Add render target support, and ensure there is a front and back buffer

created during device creation.
oldstable
Jason Edmeades 2005-01-09 17:37:02 +00:00 committed by Alexandre Julliard
parent 202b340a51
commit 41427857b1
20 changed files with 1451 additions and 198 deletions

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@ -643,6 +643,8 @@ struct IDirect3DSurface8Impl
BOOL Dirty;
BOOL inTexture;
BOOL inPBuffer;
IWineD3DSurface *wineD3DSurface;
};
/* IUnknown: */

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@ -538,6 +538,24 @@ static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) {
}
/* Internal function called back during the CreateDevice to create a render target */
HRESULT WINAPI D3D8CB_CreateRenderTarget(IUnknown *device, UINT Width, UINT Height,
D3DFORMAT 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,
Format, MultiSample, Lockable,
(IDirect3DSurface8 **)&d3dSurface);
if (res == D3D_OK) {
*ppSurface = d3dSurface->wineD3DSurface;
}
return res;
}
HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviourFlags, D3DPRESENT_PARAMETERS* pPresentationParameters,
@ -583,7 +601,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->FullScreen_PresentationInterval; /* Renamed in dx9 */
IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice, (IUnknown *)object);
IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice, (IUnknown *)object, D3D8CB_CreateRenderTarget);
/** use StateBlock Factory here, for creating the startup stateBlock */
object->StateBlock = NULL;

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@ -479,7 +479,7 @@ IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl =
};
HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level) {
HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, UINT gl_target, UINT gl_level) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
if (This->inTexture)

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@ -577,20 +577,8 @@ struct IDirect3DSurface9Impl
DWORD ref;
/* IDirect3DResource9 fields */
D3DRESOURCETYPE ResourceType;
IWineD3DSurface *wineD3DSurface;
/* IDirect3DSurface9 fields */
IUnknown *Container;
D3DSURFACE_DESC myDesc;
BYTE *allocatedMemory;
UINT textureName;
UINT bytesPerPixel;
BOOL lockable;
BOOL locked;
RECT lockedRect;
RECT dirtyRect;
BOOL Dirty;
};
/* IUnknown: */

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@ -114,10 +114,11 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetCreationParameters(LPDIRECT3DDEVICE9 if
}
HRESULT WINAPI IDirect3DDevice9Impl_SetCursorProperties(LPDIRECT3DDEVICE9 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap) {
IDirect3DSurface9Impl* pSur = (IDirect3DSurface9Impl*) pCursorBitmap;
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
/* TODO:
IDirect3DSurface9Impl* pSur = (IDirect3DSurface9Impl*) pCursorBitmap;
if (D3DFMT_A8R8G8B8 != pSur->myDesc.Format) {
ERR("(%p) : surface(%p) have a invalid format\n", This, pCursorBitmap);
return D3DERR_INVALIDCALL;
@ -126,6 +127,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_SetCursorProperties(LPDIRECT3DDEVICE9 ifac
ERR("(%p) : surface(%p) have a invalid size\n", This, pCursorBitmap);
return D3DERR_INVALIDCALL;
}
*/
This->xHotSpot = XHotSpot;
This->yHotSpot = YHotSpot;
@ -205,9 +207,21 @@ void WINAPI IDirect3DDevice9Impl_GetGammaRamp(LPDIRECT3DDEVICE9 iface, UINT iSwa
return;
}
HRESULT WINAPI IDirect3DDevice9Impl_CreateRenderTarget(LPDIRECT3DDEVICE9 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) {
HRESULT WINAPI IDirect3DDevice9Impl_CreateRenderTarget(LPDIRECT3DDEVICE9 iface, UINT Width, UINT Height,
D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality, BOOL Lockable,
IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) {
IDirect3DSurface9Impl *object;
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
FIXME("(%p) : stub\n", This);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface9Impl));
object->lpVtbl = &Direct3DSurface9_Vtbl;
object->ref = 1;
IWineD3DDevice_CreateRenderTarget(This->WineD3DDevice, Width, Height, Format, MultiSample, MultisampleQuality,
Lockable, &object->wineD3DSurface, pSharedHandle, (IUnknown *)This);
*ppSurface = (LPDIRECT3DSURFACE9) object;
return D3D_OK;
}

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@ -152,6 +152,23 @@ HMONITOR WINAPI IDirect3D9Impl_GetAdapterMonitor(LPDIRECT3D9 iface, UINT Adapte
return IWineD3D_GetAdapterMonitor(This->WineD3D, Adapter);
}
/* Internal function called back during the CreateDevice to create a render target */
HRESULT WINAPI D3D9CB_CreateRenderTarget(IUnknown *device, UINT Width, UINT Height,
D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality, BOOL Lockable,
IWineD3DSurface** ppSurface, HANDLE* pSharedHandle) {
HRESULT res = D3D_OK;
IDirect3DSurface9Impl *d3dSurface = NULL;
res = IDirect3DDevice9_CreateRenderTarget((IDirect3DDevice9 *)device, Width, Height,
Format, MultiSample, MultisampleQuality, Lockable,
(IDirect3DSurface9 **)&d3dSurface, pSharedHandle);
if (res == D3D_OK) {
*ppSurface = d3dSurface->wineD3DSurface;
}
return res;
}
HRESULT WINAPI IDirect3D9Impl_CreateDevice(LPDIRECT3D9 iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviourFlags, D3DPRESENT_PARAMETERS* pPresentationParameters,
IDirect3DDevice9** ppReturnedDeviceInterface) {
@ -191,7 +208,7 @@ HRESULT WINAPI IDirect3D9Impl_CreateDevice(LPDIRECT3D9 iface, UINT Adapter, D3
localParameters.Flags = &pPresentationParameters->Flags;
localParameters.FullScreen_RefreshRateInHz = &pPresentationParameters->FullScreen_RefreshRateInHz;
localParameters.PresentationInterval = &pPresentationParameters->PresentationInterval;
IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice, (IUnknown *)object);
IWineD3D_CreateDevice(This->WineD3D, Adapter, DeviceType, hFocusWindow, BehaviourFlags, &localParameters, &object->WineD3DDevice, (IUnknown *)object, D3D9CB_CreateRenderTarget);
FIXME("(%p) : incomplete stub\n", This);
return D3D_OK;

