wine/dlls/ddraw/direct3d.c
Henri Verbeet aa3027a604 wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00

1603 lines
64 KiB
C

/*
* Copyright (c) 2006 Stefan Dösinger
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include <assert.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "wingdi.h"
#include "wine/exception.h"
#include "ddraw.h"
#include "d3d.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
/*****************************************************************************
* IDirect3D7::QueryInterface
*
* QueryInterface implementation with thunks to IDirectDraw7
*
*****************************************************************************/
static HRESULT WINAPI
Thunk_IDirect3DImpl_7_QueryInterface(IDirect3D7 *iface,
REFIID refiid,
void **obj)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj);
return IDirectDraw7_QueryInterface((IDirectDraw7 *)This, refiid, obj);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_3_QueryInterface(IDirect3D3 *iface,
REFIID refiid,
void **obj)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj);
return IDirectDraw7_QueryInterface((IDirectDraw7 *)This, refiid, obj);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_QueryInterface(IDirect3D2 *iface,
REFIID refiid,
void **obj)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj);
return IDirectDraw7_QueryInterface((IDirectDraw7 *)This, refiid, obj);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_1_QueryInterface(IDirect3D *iface,
REFIID refiid,
void **obj)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj);
return IDirectDraw7_QueryInterface((IDirectDraw7 *)This, refiid, obj);
}
/*****************************************************************************
* IDirect3D7::AddRef
*
* DirectDraw refcounting is a bit odd. Every version of the ddraw interface
* has its own refcount, but IDirect3D 1/2/3 refcounts are linked to
* IDirectDraw, and IDirect3D7 is linked to IDirectDraw7
*
* IDirect3D7 -> IDirectDraw7
* IDirect3D3 -> IDirectDraw
* IDirect3D2 -> IDirectDraw
* IDirect3D -> IDirectDraw
*
* So every AddRef implementation thunks to a different interface, and the
* IDirectDrawX::AddRef implementations have different counters...
*
* Returns
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
Thunk_IDirect3DImpl_7_AddRef(IDirect3D7 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
TRACE("(%p) : Thunking to IDirectDraw7.\n", This);
return IDirectDraw7_AddRef((IDirectDraw7 *)This);
}
static ULONG WINAPI
Thunk_IDirect3DImpl_3_AddRef(IDirect3D3 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
TRACE("(%p) : Thunking to IDirectDraw.\n", This);
return IDirectDraw_AddRef((IDirectDraw *)&This->IDirectDraw_vtbl);
}
static ULONG WINAPI
Thunk_IDirect3DImpl_2_AddRef(IDirect3D2 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p) : Thunking to IDirectDraw.\n", This);
return IDirectDraw_AddRef((IDirectDraw *)&This->IDirectDraw_vtbl);
}
static ULONG WINAPI
Thunk_IDirect3DImpl_1_AddRef(IDirect3D *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p) : Thunking to IDirectDraw.\n", This);
return IDirectDraw_AddRef((IDirectDraw *)&This->IDirectDraw_vtbl);
}
/*****************************************************************************
* IDirect3D7::Release
*
* Same story as IDirect3D7::AddRef
*
* Returns: The new refcount
*
*****************************************************************************/
static ULONG WINAPI
Thunk_IDirect3DImpl_7_Release(IDirect3D7 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
TRACE("(%p) : Thunking to IDirectDraw7.\n", This);
return IDirectDraw7_Release((IDirectDraw7 *)This);
}
static ULONG WINAPI
Thunk_IDirect3DImpl_3_Release(IDirect3D3 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
TRACE("(%p) : Thunking to IDirectDraw.\n", This);
return IDirectDraw_Release((IDirectDraw *)&This->IDirectDraw_vtbl);
}
static ULONG WINAPI
Thunk_IDirect3DImpl_2_Release(IDirect3D2 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p) : Thunking to IDirectDraw.\n", This);
return IDirectDraw_Release((IDirectDraw *)&This->IDirectDraw_vtbl);
}
static ULONG WINAPI
Thunk_IDirect3DImpl_1_Release(IDirect3D *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p) : Thunking to IDirectDraw.\n", This);
return IDirectDraw_Release((IDirectDraw *)&This->IDirectDraw_vtbl);
}
/*****************************************************************************
* IDirect3D Methods
*****************************************************************************/
/*****************************************************************************
* IDirect3D::Initialize
*
* Initializes the IDirect3D interface. This is a no-op implementation,
* as all initialization is done at create time.
*
* Version 1
*
* Params:
* refiid: ?
*
* Returns:
* D3D_OK, because it's a no-op
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_1_Initialize(IDirect3D *iface,
REFIID refiid)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p)->(%s) no-op...\n", This, debugstr_guid(refiid));
return D3D_OK;
}
/*****************************************************************************
* IDirect3D7::EnumDevices
*
* The EnumDevices method for IDirect3D7. It enumerates all supported
* D3D7 devices. Currently the T&L, HAL and RGB devices are enumerated.
*
* Params:
* Callback: Function to call for each enumerated device
* Context: Pointer to pass back to the app
*
* Returns:
* D3D_OK, or the return value of the GetCaps call
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_7_EnumDevices(IDirect3D7 *iface,
LPD3DENUMDEVICESCALLBACK7 Callback,
void *Context)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
char interface_name_tnl[] = "WINE Direct3D7 Hardware Transform and Lighting acceleration using WineD3D";
char device_name_tnl[] = "Wine D3D7 T&L HAL";
char interface_name_hal[] = "WINE Direct3D7 Hardware acceleration using WineD3D";
char device_name_hal[] = "Wine D3D7 HAL";
char interface_name_rgb[] = "WINE Direct3D7 RGB Software Emulation using WineD3D";
char device_name_rgb[] = "Wine D3D7 RGB";
D3DDEVICEDESC7 ddesc;
D3DDEVICEDESC oldDesc;
HRESULT hr;
TRACE("(%p)->(%p,%p)\n", This, Callback, Context);
EnterCriticalSection(&ddraw_cs);
TRACE("(%p) Enumerating WineD3D D3Device7 interface\n", This);
hr = IDirect3DImpl_GetCaps(This->wineD3D, &oldDesc, &ddesc);
if(hr != D3D_OK)
{
LeaveCriticalSection(&ddraw_cs);
return hr;
}
Callback(interface_name_tnl, device_name_tnl, &ddesc, Context);
ddesc.deviceGUID = IID_IDirect3DHALDevice;
Callback(interface_name_hal, device_name_hal, &ddesc, Context);
ddesc.deviceGUID = IID_IDirect3DRGBDevice;
Callback(interface_name_rgb, device_name_rgb, &ddesc, Context);
TRACE("(%p) End of enumeration\n", This);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
/*****************************************************************************
* IDirect3D3::EnumDevices
*
* Enumerates all supported Direct3DDevice interfaces. This is the
* implementation for Direct3D 1 to Direc3D 3, Version 7 has its own.
*
* Version 1, 2 and 3
*
* Params:
* Callback: Application-provided routine to call for each enumerated device
* Context: Pointer to pass to the callback
*
* Returns:
* D3D_OK on success,
* The result of IDirect3DImpl_GetCaps if it failed
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_3_EnumDevices(IDirect3D3 *iface,
LPD3DENUMDEVICESCALLBACK Callback,
void *Context)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
D3DDEVICEDESC dref, d1, d2;
D3DDEVICEDESC7 newDesc;
static CHAR wined3d_description[] = "Wine D3DDevice using WineD3D and OpenGL";
HRESULT hr;
/* Some games (Motoracer 2 demo) have the bad idea to modify the device name string.
