push bf834a7eef2241618d351018da1587a7ae2466d1
[wine/hacks.git] / dlls / d3d8 / device.c
blobae62f0719679e59675794198f900524c450ffb3c
1 /*
2 * IDirect3DDevice8 implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2004 Christian Costa
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
24 #include <math.h>
25 #include <stdarg.h>
27 #define NONAMELESSUNION
28 #define NONAMELESSSTRUCT
29 #include "windef.h"
30 #include "winbase.h"
31 #include "winuser.h"
32 #include "wingdi.h"
33 #include "wine/debug.h"
35 #include "d3d8_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
39 static HRESULT WINAPI D3D8CB_CreateSurface(IUnknown*,IUnknown*,UINT,UINT,WINED3DFORMAT,DWORD,WINED3DPOOL,UINT,WINED3DCUBEMAP_FACES,IWineD3DSurface**,HANDLE*);
42 /* Shader handle functions */
43 static shader_handle *alloc_shader_handle(IDirect3DDevice8Impl *This) {
44 if (This->free_shader_handles) {
45 /* Use a free handle */
46 shader_handle *handle = This->free_shader_handles;
47 This->free_shader_handles = *handle;
48 return handle;
50 if (!(This->allocated_shader_handles < This->shader_handle_table_size)) {
51 /* Grow the table */
52 DWORD new_size = This->shader_handle_table_size + (This->shader_handle_table_size >> 1);
53 shader_handle *new_handles = HeapReAlloc(GetProcessHeap(), 0, This->shader_handles, new_size * sizeof(shader_handle));
54 if (!new_handles) return NULL;
55 This->shader_handles = new_handles;
56 This->shader_handle_table_size = new_size;
59 return &This->shader_handles[This->allocated_shader_handles++];
62 static void free_shader_handle(IDirect3DDevice8Impl *This, shader_handle *handle) {
63 *handle = This->free_shader_handles;
64 This->free_shader_handles = handle;
67 /* IDirect3D IUnknown parts follow: */
68 static HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
70 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
72 if (IsEqualGUID(riid, &IID_IUnknown)
73 || IsEqualGUID(riid, &IID_IDirect3DDevice8)) {
74 IUnknown_AddRef(iface);
75 *ppobj = This;
76 return S_OK;
79 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
80 *ppobj = NULL;
81 return E_NOINTERFACE;
84 static ULONG WINAPI IDirect3DDevice8Impl_AddRef(LPDIRECT3DDEVICE8 iface) {
85 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
86 ULONG ref = InterlockedIncrement(&This->ref);
88 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
90 return ref;
93 static ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
94 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
95 ULONG ref;
97 if (This->inDestruction) return 0;
98 ref = InterlockedDecrement(&This->ref);
100 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
102 if (ref == 0) {
103 unsigned i;
105 TRACE("Releasing wined3d device %p\n", This->WineD3DDevice);
106 EnterCriticalSection(&d3d8_cs);
107 This->inDestruction = TRUE;
109 for(i = 0; i < This->numConvertedDecls; i++) {
110 IDirect3DVertexDeclaration8_Release(This->decls[i].decl);
112 HeapFree(GetProcessHeap(), 0, This->decls);
114 IWineD3DDevice_Uninit3D(This->WineD3DDevice, D3D8CB_DestroyDepthStencilSurface, D3D8CB_DestroySwapChain);
115 IWineD3DDevice_Release(This->WineD3DDevice);
116 HeapFree(GetProcessHeap(), 0, This->shader_handles);
117 HeapFree(GetProcessHeap(), 0, This);
118 LeaveCriticalSection(&d3d8_cs);
120 return ref;
123 /* IDirect3DDevice Interface follow: */
124 static HRESULT WINAPI IDirect3DDevice8Impl_TestCooperativeLevel(LPDIRECT3DDEVICE8 iface) {
125 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
126 HRESULT hr;
128 TRACE("(%p) : Relay\n", This);
129 EnterCriticalSection(&d3d8_cs);
130 hr = IWineD3DDevice_TestCooperativeLevel(This->WineD3DDevice);
131 LeaveCriticalSection(&d3d8_cs);
132 return hr;
135 static UINT WINAPI IDirect3DDevice8Impl_GetAvailableTextureMem(LPDIRECT3DDEVICE8 iface) {
136 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
137 HRESULT hr;
139 TRACE("(%p) Relay\n", This);
140 EnterCriticalSection(&d3d8_cs);
141 hr = IWineD3DDevice_GetAvailableTextureMem(This->WineD3DDevice);
142 LeaveCriticalSection(&d3d8_cs);
143 return hr;
146 static HRESULT WINAPI IDirect3DDevice8Impl_ResourceManagerDiscardBytes(LPDIRECT3DDEVICE8 iface, DWORD Bytes) {
147 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
148 HRESULT hr;
150 TRACE("(%p) : Relay bytes(%d)\n", This, Bytes);
151 EnterCriticalSection(&d3d8_cs);
152 hr = IWineD3DDevice_EvictManagedResources(This->WineD3DDevice);
153 LeaveCriticalSection(&d3d8_cs);
154 return hr;
157 static HRESULT WINAPI IDirect3DDevice8Impl_GetDirect3D(LPDIRECT3DDEVICE8 iface, IDirect3D8** ppD3D8) {
158 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
159 HRESULT hr = D3D_OK;
160 IWineD3D* pWineD3D;
162 TRACE("(%p) Relay\n", This);
164 if (NULL == ppD3D8) {
165 return D3DERR_INVALIDCALL;
168 EnterCriticalSection(&d3d8_cs);
169 hr = IWineD3DDevice_GetDirect3D(This->WineD3DDevice, &pWineD3D);
170 if (hr == D3D_OK && pWineD3D != NULL)
172 IWineD3D_GetParent(pWineD3D,(IUnknown **)ppD3D8);
173 IWineD3D_Release(pWineD3D);
174 } else {
175 FIXME("Call to IWineD3DDevice_GetDirect3D failed\n");
176 *ppD3D8 = NULL;
178 TRACE("(%p) returning %p\n",This , *ppD3D8);
179 LeaveCriticalSection(&d3d8_cs);
181 return hr;
184 static HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface, D3DCAPS8* pCaps) {
185 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
186 HRESULT hrc = D3D_OK;
187 WINED3DCAPS *pWineCaps;
189 TRACE("(%p) : Relay pCaps %p\n", This, pCaps);
190 if(NULL == pCaps){
191 return D3DERR_INVALIDCALL;
193 pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS));
194 if(pWineCaps == NULL){
195 return D3DERR_INVALIDCALL; /* well this is what MSDN says to return */
198 EnterCriticalSection(&d3d8_cs);
199 hrc = IWineD3DDevice_GetDeviceCaps(This->WineD3DDevice, pWineCaps);
200 LeaveCriticalSection(&d3d8_cs);
201 WINECAPSTOD3D8CAPS(pCaps, pWineCaps)
202 HeapFree(GetProcessHeap(), 0, pWineCaps);
204 /* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */
205 if(pCaps->PixelShaderVersion > D3DPS_VERSION(1,4)){
206 pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
208 if(pCaps->VertexShaderVersion > D3DVS_VERSION(1,1)){
209 pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
212 TRACE("Returning %p %p\n", This, pCaps);
213 return hrc;
216 static HRESULT WINAPI IDirect3DDevice8Impl_GetDisplayMode(LPDIRECT3DDEVICE8 iface, D3DDISPLAYMODE* pMode) {
217 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
218 HRESULT hr;
219 TRACE("(%p) Relay\n", This);
221 EnterCriticalSection(&d3d8_cs);
222 hr = IWineD3DDevice_GetDisplayMode(This->WineD3DDevice, 0, (WINED3DDISPLAYMODE *) pMode);
223 LeaveCriticalSection(&d3d8_cs);
224 return hr;
227 static HRESULT WINAPI IDirect3DDevice8Impl_GetCreationParameters(LPDIRECT3DDEVICE8 iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
228 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
229 HRESULT hr;
230 TRACE("(%p) Relay\n", This);
232 EnterCriticalSection(&d3d8_cs);
233 hr = IWineD3DDevice_GetCreationParameters(This->WineD3DDevice, (WINED3DDEVICE_CREATION_PARAMETERS *) pParameters);
234 LeaveCriticalSection(&d3d8_cs);
235 return hr;
238 static HRESULT WINAPI IDirect3DDevice8Impl_SetCursorProperties(LPDIRECT3DDEVICE8 iface, UINT XHotSpot, UINT YHotSpot, IDirect3DSurface8* pCursorBitmap) {
239 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
240 IDirect3DSurface8Impl *pSurface = (IDirect3DSurface8Impl*)pCursorBitmap;
241 HRESULT hr;
242 TRACE("(%p) Relay\n", This);
243 if(!pCursorBitmap) {
244 WARN("No cursor bitmap, returning WINED3DERR_INVALIDCALL\n");
245 return WINED3DERR_INVALIDCALL;
248 EnterCriticalSection(&d3d8_cs);
249 hr = IWineD3DDevice_SetCursorProperties(This->WineD3DDevice,XHotSpot,YHotSpot,pSurface->wineD3DSurface);
250 LeaveCriticalSection(&d3d8_cs);
251 return hr;
254 static void WINAPI IDirect3DDevice8Impl_SetCursorPosition(LPDIRECT3DDEVICE8 iface, UINT XScreenSpace, UINT YScreenSpace, DWORD Flags) {
255 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
256 TRACE("(%p) Relay\n", This);
258 EnterCriticalSection(&d3d8_cs);
259 IWineD3DDevice_SetCursorPosition(This->WineD3DDevice, XScreenSpace, YScreenSpace, Flags);
260 LeaveCriticalSection(&d3d8_cs);
263 static BOOL WINAPI IDirect3DDevice8Impl_ShowCursor(LPDIRECT3DDEVICE8 iface, BOOL bShow) {
264 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
265 BOOL ret;
266 TRACE("(%p) Relay\n", This);
268 EnterCriticalSection(&d3d8_cs);
269 ret = IWineD3DDevice_ShowCursor(This->WineD3DDevice, bShow);
270 LeaveCriticalSection(&d3d8_cs);
271 return ret;
274 static HRESULT WINAPI IDirect3DDevice8Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain8** pSwapChain) {
275 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
276 IDirect3DSwapChain8Impl* object;
277 HRESULT hrc = D3D_OK;
278 WINED3DPRESENT_PARAMETERS localParameters;
280 TRACE("(%p) Relay\n", This);
282 /* Fix the back buffer count */
283 if(pPresentationParameters->BackBufferCount == 0) {
284 pPresentationParameters->BackBufferCount = 1;
287 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
288 if (NULL == object) {
289 FIXME("Allocation of memory failed\n");
290 *pSwapChain = NULL;
291 return D3DERR_OUTOFVIDEOMEMORY;
293 object->ref = 1;
294 object->lpVtbl = &Direct3DSwapChain8_Vtbl;
296 /* Allocate an associated WineD3DDevice object */
297 localParameters.BackBufferWidth = pPresentationParameters->BackBufferWidth;
298 localParameters.BackBufferHeight = pPresentationParameters->BackBufferHeight;
299 localParameters.BackBufferFormat = pPresentationParameters->BackBufferFormat;
300 localParameters.BackBufferCount = pPresentationParameters->BackBufferCount;
301 localParameters.MultiSampleType = pPresentationParameters->MultiSampleType;
302 localParameters.MultiSampleQuality = 0; /* d3d9 only */
303 localParameters.SwapEffect = pPresentationParameters->SwapEffect;
304 localParameters.hDeviceWindow = pPresentationParameters->hDeviceWindow;
305 localParameters.Windowed = pPresentationParameters->Windowed;
306 localParameters.EnableAutoDepthStencil = pPresentationParameters->EnableAutoDepthStencil;
307 localParameters.AutoDepthStencilFormat = pPresentationParameters->AutoDepthStencilFormat;
308 localParameters.Flags = pPresentationParameters->Flags;
309 localParameters.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
310 localParameters.PresentationInterval = pPresentationParameters->FullScreen_PresentationInterval;
311 localParameters.AutoRestoreDisplayMode = TRUE;
313 EnterCriticalSection(&d3d8_cs);
314 hrc = IWineD3DDevice_CreateSwapChain(This->WineD3DDevice, &localParameters, &object->wineD3DSwapChain, (IUnknown*)object, D3D8CB_CreateRenderTarget, D3D8CB_CreateDepthStencilSurface, SURFACE_OPENGL);
315 LeaveCriticalSection(&d3d8_cs);
317 pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth;
318 pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight;
319 pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat;
320 pPresentationParameters->BackBufferCount = localParameters.BackBufferCount;
321 pPresentationParameters->MultiSampleType = localParameters.MultiSampleType;
322 pPresentationParameters->SwapEffect = localParameters.SwapEffect;
323 pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow;
324 pPresentationParameters->Windowed = localParameters.Windowed;
325 pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil;
326 pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat;
327 pPresentationParameters->Flags = localParameters.Flags;
328 pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz;
329 pPresentationParameters->FullScreen_PresentationInterval = localParameters.PresentationInterval;
331 if (hrc != D3D_OK) {
332 FIXME("(%p) call to IWineD3DDevice_CreateSwapChain failed\n", This);
333 HeapFree(GetProcessHeap(), 0 , object);
334 *pSwapChain = NULL;
335 }else{
336 IUnknown_AddRef(iface);
337 object->parentDevice = iface;
338 *pSwapChain = (IDirect3DSwapChain8 *)object;
340 TRACE("(%p) returning %p\n", This, *pSwapChain);
341 return hrc;
344 static HRESULT WINAPI IDirect3DDevice8Impl_Reset(LPDIRECT3DDEVICE8 iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
345 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
346 WINED3DPRESENT_PARAMETERS localParameters;
347 HRESULT hr;
