wine-wine/dlls/d3d8/directx.c

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/*
* IDirect3D8 implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
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#include "config.h"
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
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#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
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#include "wine/debug.h"
#include "wine/unicode.h"
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#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* x11drv GDI escapes */
#define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
{
X11DRV_GET_DISPLAY, /* get X11 display for a DC */
X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
X11DRV_GET_FONT, /* get current X font for a DC */
};
#define NUM_FORMATS 7
static const D3DFORMAT device_formats[NUM_FORMATS] = {
D3DFMT_P8,
D3DFMT_R3G3B2,
D3DFMT_R5G6B5,
D3DFMT_X1R5G5B5,
D3DFMT_X4R4G4B4,
D3DFMT_R8G8B8,
D3DFMT_X8R8G8B8
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};
/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
sizeof(display), (LPSTR)&display )) display = NULL;
return display;
}
/* IDirect3D IUnknown parts follow: */
HRESULT WINAPI IDirect3D8Impl_QueryInterface(LPDIRECT3D8 iface,REFIID riid,LPVOID *ppobj)
{
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3D8)) {
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IDirect3D8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3D8Impl_AddRef(LPDIRECT3D8 iface) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
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}
ULONG WINAPI IDirect3D8Impl_Release(LPDIRECT3D8 iface) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3D_Release(This->WineD3D);
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HeapFree(GetProcessHeap(), 0, This);
}
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return ref;
}
/* IDirect3D Interface follow: */
HRESULT WINAPI IDirect3D8Impl_RegisterSoftwareDevice (LPDIRECT3D8 iface, void* pInitializeFunction) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_RegisterSoftwareDevice(This->WineD3D, pInitializeFunction);
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}
UINT WINAPI IDirect3D8Impl_GetAdapterCount (LPDIRECT3D8 iface) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_GetAdapterCount(This->WineD3D);
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}
HRESULT WINAPI IDirect3D8Impl_GetAdapterIdentifier (LPDIRECT3D8 iface,
UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER8* pIdentifier) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
WINED3DADAPTER_IDENTIFIER adapter_id;
/* dx8 and dx9 have different structures to be filled in, with incompatible
layouts so pass in pointers to the places to be filled via an internal
structure */
adapter_id.Driver = pIdentifier->Driver;
adapter_id.Description = pIdentifier->Description;
adapter_id.DeviceName = NULL;
adapter_id.DriverVersion = &pIdentifier->DriverVersion;
adapter_id.VendorId = &pIdentifier->VendorId;
adapter_id.DeviceId = &pIdentifier->DeviceId;
adapter_id.SubSysId = &pIdentifier->SubSysId;
adapter_id.Revision = &pIdentifier->Revision;
adapter_id.DeviceIdentifier = &pIdentifier->DeviceIdentifier;
adapter_id.WHQLLevel = &pIdentifier->WHQLLevel;
return IWineD3D_GetAdapterIdentifier(This->WineD3D, Adapter, Flags, &adapter_id);
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}
UINT WINAPI IDirect3D8Impl_GetAdapterModeCount (LPDIRECT3D8 iface,UINT Adapter) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_GetAdapterModeCount(This->WineD3D, Adapter, D3DFMT_UNKNOWN);
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}
HRESULT WINAPI IDirect3D8Impl_EnumAdapterModes (LPDIRECT3D8 iface, UINT Adapter, UINT Mode, D3DDISPLAYMODE* pMode) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_EnumAdapterModes(This->WineD3D, Adapter, D3DFMT_UNKNOWN, Mode, pMode);
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}
HRESULT WINAPI IDirect3D8Impl_GetAdapterDisplayMode (LPDIRECT3D8 iface, UINT Adapter, D3DDISPLAYMODE* pMode) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_GetAdapterDisplayMode(This->WineD3D, Adapter, pMode);
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}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceType (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat,
D3DFORMAT BackBufferFormat, BOOL Windowed) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_CheckDeviceType(This->WineD3D, Adapter, CheckType, DisplayFormat,
BackBufferFormat, Windowed);
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}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_CheckDeviceFormat(This->WineD3D, Adapter, DeviceType, AdapterFormat,
Usage, RType, CheckFormat);
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}
HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat,
BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_CheckDeviceMultiSampleType(This->WineD3D, Adapter, DeviceType, SurfaceFormat,
Windowed, MultiSampleType, NULL);
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}
HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_CheckDepthStencilMatch(This->WineD3D, Adapter, DeviceType, AdapterFormat,
