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git://source.winehq.org/git/wine.git
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188 lines
6.5 KiB
C
188 lines
6.5 KiB
C
/*
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* IDirect3DStateBlock9 implementation
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*
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "d3d9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
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/* IDirect3DStateBlock9 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DStateBlock9Impl_QueryInterface(LPDIRECT3DSTATEBLOCK9 iface, REFIID riid, LPVOID* ppobj) {
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IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DStateBlock9)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IDirect3DStateBlock9Impl_AddRef(LPDIRECT3DSTATEBLOCK9 iface) {
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IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IDirect3DStateBlock9Impl_Release(LPDIRECT3DSTATEBLOCK9 iface) {
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IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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if (ref == 0) {
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EnterCriticalSection(&d3d9_cs);
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IWineD3DStateBlock_Release(This->wineD3DStateBlock);
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LeaveCriticalSection(&d3d9_cs);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DStateBlock9 Interface follow: */
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static HRESULT WINAPI IDirect3DStateBlock9Impl_GetDevice(LPDIRECT3DSTATEBLOCK9 iface, IDirect3DDevice9** ppDevice) {
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IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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hr = IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DStateBlock9Impl_Capture(LPDIRECT3DSTATEBLOCK9 iface) {
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IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DStateBlock_Capture(This->wineD3DStateBlock);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DStateBlock9Impl_Apply(LPDIRECT3DSTATEBLOCK9 iface) {
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IDirect3DStateBlock9Impl *This = (IDirect3DStateBlock9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DStateBlock_Apply(This->wineD3DStateBlock);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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static const IDirect3DStateBlock9Vtbl Direct3DStateBlock9_Vtbl =
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{
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/* IUnknown */
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IDirect3DStateBlock9Impl_QueryInterface,
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IDirect3DStateBlock9Impl_AddRef,
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IDirect3DStateBlock9Impl_Release,
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/* IDirect3DStateBlock9 */
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IDirect3DStateBlock9Impl_GetDevice,
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IDirect3DStateBlock9Impl_Capture,
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IDirect3DStateBlock9Impl_Apply
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};
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/* IDirect3DDevice9 IDirect3DStateBlock9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreateStateBlock(LPDIRECT3DDEVICE9 iface, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppStateBlock) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DStateBlock9Impl* object;
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HRESULT hrc = D3D_OK;
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TRACE("(%p) Relay\n", This);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlock9Impl));
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if (NULL == object) return E_OUTOFMEMORY;
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object->lpVtbl = &Direct3DStateBlock9_Vtbl;
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object->ref = 1;
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EnterCriticalSection(&d3d9_cs);
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hrc = IWineD3DDevice_CreateStateBlock(This->WineD3DDevice, (WINED3DSTATEBLOCKTYPE)Type, &object->wineD3DStateBlock, (IUnknown*)object);
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LeaveCriticalSection(&d3d9_cs);
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if(hrc != D3D_OK){
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FIXME("(%p) Call to IWineD3DDevice_CreateStateBlock failed.\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppStateBlock = (IDirect3DStateBlock9*)object;
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TRACE("(%p) : Created stateblock %p\n", This, object);
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}
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TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_BeginStateBlock(LPDIRECT3DDEVICE9 iface) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_BeginStateBlock(This->WineD3DDevice);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9 iface, IDirect3DStateBlock9** ppSB) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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IWineD3DStateBlock* wineD3DStateBlock;
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IDirect3DStateBlock9Impl* object;
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TRACE("(%p) Relay\n", This);
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/* Tell wineD3D to endstatablock before anything else (in case we run out
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* of memory later and cause locking problems)
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*/
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EnterCriticalSection(&d3d9_cs);
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hr=IWineD3DDevice_EndStateBlock(This->WineD3DDevice,&wineD3DStateBlock);
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LeaveCriticalSection(&d3d9_cs);
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if(hr!= D3D_OK){
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FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
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return hr;
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}
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/* allocate a new IDirectD3DStateBlock */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY ,sizeof(IDirect3DStateBlock9Impl));
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if (!object) return E_OUTOFMEMORY;
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object->ref = 1;
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object->lpVtbl = &Direct3DStateBlock9_Vtbl;
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object->wineD3DStateBlock = wineD3DStateBlock;
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppSB=(IDirect3DStateBlock9*)object;
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TRACE("(%p)Returning %p %p\n", This, *ppSB, wineD3DStateBlock);
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return D3D_OK;
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}
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