349 TRACE("(%p) Relay pPresentationParameters(%p)\n", This, pPresentationParameters);
351 localParameters.BackBufferWidth = pPresentationParameters->BackBufferWidth;
352 localParameters.BackBufferHeight = pPresentationParameters->BackBufferHeight;
353 localParameters.BackBufferFormat = pPresentationParameters->BackBufferFormat;
354 localParameters.BackBufferCount = pPresentationParameters->BackBufferCount;
355 localParameters.MultiSampleType = pPresentationParameters->MultiSampleType;
356 localParameters.MultiSampleQuality = 0; /* d3d9 only */
357 localParameters.SwapEffect = pPresentationParameters->SwapEffect;
358 localParameters.hDeviceWindow = pPresentationParameters->hDeviceWindow;
359 localParameters.Windowed = pPresentationParameters->Windowed;
360 localParameters.EnableAutoDepthStencil = pPresentationParameters->EnableAutoDepthStencil;
361 localParameters.AutoDepthStencilFormat = pPresentationParameters->AutoDepthStencilFormat;
362 localParameters.Flags = pPresentationParameters->Flags;
363 localParameters.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
364 localParameters.PresentationInterval = pPresentationParameters->FullScreen_PresentationInterval;
365 localParameters.AutoRestoreDisplayMode = TRUE;
367 EnterCriticalSection(&d3d8_cs);
368 hr = IWineD3DDevice_Reset(This->WineD3DDevice, &localParameters);
369 LeaveCriticalSection(&d3d8_cs);
371 pPresentationParameters->BackBufferWidth = localParameters.BackBufferWidth;
372 pPresentationParameters->BackBufferHeight = localParameters.BackBufferHeight;
373 pPresentationParameters->BackBufferFormat = localParameters.BackBufferFormat;
374 pPresentationParameters->BackBufferCount = localParameters.BackBufferCount;
375 pPresentationParameters->MultiSampleType = localParameters.MultiSampleType;
376 pPresentationParameters->SwapEffect = localParameters.SwapEffect;
377 pPresentationParameters->hDeviceWindow = localParameters.hDeviceWindow;
378 pPresentationParameters->Windowed = localParameters.Windowed;
379 pPresentationParameters->EnableAutoDepthStencil = localParameters.EnableAutoDepthStencil;
380 pPresentationParameters->AutoDepthStencilFormat = localParameters.AutoDepthStencilFormat;
381 pPresentationParameters->Flags = localParameters.Flags;
382 pPresentationParameters->FullScreen_RefreshRateInHz = localParameters.FullScreen_RefreshRateInHz;
383 pPresentationParameters->FullScreen_PresentationInterval = localParameters.PresentationInterval;
385 return hr;
388 static HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) {
389 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
390 HRESULT hr;
391 TRACE("(%p) Relay\n", This);
393 EnterCriticalSection(&d3d8_cs);
394 hr = IWineD3DDevice_Present(This->WineD3DDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
395 LeaveCriticalSection(&d3d8_cs);
396 return hr;
399 static HRESULT WINAPI IDirect3DDevice8Impl_GetBackBuffer(LPDIRECT3DDEVICE8 iface, UINT BackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8** ppBackBuffer) {
400 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
401 IWineD3DSurface *retSurface = NULL;
402 HRESULT rc = D3D_OK;
404 TRACE("(%p) Relay\n", This);
406 EnterCriticalSection(&d3d8_cs);
407 rc = IWineD3DDevice_GetBackBuffer(This->WineD3DDevice, 0, BackBuffer, (WINED3DBACKBUFFER_TYPE) Type, &retSurface);
408 if (rc == D3D_OK && NULL != retSurface && NULL != ppBackBuffer) {
409 IWineD3DSurface_GetParent(retSurface, (IUnknown **)ppBackBuffer);
410 IWineD3DSurface_Release(retSurface);
412 LeaveCriticalSection(&d3d8_cs);
413 return rc;
416 static HRESULT WINAPI IDirect3DDevice8Impl_GetRasterStatus(LPDIRECT3DDEVICE8 iface, D3DRASTER_STATUS* pRasterStatus) {
417 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
418 HRESULT hr;
419 TRACE("(%p) Relay\n", This);
421 EnterCriticalSection(&d3d8_cs);
422 hr = IWineD3DDevice_GetRasterStatus(This->WineD3DDevice, 0, (WINED3DRASTER_STATUS *) pRasterStatus);
423 LeaveCriticalSection(&d3d8_cs);
424 return hr;
427 static void WINAPI IDirect3DDevice8Impl_SetGammaRamp(LPDIRECT3DDEVICE8 iface, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
428 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
429 TRACE("(%p) Relay\n", This);
431 /* Note: D3DGAMMARAMP is compatible with WINED3DGAMMARAMP */
432 EnterCriticalSection(&d3d8_cs);
433 IWineD3DDevice_SetGammaRamp(This->WineD3DDevice, 0, Flags, (CONST WINED3DGAMMARAMP *) pRamp);
434 LeaveCriticalSection(&d3d8_cs);
437 static void WINAPI IDirect3DDevice8Impl_GetGammaRamp(LPDIRECT3DDEVICE8 iface, D3DGAMMARAMP* pRamp) {
438 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
439 TRACE("(%p) Relay\n", This);
441 /* Note: D3DGAMMARAMP is compatible with WINED3DGAMMARAMP */
442 EnterCriticalSection(&d3d8_cs);
443 IWineD3DDevice_GetGammaRamp(This->WineD3DDevice, 0, (WINED3DGAMMARAMP *) pRamp);
444 LeaveCriticalSection(&d3d8_cs);
447 static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, UINT Levels, DWORD Usage,
448 D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture8 **ppTexture) {
449 IDirect3DTexture8Impl *object;
450 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
451 HRESULT hrc = D3D_OK;
453 TRACE("(%p) : W(%d) H(%d), Lvl(%d) d(%d), Fmt(%u), Pool(%d)\n", This, Width, Height, Levels, Usage, Format, Pool);
455 /* Allocate the storage for the device */
456 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture8Impl));
458 if (NULL == object) {
459 FIXME("Allocation of memory failed\n");
460 /* *ppTexture = NULL; */
461 return D3DERR_OUTOFVIDEOMEMORY;
464 object->lpVtbl = &Direct3DTexture8_Vtbl;
465 object->ref = 1;
466 EnterCriticalSection(&d3d8_cs);
467 hrc = IWineD3DDevice_CreateTexture(This->WineD3DDevice, Width, Height, Levels, Usage & WINED3DUSAGE_MASK,
468 (WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DTexture, NULL, (IUnknown *)object, D3D8CB_CreateSurface);
469 LeaveCriticalSection(&d3d8_cs);
471 if (FAILED(hrc)) {
472 /* free up object */
473 FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
474 HeapFree(GetProcessHeap(), 0, object);
475 /* *ppTexture = NULL; */
476 } else {
477 IUnknown_AddRef(iface);
478 object->parentDevice = iface;
479 *ppTexture = (LPDIRECT3DTEXTURE8) object;
480 TRACE("(%p) Created Texture %p, %p\n",This,object,object->wineD3DTexture);
483 return hrc;
486 static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface,
487 UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage,
488 D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) {
490 IDirect3DVolumeTexture8Impl *object;
491 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
492 HRESULT hrc = D3D_OK;
494 TRACE("(%p) Relay\n", This);
496 /* Allocate the storage for the device */
497 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
498 if (NULL == object) {
499 FIXME("(%p) allocation of memory failed\n", This);
500 *ppVolumeTexture = NULL;
501 return D3DERR_OUTOFVIDEOMEMORY;
504 object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
505 object->ref = 1;
506 EnterCriticalSection(&d3d8_cs);
507 hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels, Usage & WINED3DUSAGE_MASK,
508 (WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DVolumeTexture, NULL,
509 (IUnknown *)object, D3D8CB_CreateVolume);
510 LeaveCriticalSection(&d3d8_cs);
512 if (hrc != D3D_OK) {
514 /* free up object */
515 FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
516 HeapFree(GetProcessHeap(), 0, object);
517 *ppVolumeTexture = NULL;
518 } else {
519 IUnknown_AddRef(iface);
520 object->parentDevice = iface;
521 *ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object;
523 TRACE("(%p) returning %p\n", This , *ppVolumeTexture);
524 return hrc;
527 static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage,
528 D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) {
530 IDirect3DCubeTexture8Impl *object;
531 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
532 HRESULT hr = D3D_OK;
534 TRACE("(%p) : ELen(%d) Lvl(%d) Usage(%d) fmt(%u), Pool(%d)\n" , This, EdgeLength, Levels, Usage, Format, Pool);
536 /* Allocate the storage for the device */
537 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
539 if (NULL == object) {
540 FIXME("(%p) allocation of CubeTexture failed\n", This);
541 *ppCubeTexture = NULL;
542 return D3DERR_OUTOFVIDEOMEMORY;
545 object->lpVtbl = &Direct3DCubeTexture8_Vtbl;
546 object->ref = 1;
547 EnterCriticalSection(&d3d8_cs);
548 hr = IWineD3DDevice_CreateCubeTexture(This->WineD3DDevice, EdgeLength, Levels, Usage & WINED3DUSAGE_MASK,
549 (WINED3DFORMAT)Format, (WINED3DPOOL) Pool, &object->wineD3DCubeTexture, NULL, (IUnknown*)object,
550 D3D8CB_CreateSurface);
551 LeaveCriticalSection(&d3d8_cs);
553 if (hr != D3D_OK){
555 /* free up object */
556 FIXME("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This);
557 HeapFree(GetProcessHeap(), 0, object);
558 *ppCubeTexture = NULL;
559 } else {
560 IUnknown_AddRef(iface);
561 object->parentDevice = iface;
562 *ppCubeTexture = (LPDIRECT3DCUBETEXTURE8) object;
565 TRACE("(%p) returning %p\n",This, *ppCubeTexture);
566 return hr;
569 static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8 iface, UINT Size, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer8** ppVertexBuffer) {
570 IDirect3DVertexBuffer8Impl *object;
571 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
572 HRESULT hrc = D3D_OK;
574 TRACE("(%p) Relay\n", This);
575 /* Allocate the storage for the device */
576 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexBuffer8Impl));
577 if (NULL == object) {
578 FIXME("Allocation of memory failed\n");
579 *ppVertexBuffer = NULL;
580 return D3DERR_OUTOFVIDEOMEMORY;
583 object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
584 object->ref = 1;
585 EnterCriticalSection(&d3d8_cs);
586 hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object);
587 LeaveCriticalSection(&d3d8_cs);
589 if (D3D_OK != hrc) {
591 /* free up object */
592 FIXME("(%p) call to IWineD3DDevice_CreateVertexBuffer failed\n", This);
593 HeapFree(GetProcessHeap(), 0, object);
594 *ppVertexBuffer = NULL;
595 } else {
596 IUnknown_AddRef(iface);
597 object->parentDevice = iface;
598 *ppVertexBuffer = (LPDIRECT3DVERTEXBUFFER8) object;
600 return hrc;
603 static HRESULT WINAPI IDirect3DDevice8Impl_CreateIndexBuffer(LPDIRECT3DDEVICE8 iface, UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer8** ppIndexBuffer) {
604 IDirect3DIndexBuffer8Impl *object;
605 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
606 HRESULT hrc = D3D_OK;
608 TRACE("(%p) Relay\n", This);
609 /* Allocate the storage for the device */
610 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
611 if (NULL == object) {
612 FIXME("Allocation of memory failed\n");
613 *ppIndexBuffer = NULL;
614 return D3DERR_OUTOFVIDEOMEMORY;
617 object->lpVtbl = &Direct3DIndexBuffer8_Vtbl;
618 object->ref = 1;
619 TRACE("Calling wined3d create index buffer\n");
620 EnterCriticalSection(&d3d8_cs);
621 hrc = IWineD3DDevice_CreateIndexBuffer(This->WineD3DDevice, Length, Usage & WINED3DUSAGE_MASK, Format, (WINED3DPOOL) Pool, &object->wineD3DIndexBuffer, NULL, (IUnknown *)object);
622 LeaveCriticalSection(&d3d8_cs);
624 if (D3D_OK != hrc) {
626 /* free up object */
627 FIXME("(%p) call to IWineD3DDevice_CreateIndexBuffer failed\n", This);
628 HeapFree(GetProcessHeap(), 0, object);
629 *ppIndexBuffer = NULL;
630 } else {
631 IUnknown_AddRef(iface);
632 object->parentDevice = iface;
633 *ppIndexBuffer = (LPDIRECT3DINDEXBUFFER8)object;
635 return hrc;
638 static HRESULT IDirect3DDevice8Impl_CreateSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IDirect3DSurface8 **ppSurface,D3DRESOURCETYPE Type, UINT Usage,D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality) {
639 HRESULT hrc;
640 IDirect3DSurface8Impl *object;
641 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
642 TRACE("(%p) Relay\n", This);
644 if(MultisampleQuality > 0){
645 FIXME("MultisampleQuality set to %d, substituting 0\n" , MultisampleQuality);
647 MultisampleQuality
648 [in] Quality level. The valid range is between zero and one less than the level returned by pQualityLevels used by IDirect3D8::CheckDeviceMultiSampleType. Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality values of paired render targets, depth stencil surfaces, and the MultiSample type must all match.