Let's put the string in a sufficiently sized array in writable memory. */
char device_name[50];
strcpy(device_name,"Direct3D HEL");
TRACE("(%p)->(%p,%p)\n", This, Callback, Context);
EnterCriticalSection(&ddraw_cs);
hr = IDirect3DImpl_GetCaps(This->wineD3D, &dref, &newDesc);
if(hr != D3D_OK)
{
LeaveCriticalSection(&ddraw_cs);
return hr;
}
/* Do I have to enumerate the reference id? Note from old d3d7:
* "It seems that enumerating the reference IID on Direct3D 1 games
* (AvP / Motoracer2) breaks them". So do not enumerate this iid in V1
*
* There's a registry key HKLM\Software\Microsoft\Direct3D\Drivers, EnumReference
* which enables / disables enumerating the reference rasterizer. It's a DWORD,
* 0 means disabled, 2 means enabled. The enablerefrast.reg and disablerefrast.reg
* files in the DirectX 7.0 sdk demo directory suggest this.
*
* Some games(GTA 2) seem to use the second enumerated device, so I have to enumerate
* at least 2 devices. So enumerate the reference device to have 2 devices.
*
* Other games(Rollcage) tell emulation and hal device apart by certain flags.
* Rollcage expects D3DPTEXTURECAPS_POW2 to be set(yeah, it is a limitation flag),
* and it refuses all devices that have the perspective flag set. This way it refuses
* the emulation device, and HAL devices never have POW2 unset in d3d7 on windows.
*/
if(This->d3dversion != 1)
{
static CHAR reference_description[] = "RGB Direct3D emulation";
TRACE("(%p) Enumerating WineD3D D3DDevice interface\n", This);
d1 = dref;
d2 = dref;
/* The rgb device has the pow2 flag set in the hel caps, but not in the hal caps */
d1.dpcLineCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_PERSPECTIVE);
d1.dpcTriCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_PERSPECTIVE);
hr = Callback( (LPIID) &IID_IDirect3DRGBDevice, reference_description, device_name, &d1, &d2, Context);
if(hr != D3DENUMRET_OK)
{
TRACE("Application cancelled the enumeration\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
}
strcpy(device_name,"Direct3D HAL");
TRACE("(%p) Enumerating HAL Direct3D device\n", This);
d1 = dref;
d2 = dref;
/* The hal device does not have the pow2 flag set in hel, but in hal */
d2.dpcLineCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_PERSPECTIVE);
d2.dpcTriCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_PERSPECTIVE);
hr = Callback( (LPIID) &IID_IDirect3DHALDevice, wined3d_description, device_name, &d1, &d2, Context);
if(hr != D3DENUMRET_OK)
{
TRACE("Application cancelled the enumeration\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
TRACE("(%p) End of enumeration\n", This);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_EnumDevices(IDirect3D2 *iface,
LPD3DENUMDEVICESCALLBACK Callback,
void *Context)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Callback, Context);
return IDirect3D3_EnumDevices((IDirect3D3 *)&This->IDirect3D3_vtbl, Callback, Context);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_1_EnumDevices(IDirect3D *iface,
LPD3DENUMDEVICESCALLBACK Callback,
void *Context)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Callback, Context);
return IDirect3D3_EnumDevices((IDirect3D3 *)&This->IDirect3D3_vtbl, Callback, Context);
}
/*****************************************************************************
* IDirect3D3::CreateLight
*
* Creates an IDirect3DLight interface. This interface is used in
* Direct3D3 or earlier for lighting. In Direct3D7 it has been replaced
* by the DIRECT3DLIGHT7 structure. Wine's Direct3DLight implementation
* uses the IDirect3DDevice7 interface with D3D7 lights.
*
* Version 1, 2 and 3
*
* Params:
* Light: Address to store the new interface pointer
* UnkOuter: Basically for aggregation, but ddraw doesn't support it.
* Must be NULL
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if memory allocation failed
* CLASS_E_NOAGGREGATION if UnkOuter != NULL
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_3_CreateLight(IDirect3D3 *iface,
IDirect3DLight **Light,
IUnknown *UnkOuter )
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
IDirect3DLightImpl *object;
TRACE("(%p)->(%p,%p)\n", This, Light, UnkOuter);
if(UnkOuter)
return CLASS_E_NOAGGREGATION;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DLightImpl));
if (object == NULL)
return DDERR_OUTOFMEMORY;
object->lpVtbl = &IDirect3DLight_Vtbl;
object->ref = 1;
object->ddraw = This;
object->next = NULL;
object->active_viewport = NULL;
/* Update functions */
object->activate = light_update;
object->desactivate = light_activate;
object->update = light_desactivate;
object->active_viewport = NULL;
*Light = (IDirect3DLight *)object;
TRACE("(%p) creating implementation at %p.\n", This, object);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_CreateLight(IDirect3D2 *iface,
IDirect3DLight **Direct3DLight,
IUnknown *UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DLight, UnkOuter);
return IDirect3D3_CreateLight((IDirect3D3 *)&This->IDirect3D3_vtbl, Direct3DLight, UnkOuter);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_1_CreateLight(IDirect3D *iface,
IDirect3DLight **Direct3DLight,
IUnknown *UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DLight, UnkOuter);
return IDirect3D3_CreateLight((IDirect3D3 *)&This->IDirect3D3_vtbl, Direct3DLight, UnkOuter);
}
/*****************************************************************************
* IDirect3D3::CreateMaterial
*
* Creates an IDirect3DMaterial interface. This interface is used by Direct3D3
* and older versions. The IDirect3DMaterial implementation wraps its
* functionality to IDirect3DDevice7::SetMaterial and friends.
*
* Version 1, 2 and 3
*
* Params:
* Material: Address to store the new interface's pointer to
* UnkOuter: Basically for aggregation, but ddraw doesn't support it.
* Must be NULL
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if memory allocation failed
* CLASS_E_NOAGGREGATION if UnkOuter != NULL
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_3_CreateMaterial(IDirect3D3 *iface,
IDirect3DMaterial3 **Material,
IUnknown *UnkOuter )
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
IDirect3DMaterialImpl *object;
TRACE("(%p)->(%p,%p)\n", This, Material, UnkOuter);
if(UnkOuter)
return CLASS_E_NOAGGREGATION;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DMaterialImpl));
if (object == NULL)
return DDERR_OUTOFMEMORY;
object->lpVtbl = &IDirect3DMaterial3_Vtbl;
object->IDirect3DMaterial2_vtbl = &IDirect3DMaterial2_Vtbl;
object->IDirect3DMaterial_vtbl = &IDirect3DMaterial_Vtbl;
object->ref = 1;
object->ddraw = This;
object->activate = material_activate;
*Material = (IDirect3DMaterial3 *)object;
TRACE("(%p) creating implementation at %p.\n", This, object);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_CreateMaterial(IDirect3D2 *iface,
IDirect3DMaterial2 **Direct3DMaterial,
IUnknown* UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
HRESULT ret;
IDirect3DMaterial3 *ret_val;
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DMaterial, UnkOuter);
ret = IDirect3D3_CreateMaterial((IDirect3D3 *)&This->IDirect3D3_vtbl, &ret_val, UnkOuter);
*Direct3DMaterial = ret_val ?
(IDirect3DMaterial2 *)&((IDirect3DMaterialImpl *)ret_val)->IDirect3DMaterial2_vtbl : NULL;
TRACE(" returning interface %p.\n", *Direct3DMaterial);
return ret;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_1_CreateMaterial(IDirect3D *iface,
IDirect3DMaterial **Direct3DMaterial,
IUnknown* UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
HRESULT ret;
LPDIRECT3DMATERIAL3 ret_val;
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DMaterial, UnkOuter);
ret = IDirect3D3_CreateMaterial((IDirect3D3 *)&This->IDirect3D3_vtbl, &ret_val, UnkOuter);
*Direct3DMaterial = ret_val ?