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@ -1,7 +1,7 @@
/*
* IDirect3DSurface9 implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2005 Jason Edmeades
* Raphael Junqueira
*
* This library is free software; you can redistribute it and/or
@ -29,7 +29,7 @@ HRESULT WINAPI IDirect3DSurface9Impl_QueryInterface(LPDIRECT3DSURFACE9 iface, RE
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource9)
|| IsEqualGUID(riid, &IID_IDirect3DResource9)
|| IsEqualGUID(riid, &IID_IDirect3DSurface9)) {
IDirect3DSurface9Impl_AddRef(iface);
*ppobj = This;
@ -43,16 +43,16 @@ HRESULT WINAPI IDirect3DSurface9Impl_QueryInterface(LPDIRECT3DSURFACE9 iface, RE
ULONG WINAPI IDirect3DSurface9Impl_AddRef(LPDIRECT3DSURFACE9 iface) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
return InterlockedIncrement(&This->ref);
}
ULONG WINAPI IDirect3DSurface9Impl_Release(LPDIRECT3DSURFACE9 iface) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
ULONG ref = --This->ref;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
HeapFree(GetProcessHeap(), 0, This);
IWineD3DBaseTexture_Release(This->wineD3DSurface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
@ -65,89 +65,103 @@ HRESULT WINAPI IDirect3DSurface9Impl_GetDevice(LPDIRECT3DSURFACE9 iface, IDirect
HRESULT WINAPI IDirect3DSurface9Impl_SetPrivateData(LPDIRECT3DSURFACE9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_SetPrivateData(This->wineD3DSurface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IDirect3DSurface9Impl_GetPrivateData(LPDIRECT3DSURFACE9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_GetPrivateData(This->wineD3DSurface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IDirect3DSurface9Impl_FreePrivateData(LPDIRECT3DSURFACE9 iface, REFGUID refguid) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_FreePrivateData(This->wineD3DSurface, refguid);
}
DWORD WINAPI IDirect3DSurface9Impl_SetPriority(LPDIRECT3DSURFACE9 iface, DWORD PriorityNew) {
DWORD WINAPI IDirect3DSurface9Impl_SetPriority(LPDIRECT3DSURFACE9 iface, DWORD PriorityNew) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
return IDirect3DResource9Impl_SetPriority((LPDIRECT3DRESOURCE9) This, PriorityNew);
return IWineD3DSurface_SetPriority(This->wineD3DSurface, PriorityNew);
}
DWORD WINAPI IDirect3DSurface9Impl_GetPriority(LPDIRECT3DSURFACE9 iface) {
DWORD WINAPI IDirect3DSurface9Impl_GetPriority(LPDIRECT3DSURFACE9 iface) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
return IDirect3DResource9Impl_GetPriority((LPDIRECT3DRESOURCE9) This);
return IWineD3DSurface_GetPriority(This->wineD3DSurface);
}
void WINAPI IDirect3DSurface9Impl_PreLoad(LPDIRECT3DSURFACE9 iface) {
void WINAPI IDirect3DSurface9Impl_PreLoad(LPDIRECT3DSURFACE9 iface) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
IWineD3DSurface_PreLoad(This->wineD3DSurface);
return ;
}
D3DRESOURCETYPE WINAPI IDirect3DSurface9Impl_GetType(LPDIRECT3DSURFACE9 iface) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
return IDirect3DResource9Impl_GetType((LPDIRECT3DRESOURCE9) This);
return IWineD3DSurface_GetType(This->wineD3DSurface);
}
/* IDirect3DSurface9 Interface follow: */
HRESULT WINAPI IDirect3DSurface9Impl_GetContainer(LPDIRECT3DSURFACE9 iface, REFIID riid, void** ppContainer) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
HRESULT res;
res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
if (E_NOINTERFACE == res) {
/**
* If the surface is created using CreateImageSurface, CreateRenderTarget,
* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
* GetContainer will return the Direct3D device used to create the surface.
*/
res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice9, ppContainer);
/* The container returned from IWineD3DSurface_GetContainer is either a IWineD3DDevice or
opne of the subclasses of resource */
IUnknown *IWineContainer = NULL;
res = IWineD3DSurface_GetContainer(This->wineD3DSurface, riid, (void **)&IWineContainer);
if (res == D3D_OK) {
IWineD3DDevice *myDevice = NULL;
IWineD3DResource_GetDevice((IWineD3DSurface *)This->wineD3DSurface, &myDevice);
if (IWineContainer == (IUnknown *)myDevice) {
IWineD3DDevice_GetParent((IWineD3DDevice *)IWineContainer, (IUnknown **)ppContainer);
IWineD3DDevice_Release((IWineD3DDevice *)IWineContainer);
} else {
IWineD3DResource_GetParent((IWineD3DResource *)IWineContainer, (IUnknown **)ppContainer);
IWineD3DResource_Release((IWineD3DResource *)IWineContainer);
}
IWineD3DDevice_Release(myDevice);
}
TRACE("(%p) : returning %p\n", This, *ppContainer);
return res;
}
HRESULT WINAPI IDirect3DSurface9Impl_GetDesc(LPDIRECT3DSURFACE9 iface, D3DSURFACE_DESC* pDesc) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
TRACE("(%p) : copying into %p\n", This, pDesc);
memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
return D3D_OK;
WINED3DSURFACE_DESC wined3ddesc;
/* As d3d8 and d3d9 structures differ, pass in ptrs to where data needs to go */
wined3ddesc.Format = &pDesc->Format;
wined3ddesc.Type = &pDesc->Type;
wined3ddesc.Usage = &pDesc->Usage;
wined3ddesc.Pool = &pDesc->Pool;
wined3ddesc.MultiSampleType = &pDesc->MultiSampleType;
wined3ddesc.MultiSampleQuality = &pDesc->MultiSampleQuality;
wined3ddesc.Width = &pDesc->Width;
wined3ddesc.Height = &pDesc->Height;
return IWineD3DSurface_GetDesc(This->wineD3DSurface, &wined3ddesc);
}
HRESULT WINAPI IDirect3DSurface9Impl_LockRect(LPDIRECT3DSURFACE9 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_LockRect(This->wineD3DSurface, pLockedRect, pRect, Flags);
}
HRESULT WINAPI IDirect3DSurface9Impl_UnlockRect(LPDIRECT3DSURFACE9 iface) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_UnlockRect(This->wineD3DSurface);
}
HRESULT WINAPI IDirect3DSurface9Impl_GetDC(LPDIRECT3DSURFACE9 iface, HDC* phdc) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_GetDC(This->wineD3DSurface, phdc);
}
HRESULT WINAPI IDirect3DSurface9Impl_ReleaseDC(LPDIRECT3DSURFACE9 iface, HDC hdc) {
IDirect3DSurface9Impl *This = (IDirect3DSurface9Impl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
return IWineD3DSurface_ReleaseDC(This->wineD3DSurface, hdc);
}

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@ -15,6 +15,7 @@ C_SRCS = \
indexbuffer.c \
resource.c \
stateblock.c \
surface.c \
utils.c \
vertexbuffer.c \
vertexshader.c \

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@ -48,7 +48,7 @@ ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
IWineD3DDevice_Release(This->resource.wineD3DDevice);
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
@ -134,6 +134,15 @@ void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *if
return ;
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.dirty;
This->baseTexture.dirty = dirty;
return old;
}
IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
{
IWineD3DBaseTextureImpl_QueryInterface,
@ -153,5 +162,6 @@ IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
IWineD3DBaseTextureImpl_GetLevelCount,
IWineD3DBaseTextureImpl_SetAutoGenFilterType,
IWineD3DBaseTextureImpl_GetAutoGenFilterType,
IWineD3DBaseTextureImpl_GenerateMipSubLevels
IWineD3DBaseTextureImpl_GenerateMipSubLevels,
IWineD3DBaseTextureImpl_SetDirty
};

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@ -217,8 +217,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexBufferImpl));
if (NULL == object) {
*ppVertexBuffer = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &IWineD3DVertexBuffer_Vtbl;
object->resource.wineD3DDevice= iface;
object->resource.wineD3DDevice= This;
IWineD3DDevice_AddRef(iface);
object->resource.parent = parent;
object->resource.resourceType = D3DRTYPE_VERTEXBUFFER;
@ -243,11 +247,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DIndexBufferImpl));
if (NULL == object) {
*ppIndexBuffer = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &IWineD3DIndexBuffer_Vtbl;
object->resource.wineD3DDevice = iface;
object->resource.wineD3DDevice = This;
IWineD3DDevice_AddRef(iface);
object->resource.resourceType = D3DRTYPE_INDEXBUFFER;
object->resource.parent = parent;
IWineD3DDevice_AddRef(iface);
object->resource.ref = 1;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Length);
object->currentDesc.Usage = Usage;
@ -269,8 +277,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
/* Allocate Storage for the state block */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
if (NULL == object) {
*ppStateBlock = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &IWineD3DStateBlock_Vtbl;
object->wineD3DDevice = iface;
object->wineD3DDevice = This;
IWineD3DDevice_AddRef(iface);
object->parent = parent;
object->ref = 1;
@ -292,6 +304,49 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateRenderTarget(IWineD3DDevice *iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality, BOOL Lockable, IWineD3DSurface** ppSurface, HANDLE* pSharedHandle,
IUnknown *parent) {
IWineD3DSurfaceImpl *object;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurfaceImpl));
if (NULL == object) {
*ppSurface = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &IWineD3DSurface_Vtbl;
object->resource.wineD3DDevice = This;
IWineD3DDevice_AddRef(iface);
object->resource.resourceType = D3DRTYPE_SURFACE;
object->resource.parent = parent;
object->resource.ref = 1;
*ppSurface = (IWineD3DSurface *)object;
object->container = (IUnknown*) This;
object->currentDesc.Width = Width;
object->currentDesc.Height = Height;
object->currentDesc.Format = Format;
object->currentDesc.Type = D3DRTYPE_SURFACE;
object->currentDesc.Usage = D3DUSAGE_RENDERTARGET;
object->currentDesc.Pool = D3DPOOL_DEFAULT;
object->currentDesc.MultiSampleType = MultiSample;
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
if (Format == D3DFMT_DXT1) {
object->currentDesc.Size = (Width * object->bytesPerPixel)/2 * Height; /* DXT1 is half byte per pixel */
} else {
object->currentDesc.Size = (Width * object->bytesPerPixel) * Height;
}
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->currentDesc.Size);
object->lockable = Lockable;
object->locked = FALSE;
memset(&object->lockedRect, 0, sizeof(RECT));
IWineD3DSurface_CleanDirtyRect(*ppSurface);
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n", This, Width, Height, Format, debug_d3dformat(Format), Lockable, *ppSurface, object->allocatedMemory, object->currentDesc.Size);
return D3D_OK;
}
/*****
* Get / Set FVF
*****/
@ -1158,12 +1213,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
checkGLcall("glDepthRange");
#if 0 /* TODO */
/* Note: GL requires lower left, DirectX supplies upper left */
glViewport(pViewport->X, (This->renderTarget->myDesc.Height - (pViewport->Y + pViewport->Height)),
glViewport(pViewport->X, (This->renderTarget->currentDesc.Height - (pViewport->Y + pViewport->Height)),
pViewport->Width, pViewport->Height);
checkGLcall("glViewport");
#endif
LEAVE_GL();
@ -2610,25 +2663,22 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
glFlush();
checkGLcall("glFlush");
#if 0 /* TODO: render targer support */
if ((This->frontBuffer != This->renderTarget) && (This->backBuffer != This->renderTarget)) {
IWineD3DBaseTexture *cont = NULL;
HRESULT hr;
/* If we are rendering to a texture (surface) then flag it as dirty.
A surfaces container is either the appropriate texture or the device itself
depending on how the surface was created. */
if (This->renderTarget != NULL && ((IWineD3DDeviceImpl *)This->renderTarget->container != This)) {
hr = IDirect3DSurface8_GetContainer((LPDIRECT3DSURFACE8) This->renderTarget, &IID_IDirect3DBaseTexture8, (void**) &cont);
if (SUCCEEDED(hr) && NULL != cont) {
/** always dirtify for now. we must find a better way to see that surface have been modified */
This->renderTarget->inPBuffer = TRUE;
This->renderTarget->inTexture = FALSE;
IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
IDirect3DBaseTexture8_PreLoad(cont);
This->renderTarget->inPBuffer = FALSE;
IDirect3DBaseTexture8Impl_Release(cont);
cont = NULL;
}
IWineD3DBaseTexture *cont = (IWineD3DBaseTexture *)This->renderTarget->container;
/** always dirtify for now. we must find a better way to see that surface have been modified */
This->renderTarget->inPBuffer = TRUE;
This->renderTarget->inTexture = FALSE;
IWineD3DBaseTexture_SetDirty(cont, TRUE);
IWineD3DBaseTexture_PreLoad(cont);
This->renderTarget->inPBuffer = FALSE;
}
}
#endif /* TODO: render targer support */
LEAVE_GL();
return D3D_OK;
@ -2776,24 +2826,22 @@ HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONS
/* Now process each rect in turn */
for (i = 0; i < Count || i == 0; i++) {
#if 0 /* TODO: renderTarget support */
if (curRect) {
/* Note gl uses lower left, width/height */
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
curRect->x1, (This->renderTarget->myDesc.Height - curRect->y2),
curRect->x1, (This->renderTarget->currentDesc.Height - curRect->y2),
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
glScissor(curRect->x1, (This->renderTarget->myDesc.Height - curRect->y2),
glScissor(curRect->x1, (This->renderTarget->currentDesc.Height - curRect->y2),
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
checkGLcall("glScissor");
} else {
glScissor(This->stateBlock->viewport.X,
(This->renderTarget->myDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
(This->renderTarget->currentDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
This->stateBlock->viewport.Width,
This->stateBlock->viewport.Height);
checkGLcall("glScissor");
}
#endif
/* Clear the selected rectangle (or full screen) */
glClear(glMask);
@ -2980,6 +3028,7 @@ IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_CreateVertexBuffer,
IWineD3DDeviceImpl_CreateIndexBuffer,
IWineD3DDeviceImpl_CreateStateBlock,
IWineD3DDeviceImpl_CreateRenderTarget,
IWineD3DDeviceImpl_SetFVF,
IWineD3DDeviceImpl_GetFVF,