650 MultisampleQuality=0;
652 /*FIXME: Check MAX bounds of MultisampleQuality*/
654 /* Allocate the storage for the device */
655 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DSurface8Impl));
656 if (NULL == object) {
657 FIXME("Allocation of memory failed\n");
658 *ppSurface = NULL;
659 return D3DERR_OUTOFVIDEOMEMORY;
662 object->lpVtbl = &Direct3DSurface8_Vtbl;
663 object->ref = 1;
665 TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p\n", This, Width, Height, Format, *ppSurface);
667 /* Not called from the VTable, no locking needed */
668 hrc = IWineD3DDevice_CreateSurface(This->WineD3DDevice, Width, Height, Format, Lockable, Discard, Level, &object->wineD3DSurface, Type, Usage & WINED3DUSAGE_MASK, (WINED3DPOOL) Pool,MultiSample,MultisampleQuality, NULL, SURFACE_OPENGL, (IUnknown *)object);
669 if (hrc != D3D_OK || NULL == object->wineD3DSurface) {
670 /* free up object */
671 FIXME("(%p) call to IWineD3DDevice_CreateSurface failed\n", This);
672 HeapFree(GetProcessHeap(), 0, object);
673 *ppSurface = NULL;
674 } else {
675 IUnknown_AddRef(iface);
676 object->parentDevice = iface;
677 *ppSurface = (LPDIRECT3DSURFACE8) object;
679 return hrc;
682 static HRESULT WINAPI IDirect3DDevice8Impl_CreateRenderTarget(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, BOOL Lockable, IDirect3DSurface8** ppSurface) {
683 HRESULT hr;
684 TRACE("Relay\n");
686 EnterCriticalSection(&d3d8_cs);
687 hr = IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, Lockable, FALSE /* Discard */, 0 /* Level */ , ppSurface, D3DRTYPE_SURFACE, D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, MultiSample, 0);
688 LeaveCriticalSection(&d3d8_cs);
689 return hr;
692 static HRESULT WINAPI IDirect3DDevice8Impl_CreateDepthStencilSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, IDirect3DSurface8** ppSurface) {
693 HRESULT hr;
694 TRACE("Relay\n");
696 /* TODO: Verify that Discard is false */
697 EnterCriticalSection(&d3d8_cs);
698 hr = IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, TRUE /* Lockable */, FALSE, 0 /* Level */
699 ,ppSurface, D3DRTYPE_SURFACE, D3DUSAGE_DEPTHSTENCIL,
700 D3DPOOL_DEFAULT, MultiSample, 0);
701 LeaveCriticalSection(&d3d8_cs);
702 return hr;
705 /* IDirect3DDevice8Impl::CreateImageSurface returns surface with pool type SYSTEMMEM */
706 static HRESULT WINAPI IDirect3DDevice8Impl_CreateImageSurface(LPDIRECT3DDEVICE8 iface, UINT Width, UINT Height, D3DFORMAT Format, IDirect3DSurface8** ppSurface) {
707 HRESULT hr;
708 TRACE("Relay\n");
710 EnterCriticalSection(&d3d8_cs);
711 hr = IDirect3DDevice8Impl_CreateSurface(iface, Width, Height, Format, TRUE /* Loackable */ , FALSE /*Discard*/ , 0 /* Level */ , ppSurface,
712 D3DRTYPE_SURFACE, 0 /* Usage (undefined/none) */ , D3DPOOL_SYSTEMMEM, D3DMULTISAMPLE_NONE, 0 /* MultisampleQuality */);
713 LeaveCriticalSection(&d3d8_cs);
714 return hr;
717 static HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8 *pSourceSurface, CONST RECT *pSourceRects, UINT cRects, IDirect3DSurface8 *pDestinationSurface, CONST POINT *pDestPoints) {
718 IDirect3DSurface8Impl *Source = (IDirect3DSurface8Impl *) pSourceSurface;
719 IDirect3DSurface8Impl *Dest = (IDirect3DSurface8Impl *) pDestinationSurface;
721 HRESULT hr = WINED3D_OK;
722 WINED3DFORMAT srcFormat, destFormat;
723 UINT srcWidth, destWidth;
724 UINT srcHeight, destHeight;
725 UINT srcSize;
726 WINED3DSURFACE_DESC winedesc;
728 TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", iface,
729 pSourceSurface, pSourceRects, cRects, pDestinationSurface, pDestPoints);
732 /* Check that the source texture is in WINED3DPOOL_SYSTEMMEM and the destination texture is in WINED3DPOOL_DEFAULT */
733 memset(&winedesc, 0, sizeof(winedesc));
735 winedesc.Format = &srcFormat;
736 winedesc.Width = &srcWidth;
737 winedesc.Height = &srcHeight;
738 winedesc.Size = &srcSize;
739 IWineD3DSurface_GetDesc(Source->wineD3DSurface, &winedesc);
741 winedesc.Format = &destFormat;
742 winedesc.Width = &destWidth;
743 winedesc.Height = &destHeight;
744 winedesc.Size = NULL;
745 EnterCriticalSection(&d3d8_cs);
746 IWineD3DSurface_GetDesc(Dest->wineD3DSurface, &winedesc);
748 /* Check that the source and destination formats match */
749 if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) {
750 WARN("(%p) source %p format must match the dest %p format, returning WINED3DERR_INVALIDCALL\n", iface, pSourceSurface, pDestinationSurface);
751 LeaveCriticalSection(&d3d8_cs);
752 return WINED3DERR_INVALIDCALL;
753 } else if (WINED3DFMT_UNKNOWN == destFormat) {
754 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", iface);
755 IWineD3DSurface_SetFormat(Dest->wineD3DSurface, srcFormat);
756 destFormat = srcFormat;
759 /* Quick if complete copy ... */
760 if (cRects == 0 && pSourceRects == NULL && pDestPoints == NULL) {
761 IWineD3DSurface_BltFast(Dest->wineD3DSurface, 0, 0, Source->wineD3DSurface, NULL, WINEDDBLTFAST_NOCOLORKEY);
762 } else {
763 unsigned int i;
764 /* Copy rect by rect */
765 if (NULL != pSourceRects && NULL != pDestPoints) {
766 for (i = 0; i < cRects; ++i) {
767 IWineD3DSurface_BltFast(Dest->wineD3DSurface, pDestPoints[i].x, pDestPoints[i].y, Source->wineD3DSurface, (RECT *) &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY);
769 } else {
770 for (i = 0; i < cRects; ++i) {
771 IWineD3DSurface_BltFast(Dest->wineD3DSurface, 0, 0, Source->wineD3DSurface, (RECT *) &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY);
775 LeaveCriticalSection(&d3d8_cs);
777 return hr;
780 static HRESULT WINAPI IDirect3DDevice8Impl_UpdateTexture(LPDIRECT3DDEVICE8 iface, IDirect3DBaseTexture8* pSourceTexture, IDirect3DBaseTexture8* pDestinationTexture) {
781 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
782 HRESULT hr;
783 TRACE("(%p) Relay\n" , This);
785 EnterCriticalSection(&d3d8_cs);
786 hr = IWineD3DDevice_UpdateTexture(This->WineD3DDevice, ((IDirect3DBaseTexture8Impl *)pSourceTexture)->wineD3DBaseTexture, ((IDirect3DBaseTexture8Impl *)pDestinationTexture)->wineD3DBaseTexture);
787 LeaveCriticalSection(&d3d8_cs);
788 return hr;
791 static HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pDestSurface) {
792 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
793 IDirect3DSurface8Impl *destSurface = (IDirect3DSurface8Impl *)pDestSurface;
794 HRESULT hr;
796 TRACE("(%p) Relay\n" , This);
798 if (pDestSurface == NULL) {
799 WARN("(%p) : Caller passed NULL as pDestSurface returning D3DERR_INVALIDCALL\n", This);
800 return D3DERR_INVALIDCALL;
803 EnterCriticalSection(&d3d8_cs);
804 hr = IWineD3DDevice_GetFrontBufferData(This->WineD3DDevice, 0, destSurface->wineD3DSurface);
805 LeaveCriticalSection(&d3d8_cs);
806 return hr;
809 static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8* pRenderTarget, IDirect3DSurface8* pNewZStencil) {
810 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
811 IDirect3DSurface8Impl *pSurface = (IDirect3DSurface8Impl *)pRenderTarget;
812 IDirect3DSurface8Impl *pZSurface = (IDirect3DSurface8Impl *)pNewZStencil;
813 IWineD3DSurface *original_ds = NULL;
814 HRESULT hr;
815 TRACE("(%p) Relay\n" , This);
817 EnterCriticalSection(&d3d8_cs);
819 hr = IWineD3DDevice_GetDepthStencilSurface(This->WineD3DDevice, &original_ds);
820 if (hr == WINED3D_OK || hr == WINED3DERR_NOTFOUND)
822 hr = IWineD3DDevice_SetDepthStencilSurface(This->WineD3DDevice, pZSurface ? pZSurface->wineD3DSurface : NULL);
823 if (SUCCEEDED(hr) && pSurface)
824 hr = IWineD3DDevice_SetRenderTarget(This->WineD3DDevice, 0, pSurface->wineD3DSurface);
825 if (FAILED(hr)) IWineD3DDevice_SetDepthStencilSurface(This->WineD3DDevice, original_ds);
827 if (original_ds) IWineD3DSurface_Release(original_ds);
829 LeaveCriticalSection(&d3d8_cs);
830 return hr;
833 static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderTarget(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppRenderTarget) {
834 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
835 HRESULT hr = D3D_OK;
836 IWineD3DSurface *pRenderTarget;
838 TRACE("(%p) Relay\n" , This);
840 if (ppRenderTarget == NULL) {
841 return D3DERR_INVALIDCALL;
843 EnterCriticalSection(&d3d8_cs);
844 hr = IWineD3DDevice_GetRenderTarget(This->WineD3DDevice, 0, &pRenderTarget);
846 if (hr == D3D_OK && pRenderTarget != NULL) {
847 IWineD3DSurface_GetParent(pRenderTarget,(IUnknown**)ppRenderTarget);
848 IWineD3DSurface_Release(pRenderTarget);
849 } else {
850 FIXME("Call to IWineD3DDevice_GetRenderTarget failed\n");
851 *ppRenderTarget = NULL;
853 LeaveCriticalSection(&d3d8_cs);
855 return hr;
858 static HRESULT WINAPI IDirect3DDevice8Impl_GetDepthStencilSurface(LPDIRECT3DDEVICE8 iface, IDirect3DSurface8** ppZStencilSurface) {
859 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
860 HRESULT hr = D3D_OK;
861 IWineD3DSurface *pZStencilSurface;
863 TRACE("(%p) Relay\n" , This);
864 if(ppZStencilSurface == NULL){
865 return D3DERR_INVALIDCALL;
868 EnterCriticalSection(&d3d8_cs);
869 hr=IWineD3DDevice_GetDepthStencilSurface(This->WineD3DDevice,&pZStencilSurface);
870 if (hr == WINED3D_OK) {
871 IWineD3DSurface_GetParent(pZStencilSurface,(IUnknown**)ppZStencilSurface);
872 IWineD3DSurface_Release(pZStencilSurface);
873 }else{
874 if (hr != WINED3DERR_NOTFOUND)
875 FIXME("Call to IWineD3DDevice_GetDepthStencilSurface failed with 0x%08x\n", hr);
876 *ppZStencilSurface = NULL;
878 LeaveCriticalSection(&d3d8_cs);
880 return hr;
883 static HRESULT WINAPI IDirect3DDevice8Impl_BeginScene(LPDIRECT3DDEVICE8 iface) {
884 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
885 HRESULT hr;
886 TRACE("(%p) Relay\n" , This);
888 EnterCriticalSection(&d3d8_cs);
889 hr = IWineD3DDevice_BeginScene(This->WineD3DDevice);
890 LeaveCriticalSection(&d3d8_cs);
891 return hr;
894 static HRESULT WINAPI IDirect3DDevice8Impl_EndScene(LPDIRECT3DDEVICE8 iface) {
895 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
896 HRESULT hr;
897 TRACE("(%p) Relay\n" , This);
899 EnterCriticalSection(&d3d8_cs);
