry_count) { WARN("Invalid handle %lu passed.\n", handle); return NULL; } entry = &t->entries[handle]; if (entry->type != type) { WARN("Handle %lu(%p) is not of type %#x.\n", handle, entry, type); return NULL; } object = entry->object; entry->object = t->free_entries; entry->type = D3D8_HANDLE_FREE; t->free_entries = entry; return object; } static void *d3d8_get_object(struct d3d8_handle_table *t, DWORD handle, enum d3d8_handle_type type) { struct d3d8_handle_entry *entry; if (handle == D3D8_INVALID_HANDLE || handle >= t->entry_count) { WARN("Invalid handle %lu passed.\n", handle); return NULL; } entry = &t->entries[handle]; if (entry->type != type) { WARN("Handle %lu(%p) is not of type %#x.\n", handle, entry, type); return NULL; } return entry->object; } static void device_reset_viewport_state(struct d3d8_device *device) { struct wined3d_viewport vp; RECT rect; wined3d_device_context_get_viewports(device->immediate_context, NULL, &vp); wined3d_stateblock_set_viewport(device->state, &vp); wined3d_device_context_get_scissor_rects(device->immediate_context, NULL, &rect); wined3d_stateblock_set_scissor_rect(device->state, &rect); } static HRESULT WINAPI d3d8_device_QueryInterface(IDirect3DDevice8 *iface, REFIID riid, void **out) { TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); if (IsEqualGUID(riid, &IID_IDirect3DDevice8) || IsEqualGUID(riid, &IID_IUnknown)) { IDirect3DDevice8_AddRef(iface); *out = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } static ULONG WINAPI d3d8_device_AddRef(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); ULONG ref = InterlockedIncrement(&device->ref); TRACE("%p increasing refcount to %lu.\n", iface, ref); return ref; } static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); ULONG ref; if (device->in_destruction) return 0; ref = InterlockedDecrement(&device->ref); TRACE("%p decreasing refcount to %lu.\n", iface, ref); if (!ref) { IDirect3D8 *parent = &device->d3d_parent->IDirect3D8_iface; unsigned i; TRACE("Releasing wined3d device %p.\n", device->wined3d_device); wined3d_mutex_lock(); device->in_destruction = TRUE; for (i = 0; i < device->numConvertedDecls; ++i) { d3d8_vertex_declaration_destroy(device->decls[i].declaration); } heap_free(device->decls); wined3d_streaming_buffer_cleanup(&device->vertex_buffer); wined3d_streaming_buffer_cleanup(&device->index_buffer); if (device->recording) wined3d_stateblock_decref(device->recording); wined3d_stateblock_decref(device->state); wined3d_swapchain_decref(device->implicit_swapchain); wined3d_device_release_focus_window(device->wined3d_device); wined3d_device_decref(device->wined3d_device); heap_free(device->handle_table.entries); heap_free(device); wined3d_mutex_unlock(); IDirect3D8_Release(parent); } return ref; } static HRESULT WINAPI d3d8_device_TestCooperativeLevel(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p.\n", iface); TRACE("device state: %#lx.\n", device->device_state); switch (device->device_state) { default: case D3D8_DEVICE_STATE_OK: return D3D_OK; case D3D8_DEVICE_STATE_LOST: return D3DERR_DEVICELOST; case D3D8_DEVICE_STATE_NOT_RESET: return D3DERR_DEVICENOTRESET; } } static UINT WINAPI d3d8_device_GetAvailableTextureMem(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); UINT ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_device_get_available_texture_mem(device->wined3d_device); wined3d_mutex_unlock(); return ret; } static HRESULT WINAPI d3d8_device_ResourceManagerDiscardBytes(IDirect3DDevice8 *iface, DWORD byte_count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, byte_count %lu.\n", iface, byte_count); if (byte_count) FIXME("Byte count ignored.\n"); wined3d_mutex_lock(); wined3d_device_evict_managed_resources(device->wined3d_device); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetDirect3D(IDirect3DDevice8 *iface, IDirect3D8 **d3d8) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, d3d8 %p.\n", iface, d3d8); if (!d3d8) return D3DERR_INVALIDCALL; return IDirect3D8_QueryInterface(&device->d3d_parent->IDirect3D8_iface, &IID_IDirect3D8, (void **)d3d8); } static HRESULT WINAPI d3d8_device_GetDeviceCaps(IDirect3DDevice8 *iface, D3DCAPS8 *caps) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_caps wined3d_caps; HRESULT hr; TRACE("iface %p, caps %p.\n", iface, caps); if (!caps) return D3DERR_INVALIDCALL; wined3d_mutex_lock(); hr = wined3d_device_get_device_caps(device->wined3d_device, &wined3d_caps); wined3d_mutex_unlock(); d3dcaps_from_wined3dcaps(caps, &wined3d_caps, device->adapter_ordinal); return hr; } static HRESULT WINAPI d3d8_device_GetDisplayMode(IDirect3DDevice8 *iface, D3DDISPLAYMODE *mode) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_display_mode wined3d_mode; HRESULT hr; TRACE("iface %p, mode %p.\n", iface, mode); wined3d_mutex_lock(); hr = wined3d_device_get_display_mode(device->wined3d_device, 0, &wined3d_mode, NULL); wined3d_mutex_unlock(); if (SUCCEEDED(hr)) { mode->Width = wined3d_mode.width; mode->Height = wined3d_mode.height; mode->RefreshRate = wined3d_mode.refresh_rate; mode->Format = d3dformat_from_wined3dformat(wined3d_mode.format_id); } return hr; } static HRESULT WINAPI d3d8_device_GetCreationParameters(IDirect3DDevice8 *iface, D3DDEVICE_CREATION_PARAMETERS *parameters) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, parameters %p.\n", iface, parameters); wined3d_mutex_lock(); wined3d_device_get_creation_parameters(device->wined3d_device, (struct wined3d_device_creation_parameters *)parameters); wined3d_mutex_unlock(); parameters->AdapterOrdinal = device->adapter_ordinal; return D3D_OK; } static HRESULT WINAPI d3d8_device_SetCursorProperties(IDirect3DDevice8 *iface, UINT hotspot_x, UINT hotspot_y, IDirect3DSurface8 *bitmap) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_surface *bitmap_impl = unsafe_impl_from_IDirect3DSurface8(bitmap); D3DSURFACE_DESC surface_desc; D3DDISPLAYMODE mode; HRESULT hr; TRACE("iface %p, hotspot_x %u, hotspot_y %u, bitmap %p.\n", iface, hotspot_x, hotspot_y, bitmap); if (!bitmap) { WARN("No cursor bitmap, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } if (FAILED(hr = IDirect3DSurface8_GetDesc(bitmap, &surface_desc))) { WARN("Failed to get surface description, hr %#lx.\n", hr); return hr; } if (FAILED(hr = IDirect3D8_GetAdapterDisplayMode(&device->d3d_parent->IDirect3D8_iface, device->adapter_ordinal, &mode))) { WARN("Failed to get device display mode, hr %#lx.\n", hr); return hr; } if (surface_desc.Width > mode.Width || surface_desc.Height > mode.Height) { WARN("Surface dimension %ux%u exceeds display mode %ux%u.\n", surface_desc.Width, surface_desc.Height, mode.Width, mode.Height); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); hr = wined3d_device_set_cursor_properties(device->wined3d_device, hotspot_x, hotspot_y, bitmap_impl->wined3d_texture, bitmap_impl->sub_resource_idx); wined3d_mutex_unlock(); return hr; } static void WINAPI d3d8_device_SetCursorPosition(IDirect3DDevice8 *iface, UINT x, UINT y, DWORD flags) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, x %u, y %u, flags %#lx.\n", iface, x, y, flags); wined3d_mutex_lock(); wined3d_device_set_cursor_position(device->wined3d_device, x, y, flags); wined3d_mutex_unlock(); } static BOOL WINAPI d3d8_device_ShowCursor(IDirect3DDevice8 *iface, BOOL show) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); BOOL ret; TRACE("iface %p, show %#x.\n", iface, show); wined3d_mutex_lock(); ret = wined3d_device_show_cursor(device->wined3d_device, show); wined3d_mutex_unlock(); return ret; } static HRESULT WINAPI d3d8_device_CreateAdditionalSwapChain(IDirect3DDevice8 *iface, D3DPRESENT_PARAMETERS *present_parameters, IDirect3DSwapChain8 **swapchain) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_swapchain_desc desc; struct d3d8_swapchain *object; unsigned int swap_interval; unsigned int output_idx; unsigned int i, count; HRESULT hr; TRACE("iface %p, present_parameters %p, swapchain %p.\n", iface, present_parameters, swapchain); if (!present_parameters->Windowed) { WARN("Trying to create an additional fullscreen swapchain, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); count = wined3d_device_get_swapchain_count(device->wined3d_device); for (i = 0; i < count; ++i) { struct wined3d_swapchain *wined3d_swapchain; wined3d_swapchain = wined3d_device_get_swapchain(device->wined3d_device, i); wined3d_swapchain_get_desc(wined3d_swapchain, &desc); if (!desc.windowed) { wined3d_mutex_unlock(); WARN("Trying to create an additional swapchain in fullscreen mode, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } } wined3d_mutex_unlock(); output_idx = device->adapter_ordinal; if (!wined3d_swapchain_desc_from_d3d8(&desc, device->d3d_parent->wined3d_outputs[output_idx], present_parameters)) return D3DERR_INVALIDCALL; swap_interval = wined3dswapinterval_from_d3d(present_parameters->FullScreen_PresentationInterval); if (SUCCEEDED(hr = d3d8_swapchain_create(device, &desc, swap_interval, &object))) *swapchain = &object->IDirect3DSwapChain8_iface; present_parameters_from_wined3d_swapchain_desc(present_parameters, &desc, present_parameters->FullScreen_PresentationInterval); return hr; } static HRESULT CDECL reset_enum_callback(struct wined3d_resource *resource) { struct d3d8_vertexbuffer *vertex_buffer; struct d3d8_indexbuffer *index_buffer; struct wined3d_resource_desc desc; IDirect3DBaseTexture8 *texture; struct d3d8_surface *surface; IUnknown *parent; wined3d_resource_get_desc(resource, &desc); if ((desc.access & WINED3D_RESOURCE_ACCESS_CPU) || (desc.usage & WINED3DUSAGE_MANAGED)) return D3D_OK; if (desc.resource_type != WINED3D_RTYPE_TEXTURE_2D) { if (desc.bind_flags & WINED3D_BIND_VERTEX_BUFFER) { vertex_buffer = wined3d_resource_get_parent(resource); if (vertex_buffer && vertex_buffer->draw_buffer) return D3D_OK; } if (desc.bind_flags & WINED3D_BIND_INDEX_BUFFER) { index_buffer = wined3d_resource_get_parent(resource); if (index_buffer && index_buffer->sysmem) return D3D_OK; } WARN("Resource %p in pool D3DPOOL_DEFAULT blocks the Reset call.\n", resource); return D3DERR_DEVICELOST; } parent = wined3d_resource_get_parent(resource); if (parent && SUCCEEDED(IUnknown_QueryInterface(parent, &IID_IDirect3DBaseTexture8, (void **)&texture))) { IDirect3DBaseTexture8_Release(texture); WARN("Texture %p (resource %p) in pool D3DPOOL_DEFAULT blocks the Reset call.\n", texture, resource); return D3DERR_DEVICELOST; } surface = wined3d_texture_get_sub_resource_parent(wined3d_texture_from_resource(resource), 0); if (!surface->resource.refcount) return D3D_OK; WARN("Surface %p in pool D3DPOOL_DEFAULT blocks the Reset call.\n", surface); return D3DERR_DEVICELOST; } static HRESULT WINAPI d3d8_device_Reset(IDirect3DDevice8 *iface, D3DPRESENT_PARAMETERS *present_parameters) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_swapchain_desc swapchain_desc; struct d3d8_swapchain *implicit_swapchain; unsigned int output_idx; HRESULT hr; TRACE("iface %p, present_parameters %p.\n", iface, present_parameters); if (device->device_state == D3D8_DEVICE_STATE_LOST) { WARN("App not active, returning D3DERR_DEVICELOST.