static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_ProcessVertices(IDirect3DVertexBuffer *iface, DWORD VertexOp, DWORD DestIndex, DWORD Count, IDirect3DVertexBuffer *SrcBuffer, DWORD SrcIndex, IDirect3DDevice3 *D3DDevice, DWORD Flags) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, iface); IDirect3DVertexBufferImpl *Src = ICOM_OBJECT(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, SrcBuffer); IDirect3DDeviceImpl *D3D = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice3, D3DDevice); TRACE_(ddraw_thunk)("(%p)->(%08x,%08x,%08x,%p,%08x,%p,%08x) thunking to IDirect3DVertexBuffer7 interface.\n", This, VertexOp, DestIndex, Count, Src, SrcIndex, D3D, Flags); return IDirect3DVertexBuffer7_ProcessVertices(ICOM_INTERFACE(This, IDirect3DVertexBuffer7), VertexOp, DestIndex, Count, ICOM_INTERFACE(Src, IDirect3DVertexBuffer7), SrcIndex, ICOM_INTERFACE(D3D, IDirect3DDevice7), Flags); }
/***************************************************************************** * IDirect3DVertexBuffer7::QueryInterface * * The QueryInterface Method for Vertex Buffers * For a link to QueryInterface rules, see IDirectDraw7::QueryInterface * * Params * riid: Queryied Interface id * obj: Address to return the interface pointer * * Returns: * S_OK on success * E_NOINTERFACE if the interface wasn't found * *****************************************************************************/ static HRESULT WINAPI IDirect3DVertexBufferImpl_QueryInterface(IDirect3DVertexBuffer7 *iface, REFIID riid, void **obj) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, iface); TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), obj); /* By default, set the object pointer to NULL */ *obj = NULL; if ( IsEqualGUID( &IID_IUnknown, riid ) ) { IDirect3DVertexBuffer7_AddRef(ICOM_INTERFACE(This,IDirect3DVertexBuffer7)); *obj = iface; TRACE(" Creating IUnknown interface at %p.\n", *obj); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DVertexBuffer, riid ) ) { IDirect3DVertexBuffer7_AddRef(ICOM_INTERFACE(This,IDirect3DVertexBuffer7)); *obj = ICOM_INTERFACE(This, IDirect3DVertexBuffer); TRACE(" Creating IDirect3DVertexBuffer interface %p\n", *obj); return S_OK; } if ( IsEqualGUID( &IID_IDirect3DVertexBuffer7, riid ) ) { IDirect3DVertexBuffer7_AddRef(ICOM_INTERFACE(This,IDirect3DVertexBuffer7)); *obj = ICOM_INTERFACE(This, IDirect3DVertexBuffer7); TRACE(" Creating IDirect3DVertexBuffer7 interface %p\n", *obj); return S_OK; } FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid)); return E_NOINTERFACE; }
/***************************************************************************** * IDirect3DViewport3::Clear * * Clears the render target and / or the z buffer * * Params: * dwCount: The amount of rectangles to clear. If 0, the whole buffer is * cleared * lpRects: Pointer to the array of rectangles. If NULL, Count must be 0 * dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET * * Returns: * D3D_OK on success * D3DERR_VIEWPORTHASNODEVICE if there's no active device * The return value of IDirect3DDevice7::Clear * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface, DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags) { ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface); DWORD color = 0x00000000; HRESULT hr; LPDIRECT3DVIEWPORT3 current_viewport; TRACE("(%p/%p)->(%08x,%p,%08x)\n", This, iface, dwCount, lpRects, dwFlags); if (This->active_device == NULL) { ERR(" Trying to clear a viewport not attached to a device !\n"); return D3DERR_VIEWPORTHASNODEVICE; } EnterCriticalSection(&ddraw_cs); if (dwFlags & D3DCLEAR_TARGET) { if (This->background == NULL) { ERR(" Trying to clear the color buffer without background material !\n"); } else { color = ((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24); } } /* Need to temporarily activate viewport to clear it. Previously active one will be restored afterwards. */ This->activate(This, TRUE); hr = IDirect3DDevice7_Clear(ICOM_INTERFACE(This->active_device, IDirect3DDevice7), dwCount, lpRects, dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000); IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), ¤t_viewport); if(current_viewport) { IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport); vp->activate(vp, TRUE); IDirect3DViewport3_Release(current_viewport); } LeaveCriticalSection(&ddraw_cs); return hr; }