(IDirect3DMaterial *)&((IDirect3DMaterialImpl *)ret_val)->IDirect3DMaterial_vtbl : NULL;
TRACE(" returning interface %p.\n", *Direct3DMaterial);
return ret;
}
/*****************************************************************************
* IDirect3D3::CreateViewport
*
* Creates an IDirect3DViewport interface. This interface is used
* by Direct3D and earlier versions for Viewport management. In Direct3D7
* it has been replaced by a viewport structure and
* IDirect3DDevice7::*Viewport. Wine's IDirect3DViewport implementation
* uses the IDirect3DDevice7 methods for its functionality
*
* Params:
* Viewport: Address to store the new interface pointer
* UnkOuter: Basically for aggregation, but ddraw doesn't support it.
* Must be NULL
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if memory allocation failed
* CLASS_E_NOAGGREGATION if UnkOuter != NULL
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_3_CreateViewport(IDirect3D3 *iface,
IDirect3DViewport3 **Viewport,
IUnknown *UnkOuter )
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
IDirect3DViewportImpl *object;
if(UnkOuter)
return CLASS_E_NOAGGREGATION;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DViewportImpl));
if (object == NULL)
return DDERR_OUTOFMEMORY;
object->lpVtbl = &IDirect3DViewport3_Vtbl;
object->ref = 1;
object->ddraw = This;
object->activate = viewport_activate;
object->use_vp2 = 0xFF;
object->next = NULL;
object->lights = NULL;
object->num_lights = 0;
object->map_lights = 0;
*Viewport = (IDirect3DViewport3 *)object;
TRACE("(%p) creating implementation at %p.\n",This, object);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_CreateViewport(IDirect3D2 *iface,
IDirect3DViewport2 **D3DViewport2,
IUnknown *UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, D3DViewport2, UnkOuter);
return IDirect3D3_CreateViewport((IDirect3D3 *)&This->IDirect3D3_vtbl,
(IDirect3DViewport3 **) D3DViewport2 /* No need to cast here */,
UnkOuter);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_1_CreateViewport(IDirect3D *iface,
IDirect3DViewport **D3DViewport,
IUnknown* UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, D3DViewport, UnkOuter);
return IDirect3D3_CreateViewport((IDirect3D3 *)&This->IDirect3D3_vtbl,
(IDirect3DViewport3 **) D3DViewport /* No need to cast here */,
UnkOuter);
}
/*****************************************************************************
* IDirect3D3::FindDevice
*
* This method finds a device with the requested properties and returns a
* device description
*
* Verion 1, 2 and 3
* Params:
* D3DDFS: Describes the requested device characteristics
* D3DFDR: Returns the device description
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if no device was found
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_3_FindDevice(IDirect3D3 *iface,
D3DFINDDEVICESEARCH *D3DDFS,
D3DFINDDEVICERESULT *D3DFDR)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
D3DDEVICEDESC desc;
D3DDEVICEDESC7 newDesc;
HRESULT hr;
TRACE("(%p)->(%p,%p)\n", This, D3DDFS, D3DFDR);
if ((D3DDFS->dwFlags & D3DFDS_COLORMODEL) &&
(D3DDFS->dcmColorModel != D3DCOLOR_RGB))
{
TRACE(" trying to request a non-RGB D3D color model. Not supported.\n");
return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */
}
if (D3DDFS->dwFlags & D3DFDS_GUID)
{
TRACE(" trying to match guid %s.\n", debugstr_guid(&(D3DDFS->guid)));
if ((IsEqualGUID(&IID_D3DDEVICE_WineD3D, &(D3DDFS->guid)) == 0) &&
(IsEqualGUID(&IID_IDirect3DHALDevice, &(D3DDFS->guid)) == 0) &&
(IsEqualGUID(&IID_IDirect3DRefDevice, &(D3DDFS->guid)) == 0))
{
TRACE(" no match for this GUID.\n");
return DDERR_INVALIDPARAMS;
}
}
/* Get the caps */
hr = IDirect3DImpl_GetCaps(This->wineD3D, &desc, &newDesc);
if(hr != D3D_OK) return hr;
/* Now return our own GUID */
D3DFDR->guid = IID_D3DDEVICE_WineD3D;
D3DFDR->ddHwDesc = desc;
D3DFDR->ddSwDesc = desc;
TRACE(" returning Wine's WineD3D device with (undumped) capabilities\n");
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_FindDevice(IDirect3D2 *iface,
D3DFINDDEVICESEARCH *D3DDFS,
D3DFINDDEVICERESULT *D3DFDR)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", iface, D3DDFS, D3DFDR);
return IDirect3D3_FindDevice((IDirect3D3 *)&This->IDirect3D3_vtbl, D3DDFS, D3DFDR);
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_1_FindDevice(IDirect3D *iface,
D3DFINDDEVICESEARCH *D3DDFS,
D3DFINDDEVICERESULT *D3DDevice)
{
IDirectDrawImpl *This = ddraw_from_d3d1(iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, D3DDFS, D3DDevice);
return IDirect3D3_FindDevice((IDirect3D3 *)&This->IDirect3D3_vtbl, D3DDFS, D3DDevice);
}
/*****************************************************************************
* IDirect3D7::CreateDevice
*
* Creates an IDirect3DDevice7 interface.
*
* Version 2, 3 and 7. IDirect3DDevice 1 interfaces are interfaces to
* DirectDraw surfaces and are created with
* IDirectDrawSurface::QueryInterface. This method uses CreateDevice to
* create the device object and QueryInterfaces for IDirect3DDevice
*
* Params:
* refiid: IID of the device to create
* Surface: Initial rendertarget
* Device: Address to return the interface pointer
*
* Returns:
* D3D_OK on success
* DDERR_OUTOFMEMORY if memory allocation failed
* DDERR_INVALIDPARAMS if a device exists already
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_7_CreateDevice(IDirect3D7 *iface,
REFCLSID refiid,
IDirectDrawSurface7 *Surface,
IDirect3DDevice7 **Device)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
IDirect3DDeviceImpl *object;
IParentImpl *IndexBufferParent;
HRESULT hr;
IDirectDrawSurfaceImpl *target = (IDirectDrawSurfaceImpl *)Surface;
TRACE("(%p)->(%s,%p,%p)\n", iface, debugstr_guid(refiid), Surface, Device);
EnterCriticalSection(&ddraw_cs);
*Device = NULL;
/* Fail device creation if non-opengl surfaces are used */
if(This->ImplType != SURFACE_OPENGL)
{
ERR("The application wants to create a Direct3D device, but non-opengl surfaces are set in the registry. Please set the surface implementation to opengl or autodetection to allow 3D rendering\n");
/* We only hit this path if a default surface is set in the registry. Incorrect autodetection
* is caught in CreateSurface or QueryInterface
*/
LeaveCriticalSection(&ddraw_cs);
return DDERR_NO3D;
}
/* So far we can only create one device per ddraw object */
if(This->d3ddevice)
{
FIXME("(%p): Only one Direct3D device per DirectDraw object supported\n", This);
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
object = HeapAlloc(GetProcessHeap(), 0, sizeof(IDirect3DDeviceImpl));
if(!object)
{
ERR("Out of memory when allocating a IDirect3DDevice implementation\n");
LeaveCriticalSection(&ddraw_cs);
return DDERR_OUTOFMEMORY;
}
if (This->cooperative_level & DDSCL_FPUPRESERVE)
object->lpVtbl = &IDirect3DDevice7_FPUPreserve_Vtbl;
else
object->lpVtbl = &IDirect3DDevice7_FPUSetup_Vtbl;
object->IDirect3DDevice3_vtbl = &IDirect3DDevice3_Vtbl;
object->IDirect3DDevice2_vtbl = &IDirect3DDevice2_Vtbl;
object->IDirect3DDevice_vtbl = &IDirect3DDevice1_Vtbl;
object->ref = 1;
object->ddraw = This;
object->viewport_list = NULL;
object->current_viewport = NULL;
object->material = 0;
object->target = target;
object->Handles = NULL;
object->numHandles = 0;
object->legacyTextureBlending = FALSE;
/* This is for convenience */
object->wineD3DDevice = This->wineD3DDevice;
/* Create an index buffer, it's needed for indexed drawing */
IndexBufferParent = HeapAlloc(GetProcessHeap(), 0, sizeof(IParentImpl));
if(!IndexBufferParent)
{
ERR("Allocating memory for an index buffer parent failed\n");
HeapFree(GetProcessHeap(), 0, object);
LeaveCriticalSection(&ddraw_cs);
return DDERR_OUTOFMEMORY;
}
IndexBufferParent->lpVtbl = &IParent_Vtbl;
IndexBufferParent->ref = 1;
/* Create an Index Buffer. WineD3D needs one for Drawing indexed primitives
* Create a (hopefully) long enough buffer, and copy the indices into it
* Ideally, a IWineD3DIndexBuffer::SetData method could be created, which
* takes the pointer and avoids the memcpy
*/
hr = IWineD3DDevice_CreateIndexBuffer(This->wineD3DDevice, 0x40000 /* Length. Don't know how long it should be */,
WINED3DUSAGE_DYNAMIC /* Usage */, WINED3DFMT_R16_UINT /* Format. D3D7 uses WORDS */, WINED3DPOOL_DEFAULT,
&object->indexbuffer, 0 /* Handle */, (IUnknown *)IndexBufferParent);
if(FAILED(hr))
{
ERR("Failed to create an index buffer\n");
HeapFree(GetProcessHeap(), 0, object);
LeaveCriticalSection(&ddraw_cs);
return hr;
}
IndexBufferParent->child = (IUnknown *) object->indexbuffer;
/* No need to set the indices, it's done when necessary */
/* AddRef the WineD3D Device */
IWineD3DDevice_AddRef(This->wineD3DDevice);
/* Don't forget to return the interface ;) */
*Device = (IDirect3DDevice7 *)object;
TRACE(" (%p) Created an IDirect3DDeviceImpl object at %p\n", This, object);
/* This is for apps which create a non-flip, non-d3d primary surface
* and an offscreen D3DDEVICE surface, then render to the offscreen surface
* and do a Blt from the offscreen to the primary surface.
