/* * Copyright (c) 2006 Stefan Dösinger * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wine/debug.h" #include #include #include #include #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winerror.h" #include "wingdi.h" #include "wine/exception.h" #include "ddraw.h" #include "d3d.h" #include "ddraw_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d7); /***************************************************************************** * IDirect3D7::QueryInterface * * QueryInterface implementation with thunks to IDirectDraw7 * *****************************************************************************/ static HRESULT WINAPI Thunk_IDirect3DImpl_7_QueryInterface(IDirect3D7 *iface, REFIID refiid, void **obj) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj); return IDirectDraw7_QueryInterface(ICOM_INTERFACE(This, IDirectDraw7), refiid, obj); } static HRESULT WINAPI Thunk_IDirect3DImpl_3_QueryInterface(IDirect3D3 *iface, REFIID refiid, void **obj) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj); return IDirectDraw7_QueryInterface(ICOM_INTERFACE(This, IDirectDraw7), refiid, obj); } static HRESULT WINAPI Thunk_IDirect3DImpl_2_QueryInterface(IDirect3D2 *iface, REFIID refiid, void **obj) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj); return IDirectDraw7_QueryInterface(ICOM_INTERFACE(This, IDirectDraw7), refiid, obj); } static HRESULT WINAPI Thunk_IDirect3DImpl_1_QueryInterface(IDirect3D *iface, REFIID refiid, void **obj) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p)->(%s,%p): Thunking to IDirectDraw7\n", This, debugstr_guid(refiid), obj); return IDirectDraw7_QueryInterface(ICOM_INTERFACE(This, IDirectDraw7), refiid, obj); } /***************************************************************************** * IDirect3D7::AddRef * * DirectDraw refcounting is a bit odd. Every version of the ddraw interface * has its own refcount, but IDirect3D 1/2/3 refcounts are linked to * IDirectDraw, and IDirect3D7 is linked to IDirectDraw7 * * IDirect3D7 -> IDirectDraw7 * IDirect3D3 -> IDirectDraw * IDirect3D2 -> IDirectDraw * IDirect3D -> IDirectDraw * * So every AddRef implementation thunks to a different interface, and the * IDirectDrawX::AddRef implementations have different counters... * * Returns * The new refcount * *****************************************************************************/ static ULONG WINAPI Thunk_IDirect3DImpl_7_AddRef(IDirect3D7 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); TRACE("(%p) : Thunking to IDirectDraw7.\n", This); return IDirectDraw7_AddRef(ICOM_INTERFACE(This, IDirectDraw7)); } static ULONG WINAPI Thunk_IDirect3DImpl_3_AddRef(IDirect3D3 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); TRACE("(%p) : Thunking to IDirectDraw.\n", This); return IDirectDraw_AddRef(ICOM_INTERFACE(This, IDirectDraw)); } static ULONG WINAPI Thunk_IDirect3DImpl_2_AddRef(IDirect3D2 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p) : Thunking to IDirectDraw.\n", This); return IDirectDraw_AddRef(ICOM_INTERFACE(This, IDirectDraw)); } static ULONG WINAPI Thunk_IDirect3DImpl_1_AddRef(IDirect3D *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p) : Thunking to IDirectDraw.\n", This); return IDirectDraw_AddRef(ICOM_INTERFACE(This, IDirectDraw)); } /***************************************************************************** * IDirect3D7::Release * * Same story as IDirect3D7::AddRef * * Returns: The new refcount * *****************************************************************************/ static ULONG WINAPI Thunk_IDirect3DImpl_7_Release(IDirect3D7 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); TRACE("(%p) : Thunking to IDirectDraw7.\n", This); return IDirectDraw7_Release(ICOM_INTERFACE(This, IDirectDraw7)); } static ULONG WINAPI Thunk_IDirect3DImpl_3_Release(IDirect3D3 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); TRACE("(%p) : Thunking to IDirectDraw.\n", This); return IDirectDraw_Release(ICOM_INTERFACE(This, IDirectDraw)); } static ULONG WINAPI Thunk_IDirect3DImpl_2_Release(IDirect3D2 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p) : Thunking to IDirectDraw.\n", This); return IDirectDraw_Release(ICOM_INTERFACE(This, IDirectDraw)); } static ULONG WINAPI Thunk_IDirect3DImpl_1_Release(IDirect3D *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p) : Thunking to IDirectDraw.\n", This); return IDirectDraw_Release(ICOM_INTERFACE(This, IDirectDraw)); } /***************************************************************************** * IDirect3D Methods *****************************************************************************/ /***************************************************************************** * IDirect3D::Initialize * * Initializes the IDirect3D interface. This is a no-op implementation, * as all initialization is done at create time. * * Version 1 * * Params: * refiid: ? * * Returns: * D3D_OK, because it's a no-op * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_1_Initialize(IDirect3D *iface, REFIID refiid) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p)->(%s) no-op...