/* * Copyright (C) 2012 Józef Kucia * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "d3dx9_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx); struct device_state { DWORD num_render_targets; IDirect3DSurface9 **render_targets; IDirect3DSurface9 *depth_stencil; D3DVIEWPORT9 viewport; }; static HRESULT device_state_init(IDirect3DDevice9 *device, struct device_state *state) { HRESULT hr; D3DCAPS9 caps; unsigned int i; hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); if (FAILED(hr)) return hr; state->num_render_targets = caps.NumSimultaneousRTs; state->render_targets = HeapAlloc(GetProcessHeap(), 0, state->num_render_targets * sizeof(IDirect3DSurface9 *)); if (!state->render_targets) return E_OUTOFMEMORY; for (i = 0; i < state->num_render_targets; i++) state->render_targets[i] = NULL; state->depth_stencil = NULL; return D3D_OK; } static void device_state_capture(IDirect3DDevice9 *device, struct device_state *state) { HRESULT hr; unsigned int i; IDirect3DDevice9_GetViewport(device, &state->viewport); for (i = 0; i < state->num_render_targets; i++) { hr = IDirect3DDevice9_GetRenderTarget(device, i, &state->render_targets[i]); if (FAILED(hr)) state->render_targets[i] = NULL; } hr = IDirect3DDevice9_GetDepthStencilSurface(device, &state->depth_stencil); if (FAILED(hr)) state->depth_stencil = NULL; } static void device_state_restore(IDirect3DDevice9 *device, struct device_state *state) { unsigned int i; for (i = 0; i < state->num_render_targets; i++) { IDirect3DDevice9_SetRenderTarget(device, i, state->render_targets[i]); if (state->render_targets[i]) IDirect3DSurface9_Release(state->render_targets[i]); state->render_targets[i] = NULL; } IDirect3DDevice9_SetDepthStencilSurface(device, state->depth_stencil); if (state->depth_stencil) { IDirect3DSurface9_Release(state->depth_stencil); state->depth_stencil = NULL; } IDirect3DDevice9_SetViewport(device, &state->viewport); } static void device_state_release(struct device_state *state) { unsigned int i; for (i = 0; i < state->num_render_targets; i++) { if (state->render_targets[i]) IDirect3DSurface9_Release(state->render_targets[i]); } HeapFree(GetProcessHeap(), 0, state->render_targets); if (state->depth_stencil) IDirect3DSurface9_Release(state->depth_stencil); } struct render_to_surface { ID3DXRenderToSurface ID3DXRenderToSurface_iface; LONG ref; IDirect3DDevice9 *device; D3DXRTS_DESC desc; IDirect3DSurface9 *dst_surface; IDirect3DSurface9 *render_target; IDirect3DSurface9 *depth_stencil; struct device_state previous_state; }; static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface) { return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface); } static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface, REFIID riid, void **out) { TRACE("iface %p, riid %s, out %p\n", iface, debugstr_guid(riid), out); if (IsEqualGUID(riid, &IID_ID3DXRenderToSurface) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *out = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } static ULONG WINAPI D3DXRenderToSurface_AddRef(ID3DXRenderToSurface *iface) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); ULONG ref = InterlockedIncrement(&render->ref); TRACE("%p increasing refcount to %u\n", iface, ref); return ref; } static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); ULONG ref = InterlockedDecrement(&render->ref); TRACE("%p decreasing refcount to %u\n", iface, ref); if (!ref) { if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface); if (render->render_target) IDirect3DSurface9_Release(render->render_target); if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil); device_state_release(&render->previous_state); IDirect3DDevice9_Release(render->device); HeapFree(GetProcessHeap(), 0, render); } return ref; } static HRESULT WINAPI D3DXRenderToSurface_GetDevice(ID3DXRenderToSurface *iface, IDirect3DDevice9 **device) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); TRACE("(%p)->(%p)\n", iface, device); if (!device) return D3DERR_INVALIDCALL; IDirect3DDevice9_AddRef(render->device); *device = render->device; return D3D_OK; } static HRESULT WINAPI D3DXRenderToSurface_GetDesc(ID3DXRenderToSurface *iface, D3DXRTS_DESC *desc) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); TRACE("(%p)->(%p)\n", iface, desc); if (!desc) return D3DERR_INVALIDCALL; *desc = render->desc; return D3D_OK; } static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface, IDirect3DSurface9 *surface, const D3DVIEWPORT9 *viewport) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); unsigned int i; IDirect3DDevice9 *device; D3DSURFACE_DESC surface_desc; HRESULT hr = D3DERR_INVALIDCALL; D3DMULTISAMPLE_TYPE multi_sample_type = D3DMULTISAMPLE_NONE; DWORD multi_sample_quality = 0; TRACE("(%p)->(%p, %p)\n", iface, surface, viewport); if (!surface || render->dst_surface) return D3DERR_INVALIDCALL; IDirect3DSurface9_GetDesc(surface, &surface_desc); if (surface_desc.Format != render->desc.Format || surface_desc.Width != render->desc.Width || surface_desc.Height != render->desc.Height) return D3DERR_INVALIDCALL; if (viewport) { if (viewport->X > render->desc.Width || viewport->Y > render->desc.Height || viewport->X + viewport->Width > render->desc.Width || viewport->Y + viewport->Height > render->desc.Height) return D3DERR_INVALIDCALL; if (!(surface_desc.Usage & D3DUSAGE_RENDERTARGET) && (viewport->X != 0 || viewport->Y != 0 || viewport->Width != render->desc.Width || viewport->Height != render->desc.Height)) return D3DERR_INVALIDCALL; } device = render->device; device_state_capture(device, &render->previous_state); /* prepare for rendering to surface */ for (i = 1; i < render->previous_state.num_render_targets; i++) IDirect3DDevice9_SetRenderTarget(device, i, NULL); if (surface_desc.Usage & D3DUSAGE_RENDERTARGET) { hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); multi_sample_type = surface_desc.MultiSampleType; multi_sample_quality = surface_desc.MultiSampleQuality; } else { hr = IDirect3DDevice9_CreateRenderTarget(device, render->desc.Width, render->desc.Height, render->desc.Format, multi_sample_type, multi_sample_quality, FALSE, &render->render_target, NULL); if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice9_SetRenderTarget(device, 0, render->render_target); } if (FAILED(hr)) goto cleanup; if (render->desc.DepthStencil) { hr = IDirect3DDevice9_CreateDepthStencilSurface(device, render->desc.Width, render->desc.Height, render->desc.DepthStencilFormat, multi_sample_type, multi_sample_quality, TRUE, &render->depth_stencil, NULL); } else render->depth_stencil = NULL; if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice9_SetDepthStencilSurface(device, render->depth_stencil); if (FAILED(hr)) goto cleanup; if (viewport) IDirect3DDevice9_SetViewport(device, viewport); IDirect3DSurface9_AddRef(surface); render->dst_surface = surface; return IDirect3DDevice9_BeginScene(device); cleanup: device_state_restore(device, &render->previous_state); if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface); render->dst_surface = NULL; if (render->render_target) IDirect3DSurface9_Release(render->render_target); render->render_target = NULL; if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil); render->depth_stencil = NULL; return hr; } static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface, DWORD filter) { struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface); HRESULT hr; TRACE("(%p)->(%#x)\n", iface, filter); if (!render->dst_surface) return D3DERR_INVALIDCALL; hr = IDirect3DDevice9_EndScene(render->device); /* copy render target data to destination surface, if needed */ if (render->render_target) { hr = D3DXLoadSurfaceFromSurface(render->dst_surface, NULL, NULL, render->render_target, NULL, NULL, filter, 0); if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr); } device_state_restore(render->device, &render->previous_state); /* release resources */ if (render->render_target) { IDirect3DSurface9_Release(render->render_target); render->render_target = NULL; } if (render->depth_stencil) { IDirect3DSurface9_Release(render->depth_stencil); render->depth_stencil = NULL; } IDirect3DSurface9_Release(render->dst_surface); render->dst_surface = NULL; return hr; } static HRESULT WINAPI D3DXRenderToSurface_OnLostDevice(ID3DXRenderToSurface *iface) { FIXME("(%p)->(): stub\n", iface); return D3D_OK; } static HRESULT WINAPI D3DXRenderToSurface_OnResetDevice(ID3DXRenderToSurface *iface) { FIXME("(%p)->(): stub\n", iface); return D3D_OK; } static const ID3DXRenderToSurfaceVtbl render_to_surface_vtbl = { /* IUnknown methods */ D3DXRenderToSurface_QueryInterface, D3DXRenderToSurface_AddRef, D3DXRenderToSurface_Release, /* ID3DXRenderToSurface methods */ D3DXRenderToSurface_GetDevice, D3DXRenderToSurface_GetDesc, D3DXRenderToSurface_BeginScene, D3DXRenderToSurface_EndScene, D3DXRenderToSurface_OnLostDevice, D3DXRenderToSurface_OnResetDevice }; HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device, UINT width, UINT height, D3DFORMAT format, BOOL depth_stencil, D3DFORMAT depth_stencil_format, ID3DXRenderToSurface **out) { HRESULT hr; struct render_to_surface *render; TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format, depth_stencil, depth_stencil_format, out); if (!device || !out) return D3DERR_INVALIDCALL; render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface)); if (!render) return E_OUTOFMEMORY; render->ID3DXRenderToSurface_iface.lpVtbl = &render_to_surface_vtbl; render->ref = 1; render->desc.Width = width; render->desc.Height = height; render->desc.Format = format; render->desc.DepthStencil = depth_stencil; render->desc.DepthStencilFormat = depth_stencil_format; render->dst_surface = NULL; render->render_target = NULL; render->depth_stencil = NULL; hr = device_state_init(device, &render->previous_state); if (FAILED(hr)) { HeapFree(GetProcessHeap(), 0, render); return hr; } IDirect3DDevice9_AddRef(device); render->device = device; *out = &render->ID3DXRenderToSurface_iface; return D3D_OK; } enum render_state { INITIAL, CUBE_BEGIN, CUBE_FACE }; struct render_to_envmap { ID3DXRenderToEnvMap ID3DXRenderToEnvMap_iface; LONG ref; IDirect3DDevice9 *device; D3DXRTE_DESC desc; enum render_state state; struct device_state previous_device_state; D3DCUBEMAP_FACES face; DWORD filter; IDirect3DSurface9 *render_target; IDirect3DSurface9 *depth_stencil; IDirect3DCubeTexture9 *dst_cube_texture; }; static void copy_render_target_to_cube_texture_face(IDirect3DCubeTexture9 *cube_texture, D3DCUBEMAP_FACES face, IDirect3DSurface9 *render_target, DWORD filter) { HRESULT hr; IDirect3DSurface9 *cube_surface; IDirect3DCubeTexture9_GetCubeMapSurface(cube_texture, face, 0, &cube_surface); hr = D3DXLoadSurfaceFromSurface(cube_surface, NULL, NULL, render_target, NULL, NULL, filter, 0); if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr); IDirect3DSurface9_Release(cube_surface); } static inline struct render_to_envmap *impl_from_ID3DXRenderToEnvMap(ID3DXRenderToEnvMap *iface) { return CONTAINING_RECORD(iface, struct render_to_envmap, ID3DXRenderToEnvMap_iface); } static HRESULT WINAPI D3DXRenderToEnvMap_QueryInterface(ID3DXRenderToEnvMap *iface, REFIID riid, void **out) { TRACE("iface %p, riid %s, out %p\n", iface, debugstr_guid(riid), out); if (IsEqualGUID(riid, &IID_ID3DXRenderToEnvMap) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *out = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } static ULONG WINAPI D3DXRenderToEnvMap_AddRef(ID3DXRenderToEnvMap *iface) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); ULONG ref = InterlockedIncrement(&render->ref); TRACE("%p increasing refcount to %u\n", iface, ref); return ref; } static ULONG WINAPI D3DXRenderToEnvMap_Release(ID3DXRenderToEnvMap *iface) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); ULONG ref = InterlockedDecrement(&render->ref); TRACE("%p decreasing refcount to %u\n", iface, ref); if (!ref) { if (render->dst_cube_texture) IDirect3DSurface9_Release(render->dst_cube_texture); if (render->render_target) IDirect3DSurface9_Release(render->render_target); if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil); device_state_release(&render->previous_device_state); IDirect3DDevice9_Release(render->device); HeapFree(GetProcessHeap(), 0, render); } return ref; } static HRESULT WINAPI D3DXRenderToEnvMap_GetDevice(ID3DXRenderToEnvMap *iface, IDirect3DDevice9 **device) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); TRACE("(%p)->(%p)\n", iface, device); if (!device) return D3DERR_INVALIDCALL; IDirect3DDevice9_AddRef(render->device); *device = render->device; return D3D_OK; } static HRESULT WINAPI D3DXRenderToEnvMap_GetDesc(ID3DXRenderToEnvMap *iface, D3DXRTE_DESC *desc) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); TRACE("(%p)->(%p)\n", iface, desc); if (!desc) return D3DERR_INVALIDCALL; *desc = render->desc; return D3D_OK; } static HRESULT WINAPI D3DXRenderToEnvMap_BeginCube(ID3DXRenderToEnvMap *iface, IDirect3DCubeTexture9 *texture) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); HRESULT hr; D3DSURFACE_DESC level_desc; TRACE("(%p)->(%p)\n", iface, texture); if (!texture) return D3DERR_INVALIDCALL; if (render->state != INITIAL) return D3DERR_INVALIDCALL; IDirect3DCubeTexture9_GetLevelDesc(texture, 0, &level_desc); if (level_desc.Format != render->desc.Format || level_desc.Width != render->desc.Size) return D3DERR_INVALIDCALL; if (!(level_desc.Usage & D3DUSAGE_RENDERTARGET)) { hr = IDirect3DDevice9_CreateRenderTarget(render->device, level_desc.Width, level_desc.Height, level_desc.Format, level_desc.MultiSampleType, level_desc.MultiSampleQuality, TRUE, &render->render_target, NULL); if (FAILED(hr)) goto cleanup; IDirect3DCubeTexture9_GetLevelDesc(texture, 0, &level_desc); } if (render->desc.DepthStencil) { hr = IDirect3DDevice9_CreateDepthStencilSurface(render->device, level_desc.Width, level_desc.Height, render->desc.DepthStencilFormat, level_desc.MultiSampleType, level_desc.MultiSampleQuality, TRUE, &render->depth_stencil, NULL); if (FAILED(hr)) goto cleanup; } IDirect3DCubeTexture9_AddRef(texture); render->dst_cube_texture = texture; render->state = CUBE_BEGIN; return D3D_OK; cleanup: if (render->dst_cube_texture) IDirect3DSurface9_Release(render->dst_cube_texture); render->dst_cube_texture = NULL; if (render->render_target) IDirect3DSurface9_Release(render->render_target); render->render_target = NULL; if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil); render->depth_stencil = NULL; return hr; } static HRESULT WINAPI D3DXRenderToEnvMap_BeginSphere(ID3DXRenderToEnvMap *iface, IDirect3DTexture9 *texture) { FIXME("(%p)->(%p): stub\n", iface, texture); return E_NOTIMPL; } static HRESULT WINAPI D3DXRenderToEnvMap_BeginHemisphere(ID3DXRenderToEnvMap *iface, IDirect3DTexture9 *pos_z_texture, IDirect3DTexture9 *neg_z_texture) { FIXME("(%p)->(%p, %p): stub\n", iface, pos_z_texture, neg_z_texture); return E_NOTIMPL; } static HRESULT WINAPI D3DXRenderToEnvMap_BeginParabolic(ID3DXRenderToEnvMap *iface, IDirect3DTexture9 *pos_z_texture, IDirect3DTexture9 *neg_z_texture) { FIXME("(%p)->(%p, %p): stub\n", iface, pos_z_texture, neg_z_texture); return E_NOTIMPL; } static HRESULT WINAPI D3DXRenderToEnvMap_Face(ID3DXRenderToEnvMap *iface, D3DCUBEMAP_FACES face, DWORD filter) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); HRESULT hr; unsigned int i; TRACE("(%p)->(%u, %#x)\n", iface, face, filter); if (render->state == CUBE_FACE) { IDirect3DDevice9_EndScene(render->device); if (render->render_target) copy_render_target_to_cube_texture_face(render->dst_cube_texture, render->face, render->render_target, render->filter); device_state_restore(render->device, &render->previous_device_state); render->state = CUBE_BEGIN; } else if (render->state != CUBE_BEGIN) return D3DERR_INVALIDCALL; device_state_capture(render->device, &render->previous_device_state); for (i = 1; i < render->previous_device_state.num_render_targets; i++) IDirect3DDevice9_SetRenderTarget(render->device, i, NULL); if (!render->render_target) { IDirect3DSurface9 *render_target; IDirect3DCubeTexture9_GetCubeMapSurface(render->dst_cube_texture, face, 0, &render_target); hr = IDirect3DDevice9_SetRenderTarget(render->device, 0, render_target); IDirect3DSurface9_Release(render_target); } else hr = IDirect3DDevice9_SetRenderTarget(render->device, 0, render->render_target); if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice9_SetDepthStencilSurface(render->device, render->depth_stencil); if (FAILED(hr)) goto cleanup; render->state = CUBE_FACE; render->face = face; render->filter = filter; return IDirect3DDevice9_BeginScene(render->device); cleanup: device_state_restore(render->device, &render->previous_device_state); return hr; } static HRESULT WINAPI D3DXRenderToEnvMap_End(ID3DXRenderToEnvMap *iface, DWORD filter) { struct render_to_envmap *render = impl_from_ID3DXRenderToEnvMap(iface); TRACE("(%p)->(%#x)\n", iface, filter); if (render->state == INITIAL) return D3DERR_INVALIDCALL; if (render->state == CUBE_FACE) { IDirect3DDevice9_EndScene(render->device); if (render->render_target) copy_render_target_to_cube_texture_face(render->dst_cube_texture, render->face, render->render_target, render->filter); device_state_restore(render->device, &render->previous_device_state); } D3DXFilterTexture((IDirect3DBaseTexture9 *)render->dst_cube_texture, NULL, 0, filter); if (render->render_target) { IDirect3DSurface9_Release(render->render_target); render->render_target = NULL; } if (render->depth_stencil) { IDirect3DSurface9_Release(render->depth_stencil); render->depth_stencil = NULL; } IDirect3DSurface9_Release(render->dst_cube_texture); render->dst_cube_texture = NULL; render->state = INITIAL; return D3D_OK; } static HRESULT WINAPI D3DXRenderToEnvMap_OnLostDevice(ID3DXRenderToEnvMap *iface) { FIXME("(%p)->(): stub\n", iface); return D3D_OK; } static HRESULT WINAPI D3DXRenderToEnvMap_OnResetDevice(ID3DXRenderToEnvMap *iface) { FIXME("(%p)->(): stub\n", iface); return D3D_OK; } static const ID3DXRenderToEnvMapVtbl render_to_envmap_vtbl = { /* IUnknown methods */ D3DXRenderToEnvMap_QueryInterface, D3DXRenderToEnvMap_AddRef, D3DXRenderToEnvMap_Release, /* ID3DXRenderToEnvMap methods */ D3DXRenderToEnvMap_GetDevice, D3DXRenderToEnvMap_GetDesc, D3DXRenderToEnvMap_BeginCube, D3DXRenderToEnvMap_BeginSphere, D3DXRenderToEnvMap_BeginHemisphere, D3DXRenderToEnvMap_BeginParabolic, D3DXRenderToEnvMap_Face, D3DXRenderToEnvMap_End, D3DXRenderToEnvMap_OnLostDevice, D3DXRenderToEnvMap_OnResetDevice }; HRESULT WINAPI D3DXCreateRenderToEnvMap(IDirect3DDevice9 *device, UINT size, UINT mip_levels, D3DFORMAT format, BOOL depth_stencil, D3DFORMAT depth_stencil_format, ID3DXRenderToEnvMap **out) { HRESULT hr; struct render_to_envmap *render; TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, size, mip_levels, format, depth_stencil, depth_stencil_format, out); if (!device || !out) return D3DERR_INVALIDCALL; hr = D3DXCheckTextureRequirements(device, &size, &size, &mip_levels, D3DUSAGE_RENDERTARGET, &format, D3DPOOL_DEFAULT); if (FAILED(hr)) return hr; render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_envmap)); if (!render) return E_OUTOFMEMORY; render->ID3DXRenderToEnvMap_iface.lpVtbl = &render_to_envmap_vtbl; render->ref = 1; render->desc.Size = size; render->desc.MipLevels = mip_levels; render->desc.Format = format; render->desc.DepthStencil = depth_stencil; render->desc.DepthStencilFormat = depth_stencil_format; render->state = INITIAL; render->render_target = NULL; render->depth_stencil = NULL; render->dst_cube_texture = NULL; hr = device_state_init(device, &render->previous_device_state); if (FAILED(hr)) { HeapFree(GetProcessHeap(), 0, render); return hr; } IDirect3DDevice9_AddRef(device); render->device = device; *out = &render->ID3DXRenderToEnvMap_iface; return D3D_OK; }