RenderTargetFormat, DepthStencilFormat);
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}
HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
HRESULT hrc = D3D_OK;
WINED3DCAPS *pWineCaps;
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TRACE("(%p) Relay %d %u %p\n", This, Adapter, DeviceType, pCaps);
if(NULL == pCaps){
return D3DERR_INVALIDCALL;
}
pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS));
if(pWineCaps == NULL){
return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/
}
D3D8CAPSTOWINECAPS(pCaps, pWineCaps)
hrc = IWineD3D_GetDeviceCaps(This->WineD3D, Adapter, DeviceType, pWineCaps);
HeapFree(GetProcessHeap(), 0, pWineCaps);
TRACE("(%p) returning %p\n", This, pCaps);
return hrc;
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}
HMONITOR WINAPI IDirect3D8Impl_GetAdapterMonitor(LPDIRECT3D8 iface, UINT Adapter) {
IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
return IWineD3D_GetAdapterMonitor(This->WineD3D, Adapter);
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}
/* Internal function called back during the CreateDevice to create a render target */
HRESULT WINAPI D3D8CB_CreateRenderTarget(IUnknown *device, UINT Width, UINT Height,
WINED3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality, BOOL Lockable,
IWineD3DSurface** ppSurface, HANDLE* pSharedHandle) {
HRESULT res = D3D_OK;
IDirect3DSurface8Impl *d3dSurface = NULL;
/* Note - Throw away MultisampleQuality and SharedHandle - only relevant for d3d9 */
res = IDirect3DDevice8_CreateRenderTarget((IDirect3DDevice8 *)device, Width, Height,
(D3DFORMAT)Format, MultiSample, Lockable,
(IDirect3DSurface8 **)&d3dSurface);
if (res == D3D_OK) {
*ppSurface = d3dSurface->wineD3DSurface;
}
return res;
}
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/* Callback for creating the inplicite swapchain when the device is created */
HRESULT WINAPI D3D8CB_CreateAdditionalSwapChain(IUnknown *device,
WINED3DPRESENT_PARAMETERS* pPresentationParameters,
IWineD3DSwapChain ** ppSwapChain){
HRESULT res = D3D_OK;
IDirect3DSwapChain8Impl *d3dSwapChain = NULL;
/* We have to pass the presentation parameters back and forth */
D3DPRESENT_PARAMETERS localParameters;
localParameters.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
localParameters.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
localParameters.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
localParameters.BackBufferCount = *(pPresentationParameters->BackBufferCount);
localParameters.MultiSampleType = *(pPresentationParameters->MultiSampleType);
/* d3d9 only */
/* localParameters.MultiSampleQuality = *(pPresentationParameters->MultiSampleQuality); */
localParameters.SwapEffect = *(pPresentationParameters->SwapEffect);
localParameters.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
localParameters.Windowed = *(pPresentationParameters->Windowed);
localParameters.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
localParameters.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
localParameters.Flags = *(pPresentationParameters->Flags);
localParameters.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
/* not in d3d8 */
/* localParameters.PresentationInterval = *(pPresentationParameters->PresentationInterval); */
TRACE("(%p) rellaying\n", device);
/*copy the presentation parameters*/
res = IDirect3DDevice8_CreateAdditionalSwapChain((IDirect3DDevice8 *)device, &localParameters, (IDirect3DSwapChain8 **)&d3dSwapChain);
if (res == D3D_OK){
*ppSwapChain = d3dSwapChain->wineD3DSwapChain;
} else {
FIXME("failed to create additional swap chain\n");
*ppSwapChain = NULL;
}
/* Copy back the presentation parameters */
TRACE("(%p) setting up return parameters\n", device);
*pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth;
*pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight;
*pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat;
*pPresentationParameters->BackBufferCount = localParameters.BackBufferCount;
*pPresentationParameters->MultiSampleType = localParameters.MultiSampleType;
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/* *pPresentationParameters->MultiSampleQuality leave alone in case wined3d set something internally */
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*pPresentationParameters->SwapEffect = localParameters.SwapEffect;
*pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow;
*pPresentationParameters->Windowed = localParameters.Windowed;
*pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil;
*pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat;
*pPresentationParameters->Flags = localParameters.Flags;
*pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz;
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/* *pPresentationParameters->PresentationInterval leave alone in case wined3d set something internally */
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return res;
}
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HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviourFlags, D3DPRESENT_PARAMETERS* pPresentationParameters,
IDirect3DDevice8** ppReturnedDeviceInterface) {
IDirect3DDevice8Impl *object;
HWND whichHWND;
int num;
XVisualInfo template;
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HDC hDc;