\n", This, debugstr_guid(refiid)); return D3D_OK; } /***************************************************************************** * IDirect3D7::EnumDevices * * The EnumDevices method for IDirect3D7. It enumerates all supported * D3D7 devices. Currently there's only one. * * Params: * Callback: Function to call for each enumerated device * Context: Pointer to pass back to the app * * Returns: * D3D_OK, or the return value of the GetCaps call * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_7_EnumDevices(IDirect3D7 *iface, LPD3DENUMDEVICESCALLBACK7 Callback, void *Context) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); char interface_name[] = "WINE Direct3D7 using WineD3D"; char device_name[] = "Wine D3D7 device"; D3DDEVICEDESC7 ddesc; D3DDEVICEDESC oldDesc; HRESULT hr; TRACE("(%p)->(%p,%p)\n", This, Callback, Context); TRACE("(%p) Enumerating WineD3D D3Device7 interface\n", This); hr = IDirect3DImpl_GetCaps(This->wineD3D, &oldDesc, &ddesc); if(hr != D3D_OK) return hr; Callback(interface_name, device_name, &ddesc, Context); TRACE("(%p) End of enumeration\n", This); return D3D_OK; } /***************************************************************************** * IDirect3D3::EnumDevices * * Enumerates all supported Direct3DDevice interfaces. This is the * implementation for Direct3D 1 to Direc3D 3, Version 7 has its own. * * Version 1, 2 and 3 * * Params: * Callback: Application-provided routine to call for each enumerated device * Context: Pointer to pass to the callback * * Returns: * D3D_OK on success, * The result of IDirect3DImpl_GetCaps if it failed * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_3_EnumDevices(IDirect3D3 *iface, LPD3DENUMDEVICESCALLBACK Callback, void *Context) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); D3DDEVICEDESC dref, d1, d2; D3DDEVICEDESC7 newDesc; static CHAR wined3d_description[] = "Wine D3DDevice using WineD3D and OpenGL"; HRESULT hr; /* Some games (Motoracer 2 demo) have the bad idea to modify the device name string. Let's put the string in a sufficiently sized array in writable memory. */ char device_name[50]; strcpy(device_name,"direct3d"); TRACE("(%p)->(%p,%p)\n", This, Callback, Context); hr = IDirect3DImpl_GetCaps(This->wineD3D, &dref, &newDesc); if(hr != D3D_OK) return hr; /* Do I have to enumerate the reference id? Note from old d3d7: * "It seems that enumerating the reference IID on Direct3D 1 games * (AvP / Motoracer2) breaks them". So do not enumerate this iid in V1 * * There's a registry key HKLM\Software\Microsoft\Direct3D\Drivers, EnumReference * which enables / disables enumerating the reference rasterizer. It's a DWORD, * 0 means disabled, 2 means enabled. The enablerefrast.reg and disablerefrast.reg * files in the DirectX 7.0 sdk demo directory suggest this. * * Some games(GTA 2) seem to use the second enumerated device, so I have to enumerate * at least 2 devices. So enumerate the reference device to have 2 devices. */ if(This->d3dversion != 1) { static CHAR reference_description[] = "Reference Direct3D ID"; TRACE("(%p) Enumerating WineD3D D3DDevice interface\n", This); d1 = dref; d2 = dref; hr = Callback( (LPIID) &IID_IDirect3DRefDevice, reference_description, device_name, &d1, &d2, Context); if(hr != D3DENUMRET_OK) { TRACE("Application cancelled the enumeration\n"); return D3D_OK; } } TRACE("(%p) Enumerating WineD3D D3DDevice interface\n", This); d1 = dref; d2 = dref; hr = Callback( (LPIID) &IID_D3DDEVICE_WineD3D, wined3d_description, device_name, &d1, &d2, Context); if(hr != D3DENUMRET_OK) { TRACE("Application cancelled the enumeration\n"); return D3D_OK; } TRACE("(%p) End of enumeration\n", This); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_2_EnumDevices(IDirect3D2 *iface, LPD3DENUMDEVICESCALLBACK Callback, void *Context) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Callback, Context); return IDirect3D3_EnumDevices(ICOM_INTERFACE(This, IDirect3D3), Callback, Context); } static HRESULT WINAPI Thunk_IDirect3DImpl_1_EnumDevices(IDirect3D *iface, LPD3DENUMDEVICESCALLBACK Callback, void *Context) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Callback, Context); return IDirect3D3_EnumDevices(ICOM_INTERFACE(This, IDirect3D3), Callback, Context); } /***************************************************************************** * IDirect3D3::CreateLight * * Creates an IDirect3DLight interface. This interface is used in * Direct3D3 or earlier for lighting. In Direct3D7 it has been replaced * by the DIRECT3DLIGHT7 structure. Wine's Direct3DLight implementation * uses the IDirect3DDevice7 interface with D3D7 lights. * * Version 1, 2 and 3 * * Params: * Light: Address to store the new interface pointer * UnkOuter: Basically for aggregation, but ddraw doesn't support it. * Must be NULL * * Returns: * D3D_OK on success * DDERR_OUTOFMEMORY if memory allocation failed * CLASS_E_NOAGGREGATION if UnkOuter != NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_3_CreateLight(IDirect3D3 *iface, IDirect3DLight **Light, IUnknown *UnkOuter ) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); IDirect3DLightImpl *object; TRACE("(%p)->(%p,%p)\n", This, Light, UnkOuter); if(UnkOuter) return CLASS_E_NOAGGREGATION; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DLightImpl)); if (object == NULL) return DDERR_OUTOFMEMORY; ICOM_INIT_INTERFACE(object, IDirect3DLight, IDirect3DLight_Vtbl); object->ref = 1; object->ddraw = This; object->next = NULL; object->active_viewport = NULL; /* Update functions */ object->activate = light_update; object->desactivate = light_activate; object->update = light_desactivate; object->active_viewport = NULL; *Light = ICOM_INTERFACE(object, IDirect3DLight); TRACE("(%p) creating implementation at %p.