static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_Optimize(IDirect3DVertexBuffer *iface, IDirect3DDevice3 *D3DDevice, DWORD Flags) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, iface); IDirect3DDeviceImpl *D3D = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice3, D3DDevice); TRACE_(ddraw_thunk)("(%p)->(%p,%08x) thunking to IDirect3DVertexBuffer7 interface.\n", This, D3D, Flags); return IDirect3DVertexBuffer7_Optimize(ICOM_INTERFACE(This, IDirect3DVertexBuffer7), ICOM_INTERFACE(D3D, IDirect3DDevice7), Flags); }
static HRESULT WINAPI Thunk_IDirect3DTextureImpl_1_GetHandle(IDirect3DTexture *iface, LPDIRECT3DDEVICE lpDirect3DDevice, LPD3DTEXTUREHANDLE lpHandle) { ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture, iface); IDirect3DDeviceImpl *d3d = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice, lpDirect3DDevice); TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DTexture2 interface.\n", This, d3d, lpHandle); return IDirect3DTexture2_GetHandle(ICOM_INTERFACE(This, IDirect3DTexture2), ICOM_INTERFACE(d3d, IDirect3DDevice2), lpHandle); }
/***************************************************************************** * IDirect3DViewport3::SetViewport2 * * Sets the viewport from a D3DVIEWPORT2 structure * * Params: * lpData: Viewport to set * * Returns: * D3D_OK on success * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData) { ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface); LPDIRECT3DVIEWPORT3 current_viewport; TRACE("(%p/%p)->(%p)\n", This, iface, lpData); if (TRACE_ON(d3d7)) { TRACE(" getting D3DVIEWPORT2 :\n"); _dump_D3DVIEWPORT2(lpData); } EnterCriticalSection(&ddraw_cs); This->use_vp2 = 1; memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2)); memcpy(&(This->viewports.vp2), lpData, lpData->dwSize); if (This->active_device) { IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), ¤t_viewport); if (current_viewport) { if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This) This->activate(This, FALSE); IDirect3DViewport3_Release(current_viewport); } } LeaveCriticalSection(&ddraw_cs); return D3D_OK; }
/***************************************************************************** * viewport_activate * * activates the viewport using IDirect3DDevice7::SetViewport * *****************************************************************************/ void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) { IDirect3DLightImpl* light; D3DVIEWPORT7 vp; if (!ignore_lights) { /* Activate all the lights associated with this context */ light = This->lights; while (light != NULL) { light->activate(light); light = light->next; } } /* And copy the values in the structure used by the device */ if (This->use_vp2) { vp.dwX = This->viewports.vp2.dwX; vp.dwY = This->viewports.vp2.dwY; vp.dwHeight = This->viewports.vp2.dwHeight; vp.dwWidth = This->viewports.vp2.dwWidth; vp.dvMinZ = This->viewports.vp2.dvMinZ; vp.dvMaxZ = This->viewports.vp2.dvMaxZ; } else { vp.dwX = This->viewports.vp1.dwX; vp.dwY = This->viewports.vp1.dwY; vp.dwHeight = This->viewports.vp1.dwHeight; vp.dwWidth = This->viewports.vp1.dwWidth; vp.dvMinZ = This->viewports.vp1.dvMinZ; vp.dvMaxZ = This->viewports.vp1.dvMaxZ; } /* And also set the viewport */ IDirect3DDevice7_SetViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice7), &vp); }
static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_Unlock(IDirect3DVertexBuffer *iface) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, iface); TRACE_(ddraw_thunk)("(%p)->() thunking to IDirect3DVertexBuffer7 interface.\n", This); return IDirect3DVertexBuffer7_Unlock(ICOM_INTERFACE(This, IDirect3DVertexBuffer7)); }
static ULONG WINAPI Thunk_IDirect3DTextureImpl_2_Release(IDirect3DTexture2 *iface) { ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface); TRACE("(%p)->() thunking to IDirectDrawSurface7 interface.\n", This); return IDirectDrawSurface7_Release(ICOM_INTERFACE(This, IDirectDrawSurface7)); }
static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_GetVertexBufferDesc(IDirect3DVertexBuffer *iface, D3DVERTEXBUFFERDESC *Desc) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, iface); TRACE_(ddraw_thunk)("(%p)->(%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, Desc); return IDirect3DVertexBuffer7_GetVertexBufferDesc(ICOM_INTERFACE(This, IDirect3DVertexBuffer7), Desc); }