900 hr = IWineD3DDevice_EndScene(This->WineD3DDevice);
901 LeaveCriticalSection(&d3d8_cs);
902 return hr;
905 static HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count, CONST D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
906 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
907 HRESULT hr;
908 TRACE("(%p) Relay\n" , This);
910 /* Note: D3DRECT is compatible with WINED3DRECT */
911 EnterCriticalSection(&d3d8_cs);
912 hr = IWineD3DDevice_Clear(This->WineD3DDevice, Count, (CONST WINED3DRECT*) pRects, Flags, Color, Z, Stencil);
913 LeaveCriticalSection(&d3d8_cs);
914 return hr;
917 static HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* lpMatrix) {
918 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
919 HRESULT hr;
920 TRACE("(%p) Relay\n" , This);
922 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
923 EnterCriticalSection(&d3d8_cs);
924 hr = IWineD3DDevice_SetTransform(This->WineD3DDevice, State, (CONST WINED3DMATRIX*) lpMatrix);
925 LeaveCriticalSection(&d3d8_cs);
926 return hr;
929 static HRESULT WINAPI IDirect3DDevice8Impl_GetTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) {
930 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
931 HRESULT hr;
932 TRACE("(%p) Relay\n" , This);
934 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
935 EnterCriticalSection(&d3d8_cs);
936 hr = IWineD3DDevice_GetTransform(This->WineD3DDevice, State, (WINED3DMATRIX*) pMatrix);
937 LeaveCriticalSection(&d3d8_cs);
938 return hr;
941 static HRESULT WINAPI IDirect3DDevice8Impl_MultiplyTransform(LPDIRECT3DDEVICE8 iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
942 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
943 HRESULT hr;
944 TRACE("(%p) Relay\n" , This);
946 /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
947 EnterCriticalSection(&d3d8_cs);
948 hr = IWineD3DDevice_MultiplyTransform(This->WineD3DDevice, State, (CONST WINED3DMATRIX*) pMatrix);
949 LeaveCriticalSection(&d3d8_cs);
950 return hr;
953 static HRESULT WINAPI IDirect3DDevice8Impl_SetViewport(LPDIRECT3DDEVICE8 iface, CONST D3DVIEWPORT8* pViewport) {
954 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
955 HRESULT hr;
956 TRACE("(%p) Relay\n" , This);
958 /* Note: D3DVIEWPORT8 is compatible with WINED3DVIEWPORT */
959 EnterCriticalSection(&d3d8_cs);
960 hr = IWineD3DDevice_SetViewport(This->WineD3DDevice, (const WINED3DVIEWPORT *)pViewport);
961 LeaveCriticalSection(&d3d8_cs);
962 return hr;
965 static HRESULT WINAPI IDirect3DDevice8Impl_GetViewport(LPDIRECT3DDEVICE8 iface, D3DVIEWPORT8* pViewport) {
966 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
967 HRESULT hr;
968 TRACE("(%p) Relay\n" , This);
970 /* Note: D3DVIEWPORT8 is compatible with WINED3DVIEWPORT */
971 EnterCriticalSection(&d3d8_cs);
972 hr = IWineD3DDevice_GetViewport(This->WineD3DDevice, (WINED3DVIEWPORT *)pViewport);
973 LeaveCriticalSection(&d3d8_cs);
974 return hr;
977 static HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(LPDIRECT3DDEVICE8 iface, CONST D3DMATERIAL8* pMaterial) {
978 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
979 HRESULT hr;
980 TRACE("(%p) Relay\n" , This);
982 /* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */
983 EnterCriticalSection(&d3d8_cs);
984 hr = IWineD3DDevice_SetMaterial(This->WineD3DDevice, (const WINED3DMATERIAL *)pMaterial);
985 LeaveCriticalSection(&d3d8_cs);
986 return hr;
989 static HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(LPDIRECT3DDEVICE8 iface, D3DMATERIAL8* pMaterial) {
990 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
991 HRESULT hr;
992 TRACE("(%p) Relay\n" , This);
994 /* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */
995 EnterCriticalSection(&d3d8_cs);
996 hr = IWineD3DDevice_GetMaterial(This->WineD3DDevice, (WINED3DMATERIAL *)pMaterial);
997 LeaveCriticalSection(&d3d8_cs);
998 return hr;
1001 static HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWORD Index, CONST D3DLIGHT8* pLight) {
1002 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1003 HRESULT hr;
1004 TRACE("(%p) Relay\n" , This);
1006 /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
1007 EnterCriticalSection(&d3d8_cs);
1008 hr = IWineD3DDevice_SetLight(This->WineD3DDevice, Index, (const WINED3DLIGHT *)pLight);
1009 LeaveCriticalSection(&d3d8_cs);
1010 return hr;
1013 static HRESULT WINAPI IDirect3DDevice8Impl_GetLight(LPDIRECT3DDEVICE8 iface, DWORD Index,D3DLIGHT8* pLight) {
1014 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1015 HRESULT hr;
1016 TRACE("(%p) Relay\n" , This);
1018 /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
1019 EnterCriticalSection(&d3d8_cs);
1020 hr = IWineD3DDevice_GetLight(This->WineD3DDevice, Index, (WINED3DLIGHT *)pLight);
1021 LeaveCriticalSection(&d3d8_cs);
1022 return hr;
1025 static HRESULT WINAPI IDirect3DDevice8Impl_LightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL Enable) {
1026 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1027 HRESULT hr;
1028 TRACE("(%p) Relay\n" , This);
1030 EnterCriticalSection(&d3d8_cs);
1031 hr = IWineD3DDevice_SetLightEnable(This->WineD3DDevice, Index, Enable);
1032 LeaveCriticalSection(&d3d8_cs);
1033 return hr;
1036 static HRESULT WINAPI IDirect3DDevice8Impl_GetLightEnable(LPDIRECT3DDEVICE8 iface, DWORD Index,BOOL* pEnable) {
1037 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1038 HRESULT hr;
1039 TRACE("(%p) Relay\n" , This);
1041 EnterCriticalSection(&d3d8_cs);
1042 hr = IWineD3DDevice_GetLightEnable(This->WineD3DDevice, Index, pEnable);
1043 LeaveCriticalSection(&d3d8_cs);
1044 return hr;
1047 static HRESULT WINAPI IDirect3DDevice8Impl_SetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,CONST float* pPlane) {
1048 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1049 HRESULT hr;
1050 TRACE("(%p) Relay\n" , This);
1052 EnterCriticalSection(&d3d8_cs);
1053 hr = IWineD3DDevice_SetClipPlane(This->WineD3DDevice, Index, pPlane);
1054 LeaveCriticalSection(&d3d8_cs);
1055 return hr;
1058 static HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(LPDIRECT3DDEVICE8 iface, DWORD Index,float* pPlane) {
1059 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1060 HRESULT hr;
1061 TRACE("(%p) Relay\n" , This);
1063 EnterCriticalSection(&d3d8_cs);
1064 hr = IWineD3DDevice_GetClipPlane(This->WineD3DDevice, Index, pPlane);
1065 LeaveCriticalSection(&d3d8_cs);
1066 return hr;
1069 static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD Value) {
1070 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1071 HRESULT hr;
1072 TRACE("(%p) Relay\n" , This);
1074 EnterCriticalSection(&d3d8_cs);
1075 hr = IWineD3DDevice_SetRenderState(This->WineD3DDevice, State, Value);
1076 LeaveCriticalSection(&d3d8_cs);
1077 return hr;
1080 static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(LPDIRECT3DDEVICE8 iface, D3DRENDERSTATETYPE State,DWORD* pValue) {
1081 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1082 HRESULT hr;
1083 TRACE("(%p) Relay\n" , This);
1085 EnterCriticalSection(&d3d8_cs);
1086 hr = IWineD3DDevice_GetRenderState(This->WineD3DDevice, State, pValue);
1087 LeaveCriticalSection(&d3d8_cs);
1088 return hr;
1091 static HRESULT WINAPI IDirect3DDevice8Impl_BeginStateBlock(LPDIRECT3DDEVICE8 iface) {
1092 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1093 HRESULT hr;
1094 TRACE("(%p)\n", This);
1096 EnterCriticalSection(&d3d8_cs);
1097 hr = IWineD3DDevice_BeginStateBlock(This->WineD3DDevice);
1098 LeaveCriticalSection(&d3d8_cs);
1099 return hr;
1102 static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface, DWORD* pToken) {
1103 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1104 HRESULT hr;
1105 IWineD3DStateBlock* wineD3DStateBlock;
1106 IDirect3DStateBlock8Impl* object;
1108 TRACE("(%p) Relay\n", This);
1110 /* Tell wineD3D to endstateblock before anything else (in case we run out
1111 * of memory later and cause locking problems)
1113 EnterCriticalSection(&d3d8_cs);
1114 hr = IWineD3DDevice_EndStateBlock(This->WineD3DDevice , &wineD3DStateBlock);
1115 if (hr != D3D_OK) {
1116 WARN("IWineD3DDevice_EndStateBlock returned an error\n");
1117 LeaveCriticalSection(&d3d8_cs);
1118 return hr;
1121 /* allocate a new IDirectD3DStateBlock */
1122 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY ,sizeof(IDirect3DStateBlock8Impl));
1123 object->ref = 1;
1124 object->lpVtbl = &Direct3DStateBlock8_Vtbl;
1126 object->wineD3DStateBlock = wineD3DStateBlock;
1128 *pToken = (DWORD)object;
1129 TRACE("(%p)Returning %p %p\n", This, object, wineD3DStateBlock);
1131 LeaveCriticalSection(&d3d8_cs);
1132 return hr;
1135 static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
1136 IDirect3DStateBlock8Impl *pSB = (IDirect3DStateBlock8Impl*) Token;
1137 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1138 HRESULT hr;
1140 TRACE("(%p) %p Relay\n", This, pSB);
1142 EnterCriticalSection(&d3d8_cs);
1143 hr = IWineD3DStateBlock_Apply(pSB->wineD3DStateBlock);
1144 LeaveCriticalSection(&d3d8_cs);
1145 return hr;
1148 static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
1149 IDirect3DStateBlock8Impl* pSB = (IDirect3DStateBlock8Impl *)Token;
1150 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1151 HRESULT hr;
1153 TRACE("(%p) %p Relay\n", This, pSB);
1155 EnterCriticalSection(&d3d8_cs);
1156 hr = IWineD3DStateBlock_Capture(pSB->wineD3DStateBlock);
1157 LeaveCriticalSection(&d3d8_cs);
1158 return hr;
1161 static HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 iface, DWORD Token) {
1162 IDirect3DStateBlock8Impl* pSB = (IDirect3DStateBlock8Impl *)Token;
1163 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1165 TRACE("(%p) Relay\n", This);
1167 EnterCriticalSection(&d3d8_cs);
1168 while(IUnknown_Release((IUnknown *)pSB));
1169 LeaveCriticalSection(&d3d8_cs);
1171 return D3D_OK;
1174 static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(LPDIRECT3DDEVICE8 iface, D3DSTATEBLOCKTYPE Type, DWORD* pToken) {
1175 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1176 IDirect3DStateBlock8Impl *object;