\n"); return D3DERR_DEVICELOST; } output_idx = device->adapter_ordinal; if (!wined3d_swapchain_desc_from_d3d8(&swapchain_desc, device->d3d_parent->wined3d_outputs[output_idx], present_parameters)) return D3DERR_INVALIDCALL; swapchain_desc.flags |= WINED3D_SWAPCHAIN_IMPLICIT; wined3d_mutex_lock(); wined3d_streaming_buffer_cleanup(&device->vertex_buffer); wined3d_streaming_buffer_cleanup(&device->index_buffer); if (device->recording) wined3d_stateblock_decref(device->recording); device->recording = NULL; device->update_state = device->state; wined3d_stateblock_reset(device->state); if (SUCCEEDED(hr = wined3d_device_reset(device->wined3d_device, &swapchain_desc, NULL, reset_enum_callback, TRUE))) { present_parameters->BackBufferCount = swapchain_desc.backbuffer_count; implicit_swapchain = wined3d_swapchain_get_parent(device->implicit_swapchain); implicit_swapchain->swap_interval = wined3dswapinterval_from_d3d(present_parameters->FullScreen_PresentationInterval); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_POINTSIZE_MIN, 0); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_ZENABLE, !!swapchain_desc.enable_auto_depth_stencil); device_reset_viewport_state(device); device->device_state = D3D8_DEVICE_STATE_OK; } else { device->device_state = D3D8_DEVICE_STATE_NOT_RESET; } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_Present(IDirect3DDevice8 *iface, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_swapchain *implicit_swapchain; TRACE("iface %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n", iface, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), dst_window_override, dirty_region); /* Fraps does not hook IDirect3DDevice8::Present regardless of the hotpatch * attribute. It only hooks IDirect3DSwapChain8::Present. Yet it properly * shows a framerate on Windows in applications that only call the device * method, like e.g. the dx8 sdk samples. The conclusion is that native * calls the swapchain's public method from the device. */ implicit_swapchain = wined3d_swapchain_get_parent(device->implicit_swapchain); return IDirect3DSwapChain8_Present(&implicit_swapchain->IDirect3DSwapChain8_iface, src_rect, dst_rect, dst_window_override, dirty_region); } static HRESULT WINAPI d3d8_device_GetBackBuffer(IDirect3DDevice8 *iface, UINT backbuffer_idx, D3DBACKBUFFER_TYPE backbuffer_type, IDirect3DSurface8 **backbuffer) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_texture *wined3d_texture; struct d3d8_surface *surface_impl; TRACE("iface %p, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n", iface, backbuffer_idx, backbuffer_type, backbuffer); /* backbuffer_type is ignored by native. */ /* No need to check for backbuffer == NULL, Windows crashes in that case. */ wined3d_mutex_lock(); if (!(wined3d_texture = wined3d_swapchain_get_back_buffer(device->implicit_swapchain, backbuffer_idx))) { wined3d_mutex_unlock(); *backbuffer = NULL; return D3DERR_INVALIDCALL; } surface_impl = wined3d_texture_get_sub_resource_parent(wined3d_texture, 0); *backbuffer = &surface_impl->IDirect3DSurface8_iface; IDirect3DSurface8_AddRef(*backbuffer); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetRasterStatus(IDirect3DDevice8 *iface, D3DRASTER_STATUS *raster_status) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, raster_status %p.\n", iface, raster_status); wined3d_mutex_lock(); hr = wined3d_device_get_raster_status(device->wined3d_device, 0, (struct wined3d_raster_status *)raster_status); wined3d_mutex_unlock(); return hr; } static void WINAPI d3d8_device_SetGammaRamp(IDirect3DDevice8 *iface, DWORD flags, const D3DGAMMARAMP *ramp) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, flags %#lx, ramp %p.\n", iface, flags, ramp); /* Note: D3DGAMMARAMP is compatible with struct wined3d_gamma_ramp. */ wined3d_mutex_lock(); wined3d_device_set_gamma_ramp(device->wined3d_device, 0, flags, (const struct wined3d_gamma_ramp *)ramp); wined3d_mutex_unlock(); } static void WINAPI d3d8_device_GetGammaRamp(IDirect3DDevice8 *iface, D3DGAMMARAMP *ramp) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, ramp %p.\n", iface, ramp); /* Note: D3DGAMMARAMP is compatible with struct wined3d_gamma_ramp. */ wined3d_mutex_lock(); wined3d_device_get_gamma_ramp(device->wined3d_device, 0, (struct wined3d_gamma_ramp *)ramp); wined3d_mutex_unlock(); } static HRESULT WINAPI d3d8_device_CreateTexture(IDirect3DDevice8 *iface, UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool, IDirect3DTexture8 **texture) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_texture *object; HRESULT hr; TRACE("iface %p, width %u, height %u, levels %u, usage %#lx, format %#x, pool %#x, texture %p.\n", iface, width, height, levels, usage, format, pool, texture); if (!format) return D3DERR_INVALIDCALL; *texture = NULL; if (!(object = heap_alloc_zero(sizeof(*object)))) return D3DERR_OUTOFVIDEOMEMORY; hr = d3d8_texture_2d_init(object, device, width, height, levels, usage, format, pool); if (FAILED(hr)) { WARN("Failed to initialize texture, hr %#lx.\n", hr); heap_free(object); return hr; } TRACE("Created texture %p.\n", object); *texture = (IDirect3DTexture8 *)&object->IDirect3DBaseTexture8_iface; return D3D_OK; } static HRESULT WINAPI d3d8_device_CreateVolumeTexture(IDirect3DDevice8 *iface, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool, IDirect3DVolumeTexture8 **texture) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_texture *object; HRESULT hr; TRACE("iface %p, width %u, height %u, depth %u, levels %u, usage %#lx, format %#x, pool %#x, texture %p.\n", iface, width, height, depth, levels, usage, format, pool, texture); if (!format) return D3DERR_INVALIDCALL; *texture = NULL; if (!(object = heap_alloc_zero(sizeof(*object)))) return D3DERR_OUTOFVIDEOMEMORY; hr = d3d8_texture_3d_init(object, device, width, height, depth, levels, usage, format, pool); if (FAILED(hr)) { WARN("Failed to initialize volume texture, hr %#lx.\n", hr); heap_free(object); return hr; } TRACE("Created volume texture %p.\n", object); *texture = (IDirect3DVolumeTexture8 *)&object->IDirect3DBaseTexture8_iface; return D3D_OK; } static HRESULT WINAPI d3d8_device_CreateCubeTexture(IDirect3DDevice8 *iface, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool, IDirect3DCubeTexture8 **texture) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_texture *object; HRESULT hr; TRACE("iface %p, edge_length %u, levels %u, usage %#lx, format %#x, pool %#x, texture %p.\n", iface, edge_length, levels, usage, format, pool, texture); if (!format) return D3DERR_INVALIDCALL; *texture = NULL; if (!(object = heap_alloc_zero(sizeof(*object)))) return D3DERR_OUTOFVIDEOMEMORY; hr = d3d8_texture_cube_init(object, device, edge_length, levels, usage, format, pool); if (FAILED(hr)) { WARN("Failed to initialize cube texture, hr %#lx.\n", hr); heap_free(object); return hr; } TRACE("Created cube texture %p.\n", object); *texture = (IDirect3DCubeTexture8 *)&object->IDirect3DBaseTexture8_iface; return hr; } static HRESULT WINAPI d3d8_device_CreateVertexBuffer(IDirect3DDevice8 *iface, UINT size, DWORD usage, DWORD fvf, D3DPOOL pool, IDirect3DVertexBuffer8 **buffer) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertexbuffer *object; HRESULT hr; TRACE("iface %p, size %u, usage %#lx, fvf %#lx, pool %#x, buffer %p.\n", iface, size, usage, fvf, pool, buffer); if (!(object = heap_alloc_zero(sizeof(*object)))) return D3DERR_OUTOFVIDEOMEMORY; hr = vertexbuffer_init(object, device, size, usage, fvf, pool); if (FAILED(hr)) { WARN("Failed to initialize vertex buffer, hr %#lx.\n", hr); heap_free(object); return hr; } TRACE("Created vertex buffer %p.\n", object); *buffer = &object->IDirect3DVertexBuffer8_iface; return D3D_OK; } static HRESULT WINAPI d3d8_device_CreateIndexBuffer(IDirect3DDevice8 *iface, UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool, IDirect3DIndexBuffer8 **buffer) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_indexbuffer *object; HRESULT hr; TRACE("iface %p, size %u, usage %#lx, format %#x, pool %#x, buffer %p.\n", iface, size, usage, format, pool, buffer); if (!(object = heap_alloc_zero(sizeof(*object)))) return D3DERR_OUTOFVIDEOMEMORY; hr = indexbuffer_init(object, device, size, usage, format, pool); if (FAILED(hr)) { WARN("Failed to initialize index buffer, hr %#lx.\n", hr); heap_free(object); return hr; } TRACE("Created index buffer %p.\n", object); *buffer = &object->IDirect3DIndexBuffer8_iface; return D3D_OK; } static HRESULT d3d8_device_create_surface(struct d3d8_device *device, enum wined3d_format_id format, enum wined3d_multisample_type multisample_type, unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, IDirect3DSurface8 **surface) { struct wined3d_resource_desc desc; struct d3d8_surface *surface_impl; struct wined3d_texture *texture; HRESULT hr; TRACE("device %p, format %#x, multisample_type %#x, bind_flags %#x, " "access %#x, width %u, height %u, surface %p.\n", device, format, multisample_type, bind_flags, access, width, height, surface); desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; desc.format = format; desc.multisample_type = multisample_type; desc.multisample_quality = 0; desc.usage = 0; desc.bind_flags = bind_flags; desc.access = access; desc.width = width; desc.height = height; desc.depth = 1; desc.size = 0; wined3d_mutex_lock(); if (FAILED(hr = wined3d_texture_create(device->wined3d_device, &desc, 1, 1, 0, NULL, NULL, &d3d8_null_wined3d_parent_ops, &texture))) { wined3d_mutex_unlock(); WARN("Failed to create texture, hr %#lx.\n", hr); return hr; } surface_impl = wined3d_texture_get_sub_resource_parent(texture, 0); surface_impl->parent_device = &device->IDirect3DDevice8_iface; *surface = &surface_impl->IDirect3DSurface8_iface; IDirect3DSurface8_AddRef(*surface); wined3d_texture_decref(texture); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_CreateRenderTarget(IDirect3DDevice8 *iface, UINT width, UINT height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multisample_type, BOOL lockable, IDirect3DSurface8 **surface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); unsigned int access = WINED3D_RESOURCE_ACCESS_GPU; TRACE("iface %p, width %u, height %u, format %#x, multisample_type %#x, lockable %#x, surface %p.\n", iface, width, height, format, multisample_type, lockable, surface); if (!format) return D3DERR_INVALIDCALL; *surface = NULL; if (lockable) access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; return d3d8_device_create_surface(device, wined3dformat_from_d3dformat(format), wined3d_multisample_type_from_d3d(multisample_type), WINED3D_BIND_RENDER_TARGET, access, width, height, surface); } static HRESULT WINAPI d3d8_device_CreateDepthStencilSurface(IDirect3DDevice8 *iface, UINT width, UINT height, D3DFORMAT format, D3DMULTISAMPLE_TYPE multisample_type, IDirect3DSurface8 **surface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, width %u, height %u, format %#x, multisample_type %#x, surface %p.\n", iface, width, height, format, multisample_type, surface); if (!format) return D3DERR_INVALIDCALL; *surface = NULL; return d3d8_device_create_surface(device, wined3dformat_from_d3dformat(format), wined3d_multisample_type_from_d3d(multisample_type), WINED3D_BIND_DEPTH_STENCIL, WINED3D_RESOURCE_ACCESS_GPU, width, height, surface); } /* IDirect3DDevice8Impl::CreateImageSurface returns surface with pool type SYSTEMMEM */ static HRESULT WINAPI d3d8_device_CreateImageSurface(IDirect3DDevice8 *iface, UINT width, UINT height, D3DFORMAT format, IDirect3DSurface8 **surface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); unsigned int access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; TRACE("iface %p, width %u, height %u, format %#x, surface %p.\n", iface, width, height, format, surface); *surface = NULL; return d3d8_device_create_surface(device, wined3dformat_from_d3dformat(format), WINED3D_MULTISAMPLE_NONE, 0, access, width, height, surface); } static HRESULT WINAPI d3d8_device_CopyRects(IDirect3DDevice8 *iface, IDirect3DSurface8 *src_surface, const RECT *src_rects, UINT rect_count, IDirect3DSurface8 *dst_surface, const POINT *dst_points) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_surface *src = unsafe_impl_from_IDirect3DSurface8(src_surface); struct d3d8_surface *dst = unsafe_impl_from_IDirect3DSurface8(dst_surface); enum wined3d_format_id src_format, dst_format; struct wined3d_sub_resource_desc wined3d_desc; UINT src_w, src_h; TRACE("iface %p, src_surface %p, src_rects %p, rect_count %u, dst_surface %p, dst_points %p.