*
* Set the offscreen D3DDDEVICE surface(=target) as the back buffer,
* and the primary surface(=This->d3d_target) as the front buffer.
*
* This way the app will render to the D3DDEVICE surface and WineD3D
* will catch the Blt was Back Buffer -> Front buffer blt and perform
* a flip instead. This way we don't have to deal with a mixed GL / GDI
* environment.
*
* This should be checked against windowed apps. The only app tested with
* this is moto racer 2 during the loading screen.
*/
TRACE("Isrendertarget: %s, d3d_target=%p\n", target->surface_desc.ddsCaps.dwCaps & DDSCAPS_PRIMARYSURFACE ? "true" : "false", This->d3d_target);
if(!(target->surface_desc.ddsCaps.dwCaps & DDSCAPS_PRIMARYSURFACE) &&
(This->d3d_target != target))
{
WINED3DVIEWPORT vp;
TRACE("(%p) Using %p as front buffer, %p as back buffer\n", This, This->d3d_target, target);
hr = IWineD3DDevice_SetFrontBackBuffers(This->wineD3DDevice,
This->d3d_target->WineD3DSurface,
target->WineD3DSurface);
if(hr != D3D_OK)
ERR("(%p) Error %08x setting the front and back buffer\n", This, hr);
/* Render to the back buffer */
IWineD3DDevice_SetRenderTarget(This->wineD3DDevice, 0,
target->WineD3DSurface);
vp.X = 0;
vp.Y = 0;
vp.Width = target->surface_desc.dwWidth;
vp.Height = target->surface_desc.dwHeight;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
IWineD3DDevice_SetViewport(This->wineD3DDevice,
&vp);
object->OffScreenTarget = TRUE;
}
else
{
object->OffScreenTarget = FALSE;
}
/* AddRef the render target. Also AddRef the render target from ddraw,
* because if it is released before the app releases the D3D device, the D3D capabilities
* of WineD3D will be uninitialized, which has bad effects.
*
* In most cases, those surfaces are the surfaces are the same anyway, but this will simply
* add another ref which is released when the device is destroyed.
*/
IDirectDrawSurface7_AddRef(Surface);
IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)This->d3d_target);
This->d3ddevice = object;
IWineD3DDevice_SetRenderState(This->wineD3DDevice,
WINED3DRS_ZENABLE,
IDirect3DDeviceImpl_UpdateDepthStencil(object));
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_3_CreateDevice(IDirect3D3 *iface,
REFCLSID refiid,
IDirectDrawSurface4 *Surface,
IDirect3DDevice3 **Device,
IUnknown *UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
HRESULT hr;
TRACE("(%p)->(%s,%p,%p,%p): Thunking to IDirect3D7\n", This, debugstr_guid(refiid), Surface, Device, UnkOuter);
if(UnkOuter != NULL)
return CLASS_E_NOAGGREGATION;
hr = IDirect3D7_CreateDevice((IDirect3D7 *)&This->IDirect3D7_vtbl, refiid,
(IDirectDrawSurface7 *)Surface /* Same VTables */, (IDirect3DDevice7 **)Device);
*Device = *Device ? (IDirect3DDevice3 *)&((IDirect3DDeviceImpl *)*Device)->IDirect3DDevice3_vtbl : NULL;
return hr;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_2_CreateDevice(IDirect3D2 *iface,
REFCLSID refiid,
IDirectDrawSurface *Surface,
IDirect3DDevice2 **Device)
{
IDirectDrawImpl *This = ddraw_from_d3d2(iface);
HRESULT hr;
TRACE("(%p)->(%s,%p,%p): Thunking to IDirect3D7\n", This, debugstr_guid(refiid), Surface, Device);
hr = IDirect3D7_CreateDevice((IDirect3D7 *)&This->IDirect3D7_vtbl, refiid,
Surface ? (IDirectDrawSurface7 *)surface_from_surface3((IDirectDrawSurface3 *)Surface) : NULL,
(IDirect3DDevice7 **)Device);
*Device = *Device ? (IDirect3DDevice2 *)&((IDirect3DDeviceImpl *)*Device)->IDirect3DDevice2_vtbl : NULL;
return hr;
}
/*****************************************************************************
* IDirect3D7::CreateVertexBuffer
*
* Creates a new vertex buffer object and returns a IDirect3DVertexBuffer7
* interface.