1177 HRESULT hrc = D3D_OK;
1179 TRACE("(%p) Relay\n", This);
1181 if(Type != D3DSBT_ALL && Type != D3DSBT_PIXELSTATE &&
1182 Type != D3DSBT_VERTEXSTATE ) {
1183 WARN("Unexpected stateblock type, returning D3DERR_INVALIDCALL\n");
1184 return D3DERR_INVALIDCALL;
1187 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlock8Impl));
1188 if (NULL == object) {
1189 *pToken = 0;
1190 return E_OUTOFMEMORY;
1192 object->lpVtbl = &Direct3DStateBlock8_Vtbl;
1193 object->ref = 1;
1195 EnterCriticalSection(&d3d8_cs);
1196 hrc = IWineD3DDevice_CreateStateBlock(This->WineD3DDevice, (WINED3DSTATEBLOCKTYPE)Type, &object->wineD3DStateBlock, (IUnknown *)object);
1197 LeaveCriticalSection(&d3d8_cs);
1198 if(D3D_OK != hrc){
1199 FIXME("(%p) Call to IWineD3DDevice_CreateStateBlock failed.\n", This);
1200 HeapFree(GetProcessHeap(), 0, object);
1201 *pToken = 0;
1202 } else {
1203 *pToken = (DWORD)object;
1204 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
1207 return hrc;
1210 static HRESULT WINAPI IDirect3DDevice8Impl_SetClipStatus(LPDIRECT3DDEVICE8 iface, CONST D3DCLIPSTATUS8* pClipStatus) {
1211 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1212 HRESULT hr;
1213 TRACE("(%p) Relay\n" , This);
1214 /* FIXME: Verify that D3DCLIPSTATUS8 ~= WINED3DCLIPSTATUS */
1215 EnterCriticalSection(&d3d8_cs);
1216 hr = IWineD3DDevice_SetClipStatus(This->WineD3DDevice, (const WINED3DCLIPSTATUS *)pClipStatus);
1217 LeaveCriticalSection(&d3d8_cs);
1218 return hr;
1221 static HRESULT WINAPI IDirect3DDevice8Impl_GetClipStatus(LPDIRECT3DDEVICE8 iface, D3DCLIPSTATUS8* pClipStatus) {
1222 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1223 HRESULT hr;
1224 TRACE("(%p) Relay\n" , This);
1226 EnterCriticalSection(&d3d8_cs);
1227 hr = IWineD3DDevice_GetClipStatus(This->WineD3DDevice, (WINED3DCLIPSTATUS *)pClipStatus);
1228 LeaveCriticalSection(&d3d8_cs);
1229 return hr;
1232 static HRESULT WINAPI IDirect3DDevice8Impl_GetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage,IDirect3DBaseTexture8** ppTexture) {
1233 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1234 IWineD3DBaseTexture *retTexture = NULL;
1235 HRESULT rc = D3D_OK;
1237 TRACE("(%p) Relay\n" , This);
1239 if(ppTexture == NULL){
1240 return D3DERR_INVALIDCALL;
1243 EnterCriticalSection(&d3d8_cs);
1244 rc = IWineD3DDevice_GetTexture(This->WineD3DDevice, Stage, &retTexture);
1245 if (rc == D3D_OK && NULL != retTexture) {
1246 IWineD3DBaseTexture_GetParent(retTexture, (IUnknown **)ppTexture);
1247 IWineD3DBaseTexture_Release(retTexture);
1248 } else {
1249 FIXME("Call to get texture (%d) failed (%p)\n", Stage, retTexture);
1250 *ppTexture = NULL;
1252 LeaveCriticalSection(&d3d8_cs);
1254 return rc;
1257 static HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD Stage, IDirect3DBaseTexture8* pTexture) {
1258 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1259 HRESULT hr;
1260 TRACE("(%p) Relay %d %p\n" , This, Stage, pTexture);
1262 EnterCriticalSection(&d3d8_cs);
1263 hr = IWineD3DDevice_SetTexture(This->WineD3DDevice, Stage,
1264 pTexture==NULL ? NULL : ((IDirect3DBaseTexture8Impl *)pTexture)->wineD3DBaseTexture);
1265 LeaveCriticalSection(&d3d8_cs);
1266 return hr;
1269 static const struct tss_lookup
1271 BOOL sampler_state;
1272 DWORD state;
1274 tss_lookup[] =
1276 {FALSE, WINED3DTSS_FORCE_DWORD}, /* 0, unused */
1277 {FALSE, WINED3DTSS_COLOROP}, /* 1, D3DTSS_COLOROP */
1278 {FALSE, WINED3DTSS_COLORARG1}, /* 2, D3DTSS_COLORARG1 */
1279 {FALSE, WINED3DTSS_COLORARG2}, /* 3, D3DTSS_COLORARG2 */
1280 {FALSE, WINED3DTSS_ALPHAOP}, /* 4, D3DTSS_ALPHAOP */
1281 {FALSE, WINED3DTSS_ALPHAARG1}, /* 5, D3DTSS_ALPHAARG1 */
1282 {FALSE, WINED3DTSS_ALPHAARG2}, /* 6, D3DTSS_ALPHAARG2 */
1283 {FALSE, WINED3DTSS_BUMPENVMAT00}, /* 7, D3DTSS_BUMPENVMAT00 */
1284 {FALSE, WINED3DTSS_BUMPENVMAT01}, /* 8, D3DTSS_BUMPENVMAT01 */
1285 {FALSE, WINED3DTSS_BUMPENVMAT10}, /* 9, D3DTSS_BUMPENVMAT10 */
1286 {FALSE, WINED3DTSS_BUMPENVMAT11}, /* 10, D3DTSS_BUMPENVMAT11 */
1287 {FALSE, WINED3DTSS_TEXCOORDINDEX}, /* 11, D3DTSS_TEXCOORDINDEX */
1288 {FALSE, WINED3DTSS_FORCE_DWORD}, /* 12, unused */
1289 {TRUE, WINED3DSAMP_ADDRESSU}, /* 13, D3DTSS_ADDRESSU */
1290 {TRUE, WINED3DSAMP_ADDRESSV}, /* 14, D3DTSS_ADDRESSV */
1291 {TRUE, WINED3DSAMP_BORDERCOLOR}, /* 15, D3DTSS_BORDERCOLOR */
1292 {TRUE, WINED3DSAMP_MAGFILTER}, /* 16, D3DTSS_MAGFILTER */
1293 {TRUE, WINED3DSAMP_MINFILTER}, /* 17, D3DTSS_MINFILTER */
1294 {TRUE, WINED3DSAMP_MIPFILTER}, /* 18, D3DTSS_MIPFILTER */
1295 {TRUE, WINED3DSAMP_MIPMAPLODBIAS}, /* 19, D3DTSS_MIPMAPLODBIAS */
1296 {TRUE, WINED3DSAMP_MAXMIPLEVEL}, /* 20, D3DTSS_MAXMIPLEVEL */
1297 {TRUE, WINED3DSAMP_MAXANISOTROPY}, /* 21, D3DTSS_MAXANISOTROPY */
1298 {FALSE, WINED3DTSS_BUMPENVLSCALE}, /* 22, D3DTSS_BUMPENVLSCALE */
1299 {FALSE, WINED3DTSS_BUMPENVLOFFSET}, /* 23, D3DTSS_BUMPENVLOFFSET */
1300 {FALSE, WINED3DTSS_TEXTURETRANSFORMFLAGS}, /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */
1301 {TRUE, WINED3DSAMP_ADDRESSW}, /* 25, D3DTSS_ADDRESSW */
1302 {FALSE, WINED3DTSS_COLORARG0}, /* 26, D3DTSS_COLORARG0 */
1303 {FALSE, WINED3DTSS_ALPHAARG0}, /* 27, D3DTSS_ALPHAARG0 */
1304 {FALSE, WINED3DTSS_RESULTARG}, /* 28, D3DTSS_RESULTARG */
1307 static HRESULT WINAPI IDirect3DDevice8Impl_GetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) {
1308 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1309 const struct tss_lookup *l = &tss_lookup[Type];
1310 HRESULT hr;
1311 TRACE("(%p) Relay\n" , This);
1313 EnterCriticalSection(&d3d8_cs);
1315 if (l->sampler_state) hr = IWineD3DDevice_GetSamplerState(This->WineD3DDevice, Stage, l->state, pValue);
1316 else hr = IWineD3DDevice_GetTextureStageState(This->WineD3DDevice, Stage, l->state, pValue);
1318 LeaveCriticalSection(&d3d8_cs);
1319 return hr;
1322 static HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
1323 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1324 const struct tss_lookup *l = &tss_lookup[Type];
1325 HRESULT hr;
1326 TRACE("(%p) Relay\n" , This);
1328 EnterCriticalSection(&d3d8_cs);
1330 if (l->sampler_state) hr = IWineD3DDevice_SetSamplerState(This->WineD3DDevice, Stage, l->state, Value);
1331 else hr = IWineD3DDevice_SetTextureStageState(This->WineD3DDevice, Stage, l->state, Value);
1333 LeaveCriticalSection(&d3d8_cs);
1334 return hr;
1337 static HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
1338 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1339 HRESULT hr;
1340 TRACE("(%p) Relay\n" , This);
1342 EnterCriticalSection(&d3d8_cs);
1343 hr = IWineD3DDevice_ValidateDevice(This->WineD3DDevice, pNumPasses);
1344 LeaveCriticalSection(&d3d8_cs);
1345 return hr;
1348 static HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID, void* pDevInfoStruct, DWORD DevInfoStructSize) {
1349 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1350 FIXME("(%p) : stub\n", This);
1351 return D3D_OK;
1354 static HRESULT WINAPI IDirect3DDevice8Impl_SetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
1355 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1356 HRESULT hr;
1357 TRACE("(%p) Relay\n" , This);
1359 EnterCriticalSection(&d3d8_cs);
1360 hr = IWineD3DDevice_SetPaletteEntries(This->WineD3DDevice, PaletteNumber, pEntries);
1361 LeaveCriticalSection(&d3d8_cs);
1362 return hr;
1365 static HRESULT WINAPI IDirect3DDevice8Impl_GetPaletteEntries(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
1366 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1367 HRESULT hr;
1368 TRACE("(%p) Relay\n" , This);
1370 EnterCriticalSection(&d3d8_cs);
1371 hr = IWineD3DDevice_GetPaletteEntries(This->WineD3DDevice, PaletteNumber, pEntries);
1372 LeaveCriticalSection(&d3d8_cs);
1373 return hr;
1376 static HRESULT WINAPI IDirect3DDevice8Impl_SetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT PaletteNumber) {
1377 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1378 HRESULT hr;
1379 TRACE("(%p) Relay\n" , This);
1381 EnterCriticalSection(&d3d8_cs);
1382 hr = IWineD3DDevice_SetCurrentTexturePalette(This->WineD3DDevice, PaletteNumber);
1383 LeaveCriticalSection(&d3d8_cs);
1384 return hr;
1387 static HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8 iface, UINT *PaletteNumber) {
1388 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1389 HRESULT hr;
1390 TRACE("(%p) Relay\n" , This);
1392 EnterCriticalSection(&d3d8_cs);
1393 hr = IWineD3DDevice_GetCurrentTexturePalette(This->WineD3DDevice, PaletteNumber);
1394 LeaveCriticalSection(&d3d8_cs);
1395 return hr;
1398 static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) {
1399 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1400 HRESULT hr;
1401 TRACE("(%p) Relay\n" , This);
1403 EnterCriticalSection(&d3d8_cs);
1404 hr = IWineD3DDevice_DrawPrimitive(This->WineD3DDevice, PrimitiveType, StartVertex, PrimitiveCount);
1405 LeaveCriticalSection(&d3d8_cs);
1406 return hr;
1409 static HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,
1410 UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) {
1411 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1412 HRESULT hr;
1413 TRACE("(%p) Relay\n" , This);
1415 EnterCriticalSection(&d3d8_cs);
1416 hr = IWineD3DDevice_DrawIndexedPrimitive(This->WineD3DDevice, PrimitiveType, MinVertexIndex, NumVertices, startIndex, primCount);
1417 LeaveCriticalSection(&d3d8_cs);
1418 return hr;
1421 static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) {
1422 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1423 HRESULT hr;
1424 TRACE("(%p) Relay\n" , This);
1426 EnterCriticalSection(&d3d8_cs);
1427 hr = IWineD3DDevice_DrawPrimitiveUP(This->WineD3DDevice, PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
1428 LeaveCriticalSection(&d3d8_cs);
1429 return hr;
1432 static HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,
1433 UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
1434 D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