\n", This, object); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_2_CreateLight(IDirect3D2 *iface, IDirect3DLight **Direct3DLight, IUnknown *UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DLight, UnkOuter); return IDirect3D3_CreateLight(ICOM_INTERFACE(This, IDirect3D3), Direct3DLight, UnkOuter); } static HRESULT WINAPI Thunk_IDirect3DImpl_1_CreateLight(IDirect3D *iface, IDirect3DLight **Direct3DLight, IUnknown *UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DLight, UnkOuter); return IDirect3D3_CreateLight(ICOM_INTERFACE(This, IDirect3D3), Direct3DLight, UnkOuter); } /***************************************************************************** * IDirect3D3::CreateMaterial * * Creates an IDirect3DMaterial interface. This interface is used by Direct3D3 * and older versions. The IDirect3DMaterial implementation wraps its * functionality to IDirect3DDevice7::SetMaterial and friends. * * Version 1, 2 and 3 * * Params: * Material: Address to store the new interface's pointer to * UnkOuter: Basically for aggregation, but ddraw doesn't support it. * Must be NULL * * Returns: * D3D_OK on success * DDERR_OUTOFMEMORY if memory allocation failed * CLASS_E_NOAGGREGATION if UnkOuter != NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_3_CreateMaterial(IDirect3D3 *iface, IDirect3DMaterial3 **Material, IUnknown *UnkOuter ) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); IDirect3DMaterialImpl *object; TRACE("(%p)->(%p,%p)\n", This, Material, UnkOuter); if(UnkOuter) return CLASS_E_NOAGGREGATION; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DMaterialImpl)); if (object == NULL) return DDERR_OUTOFMEMORY; ICOM_INIT_INTERFACE(object, IDirect3DMaterial3, IDirect3DMaterial3_Vtbl); ICOM_INIT_INTERFACE(object, IDirect3DMaterial2, IDirect3DMaterial2_Vtbl); ICOM_INIT_INTERFACE(object, IDirect3DMaterial, IDirect3DMaterial_Vtbl); object->ref = 1; object->ddraw = This; object->activate = material_activate; *Material = ICOM_INTERFACE(object, IDirect3DMaterial3); TRACE("(%p) creating implementation at %p.\n", This, object); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_2_CreateMaterial(IDirect3D2 *iface, IDirect3DMaterial2 **Direct3DMaterial, IUnknown* UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); HRESULT ret; IDirect3DMaterial3 *ret_val; TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DMaterial, UnkOuter); ret = IDirect3D3_CreateMaterial(ICOM_INTERFACE(This, IDirect3D3), &ret_val, UnkOuter); *Direct3DMaterial = COM_INTERFACE_CAST(IDirect3DMaterialImpl, IDirect3DMaterial3, IDirect3DMaterial2, ret_val); TRACE(" returning interface %p.\n", *Direct3DMaterial); return ret; } static HRESULT WINAPI Thunk_IDirect3DImpl_1_CreateMaterial(IDirect3D *iface, IDirect3DMaterial **Direct3DMaterial, IUnknown* UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); HRESULT ret; LPDIRECT3DMATERIAL3 ret_val; TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, Direct3DMaterial, UnkOuter); ret = IDirect3D3_CreateMaterial(ICOM_INTERFACE(This, IDirect3D3), &ret_val, UnkOuter); *Direct3DMaterial = COM_INTERFACE_CAST(IDirect3DMaterialImpl, IDirect3DMaterial3, IDirect3DMaterial, ret_val); TRACE(" returning interface %p.\n", *Direct3DMaterial); return ret; } /***************************************************************************** * IDirect3D3::CreateViewport * * Creates an IDirect3DViewport interface. This interface is used * by Direct3D and earlier versions for Viewport management. In Direct3D7 * it has been replaced by a viewport structure and * IDirect3DDevice7::*Viewport. Wine's IDirect3DViewport implementation * uses the IDirect3DDevice7 methods for its functionality * * Params: * Viewport: Address to store the new interface pointer * UnkOuter: Basically for aggregation, but ddraw doesn't support it. * Must be NULL * * Returns: * D3D_OK on success * DDERR_OUTOFMEMORY if memory allocation failed * CLASS_E_NOAGGREGATION if UnkOuter != NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_3_CreateViewport(IDirect3D3 *iface, IDirect3DViewport3 **Viewport, IUnknown *UnkOuter ) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); IDirect3DViewportImpl *object; if(UnkOuter) return CLASS_E_NOAGGREGATION; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DViewportImpl)); if (object == NULL) return DDERR_OUTOFMEMORY; ICOM_INIT_INTERFACE(object, IDirect3DViewport3, IDirect3DViewport3_Vtbl); object->ref = 1; object->ddraw = This; object->activate = viewport_activate; object->use_vp2 = 0xFF; object->next = NULL; object->lights = NULL; object->num_lights = 0; object->map_lights = 0; *Viewport = ICOM_INTERFACE(object, IDirect3DViewport3); TRACE("(%p) creating implementation at %p.\n",This, object); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_2_CreateViewport(IDirect3D2 *iface, IDirect3DViewport2 **D3DViewport2, IUnknown *UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, D3DViewport2, UnkOuter); return IDirect3D3_CreateViewport(ICOM_INTERFACE(This, IDirect3D3), (IDirect3DViewport3 **) D3DViewport2 /* No need to cast here */, UnkOuter); } static HRESULT WINAPI Thunk_IDirect3DImpl_1_CreateViewport(IDirect3D *iface, IDirect3DViewport **D3DViewport, IUnknown* UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, D3DViewport, UnkOuter); return IDirect3D3_CreateViewport(ICOM_INTERFACE(This, IDirect3D3), (IDirect3DViewport3 **) D3DViewport /* No need to cast here */, UnkOuter); } /***************************************************************************** * IDirect3D3::FindDevice * * This method finds a device with the requested properties and returns a * device description * * Verion 1, 2 and 3 * Params: * D3DDFS: Describes the requested device characteristics * D3DFDR: Returns the device description * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if no device was found * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_3_FindDevice(IDirect3D3 *iface, D3DFINDDEVICESEARCH *D3DDFS, D3DFINDDEVICERESULT *D3DFDR) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); D3DDEVICEDESC desc; D3DDEVICEDESC7 newDesc; HRESULT hr; TRACE("(%p)->(%p,%p)\n", This, D3DDFS, D3DFDR); if ((D3DDFS->dwFlags & D3DFDS_COLORMODEL) && (D3DDFS->dcmColorModel != D3DCOLOR_RGB)) { TRACE(" trying to request a non-RGB D3D color model. Not supported.