*
* Version 3 and 7
*
* Params:
* Desc: Requested Vertex buffer properties
* VertexBuffer: Address to return the interface pointer at
* Flags: Some flags, must be 0
*
* Returns
* D3D_OK on success
* DDERR_OUTOFMEMORY if memory allocation failed
* The return value of IWineD3DDevice::CreateVertexBuffer if this call fails
* DDERR_INVALIDPARAMS if Desc or VertexBuffer are NULL, or Flags != 0
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_7_CreateVertexBuffer(IDirect3D7 *iface,
D3DVERTEXBUFFERDESC *Desc,
IDirect3DVertexBuffer7 **VertexBuffer,
DWORD Flags)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
IDirect3DVertexBufferImpl *object;
HRESULT hr;
TRACE("(%p)->(%p,%p,%08x)\n", This, Desc, VertexBuffer, Flags);
TRACE("(%p) Vertex buffer description:\n", This);
TRACE("(%p) dwSize=%d\n", This, Desc->dwSize);
TRACE("(%p) dwCaps=%08x\n", This, Desc->dwCaps);
TRACE("(%p) FVF=%08x\n", This, Desc->dwFVF);
TRACE("(%p) dwNumVertices=%d\n", This, Desc->dwNumVertices);
/* D3D7 SDK: "No Flags are currently defined for this method. This
* parameter must be 0"
*
* Never trust the documentation - this is wrong
if(Flags != 0)
{
ERR("(%p) Flags is %08lx, returning DDERR_INVALIDPARAMS\n", This, Flags);
return DDERR_INVALIDPARAMS;
}
*/
/* Well, this sounds sane */
if( (!VertexBuffer) || (!Desc) )
return DDERR_INVALIDPARAMS;
/* Now create the vertex buffer */
object = HeapAlloc(GetProcessHeap(), 0, sizeof(IDirect3DVertexBufferImpl));
if(!object)
{
ERR("(%p) Out of memory when allocating a IDirect3DVertexBufferImpl structure\n", This);
return DDERR_OUTOFMEMORY;
}
object->ref = 1;
object->lpVtbl = &IDirect3DVertexBuffer7_Vtbl;
object->IDirect3DVertexBuffer_vtbl = &IDirect3DVertexBuffer1_Vtbl;
object->Caps = Desc->dwCaps;
object->ddraw = This;
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DDevice_CreateVertexBuffer(This->wineD3DDevice,
get_flexible_vertex_size(Desc->dwFVF) * Desc->dwNumVertices,
Desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0,
Desc->dwFVF,
Desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT,
&object->wineD3DVertexBuffer,
0 /* SharedHandle */,
(IUnknown *)object);
if(hr != D3D_OK)
{
ERR("(%p) IWineD3DDevice::CreateVertexBuffer failed with hr=%08x\n", This, hr);
HeapFree(GetProcessHeap(), 0, object);
LeaveCriticalSection(&ddraw_cs);
if (hr == WINED3DERR_INVALIDCALL)
return DDERR_INVALIDPARAMS;
else
return hr;
}
object->wineD3DVertexDeclaration = IDirectDrawImpl_FindDecl(This,
Desc->dwFVF);
if(!object->wineD3DVertexDeclaration)
{
ERR("Cannot find the vertex declaration for fvf %08x\n", Desc->dwFVF);
IWineD3DBuffer_Release(object->wineD3DVertexBuffer);
HeapFree(GetProcessHeap(), 0, object);
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
}
IWineD3DVertexDeclaration_AddRef(object->wineD3DVertexDeclaration);
/* Return the interface */
*VertexBuffer = (IDirect3DVertexBuffer7 *)object;
TRACE("(%p) Created new vertex buffer implementation at %p, returning interface at %p\n", This, object, *VertexBuffer);
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_3_CreateVertexBuffer(IDirect3D3 *iface,
D3DVERTEXBUFFERDESC *Desc,
IDirect3DVertexBuffer **VertexBuffer,
DWORD Flags,
IUnknown *UnkOuter)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
HRESULT hr;
TRACE("(%p)->(%p,%p,%08x,%p): Relaying to IDirect3D7\n", This, Desc, VertexBuffer, Flags, UnkOuter);
if(UnkOuter != NULL) return CLASS_E_NOAGGREGATION;
hr = IDirect3D7_CreateVertexBuffer((IDirect3D7 *)&This->IDirect3D7_vtbl,
Desc, (IDirect3DVertexBuffer7 **)VertexBuffer, Flags);
*VertexBuffer = *VertexBuffer ?
(IDirect3DVertexBuffer *)&((IDirect3DVertexBufferImpl *)*VertexBuffer)->IDirect3DVertexBuffer_vtbl : NULL;
return hr;
}
/*****************************************************************************
* IDirect3D7::EnumZBufferFormats
*
* Enumerates all supported Z buffer pixel formats
*
* Version 3 and 7
*
* Params:
* refiidDevice:
* Callback: Callback to call for each pixel format
* Context: Pointer to pass back to the callback
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Callback is NULL
* For details, see IWineD3DDevice::EnumZBufferFormats
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_7_EnumZBufferFormats(IDirect3D7 *iface,
REFCLSID refiidDevice,
LPD3DENUMPIXELFORMATSCALLBACK Callback,
void *Context)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
HRESULT hr;
unsigned int i;
WINED3DDISPLAYMODE d3ddm;
WINED3DDEVTYPE type;
/* Order matters. Specifically, BattleZone II (full version) expects the
* 16-bit depth formats to be listed before the 24 and 32 ones. */
WINED3DFORMAT FormatList[] = {
WINED3DFMT_D15S1,
WINED3DFMT_D16_UNORM,
WINED3DFMT_D24X8,
WINED3DFMT_D24X4S4,
WINED3DFMT_D24S8,
WINED3DFMT_D32
};
TRACE("(%p)->(%s,%p,%p): Relay\n", iface, debugstr_guid(refiidDevice), Callback, Context);
if(!Callback)
return DDERR_INVALIDPARAMS;
if(IsEqualGUID(refiidDevice, &IID_IDirect3DHALDevice) ||
IsEqualGUID(refiidDevice, &IID_IDirect3DTnLHalDevice) ||
IsEqualGUID(refiidDevice, &IID_D3DDEVICE_WineD3D))
{
TRACE("Asked for HAL device\n");
type = WINED3DDEVTYPE_HAL;
}
else if(IsEqualGUID(refiidDevice, &IID_IDirect3DRGBDevice) ||
IsEqualGUID(refiidDevice, &IID_IDirect3DMMXDevice))
{
TRACE("Asked for SW device\n");
type = WINED3DDEVTYPE_SW;
}
else if(IsEqualGUID(refiidDevice, &IID_IDirect3DRefDevice))
{
TRACE("Asked for REF device\n");
type = WINED3DDEVTYPE_REF;
}
else if(IsEqualGUID(refiidDevice, &IID_IDirect3DNullDevice))
{
TRACE("Asked for NULLREF device\n");
type = WINED3DDEVTYPE_NULLREF;
}
else
{
FIXME("Unexpected device GUID %s\n", debugstr_guid(refiidDevice));
type = WINED3DDEVTYPE_HAL;
}
EnterCriticalSection(&ddraw_cs);
/* We need an adapter format from somewhere to please wined3d and WGL. Use the current display mode.
* So far all cards offer the same depth stencil format for all modes, but if some do not and apps
* do not like that we'll have to find some workaround, like iterating over all imaginable formats
* and collecting all the depth stencil formats we can get
*/
hr = IWineD3DDevice_GetDisplayMode(This->wineD3DDevice,
0 /* swapchain 0 */,
&d3ddm);
for(i = 0; i < (sizeof(FormatList) / sizeof(FormatList[0])); i++)
{
hr = IWineD3D_CheckDeviceFormat(This->wineD3D,
WINED3DADAPTER_DEFAULT /* Adapter */,
type /* DeviceType */,
d3ddm.Format /* AdapterFormat */,
WINED3DUSAGE_DEPTHSTENCIL /* Usage */,
WINED3DRTYPE_SURFACE,
FormatList[i],
SURFACE_OPENGL);
if(hr == D3D_OK)
{
DDPIXELFORMAT pformat;
memset(&pformat, 0, sizeof(pformat));
pformat.dwSize = sizeof(pformat);
PixelFormat_WineD3DtoDD(&pformat, FormatList[i]);
TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]);
hr = Callback(&pformat, Context);
if(hr != DDENUMRET_OK)
{
TRACE("Format enumeration cancelled by application\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
}
}
TRACE("End of enumeration\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_3_EnumZBufferFormats(IDirect3D3 *iface,
REFCLSID riidDevice,
LPD3DENUMPIXELFORMATSCALLBACK Callback,
void *Context)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
TRACE("(%p)->(%s,%p,%p) thunking to IDirect3D7 interface.\n", This, debugstr_guid(riidDevice), Callback, Context);
return IDirect3D7_EnumZBufferFormats((IDirect3D7 *)&This->IDirect3D7_vtbl, riidDevice, Callback, Context);
}
/*****************************************************************************
* IDirect3D7::EvictManagedTextures
*
* Removes all managed textures (=surfaces with DDSCAPS2_TEXTUREMANAGE or
* DDSCAPS2_D3DTEXTUREMANAGE caps) to be removed from video memory.