\n", iface, src_surface, src_rects, rect_count, dst_surface, dst_points); wined3d_mutex_lock(); wined3d_texture_get_sub_resource_desc(src->wined3d_texture, src->sub_resource_idx, &wined3d_desc); if (wined3d_desc.bind_flags & WINED3D_BIND_DEPTH_STENCIL) { WARN("Source %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n", src_surface); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } src_format = wined3d_desc.format; src_w = wined3d_desc.width; src_h = wined3d_desc.height; wined3d_texture_get_sub_resource_desc(dst->wined3d_texture, dst->sub_resource_idx, &wined3d_desc); if (wined3d_desc.bind_flags & WINED3D_BIND_DEPTH_STENCIL) { WARN("Destination %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n", dst_surface); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } dst_format = wined3d_desc.format; /* Check that the source and destination formats match */ if (src_format != dst_format) { WARN("Source %p format must match the destination %p format, returning D3DERR_INVALIDCALL.\n", src_surface, dst_surface); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } /* Quick if complete copy ... */ if (!rect_count && !src_rects && !dst_points) { RECT rect = {0, 0, src_w, src_h}; wined3d_device_context_blt(device->immediate_context, dst->wined3d_texture, dst->sub_resource_idx, &rect, src->wined3d_texture, src->sub_resource_idx, &rect, 0, NULL, WINED3D_TEXF_POINT); } else { unsigned int i; /* Copy rect by rect */ if (src_rects && dst_points) { for (i = 0; i < rect_count; ++i) { UINT w = src_rects[i].right - src_rects[i].left; UINT h = src_rects[i].bottom - src_rects[i].top; RECT dst_rect = {dst_points[i].x, dst_points[i].y, dst_points[i].x + w, dst_points[i].y + h}; wined3d_device_context_blt(device->immediate_context, dst->wined3d_texture, dst->sub_resource_idx, &dst_rect, src->wined3d_texture, src->sub_resource_idx, &src_rects[i], 0, NULL, WINED3D_TEXF_POINT); } } else { for (i = 0; i < rect_count; ++i) { UINT w = src_rects[i].right - src_rects[i].left; UINT h = src_rects[i].bottom - src_rects[i].top; RECT dst_rect = {0, 0, w, h}; wined3d_device_context_blt(device->immediate_context, dst->wined3d_texture, dst->sub_resource_idx, &dst_rect, src->wined3d_texture, src->sub_resource_idx, &src_rects[i], 0, NULL, WINED3D_TEXF_POINT); } } } wined3d_mutex_unlock(); return WINED3D_OK; } static HRESULT WINAPI d3d8_device_UpdateTexture(IDirect3DDevice8 *iface, IDirect3DBaseTexture8 *src_texture, IDirect3DBaseTexture8 *dst_texture) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_texture *src_impl, *dst_impl; HRESULT hr; TRACE("iface %p, src_texture %p, dst_texture %p.\n", iface, src_texture, dst_texture); src_impl = unsafe_impl_from_IDirect3DBaseTexture8(src_texture); dst_impl = unsafe_impl_from_IDirect3DBaseTexture8(dst_texture); if (src_impl->draw_texture || dst_impl->draw_texture) { WARN("Source or destination is managed; returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); hr = wined3d_device_update_texture(device->wined3d_device, src_impl->wined3d_texture, dst_impl->wined3d_texture); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetFrontBuffer(IDirect3DDevice8 *iface, IDirect3DSurface8 *dst_surface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_surface *dst_impl = unsafe_impl_from_IDirect3DSurface8(dst_surface); HRESULT hr; TRACE("iface %p, dst_surface %p.\n", iface, dst_surface); if (!dst_surface) { WARN("Invalid destination surface passed.\n"); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); hr = wined3d_swapchain_get_front_buffer_data(device->implicit_swapchain, dst_impl->wined3d_texture, dst_impl->sub_resource_idx); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_SetRenderTarget(IDirect3DDevice8 *iface, IDirect3DSurface8 *render_target, IDirect3DSurface8 *depth_stencil) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_surface *rt_impl = unsafe_impl_from_IDirect3DSurface8(render_target); struct d3d8_surface *ds_impl = unsafe_impl_from_IDirect3DSurface8(depth_stencil); struct wined3d_rendertarget_view *original_dsv, *rtv; HRESULT hr = D3D_OK; TRACE("iface %p, render_target %p, depth_stencil %p.\n", iface, render_target, depth_stencil); if (rt_impl && d3d8_surface_get_device(rt_impl) != device) { WARN("Render target surface does not match device.\n"); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); if (ds_impl) { struct wined3d_sub_resource_desc ds_desc, rt_desc; struct wined3d_rendertarget_view *original_rtv; struct d3d8_surface *original_surface; /* If no render target is passed in check the size against the current RT */ if (!render_target) { if (!(original_rtv = wined3d_device_context_get_rendertarget_view(device->immediate_context, 0))) { wined3d_mutex_unlock(); return D3DERR_NOTFOUND; } original_surface = wined3d_rendertarget_view_get_sub_resource_parent(original_rtv); wined3d_texture_get_sub_resource_desc(original_surface->wined3d_texture, original_surface->sub_resource_idx, &rt_desc); } else wined3d_texture_get_sub_resource_desc(rt_impl->wined3d_texture, rt_impl->sub_resource_idx, &rt_desc); wined3d_texture_get_sub_resource_desc(ds_impl->wined3d_texture, ds_impl->sub_resource_idx, &ds_desc); if (ds_desc.width < rt_desc.width || ds_desc.height < rt_desc.height) { WARN("Depth stencil is smaller than the render target, returning D3DERR_INVALIDCALL\n"); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } if (ds_desc.multisample_type != rt_desc.multisample_type || ds_desc.multisample_quality != rt_desc.multisample_quality) { WARN("Multisample settings do not match, returning D3DERR_INVALIDCALL\n"); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } } original_dsv = wined3d_device_context_get_depth_stencil_view(device->immediate_context); rtv = ds_impl ? d3d8_surface_acquire_rendertarget_view(ds_impl) : NULL; hr = wined3d_device_context_set_depth_stencil_view(device->immediate_context, rtv); d3d8_surface_release_rendertarget_view(ds_impl, rtv); if (SUCCEEDED(hr)) { rtv = render_target ? d3d8_surface_acquire_rendertarget_view(rt_impl) : NULL; if (render_target) { if (SUCCEEDED(hr = wined3d_device_context_set_rendertarget_views(device->immediate_context, 0, 1, &rtv, TRUE))) device_reset_viewport_state(device); else wined3d_device_context_set_depth_stencil_view(device->immediate_context, original_dsv); } d3d8_surface_release_rendertarget_view(rt_impl, rtv); } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetRenderTarget(IDirect3DDevice8 *iface, IDirect3DSurface8 **render_target) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_rendertarget_view *wined3d_rtv; struct d3d8_surface *surface_impl; HRESULT hr; TRACE("iface %p, render_target %p.\n", iface, render_target); if (!render_target) return D3DERR_INVALIDCALL; wined3d_mutex_lock(); if ((wined3d_rtv = wined3d_device_context_get_rendertarget_view(device->immediate_context, 0))) { /* We want the sub resource parent here, since the view itself may be * internal to wined3d and may not have a parent. */ surface_impl = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_rtv); *render_target = &surface_impl->IDirect3DSurface8_iface; IDirect3DSurface8_AddRef(*render_target); hr = D3D_OK; } else { ERR("Failed to get wined3d render target.\n"); *render_target = NULL; hr = D3DERR_NOTFOUND; } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetDepthStencilSurface(IDirect3DDevice8 *iface, IDirect3DSurface8 **depth_stencil) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_rendertarget_view *wined3d_dsv; struct d3d8_surface *surface_impl; HRESULT hr = D3D_OK; TRACE("iface %p, depth_stencil %p.\n", iface, depth_stencil); if (!depth_stencil) return D3DERR_INVALIDCALL; wined3d_mutex_lock(); if ((wined3d_dsv = wined3d_device_context_get_depth_stencil_view(device->immediate_context))) { /* We want the sub resource parent here, since the view itself may be * internal to wined3d and may not have a parent. */ surface_impl = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_dsv); *depth_stencil = &surface_impl->IDirect3DSurface8_iface; IDirect3DSurface8_AddRef(*depth_stencil); } else { hr = D3DERR_NOTFOUND; *depth_stencil = NULL; } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_BeginScene(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); hr = wined3d_device_begin_scene(device->wined3d_device); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI DECLSPEC_HOTPATCH d3d8_device_EndScene(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); hr = wined3d_device_end_scene(device->wined3d_device); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_Clear(IDirect3DDevice8 *iface, DWORD rect_count, const D3DRECT *rects, DWORD flags, D3DCOLOR color, float z, DWORD stencil) { const struct wined3d_color c = { ((color >> 16) & 0xff) / 255.0f, ((color >> 8) & 0xff) / 255.0f, (color & 0xff) / 255.0f, ((color >> 24) & 0xff) / 255.0f, }; struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, rect_count %lu, rects %p, flags %#lx, color 0x%08lx, z %.8e, stencil %lu.\n", iface, rect_count, rects, flags, color, z, stencil); if (rect_count && !rects) { WARN("count %lu with NULL rects.\n", rect_count); rect_count = 0; } wined3d_mutex_lock(); wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = wined3d_device_clear(device->wined3d_device, rect_count, (const RECT *)rects, flags, &c, z, stencil); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_SetTransform(IDirect3DDevice8 *iface, D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix); /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */ wined3d_mutex_lock(); wined3d_stateblock_set_transform(device->update_state, wined3d_transform_state_from_d3d(state), (const struct wined3d_matrix *)matrix); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetTransform(IDirect3DDevice8 *iface, D3DTRANSFORMSTATETYPE state, D3DMATRIX *matrix) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix); /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */ wined3d_mutex_lock(); memcpy(matrix, &device->stateblock_state->transforms[state], sizeof(*matrix)); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_MultiplyTransform(IDirect3DDevice8 *iface, D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, state %#x, matrix %p.\n", iface, state, matrix); /* Note: D3DMATRIX is compatible with struct wined3d_matrix. */ wined3d_mutex_lock(); wined3d_stateblock_multiply_transform(device->state, wined3d_transform_state_from_d3d(state), (const struct wined3d_matrix *)matrix); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_SetViewport(IDirect3DDevice8 *iface, const D3DVIEWPORT8 *viewport) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_sub_resource_desc rt_desc; struct wined3d_rendertarget_view *rtv; struct d3d8_surface *surface; struct wined3d_viewport vp; TRACE("iface %p, viewport %p.\n", iface, viewport); wined3d_mutex_lock(); if (!(rtv = wined3d_device_context_get_rendertarget_view(device->immediate_context, 0))) { wined3d_mutex_unlock(); return D3DERR_NOTFOUND; } surface = wined3d_rendertarget_view_get_sub_resource_parent(rtv); wined3d_texture_get_sub_resource_desc(surface->wined3d_texture, surface->sub_resource_idx, &rt_desc); if (viewport->X > rt_desc.width || viewport->Width > rt_desc.width - viewport->X || viewport->Y > rt_desc.height || viewport->Height > rt_desc.height - viewport->Y) { WARN("Invalid viewport, returning D3DERR_INVALIDCALL.