View File

@ -1313,7 +1313,7 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
and fields being inserted in the middle, a new structure is used in place */
HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters,
IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent) {
IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent, D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget) {
HWND whichHWND;
HDC hDc;
@ -1479,23 +1479,32 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
TRACE("Creating initial device surfaces\n");
/* TODO:
IWineD3DDevice_CreateRenderTarget((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
TRUE,
(IWineD3DSurface *) &object->frontBuffer);
/* We need to 'magic' either d3d8 or d3d9 surfaces for the front and backbuuffer
but the respective CreateRenderTarget functions take a differing number of
parms. Fix this by passing in a function to call which takes identical parms
and handles the differences at the d3dx layer, and returns the IWineD3DSurface
pointer rather than the created D3D8/9 one */
D3DCB_CreateRenderTarget((IUnknown *) parent,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
*(pPresentationParameters->MultiSampleQuality),
TRUE,
(IWineD3DSurface **) &object->frontBuffer,
NULL);
IWineD3DDevice_CreateRenderTarget((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
TRUE,
(IWineD3DSurface *) &object->backBuffer);
D3DCB_CreateRenderTarget((IUnknown *) parent,
*(pPresentationParameters->BackBufferWidth),
*(pPresentationParameters->BackBufferHeight),
*(pPresentationParameters->BackBufferFormat),
*(pPresentationParameters->MultiSampleType),
*(pPresentationParameters->MultiSampleQuality),
TRUE,
(IWineD3DSurface **) &object->backBuffer,
NULL);
/* TODO:
if (*(pPresentationParameters->EnableAutoDepthStencil)) {
IWineD3DDevice_CreateDepthStencilSurface((IWineD3DDevice *) object,
*(pPresentationParameters->BackBufferWidth),
@ -1512,10 +1521,10 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
/* init the default renderTarget management */
object->drawable = object->win;
object->render_ctx = object->glCtx;
/* TODO:
object->renderTarget = object->backBuffer;
IWineD3DSurface_AddRef((IWineD3DSurface *) object->renderTarget);
/* TODO: Depth Stencil support
object->stencilBufferTarget = object->depthStencilBuffer;
if (NULL != object->stencilBufferTarget) {
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget);

View File

@ -50,7 +50,7 @@ ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) {
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
IWineD3DDevice_Release(This->resource.wineD3DDevice);
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */

View File

@ -46,7 +46,7 @@ ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface) {
TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
IWineD3DDevice_Release(This->resource.wineD3DDevice);
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;

View File

@ -60,102 +60,102 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
/* Render states: */
if (ThisDevice->presentParms.EnableAutoDepthStencil) {
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZENABLE, D3DZB_TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ZENABLE, D3DZB_TRUE);
} else {
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZENABLE, D3DZB_FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ZENABLE, D3DZB_FALSE);
}
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FILLMODE, D3DFILL_SOLID);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FILLMODE, D3DFILL_SOLID);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LINEPATTERN, lp.d);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZWRITEENABLE, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHATESTENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LASTPIXEL, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SRCBLEND, D3DBLEND_ONE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DESTBLEND, D3DBLEND_ZERO);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_CULLMODE, D3DCULL_CCW);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHAREF, 0xff); /*??*/
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DITHERENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SPECULARENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZVISIBLE, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGCOLOR, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_LINEPATTERN, lp.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ZWRITEENABLE, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ALPHATESTENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_LASTPIXEL, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_SRCBLEND, D3DBLEND_ONE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_DESTBLEND, D3DBLEND_ZERO);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_CULLMODE, D3DCULL_CCW);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ALPHAREF, 0xff); /*??*/
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_DITHERENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ALPHABLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_SPECULARENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ZVISIBLE, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGCOLOR, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGSTART, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGSTART, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGEND, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGEND, tmpfloat.d);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGDENSITY, tmpfloat.d);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_EDGEANTIALIAS, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_ZBIAS, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_RANGEFOGENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGDENSITY, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_EDGEANTIALIAS, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_ZBIAS, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_RANGEFOGENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
* so only a single call performed (and ensure defaults initialized before making that call)
*
* IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILREF, 0);
* IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILMASK, 0xFFFFFFFF);
* IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILREF, 0);
* IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILMASK, 0xFFFFFFFF);
*/
This->renderState[D3DRS_STENCILREF] = 0;
This->renderState[D3DRS_STENCILMASK] = 0xFFFFFFFF;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP0, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP1, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP2, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP3, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP4, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP5, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP6, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_WRAP7, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_CLIPPING, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LIGHTING, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_AMBIENT, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_COLORVERTEX, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_LOCALVIEWER, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_NORMALIZENORMALS, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_CLIPPLANEENABLE, 0);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP0, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP1, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP2, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP3, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP4, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP5, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP6, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_WRAP7, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_CLIPPING, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_LIGHTING, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_AMBIENT, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_COLORVERTEX, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_LOCALVIEWER, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_NORMALIZENORMALS, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_CLIPPLANEENABLE, 0);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSIZE, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSIZE, tmpfloat.d);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSIZE_MIN, tmpfloat.d);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSPRITEENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALEENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALE_A, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALE_B, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSCALE_C, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSIZE_MIN, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSPRITEENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSCALEENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSCALE_A, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSCALE_B, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSCALE_C, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
tmpfloat.f = 64.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_COLORWRITEENABLE, 0x0000000F);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_COLORWRITEENABLE, 0x0000000F);
tmpfloat.f = 0.0f;
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_TWEENFACTOR, tmpfloat.d);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
IWineD3DDevice_SetRenderState(This->wineD3DDevice, D3DRS_NORMALORDER, D3DORDER_LINEAR);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_TWEENFACTOR, tmpfloat.d);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
IWineD3DDevice_SetRenderState((IWineD3DDevice *)This->wineD3DDevice, D3DRS_NORMALORDER, D3DORDER_LINEAR);
/** clipping status */
This->clip_status.ClipUnion = 0;
@ -231,24 +231,22 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
checkGLcall("glTexImage1D");
/* Reapply all the texture state information to this texture */
IWineD3DDevice_SetupTextureStates(This->wineD3DDevice, i, REAPPLY_ALL);
IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)This->wineD3DDevice, i, REAPPLY_ALL);
}
LEAVE_GL();
#if 0 /* TODO: Palette support */
/* defaulting palettes */
/* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
for (i = 0; i < MAX_PALETTES; ++i) {
int j;
for (j = 0; j < 256; ++j) {
This->palettes[i][j].peRed = 0xFF;
This->palettes[i][j].peGreen = 0xFF;
This->palettes[i][j].peBlue = 0xFF;
This->palettes[i][j].peFlags = 0xFF;
This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
}
}
This->currentPalette = 0;
#endif /* TODO: Palette support */
This->wineD3DDevice->currentPalette = 0;
TRACE("-----------------------> Device defaults now set up...\n");
return D3D_OK;
@ -274,7 +272,7 @@ ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
TRACE("(%p) : Releasing from %ld\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
IWineD3DDevice_Release(This->wineD3DDevice);
IWineD3DDevice_Release((IWineD3DDevice *)This->wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;