1435 UINT VertexStreamZeroStride) {
1436 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1437 HRESULT hr;
1438 TRACE("(%p) Relay\n" , This);
1440 EnterCriticalSection(&d3d8_cs);
1441 hr = IWineD3DDevice_DrawIndexedPrimitiveUP(This->WineD3DDevice, PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount,
1442 pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
1443 LeaveCriticalSection(&d3d8_cs);
1444 return hr;
1447 static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
1448 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1449 HRESULT hr;
1450 TRACE("(%p) Relay\n" , This);
1452 EnterCriticalSection(&d3d8_cs);
1453 hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer8Impl *)pDestBuffer)->wineD3DVertexBuffer, NULL, Flags);
1454 LeaveCriticalSection(&d3d8_cs);
1455 return hr;
1458 static HRESULT IDirect3DDevice8Impl_CreateVertexDeclaration(IDirect3DDevice8 *iface, CONST DWORD *declaration, IDirect3DVertexDeclaration8 **decl_ptr) {
1459 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1460 IDirect3DVertexDeclaration8Impl *object;
1461 WINED3DVERTEXELEMENT *wined3d_elements;
1462 UINT wined3d_element_count;
1463 HRESULT hr = D3D_OK;
1465 TRACE("(%p) : declaration %p\n", This, declaration);
1467 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1468 if (!object) {
1469 ERR("Memory allocation failed\n");
1470 *decl_ptr = NULL;
1471 return D3DERR_OUTOFVIDEOMEMORY;
1474 object->ref_count = 1;
1475 object->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
1477 wined3d_element_count = convert_to_wined3d_declaration(declaration, &object->elements_size, &wined3d_elements);
1478 object->elements = HeapAlloc(GetProcessHeap(), 0, object->elements_size);
1479 if (!object->elements) {
1480 ERR("Memory allocation failed\n");
1481 HeapFree(GetProcessHeap(), 0, wined3d_elements);
1482 HeapFree(GetProcessHeap(), 0, object);
1483 *decl_ptr = NULL;
1484 return D3DERR_OUTOFVIDEOMEMORY;
1487 CopyMemory(object->elements, declaration, object->elements_size);
1489 EnterCriticalSection(&d3d8_cs);
1490 hr = IWineD3DDevice_CreateVertexDeclaration(This->WineD3DDevice, &object->wined3d_vertex_declaration,
1491 (IUnknown *)object, wined3d_elements, wined3d_element_count);
1492 LeaveCriticalSection(&d3d8_cs);
1493 HeapFree(GetProcessHeap(), 0, wined3d_elements);
1495 if (FAILED(hr)) {
1496 ERR("(%p) : IWineD3DDevice_CreateVertexDeclaration call failed\n", This);
1497 HeapFree(GetProcessHeap(), 0, object->elements);
1498 HeapFree(GetProcessHeap(), 0, object);
1499 } else {
1500 *decl_ptr = (IDirect3DVertexDeclaration8 *)object;
1501 TRACE("(%p) : Created vertex declaration %p\n", This, object);
1504 return hr;
1507 static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* ppShader, DWORD Usage) {
1508 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1509 HRESULT hrc = D3D_OK;
1510 IDirect3DVertexShader8Impl *object;
1511 IWineD3DVertexDeclaration *wined3d_vertex_declaration;
1512 const DWORD *token = pDeclaration;
1513 shader_handle *handle;
1515 /* Test if the vertex declaration is valid */
1516 while (D3DVSD_END() != *token) {
1517 D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
1519 if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
1520 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
1521 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
1523 if(reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !pFunction) {
1524 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
1525 return D3DERR_INVALIDCALL;
1528 token += parse_token(token);
1531 /* Setup a stub object for now */
1532 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1533 TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
1534 if (NULL == object) {
1535 FIXME("Allocation of memory failed\n");
1536 *ppShader = 0;
1537 return D3DERR_OUTOFVIDEOMEMORY;
1540 object->ref = 1;
1541 object->lpVtbl = &Direct3DVertexShader8_Vtbl;
1543 EnterCriticalSection(&d3d8_cs);
1544 hrc = IDirect3DDevice8Impl_CreateVertexDeclaration(iface, pDeclaration, &object->vertex_declaration);
1545 if (FAILED(hrc)) {
1546 ERR("(%p) : IDirect3DDeviceImpl_CreateVertexDeclaration call failed\n", This);
1547 LeaveCriticalSection(&d3d8_cs);
1548 HeapFree(GetProcessHeap(), 0, object);
1549 *ppShader = 0;
1550 return D3DERR_INVALIDCALL;
1553 handle = alloc_shader_handle(This);
1554 if (!handle)
1556 ERR("Failed to allocate shader handle\n");
1557 LeaveCriticalSection(&d3d8_cs);
1558 IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
1559 HeapFree(GetProcessHeap(), 0, object);
1560 *ppShader = 0;
1561 return E_OUTOFMEMORY;
1563 else
1565 DWORD shader_handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
1566 *handle = object;
1567 *ppShader = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->shader_handle = shader_handle;
1570 wined3d_vertex_declaration = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->wined3d_vertex_declaration;
1572 if (pFunction)
1574 /* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */
1575 hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, wined3d_vertex_declaration,
1576 pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
1578 if (FAILED(hrc))
1580 /* free up object */
1581 FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
1582 free_shader_handle(This, handle);
1583 IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
1584 HeapFree(GetProcessHeap(), 0, object);
1585 *ppShader = 0;
1587 else
1589 load_local_constants(pDeclaration, object->wineD3DVertexShader);
1590 TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
1594 LeaveCriticalSection(&d3d8_cs);
1596 return hrc;
1599 static IDirect3DVertexDeclaration8Impl *IDirect3DDevice8Impl_FindDecl(IDirect3DDevice8Impl *This, DWORD fvf)
1601 IDirect3DVertexDeclaration8Impl *d3d8_declaration;
1602 HRESULT hr;
1603 int p, low, high; /* deliberately signed */
1604 struct FvfToDecl *convertedDecls = This->decls;
1606 TRACE("Searching for declaration for fvf %08x... ", fvf);
1608 low = 0;
1609 high = This->numConvertedDecls - 1;
1610 while(low <= high) {
1611 p = (low + high) >> 1;
1612 TRACE("%d ", p);
1613 if(convertedDecls[p].fvf == fvf) {
1614 TRACE("found %p\n", convertedDecls[p].decl);
1615 return (IDirect3DVertexDeclaration8Impl *)convertedDecls[p].decl;
1616 } else if(convertedDecls[p].fvf < fvf) {
1617 low = p + 1;
1618 } else {
1619 high = p - 1;
1622 TRACE("not found. Creating and inserting at position %d.\n", low);
1624 d3d8_declaration = HeapAlloc(GetProcessHeap(), 0, sizeof(*d3d8_declaration));
1625 if (!d3d8_declaration)
1627 ERR("Memory allocation failed.\n");
1628 return NULL;
1631 d3d8_declaration->ref_count = 1;
1632 d3d8_declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
1633 d3d8_declaration->elements = NULL;
1634 d3d8_declaration->elements_size = 0;
1635 d3d8_declaration->shader_handle = fvf;
1637 hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(This->WineD3DDevice,
1638 &d3d8_declaration->wined3d_vertex_declaration, (IUnknown *)d3d8_declaration, fvf);
1639 if (FAILED(hr))
1641 ERR("Failed to create wined3d vertex declaration.\n");
1642 HeapFree(GetProcessHeap(), 0, d3d8_declaration);
1643 return NULL;
1646 if(This->declArraySize == This->numConvertedDecls) {
1647 int grow = This->declArraySize / 2;
1648 convertedDecls = HeapReAlloc(GetProcessHeap(), 0, convertedDecls,
1649 sizeof(convertedDecls[0]) * (This->numConvertedDecls + grow));
1650 if(!convertedDecls) {
1651 /* This will destroy it */
1652 IDirect3DVertexDeclaration8_Release((IDirect3DVertexDeclaration8 *)d3d8_declaration);
1653 return NULL;
1655 This->decls = convertedDecls;
1656 This->declArraySize += grow;
1659 memmove(convertedDecls + low + 1, convertedDecls + low, sizeof(convertedDecls[0]) * (This->numConvertedDecls - low));
1660 convertedDecls[low].decl = (IDirect3DVertexDeclaration8 *)d3d8_declaration;
1661 convertedDecls[low].fvf = fvf;
1662 This->numConvertedDecls++;
1664 TRACE("Returning %p. %u decls in array\n", d3d8_declaration, This->numConvertedDecls);
1665 return d3d8_declaration;
1668 static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
1669 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1670 HRESULT hrc = D3D_OK;
1672 TRACE("(%p) : Relay\n", This);
1673 EnterCriticalSection(&d3d8_cs);
1674 if (VS_HIGHESTFIXEDFXF >= pShader) {
1675 TRACE("Setting FVF, %#x\n", pShader);
1676 IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice,
1677 IDirect3DDevice8Impl_FindDecl(This, pShader)->wined3d_vertex_declaration);
1678 IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
1679 } else {
1680 TRACE("Setting shader\n");
1681 if (This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
1682 FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
1683 hrc = D3DERR_INVALIDCALL;
1684 } else {
1685 IDirect3DVertexShader8Impl *shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
1687 if (shader)
1689 hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice,
1690 ((IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration)->wined3d_vertex_declaration);
1691 if (SUCCEEDED(hrc))
1692 hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, shader->wineD3DVertexShader);
1694 else
1696 hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, NULL);
1697 if (SUCCEEDED(hrc)) hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
1701 TRACE("(%p) : returning hr(%u)\n", This, hrc);
1702 LeaveCriticalSection(&d3d8_cs);
1704 return hrc;
1707 static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) {
1708 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1709 IWineD3DVertexDeclaration *wined3d_declaration;
1710 HRESULT hrc;
1712 TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
1713 EnterCriticalSection(&d3d8_cs);
1715 hrc = IWineD3DDevice_GetVertexDeclaration(This->WineD3DDevice, &wined3d_declaration);
1716 if (SUCCEEDED(hrc))
1718 if (wined3d_declaration)
1720 IDirect3DVertexDeclaration8 *d3d8_declaration;
1721 hrc = IWineD3DVertexDeclaration_GetParent(wined3d_declaration, (IUnknown **)&d3d8_declaration);