\n"); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } vp.x = viewport->X; vp.y = viewport->Y; vp.width = viewport->Width; vp.height = viewport->Height; vp.min_z = viewport->MinZ; vp.max_z = viewport->MaxZ; wined3d_stateblock_set_viewport(device->update_state, &vp); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetViewport(IDirect3DDevice8 *iface, D3DVIEWPORT8 *viewport) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_viewport wined3d_viewport; TRACE("iface %p, viewport %p.\n", iface, viewport); wined3d_mutex_lock(); wined3d_viewport = device->stateblock_state->viewport; wined3d_mutex_unlock(); viewport->X = wined3d_viewport.x; viewport->Y = wined3d_viewport.y; viewport->Width = wined3d_viewport.width; viewport->Height = wined3d_viewport.height; viewport->MinZ = wined3d_viewport.min_z; viewport->MaxZ = wined3d_viewport.max_z; return D3D_OK; } static HRESULT WINAPI d3d8_device_SetMaterial(IDirect3DDevice8 *iface, const D3DMATERIAL8 *material) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, material %p.\n", iface, material); /* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */ wined3d_mutex_lock(); wined3d_stateblock_set_material(device->update_state, (const struct wined3d_material *)material); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetMaterial(IDirect3DDevice8 *iface, D3DMATERIAL8 *material) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, material %p.\n", iface, material); /* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */ wined3d_mutex_lock(); memcpy(material, &device->stateblock_state->material, sizeof(*material)); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_SetLight(IDirect3DDevice8 *iface, DWORD index, const D3DLIGHT8 *light) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, index %lu, light %p.\n", iface, index, light); /* Note: D3DLIGHT8 is compatible with struct wined3d_light. */ wined3d_mutex_lock(); hr = wined3d_stateblock_set_light(device->update_state, index, (const struct wined3d_light *)light); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetLight(IDirect3DDevice8 *iface, DWORD index, D3DLIGHT8 *light) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); BOOL enabled; HRESULT hr; TRACE("iface %p, index %lu, light %p.\n", iface, index, light); /* Note: D3DLIGHT8 is compatible with struct wined3d_light. */ wined3d_mutex_lock(); hr = wined3d_stateblock_get_light(device->state, index, (struct wined3d_light *)light, &enabled); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_LightEnable(IDirect3DDevice8 *iface, DWORD index, BOOL enable) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, index %lu, enable %#x.\n", iface, index, enable); wined3d_mutex_lock(); hr = wined3d_stateblock_set_light_enable(device->update_state, index, enable); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetLightEnable(IDirect3DDevice8 *iface, DWORD index, BOOL *enabled) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_light light; HRESULT hr; TRACE("iface %p, index %lu, enabled %p.\n", iface, index, enabled); wined3d_mutex_lock(); hr = wined3d_stateblock_get_light(device->state, index, &light, enabled); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_SetClipPlane(IDirect3DDevice8 *iface, DWORD index, const float *plane) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, index %lu, plane %p.\n", iface, index, plane); wined3d_mutex_lock(); hr = wined3d_stateblock_set_clip_plane(device->update_state, index, (const struct wined3d_vec4 *)plane); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetClipPlane(IDirect3DDevice8 *iface, DWORD index, float *plane) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, index %lu, plane %p.\n", iface, index, plane); if (index >= device->max_user_clip_planes) { TRACE("Plane %lu requested, but only %u planes are supported.\n", index, device->max_user_clip_planes); return WINED3DERR_INVALIDCALL; } wined3d_mutex_lock(); memcpy(plane, &device->stateblock_state->clip_planes[index], sizeof(struct wined3d_vec4)); wined3d_mutex_unlock(); return D3D_OK; } static void resolve_depth_buffer(struct d3d8_device *device) { const struct wined3d_stateblock_state *state = device->stateblock_state; struct wined3d_rendertarget_view *wined3d_dsv; struct wined3d_resource *dst_resource; struct wined3d_texture *dst_texture; struct wined3d_resource_desc desc; struct d3d8_surface *d3d8_dsv; if (!(dst_texture = state->textures[0])) return; dst_resource = wined3d_texture_get_resource(dst_texture); wined3d_resource_get_desc(dst_resource, &desc); if (desc.format != WINED3DFMT_D24_UNORM_S8_UINT && desc.format != WINED3DFMT_X8D24_UNORM && desc.format != WINED3DFMT_DF16 && desc.format != WINED3DFMT_DF24 && desc.format != WINED3DFMT_INTZ) return; if (!(wined3d_dsv = wined3d_device_context_get_depth_stencil_view(device->immediate_context))) return; d3d8_dsv = wined3d_rendertarget_view_get_sub_resource_parent(wined3d_dsv); wined3d_device_context_resolve_sub_resource(device->immediate_context, dst_resource, 0, wined3d_rendertarget_view_get_resource(wined3d_dsv), d3d8_dsv->sub_resource_idx, desc.format); } static HRESULT WINAPI d3d8_device_SetRenderState(IDirect3DDevice8 *iface, D3DRENDERSTATETYPE state, DWORD value) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); TRACE("iface %p, state %#x, value %#lx.\n", iface, state, value); wined3d_mutex_lock(); wined3d_stateblock_set_render_state(device->update_state, wined3d_render_state_from_d3d(state), value); if (state == D3DRS_POINTSIZE && value == D3D8_RESZ_CODE) resolve_depth_buffer(device); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetRenderState(IDirect3DDevice8 *iface, D3DRENDERSTATETYPE state, DWORD *value) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_stateblock_state *device_state; TRACE("iface %p, state %#x, value %p.\n", iface, state, value); wined3d_mutex_lock(); device_state = device->stateblock_state; switch (state) { case D3DRS_ZBIAS: *value = device_state->rs[WINED3D_RS_DEPTHBIAS]; break; default: *value = device_state->rs[state]; } wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_BeginStateBlock(IDirect3DDevice8 *iface) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_stateblock *stateblock; HRESULT hr; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); if (device->recording) { wined3d_mutex_unlock(); WARN("Trying to begin a stateblock while recording, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } if (SUCCEEDED(hr = wined3d_stateblock_create(device->wined3d_device, NULL, WINED3D_SBT_RECORDED, &stateblock))) device->update_state = device->recording = stateblock; wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_EndStateBlock(IDirect3DDevice8 *iface, DWORD *token) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_stateblock *stateblock; TRACE("iface %p, token %p.\n", iface, token); /* Tell wineD3D to endstateblock before anything else (in case we run out * of memory later and cause locking problems) */ wined3d_mutex_lock(); if (!device->recording) { wined3d_mutex_unlock(); WARN("Trying to end a stateblock, but no stateblock is being recorded.\n"); return D3DERR_INVALIDCALL; } stateblock = device->recording; wined3d_stateblock_init_contained_states(stateblock); device->recording = NULL; device->update_state = device->state; *token = d3d8_allocate_handle(&device->handle_table, stateblock, D3D8_HANDLE_SB); wined3d_mutex_unlock(); if (*token == D3D8_INVALID_HANDLE) { ERR("Failed to create a handle\n"); wined3d_mutex_lock(); wined3d_stateblock_decref(stateblock); wined3d_mutex_unlock(); return E_FAIL; } ++*token; TRACE("Returning %#lx (%p).\n", *token, stateblock); return D3D_OK; } static HRESULT WINAPI d3d8_device_ApplyStateBlock(IDirect3DDevice8 *iface, DWORD token) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_stateblock_state *state; struct d3d8_vertexbuffer *vertex_buffer; struct wined3d_stateblock *stateblock; struct d3d8_indexbuffer *index_buffer; struct wined3d_buffer *wined3d_buffer; unsigned int i; TRACE("iface %p, token %#lx.\n", iface, token); if (!token) return D3D_OK; wined3d_mutex_lock(); if (device->recording) { wined3d_mutex_unlock(); WARN("Trying to apply stateblock while recording, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } stateblock = d3d8_get_object(&device->handle_table, token - 1, D3D8_HANDLE_SB); if (!stateblock) { WARN("Invalid handle (%#lx) passed.\n", token); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } wined3d_stateblock_apply(stateblock, device->state); device->sysmem_vb = 0; state = device->stateblock_state; for (i = 0; i < D3D8_MAX_STREAMS; ++i) { wined3d_buffer = state->streams[i].buffer; if (!wined3d_buffer || !(vertex_buffer = wined3d_buffer_get_parent(wined3d_buffer))) continue; if (vertex_buffer->draw_buffer) device->sysmem_vb |= 1u << i; } device->sysmem_ib = (wined3d_buffer = state->index_buffer) && (index_buffer = wined3d_buffer_get_parent(wined3d_buffer)) && index_buffer->sysmem; wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_CaptureStateBlock(IDirect3DDevice8 *iface, DWORD token) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_stateblock *stateblock; TRACE("iface %p, token %#lx.\n", iface, token); wined3d_mutex_lock(); if (device->recording) { wined3d_mutex_unlock(); WARN("Trying to capture stateblock while recording, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } stateblock = d3d8_get_object(&device->handle_table, token - 1, D3D8_HANDLE_SB); if (!stateblock) { WARN("Invalid handle (%#lx) passed.\n", token); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } wined3d_stateblock_capture(stateblock, device->state); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_DeleteStateBlock(IDirect3DDevice8 *iface, DWORD token) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_stateblock *stateblock; TRACE("iface %p, token %#lx.\n", iface, token); wined3d_mutex_lock(); stateblock = d3d8_free_handle(&device->handle_table, token - 1, D3D8_HANDLE_SB); if (!stateblock) { WARN("Invalid handle (%#lx) passed.\n", token); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } if (wined3d_stateblock_decref(stateblock)) { ERR("Stateblock %p has references left, this shouldn't happen.\n", stateblock); } wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_CreateStateBlock(IDirect3DDevice8 *iface, D3DSTATEBLOCKTYPE type, DWORD *handle) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_stateblock *stateblock; HRESULT hr; TRACE("iface %p, type %#x, handle %p.\n", iface, type, handle); if (type != D3DSBT_ALL && type != D3DSBT_PIXELSTATE && type != D3DSBT_VERTEXSTATE) { WARN("Unexpected stateblock type, returning D3DERR_INVALIDCALL\n"); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); if (device->recording) { wined3d_mutex_unlock(); WARN("Trying to create a stateblock while recording, returning D3DERR_INVALIDCALL.\n"); return D3DERR_INVALIDCALL; } hr = wined3d_stateblock_create(device->wined3d_device, device->state, (enum wined3d_stateblock_type)type, &stateblock); if (FAILED(hr)) { wined3d_mutex_unlock(); ERR("Failed to create the state block, hr %#lx.\n", hr); return hr; } *handle = d3d8_allocate_handle(&device->handle_table, stateblock, D3D8_HANDLE_SB); wined3d_mutex_unlock(); if (*handle == D3D8_INVALID_HANDLE) { ERR("Failed to allocate a handle.\n"); wined3d_mutex_lock(); wined3d_stateblock_decref(stateblock); wined3d_mutex_unlock(); return E_FAIL; } ++*handle; TRACE("Returning %#lx (%p).\n", *handle, stateblock); return hr; } static HRESULT WINAPI d3d8_device_SetClipStatus(IDirect3DDevice8 *iface, const D3DCLIPSTATUS8 *clip_status) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, clip_status %p.