View File

@ -0,0 +1,778 @@
/*
* IWineD3DSurface Implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DSurface IUnknown parts follow
******************************************* */
HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
IUnknown_AddRef(This->resource.parent);
return InterlockedIncrement(&This->resource.ref);
}
ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
}
return ref;
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResource_GetDevice((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResource_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResource_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
return IWineD3DResource_FreePrivateData((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
return IWineD3DResource_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
return IWineD3DResource_GetPriority((IWineD3DResource *)iface);
}
void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
return IWineD3DResource_PreLoad((IWineD3DResource *)iface);
}
D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
return IWineD3DResource_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
return IWineD3DResource_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DSurface IWineD3DSurface parts follow
****************************************************** */
HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface *iface, REFIID riid, void** ppContainer) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
/** From MSDN:
* If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
* GetContainer will return the Direct3D device used to create the surface.
*/
WARN("Query of container implementation currently ignores riid\n");
*ppContainer = This->container;
IUnknown_AddRef((IUnknown *)*ppContainer);
TRACE("(%p) : returning %p\n", This, *ppContainer);
return D3D_OK;
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p) : copying into %p\n", This, pDesc);
*(pDesc->Format) = This->currentDesc.Format;
*(pDesc->Type) = This->currentDesc.Type;
*(pDesc->Usage) = This->currentDesc.Usage;
*(pDesc->Pool) = This->currentDesc.Pool;
*(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
*(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
*(pDesc->Width) = This->currentDesc.Width;
*(pDesc->Height) = This->currentDesc.Height;
return D3D_OK;
}
HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
/* fixme: should we really lock as such? */
if (This->inTexture && This->inPBuffer) {
FIXME("Warning: Surface is in texture memory or pbuffer\n");
This->inTexture = 0;
This->inPBuffer = 0;
}
if (FALSE == This->lockable) {
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
texture regions, and since the destination is an unlockable region we need
to tolerate this */
TRACE("Warning: trying to lock unlockable surf@%p\n", This);
/*return D3DERR_INVALIDCALL; */
}
if (This == This->resource.wineD3DDevice->backBuffer || This == This->resource.wineD3DDevice->renderTarget || This == This->resource.wineD3DDevice->frontBuffer || This->resource.wineD3DDevice->depthStencilBuffer) {
if (This == This->resource.wineD3DDevice->backBuffer) {
TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
} else if (This == This->resource.wineD3DDevice->frontBuffer) {
TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
} else if (This == This->resource.wineD3DDevice->renderTarget) {
TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
} else if (This == This->resource.wineD3DDevice->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
}
} else {
TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
}
/* DXTn formats don't have exact pitches as they are to the new row of blocks,
where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
ie pitch = (width/4) * bytes per block */
if (This->currentDesc.Format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */
pLockedRect->Pitch = (This->currentDesc.Width/4) * 8;
else if (This->currentDesc.Format == D3DFMT_DXT3 || This->currentDesc.Format == D3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
pLockedRect->Pitch = (This->currentDesc.Width/4) * 16;
else
pLockedRect->Pitch = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
if (NULL == pRect) {
pLockedRect->pBits = This->allocatedMemory;
This->lockedRect.left = 0;
This->lockedRect.top = 0;
This->lockedRect.right = This->currentDesc.Width;
This->lockedRect.bottom = This->currentDesc.Height;
TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
} else {
TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
if (This->currentDesc.Format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2));
} else {
pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
}
This->lockedRect.left = pRect->left;
This->lockedRect.top = pRect->top;
This->lockedRect.right = pRect->right;
This->lockedRect.bottom = pRect->bottom;
}
if (0 == This->currentDesc.Usage) { /* classic surface */
/* Nothing to do ;) */
} else if (D3DUSAGE_RENDERTARGET & This->currentDesc.Usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
if (This == This->resource.wineD3DDevice->backBuffer || This == This->resource.wineD3DDevice->renderTarget || This == This->resource.wineD3DDevice->frontBuffer) {
GLint prev_store;
GLenum prev_read;
ENTER_GL();
/**
* for render->surface copy begin to begin of allocatedMemory
* unlock can be more easy
*/
pLockedRect->pBits = This->allocatedMemory;
glFlush();
vcheckGLcall("glFlush");
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
if (This == This->resource.wineD3DDevice->backBuffer) {
glReadBuffer(GL_BACK);
} else if (This == This->resource.wineD3DDevice->frontBuffer || This == This->resource.wineD3DDevice->renderTarget) {
glReadBuffer(GL_FRONT);
} else if (This == This->resource.wineD3DDevice->depthStencilBuffer) {
ERR("Stencil Buffer lock unsupported for now\n");
}
vcheckGLcall("glReadBuffer");
{
long j;
GLenum format = D3DFmt2GLFmt(This->resource.wineD3DDevice, This->currentDesc.Format);
GLenum type = D3DFmt2GLType(This->resource.wineD3DDevice, This->currentDesc.Format);
for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
glReadPixels(This->lockedRect.left,
This->lockedRect.bottom - j - 1,
This->lockedRect.right - This->lockedRect.left,
1,
format,
type,
(char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
vcheckGLcall("glReadPixels");
}
}
glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer");
LEAVE_GL();
} else {
FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
}
} else if (D3DUSAGE_DEPTHSTENCIL & This->currentDesc.Usage) { /* stencil surfaces */
FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
} else {
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
}
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
/* Don't dirtify */
} else {
/**
* Dirtify on lock
* as seen in msdn docs
*/
IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
/** Dirtify Container if needed */
if ((NULL != This->container) && ((IWineD3DDeviceImpl *)This->container != This->resource.wineD3DDevice)) {
IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container, TRUE);
}
}
TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
This->locked = TRUE;
return D3D_OK;
}
HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
GLint skipBytes = 0;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
if (FALSE == This->locked) {
ERR("trying to Unlock an unlocked surf@%p\n", This);
return D3DERR_INVALIDCALL;
}
if (This == This->resource.wineD3DDevice->backBuffer || This == This->resource.wineD3DDevice->frontBuffer || This->resource.wineD3DDevice->depthStencilBuffer || This == This->resource.wineD3DDevice->renderTarget) {
if (This == This->resource.wineD3DDevice->backBuffer) {
TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (This == This->resource.wineD3DDevice->frontBuffer) {
TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (This == This->resource.wineD3DDevice->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (This == This->resource.wineD3DDevice->renderTarget) {
TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty);
}
} else {
TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
}
if (FALSE == This->Dirty) {
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
goto unlock_end;
}
if (0 == This->currentDesc.Usage) { /* classic surface */
/**
* nothing to do
* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
*/
} else if (D3DUSAGE_RENDERTARGET & This->currentDesc.Usage) { /* render surfaces */
if (This == This->resource.wineD3DDevice->backBuffer || This == This->resource.wineD3DDevice->frontBuffer || This == This->resource.wineD3DDevice->renderTarget) {
GLint prev_store;
GLenum prev_draw;
GLint prev_rasterpos[4];
ENTER_GL();
glFlush();
vcheckGLcall("glFlush");
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
vcheckGLcall("glIntegerv");
glPixelZoom(1.0, -1.0);
vcheckGLcall("glPixelZoom");
/* glDrawPixels transforms the raster position as though it was a vertex -
we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
per drawprim (and leave set - it will sort itself out due to last_was_rhw */
if (!This->resource.wineD3DDevice->last_was_rhw) {
double X, Y, height, width, minZ, maxZ;
This->resource.wineD3DDevice->last_was_rhw = TRUE;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = This->resource.wineD3DDevice->stateBlock->viewport.X;
Y = This->resource.wineD3DDevice->stateBlock->viewport.Y;
height = This->resource.wineD3DDevice->stateBlock->viewport.Height;
width = This->resource.wineD3DDevice->stateBlock->viewport.Width;
minZ = This->resource.wineD3DDevice->stateBlock->viewport.MinZ;
maxZ = This->resource.wineD3DDevice->stateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
}
if (This == This->resource.wineD3DDevice->backBuffer) {