\n"); return DDERR_INVALIDPARAMS; /* No real idea what to return here :-) */ } if (D3DDFS->dwFlags & D3DFDS_GUID) { TRACE(" trying to match guid %s.\n", debugstr_guid(&(D3DDFS->guid))); if ((IsEqualGUID(&IID_D3DDEVICE_WineD3D, &(D3DDFS->guid)) == 0) && (IsEqualGUID(&IID_IDirect3DHALDevice, &(D3DDFS->guid)) == 0) && (IsEqualGUID(&IID_IDirect3DRefDevice, &(D3DDFS->guid)) == 0)) { TRACE(" no match for this GUID.\n"); return DDERR_INVALIDPARAMS; } } /* Get the caps */ hr = IDirect3DImpl_GetCaps(This->wineD3D, &desc, &newDesc); if(hr != D3D_OK) return hr; /* Now return our own GUID */ D3DFDR->guid = IID_D3DDEVICE_WineD3D; D3DFDR->ddHwDesc = desc; D3DFDR->ddSwDesc = desc; TRACE(" returning Wine's WineD3D device with (undumped) capabilities\n"); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_2_FindDevice(IDirect3D2 *iface, D3DFINDDEVICESEARCH *D3DDFS, D3DFINDDEVICERESULT *D3DFDR) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", iface, D3DDFS, D3DFDR); return IDirect3D3_FindDevice(ICOM_INTERFACE(This, IDirect3D3), D3DDFS, D3DFDR); } static HRESULT WINAPI Thunk_IDirect3DImpl_1_FindDevice(IDirect3D *iface, D3DFINDDEVICESEARCH *D3DDFS, D3DFINDDEVICERESULT *D3DDevice) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D, iface); TRACE("(%p)->(%p,%p) thunking to IDirect3D3 interface.\n", This, D3DDFS, D3DDevice); return IDirect3D3_FindDevice(ICOM_INTERFACE(This, IDirect3D3), D3DDFS, D3DDevice); } /***************************************************************************** * IDirect3D7::CreateDevice * * Creates an IDirect3DDevice7 interface. * * Version 2, 3 and 7. IDirect3DDevice 1 interfaces are interfaces to * DirectDraw surfaces and are created with * IDirectDrawSurface::QueryInterface. This method uses CreateDevice to * create the device object and QueryInterfaces for IDirect3DDevice * * Params: * refiid: IID of the device to create * Surface: Inititial rendertarget * Device: Address to return the interface pointer * * Returns: * D3D_OK on success * DDERR_OUTOFMEMORY if memory allocation failed * DDERR_INVALIDPARAMS if a device exists already * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_7_CreateDevice(IDirect3D7 *iface, REFCLSID refiid, IDirectDrawSurface7 *Surface, IDirect3DDevice7 **Device) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); IDirect3DDeviceImpl *object; IParentImpl *IndexBufferParent; HRESULT hr; IDirectDrawSurfaceImpl *target = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, Surface); TRACE("(%p)->(%s,%p,%p)\n", iface, debugstr_guid(refiid), Surface, Device); *Device = NULL; /* Fail device creation if non-opengl surfaces are used */ if(This->ImplType != SURFACE_OPENGL) { ERR("The application wants to create a Direct3D device, but non-opengl surfaces are set in the registry. Please set the surface implementation to opengl or autodetection to allow 3D rendering\n"); /* We only hit this path if a default surface is set in the registry. Incorrect autodetection * is caught in CreateSurface or QueryInterface */ return DDERR_NO3D; } /* So far we can only create one device per ddraw object */ if(This->d3ddevice) { FIXME("(%p): Only one Direct3D device per DirectDraw object supported\n", This); return DDERR_INVALIDPARAMS; } object = HeapAlloc(GetProcessHeap(), 0, sizeof(IDirect3DDeviceImpl)); if(!object) { ERR("Out of memory when allocating a IDirect3DDevice implementation\n"); return DDERR_OUTOFMEMORY; } ICOM_INIT_INTERFACE(object, IDirect3DDevice7, IDirect3DDevice7_Vtbl); ICOM_INIT_INTERFACE(object, IDirect3DDevice3, IDirect3DDevice3_Vtbl); ICOM_INIT_INTERFACE(object, IDirect3DDevice2, IDirect3DDevice2_Vtbl); ICOM_INIT_INTERFACE(object, IDirect3DDevice, IDirect3DDevice1_Vtbl); object->ref = 1; object->ddraw = This; object->viewport_list = NULL; object->current_viewport = NULL; object->material = 0; object->target = target; object->Handles = NULL; object->numHandles = 0; /* This is for convenience */ object->wineD3DDevice = This->wineD3DDevice; /* Create an index buffer, it's needed for indexed drawing */ IndexBufferParent = HeapAlloc(GetProcessHeap(), 0, sizeof(IParentImpl *)); if(!IndexBufferParent) { ERR("Allocating memory for an index buffer parent failed\n"); HeapFree(GetProcessHeap(), 0, object); return DDERR_OUTOFMEMORY; } ICOM_INIT_INTERFACE(IndexBufferParent, IParent, IParent_Vtbl); IndexBufferParent->ref = 1; /* Create an Index Buffer. WineD3D needs one for Drawing indexed primitives * Create a (hopefully) long enough buffer, and copy the indices into it * Ideally, a IWineD3DIndexBuffer::SetData method could be created, which * takes the pointer and avoids the memcpy */ hr = IWineD3DDevice_CreateIndexBuffer(This->wineD3DDevice, 0x40000, /* Length. Don't know how long it should be */ WINED3DUSAGE_DYNAMIC, /* Usage */ WINED3DFMT_INDEX16, /* Format. D3D7 uses WORDS */ WINED3DPOOL_DEFAULT, &object->indexbuffer, 0 /* Handle */, (IUnknown *) ICOM_INTERFACE(IndexBufferParent, IParent)); if(FAILED(hr)) { ERR("Failed to create an index buffer\n"); HeapFree(GetProcessHeap(), 0, object); return hr; } IndexBufferParent->child = (IUnknown *) object->indexbuffer; /* No need to set the indices, it's done when necessary */ /* AddRef the WineD3D Device */ IWineD3DDevice_AddRef(This->wineD3DDevice); /* Don't forget to return the interface ;) */ *Device = ICOM_INTERFACE(object, IDirect3DDevice7); TRACE(" (%p) Created an IDirect3DDeviceImpl object at %p\n", This, object); /* This is for apps which create a non-flip, non-d3d primary surface * and an offscreen D3DDEVICE surface, then render to the offscreen surface * and do a Blt from the offscreen to the primary surface. * * Set the offscreen D3DDDEVICE surface(=target) as the back buffer, * and the primary surface(=This->d3d_target) as the front buffer. * * This way the app will render to the D3DDEVICE surface and WineD3D * will catch the Blt was Back Buffer -> Front buffer blt and perform * a flip instead. This way we don't have to deal with a mixed GL / GDI * environment. * * This should be checked against windowed apps. The only app tested with * this is moto racer 2 during the loading screen. */ TRACE("Isrendertarget: %s, d3d_target=%p\n", target->surface_desc.ddsCaps.dwCaps & DDSCAPS_PRIMARYSURFACE ? "true" : "false", This->d3d_target); if(!(target->surface_desc.ddsCaps.dwCaps & DDSCAPS_PRIMARYSURFACE) && (This->d3d_target != target)) { TRACE("(%p) Using %p as front buffer, %p as back buffer\n", This, This->d3d_target, target); hr = IWineD3DDevice_SetFrontBackBuffers(This->wineD3DDevice, This->d3d_target->WineD3DSurface, target->WineD3DSurface); if(hr != D3D_OK) ERR("(%p) Error %08x setting the front and back buffer\n", This, hr); /* Render to the back buffer */ IWineD3DDevice_SetRenderTarget(This->wineD3DDevice, 0, target->WineD3DSurface); object->OffScreenTarget = TRUE; } else { object->OffScreenTarget = FALSE; } /* AddRef the render target. Also AddRef the render target from ddraw, * because if it is released before the app releases the D3D device, the D3D capabilities * of WineD3D will be uninitialized, which has bad effects. * * In most cases, those surfaces are the surfaces are the same anyway, but this will simply * add another ref which is released when the device is destroyed. */ IDirectDrawSurface7_AddRef(Surface); IDirectDrawSurface7_AddRef(ICOM_INTERFACE(This->d3d_target, IDirectDrawSurface7)); This->d3ddevice = object; IWineD3DDevice_SetRenderState(This->wineD3DDevice, WINED3DRS_ZENABLE, IDirect3DDeviceImpl_UpdateDepthStencil(object)); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_3_CreateDevice(IDirect3D3 *iface, REFCLSID refiid, IDirectDrawSurface4 *Surface, IDirect3DDevice3 **Device, IUnknown *UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); HRESULT hr; TRACE("(%p)->(%s,%p,%p,%p): Thunking to IDirect3D7\n", This, debugstr_guid(refiid), Surface, Device, UnkOuter); if(UnkOuter != NULL) return CLASS_E_NOAGGREGATION; hr = IDirect3D7_CreateDevice(ICOM_INTERFACE(This, IDirect3D7), refiid, (IDirectDrawSurface7 *) Surface /* Same VTables */, (IDirect3DDevice7 **) Device); *Device = COM_INTERFACE_CAST(IDirect3DDeviceImpl, IDirect3DDevice7, IDirect3DDevice3, *Device); return hr; } static HRESULT WINAPI Thunk_IDirect3DImpl_2_CreateDevice(IDirect3D2 *iface, REFCLSID refiid, IDirectDrawSurface *Surface, IDirect3DDevice2 **Device) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D2, iface); HRESULT hr; TRACE("(%p)->(%s,%p,%p): Thunking to IDirect3D7\n", This, debugstr_guid(refiid), Surface, Device); hr = IDirect3D7_CreateDevice(ICOM_INTERFACE(This, IDirect3D7), refiid, COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirectDrawSurface3, IDirectDrawSurface7, Surface), (IDirect3DDevice7 **) Device); *Device = COM_INTERFACE_CAST(IDirect3DDeviceImpl, IDirect3DDevice7, IDirect3DDevice2, *Device); return hr; } /***************************************************************************** * IDirect3D7::CreateVertexBuffer * * Creates a new vertex buffer object and returns a IDirect3DVertexBuffer7 * interface. * * Version 3 and 7 * * Params: * Desc: Requested Vertex buffer properties * VertexBuffer: Address to return the interface pointer at * Flags: Some flags, must be 0 * * Returns * D3D_OK on success * DDERR_OUTOFMEMORY if memory allocation failed * The return value of IWineD3DDevice::CreateVertexBuffer if this call fails * DDERR_INVALIDPARAMS if Desc or VertexBuffer are NULL, or Flags != 0 * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_7_CreateVertexBuffer(IDirect3D7 *iface, D3DVERTEXBUFFERDESC *Desc, IDirect3DVertexBuffer7 **VertexBuffer, DWORD Flags) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); IDirect3DVertexBufferImpl *object; HRESULT hr; TRACE("(%p)->(%p,%p,%08x)\n", This, Desc, VertexBuffer, Flags); TRACE("(%p) Vertex buffer description:\n", This); TRACE("(%p) dwSize=%d\n", This, Desc->dwSize); TRACE("(%p) dwCaps=%08x\n", This, Desc->dwCaps); TRACE("(%p) FVF=%08x\n", This, Desc->dwFVF); TRACE("(%p) dwNumVertices=%d\n", This, Desc->dwNumVertices); /* D3D7 SDK: "No Flags are currently defined for this method. This * parameter must be 0" * * Never trust the documentation - this is wrong if(Flags != 0) { ERR("(%p) Flags is %08lx, returning DDERR_INVALIDPARAMS\n", This, Flags); return DDERR_INVALIDPARAMS; } */ /* Well, this sounds sane */ if( (!VertexBuffer) || (!Desc) ) return DDERR_INVALIDPARAMS; /* Now create the vertex buffer */ object = HeapAlloc(GetProcessHeap(), 0, sizeof(IDirect3DVertexBufferImpl)); if(!object) { ERR("(%p) Out of memory when allocating a IDirect3DVertexBufferImpl structure\n", This); return DDERR_OUTOFMEMORY; } object->ref = 1; ICOM_INIT_INTERFACE(object, IDirect3DVertexBuffer7, IDirect3DVertexBuffer7_Vtbl); ICOM_INIT_INTERFACE(object, IDirect3DVertexBuffer, IDirect3DVertexBuffer1_Vtbl); object->Caps = Desc->dwCaps; object->ddraw = This; hr = IWineD3DDevice_CreateVertexBuffer(This->wineD3DDevice, get_flexible_vertex_size(Desc->dwFVF) * Desc->dwNumVertices, Desc->dwCaps & D3DVBCAPS_WRITEONLY ? WINED3DUSAGE_WRITEONLY : 0, Desc->dwFVF, Desc->dwCaps & D3DVBCAPS_SYSTEMMEMORY ? WINED3DPOOL_SYSTEMMEM : WINED3DPOOL_DEFAULT, &object->wineD3DVertexBuffer, 0 /* SharedHandle */, (IUnknown *) ICOM_INTERFACE(object, IDirect3DVertexBuffer7)); if(hr != D3D_OK) { ERR("(%p) IWineD3DDevice::CreateVertexBuffer failed with hr=%08x\n", This, hr); HeapFree(GetProcessHeap(), 0, object); if (hr == WINED3DERR_INVALIDCALL) return DDERR_INVALIDPARAMS; else return hr; } object->wineD3DVertexDeclaration = IDirectDrawImpl_FindDecl(This, Desc->dwFVF); if(!object->wineD3DVertexDeclaration) { ERR("Cannot find the vertex declaration for fvf %08x\n", Desc->dwFVF); IWineD3DVertexBuffer_Release(object->wineD3DVertexBuffer); HeapFree(GetProcessHeap(), 0, object); return DDERR_INVALIDPARAMS; } IWineD3DVertexDeclaration_AddRef(object->wineD3DVertexDeclaration); /* Return the interface */ *VertexBuffer = ICOM_INTERFACE(object, IDirect3DVertexBuffer7); TRACE("(%p) Created new vertex buffer implementation at %p, returning interface at %p\n", This, object, *VertexBuffer); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_3_CreateVertexBuffer(IDirect3D3 *iface, D3DVERTEXBUFFERDESC *Desc, IDirect3DVertexBuffer **VertexBuffer, DWORD Flags, IUnknown *UnkOuter) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); HRESULT hr; TRACE("(%p)->(%p,%p,%08x,%p): Relaying to IDirect3D7\n", This, Desc, VertexBuffer, Flags, UnkOuter); if(UnkOuter != NULL) return CLASS_E_NOAGGREGATION; hr = IDirect3D7_CreateVertexBuffer(ICOM_INTERFACE(This, IDirect3D7), Desc, (IDirect3DVertexBuffer7 **) VertexBuffer, Flags); *VertexBuffer = COM_INTERFACE_CAST(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, IDirect3DVertexBuffer, *VertexBuffer); return hr; } /***************************************************************************** * IDirect3D7::EnumZBufferFormats * * Enumerates all supported Z buffer pixel formats * * Version 3 and 7 * * Params: * refiidDevice: * Callback: Callback to call for each pixel format * Context: Pointer to pass back to the callback * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Callback is NULL * For details, see IWineD3DDevice::EnumZBufferFormats * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_7_EnumZBufferFormats(IDirect3D7 *iface, REFCLSID refiidDevice, LPD3DENUMPIXELFORMATSCALLBACK Callback, void *Context) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); HRESULT hr; int i; /* Order matters. Specifically, BattleZone II (full version) expects the * 16-bit depth formats to be listed before the 24 and 32 ones. */ WINED3DFORMAT FormatList[] = { WINED3DFMT_D15S1, WINED3DFMT_D16, WINED3DFMT_D24X8, WINED3DFMT_D24X4S4, WINED3DFMT_D24S8, WINED3DFMT_D32 }; TRACE("(%p)->(%s,%p,%p): Relay\n", iface, debugstr_guid(refiidDevice), Callback, Context); if(!Callback) return DDERR_INVALIDPARAMS; for(i = 0; i < sizeof(FormatList) / sizeof(WINED3DFORMAT); i++) { hr = IWineD3D_CheckDeviceFormat(This->wineD3D, 0 /* Adapter */, 0 /* DeviceType */, 0 /* AdapterFormat */, WINED3DUSAGE_DEPTHSTENCIL /* Usage */, 0 /* ResourceType */, FormatList[i]); if(hr == D3D_OK) { DDPIXELFORMAT pformat; memset(&pformat, 0, sizeof(pformat)); pformat.dwSize = sizeof(pformat); PixelFormat_WineD3DtoDD(&pformat, FormatList[i]); TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]); hr = Callback(&pformat, Context); if(hr != DDENUMRET_OK) { TRACE("Format enumeration cancelled by application\n"); return D3D_OK; } } } TRACE("End of enumeration\n"); return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_3_EnumZBufferFormats(IDirect3D3 *iface, REFCLSID riidDevice, LPD3DENUMPIXELFORMATSCALLBACK Callback, void *Context) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); TRACE("(%p)->(%s,%p,%p) thunking to IDirect3D7 interface.\n", This, debugstr_guid(riidDevice), Callback, Context); return IDirect3D7_EnumZBufferFormats(ICOM_INTERFACE(This, IDirect3D7), riidDevice, Callback, Context); } /***************************************************************************** * IDirect3D7::EvictManagedTextures * * Removes all managed textures (=surfaces with DDSCAPS2_TEXTUREMANAGE or * DDSCAPS2_D3DTEXTUREMANAGE caps) to be removed from video memory. * * Version 3 and 7 * * Returns: * D3D_OK, because it's a stub * *****************************************************************************/ static HRESULT WINAPI IDirect3DImpl_7_EvictManagedTextures(IDirect3D7 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D7, iface); FIXME("(%p): Stub!\n", This); /* Implementation idea: * Add an IWineD3DSurface method which sets the opengl texture * priority low or even removes the opengl texture. */ return D3D_OK; } static HRESULT WINAPI Thunk_IDirect3DImpl_3_EvictManagedTextures(IDirect3D3 *iface) { ICOM_THIS_FROM(IDirectDrawImpl, IDirect3D3, iface); TRACE("(%p)->() thunking to IDirect3D7 interface.