/***************************************************************************** * IUnknown interfaces. They are thunks to IDirectDrawSurface7 *****************************************************************************/ static HRESULT WINAPI Thunk_IDirect3DTextureImpl_2_QueryInterface(IDirect3DTexture2 *iface, REFIID riid, void **obj) { ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface); TRACE("(%p)->(%s,%p) thunking to IDirectDrawSurface7 interface.\n", This, debugstr_guid(riid), obj); return IDirectDrawSurface7_QueryInterface(ICOM_INTERFACE(This, IDirectDrawSurface7), riid, obj); }
/***************************************************************************** * light_update * * Updates the Direct3DDevice7 lighting parameters * *****************************************************************************/ void light_update(IDirect3DLightImpl* This) { IDirect3DDeviceImpl* device; TRACE("(%p)\n", This); if (!This->active_viewport || !This->active_viewport->active_device) return; device = This->active_viewport->active_device; IDirect3DDevice7_SetLight(ICOM_INTERFACE(device,IDirect3DDevice7), This->dwLightIndex, &(This->light7)); }
static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_QueryInterface(IDirect3DVertexBuffer *iface, REFIID riid, void **obj) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, iface); TRACE_(ddraw_thunk)("(%p)->(%s,%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, debugstr_guid(riid), obj); return IDirect3DVertexBuffer7_QueryInterface(ICOM_INTERFACE(This, IDirect3DVertexBuffer7), riid, obj); }
/***************************************************************************** * IDirect3DViewport3::Clear2 * * Another clearing method * * Params: * Count: Number of rectangles to clear * Rects: Rectangle array to clear * Flags: Some flags :) * Color: Color to fill the render target with * Z: Value to fill the depth buffer with * Stencil: Value to fill the stencil bits with * * Returns: * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface, DWORD dwCount, LPD3DRECT lpRects, DWORD dwFlags, DWORD dwColor, D3DVALUE dvZ, DWORD dwStencil) { ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface); HRESULT hr; LPDIRECT3DVIEWPORT3 current_viewport; TRACE("(%p)->(%08x,%p,%08x,%08x,%f,%08x)\n", This, dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); EnterCriticalSection(&ddraw_cs); if (This->active_device == NULL) { ERR(" Trying to clear a viewport not attached to a device !\n"); LeaveCriticalSection(&ddraw_cs); return D3DERR_VIEWPORTHASNODEVICE; } /* Need to temporarily activate viewport to clear it. Previously active one will be restored afterwards. */ This->activate(This, TRUE); hr = IDirect3DDevice7_Clear(ICOM_INTERFACE(This->active_device, IDirect3DDevice7), dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil); IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), ¤t_viewport); if(current_viewport) { IDirect3DViewportImpl *vp = ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport); vp->activate(vp, TRUE); IDirect3DViewport3_Release(current_viewport); } LeaveCriticalSection(&ddraw_cs); return hr; }
/***************************************************************************** * IDirect3DViewport3::QueryInterface * * A normal QueryInterface. Can query all interface versions and the * IUnknown interface. The VTables of the different versions * are equal * * Params: * refiid: Interface id queried for * obj: Address to write the interface pointer to * * Returns: * S_OK on success. * E_NOINTERFACE if the requested interface wasn't found * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **obp) { ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface); TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), obp); *obp = NULL; if ( IsEqualGUID(&IID_IUnknown, riid) || IsEqualGUID(&IID_IDirect3DViewport, riid) || IsEqualGUID(&IID_IDirect3DViewport2, riid) || IsEqualGUID(&IID_IDirect3DViewport3, riid) ) { IDirect3DViewport3_AddRef(ICOM_INTERFACE(This, IDirect3DViewport3)); *obp = ICOM_INTERFACE(This, IDirect3DViewport3); TRACE(" Creating IDirect3DViewport1/2/3 interface %p\n", *obp); return S_OK; } FIXME("(%p): interface for IID %s NOT found!\n", This, debugstr_guid(riid)); return E_NOINTERFACE; }
static HRESULT WINAPI Thunk_IDirect3DVertexBufferImpl_1_Lock(IDirect3DVertexBuffer *iface, DWORD Flags, void **Data, DWORD *Size) { ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer, iface); TRACE_(ddraw_thunk)("(%p)->(%08x,%p,%p) thunking to IDirect3DVertexBuffer7 interface.\n", This, Flags, Data, Size); return IDirect3DVertexBuffer7_Lock(ICOM_INTERFACE(This, IDirect3DVertexBuffer7), Flags, Data, Size); }