glDrawBuffer(GL_BACK);
} else if (This == This->resource.wineD3DDevice->frontBuffer || This == This->resource.wineD3DDevice->renderTarget) {
glDrawBuffer(GL_FRONT);
}
vcheckGLcall("glDrawBuffer");
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
/* And back buffers are not blended */
glDisable(GL_BLEND);
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
vcheckGLcall("glRasterPos2f");
switch (This->currentDesc.Format) {
case D3DFMT_R5G6B5:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_R8G8B8:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_A8R8G8B8:
{
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei");
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
vcheckGLcall("glPixelStorei");
}
break;
default:
FIXME("Unsupported Format %u in locking func\n", This->currentDesc.Format);
}
glPixelZoom(1.0,1.0);
vcheckGLcall("glPixelZoom");
glDrawBuffer(prev_draw);
vcheckGLcall("glDrawBuffer");
glRasterPos3iv(&prev_rasterpos[0]);
vcheckGLcall("glRasterPos3iv");
/* Reset to previous pack row length / blending state */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
if (This->resource.wineD3DDevice->stateBlock->renderState[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
LEAVE_GL();
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect(iface);
} else {
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
}
} else if (D3DUSAGE_DEPTHSTENCIL & This->currentDesc.Usage) { /* stencil surfaces */
if (This == This->resource.wineD3DDevice->depthStencilBuffer) {
FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
} else {
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
}
} else {
FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->currentDesc.Usage);
}
unlock_end:
This->locked = FALSE;
memset(&This->lockedRect, 0, sizeof(RECT));
return D3D_OK;
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
FIXME("No support for GetDC yet for surface %p\n", This);
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
FIXME("No support for ReleaseDC yet for surface %p\n", This);
return D3DERR_INVALIDCALL;
}
/* ******************************************************
IWineD3DSurface Internal (No mapping to directx api) parts follow
****************************************************** */
HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, GLenum gl_target, GLenum gl_level) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
if (This->inTexture)
return D3D_OK;
if (This->inPBuffer) {
ENTER_GL();
if (gl_level != 0)
FIXME("Surface in texture is only supported for level 0\n");
else if (This->currentDesc.Format == D3DFMT_P8 || This->currentDesc.Format == D3DFMT_A8P8 ||
This->currentDesc.Format == D3DFMT_DXT1 || This->currentDesc.Format == D3DFMT_DXT3 ||
This->currentDesc.Format == D3DFMT_DXT5)
FIXME("Format %d not supported\n", This->currentDesc.Format);
else {
glCopyTexImage2D(gl_target,
0,
D3DFmt2GLIntFmt(This->resource.wineD3DDevice,
This->currentDesc.Format),
0,
0,
This->currentDesc.Width,
This->currentDesc.Height,
0);
TRACE("Updating target %d\n", gl_target);
This->inTexture = TRUE;
}
LEAVE_GL();
return D3D_OK;
}
if ((This->currentDesc.Format == D3DFMT_P8 || This->currentDesc.Format == D3DFMT_A8P8) &&
!GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
/**
* wanted a paletted texture and not really support it in HW
* so software emulation code begin
*/
UINT i;
PALETTEENTRY* pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
VOID* surface = (VOID*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->currentDesc.Width * This->currentDesc.Height * sizeof(DWORD));
BYTE* dst = (BYTE*) surface;
BYTE* src = (BYTE*) This->allocatedMemory;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
BYTE color = *src++;
*dst++ = pal[color].peRed;
*dst++ = pal[color].peGreen;
*dst++ = pal[color].peBlue;
if (This->currentDesc.Format == D3DFMT_A8P8)
*dst++ = pal[color].peFlags;
else
*dst++ = 0xFF;
}
ENTER_GL();
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
gl_target,
gl_level,
GL_RGBA,
This->currentDesc.Width,
This->currentDesc.Height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
glTexImage2D(gl_target,
gl_level,
GL_RGBA,
This->currentDesc.Width,
This->currentDesc.Height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
checkGLcall("glTexImage2D");
HeapFree(GetProcessHeap(), 0, surface);
LEAVE_GL();
return D3D_OK;
}
if (This->currentDesc.Format == D3DFMT_DXT1 ||
This->currentDesc.Format == D3DFMT_DXT3 ||
This->currentDesc.Format == D3DFMT_DXT5) {
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
gl_target,
gl_level,
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->currentDesc.Format),
This->currentDesc.Width,
This->currentDesc.Height,
0,
This->currentDesc.Size,
This->allocatedMemory);
ENTER_GL();
GL_EXTCALL(glCompressedTexImage2DARB)(gl_target,
gl_level,
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->currentDesc.Format),
This->currentDesc.Width,
This->currentDesc.Height,
0,
This->currentDesc.Size,
This->allocatedMemory);
checkGLcall("glCommpressedTexTexImage2D");
LEAVE_GL();
} else {
FIXME("Using DXT1/3/5 without advertized support\n");
}
} else {
TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
gl_target,
gl_level,
debug_d3dformat(This->currentDesc.Format),
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->currentDesc.Format),
This->currentDesc.Width,
This->currentDesc.Height,
0,
D3DFmt2GLFmt(This->resource.wineD3DDevice, This->currentDesc.Format),
D3DFmt2GLType(This->resource.wineD3DDevice, This->currentDesc.Format),
This->allocatedMemory);
ENTER_GL();
glTexImage2D(gl_target,
gl_level,
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->currentDesc.Format),
This->currentDesc.Width,
This->currentDesc.Height,
0,
D3DFmt2GLFmt(This->resource.wineD3DDevice, This->currentDesc.Format),
D3DFmt2GLType(This->resource.wineD3DDevice, This->currentDesc.Format),
This->allocatedMemory);
checkGLcall("glTexImage2D");
LEAVE_GL();
#if 0
{
static unsigned int gen = 0;
char buffer[4096];
++gen;
if ((gen % 10) == 0) {
snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen);
IWineD3DSurfaceImpl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
}
/*
* debugging crash code
if (gen == 250) {
void** test = NULL;
*test = 0;
}
*/
}
#endif
}
return D3D_OK;
}
#include <errno.h>
#include <stdio.h>
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
FILE* f = NULL;
ULONG i;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
f = fopen(filename, "w+");
if (NULL == f) {
ERR("opening of %s failed with: %s\n", filename, strerror(errno));
return D3DERR_INVALIDCALL;
}
TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->currentDesc.Format));
fprintf(f, "P6\n%u %u\n255\n", This->currentDesc.Width, This->currentDesc.Height);
switch (This->currentDesc.Format) {
case D3DFMT_X8R8G8B8:
case D3DFMT_A8R8G8B8:
{
DWORD color;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
color = ((DWORD*) This->allocatedMemory)[i];
fputc((color >> 16) & 0xFF, f);
fputc((color >> 8) & 0xFF, f);
fputc((color >> 0) & 0xFF, f);
}
}
break;
case D3DFMT_R8G8B8:
{
BYTE* color;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
color = ((BYTE*) This->allocatedMemory) + (3 * i);
fputc((color[0]) & 0xFF, f);
fputc((color[1]) & 0xFF, f);
fputc((color[2]) & 0xFF, f);
}
}
break;
case D3DFMT_A1R5G5B5:
{
WORD color;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
color = ((WORD*) This->allocatedMemory)[i];
fputc(((color >> 10) & 0x1F) * 255 / 31, f);
fputc(((color >> 5) & 0x1F) * 255 / 31, f);
fputc(((color >> 0) & 0x1F) * 255 / 31, f);
}
}
break;
case D3DFMT_A4R4G4B4:
{
WORD color;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
color = ((WORD*) This->allocatedMemory)[i];
fputc(((color >> 8) & 0x0F) * 255 / 15, f);
fputc(((color >> 4) & 0x0F) * 255 / 15, f);
fputc(((color >> 0) & 0x0F) * 255 / 15, f);
}
}
break;
case D3DFMT_R5G6B5:
{
WORD color;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
color = ((WORD*) This->allocatedMemory)[i];
fputc(((color >> 11) & 0x1F) * 255 / 31, f);
fputc(((color >> 5) & 0x3F) * 255 / 63, f);
fputc(((color >> 0) & 0x1F) * 255 / 31, f);
}
}
break;
default:
FIXME("Unimplemented dump mode format(%u,%s)\n", This->currentDesc.Format, debug_d3dformat(This->currentDesc.Format));
}
fclose(f);
return D3D_OK;
}
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
This->Dirty = FALSE;
This->dirtyRect.left = This->currentDesc.Width;
This->dirtyRect.top = This->currentDesc.Height;
This->dirtyRect.right = 0;
This->dirtyRect.bottom = 0;
return D3D_OK;
}
/**
* Slightly inefficient way to handle multiple dirty rects but it works :)
*/
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
This->Dirty = TRUE;
if (NULL != pDirtyRect) {
This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
} else {
This->dirtyRect.left = 0;
This->dirtyRect.top = 0;
This->dirtyRect.right = This->currentDesc.Width;
This->dirtyRect.bottom = This->currentDesc.Height;
}
return D3D_OK;
}
IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
{
IWineD3DSurfaceImpl_QueryInterface,
IWineD3DSurfaceImpl_AddRef,
IWineD3DSurfaceImpl_Release,
IWineD3DSurfaceImpl_GetParent,
IWineD3DSurfaceImpl_GetDevice,
IWineD3DSurfaceImpl_SetPrivateData,
IWineD3DSurfaceImpl_GetPrivateData,
IWineD3DSurfaceImpl_FreePrivateData,
IWineD3DSurfaceImpl_SetPriority,
IWineD3DSurfaceImpl_GetPriority,
IWineD3DSurfaceImpl_PreLoad,
IWineD3DSurfaceImpl_GetType,
IWineD3DSurfaceImpl_GetContainer,
IWineD3DSurfaceImpl_GetDesc,
IWineD3DSurfaceImpl_LockRect,
IWineD3DSurfaceImpl_UnlockRect,
IWineD3DSurfaceImpl_GetDC,
IWineD3DSurfaceImpl_ReleaseDC,
/* Internal use: */
IWineD3DSurfaceImpl_CleanDirtyRect,
IWineD3DSurfaceImpl_AddDirtyRect,
IWineD3DSurfaceImpl_LoadTexture,
IWineD3DSurfaceImpl_SaveSnapshot
};

