コード例 #1
0
ファイル: surface.c プロジェクト: ElvisTulip/vbox
HRESULT surface_init(struct d3d8_surface *surface, struct d3d8_device *device, UINT width, UINT height,
        D3DFORMAT format, DWORD flags, DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type,
        DWORD multisample_quality)
{
    HRESULT hr;

    surface->IDirect3DSurface8_iface.lpVtbl = &d3d8_surface_vtbl;
    surface->refcount = 1;

    /* FIXME: Check MAX bounds of MultisampleQuality. */
    if (multisample_quality > 0)
    {
        FIXME("Multisample quality set to %u, substituting 0.\n", multisample_quality);
        multisample_quality = 0;
    }

    wined3d_mutex_lock();
    hr = wined3d_surface_create(device->wined3d_device, width, height, wined3dformat_from_d3dformat(format),
            usage & WINED3DUSAGE_MASK, (enum wined3d_pool)pool, multisample_type, multisample_quality,
            flags, surface, &d3d8_surface_wined3d_parent_ops, &surface->wined3d_surface);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d surface, hr %#x.\n", hr);
        return hr;
    }

    surface->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(surface->parent_device);

    return D3D_OK;
}
コード例 #2
0
ファイル: surface.c プロジェクト: karolherbst/wine
static ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);
    ULONG refcount;

    TRACE("iface %p.\n", iface);

    if (surface->texture)
    {
        TRACE("Forwarding to %p.\n", surface->texture);
        return IDirect3DBaseTexture8_AddRef(&surface->texture->IDirect3DBaseTexture8_iface);
    }

    refcount = InterlockedIncrement(&surface->resource.refcount);
    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        if (surface->parent_device)
            IDirect3DDevice8_AddRef(surface->parent_device);
        wined3d_mutex_lock();
        if (surface->wined3d_rtv)
            wined3d_rendertarget_view_incref(surface->wined3d_rtv);
        wined3d_surface_incref(surface->wined3d_surface);
        wined3d_mutex_unlock();
    }

    return refcount;
}
コード例 #3
0
ファイル: surface.c プロジェクト: DeltaYang/wine
static ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p.\n", iface);

    if (surface->forwardReference)
    {
        /* Forward refcounting */
        TRACE("Forwarding to %p.\n", surface->forwardReference);
        return IUnknown_AddRef(surface->forwardReference);
    }
    else
    {
        /* No container, handle our own refcounting */
        ULONG ref = InterlockedIncrement(&surface->resource.refcount);

        TRACE("%p increasing refcount to %u.\n", iface, ref);

        if (ref == 1)
        {
            if (surface->parent_device)
                IDirect3DDevice8_AddRef(surface->parent_device);
            wined3d_mutex_lock();
            wined3d_surface_incref(surface->wined3d_surface);
            wined3d_mutex_unlock();
        }

        return ref;
    }
}
コード例 #4
0
ファイル: surface.c プロジェクト: bilboed/wine
/* IDirect3DSurface8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device)
{
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

    TRACE("iface %p, device %p.\n", iface, device);

    if (This->forwardReference)
    {
        IDirect3DResource8 *resource;
        HRESULT hr;

        hr = IUnknown_QueryInterface(This->forwardReference, &IID_IDirect3DResource8, (void **)&resource);
        if (SUCCEEDED(hr))
        {
            hr = IDirect3DResource8_GetDevice(resource, device);
            IDirect3DResource8_Release(resource);

            TRACE("Returning device %p.\n", *device);
        }

        return hr;
    }

    *device = (IDirect3DDevice8 *)This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #5
0
ファイル: surface.c プロジェクト: ZoloZiak/reactos
static HRESULT WINAPI d3d8_surface_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    if (surface->forwardReference)
    {
        IDirect3DResource8 *resource;
        HRESULT hr;

        hr = IUnknown_QueryInterface(surface->forwardReference, &IID_IDirect3DResource8, (void **)&resource);
        if (SUCCEEDED(hr))
        {
            hr = IDirect3DResource8_GetDevice(resource, device);
            IDirect3DResource8_Release(resource);