\n", iface, clip_status); /* FIXME: Verify that D3DCLIPSTATUS8 ~= struct wined3d_clip_status. */ wined3d_mutex_lock(); hr = wined3d_device_set_clip_status(device->wined3d_device, (const struct wined3d_clip_status *)clip_status); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetClipStatus(IDirect3DDevice8 *iface, D3DCLIPSTATUS8 *clip_status) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, clip_status %p.\n", iface, clip_status); wined3d_mutex_lock(); hr = wined3d_device_get_clip_status(device->wined3d_device, (struct wined3d_clip_status *)clip_status); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetTexture(IDirect3DDevice8 *iface, DWORD stage, IDirect3DBaseTexture8 **texture) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_texture *wined3d_texture; struct d3d8_texture *texture_impl; TRACE("iface %p, stage %lu, texture %p.\n", iface, stage, texture); if (!texture) return D3DERR_INVALIDCALL; if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) { WARN("Ignoring invalid stage %lu.\n", stage); *texture = NULL; return D3D_OK; } wined3d_mutex_lock(); if ((wined3d_texture = device->stateblock_state->textures[stage])) { texture_impl = wined3d_texture_get_parent(wined3d_texture); *texture = &texture_impl->IDirect3DBaseTexture8_iface; IDirect3DBaseTexture8_AddRef(*texture); } else { *texture = NULL; } wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_SetTexture(IDirect3DDevice8 *iface, DWORD stage, IDirect3DBaseTexture8 *texture) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_texture *texture_impl; TRACE("iface %p, stage %lu, texture %p.\n", iface, stage, texture); texture_impl = unsafe_impl_from_IDirect3DBaseTexture8(texture); wined3d_mutex_lock(); wined3d_stateblock_set_texture(device->update_state, stage, texture_impl ? d3d8_texture_get_draw_texture(texture_impl) : NULL); wined3d_mutex_unlock(); return D3D_OK; } static const struct tss_lookup { BOOL sampler_state; union { enum wined3d_texture_stage_state texture_state; enum wined3d_sampler_state sampler_state; } u; } tss_lookup[] = { {FALSE, {WINED3D_TSS_INVALID}}, /* 0, unused */ {FALSE, {WINED3D_TSS_COLOR_OP}}, /* 1, D3DTSS_COLOROP */ {FALSE, {WINED3D_TSS_COLOR_ARG1}}, /* 2, D3DTSS_COLORARG1 */ {FALSE, {WINED3D_TSS_COLOR_ARG2}}, /* 3, D3DTSS_COLORARG2 */ {FALSE, {WINED3D_TSS_ALPHA_OP}}, /* 4, D3DTSS_ALPHAOP */ {FALSE, {WINED3D_TSS_ALPHA_ARG1}}, /* 5, D3DTSS_ALPHAARG1 */ {FALSE, {WINED3D_TSS_ALPHA_ARG2}}, /* 6, D3DTSS_ALPHAARG2 */ {FALSE, {WINED3D_TSS_BUMPENV_MAT00}}, /* 7, D3DTSS_BUMPENVMAT00 */ {FALSE, {WINED3D_TSS_BUMPENV_MAT01}}, /* 8, D3DTSS_BUMPENVMAT01 */ {FALSE, {WINED3D_TSS_BUMPENV_MAT10}}, /* 9, D3DTSS_BUMPENVMAT10 */ {FALSE, {WINED3D_TSS_BUMPENV_MAT11}}, /* 10, D3DTSS_BUMPENVMAT11 */ {FALSE, {WINED3D_TSS_TEXCOORD_INDEX}}, /* 11, D3DTSS_TEXCOORDINDEX */ {FALSE, {WINED3D_TSS_INVALID}}, /* 12, unused */ {TRUE, {WINED3D_SAMP_ADDRESS_U}}, /* 13, D3DTSS_ADDRESSU */ {TRUE, {WINED3D_SAMP_ADDRESS_V}}, /* 14, D3DTSS_ADDRESSV */ {TRUE, {WINED3D_SAMP_BORDER_COLOR}}, /* 15, D3DTSS_BORDERCOLOR */ {TRUE, {WINED3D_SAMP_MAG_FILTER}}, /* 16, D3DTSS_MAGFILTER */ {TRUE, {WINED3D_SAMP_MIN_FILTER}}, /* 17, D3DTSS_MINFILTER */ {TRUE, {WINED3D_SAMP_MIP_FILTER}}, /* 18, D3DTSS_MIPFILTER */ {TRUE, {WINED3D_SAMP_MIPMAP_LOD_BIAS}}, /* 19, D3DTSS_MIPMAPLODBIAS */ {TRUE, {WINED3D_SAMP_MAX_MIP_LEVEL}}, /* 20, D3DTSS_MAXMIPLEVEL */ {TRUE, {WINED3D_SAMP_MAX_ANISOTROPY}}, /* 21, D3DTSS_MAXANISOTROPY */ {FALSE, {WINED3D_TSS_BUMPENV_LSCALE}}, /* 22, D3DTSS_BUMPENVLSCALE */ {FALSE, {WINED3D_TSS_BUMPENV_LOFFSET}}, /* 23, D3DTSS_BUMPENVLOFFSET */ {FALSE, {WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS}}, /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */ {TRUE, {WINED3D_SAMP_ADDRESS_W}}, /* 25, D3DTSS_ADDRESSW */ {FALSE, {WINED3D_TSS_COLOR_ARG0}}, /* 26, D3DTSS_COLORARG0 */ {FALSE, {WINED3D_TSS_ALPHA_ARG0}}, /* 27, D3DTSS_ALPHAARG0 */ {FALSE, {WINED3D_TSS_RESULT_ARG}}, /* 28, D3DTSS_RESULTARG */ }; static HRESULT WINAPI d3d8_device_GetTextureStageState(IDirect3DDevice8 *iface, DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD *value) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_stateblock_state *device_state; const struct tss_lookup *l; TRACE("iface %p, stage %lu, state %#x, value %p.\n", iface, stage, state, value); if (state >= ARRAY_SIZE(tss_lookup)) { WARN("Invalid state %#x.\n", state); return D3D_OK; } l = &tss_lookup[state]; wined3d_mutex_lock(); device_state = device->stateblock_state; if (l->sampler_state) *value = device_state->sampler_states[stage][l->u.sampler_state]; else *value = device_state->texture_states[stage][l->u.texture_state]; wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_SetTextureStageState(IDirect3DDevice8 *iface, DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct tss_lookup *l; TRACE("iface %p, stage %lu, state %#x, value %#lx.\n", iface, stage, type, value); if (type >= ARRAY_SIZE(tss_lookup)) { WARN("Invalid type %#x passed.\n", type); return D3D_OK; } l = &tss_lookup[type]; wined3d_mutex_lock(); if (l->sampler_state) wined3d_stateblock_set_sampler_state(device->update_state, stage, l->u.sampler_state, value); else wined3d_stateblock_set_texture_stage_state(device->update_state, stage, l->u.texture_state, value); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_ValidateDevice(IDirect3DDevice8 *iface, DWORD *pass_count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, pass_count %p.\n", iface, pass_count); wined3d_mutex_lock(); wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = wined3d_device_validate_device(device->wined3d_device, pass_count); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetInfo(IDirect3DDevice8 *iface, DWORD info_id, void *info, DWORD info_size) { TRACE("iface %p, info_id %#lx, info %p, info_size %lu.\n", iface, info_id, info, info_size); if (info_id < 4) return E_FAIL; return S_FALSE; } static HRESULT WINAPI d3d8_device_SetPaletteEntries(IDirect3DDevice8 *iface, UINT palette_idx, const PALETTEENTRY *entries) { WARN("iface %p, palette_idx %u, entries %p unimplemented\n", iface, palette_idx, entries); /* GPUs stopped supporting palettized textures with the Shader Model 1 generation. Wined3d * does not have a d3d8/9-style palette API */ return D3D_OK; } static HRESULT WINAPI d3d8_device_GetPaletteEntries(IDirect3DDevice8 *iface, UINT palette_idx, PALETTEENTRY *entries) { FIXME("iface %p, palette_idx %u, entries %p unimplemented.\n", iface, palette_idx, entries); return D3DERR_INVALIDCALL; } static HRESULT WINAPI d3d8_device_SetCurrentTexturePalette(IDirect3DDevice8 *iface, UINT palette_idx) { WARN("iface %p, palette_idx %u unimplemented.\n", iface, palette_idx); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetCurrentTexturePalette(IDirect3DDevice8 *iface, UINT *palette_idx) { FIXME("iface %p, palette_idx %p unimplemented.\n", iface, palette_idx); return D3DERR_INVALIDCALL; } static void d3d8_device_upload_sysmem_vertex_buffers(struct d3d8_device *device, unsigned int start_vertex, unsigned int vertex_count) { const struct wined3d_stateblock_state *state = device->stateblock_state; struct wined3d_vertex_declaration *wined3d_decl; struct wined3d_box box = {0, 0, 0, 1, 0, 1}; const struct wined3d_stream_state *stream; struct d3d8_vertexbuffer *d3d8_buffer; struct wined3d_resource *dst_resource; struct d3d8_vertex_declaration *decl; struct wined3d_buffer *dst_buffer; struct wined3d_resource_desc desc; unsigned int stride, map; HRESULT hr; if (!device->sysmem_vb) return; if (!(wined3d_decl = state->vertex_declaration)) return; decl = wined3d_vertex_declaration_get_parent(wined3d_decl); map = decl->stream_map & device->sysmem_vb; while (map) { stream = &state->streams[wined3d_bit_scan(&map)]; dst_buffer = stream->buffer; stride = stream->stride; d3d8_buffer = wined3d_buffer_get_parent(dst_buffer); dst_resource = wined3d_buffer_get_resource(dst_buffer); wined3d_resource_get_desc(dst_resource, &desc); box.left = stream->offset + start_vertex * stride; box.right = min(box.left + vertex_count * stride, desc.size); if (FAILED(hr = wined3d_device_context_copy_sub_resource_region(device->immediate_context, dst_resource, 0, box.left, 0, 0, wined3d_buffer_get_resource(d3d8_buffer->wined3d_buffer), 0, &box, 0))) ERR("Failed to update buffer.\n"); } } static HRESULT d3d8_device_upload_sysmem_index_buffer(struct d3d8_device *device, unsigned int *start_idx, unsigned int idx_count) { const struct wined3d_stateblock_state *state = device->stateblock_state; unsigned int src_offset, idx_size, buffer_size, pos; struct wined3d_resource_desc resource_desc; struct wined3d_resource *index_buffer; struct wined3d_map_desc map_desc; struct wined3d_box box; HRESULT hr; if (!device->sysmem_ib) return S_OK; index_buffer = wined3d_buffer_get_resource(state->index_buffer); wined3d_resource_get_desc(index_buffer, &resource_desc); idx_size = (state->index_format == WINED3DFMT_R16_UINT) ? 2 : 4; src_offset = (*start_idx) * idx_size; buffer_size = min(idx_count * idx_size, resource_desc.size - src_offset); wined3d_box_set(&box, src_offset, 0, buffer_size, 1, 0, 1); if (FAILED(hr = wined3d_resource_map(index_buffer, 0, &map_desc, &box, WINED3D_MAP_READ))) { ERR("Failed to map index buffer, hr %#lx.\n", hr); return hr; } wined3d_streaming_buffer_upload(device->wined3d_device, &device->index_buffer, map_desc.data, buffer_size, idx_size, &pos); wined3d_resource_unmap(index_buffer, 0); wined3d_device_context_set_index_buffer(device->immediate_context, device->index_buffer.buffer, state->index_format, pos); *start_idx = 0; return S_OK; } static void d3d8_device_upload_managed_textures(struct d3d8_device *device) { const struct wined3d_stateblock_state *state = device->stateblock_state; unsigned int i; for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { struct wined3d_texture *wined3d_texture = state->textures[i]; struct d3d8_texture *d3d8_texture; if (!wined3d_texture) continue; d3d8_texture = wined3d_texture_get_parent(wined3d_texture); if (d3d8_texture->draw_texture) wined3d_device_update_texture(device->wined3d_device, d3d8_texture->wined3d_texture, d3d8_texture->draw_texture); } } static HRESULT WINAPI d3d8_device_DrawPrimitive(IDirect3DDevice8 *iface, D3DPRIMITIVETYPE primitive_type, UINT start_vertex, UINT primitive_count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); unsigned int vertex_count; TRACE("iface %p, primitive_type %#x, start_vertex %u, primitive_count %u.\n", iface, primitive_type, start_vertex, primitive_count); vertex_count = vertex_count_from_primitive_count(primitive_type, primitive_count); wined3d_mutex_lock(); d3d8_device_upload_managed_textures(device); d3d8_device_upload_sysmem_vertex_buffers(device, start_vertex, vertex_count); wined3d_device_context_set_primitive_type(device->immediate_context, wined3d_primitive_type_from_d3d(primitive_type), 0); wined3d_device_apply_stateblock(device->wined3d_device, device->state); wined3d_device_context_draw(device->immediate_context, start_vertex, vertex_count, 0, 0); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_DrawIndexedPrimitive(IDirect3DDevice8 *iface, D3DPRIMITIVETYPE primitive_type, UINT min_vertex_idx, UINT vertex_count, UINT start_idx, UINT primitive_count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); unsigned int index_count; int base_vertex_index; HRESULT hr; TRACE("iface %p, primitive_type %#x, min_vertex_idx %u, vertex_count %u, start_idx %u, primitive_count %u.\n", iface, primitive_type, min_vertex_idx, vertex_count, start_idx, primitive_count); index_count = vertex_count_from_primitive_count(primitive_type, primitive_count); wined3d_mutex_lock(); if (!device->stateblock_state->index_buffer) { wined3d_mutex_unlock(); WARN("Index buffer not set, returning D3D_OK.