1722 IWineD3DVertexDeclaration_Release(wined3d_declaration);
1723 if (SUCCEEDED(hrc))
1725 *ppShader = ((IDirect3DVertexDeclaration8Impl *)d3d8_declaration)->shader_handle;
1726 IDirect3DVertexDeclaration8_Release(d3d8_declaration);
1729 else
1731 *ppShader = 0;
1732 hrc = D3D_OK;
1735 else
1737 WARN("(%p) : Call to IWineD3DDevice_GetVertexDeclaration failed %#x (device %p)\n",
1738 This, hrc, This->WineD3DDevice);
1740 TRACE("(%p) : returning %#x\n", This, *ppShader);
1741 LeaveCriticalSection(&d3d8_cs);
1743 return hrc;
1746 static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
1747 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1749 TRACE("(%p) : pShader %#x\n", This, pShader);
1751 EnterCriticalSection(&d3d8_cs);
1752 if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
1753 ERR("(%p) : Trying to delete an invalid handle\n", This);
1754 LeaveCriticalSection(&d3d8_cs);
1755 return D3DERR_INVALIDCALL;
1756 } else {
1757 IWineD3DVertexShader *cur = NULL;
1758 shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
1759 IDirect3DVertexShader8Impl *shader = *handle;
1761 IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &cur);
1762 if(cur) {
1763 if(cur == shader->wineD3DVertexShader) IDirect3DDevice8_SetVertexShader(iface, 0);
1764 IWineD3DVertexShader_Release(cur);
1767 while(IUnknown_Release((IUnknown *)shader));
1768 free_shader_handle(This, handle);
1770 LeaveCriticalSection(&d3d8_cs);
1772 return D3D_OK;
1775 static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
1776 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1777 HRESULT hr;
1778 TRACE("(%p) : Relay\n", This);
1780 EnterCriticalSection(&d3d8_cs);
1781 hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount);
1782 LeaveCriticalSection(&d3d8_cs);
1783 return hr;
1786 static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
1787 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1788 HRESULT hr;
1789 TRACE("(%p) : Relay\n", This);
1791 EnterCriticalSection(&d3d8_cs);
1792 hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
1793 LeaveCriticalSection(&d3d8_cs);
1794 return hr;
1797 static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
1798 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1799 IDirect3DVertexDeclaration8Impl *declaration;
1800 IDirect3DVertexShader8Impl *shader = NULL;
1802 TRACE("(%p) : pVertexShader 0x%08x, pData %p, *pSizeOfData %u\n", This, pVertexShader, pData, *pSizeOfData);
1804 EnterCriticalSection(&d3d8_cs);
1805 if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
1806 ERR("Passed an invalid shader handle.\n");
1807 LeaveCriticalSection(&d3d8_cs);
1808 return D3DERR_INVALIDCALL;
1811 shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
1812 declaration = (IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration;
1814 /* If pData is NULL, we just return the required size of the buffer. */
1815 if (!pData) {
1816 *pSizeOfData = declaration->elements_size;
1817 LeaveCriticalSection(&d3d8_cs);
1818 return D3D_OK;
1821 /* MSDN claims that if *pSizeOfData is smaller than the required size
1822 * we should write the required size and return D3DERR_MOREDATA.
1823 * That's not actually true. */
1824 if (*pSizeOfData < declaration->elements_size) {
1825 LeaveCriticalSection(&d3d8_cs);
1826 return D3DERR_INVALIDCALL;
1829 CopyMemory(pData, declaration->elements, declaration->elements_size);
1830 LeaveCriticalSection(&d3d8_cs);
1832 return D3D_OK;
1835 static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
1836 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1837 IDirect3DVertexShader8Impl *shader = NULL;
1838 HRESULT hr;
1840 TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData);
1842 EnterCriticalSection(&d3d8_cs);
1843 if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
1844 ERR("Passed an invalid shader handle.\n");
1845 LeaveCriticalSection(&d3d8_cs);
1846 return D3DERR_INVALIDCALL;
1849 shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
1850 if (shader->wineD3DVertexShader)
1852 hr = IWineD3DVertexShader_GetFunction(shader->wineD3DVertexShader, pData, pSizeOfData);
1854 else
1856 *pSizeOfData = 0;
1857 hr = D3D_OK;
1860 LeaveCriticalSection(&d3d8_cs);
1861 return hr;
1864 static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8* pIndexData, UINT baseVertexIndex) {
1865 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1866 HRESULT hr;
1867 TRACE("(%p) Relay\n", This);
1869 EnterCriticalSection(&d3d8_cs);
1870 /* WineD3D takes an INT(due to d3d9), but d3d8 uses UINTs. Do I have to add a check here that
1871 * the UINT doesn't cause an overflow in the INT? It seems rather unlikely because such large
1872 * vertex buffers can't be created to address them with an index that requires the 32nd bit
1873 * (4 Byte minimum vertex size * 2^31-1 -> 8 gb buffer. The index sign would be the least
1874 * problem)
1876 IWineD3DDevice_SetBaseVertexIndex(This->WineD3DDevice, baseVertexIndex);
1877 hr = IWineD3DDevice_SetIndices(This->WineD3DDevice,
1878 pIndexData ? ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer : NULL);
1879 LeaveCriticalSection(&d3d8_cs);
1880 return hr;
1883 static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex) {
1884 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1885 IWineD3DIndexBuffer *retIndexData = NULL;
1886 HRESULT rc = D3D_OK;
1888 TRACE("(%p) Relay\n", This);
1890 if(ppIndexData == NULL){
1891 return D3DERR_INVALIDCALL;
1894 EnterCriticalSection(&d3d8_cs);
1895 /* The case from UINT to INT is safe because d3d8 will never set negative values */
1896 IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, (INT *) pBaseVertexIndex);
1897 rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData);
1898 if (SUCCEEDED(rc) && retIndexData) {
1899 IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
1900 IWineD3DIndexBuffer_Release(retIndexData);
1901 } else {
1902 if (FAILED(rc)) FIXME("Call to GetIndices failed\n");
1903 *ppIndexData = NULL;
1905 LeaveCriticalSection(&d3d8_cs);
1907 return rc;
1909 static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* ppShader) {
1910 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1911 IDirect3DPixelShader8Impl *object;
1912 HRESULT hrc = D3D_OK;
1914 TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
1916 if (NULL == ppShader) {
1917 TRACE("(%p) Invalid call\n", This);
1918 return D3DERR_INVALIDCALL;
1920 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1922 if (NULL == object) {
1923 return E_OUTOFMEMORY;
1924 } else {
1925 EnterCriticalSection(&d3d8_cs);
1927 object->ref = 1;
1928 object->lpVtbl = &Direct3DPixelShader8_Vtbl;
1929 hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object);
1930 if (D3D_OK != hrc) {
1931 FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
1932 HeapFree(GetProcessHeap(), 0 , object);
1933 *ppShader = 0;
1934 } else {
1935 shader_handle *handle = alloc_shader_handle(This);
1936 if (!handle) {
1937 ERR("Failed to allocate shader handle\n");
1938 IDirect3DVertexShader8_Release((IUnknown *)object);
1939 hrc = E_OUTOFMEMORY;
1940 } else {
1941 *handle = object;
1942 object->handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
1943 *ppShader = object->handle;
1944 TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
1947 LeaveCriticalSection(&d3d8_cs);
1950 return hrc;
1953 static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
1954 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1955 IDirect3DPixelShader8Impl *shader = NULL;
1956 HRESULT hr;
1958 TRACE("(%p) : pShader %#x\n", This, pShader);
1960 EnterCriticalSection(&d3d8_cs);
1961 if (pShader > VS_HIGHESTFIXEDFXF && This->allocated_shader_handles > pShader - (VS_HIGHESTFIXEDFXF + 1)) {
1962 shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
1963 } else if (pShader) {
1964 ERR("Trying to set an invalid handle.\n");
1967 TRACE("(%p) : Setting shader %p\n", This, shader);
1968 hr = IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader);
1969 LeaveCriticalSection(&d3d8_cs);
1970 return hr;
1973 static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) {
1974 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
1975 IWineD3DPixelShader *object;
1977 HRESULT hrc = D3D_OK;
1978 TRACE("(%p) Relay\n", This);
1979 if (NULL == ppShader) {
1980 TRACE("(%p) Invalid call\n", This);
1981 return D3DERR_INVALIDCALL;
1984 EnterCriticalSection(&d3d8_cs);
1985 hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object);
1986 if (D3D_OK == hrc && NULL != object) {
1987 IDirect3DPixelShader8Impl *d3d8_shader;
1988 hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)&d3d8_shader);
1989 IWineD3DPixelShader_Release(object);
1990 *ppShader = d3d8_shader->handle;
1991 } else {
1992 *ppShader = 0;
1995 TRACE("(%p) : returning %#x\n", This, *ppShader);
1996 LeaveCriticalSection(&d3d8_cs);
1997 return hrc;
2000 static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
2001 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2003 TRACE("(%p) : pShader %#x\n", This, pShader);
2005 EnterCriticalSection(&d3d8_cs);
2006 if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
2007 ERR("(%p) : Trying to delete an invalid handle\n", This);
2008 LeaveCriticalSection(&d3d8_cs);
2009 return D3DERR_INVALIDCALL;
2010 } else {
2011 IWineD3DPixelShader *cur = NULL;
2012 shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
2013 IDirect3DPixelShader8Impl *shader = *handle;
2015 IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur);
2016 if(cur) {
2017 if(cur == shader->wineD3DPixelShader) IDirect3DDevice8_SetPixelShader(iface, 0);
2018 IWineD3DPixelShader_Release(cur);
2021 while(IUnknown_Release((IUnknown *)shader));
2022 free_shader_handle(This, handle);
2024 LeaveCriticalSection(&d3d8_cs);
2026 return D3D_OK;
2029 static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, CONST void* pConstantData, DWORD ConstantCount) {