*
* Version 3 and 7
*
* Returns:
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DImpl_7_EvictManagedTextures(IDirect3D7 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d7(iface);
FIXME("(%p): Stub!\n", This);
/* Implementation idea:
* Add an IWineD3DSurface method which sets the opengl texture
* priority low or even removes the opengl texture.
*/
return D3D_OK;
}
static HRESULT WINAPI
Thunk_IDirect3DImpl_3_EvictManagedTextures(IDirect3D3 *iface)
{
IDirectDrawImpl *This = ddraw_from_d3d3(iface);
TRACE("(%p)->() thunking to IDirect3D7 interface.\n", This);
return IDirect3D7_EvictManagedTextures((IDirect3D7 *)&This->IDirect3D7_vtbl);
}
/*****************************************************************************
* IDirect3DImpl_GetCaps
*
* This function retrieves the device caps from wined3d
* and converts it into a D3D7 and D3D - D3D3 structure
* This is a helper function called from various places in ddraw
*
* Params:
* WineD3D: The interface to get the caps from
* Desc123: Old D3D <3 structure to fill (needed)
* Desc7: D3D7 device desc structure to fill (needed)
*
* Returns
* D3D_OK on success, or the return value of IWineD3D::GetCaps
*
*****************************************************************************/
HRESULT
IDirect3DImpl_GetCaps(IWineD3D *WineD3D,
D3DDEVICEDESC *Desc123,
D3DDEVICEDESC7 *Desc7)
{
WINED3DCAPS WCaps;
HRESULT hr;
/* Some variables to assign to the pointers in WCaps */
TRACE("()->(%p,%p,%p\n", WineD3D, Desc123, Desc7);
memset(&WCaps, 0, sizeof(WCaps));
EnterCriticalSection(&ddraw_cs);
hr = IWineD3D_GetDeviceCaps(WineD3D, 0, WINED3DDEVTYPE_HAL, &WCaps);
LeaveCriticalSection(&ddraw_cs);
if(hr != D3D_OK)
{
return hr;
}
/* Copy the results into the d3d7 and d3d3 structures */
Desc7->dwDevCaps = WCaps.DevCaps;
Desc7->dpcLineCaps.dwRasterCaps = WCaps.RasterCaps;
Desc7->dpcLineCaps.dwZCmpCaps = WCaps.ZCmpCaps;
Desc7->dpcLineCaps.dwSrcBlendCaps = WCaps.SrcBlendCaps;
Desc7->dpcLineCaps.dwDestBlendCaps = WCaps.DestBlendCaps;
Desc7->dpcLineCaps.dwAlphaCmpCaps = WCaps.AlphaCmpCaps;
Desc7->dpcLineCaps.dwShadeCaps = WCaps.ShadeCaps;
Desc7->dpcLineCaps.dwTextureCaps = WCaps.TextureCaps;
Desc7->dpcLineCaps.dwTextureFilterCaps = WCaps.TextureFilterCaps;
Desc7->dpcLineCaps.dwTextureAddressCaps = WCaps.TextureAddressCaps;
Desc7->dwMaxTextureWidth = WCaps.MaxTextureWidth;
Desc7->dwMaxTextureHeight = WCaps.MaxTextureHeight;
Desc7->dwMaxTextureRepeat = WCaps.MaxTextureRepeat;
Desc7->dwMaxTextureAspectRatio = WCaps.MaxTextureAspectRatio;
Desc7->dwMaxAnisotropy = WCaps.MaxAnisotropy;
Desc7->dvMaxVertexW = WCaps.MaxVertexW;
Desc7->dvGuardBandLeft = WCaps.GuardBandLeft;
Desc7->dvGuardBandTop = WCaps.GuardBandTop;
Desc7->dvGuardBandRight = WCaps.GuardBandRight;
Desc7->dvGuardBandBottom = WCaps.GuardBandBottom;
Desc7->dvExtentsAdjust = WCaps.ExtentsAdjust;
Desc7->dwStencilCaps = WCaps.StencilCaps;
Desc7->dwFVFCaps = WCaps.FVFCaps;
Desc7->dwTextureOpCaps = WCaps.TextureOpCaps;
Desc7->dwVertexProcessingCaps = WCaps.VertexProcessingCaps;
Desc7->dwMaxActiveLights = WCaps.MaxActiveLights;
/* Remove all non-d3d7 caps */
Desc7->dwDevCaps &= (
D3DDEVCAPS_FLOATTLVERTEX | D3DDEVCAPS_SORTINCREASINGZ | D3DDEVCAPS_SORTDECREASINGZ |
D3DDEVCAPS_SORTEXACT | D3DDEVCAPS_EXECUTESYSTEMMEMORY | D3DDEVCAPS_EXECUTEVIDEOMEMORY |
D3DDEVCAPS_TLVERTEXSYSTEMMEMORY | D3DDEVCAPS_TLVERTEXVIDEOMEMORY | D3DDEVCAPS_TEXTURESYSTEMMEMORY |
D3DDEVCAPS_TEXTUREVIDEOMEMORY | D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_CANRENDERAFTERFLIP |
D3DDEVCAPS_TEXTURENONLOCALVIDMEM | D3DDEVCAPS_DRAWPRIMITIVES2 | D3DDEVCAPS_SEPARATETEXTUREMEMORIES |
D3DDEVCAPS_DRAWPRIMITIVES2EX | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_CANBLTSYSTONONLOCAL |
D3DDEVCAPS_HWRASTERIZATION);
Desc7->dwStencilCaps &= (
D3DSTENCILCAPS_KEEP | D3DSTENCILCAPS_ZERO | D3DSTENCILCAPS_REPLACE |
D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INVERT |
D3DSTENCILCAPS_INCR | D3DSTENCILCAPS_DECR | D3DSTENCILCAPS_TWOSIDED);
/* FVF caps ?*/
Desc7->dwTextureOpCaps &= (
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2 |
D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE4X |
D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED | D3DTEXOPCAPS_ADDSIGNED2X |
D3DTEXOPCAPS_SUBTRACT | D3DTEXOPCAPS_ADDSMOOTH | D3DTEXOPCAPS_BLENDTEXTUREALPHA |
D3DTEXOPCAPS_BLENDFACTORALPHA | D3DTEXOPCAPS_BLENDTEXTUREALPHAPM | D3DTEXOPCAPS_BLENDCURRENTALPHA |
D3DTEXOPCAPS_PREMODULATE | D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | D3DTEXOPCAPS_BUMPENVMAP |
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE | D3DTEXOPCAPS_DOTPRODUCT3);
Desc7->dwVertexProcessingCaps &= (
D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_VERTEXFOG |
D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER);
Desc7->dpcLineCaps.dwMiscCaps &= (
D3DPMISCCAPS_MASKPLANES | D3DPMISCCAPS_MASKZ | D3DPMISCCAPS_LINEPATTERNREP |
D3DPMISCCAPS_CONFORMANT | D3DPMISCCAPS_CULLNONE | D3DPMISCCAPS_CULLCW |
D3DPMISCCAPS_CULLCCW);
Desc7->dpcLineCaps.dwRasterCaps &= (
D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_ROP2 | D3DPRASTERCAPS_XOR |
D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_ZTEST | D3DPRASTERCAPS_SUBPIXEL |
D3DPRASTERCAPS_SUBPIXELX | D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_FOGTABLE |
D3DPRASTERCAPS_STIPPLE | D3DPRASTERCAPS_ANTIALIASSORTDEPENDENT | D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT |
D3DPRASTERCAPS_ANTIALIASEDGES | D3DPRASTERCAPS_MIPMAPLODBIAS | D3DPRASTERCAPS_ZBIAS |
D3DPRASTERCAPS_ZBUFFERLESSHSR | D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_ANISOTROPY |
D3DPRASTERCAPS_WBUFFER | D3DPRASTERCAPS_TRANSLUCENTSORTINDEPENDENT | D3DPRASTERCAPS_WFOG |
D3DPRASTERCAPS_ZFOG);
Desc7->dpcLineCaps.dwZCmpCaps &= (
D3DPCMPCAPS_NEVER | D3DPCMPCAPS_LESS | D3DPCMPCAPS_EQUAL |
D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_NOTEQUAL |
D3DPCMPCAPS_GREATEREQUAL | D3DPCMPCAPS_ALWAYS);
Desc7->dpcLineCaps.dwSrcBlendCaps &= (
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);
Desc7->dpcLineCaps.dwDestBlendCaps &= (
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);
Desc7->dpcLineCaps.dwAlphaCmpCaps &= (
D3DPCMPCAPS_NEVER | D3DPCMPCAPS_LESS | D3DPCMPCAPS_EQUAL |
D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_NOTEQUAL |
D3DPCMPCAPS_GREATEREQUAL | D3DPCMPCAPS_ALWAYS);
Desc7->dpcLineCaps.dwShadeCaps &= (
D3DPSHADECAPS_COLORFLATMONO | D3DPSHADECAPS_COLORFLATRGB | D3DPSHADECAPS_COLORGOURAUDMONO |
D3DPSHADECAPS_COLORGOURAUDRGB | D3DPSHADECAPS_COLORPHONGMONO | D3DPSHADECAPS_COLORPHONGRGB |
D3DPSHADECAPS_SPECULARFLATMONO | D3DPSHADECAPS_SPECULARFLATRGB | D3DPSHADECAPS_SPECULARGOURAUDMONO |
D3DPSHADECAPS_SPECULARGOURAUDRGB | D3DPSHADECAPS_SPECULARPHONGMONO | D3DPSHADECAPS_SPECULARPHONGRGB |
D3DPSHADECAPS_ALPHAFLATBLEND | D3DPSHADECAPS_ALPHAFLATSTIPPLED | D3DPSHADECAPS_ALPHAGOURAUDBLEND |
D3DPSHADECAPS_ALPHAGOURAUDSTIPPLED | D3DPSHADECAPS_ALPHAPHONGBLEND | D3DPSHADECAPS_ALPHAPHONGSTIPPLED |
D3DPSHADECAPS_FOGFLAT | D3DPSHADECAPS_FOGGOURAUD | D3DPSHADECAPS_FOGPHONG);
Desc7->dpcLineCaps.dwTextureCaps &= (
D3DPTEXTURECAPS_PERSPECTIVE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_ALPHA |
D3DPTEXTURECAPS_TRANSPARENCY | D3DPTEXTURECAPS_BORDER | D3DPTEXTURECAPS_SQUAREONLY |
D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE | D3DPTEXTURECAPS_ALPHAPALETTE| D3DPTEXTURECAPS_NONPOW2CONDITIONAL |
D3DPTEXTURECAPS_PROJECTED | D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_COLORKEYBLEND);
Desc7->dpcLineCaps.dwTextureFilterCaps &= (
D3DPTFILTERCAPS_NEAREST | D3DPTFILTERCAPS_LINEAR | D3DPTFILTERCAPS_MIPNEAREST |
D3DPTFILTERCAPS_MIPLINEAR | D3DPTFILTERCAPS_LINEARMIPNEAREST | D3DPTFILTERCAPS_LINEARMIPLINEAR |
D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC |
D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT |
D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC |
D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC);
Desc7->dpcLineCaps.dwTextureBlendCaps &= (
D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_DECALALPHA |
D3DPTBLENDCAPS_MODULATEALPHA | D3DPTBLENDCAPS_DECALMASK | D3DPTBLENDCAPS_MODULATEMASK |
D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_ADD);
Desc7->dpcLineCaps.dwTextureAddressCaps &= (
D3DPTADDRESSCAPS_WRAP | D3DPTADDRESSCAPS_MIRROR | D3DPTADDRESSCAPS_CLAMP |
D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_INDEPENDENTUV);
if(!(Desc7->dpcLineCaps.dwTextureCaps & D3DPTEXTURECAPS_POW2)) {
/* DirectX7 always has the np2 flag set, no matter what the card supports. Some old games(rollcage)
* check the caps incorrectly. If wined3d supports nonpow2 textures it also has np2 conditional support
*/
Desc7->dpcLineCaps.dwTextureCaps |= D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_NONPOW2CONDITIONAL;
}
/* Fill the missing members, and do some fixup */
Desc7->dpcLineCaps.dwSize = sizeof(Desc7->dpcLineCaps);
Desc7->dpcLineCaps.dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_MODULATEMASK |
D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL |
D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK |
D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA;
Desc7->dpcLineCaps.dwStippleWidth = 32;
Desc7->dpcLineCaps.dwStippleHeight = 32;
/* Use the same for the TriCaps */
Desc7->dpcTriCaps = Desc7->dpcLineCaps;
Desc7->dwDeviceRenderBitDepth = DDBD_16 | DDBD_24 | DDBD_32;
Desc7->dwDeviceZBufferBitDepth = DDBD_16 | DDBD_24;
Desc7->dwMinTextureWidth = 1;
Desc7->dwMinTextureHeight = 1;
/* Convert DWORDs safely to WORDs */
if(WCaps.MaxTextureBlendStages > 65535) Desc7->wMaxTextureBlendStages = 65535;
else Desc7->wMaxTextureBlendStages = (WORD) WCaps.MaxTextureBlendStages;
if(WCaps.MaxSimultaneousTextures > 65535) Desc7->wMaxSimultaneousTextures = 65535;
else Desc7->wMaxSimultaneousTextures = (WORD) WCaps.MaxSimultaneousTextures;
if(WCaps.MaxUserClipPlanes > 65535) Desc7->wMaxUserClipPlanes = 65535;
else Desc7->wMaxUserClipPlanes = (WORD) WCaps.MaxUserClipPlanes;
if(WCaps.MaxVertexBlendMatrices > 65535) Desc7->wMaxVertexBlendMatrices = 65535;
else Desc7->wMaxVertexBlendMatrices = (WORD) WCaps.MaxVertexBlendMatrices;
Desc7->deviceGUID = IID_IDirect3DTnLHalDevice;
Desc7->dwReserved1 = 0;
Desc7->dwReserved2 = 0;
Desc7->dwReserved3 = 0;
Desc7->dwReserved4 = 0;
/* Fill the old structure */
memset(Desc123, 0x0, sizeof(D3DDEVICEDESC));
Desc123->dwSize = sizeof(D3DDEVICEDESC);
Desc123->dwFlags = D3DDD_COLORMODEL |
D3DDD_DEVCAPS |
D3DDD_TRANSFORMCAPS |
D3DDD_BCLIPPING |
D3DDD_LIGHTINGCAPS |
D3DDD_LINECAPS |
D3DDD_TRICAPS |
D3DDD_DEVICERENDERBITDEPTH |
D3DDD_DEVICEZBUFFERBITDEPTH |
D3DDD_MAXBUFFERSIZE |
D3DDD_MAXVERTEXCOUNT;
Desc123->dcmColorModel = D3DCOLOR_RGB;
Desc123->dwDevCaps = Desc7->dwDevCaps;
Desc123->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS);