View File

@ -1519,3 +1519,210 @@ void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum*
*source = GL_TEXTURE;
}
}
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
GLint retVal = 0;
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
switch (fmt) {
case D3DFMT_DXT1: retVal = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case D3DFMT_DXT3: retVal = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
case D3DFMT_DXT5: retVal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
default:
/* stupid compiler */
break;
}
}
if (retVal == 0) {
switch (fmt) {
/* Paletted */
case D3DFMT_P8: retVal = GL_COLOR_INDEX8_EXT; break;
case D3DFMT_A8P8: retVal = GL_COLOR_INDEX8_EXT; break;
/* Luminance */
case D3DFMT_L8: retVal = GL_LUMINANCE8; break;
case D3DFMT_A8L8: retVal = GL_LUMINANCE8_ALPHA8; break;
case D3DFMT_A4L4: retVal = GL_LUMINANCE4_ALPHA4; break;
/* Bump */
case D3DFMT_V8U8: retVal = GL_COLOR_INDEX8_EXT; break;
case D3DFMT_V16U16: retVal = GL_COLOR_INDEX; break;
case D3DFMT_L6V5U5: retVal = GL_COLOR_INDEX8_EXT; break;
case D3DFMT_X8L8V8U8: retVal = GL_COLOR_INDEX; break;
/* color buffer */
case D3DFMT_R3G3B2: retVal = GL_R3_G3_B2; break;
case D3DFMT_R5G6B5: retVal = GL_RGB5; break; /* fixme: internal format 6 for g? */
case D3DFMT_R8G8B8: retVal = GL_RGB8; break;
case D3DFMT_A1R5G5B5: retVal = GL_RGB5_A1; break;
case D3DFMT_X1R5G5B5: retVal = GL_RGB5_A1; break;
case D3DFMT_A4R4G4B4: retVal = GL_RGBA4; break;
case D3DFMT_X4R4G4B4: retVal = GL_RGBA4; break;
case D3DFMT_A8R8G8B8: retVal = GL_RGBA8; break;
case D3DFMT_X8R8G8B8: retVal = GL_RGBA8; break;
/* to see */
case D3DFMT_A8: retVal = GL_ALPHA8; break;
default:
FIXME("Unhandled fmt(%u,%s)\n", fmt, debug_d3dformat(fmt));
retVal = GL_RGB8;
}
}
TRACE("fmt2glintFmt for fmt(%u,%s) = %x\n", fmt, debug_d3dformat(fmt), retVal);
return retVal;
}
GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
GLenum retVal = 0;
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
switch (fmt) {
case D3DFMT_DXT1: retVal = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case D3DFMT_DXT3: retVal = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
case D3DFMT_DXT5: retVal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
default:
/* stupid compiler */
break;
}
}
if (retVal == 0) {
switch (fmt) {
/* Paletted */
case D3DFMT_P8: retVal = GL_COLOR_INDEX; break;
case D3DFMT_A8P8: retVal = GL_COLOR_INDEX; break;
/* Luminance */
case D3DFMT_L8: retVal = GL_LUMINANCE; break;
case D3DFMT_A8L8: retVal = GL_LUMINANCE_ALPHA; break;
case D3DFMT_A4L4: retVal = GL_LUMINANCE_ALPHA; break;
/* Bump */
case D3DFMT_V8U8: retVal = GL_COLOR_INDEX; break;
case D3DFMT_V16U16: retVal = GL_COLOR_INDEX; break;
case D3DFMT_L6V5U5: retVal = GL_COLOR_INDEX; break;
case D3DFMT_X8L8V8U8: retVal = GL_COLOR_INDEX; break;
/* color buffer */
case D3DFMT_R3G3B2: retVal = GL_BGR; break;
case D3DFMT_R5G6B5: retVal = GL_RGB; break;
case D3DFMT_R8G8B8: retVal = GL_RGB; break;
case D3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
case D3DFMT_X1R5G5B5: retVal = GL_BGRA; break;
case D3DFMT_A4R4G4B4: retVal = GL_BGRA; break;
case D3DFMT_X4R4G4B4: retVal = GL_BGRA; break;
case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break;
/* to see */
case D3DFMT_A8: retVal = GL_ALPHA; break;
default:
FIXME("Unhandled fmt(%u,%s)\n", fmt, debug_d3dformat(fmt));
retVal = GL_BGR;
}
}
TRACE("fmt2glFmt for fmt(%u,%s) = %x\n", fmt, debug_d3dformat(fmt), retVal);
return retVal;
}
GLenum D3DFmt2GLType(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
GLenum retVal = 0;
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
switch (fmt) {
case D3DFMT_DXT1: retVal = 0; break;
case D3DFMT_DXT3: retVal = 0; break;
case D3DFMT_DXT5: retVal = 0; break;
default:
/* stupid compiler */
break;
}
}
if (retVal == 0) {
switch (fmt) {
/* Paletted */
case D3DFMT_P8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_A8P8: retVal = GL_UNSIGNED_BYTE; break;
/* Luminance */
case D3DFMT_L8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_A8L8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_A4L4: retVal = GL_UNSIGNED_BYTE; break;
/* Bump */
case D3DFMT_V8U8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_V16U16: retVal = GL_UNSIGNED_SHORT; break;
case D3DFMT_L6V5U5: retVal = GL_UNSIGNED_SHORT_5_5_5_1; break;
case D3DFMT_X8L8V8U8: retVal = GL_UNSIGNED_BYTE; break;
/* Color buffer */
case D3DFMT_R3G3B2: retVal = GL_UNSIGNED_BYTE_2_3_3_REV; break;
case D3DFMT_R5G6B5: retVal = GL_UNSIGNED_SHORT_5_6_5; break;
case D3DFMT_R8G8B8: retVal = GL_UNSIGNED_BYTE; break;
case D3DFMT_A1R5G5B5: retVal = GL_UNSIGNED_SHORT_1_5_5_5_REV; break;
case D3DFMT_X1R5G5B5: retVal = GL_UNSIGNED_SHORT_1_5_5_5_REV; break;
case D3DFMT_A4R4G4B4: retVal = GL_UNSIGNED_SHORT_4_4_4_4_REV; break;
case D3DFMT_X4R4G4B4: retVal = GL_UNSIGNED_SHORT_4_4_4_4_REV; break;
case D3DFMT_A8R8G8B8: retVal = GL_UNSIGNED_INT_8_8_8_8_REV; break;
case D3DFMT_X8R8G8B8: retVal = GL_UNSIGNED_INT_8_8_8_8_REV; break;
/* to see */
case D3DFMT_A8: retVal = GL_ALPHA; break;
default:
FIXME("Unhandled fmt(%u,%s)\n", fmt, debug_d3dformat(fmt));
retVal = GL_UNSIGNED_BYTE;
}
}
TRACE("fmt2glType for fmt(%u,%s) = %x\n", fmt, debug_d3dformat(fmt), retVal);
return retVal;
}
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
SHORT retVal;
switch (fmt) {
/* color buffer */
case D3DFMT_R3G3B2: retVal = 1; break;
case D3DFMT_R5G6B5: retVal = 2; break;
case D3DFMT_R8G8B8: retVal = 3; break;
case D3DFMT_A1R5G5B5: retVal = 2; break;
case D3DFMT_X1R5G5B5: retVal = 2; break;
case D3DFMT_A4R4G4B4: retVal = 2; break;
case D3DFMT_X4R4G4B4: retVal = 2; break;
case D3DFMT_A8R8G8B8: retVal = 4; break;
case D3DFMT_X8R8G8B8: retVal = 4; break;
/* Paletted */
case D3DFMT_P8: retVal = 1; break;
case D3DFMT_A8P8: retVal = 2; break;
/* depth/stencil buffer */
case D3DFMT_D16_LOCKABLE: retVal = 2; break;
case D3DFMT_D16: retVal = 2; break;
case D3DFMT_D32: retVal = 4; break;
case D3DFMT_D15S1: retVal = 2; break;
case D3DFMT_D24X4S4: retVal = 4; break;
case D3DFMT_D24S8: retVal = 4; break;
case D3DFMT_D24X8: retVal = 4; break;
/* Luminance */
case D3DFMT_L8: retVal = 1; break;
case D3DFMT_A4L4: retVal = 1; break;
case D3DFMT_A8L8: retVal = 2; break;
/* Bump */
case D3DFMT_V8U8: retVal = 2; break;
case D3DFMT_L6V5U5: retVal = 2; break;
case D3DFMT_V16U16: retVal = 4; break;
case D3DFMT_X8L8V8U8: retVal = 4; break;
/* Compressed */
case D3DFMT_DXT1: retVal = 1; break; /* Actually 8 bytes per 16 pixels - Special cased later */
case D3DFMT_DXT3: retVal = 1; break; /* Actually 16 bytes per 16 pixels */
case D3DFMT_DXT5: retVal = 1; break; /* Actually 16 bytes per 16 pixels */
/* to see */
case D3DFMT_A8: retVal = 1; break;
/* unknown */
case D3DFMT_UNKNOWN:
/* Guess at the highest value of the above */
TRACE("D3DFMT_UNKNOWN - Guessing at 4 bytes/pixel %u\n", fmt);
retVal = 4;
break;
default:
FIXME("Unhandled fmt(%u,%s)\n", fmt, debug_d3dformat(fmt));
retVal = 4;
}
TRACE("bytes/Pxl for fmt(%u,%s) = %d\n", fmt, debug_d3dformat(fmt), retVal);
return retVal;
}
#undef GLINFO_LOCATION