WINED3DPRESENT_PARAMETERS localParameters;
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IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
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hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface);
if (Adapter >= IDirect3D8Impl_GetAdapterCount(iface)) {
return D3DERR_INVALIDCALL;
}
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/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DDevice8Impl));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
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object->lpVtbl = &Direct3DDevice8_Vtbl;
object->ref = 1;
object->direct3d8 = This;
/** The device AddRef the direct3d8 Interface else crash in propers clients codes */
IDirect3D8_AddRef((LPDIRECT3D8) object->direct3d8);
/* Allocate an associated WineD3DDevice object */
localParameters.BackBufferWidth = &pPresentationParameters->BackBufferWidth;
localParameters.BackBufferHeight = &pPresentationParameters->BackBufferHeight;
localParameters.BackBufferFormat = (WINED3DFORMAT *)&pPresentationParameters->BackBufferFormat;
localParameters.BackBufferCount = &pPresentationParameters->BackBufferCount;
localParameters.MultiSampleType = &pPresentationParameters->MultiSampleType;
localParameters.MultiSampleQuality = NULL; /* New at dx9 */
localParameters.SwapEffect = &pPresentationParameters->SwapEffect;
localParameters.hDeviceWindow = &pPresentationParameters->hDeviceWindow;
localParameters.Windowed = &pPresentationParameters->Windowed;
localParameters.EnableAutoDepthStencil = &pPresentationParameters->EnableAutoDepthStencil;
localParameters.AutoDepthStencilFormat = (WINED3DFORMAT *)&pPresentationParameters->AutoDepthStencilFormat;
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->FullScreen_PresentationInterval; /* Renamed in dx9 */
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IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice, (IUnknown *)object, D3D8CB_CreateAdditionalSwapChain);
/** use StateBlock Factory here, for creating the startup stateBlock */
object->StateBlock = NULL;
IDirect3DDeviceImpl_CreateStateBlock(object, D3DSBT_ALL, NULL);
object->UpdateStateBlock = object->StateBlock;
/* Save the creation parameters */
object->CreateParms.AdapterOrdinal = Adapter;
object->CreateParms.DeviceType = DeviceType;
object->CreateParms.hFocusWindow = hFocusWindow;
object->CreateParms.BehaviorFlags = BehaviourFlags;
*ppReturnedDeviceInterface = (LPDIRECT3DDEVICE8) object;
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/* Initialize settings */
object->PresentParms.BackBufferCount = 1; /* Opengl only supports one? */
object->adapterNo = Adapter;
object->devType = DeviceType;
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/* Initialize openGl - Note the visual is chosen as the window is created and the glcontext cannot
use different properties after that point in time. FIXME: How to handle when requested format
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doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
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it chooses is identical to the one already being used! */
/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
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/* Which hwnd are we using? */
whichHWND = pPresentationParameters->hDeviceWindow;
if (!whichHWND) {
whichHWND = hFocusWindow;
}
whichHWND = GetAncestor(whichHWND, GA_ROOT);
if ( !( object->win = (Window)GetPropA(whichHWND, "__wine_x11_whole_window") ) ) {
ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", whichHWND);
return D3DERR_NOTAVAILABLE;
}
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object->win_handle = whichHWND;
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hDc = GetDC(whichHWND);
object->display = get_display(hDc);
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TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This,
pPresentationParameters->AutoDepthStencilFormat, debug_d3dformat(pPresentationParameters->AutoDepthStencilFormat),
pPresentationParameters->BackBufferFormat, debug_d3dformat(pPresentationParameters->BackBufferFormat));
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ENTER_GL();
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/* Create a context based off the properties of the existing visual */
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
if (NULL == object->visInfo) {
ERR("cannot really get XVisual\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
if (NULL == object->glCtx) {
ERR("cannot create glxContext\n");
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
LEAVE_GL();
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ReleaseDC(whichHWND, hDc);
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if (object->glCtx == NULL) {
ERR("Error in context creation !\n");
return D3DERR_INVALIDCALL;
} else {
TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
whichHWND, object->glCtx, object->win, object->visInfo);
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}
/* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
/* dimensions */
if (!pPresentationParameters->Windowed) {
#if 1
DEVMODEW devmode;
HDC hdc;
int bpp = 0;