\n"); return D3D_OK; } base_vertex_index = device->stateblock_state->base_vertex_index; d3d8_device_upload_managed_textures(device); d3d8_device_upload_sysmem_vertex_buffers(device, base_vertex_index + min_vertex_idx, vertex_count); wined3d_device_context_set_primitive_type(device->immediate_context, wined3d_primitive_type_from_d3d(primitive_type), 0); wined3d_device_apply_stateblock(device->wined3d_device, device->state); if (FAILED(hr = d3d8_device_upload_sysmem_index_buffer(device, &start_idx, index_count))) { wined3d_mutex_unlock(); return hr; } wined3d_device_context_draw_indexed(device->immediate_context, base_vertex_index, start_idx, index_count, 0, 0); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_DrawPrimitiveUP(IDirect3DDevice8 *iface, D3DPRIMITIVETYPE primitive_type, UINT primitive_count, const void *data, UINT stride) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); UINT vtx_count = vertex_count_from_primitive_count(primitive_type, primitive_count); UINT size = vtx_count * stride; unsigned int vb_pos; HRESULT hr; TRACE("iface %p, primitive_type %#x, primitive_count %u, data %p, stride %u.\n", iface, primitive_type, primitive_count, data, stride); if (!primitive_count || !stride) { WARN("primitive_count or stride is 0, returning D3D_OK.\n"); return D3D_OK; } wined3d_mutex_lock(); if (FAILED(hr = wined3d_streaming_buffer_upload(device->wined3d_device, &device->vertex_buffer, data, size, stride, &vb_pos))) goto done; hr = wined3d_stateblock_set_stream_source(device->state, 0, device->vertex_buffer.buffer, 0, stride); if (FAILED(hr)) goto done; d3d8_device_upload_managed_textures(device); wined3d_device_context_set_primitive_type(device->immediate_context, wined3d_primitive_type_from_d3d(primitive_type), 0); wined3d_device_apply_stateblock(device->wined3d_device, device->state); wined3d_device_context_draw(device->immediate_context, vb_pos / stride, vtx_count, 0, 0); wined3d_stateblock_set_stream_source(device->state, 0, NULL, 0, 0); done: wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_DrawIndexedPrimitiveUP(IDirect3DDevice8 *iface, D3DPRIMITIVETYPE primitive_type, UINT min_vertex_idx, UINT vertex_count, UINT primitive_count, const void *index_data, D3DFORMAT index_format, const void *vertex_data, UINT vertex_stride) { UINT idx_count = vertex_count_from_primitive_count(primitive_type, primitive_count); struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); UINT idx_fmt_size = index_format == D3DFMT_INDEX16 ? 2 : 4; unsigned int base_vertex_idx, vb_pos, ib_pos; UINT vtx_size = vertex_count * vertex_stride; UINT idx_size = idx_count * idx_fmt_size; HRESULT hr; TRACE("iface %p, primitive_type %#x, min_vertex_idx %u, vertex_count %u, primitive_count %u, " "index_data %p, index_format %#x, vertex_data %p, vertex_stride %u.\n", iface, primitive_type, min_vertex_idx, vertex_count, primitive_count, index_data, index_format, vertex_data, vertex_stride); if (!primitive_count || !vertex_stride) { WARN("primitive_count or vertex_stride is 0, returning D3D_OK.\n"); return D3D_OK; } wined3d_mutex_lock(); if (FAILED(hr = wined3d_streaming_buffer_upload(device->wined3d_device, &device->vertex_buffer, (char *)vertex_data + min_vertex_idx * vertex_stride, vtx_size, vertex_stride, &vb_pos))) goto done; if (FAILED(hr = wined3d_streaming_buffer_upload(device->wined3d_device, &device->index_buffer, index_data, idx_size, idx_fmt_size, &ib_pos))) goto done; hr = wined3d_stateblock_set_stream_source(device->state, 0, device->vertex_buffer.buffer, 0, vertex_stride); if (FAILED(hr)) goto done; wined3d_stateblock_set_index_buffer(device->state, device->index_buffer.buffer, wined3dformat_from_d3dformat(index_format)); base_vertex_idx = vb_pos / vertex_stride - min_vertex_idx; wined3d_stateblock_set_base_vertex_index(device->state, base_vertex_idx); d3d8_device_upload_managed_textures(device); wined3d_device_context_set_primitive_type(device->immediate_context, wined3d_primitive_type_from_d3d(primitive_type), 0); wined3d_device_apply_stateblock(device->wined3d_device, device->state); wined3d_device_context_draw_indexed(device->immediate_context, base_vertex_idx, ib_pos / idx_fmt_size, idx_count, 0, 0); wined3d_stateblock_set_stream_source(device->state, 0, NULL, 0, 0); wined3d_stateblock_set_index_buffer(device->state, NULL, WINED3DFMT_UNKNOWN); wined3d_stateblock_set_base_vertex_index(device->state, 0); done: wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_ProcessVertices(IDirect3DDevice8 *iface, UINT src_start_idx, UINT dst_idx, UINT vertex_count, IDirect3DVertexBuffer8 *dst_buffer, DWORD flags) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertexbuffer *dst = unsafe_impl_from_IDirect3DVertexBuffer8(dst_buffer); const struct wined3d_stateblock_state *state; const struct wined3d_stream_state *stream; struct d3d8_vertexbuffer *d3d8_buffer; unsigned int i, map; HRESULT hr; TRACE("iface %p, src_start_idx %u, dst_idx %u, vertex_count %u, dst_buffer %p, flags %#lx.\n", iface, src_start_idx, dst_idx, vertex_count, dst_buffer, flags); wined3d_mutex_lock(); state = device->stateblock_state; /* Note that an alternative approach would be to simply create these * buffers with WINED3D_RESOURCE_ACCESS_MAP_R and update them here like we * do for draws. In some regards that would be easier, but it seems less * than optimal to upload data to the GPU only to subsequently download it * again. */ map = device->sysmem_vb; while (map) { i = wined3d_bit_scan(&map); stream = &state->streams[i]; d3d8_buffer = wined3d_buffer_get_parent(stream->buffer); if (FAILED(wined3d_stateblock_set_stream_source(device->state, i, d3d8_buffer->wined3d_buffer, stream->offset, stream->stride))) ERR("Failed to set stream source.\n"); } wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = wined3d_device_process_vertices(device->wined3d_device, src_start_idx, dst_idx, vertex_count, dst->wined3d_buffer, NULL, flags, dst->fvf); map = device->sysmem_vb; while (map) { i = wined3d_bit_scan(&map); stream = &state->streams[i]; d3d8_buffer = wined3d_buffer_get_parent(stream->buffer); if (FAILED(wined3d_stateblock_set_stream_source(device->state, i, d3d8_buffer->draw_buffer, stream->offset, stream->stride))) ERR("Failed to set stream source.\n"); } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface, const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertex_shader *object; DWORD shader_handle; DWORD handle; HRESULT hr; TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#lx.\n", iface, declaration, byte_code, shader, usage); if (!(object = heap_alloc_zero(sizeof(*object)))) { *shader = 0; return E_OUTOFMEMORY; } wined3d_mutex_lock(); handle = d3d8_allocate_handle(&device->handle_table, object, D3D8_HANDLE_VS); wined3d_mutex_unlock(); if (handle == D3D8_INVALID_HANDLE) { ERR("Failed to allocate vertex shader handle.\n"); heap_free(object); *shader = 0; return E_OUTOFMEMORY; } shader_handle = handle + VS_HIGHESTFIXEDFXF + 1; hr = d3d8_vertex_shader_init(object, device, declaration, byte_code, shader_handle, usage); if (FAILED(hr)) { WARN("Failed to initialize vertex shader, hr %#lx.\n", hr); wined3d_mutex_lock(); d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_VS); wined3d_mutex_unlock(); heap_free(object); *shader = 0; return hr; } TRACE("Created vertex shader %p (handle %#lx).\n", object, shader_handle); *shader = shader_handle; return D3D_OK; } static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3d8_device *device, DWORD fvf) { struct d3d8_vertex_declaration *d3d8_declaration; struct FvfToDecl *convertedDecls = device->decls; int p, low, high; /* deliberately signed */ HRESULT hr; TRACE("Searching for declaration for fvf %#lx... ", fvf); low = 0; high = device->numConvertedDecls - 1; while (low <= high) { p = (low + high) >> 1; TRACE("%d ", p); if (convertedDecls[p].fvf == fvf) { TRACE("found %p\n", convertedDecls[p].declaration); return convertedDecls[p].declaration; } if (convertedDecls[p].fvf < fvf) low = p + 1; else high = p - 1; } TRACE("not found. Creating and inserting at position %d.\n", low); if (!(d3d8_declaration = heap_alloc(sizeof(*d3d8_declaration)))) return NULL; if (FAILED(hr = d3d8_vertex_declaration_init_fvf(d3d8_declaration, device, fvf))) { WARN("Failed to initialize vertex declaration, hr %#lx.\n", hr); heap_free(d3d8_declaration); return NULL; } if (device->declArraySize == device->numConvertedDecls) { UINT grow = device->declArraySize / 2; if (!(convertedDecls = heap_realloc(convertedDecls, sizeof(*convertedDecls) * (device->numConvertedDecls + grow)))) { d3d8_vertex_declaration_destroy(d3d8_declaration); return NULL; } device->decls = convertedDecls; device->declArraySize += grow; } memmove(convertedDecls + low + 1, convertedDecls + low, sizeof(*convertedDecls) * (device->numConvertedDecls - low)); convertedDecls[low].declaration = d3d8_declaration; convertedDecls[low].fvf = fvf; ++device->numConvertedDecls; TRACE("Returning %p. %u decls in array.\n", d3d8_declaration, device->numConvertedDecls); return d3d8_declaration; } static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertex_shader *shader_impl; TRACE("iface %p, shader %#lx.\n", iface, shader); if (VS_HIGHESTFIXEDFXF >= shader) { TRACE("Setting FVF, %#lx\n", shader); wined3d_mutex_lock(); wined3d_stateblock_set_vertex_declaration(device->update_state, d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration); wined3d_stateblock_set_vertex_shader(device->update_state, NULL); wined3d_mutex_unlock(); return D3D_OK; } TRACE("Setting shader\n"); wined3d_mutex_lock(); if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS))) { WARN("Invalid handle (%#lx) passed.\n", shader); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } wined3d_stateblock_set_vertex_declaration(device->update_state, shader_impl->vertex_declaration->wined3d_vertex_declaration); wined3d_stateblock_set_vertex_shader(device->update_state, shader_impl->wined3d_shader); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetVertexShader(IDirect3DDevice8 *iface, DWORD *shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_vertex_declaration *wined3d_declaration; struct d3d8_vertex_declaration *d3d8_declaration; TRACE("iface %p, shader %p.\n", iface, shader); wined3d_mutex_lock(); if ((wined3d_declaration = device->stateblock_state->vertex_declaration)) { d3d8_declaration = wined3d_vertex_declaration_get_parent(wined3d_declaration); *shader = d3d8_declaration->shader_handle; } else { *shader = 0; } wined3d_mutex_unlock(); TRACE("Returning %#lx.\n", *shader); return D3D_OK; } static HRESULT WINAPI d3d8_device_DeleteVertexShader(IDirect3DDevice8 *iface, DWORD shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertex_shader *shader_impl; TRACE("iface %p, shader %#lx.\n", iface, shader); wined3d_mutex_lock(); if (!(shader_impl = d3d8_free_handle(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS))) { WARN("Invalid handle (%#lx) passed.\n", shader); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } if (shader_impl->wined3d_shader && device->stateblock_state->vs == shader_impl->wined3d_shader) IDirect3DDevice8_SetVertexShader(iface, 0); wined3d_mutex_unlock(); d3d8_vertex_shader_destroy(shader_impl); return D3D_OK; } static HRESULT WINAPI d3d8_device_SetVertexShaderConstant(IDirect3DDevice8 *iface, DWORD start_register, const void *data, DWORD count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, start_register %lu, data %p, count %lu.\n", iface, start_register, data, count); if (start_register + count > D3D8_MAX_VERTEX_SHADER_CONSTANTF) { WARN("Trying to access %lu constants, but d3d8 only supports %u.