View File

@ -50,7 +50,7 @@ ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
IWineD3DDevice_Release(This->resource.wineD3DDevice);
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */

View File

@ -128,6 +128,8 @@ extern int num_lock;
/* Maximum number of constants provided to the shaders */
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_PALETTES 256
/* Checking of API calls */
/* --------------------- */
#define checkGLcall(A) \
@ -175,6 +177,7 @@ do {
/* Advance declaration of structures to satisfy compiler */
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
/* Global variables */
extern const float identity[16];
@ -366,6 +369,18 @@ typedef struct IWineD3DDeviceImpl
UINT adapterNo;
D3DDEVTYPE devType;
/* Render Target Support */
IWineD3DSurfaceImpl *frontBuffer;
IWineD3DSurfaceImpl *backBuffer;
IWineD3DSurfaceImpl *depthStencilBuffer;
IWineD3DSurfaceImpl *renderTarget;
IWineD3DSurfaceImpl *stencilBufferTarget;
/* palettes texture management */
PALETTEENTRY palettes[MAX_PALETTES][256];
UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */
BOOL renderUpsideDown;
@ -387,7 +402,7 @@ typedef struct IWineD3DResourceClass
/* WineD3DResource Information */
IUnknown *parent;
D3DRESOURCETYPE resourceType;
IWineD3DDevice *wineD3DDevice;
IWineD3DDeviceImpl *wineD3DDevice;
} IWineD3DResourceClass;
@ -440,6 +455,7 @@ extern IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
typedef struct IWineD3DBaseTextureClass
{
UINT levels;
BOOL dirty;
} IWineD3DBaseTextureClass;
@ -454,6 +470,34 @@ typedef struct IWineD3DBaseTextureImpl
extern IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl;
/*****************************************************************************
* IWineD3DSurface implementation structure
*/
struct IWineD3DSurfaceImpl
{
/* IUnknown & IWineD3DResource Information */
IWineD3DSurfaceVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* IWineD3DSurface fields */
IUnknown *container;
D3DSURFACE_DESC currentDesc;
BYTE *allocatedMemory;
UINT textureName;
UINT bytesPerPixel;
BOOL lockable;
BOOL locked;
RECT lockedRect;
RECT dirtyRect;
BOOL Dirty;
BOOL inTexture;
BOOL inPBuffer;
};
extern IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
@ -482,7 +526,7 @@ struct IWineD3DStateBlockImpl
/* IWineD3DStateBlock information */
IUnknown *parent;
IWineD3DDevice *wineD3DDevice;
IWineD3DDeviceImpl *wineD3DDevice;
D3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
@ -556,6 +600,12 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP o
void set_texture_matrix(const float *smat, DWORD flags);
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
#if 0 /* Needs fixing during rework */
/*****************************************************************************
* IDirect3DVertexShaderDeclaration implementation structure

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@ -1306,6 +1306,7 @@ typedef struct _D3DSURFACE_DESC {
D3DPOOL Pool;
UINT Size;
D3DMULTISAMPLE_TYPE MultiSampleType;
DWORD MultiSampleQuality;
UINT Width;
UINT Height;
} D3DSURFACE_DESC;