memset(&devmode, 0, sizeof(DEVMODEW));
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp;/*Stupid XVidMode cannot change bpp D3DFmtGetBpp(object, pPresentationParameters->BackBufferFormat);*/
devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth;
devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight;
ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
#else
FIXME("Requested full screen support not implemented, expect windowed operation\n");
#endif
/* Make popup window */
SetWindowLongA(whichHWND, GWL_STYLE, WS_POPUP);
SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW | SWP_FRAMECHANGED);
}
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TRACE("Creating back buffer\n");
/* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
then the corresponding dimension of the client area of the hDeviceWindow
(or the focus window, if hDeviceWindow is NULL) is taken. */
if (pPresentationParameters->Windowed && ((pPresentationParameters->BackBufferWidth == 0) ||
(pPresentationParameters->BackBufferHeight == 0))) {
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RECT Rect;
GetClientRect(whichHWND, &Rect);
if (pPresentationParameters->BackBufferWidth == 0) {
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pPresentationParameters->BackBufferWidth = Rect.right;
TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
}
if (pPresentationParameters->BackBufferHeight == 0) {
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pPresentationParameters->BackBufferHeight = Rect.bottom;
TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
}
}
/* Save the presentation parms now filled in correctly */
memcpy(&object->PresentParms, pPresentationParameters, sizeof(D3DPRESENT_PARAMETERS));
IDirect3DDevice8Impl_CreateRenderTarget((LPDIRECT3DDEVICE8) object,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
(LPDIRECT3DSURFACE8*) &object->frontBuffer);
IDirect3DDevice8Impl_CreateRenderTarget((LPDIRECT3DDEVICE8) object,
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pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->BackBufferFormat,
pPresentationParameters->MultiSampleType,
TRUE,
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(LPDIRECT3DSURFACE8*) &object->backBuffer);
if (pPresentationParameters->EnableAutoDepthStencil) {
IDirect3DDevice8Impl_CreateDepthStencilSurface((LPDIRECT3DDEVICE8) object,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->AutoDepthStencilFormat,
D3DMULTISAMPLE_NONE,
(LPDIRECT3DSURFACE8*) &object->depthStencilBuffer);
} else {
object->depthStencilBuffer = NULL;
}
TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil @ %p\n",object->frontBuffer, object->backBuffer, object->depthStencilBuffer);
/* init the default renderTarget management */
object->drawable = object->win;
object->render_ctx = object->glCtx;
object->renderTarget = object->backBuffer;
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->renderTarget);
object->stencilBufferTarget = object->depthStencilBuffer;
if (NULL != object->stencilBufferTarget) {
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget);
}
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ENTER_GL();
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if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win);
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}
checkGLcall("glXMakeCurrent");
/* Clear the screen */
glClearColor(1.0, 0.0, 0.0, 0.0);
checkGLcall("glClearColor");
glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
glEnable(GL_LIGHTING);
checkGLcall("glEnable");
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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/* Setup all the devices defaults */
IDirect3DDeviceImpl_InitStartupStateBlock(object);
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LEAVE_GL();
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{ /* Set a default viewport */
D3DVIEWPORT8 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = pPresentationParameters->BackBufferWidth;
vp.Height = pPresentationParameters->BackBufferHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
IDirect3DDevice8Impl_SetViewport((LPDIRECT3DDEVICE8) object, &vp);
}
/* Initialize the current view state */
object->modelview_valid = 1;
object->proj_valid = 0;
object->view_ident = 1;
object->last_was_rhw = 0;
glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights);
TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
/* Clear the screen */
IDirect3DDevice8Impl_Clear((LPDIRECT3DDEVICE8) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
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return D3D_OK;
}
const IDirect3D8Vtbl Direct3D8_Vtbl =
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{
IDirect3D8Impl_QueryInterface,
IDirect3D8Impl_AddRef,
IDirect3D8Impl_Release,
IDirect3D8Impl_RegisterSoftwareDevice,
IDirect3D8Impl_GetAdapterCount,
IDirect3D8Impl_GetAdapterIdentifier,
IDirect3D8Impl_GetAdapterModeCount,
IDirect3D8Impl_EnumAdapterModes,
IDirect3D8Impl_GetAdapterDisplayMode,
IDirect3D8Impl_CheckDeviceType,
IDirect3D8Impl_CheckDeviceFormat,
IDirect3D8Impl_CheckDeviceMultiSampleType,
IDirect3D8Impl_CheckDepthStencilMatch,
IDirect3D8Impl_GetDeviceCaps,
IDirect3D8Impl_GetAdapterMonitor,
IDirect3D8Impl_CreateDevice
};