\n", start_register + count, D3D8_MAX_VERTEX_SHADER_CONSTANTF); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); hr = wined3d_stateblock_set_vs_consts_f(device->update_state, start_register, count, data); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetVertexShaderConstant(IDirect3DDevice8 *iface, DWORD start_idx, void *constants, DWORD count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_vec4 *src; TRACE("iface %p, start_idx %lu, constants %p, count %lu.\n", iface, start_idx, constants, count); if (!constants) return D3DERR_INVALIDCALL; if (!wined3d_bound_range(start_idx, count, device->vs_uniform_count)) { WARN("Trying to access %lu constants, but d3d8 only supports %u.\n", start_idx + count, device->vs_uniform_count); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); src = device->stateblock_state->vs_consts_f; memcpy(constants, &src[start_idx], count * sizeof(*src)); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetVertexShaderDeclaration(IDirect3DDevice8 *iface, DWORD shader, void *data, DWORD *data_size) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertex_declaration *declaration; struct d3d8_vertex_shader *shader_impl; TRACE("iface %p, shader %#lx, data %p, data_size %p.\n", iface, shader, data, data_size); wined3d_mutex_lock(); shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS); wined3d_mutex_unlock(); if (!shader_impl) { WARN("Invalid handle (%#lx) passed.\n", shader); return D3DERR_INVALIDCALL; } declaration = shader_impl->vertex_declaration; if (!data) { *data_size = declaration->elements_size; return D3D_OK; } /* MSDN claims that if *data_size is smaller than the required size * we should write the required size and return D3DERR_MOREDATA. * That's not actually true. */ if (*data_size < declaration->elements_size) return D3DERR_INVALIDCALL; memcpy(data, declaration->elements, declaration->elements_size); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetVertexShaderFunction(IDirect3DDevice8 *iface, DWORD shader, void *data, DWORD *data_size) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertex_shader *shader_impl = NULL; HRESULT hr; TRACE("iface %p, shader %#lx, data %p, data_size %p.\n", iface, shader, data, data_size); wined3d_mutex_lock(); if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS))) { WARN("Invalid handle (%#lx) passed.\n", shader); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } if (!shader_impl->wined3d_shader) { wined3d_mutex_unlock(); *data_size = 0; return D3D_OK; } hr = wined3d_shader_get_byte_code(shader_impl->wined3d_shader, data, (unsigned int *)data_size); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_SetIndices(IDirect3DDevice8 *iface, IDirect3DIndexBuffer8 *buffer, UINT base_vertex_idx) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_indexbuffer *ib = unsafe_impl_from_IDirect3DIndexBuffer8(buffer); struct wined3d_buffer *wined3d_buffer; TRACE("iface %p, buffer %p, base_vertex_idx %u.\n", iface, buffer, base_vertex_idx); if (!ib) wined3d_buffer = NULL; else wined3d_buffer = ib->wined3d_buffer; /* WineD3D takes an INT(due to d3d9), but d3d8 uses UINTs. Do I have to add a check here that * the UINT doesn't cause an overflow in the INT? It seems rather unlikely because such large * vertex buffers can't be created to address them with an index that requires the 32nd bit * (4 Byte minimum vertex size * 2^31-1 -> 8 gb buffer. The index sign would be the least * problem) */ wined3d_mutex_lock(); wined3d_stateblock_set_base_vertex_index(device->update_state, base_vertex_idx); wined3d_stateblock_set_index_buffer(device->update_state, wined3d_buffer, ib ? ib->format : WINED3DFMT_UNKNOWN); if (!device->recording) device->sysmem_ib = ib && ib->sysmem; wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetIndices(IDirect3DDevice8 *iface, IDirect3DIndexBuffer8 **buffer, UINT *base_vertex_index) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_stateblock_state *state; struct wined3d_buffer *wined3d_buffer; struct d3d8_indexbuffer *buffer_impl; TRACE("iface %p, buffer %p, base_vertex_index %p.\n", iface, buffer, base_vertex_index); if (!buffer) return D3DERR_INVALIDCALL; /* The case from UINT to INT is safe because d3d8 will never set negative values */ wined3d_mutex_lock(); state = device->stateblock_state; *base_vertex_index = state->base_vertex_index; if ((wined3d_buffer = state->index_buffer)) { buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); *buffer = &buffer_impl->IDirect3DIndexBuffer8_iface; IDirect3DIndexBuffer8_AddRef(*buffer); } else { *buffer = NULL; } wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface, const DWORD *byte_code, DWORD *shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_pixel_shader *object; DWORD shader_handle; DWORD handle; HRESULT hr; TRACE("iface %p, byte_code %p, shader %p.\n", iface, byte_code, shader); if (!shader) return D3DERR_INVALIDCALL; if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; wined3d_mutex_lock(); handle = d3d8_allocate_handle(&device->handle_table, object, D3D8_HANDLE_PS); wined3d_mutex_unlock(); if (handle == D3D8_INVALID_HANDLE) { ERR("Failed to allocate pixel shader handle.\n"); heap_free(object); return E_OUTOFMEMORY; } shader_handle = handle + VS_HIGHESTFIXEDFXF + 1; hr = d3d8_pixel_shader_init(object, device, byte_code, shader_handle); if (FAILED(hr)) { WARN("Failed to initialize pixel shader, hr %#lx.\n", hr); wined3d_mutex_lock(); d3d8_free_handle(&device->handle_table, handle, D3D8_HANDLE_PS); wined3d_mutex_unlock(); heap_free(object); *shader = 0; return hr; } TRACE("Created pixel shader %p (handle %#lx).\n", object, shader_handle); *shader = shader_handle; return D3D_OK; } static HRESULT WINAPI d3d8_device_SetPixelShader(IDirect3DDevice8 *iface, DWORD shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_pixel_shader *shader_impl; TRACE("iface %p, shader %#lx.\n", iface, shader); wined3d_mutex_lock(); if (!shader) { wined3d_stateblock_set_pixel_shader(device->update_state, NULL); wined3d_mutex_unlock(); return D3D_OK; } if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS))) { WARN("Invalid handle (%#lx) passed.\n", shader); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } TRACE("Setting shader %p.\n", shader_impl); wined3d_stateblock_set_pixel_shader(device->update_state, shader_impl->wined3d_shader); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetPixelShader(IDirect3DDevice8 *iface, DWORD *shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct wined3d_shader *object; TRACE("iface %p, shader %p.\n", iface, shader); if (!shader) return D3DERR_INVALIDCALL; wined3d_mutex_lock(); if ((object = device->stateblock_state->ps)) { struct d3d8_pixel_shader *d3d8_shader; d3d8_shader = wined3d_shader_get_parent(object); *shader = d3d8_shader->handle; } else { *shader = 0; } wined3d_mutex_unlock(); TRACE("Returning %#lx.\n", *shader); return D3D_OK; } static HRESULT WINAPI d3d8_device_DeletePixelShader(IDirect3DDevice8 *iface, DWORD shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_pixel_shader *shader_impl; TRACE("iface %p, shader %#lx.\n", iface, shader); wined3d_mutex_lock(); if (!(shader_impl = d3d8_free_handle(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS))) { WARN("Invalid handle (%#lx) passed.\n", shader); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } if (device->stateblock_state->ps == shader_impl->wined3d_shader) IDirect3DDevice8_SetPixelShader(iface, 0); wined3d_mutex_unlock(); d3d8_pixel_shader_destroy(shader_impl); return D3D_OK; } static HRESULT WINAPI d3d8_device_SetPixelShaderConstant(IDirect3DDevice8 *iface, DWORD start_register, const void *data, DWORD count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); HRESULT hr; TRACE("iface %p, start_register %lu, data %p, count %lu.\n", iface, start_register, data, count); wined3d_mutex_lock(); hr = wined3d_stateblock_set_ps_consts_f(device->update_state, start_register, count, data); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetPixelShaderConstant(IDirect3DDevice8 *iface, DWORD start_idx, void *constants, DWORD count) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_vec4 *src; TRACE("iface %p, start_idx %lu, constants %p, count %lu.\n", iface, start_idx, constants, count); if (!constants || !wined3d_bound_range(start_idx, count, D3D8_MAX_PIXEL_SHADER_CONSTANTF)) return WINED3DERR_INVALIDCALL; wined3d_mutex_lock(); src = device->stateblock_state->ps_consts_f; memcpy(constants, &src[start_idx], count * sizeof(*src)); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI d3d8_device_GetPixelShaderFunction(IDirect3DDevice8 *iface, DWORD shader, void *data, DWORD *data_size) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_pixel_shader *shader_impl = NULL; HRESULT hr; TRACE("iface %p, shader %#lx, data %p, data_size %p.\n", iface, shader, data, data_size); wined3d_mutex_lock(); if (!(shader_impl = d3d8_get_object(&device->handle_table, shader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS))) { WARN("Invalid handle (%#lx) passed.\n", shader); wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } hr = wined3d_shader_get_byte_code(shader_impl->wined3d_shader, data, (unsigned int *)data_size); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_DrawRectPatch(IDirect3DDevice8 *iface, UINT handle, const float *segment_count, const D3DRECTPATCH_INFO *patch_info) { FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n", iface, handle, segment_count, patch_info); return D3D_OK; } static HRESULT WINAPI d3d8_device_DrawTriPatch(IDirect3DDevice8 *iface, UINT handle, const float *segment_count, const D3DTRIPATCH_INFO *patch_info) { FIXME("iface %p, handle %#x, segment_count %p, patch_info %p unimplemented.\n", iface, handle, segment_count, patch_info); return D3D_OK; } static HRESULT WINAPI d3d8_device_DeletePatch(IDirect3DDevice8 *iface, UINT handle) { FIXME("iface %p, handle %#x unimplemented.\n", iface, handle); return D3DERR_INVALIDCALL; } static HRESULT WINAPI d3d8_device_SetStreamSource(IDirect3DDevice8 *iface, UINT stream_idx, IDirect3DVertexBuffer8 *buffer, UINT stride) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); struct d3d8_vertexbuffer *buffer_impl = unsafe_impl_from_IDirect3DVertexBuffer8(buffer); const struct wined3d_stateblock_state *state; struct wined3d_buffer *wined3d_buffer; HRESULT hr; TRACE("iface %p, stream_idx %u, buffer %p, stride %u.\n", iface, stream_idx, buffer, stride); if (stream_idx >= ARRAY_SIZE(state->streams)) { WARN("Stream index %u out of range.\n", stream_idx); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); if (!buffer_impl) { wined3d_buffer = NULL; state = device->stateblock_state; stride = state->streams[stream_idx].stride; } else if (buffer_impl->draw_buffer) wined3d_buffer = buffer_impl->draw_buffer; else wined3d_buffer = buffer_impl->wined3d_buffer; hr = wined3d_stateblock_set_stream_source(device->update_state, stream_idx, wined3d_buffer, 0, stride); if (SUCCEEDED(hr) && !device->recording) { if (buffer_impl && buffer_impl->draw_buffer) device->sysmem_vb |= (1u << stream_idx); else device->sysmem_vb &= ~(1u << stream_idx); } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_device_GetStreamSource(IDirect3DDevice8 *iface, UINT stream_idx, IDirect3DVertexBuffer8 **buffer, UINT *stride) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); const struct wined3d_stateblock_state *state; const struct wined3d_stream_state *stream; struct d3d8_vertexbuffer *buffer_impl; TRACE("iface %p, stream_idx %u, buffer %p, stride %p.\n", iface, stream_idx, buffer, stride); if (!buffer) return D3DERR_INVALIDCALL; if (stream_idx >= ARRAY_SIZE(state->streams)) { WARN("Stream index %u out of range.