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@ -69,6 +69,19 @@ typedef struct _WINED3DPRESENT_PARAMETERS {
UINT *PresentationInterval;
} WINED3DPRESENT_PARAMETERS;
typedef struct _WINED3DSURFACE_DESC
{
D3DFORMAT *Format;
D3DRESOURCETYPE *Type;
DWORD *Usage;
D3DPOOL *Pool;
D3DMULTISAMPLE_TYPE *MultiSampleType;
DWORD *MultiSampleQuality;
UINT *Width;
UINT *Height;
} WINED3DSURFACE_DESC;
/* The following have differing names, but actually are the same layout */
#if defined( __WINE_D3D8_H )
#define WINED3DLIGHT D3DLIGHT8
@ -89,6 +102,20 @@ typedef struct IWineD3DVertexBuffer IWineD3DVertexBuffer;
typedef struct IWineD3DIndexBuffer IWineD3DIndexBuffer;
typedef struct IWineD3DBaseTexture IWineD3DBaseTexture;
typedef struct IWineD3DStateBlock IWineD3DStateBlock;
typedef struct IWineD3DSurface IWineD3DSurface;
/*****************************************************************************
* Callback functions required for predefining surfaces / stencils
*/
typedef HRESULT WINAPI (*D3DCB_CREATERENDERTARGETFN) (IUnknown *pSurface,
UINT Width,
UINT Height,
D3DFORMAT Format,
D3DMULTISAMPLE_TYPE MultiSample,
DWORD MultisampleQuality,
BOOL Lockable,
IWineD3DSurface **ppSurface,
HANDLE * pSharedHandle);
/*****************************************************************************
* WineD3D interface
@ -116,7 +143,7 @@ DECLARE_INTERFACE_(IWineD3D,IUnknown)
STDMETHOD(CheckDeviceFormat)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) PURE;
STDMETHOD(CheckDeviceFormatConversion)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) PURE;
STDMETHOD(GetDeviceCaps)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType, void * pCaps) PURE;
STDMETHOD(CreateDevice)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType,HWND hFocusWindow, DWORD BehaviorFlags, WINED3DPRESENT_PARAMETERS * pPresentationParameters, IWineD3DDevice ** ppReturnedDeviceInterface, IUnknown *parent) PURE;
STDMETHOD(CreateDevice)(THIS_ UINT Adapter, D3DDEVTYPE DeviceType,HWND hFocusWindow, DWORD BehaviorFlags, WINED3DPRESENT_PARAMETERS * pPresentationParameters, IWineD3DDevice ** ppReturnedDeviceInterface, IUnknown *parent, D3DCB_CREATERENDERTARGETFN pFn) PURE;
};
#undef INTERFACE
@ -140,7 +167,7 @@ DECLARE_INTERFACE_(IWineD3D,IUnknown)
#define IWineD3D_CheckDeviceFormat(p,a,b,c,d,e,f) (p)->lpVtbl->CheckDeviceFormat(p,a,b,c,d,e,f)
#define IWineD3D_CheckDeviceFormatConversion(p,a,b,c,d) (p)->lpVtbl->CheckDeviceFormatConversion(p,a,b,c,d)
#define IWineD3D_GetDeviceCaps(p,a,b,c) (p)->lpVtbl->GetDeviceCaps(p,a,b,c)
#define IWineD3D_CreateDevice(p,a,b,c,d,e,f,g) (p)->lpVtbl->CreateDevice(p,a,b,c,d,e,f,g)
#define IWineD3D_CreateDevice(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->CreateDevice(p,a,b,c,d,e,f,g,h)
#endif
/* Define the main WineD3D entrypoint */
@ -161,6 +188,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IWineD3DVertexBuffer **ppVertexBuffer, HANDLE *sharedHandle, IUnknown *parent) PURE;
STDMETHOD(CreateIndexBuffer)(THIS_ UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer, HANDLE* pSharedHandle, IUnknown *parent) PURE;
STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock **ppStateBlock, IUnknown *parent) PURE;
STDMETHOD(CreateRenderTarget)(THIS_ UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IWineD3DSurface** ppSurface, HANDLE* pSharedHandle, IUnknown *parent) PURE;
STDMETHOD(SetFVF)(THIS_ DWORD fvf) PURE;
STDMETHOD(GetFVF)(THIS_ DWORD * pfvf) PURE;
STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IWineD3DVertexBuffer * pStreamData,UINT Offset,UINT Stride) PURE;
@ -211,6 +239,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
#define IWineD3DDevice_CreateVertexBuffer(p,a,b,c,d,e,f,g) (p)->lpVtbl->CreateVertexBuffer(p,a,b,c,d,e,f,g)
#define IWineD3DDevice_CreateIndexBuffer(p,a,b,c,d,e,f,g) (p)->lpVtbl->CreateIndexBuffer(p,a,b,c,d,e,f,g)
#define IWineD3DDevice_CreateStateBlock(p,a,b,c) (p)->lpVtbl->CreateStateBlock(p,a,b,c)
#define IWineD3DDevice_CreateRenderTarget(p,a,b,c,d,e,f,g,h,i) (p)->lpVtbl->CreateRenderTarget(p,a,b,c,d,e,f,g,h,i)
#define IWineD3DDevice_SetFVF(p,a) (p)->lpVtbl->SetFVF(p,a)
#define IWineD3DDevice_GetFVF(p,a) (p)->lpVtbl->GetFVF(p,a)
#define IWineD3DDevice_SetStreamSource(p,a,b,c,d) (p)->lpVtbl->SetStreamSource(p,a,b,c,d)
@ -412,6 +441,8 @@ DECLARE_INTERFACE_(IWineD3DBaseTexture,IWineD3DResource)
STDMETHOD(SetAutoGenFilterType)(THIS_ D3DTEXTUREFILTERTYPE FilterType) PURE;
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)(THIS) PURE;
STDMETHOD_(void, GenerateMipSubLevels)(THIS) PURE;
STDMETHOD_(BOOL, SetDirty)(THIS_ BOOL) PURE;
};
#undef INTERFACE
@ -437,6 +468,72 @@ DECLARE_INTERFACE_(IWineD3DBaseTexture,IWineD3DResource)
#define IWineD3DBaseTexture_SetAutoGenFilterType(p,a) (p)->lpVtbl->SetAutoGenFilterType(p,a)
#define IWineD3DBaseTexture_GetAutoGenFilterType(p) (p)->lpVtbl->GetAutoGenFilterType(p)
#define IWineD3DBaseTexture_GenerateMipSubLevels(p) (p)->lpVtbl->GenerateMipSubLevels(p)
#define IWineD3DBaseTexture_SetDirty(p,a) (p)->lpVtbl->SetDirty(p,a)
#endif
/*****************************************************************************
* IWineD3DSurface interface
*/
#define INTERFACE IWineD3DSurface
DECLARE_INTERFACE_(IWineD3DSurface,IWineD3DResource)
{
/*** IUnknown methods ***/
STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
/*** IWineD3DResource methods ***/
STDMETHOD(GetParent)(THIS_ IUnknown **pParent) PURE;
STDMETHOD(GetDevice)(THIS_ IWineD3DDevice ** ppDevice) PURE;
STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags) PURE;
STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid, void * pData, DWORD * pSizeOfData) PURE;
STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE;
STDMETHOD_(DWORD,SetPriority)(THIS_ DWORD PriorityNew) PURE;
STDMETHOD_(DWORD,GetPriority)(THIS) PURE;
STDMETHOD_(void,PreLoad)(THIS) PURE;
STDMETHOD_(D3DRESOURCETYPE,GetType)(THIS) PURE;
/*** IWineD3DSurface methods ***/
STDMETHOD(GetContainer)(THIS_ REFIID riid, void ** ppContainer) PURE;
STDMETHOD(GetDesc)(THIS_ WINED3DSURFACE_DESC * pDesc) PURE;
STDMETHOD(LockRect)(THIS_ D3DLOCKED_RECT * pLockedRect, CONST RECT * pRect,DWORD Flags) PURE;
STDMETHOD(UnlockRect)(THIS) PURE;
STDMETHOD(GetDC)(THIS_ HDC *pHdc) PURE;
STDMETHOD(ReleaseDC)(THIS_ HDC hdc) PURE;
/* Internally used methods */
STDMETHOD(CleanDirtyRect)(THIS) PURE;
STDMETHOD(AddDirtyRect)(THIS_ CONST RECT* pRect) PURE;
STDMETHOD(LoadTexture)(THIS_ UINT gl_target, UINT gl_level) PURE;
STDMETHOD(SaveSnapshot)(THIS_ const char *filename) PURE;
};
#undef INTERFACE
#if !defined(__cplusplus) || defined(CINTERFACE)
/*** IUnknown methods ***/
#define IWineD3DSurface_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
#define IWineD3DSurface_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IWineD3DSurface_Release(p) (p)->lpVtbl->Release(p)
/*** IWineD3DResource methods ***/
/*** IWineD3DResource methods ***/
#define IWineD3DSurface_GetParent(p,a) (p)->lpVtbl->GetParent(p,a)
#define IWineD3DSurface_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a)
#define IWineD3DSurface_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d)
#define IWineD3DSurface_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c)
#define IWineD3DSurface_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a)
#define IWineD3DSurface_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a)
#define IWineD3DSurface_GetPriority(p) (p)->lpVtbl->GetPriority(p)
#define IWineD3DSurface_PreLoad(p) (p)->lpVtbl->PreLoad(p)
#define IWineD3DSurface_GetType(p) (p)->lpVtbl->GetType(p)
/*** IWineD3DSurface methods ***/
#define IWineD3DSurface_GetContainer(p,a,b) (p)->lpVtbl->GetContainer(p,a,b)
#define IWineD3DSurface_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a)
#define IWineD3DSurface_LockRect(p,a,b,c) (p)->lpVtbl->LockRect(p,a,b,c)
#define IWineD3DSurface_UnlockRect(p) (p)->lpVtbl->UnlockRect(p)
#define IWineD3DSurface_GetDC(p,a) (p)->lpVtbl->GetDC(p,a)
#define IWineD3DSurface_ReleaseDC(p,a) (p)->lpVtbl->ReleaseDC(p,a)
/*** IWineD3DSurface (Internal, no d3d mapping) methods ***/
#define IWineD3DSurface_CleanDirtyRect(p) (p)->lpVtbl->CleanDirtyRect(p)
#define IWineD3DSurface_AddDirtyRect(p,a) (p)->lpVtbl->AddDirtyRect(p,a)
#define IWineD3DSurface_LoadTexture(p,a,b) (p)->lpVtbl->LoadTexture(p,a,b)
#define IWineD3DSurface_SaveSnapshot(p,a) (p)->lpVtbl->SaveSnapshot(p,a)
#endif
/*****************************************************************************