Desc123->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP;
Desc123->bClipping = TRUE;
Desc123->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS);
Desc123->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT;
Desc123->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB;
Desc123->dlcLightingCaps.dwNumLights = Desc7->dwMaxActiveLights;
Desc123->dpcLineCaps.dwSize = sizeof(D3DPRIMCAPS);
Desc123->dpcLineCaps.dwMiscCaps = Desc7->dpcLineCaps.dwMiscCaps;
Desc123->dpcLineCaps.dwRasterCaps = Desc7->dpcLineCaps.dwRasterCaps;
Desc123->dpcLineCaps.dwZCmpCaps = Desc7->dpcLineCaps.dwZCmpCaps;
Desc123->dpcLineCaps.dwSrcBlendCaps = Desc7->dpcLineCaps.dwSrcBlendCaps;
Desc123->dpcLineCaps.dwDestBlendCaps = Desc7->dpcLineCaps.dwDestBlendCaps;
Desc123->dpcLineCaps.dwShadeCaps = Desc7->dpcLineCaps.dwShadeCaps;
Desc123->dpcLineCaps.dwTextureCaps = Desc7->dpcLineCaps.dwTextureCaps;
Desc123->dpcLineCaps.dwTextureFilterCaps = Desc7->dpcLineCaps.dwTextureFilterCaps;
Desc123->dpcLineCaps.dwTextureBlendCaps = Desc7->dpcLineCaps.dwTextureBlendCaps;
Desc123->dpcLineCaps.dwTextureAddressCaps = Desc7->dpcLineCaps.dwTextureAddressCaps;
Desc123->dpcLineCaps.dwStippleWidth = Desc7->dpcLineCaps.dwStippleWidth;
Desc123->dpcLineCaps.dwAlphaCmpCaps = Desc7->dpcLineCaps.dwAlphaCmpCaps;
Desc123->dpcTriCaps.dwSize = sizeof(D3DPRIMCAPS);
Desc123->dpcTriCaps.dwMiscCaps = Desc7->dpcTriCaps.dwMiscCaps;
Desc123->dpcTriCaps.dwRasterCaps = Desc7->dpcTriCaps.dwRasterCaps;
Desc123->dpcTriCaps.dwZCmpCaps = Desc7->dpcTriCaps.dwZCmpCaps;
Desc123->dpcTriCaps.dwSrcBlendCaps = Desc7->dpcTriCaps.dwSrcBlendCaps;
Desc123->dpcTriCaps.dwDestBlendCaps = Desc7->dpcTriCaps.dwDestBlendCaps;
Desc123->dpcTriCaps.dwShadeCaps = Desc7->dpcTriCaps.dwShadeCaps;
Desc123->dpcTriCaps.dwTextureCaps = Desc7->dpcTriCaps.dwTextureCaps;
Desc123->dpcTriCaps.dwTextureFilterCaps = Desc7->dpcTriCaps.dwTextureFilterCaps;
Desc123->dpcTriCaps.dwTextureBlendCaps = Desc7->dpcTriCaps.dwTextureBlendCaps;
Desc123->dpcTriCaps.dwTextureAddressCaps = Desc7->dpcTriCaps.dwTextureAddressCaps;
Desc123->dpcTriCaps.dwStippleWidth = Desc7->dpcTriCaps.dwStippleWidth;
Desc123->dpcTriCaps.dwAlphaCmpCaps = Desc7->dpcTriCaps.dwAlphaCmpCaps;
Desc123->dwDeviceRenderBitDepth = Desc7->dwDeviceRenderBitDepth;
Desc123->dwDeviceZBufferBitDepth = Desc7->dwDeviceZBufferBitDepth;
Desc123->dwMaxBufferSize = 0;
Desc123->dwMaxVertexCount = 65536;
Desc123->dwMinTextureWidth = Desc7->dwMinTextureWidth;
Desc123->dwMinTextureHeight = Desc7->dwMinTextureHeight;
Desc123->dwMaxTextureWidth = Desc7->dwMaxTextureWidth;
Desc123->dwMaxTextureHeight = Desc7->dwMaxTextureHeight;
Desc123->dwMinStippleWidth = 1;
Desc123->dwMinStippleHeight = 1;
Desc123->dwMaxStippleWidth = 32;
Desc123->dwMaxStippleHeight = 32;
Desc123->dwMaxTextureRepeat = Desc7->dwMaxTextureRepeat;
Desc123->dwMaxTextureAspectRatio = Desc7->dwMaxTextureAspectRatio;
Desc123->dwMaxAnisotropy = Desc7->dwMaxAnisotropy;
Desc123->dvGuardBandLeft = Desc7->dvGuardBandLeft;
Desc123->dvGuardBandRight = Desc7->dvGuardBandRight;
Desc123->dvGuardBandTop = Desc7->dvGuardBandTop;
Desc123->dvGuardBandBottom = Desc7->dvGuardBandBottom;
Desc123->dvExtentsAdjust = Desc7->dvExtentsAdjust;
Desc123->dwStencilCaps = Desc7->dwStencilCaps;
Desc123->dwFVFCaps = Desc7->dwFVFCaps;
Desc123->dwTextureOpCaps = Desc7->dwTextureOpCaps;
Desc123->wMaxTextureBlendStages = Desc7->wMaxTextureBlendStages;
Desc123->wMaxSimultaneousTextures = Desc7->wMaxSimultaneousTextures;
return DD_OK;
}
/*****************************************************************************
* IDirect3D vtables in various versions
*****************************************************************************/
const IDirect3DVtbl IDirect3D1_Vtbl =
{
/*** IUnknown methods ***/
Thunk_IDirect3DImpl_1_QueryInterface,
Thunk_IDirect3DImpl_1_AddRef,
Thunk_IDirect3DImpl_1_Release,
/*** IDirect3D methods ***/
IDirect3DImpl_1_Initialize,
Thunk_IDirect3DImpl_1_EnumDevices,
Thunk_IDirect3DImpl_1_CreateLight,
Thunk_IDirect3DImpl_1_CreateMaterial,
Thunk_IDirect3DImpl_1_CreateViewport,
Thunk_IDirect3DImpl_1_FindDevice
};
const IDirect3D2Vtbl IDirect3D2_Vtbl =
{
/*** IUnknown methods ***/
Thunk_IDirect3DImpl_2_QueryInterface,
Thunk_IDirect3DImpl_2_AddRef,
Thunk_IDirect3DImpl_2_Release,
/*** IDirect3D2 methods ***/
Thunk_IDirect3DImpl_2_EnumDevices,
Thunk_IDirect3DImpl_2_CreateLight,
Thunk_IDirect3DImpl_2_CreateMaterial,
Thunk_IDirect3DImpl_2_CreateViewport,
Thunk_IDirect3DImpl_2_FindDevice,
Thunk_IDirect3DImpl_2_CreateDevice
};
const IDirect3D3Vtbl IDirect3D3_Vtbl =
{
/*** IUnknown methods ***/
Thunk_IDirect3DImpl_3_QueryInterface,
Thunk_IDirect3DImpl_3_AddRef,
Thunk_IDirect3DImpl_3_Release,
/*** IDirect3D3 methods ***/
IDirect3DImpl_3_EnumDevices,
IDirect3DImpl_3_CreateLight,
IDirect3DImpl_3_CreateMaterial,
IDirect3DImpl_3_CreateViewport,
IDirect3DImpl_3_FindDevice,
Thunk_IDirect3DImpl_3_CreateDevice,
Thunk_IDirect3DImpl_3_CreateVertexBuffer,
Thunk_IDirect3DImpl_3_EnumZBufferFormats,
Thunk_IDirect3DImpl_3_EvictManagedTextures
};
const IDirect3D7Vtbl IDirect3D7_Vtbl =
{
/*** IUnknown methods ***/
Thunk_IDirect3DImpl_7_QueryInterface,
Thunk_IDirect3DImpl_7_AddRef,
Thunk_IDirect3DImpl_7_Release,
/*** IDirect3D7 methods ***/
IDirect3DImpl_7_EnumDevices,
IDirect3DImpl_7_CreateDevice,
IDirect3DImpl_7_CreateVertexBuffer,
IDirect3DImpl_7_EnumZBufferFormats,
IDirect3DImpl_7_EvictManagedTextures
};