\n", This); return IDirect3D7_EvictManagedTextures(ICOM_INTERFACE(This, IDirect3D7)); } /***************************************************************************** * IDirect3DImpl_GetCaps * * This function retrieves the device caps from wined3d * and converts it into a D3D7 and D3D - D3D3 structure * This is a helper function called from various places in ddraw * * Params: * WineD3D: The interface to get the caps from * Desc123: Old D3D <3 structure to fill (needed) * Desc7: D3D7 device desc structure to fill (needed) * * Returns * D3D_OK on success, or the return value of IWineD3D::GetCaps * *****************************************************************************/ HRESULT IDirect3DImpl_GetCaps(IWineD3D *WineD3D, D3DDEVICEDESC *Desc123, D3DDEVICEDESC7 *Desc7) { WINED3DCAPS WCaps; HRESULT hr; /* Some Variables to asign to the pointers in WCaps */ WINED3DDEVTYPE DevType; UINT dummy_uint; float dummy_float; DWORD dummy_dword, MaxTextureBlendStages, MaxSimultaneousTextures; DWORD MaxUserClipPlanes, MaxVertexBlendMatrices; TRACE("()->(%p,%p,%p\n", WineD3D, Desc123, Desc7); /* Asign the pointers in WCaps */ WCaps.DeviceType = &DevType; WCaps.AdapterOrdinal = &dummy_uint; WCaps.Caps = &dummy_dword; WCaps.Caps2 = &dummy_dword; WCaps.Caps3 = &dummy_dword; WCaps.PresentationIntervals = &dummy_dword; WCaps.CursorCaps = &dummy_dword; WCaps.DevCaps = &Desc7->dwDevCaps; WCaps.PrimitiveMiscCaps = &dummy_dword; WCaps.RasterCaps = &Desc7->dpcLineCaps.dwRasterCaps; WCaps.ZCmpCaps = &Desc7->dpcLineCaps.dwZCmpCaps; WCaps.SrcBlendCaps = &Desc7->dpcLineCaps.dwSrcBlendCaps; WCaps.DestBlendCaps = &Desc7->dpcLineCaps.dwDestBlendCaps; WCaps.AlphaCmpCaps = &Desc7->dpcLineCaps.dwAlphaCmpCaps; WCaps.ShadeCaps = &Desc7->dpcLineCaps.dwShadeCaps; WCaps.TextureCaps = &Desc7->dpcLineCaps.dwTextureCaps; WCaps.TextureFilterCaps = &Desc7->dpcLineCaps.dwTextureFilterCaps; WCaps.CubeTextureFilterCaps = &dummy_dword; WCaps.VolumeTextureFilterCaps = &dummy_dword; WCaps.TextureAddressCaps = &Desc7->dpcLineCaps.dwTextureAddressCaps; WCaps.VolumeTextureAddressCaps = &dummy_dword; WCaps.LineCaps = &dummy_dword; WCaps.MaxTextureWidth = &Desc7->dwMaxTextureWidth; WCaps.MaxTextureHeight = &Desc7->dwMaxTextureHeight; WCaps.MaxVolumeExtent = &dummy_dword; WCaps.MaxTextureRepeat = &Desc7->dwMaxTextureRepeat; WCaps.MaxTextureAspectRatio = &Desc7->dwMaxTextureAspectRatio; WCaps.MaxAnisotropy = &Desc7->dwMaxAnisotropy; WCaps.MaxVertexW = &Desc7->dvMaxVertexW; WCaps.GuardBandLeft = &Desc7->dvGuardBandLeft; WCaps.GuardBandTop = &Desc7->dvGuardBandTop; WCaps.GuardBandRight = &Desc7->dvGuardBandRight; WCaps.GuardBandBottom = &Desc7->dvGuardBandBottom; WCaps.ExtentsAdjust = &Desc7->dvExtentsAdjust; WCaps.StencilCaps = &Desc7->dwStencilCaps; WCaps.FVFCaps = &Desc7->dwFVFCaps; WCaps.TextureOpCaps = &Desc7->dwTextureOpCaps; WCaps.MaxTextureBlendStages = &MaxTextureBlendStages; WCaps.MaxSimultaneousTextures = &MaxSimultaneousTextures; WCaps.VertexProcessingCaps = &Desc7->dwVertexProcessingCaps; WCaps.MaxActiveLights = &Desc7->dwMaxActiveLights; WCaps.MaxUserClipPlanes = &MaxUserClipPlanes; WCaps.MaxVertexBlendMatrices = &MaxVertexBlendMatrices; WCaps.MaxVertexBlendMatrixIndex = &dummy_dword; WCaps.MaxPointSize = &dummy_float; WCaps.MaxPrimitiveCount = &dummy_dword; WCaps.MaxVertexIndex = &dummy_dword; WCaps.MaxStreams = &dummy_dword; WCaps.MaxStreamStride = &dummy_dword; WCaps.VertexShaderVersion = &dummy_dword; WCaps.MaxVertexShaderConst = &dummy_dword; WCaps.PixelShaderVersion = &dummy_dword; WCaps.PixelShader1xMaxValue = &dummy_float; /* These are dx9 only, set them to NULL */ WCaps.DevCaps2 = NULL; WCaps.MaxNpatchTessellationLevel = NULL; WCaps.Reserved5 = NULL; WCaps.MasterAdapterOrdinal = NULL; WCaps.AdapterOrdinalInGroup = NULL; WCaps.NumberOfAdaptersInGroup = NULL; WCaps.DeclTypes = NULL; WCaps.NumSimultaneousRTs = NULL; WCaps.StretchRectFilterCaps = NULL; /* WCaps.VS20Caps = NULL; */ /* WCaps.PS20Caps = NULL; */ WCaps.VertexTextureFilterCaps = NULL; WCaps.MaxVShaderInstructionsExecuted = NULL; WCaps.MaxPShaderInstructionsExecuted = NULL; WCaps.MaxVertexShader30InstructionSlots = NULL; WCaps.MaxPixelShader30InstructionSlots = NULL; WCaps.Reserved2 = NULL; WCaps.Reserved3 = NULL; /* Now get the caps */ hr = IWineD3D_GetDeviceCaps(WineD3D, 0, WINED3DDEVTYPE_HAL, &WCaps); if(hr != D3D_OK) return hr; /* Fill the missing members, and do some fixup */ Desc7->dpcLineCaps.dwSize = sizeof(Desc7->dpcLineCaps); Desc7->dpcLineCaps.dwTextureBlendCaps = D3DPTBLENDCAPS_ADD | D3DPTBLENDCAPS_MODULATEMASK | D3DPTBLENDCAPS_COPY | D3DPTBLENDCAPS_DECAL | D3DPTBLENDCAPS_DECALALPHA | D3DPTBLENDCAPS_DECALMASK | D3DPTBLENDCAPS_MODULATE | D3DPTBLENDCAPS_MODULATEALPHA; Desc7->dpcLineCaps.dwStippleWidth = 32; Desc7->dpcLineCaps.dwStippleHeight = 32; /* Use the same for the TriCaps */ Desc7->dpcTriCaps = Desc7->dpcLineCaps; Desc7->dwDeviceRenderBitDepth = DDBD_16 | DDBD_24 | DDBD_32; Desc7->dwDeviceZBufferBitDepth = DDBD_16 | DDBD_24; Desc7->dwMinTextureWidth = 1; Desc7->dwMinTextureHeight = 1; /* Convert DWORDs safely to WORDs */ if(MaxTextureBlendStages > 65535) Desc7->wMaxTextureBlendStages = 65535; else Desc7->wMaxTextureBlendStages = (WORD) MaxTextureBlendStages; if(MaxSimultaneousTextures > 65535) Desc7->wMaxSimultaneousTextures = 65535; else Desc7->wMaxSimultaneousTextures = (WORD) MaxSimultaneousTextures; if(MaxUserClipPlanes > 65535) Desc7->wMaxUserClipPlanes = 65535; else Desc7->wMaxUserClipPlanes = (WORD) MaxUserClipPlanes; if(MaxVertexBlendMatrices > 65535) Desc7->wMaxVertexBlendMatrices = 65535; else Desc7->wMaxVertexBlendMatrices = (WORD) MaxVertexBlendMatrices; Desc7->deviceGUID = IID_IDirect3DTnLHalDevice; Desc7->dwReserved1 = 0; Desc7->dwReserved2 = 0; Desc7->dwReserved3 = 0; Desc7->dwReserved4 = 0; /* Fill the old structure */ memset(Desc123, 0x0, sizeof(D3DDEVICEDESC)); Desc123->dwSize = sizeof(D3DDEVICEDESC); Desc123->dwFlags = D3DDD_COLORMODEL | D3DDD_DEVCAPS | D3DDD_TRANSFORMCAPS | D3DDD_BCLIPPING | D3DDD_LIGHTINGCAPS | D3DDD_LINECAPS | D3DDD_TRICAPS | D3DDD_DEVICERENDERBITDEPTH | D3DDD_DEVICEZBUFFERBITDEPTH | D3DDD_MAXBUFFERSIZE | D3DDD_MAXVERTEXCOUNT; Desc123->dcmColorModel = D3DCOLOR_RGB; Desc123->dwDevCaps = Desc7->dwDevCaps; Desc123->dtcTransformCaps.dwSize = sizeof(D3DTRANSFORMCAPS); Desc123->dtcTransformCaps.dwCaps = D3DTRANSFORMCAPS_CLIP; Desc123->bClipping = TRUE; Desc123->dlcLightingCaps.dwSize = sizeof(D3DLIGHTINGCAPS); Desc123->dlcLightingCaps.dwCaps = D3DLIGHTCAPS_DIRECTIONAL | D3DLIGHTCAPS_PARALLELPOINT | D3DLIGHTCAPS_POINT | D3DLIGHTCAPS_SPOT; Desc123->dlcLightingCaps.dwLightingModel = D3DLIGHTINGMODEL_RGB; Desc123->dlcLightingCaps.dwNumLights = Desc7->dwMaxActiveLights; Desc123->dpcLineCaps.dwSize = sizeof(D3DPRIMCAPS); Desc123->dpcLineCaps.dwMiscCaps = Desc7->dpcLineCaps.dwMiscCaps; Desc123->dpcLineCaps.dwRasterCaps = Desc7->dpcLineCaps.dwRasterCaps; Desc123->dpcLineCaps.dwZCmpCaps = Desc7->dpcLineCaps.dwZCmpCaps; Desc123->dpcLineCaps.dwSrcBlendCaps = Desc7->dpcLineCaps.dwSrcBlendCaps; Desc123->dpcLineCaps.dwDestBlendCaps = Desc7->dpcLineCaps.dwDestBlendCaps; Desc123->dpcLineCaps.dwShadeCaps = Desc7->dpcLineCaps.dwShadeCaps; Desc123->dpcLineCaps.dwTextureCaps = Desc7->dpcLineCaps.dwTextureCaps; Desc123->dpcLineCaps.dwTextureFilterCaps = Desc7->dpcLineCaps.dwTextureFilterCaps; Desc123->dpcLineCaps.dwTextureBlendCaps = Desc7->dpcLineCaps.dwTextureBlendCaps; Desc123->dpcLineCaps.dwTextureAddressCaps = Desc7->dpcLineCaps.dwTextureAddressCaps; Desc123->dpcLineCaps.dwStippleWidth = Desc7->dpcLineCaps.dwStippleWidth; Desc123->dpcLineCaps.dwAlphaCmpCaps = Desc7->dpcLineCaps.dwAlphaCmpCaps; Desc123->dpcTriCaps.dwSize = sizeof(D3DPRIMCAPS); Desc123->dpcTriCaps.dwMiscCaps = Desc7->dpcTriCaps.dwMiscCaps; Desc123->dpcTriCaps.dwRasterCaps = Desc7->dpcTriCaps.dwRasterCaps; Desc123->dpcTriCaps.dwZCmpCaps = Desc7->dpcTriCaps.dwZCmpCaps; Desc123->dpcTriCaps.dwSrcBlendCaps = Desc7->dpcTriCaps.dwSrcBlendCaps; Desc123->dpcTriCaps.dwDestBlendCaps = Desc7->dpcTriCaps.dwDestBlendCaps; Desc123->dpcTriCaps.dwShadeCaps = Desc7->dpcTriCaps.dwShadeCaps; Desc123->dpcTriCaps.dwTextureCaps = Desc7->dpcTriCaps.dwTextureCaps; Desc123->dpcTriCaps.dwTextureFilterCaps = Desc7->dpcTriCaps.dwTextureFilterCaps; Desc123->dpcTriCaps.dwTextureBlendCaps = Desc7->dpcTriCaps.dwTextureBlendCaps; Desc123->dpcTriCaps.dwTextureAddressCaps = Desc7->dpcTriCaps.dwTextureAddressCaps; Desc123->dpcTriCaps.dwStippleWidth = Desc7->dpcTriCaps.dwStippleWidth; Desc123->dpcTriCaps.dwAlphaCmpCaps = Desc7->dpcTriCaps.dwAlphaCmpCaps; Desc123->dwDeviceRenderBitDepth = Desc7->dwDeviceRenderBitDepth; Desc123->dwDeviceZBufferBitDepth = Desc7->dwDeviceZBufferBitDepth; Desc123->dwMaxBufferSize = 0; Desc123->dwMaxVertexCount = 65536; Desc123->dwMinTextureWidth = Desc7->dwMinTextureWidth; Desc123->dwMinTextureHeight = Desc7->dwMinTextureHeight; Desc123->dwMaxTextureWidth = Desc7->dwMaxTextureWidth; Desc123->dwMaxTextureHeight = Desc7->dwMaxTextureHeight; Desc123->dwMinStippleWidth = 1; Desc123->dwMinStippleHeight = 1; Desc123->dwMaxStippleWidth = 32; Desc123->dwMaxStippleHeight = 32; Desc123->dwMaxTextureRepeat = Desc7->dwMaxTextureRepeat; Desc123->dwMaxTextureAspectRatio = Desc7->dwMaxTextureAspectRatio; Desc123->dwMaxAnisotropy = Desc7->dwMaxAnisotropy; Desc123->dvGuardBandLeft = Desc7->dvGuardBandLeft; Desc123->dvGuardBandRight = Desc7->dvGuardBandRight; Desc123->dvGuardBandTop = Desc7->dvGuardBandTop; Desc123->dvGuardBandBottom = Desc7->dvGuardBandBottom; Desc123->dvExtentsAdjust = Desc7->dvExtentsAdjust; Desc123->dwStencilCaps = Desc7->dwStencilCaps; Desc123->dwFVFCaps = Desc7->dwFVFCaps; Desc123->dwTextureOpCaps = Desc7->dwTextureOpCaps; Desc123->wMaxTextureBlendStages = Desc7->wMaxTextureBlendStages; Desc123->wMaxSimultaneousTextures = Desc7->wMaxSimultaneousTextures; return DD_OK; } /***************************************************************************** * IDirect3D vtables in various versions *****************************************************************************/ const IDirect3DVtbl IDirect3D1_Vtbl = { /*** IUnknown methods ***/ Thunk_IDirect3DImpl_1_QueryInterface, Thunk_IDirect3DImpl_1_AddRef, Thunk_IDirect3DImpl_1_Release, /*** IDirect3D methods ***/ IDirect3DImpl_1_Initialize, Thunk_IDirect3DImpl_1_EnumDevices, Thunk_IDirect3DImpl_1_CreateLight, Thunk_IDirect3DImpl_1_CreateMaterial, Thunk_IDirect3DImpl_1_CreateViewport, Thunk_IDirect3DImpl_1_FindDevice }; const IDirect3D2Vtbl IDirect3D2_Vtbl = { /*** IUnknown methods ***/ Thunk_IDirect3DImpl_2_QueryInterface, Thunk_IDirect3DImpl_2_AddRef, Thunk_IDirect3DImpl_2_Release, /*** IDirect3D2 methods ***/ Thunk_IDirect3DImpl_2_EnumDevices, Thunk_IDirect3DImpl_2_CreateLight, Thunk_IDirect3DImpl_2_CreateMaterial, Thunk_IDirect3DImpl_2_CreateViewport, Thunk_IDirect3DImpl_2_FindDevice, Thunk_IDirect3DImpl_2_CreateDevice }; const IDirect3D3Vtbl IDirect3D3_Vtbl = { /*** IUnknown methods ***/ Thunk_IDirect3DImpl_3_QueryInterface, Thunk_IDirect3DImpl_3_AddRef, Thunk_IDirect3DImpl_3_Release, /*** IDirect3D3 methods ***/ IDirect3DImpl_3_EnumDevices, IDirect3DImpl_3_CreateLight, IDirect3DImpl_3_CreateMaterial, IDirect3DImpl_3_CreateViewport, IDirect3DImpl_3_FindDevice, Thunk_IDirect3DImpl_3_CreateDevice, Thunk_IDirect3DImpl_3_CreateVertexBuffer, Thunk_IDirect3DImpl_3_EnumZBufferFormats, Thunk_IDirect3DImpl_3_EvictManagedTextures }; const IDirect3D7Vtbl IDirect3D7_Vtbl = { /*** IUnknown methods ***/ Thunk_IDirect3DImpl_7_QueryInterface, Thunk_IDirect3DImpl_7_AddRef, Thunk_IDirect3DImpl_7_Release, /*** IDirect3D7 methods ***/ IDirect3DImpl_7_EnumDevices, IDirect3DImpl_7_CreateDevice, IDirect3DImpl_7_CreateVertexBuffer, IDirect3DImpl_7_EnumZBufferFormats, IDirect3DImpl_7_EvictManagedTextures };