\n", stream_idx); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); state = device->stateblock_state; stream = &state->streams[stream_idx]; if (stream->buffer) { buffer_impl = wined3d_buffer_get_parent(stream->buffer); *buffer = &buffer_impl->IDirect3DVertexBuffer8_iface; IDirect3DVertexBuffer8_AddRef(*buffer); } else *buffer = NULL; *stride = stream->stride; wined3d_mutex_unlock(); return D3D_OK; } static const struct IDirect3DDevice8Vtbl d3d8_device_vtbl = { d3d8_device_QueryInterface, d3d8_device_AddRef, d3d8_device_Release, d3d8_device_TestCooperativeLevel, d3d8_device_GetAvailableTextureMem, d3d8_device_ResourceManagerDiscardBytes, d3d8_device_GetDirect3D, d3d8_device_GetDeviceCaps, d3d8_device_GetDisplayMode, d3d8_device_GetCreationParameters, d3d8_device_SetCursorProperties, d3d8_device_SetCursorPosition, d3d8_device_ShowCursor, d3d8_device_CreateAdditionalSwapChain, d3d8_device_Reset, d3d8_device_Present, d3d8_device_GetBackBuffer, d3d8_device_GetRasterStatus, d3d8_device_SetGammaRamp, d3d8_device_GetGammaRamp, d3d8_device_CreateTexture, d3d8_device_CreateVolumeTexture, d3d8_device_CreateCubeTexture, d3d8_device_CreateVertexBuffer, d3d8_device_CreateIndexBuffer, d3d8_device_CreateRenderTarget, d3d8_device_CreateDepthStencilSurface, d3d8_device_CreateImageSurface, d3d8_device_CopyRects, d3d8_device_UpdateTexture, d3d8_device_GetFrontBuffer, d3d8_device_SetRenderTarget, d3d8_device_GetRenderTarget, d3d8_device_GetDepthStencilSurface, d3d8_device_BeginScene, d3d8_device_EndScene, d3d8_device_Clear, d3d8_device_SetTransform, d3d8_device_GetTransform, d3d8_device_MultiplyTransform, d3d8_device_SetViewport, d3d8_device_GetViewport, d3d8_device_SetMaterial, d3d8_device_GetMaterial, d3d8_device_SetLight, d3d8_device_GetLight, d3d8_device_LightEnable, d3d8_device_GetLightEnable, d3d8_device_SetClipPlane, d3d8_device_GetClipPlane, d3d8_device_SetRenderState, d3d8_device_GetRenderState, d3d8_device_BeginStateBlock, d3d8_device_EndStateBlock, d3d8_device_ApplyStateBlock, d3d8_device_CaptureStateBlock, d3d8_device_DeleteStateBlock, d3d8_device_CreateStateBlock, d3d8_device_SetClipStatus, d3d8_device_GetClipStatus, d3d8_device_GetTexture, d3d8_device_SetTexture, d3d8_device_GetTextureStageState, d3d8_device_SetTextureStageState, d3d8_device_ValidateDevice, d3d8_device_GetInfo, d3d8_device_SetPaletteEntries, d3d8_device_GetPaletteEntries, d3d8_device_SetCurrentTexturePalette, d3d8_device_GetCurrentTexturePalette, d3d8_device_DrawPrimitive, d3d8_device_DrawIndexedPrimitive, d3d8_device_DrawPrimitiveUP, d3d8_device_DrawIndexedPrimitiveUP, d3d8_device_ProcessVertices, d3d8_device_CreateVertexShader, d3d8_device_SetVertexShader, d3d8_device_GetVertexShader, d3d8_device_DeleteVertexShader, d3d8_device_SetVertexShaderConstant, d3d8_device_GetVertexShaderConstant, d3d8_device_GetVertexShaderDeclaration, d3d8_device_GetVertexShaderFunction, d3d8_device_SetStreamSource, d3d8_device_GetStreamSource, d3d8_device_SetIndices, d3d8_device_GetIndices, d3d8_device_CreatePixelShader, d3d8_device_SetPixelShader, d3d8_device_GetPixelShader, d3d8_device_DeletePixelShader, d3d8_device_SetPixelShaderConstant, d3d8_device_GetPixelShaderConstant, d3d8_device_GetPixelShaderFunction, d3d8_device_DrawRectPatch, d3d8_device_DrawTriPatch, d3d8_device_DeletePatch, }; static inline struct d3d8_device *device_from_device_parent(struct wined3d_device_parent *device_parent) { return CONTAINING_RECORD(device_parent, struct d3d8_device, device_parent); } static void CDECL device_parent_wined3d_device_created(struct wined3d_device_parent *device_parent, struct wined3d_device *device) { TRACE("device_parent %p, device %p\n", device_parent, device); } static void CDECL device_parent_mode_changed(struct wined3d_device_parent *device_parent) { TRACE("device_parent %p.\n", device_parent); } static void CDECL device_parent_activate(struct wined3d_device_parent *device_parent, BOOL activate) { struct d3d8_device *device = device_from_device_parent(device_parent); TRACE("device_parent %p, activate %#x.\n", device_parent, activate); if (!activate) InterlockedCompareExchange(&device->device_state, D3D8_DEVICE_STATE_LOST, D3D8_DEVICE_STATE_OK); else InterlockedCompareExchange(&device->device_state, D3D8_DEVICE_STATE_NOT_RESET, D3D8_DEVICE_STATE_LOST); } static HRESULT CDECL device_parent_texture_sub_resource_created(struct wined3d_device_parent *device_parent, enum wined3d_resource_type type, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, void **parent, const struct wined3d_parent_ops **parent_ops) { TRACE("device_parent %p, type %#x, wined3d_texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n", device_parent, type, wined3d_texture, sub_resource_idx, parent, parent_ops); if (type == WINED3D_RTYPE_TEXTURE_2D) { struct d3d8_surface *d3d_surface; if (!(d3d_surface = heap_alloc_zero(sizeof(*d3d_surface)))) return E_OUTOFMEMORY; surface_init(d3d_surface, wined3d_texture, sub_resource_idx, parent_ops); *parent = d3d_surface; TRACE("Created surface %p.\n", d3d_surface); } else if (type == WINED3D_RTYPE_TEXTURE_3D) { struct d3d8_volume *d3d_volume; if (!(d3d_volume = heap_alloc_zero(sizeof(*d3d_volume)))) return E_OUTOFMEMORY; volume_init(d3d_volume, wined3d_texture, sub_resource_idx, parent_ops); *parent = d3d_volume; TRACE("Created volume %p.\n", d3d_volume); } else { ERR("Unhandled resource type %#x.\n", type); return E_FAIL; } return D3D_OK; } static HRESULT CDECL device_parent_create_swapchain_texture(struct wined3d_device_parent *device_parent, void *container_parent, const struct wined3d_resource_desc *desc, DWORD texture_flags, struct wined3d_texture **texture) { struct d3d8_device *device = device_from_device_parent(device_parent); struct d3d8_surface *d3d_surface; HRESULT hr; TRACE("device_parent %p, container_parent %p, desc %p, texture flags %#lx, texture %p.\n", device_parent, container_parent, desc, texture_flags, texture); if (FAILED(hr = wined3d_texture_create(device->wined3d_device, desc, 1, 1, texture_flags, NULL, &device->IDirect3DDevice8_iface, &d3d8_null_wined3d_parent_ops, texture))) { WARN("Failed to create texture, hr %#lx.\n", hr); return hr; } d3d_surface = wined3d_texture_get_sub_resource_parent(*texture, 0); d3d_surface->parent_device = &device->IDirect3DDevice8_iface; return hr; } static const struct wined3d_device_parent_ops d3d8_wined3d_device_parent_ops = { device_parent_wined3d_device_created, device_parent_mode_changed, device_parent_activate, device_parent_texture_sub_resource_created, device_parent_create_swapchain_texture, }; static void setup_fpu(void) { #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) WORD cw; __asm__ volatile ("fnstcw %0" : "=m" (cw)); cw = (cw & ~0xf3f) | 0x3f; __asm__ volatile ("fldcw %0" : : "m" (cw)); #elif defined(__i386__) && defined(_MSC_VER) WORD cw; __asm fnstcw cw; cw = (cw & ~0xf3f) | 0x3f; __asm fldcw cw; #else FIXME("FPU setup not implemented for this platform.\n"); #endif } HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter, D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) { struct wined3d_swapchain_desc swapchain_desc; struct wined3d_swapchain *wined3d_swapchain; struct wined3d_adapter *wined3d_adapter; struct wined3d_output *wined3d_output; struct d3d8_swapchain *d3d_swapchain; struct wined3d_caps caps; unsigned int output_idx; HRESULT hr; static const enum wined3d_feature_level feature_levels[] = { WINED3D_FEATURE_LEVEL_8, WINED3D_FEATURE_LEVEL_7, WINED3D_FEATURE_LEVEL_6, WINED3D_FEATURE_LEVEL_5, }; output_idx = adapter; if (output_idx >= parent->wined3d_output_count) return D3DERR_INVALIDCALL; device->IDirect3DDevice8_iface.lpVtbl = &d3d8_device_vtbl; device->device_parent.ops = &d3d8_wined3d_device_parent_ops; device->adapter_ordinal = adapter; device->ref = 1; if (!(device->handle_table.entries = heap_alloc_zero(D3D8_INITIAL_HANDLE_TABLE_SIZE * sizeof(*device->handle_table.entries)))) { ERR("Failed to allocate handle table memory.\n"); return E_OUTOFMEMORY; } device->handle_table.table_size = D3D8_INITIAL_HANDLE_TABLE_SIZE; if (!(flags & D3DCREATE_FPU_PRESERVE)) setup_fpu(); wined3d_mutex_lock(); wined3d_output = parent->wined3d_outputs[output_idx]; wined3d_adapter = wined3d_output_get_adapter(wined3d_output); if (FAILED(hr = wined3d_device_create(wined3d, wined3d_adapter, wined3d_device_type_from_d3d(device_type), focus_window, flags, 4, feature_levels, ARRAY_SIZE(feature_levels), &device->device_parent, &device->wined3d_device))) { WARN("Failed to create wined3d device, hr %#lx.\n", hr); wined3d_mutex_unlock(); heap_free(device->handle_table.entries); return hr; } device->immediate_context = wined3d_device_get_immediate_context(device->wined3d_device); wined3d_get_device_caps(wined3d_adapter, wined3d_device_type_from_d3d(device_type), &caps); device->max_user_clip_planes = caps.MaxUserClipPlanes; device->vs_uniform_count = caps.MaxVertexShaderConst; if (FAILED(hr = wined3d_stateblock_create(device->wined3d_device, NULL, WINED3D_SBT_PRIMARY, &device->state))) { ERR("Failed to create primary stateblock, hr %#lx.\n", hr); wined3d_device_decref(device->wined3d_device); wined3d_mutex_unlock(); return hr; } device->stateblock_state = wined3d_stateblock_get_state(device->state); device->update_state = device->state; wined3d_streaming_buffer_init(&device->vertex_buffer, WINED3D_BIND_VERTEX_BUFFER); wined3d_streaming_buffer_init(&device->index_buffer, WINED3D_BIND_INDEX_BUFFER); if (!parameters->Windowed) { if (!focus_window) focus_window = parameters->hDeviceWindow; if (FAILED(hr = wined3d_device_acquire_focus_window(device->wined3d_device, focus_window))) { ERR("Failed to acquire focus window, hr %#lx.\n", hr); wined3d_device_decref(device->wined3d_device); wined3d_mutex_unlock(); heap_free(device->handle_table.entries); return hr; } } if (flags & D3DCREATE_MULTITHREADED) wined3d_device_set_multithreaded(device->wined3d_device); if (!wined3d_swapchain_desc_from_d3d8(&swapchain_desc, wined3d_output, parameters)) { wined3d_device_release_focus_window(device->wined3d_device); wined3d_device_decref(device->wined3d_device); wined3d_mutex_unlock(); heap_free(device->handle_table.entries); return D3DERR_INVALIDCALL; } swapchain_desc.flags |= WINED3D_SWAPCHAIN_IMPLICIT; if (FAILED(hr = d3d8_swapchain_create(device, &swapchain_desc, wined3dswapinterval_from_d3d(parameters->FullScreen_PresentationInterval), &d3d_swapchain))) { WARN("Failed to create implicit swapchain, hr %#lx.\n", hr); wined3d_device_release_focus_window(device->wined3d_device); wined3d_device_decref(device->wined3d_device); wined3d_mutex_unlock(); heap_free(device->handle_table.entries); return hr; } wined3d_swapchain = d3d_swapchain->wined3d_swapchain; wined3d_swapchain_incref(wined3d_swapchain); IDirect3DSwapChain8_Release(&d3d_swapchain->IDirect3DSwapChain8_iface); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_ZENABLE, !!swapchain_desc.enable_auto_depth_stencil); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_POINTSIZE_MIN, 0); device_reset_viewport_state(device); wined3d_mutex_unlock(); present_parameters_from_wined3d_swapchain_desc(parameters, &swapchain_desc, parameters->FullScreen_PresentationInterval); device->declArraySize = 16; if (!(device->decls = heap_alloc(device->declArraySize * sizeof(*device->decls)))) { ERR("Failed to allocate FVF vertex declaration map memory.\n"); hr = E_OUTOFMEMORY; goto err; } device->implicit_swapchain = wined3d_swapchain; device->d3d_parent = parent; IDirect3D8_AddRef(&parent->IDirect3D8_iface); return D3D_OK; err: wined3d_mutex_lock(); wined3d_swapchain_decref(wined3d_swapchain); wined3d_device_release_focus_window(device->wined3d_device); wined3d_device_decref(device->wined3d_device); wined3d_mutex_unlock(); heap_free(device->handle_table.entries); return hr; }