/***************************************************************************** * * light_desactivate * * Uses the Direct3DDevice7::LightEnable method to deactivate the light * *****************************************************************************/ void light_desactivate(IDirect3DLightImpl* This) { IDirect3DDeviceImpl* device; TRACE("(%p)\n", This); if (!This->active_viewport || !This->active_viewport->active_device) return; device = This->active_viewport->active_device; /* If was not active, activate it */ if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) { IDirect3DDevice7_LightEnable(ICOM_INTERFACE(device,IDirect3DDevice7), This->dwLightIndex, FALSE); This->light.dwFlags &= ~D3DLIGHT_ACTIVE; } }
/***************************************************************************** * get_sub_mimaplevel * * Helper function that returns the next mipmap level * * tex_ptr: Surface of which to return the next level * *****************************************************************************/ static IDirectDrawSurfaceImpl * get_sub_mimaplevel(IDirectDrawSurfaceImpl *tex_ptr) { /* Now go down the mipmap chain to the next surface */ static const DDSCAPS2 mipmap_caps = { DDSCAPS_MIPMAP | DDSCAPS_TEXTURE, 0, 0, 0 }; LPDIRECTDRAWSURFACE7 next_level; IDirectDrawSurfaceImpl *surf_ptr; HRESULT hr; hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(tex_ptr, IDirectDrawSurface7), (DDSCAPS2 *) &mipmap_caps, &next_level); if (FAILED(hr)) return NULL; surf_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, next_level); IDirectDrawSurface7_Release(next_level); return surf_ptr; }
/***************************************************************************** * IDirect3DViewport3::SetViewport * * Sets the viewport information for this interface * * Params: * lpData: Viewport to set * * Returns: * D3D_OK on success * DDERR_INVALIDPARAMS if Data is NULL * *****************************************************************************/ static HRESULT WINAPI IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData) { ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface); LPDIRECT3DVIEWPORT3 current_viewport; TRACE("(%p/%p)->(%p)\n", This, iface, lpData); if (TRACE_ON(d3d7)) { TRACE(" getting D3DVIEWPORT :\n"); _dump_D3DVIEWPORT(lpData); } EnterCriticalSection(&ddraw_cs); This->use_vp2 = 0; memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1)); memcpy(&(This->viewports.vp1), lpData, lpData->dwSize); /* Tests on two games show that these values are never used properly so override them with proper ones :-) */ This->viewports.vp1.dvMinZ = 0.0; This->viewports.vp1.dvMaxZ = 1.0; if (This->active_device) { IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), ¤t_viewport); if (current_viewport) { if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This) This->activate(This, FALSE); IDirect3DViewport3_Release(current_viewport); } } LeaveCriticalSection(&ddraw_cs); return DD_OK; }
/***************************************************************************** * IDirect3DTexture2::Load * * Loads a texture created with the DDSCAPS_ALLOCONLOAD * * This function isn't relayed to WineD3D because the whole interface is * implemented in DDraw only. For speed improvements a implementation which * takes OpenGL more into account could be placed into WineD3D. * * Params: * D3DTexture2: Address of the texture to load * * Returns: * D3D_OK on success * D3DERR_TEXTURE_LOAD_FAILED. * *****************************************************************************/ static HRESULT WINAPI IDirect3DTextureImpl_Load(IDirect3DTexture2 *iface, IDirect3DTexture2 *D3DTexture2) { ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface); IDirectDrawSurfaceImpl *src_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, D3DTexture2); IWineD3DPalette *wine_pal, *wine_pal_src; IDirectDrawPalette *pal = NULL, *pal_src = NULL; IDirectDrawPaletteImpl *pal_impl, *pal_impl_src; HRESULT ret_value = D3D_OK; TRACE("(%p)->(%p)\n", This, src_ptr); if (((src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) != (This->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP)) || (src_ptr->surface_desc.u2.dwMipMapCount != This->surface_desc.u2.dwMipMapCount)) { ERR("Trying to load surfaces with different mip-map counts !