2030 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2031 HRESULT hr;
2032 TRACE("(%p) Relay\n", This);
2034 EnterCriticalSection(&d3d8_cs);
2035 hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount);
2036 LeaveCriticalSection(&d3d8_cs);
2037 return hr;
2040 static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
2041 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2042 HRESULT hr;
2043 TRACE("(%p) Relay\n", This);
2045 EnterCriticalSection(&d3d8_cs);
2046 hr = IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
2047 LeaveCriticalSection(&d3d8_cs);
2048 return hr;
2051 static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVICE8 iface, DWORD pPixelShader, void* pData, DWORD* pSizeOfData) {
2052 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2053 IDirect3DPixelShader8Impl *shader = NULL;
2054 HRESULT hr;
2056 TRACE("(%p) : pPixelShader %#x, pData %p, pSizeOfData %p\n", This, pPixelShader, pData, pSizeOfData);
2058 EnterCriticalSection(&d3d8_cs);
2059 if (pPixelShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pPixelShader - (VS_HIGHESTFIXEDFXF + 1)) {
2060 ERR("Passed an invalid shader handle.\n");
2061 LeaveCriticalSection(&d3d8_cs);
2062 return D3DERR_INVALIDCALL;
2065 shader = This->shader_handles[pPixelShader - (VS_HIGHESTFIXEDFXF + 1)];
2066 hr = IWineD3DPixelShader_GetFunction(shader->wineD3DPixelShader, pData, pSizeOfData);
2067 LeaveCriticalSection(&d3d8_cs);
2068 return hr;
2071 static HRESULT WINAPI IDirect3DDevice8Impl_DrawRectPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
2072 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2073 HRESULT hr;
2074 TRACE("(%p) Relay\n", This);
2076 EnterCriticalSection(&d3d8_cs);
2077 hr = IWineD3DDevice_DrawRectPatch(This->WineD3DDevice, Handle, pNumSegs, (CONST WINED3DRECTPATCH_INFO *)pRectPatchInfo);
2078 LeaveCriticalSection(&d3d8_cs);
2079 return hr;
2082 static HRESULT WINAPI IDirect3DDevice8Impl_DrawTriPatch(LPDIRECT3DDEVICE8 iface, UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
2083 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2084 HRESULT hr;
2085 TRACE("(%p) Relay\n", This);
2087 EnterCriticalSection(&d3d8_cs);
2088 hr = IWineD3DDevice_DrawTriPatch(This->WineD3DDevice, Handle, pNumSegs, (CONST WINED3DTRIPATCH_INFO *)pTriPatchInfo);
2089 LeaveCriticalSection(&d3d8_cs);
2090 return hr;
2093 static HRESULT WINAPI IDirect3DDevice8Impl_DeletePatch(LPDIRECT3DDEVICE8 iface, UINT Handle) {
2094 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2095 HRESULT hr;
2096 TRACE("(%p) Relay\n", This);
2098 EnterCriticalSection(&d3d8_cs);
2099 hr = IWineD3DDevice_DeletePatch(This->WineD3DDevice, Handle);
2100 LeaveCriticalSection(&d3d8_cs);
2101 return hr;
2104 static HRESULT WINAPI IDirect3DDevice8Impl_SetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride) {
2105 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2106 HRESULT hr;
2107 TRACE("(%p) Relay\n" , This);
2109 EnterCriticalSection(&d3d8_cs);
2110 hr = IWineD3DDevice_SetStreamSource(This->WineD3DDevice, StreamNumber,
2111 NULL == pStreamData ? NULL : ((IDirect3DVertexBuffer8Impl *)pStreamData)->wineD3DVertexBuffer,
2112 0/* Offset in bytes */, Stride);
2113 LeaveCriticalSection(&d3d8_cs);
2114 return hr;
2117 static HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) {
2118 IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
2119 IWineD3DVertexBuffer *retStream = NULL;
2120 HRESULT rc = D3D_OK;
2122 TRACE("(%p) Relay\n" , This);
2124 if(pStream == NULL){
2125 return D3DERR_INVALIDCALL;
2128 EnterCriticalSection(&d3d8_cs);
2129 rc = IWineD3DDevice_GetStreamSource(This->WineD3DDevice, StreamNumber, &retStream, 0 /* Offset in bytes */, pStride);
2130 if (rc == D3D_OK && NULL != retStream) {
2131 IWineD3DVertexBuffer_GetParent(retStream, (IUnknown **)pStream);
2132 IWineD3DVertexBuffer_Release(retStream);
2133 }else{
2134 if (rc != D3D_OK){
2135 FIXME("Call to GetStreamSource failed %p\n", pStride);
2137 *pStream = NULL;
2139 LeaveCriticalSection(&d3d8_cs);
2141 return rc;
2145 const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl =
2147 IDirect3DDevice8Impl_QueryInterface,
2148 IDirect3DDevice8Impl_AddRef,
2149 IDirect3DDevice8Impl_Release,
2150 IDirect3DDevice8Impl_TestCooperativeLevel,
2151 IDirect3DDevice8Impl_GetAvailableTextureMem,
2152 IDirect3DDevice8Impl_ResourceManagerDiscardBytes,
2153 IDirect3DDevice8Impl_GetDirect3D,
2154 IDirect3DDevice8Impl_GetDeviceCaps,
2155 IDirect3DDevice8Impl_GetDisplayMode,
2156 IDirect3DDevice8Impl_GetCreationParameters,
2157 IDirect3DDevice8Impl_SetCursorProperties,
2158 IDirect3DDevice8Impl_SetCursorPosition,
2159 IDirect3DDevice8Impl_ShowCursor,
2160 IDirect3DDevice8Impl_CreateAdditionalSwapChain,
2161 IDirect3DDevice8Impl_Reset,
2162 IDirect3DDevice8Impl_Present,
2163 IDirect3DDevice8Impl_GetBackBuffer,
2164 IDirect3DDevice8Impl_GetRasterStatus,
2165 IDirect3DDevice8Impl_SetGammaRamp,
2166 IDirect3DDevice8Impl_GetGammaRamp,
2167 IDirect3DDevice8Impl_CreateTexture,
2168 IDirect3DDevice8Impl_CreateVolumeTexture,
2169 IDirect3DDevice8Impl_CreateCubeTexture,
2170 IDirect3DDevice8Impl_CreateVertexBuffer,
2171 IDirect3DDevice8Impl_CreateIndexBuffer,
2172 IDirect3DDevice8Impl_CreateRenderTarget,
2173 IDirect3DDevice8Impl_CreateDepthStencilSurface,
2174 IDirect3DDevice8Impl_CreateImageSurface,
2175 IDirect3DDevice8Impl_CopyRects,
2176 IDirect3DDevice8Impl_UpdateTexture,
2177 IDirect3DDevice8Impl_GetFrontBuffer,
2178 IDirect3DDevice8Impl_SetRenderTarget,
2179 IDirect3DDevice8Impl_GetRenderTarget,
2180 IDirect3DDevice8Impl_GetDepthStencilSurface,
2181 IDirect3DDevice8Impl_BeginScene,
2182 IDirect3DDevice8Impl_EndScene,
2183 IDirect3DDevice8Impl_Clear,
2184 IDirect3DDevice8Impl_SetTransform,
2185 IDirect3DDevice8Impl_GetTransform,
2186 IDirect3DDevice8Impl_MultiplyTransform,
2187 IDirect3DDevice8Impl_SetViewport,
2188 IDirect3DDevice8Impl_GetViewport,
2189 IDirect3DDevice8Impl_SetMaterial,
2190 IDirect3DDevice8Impl_GetMaterial,
2191 IDirect3DDevice8Impl_SetLight,
2192 IDirect3DDevice8Impl_GetLight,
2193 IDirect3DDevice8Impl_LightEnable,
2194 IDirect3DDevice8Impl_GetLightEnable,
2195 IDirect3DDevice8Impl_SetClipPlane,
2196 IDirect3DDevice8Impl_GetClipPlane,
2197 IDirect3DDevice8Impl_SetRenderState,
2198 IDirect3DDevice8Impl_GetRenderState,
2199 IDirect3DDevice8Impl_BeginStateBlock,
2200 IDirect3DDevice8Impl_EndStateBlock,
2201 IDirect3DDevice8Impl_ApplyStateBlock,
2202 IDirect3DDevice8Impl_CaptureStateBlock,
2203 IDirect3DDevice8Impl_DeleteStateBlock,
2204 IDirect3DDevice8Impl_CreateStateBlock,
2205 IDirect3DDevice8Impl_SetClipStatus,
2206 IDirect3DDevice8Impl_GetClipStatus,
2207 IDirect3DDevice8Impl_GetTexture,
2208 IDirect3DDevice8Impl_SetTexture,
2209 IDirect3DDevice8Impl_GetTextureStageState,
2210 IDirect3DDevice8Impl_SetTextureStageState,
2211 IDirect3DDevice8Impl_ValidateDevice,
2212 IDirect3DDevice8Impl_GetInfo,
2213 IDirect3DDevice8Impl_SetPaletteEntries,
2214 IDirect3DDevice8Impl_GetPaletteEntries,
2215 IDirect3DDevice8Impl_SetCurrentTexturePalette,
2216 IDirect3DDevice8Impl_GetCurrentTexturePalette,
2217 IDirect3DDevice8Impl_DrawPrimitive,
2218 IDirect3DDevice8Impl_DrawIndexedPrimitive,
2219 IDirect3DDevice8Impl_DrawPrimitiveUP,
2220 IDirect3DDevice8Impl_DrawIndexedPrimitiveUP,
2221 IDirect3DDevice8Impl_ProcessVertices,
2222 IDirect3DDevice8Impl_CreateVertexShader,
2223 IDirect3DDevice8Impl_SetVertexShader,
2224 IDirect3DDevice8Impl_GetVertexShader,
2225 IDirect3DDevice8Impl_DeleteVertexShader,
2226 IDirect3DDevice8Impl_SetVertexShaderConstant,
2227 IDirect3DDevice8Impl_GetVertexShaderConstant,
2228 IDirect3DDevice8Impl_GetVertexShaderDeclaration,
2229 IDirect3DDevice8Impl_GetVertexShaderFunction,
2230 IDirect3DDevice8Impl_SetStreamSource,
2231 IDirect3DDevice8Impl_GetStreamSource,
2232 IDirect3DDevice8Impl_SetIndices,
2233 IDirect3DDevice8Impl_GetIndices,
2234 IDirect3DDevice8Impl_CreatePixelShader,
2235 IDirect3DDevice8Impl_SetPixelShader,
2236 IDirect3DDevice8Impl_GetPixelShader,
2237 IDirect3DDevice8Impl_DeletePixelShader,
2238 IDirect3DDevice8Impl_SetPixelShaderConstant,
2239 IDirect3DDevice8Impl_GetPixelShaderConstant,
2240 IDirect3DDevice8Impl_GetPixelShaderFunction,
2241 IDirect3DDevice8Impl_DrawRectPatch,
2242 IDirect3DDevice8Impl_DrawTriPatch,
2243 IDirect3DDevice8Impl_DeletePatch
2246 /* Internal function called back during the CreateDevice to create a render target */
2247 static HRESULT WINAPI D3D8CB_CreateSurface(IUnknown *device, IUnknown *pSuperior, UINT Width, UINT Height,
2248 WINED3DFORMAT Format, DWORD Usage, WINED3DPOOL Pool, UINT Level,
2249 WINED3DCUBEMAP_FACES Face, IWineD3DSurface **ppSurface,
2250 HANDLE *pSharedHandle) {
2252 HRESULT res = D3D_OK;
2253 IDirect3DSurface8Impl *d3dSurface = NULL;
2254 BOOL Lockable = TRUE;
2256 if((WINED3DPOOL_DEFAULT == Pool && WINED3DUSAGE_DYNAMIC != Usage))
2257 Lockable = FALSE;
2259 TRACE("relay\n");
2260 res = IDirect3DDevice8Impl_CreateSurface((IDirect3DDevice8 *)device, Width, Height, (D3DFORMAT)Format, Lockable, FALSE/*Discard*/, Level, (IDirect3DSurface8 **)&d3dSurface, D3DRTYPE_SURFACE, Usage, Pool, D3DMULTISAMPLE_NONE, 0 /* MultisampleQuality */);
2262 if (SUCCEEDED(res)) {
2263 *ppSurface = d3dSurface->wineD3DSurface;
2264 d3dSurface->container = pSuperior;
2265 IUnknown_Release(d3dSurface->parentDevice);
2266 d3dSurface->parentDevice = NULL;
2267 d3dSurface->forwardReference = pSuperior;
2268 } else {
2269 FIXME("(%p) IDirect3DDevice8_CreateSurface failed\n", device);
2271 return res;
2274 ULONG WINAPI D3D8CB_DestroySurface(IWineD3DSurface *pSurface) {
2275 IDirect3DSurface8Impl* surfaceParent;
2276 TRACE("(%p) call back\n", pSurface);
2278 IWineD3DSurface_GetParent(pSurface, (IUnknown **) &surfaceParent);
2279 /* GetParent's AddRef was forwarded to an object in destruction.
2280 * Releasing it here again would cause an endless recursion. */
2281 surfaceParent->forwardReference = NULL;
2282 return IDirect3DSurface8_Release((IDirect3DSurface8*) surfaceParent);