\n"); } while(1) { DDSURFACEDESC *src_d, *dst_d; TRACE(" copying surface %p to surface %p (mipmap level %d)\n", src_ptr, This, src_ptr->mipmap_level); if ( This->surface_desc.ddsCaps.dwCaps & DDSCAPS_ALLOCONLOAD ) /* If the surface is not allocated and its location is not yet specified, force it to video memory */ if ( !(This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_SYSTEMMEMORY|DDSCAPS_VIDEOMEMORY)) ) This->surface_desc.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY; /* Suppress the ALLOCONLOAD flag */ This->surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD; /* Get the palettes */ ret_value = IWineD3DSurface_GetPalette(This->WineD3DSurface, &wine_pal); if( ret_value != D3D_OK) { ERR("IWineD3DSurface::GetPalette failed! This is unexpected\n"); return D3DERR_TEXTURE_LOAD_FAILED; } if(wine_pal) { ret_value = IWineD3DPalette_GetParent(wine_pal, (IUnknown **) &pal); if(ret_value != D3D_OK) { ERR("IWineD3DPalette::GetParent failed! This is unexpected\n"); return D3DERR_TEXTURE_LOAD_FAILED; } pal_impl = ICOM_OBJECT(IDirectDrawPaletteImpl, IDirectDrawPalette, pal); } else { pal_impl = NULL; } ret_value = IWineD3DSurface_GetPalette(src_ptr->WineD3DSurface, &wine_pal_src); if( ret_value != D3D_OK) { ERR("IWineD3DSurface::GetPalette failed! This is unexpected\n"); return D3DERR_TEXTURE_LOAD_FAILED; } if(wine_pal_src) { ret_value = IWineD3DPalette_GetParent(wine_pal_src, (IUnknown **) &pal_src); if(ret_value != D3D_OK) { ERR("IWineD3DPalette::GetParent failed! This is unexpected\n"); return D3DERR_TEXTURE_LOAD_FAILED; } pal_impl_src = ICOM_OBJECT(IDirectDrawPaletteImpl, IDirectDrawPalette, pal_src); } else { pal_impl_src = NULL; } /* After seeing some logs, not sure at all about this... */ if (pal_impl == NULL) { IWineD3DSurface_SetPalette(This->WineD3DSurface, wine_pal); if (pal_impl_src != NULL) IDirectDrawPalette_AddRef(ICOM_INTERFACE(pal_impl_src, IDirectDrawPalette)); } else { if (pal_impl_src != NULL) { PALETTEENTRY palent[256]; IDirectDrawPalette_GetEntries(ICOM_INTERFACE(pal_impl_src, IDirectDrawPalette), 0, 0, 256, palent); IDirectDrawPalette_SetEntries(ICOM_INTERFACE(pal_impl, IDirectDrawPalette), 0, 0, 256, palent); } } /* Copy one surface on the other */ dst_d = (DDSURFACEDESC *)&(This->surface_desc); src_d = (DDSURFACEDESC *)&(src_ptr->surface_desc); if ((src_d->dwWidth != dst_d->dwWidth) || (src_d->dwHeight != dst_d->dwHeight)) { /* Should also check for same pixel format, u1.lPitch, ... */ ERR("Error in surface sizes\n"); return D3DERR_TEXTURE_LOAD_FAILED; } else { WINED3DLOCKED_RECT pSrcRect, pDstRect; /* LPDIRECT3DDEVICE2 d3dd = (LPDIRECT3DDEVICE2) This->D3Ddevice; */ /* I should put a macro for the calculus of bpp */ /* Copy also the ColorKeying stuff */ if (src_d->dwFlags & DDSD_CKSRCBLT) { dst_d->dwFlags |= DDSD_CKSRCBLT; dst_d->ddckCKSrcBlt.dwColorSpaceLowValue = src_d->ddckCKSrcBlt.dwColorSpaceLowValue; dst_d->ddckCKSrcBlt.dwColorSpaceHighValue = src_d->ddckCKSrcBlt.dwColorSpaceHighValue; } /* Copy the main memory texture into the surface that corresponds to the OpenGL texture object. */ ret_value = IWineD3DSurface_LockRect(src_ptr->WineD3DSurface, &pSrcRect, NULL, 0); if(ret_value != D3D_OK) { ERR(" (%p) Locking the source surface failed\n", This); return D3DERR_TEXTURE_LOAD_FAILED; } ret_value = IWineD3DSurface_LockRect(This->WineD3DSurface, &pDstRect, NULL, 0); if(ret_value != D3D_OK) { ERR(" (%p) Locking the destination surface failed\n", This); IWineD3DSurface_UnlockRect(src_ptr->WineD3DSurface); return D3DERR_TEXTURE_LOAD_FAILED; } if (This->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_FOURCC) memcpy(pDstRect.pBits, pSrcRect.pBits, src_ptr->surface_desc.u1.dwLinearSize); else memcpy(pDstRect.pBits, pSrcRect.pBits, pSrcRect.Pitch * src_d->dwHeight); IWineD3DSurface_UnlockRect(src_ptr->WineD3DSurface); IWineD3DSurface_UnlockRect(This->WineD3DSurface); } if (src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) { src_ptr = get_sub_mimaplevel(src_ptr); } else { src_ptr = NULL; } if (This->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) { This = get_sub_mimaplevel(This); } else { This = NULL; } if ((src_ptr == NULL) || (This == NULL)) { if (src_ptr != This) { ERR(" Loading surface with different mipmap structure !!!\n"); } break; } } return ret_value; }