            TRACE("Returning device %p.\n", *device);
        }

        return hr;
    }

    *device = surface->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #6
0
ファイル: buffer.c プロジェクト: wine-mirror/wine
HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
        UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
        return D3DERR_INVALIDCALL;

    /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    desc.byte_width = size;
    desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
    /* Buffers are always readable. */
    if (pool != D3DPOOL_DEFAULT)
        desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        parent_ops = &d3d8_indexbuffer_wined3d_parent_ops;
    }

    buffer->IDirect3DIndexBuffer8_iface.lpVtbl = &d3d8_indexbuffer_vtbl;
    d3d8_resource_init(&buffer->resource);
    buffer->format = wined3dformat_from_d3dformat(format);
    buffer->usage = usage;

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d8_indexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(buffer->parent_device);

    return D3D_OK;
}
コード例 #7
0
ファイル: buffer.c プロジェクト: Moteesh/wine
HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
        UINT size, DWORD usage, DWORD fvf, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
    {
        WARN("Vertex buffer with D3DPOOL_SCRATCH requested.\n");
        return D3DERR_INVALIDCALL;
    }

    /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    buffer->IDirect3DVertexBuffer8_iface.lpVtbl = &Direct3DVertexBuffer8_Vtbl;
    d3d8_resource_init(&buffer->resource);
    buffer->fvf = fvf;

    desc.byte_width = size;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage)
            | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
        parent_ops = &d3d8_vertexbuffer_wined3d_parent_ops;
    }

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d8_vertexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(buffer->parent_device);

    return D3D_OK;
}
コード例 #8
0
ファイル: swapchain.c プロジェクト: klickverbot/wine
HRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device,
        D3DPRESENT_PARAMETERS *present_parameters)
{
    struct wined3d_swapchain_desc desc;
    HRESULT hr;

    swapchain->ref = 1;
    swapchain->IDirect3DSwapChain8_iface.lpVtbl = &Direct3DSwapChain8_Vtbl;

    desc.backbuffer_width = present_parameters->BackBufferWidth;
    desc.backbuffer_height = present_parameters->BackBufferHeight;
    desc.backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
    desc.backbuffer_count = max(1, present_parameters->BackBufferCount);
    desc.multisample_type = present_parameters->MultiSampleType;
    desc.multisample_quality = 0; /* d3d9 only */
    desc.swap_effect = present_parameters->SwapEffect;
    desc.device_window = present_parameters->hDeviceWindow;
    desc.windowed = present_parameters->Windowed;
    desc.enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
    desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
    desc.flags = present_parameters->Flags;
    desc.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
    desc.swap_interval = present_parameters->FullScreen_PresentationInterval;
    desc.auto_restore_display_mode = TRUE;

    wined3d_mutex_lock();
    hr = wined3d_swapchain_create(device->wined3d_device, &desc,
            WINED3D_SURFACE_TYPE_OPENGL, swapchain, &d3d8_swapchain_wined3d_parent_ops,
            &swapchain->wined3d_swapchain);
    wined3d_mutex_unlock();

    present_parameters->BackBufferWidth = desc.backbuffer_width;
    present_parameters->BackBufferHeight = desc.backbuffer_height;
    present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(desc.backbuffer_format);
    present_parameters->BackBufferCount = desc.backbuffer_count;
    present_parameters->MultiSampleType = desc.multisample_type;
    present_parameters->SwapEffect = desc.swap_effect;
    present_parameters->hDeviceWindow = desc.device_window;
    present_parameters->Windowed = desc.windowed;
    present_parameters->EnableAutoDepthStencil = desc.enable_auto_depth_stencil;
    present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(desc.auto_depth_stencil_format);
    present_parameters->Flags = desc.flags;
    present_parameters->FullScreen_RefreshRateInHz = desc.refresh_rate;
    present_parameters->FullScreen_PresentationInterval = desc.swap_interval;

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parentDevice = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(swapchain->parentDevice);

    return D3D_OK;
}
コード例 #9
0
ファイル: swapchain.c プロジェクト: austin987/wine
HRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device,
        D3DPRESENT_PARAMETERS *present_parameters)
{
    WINED3DPRESENT_PARAMETERS wined3d_parameters;
    HRESULT hr;

    swapchain->ref = 1;
    swapchain->lpVtbl = &Direct3DSwapChain8_Vtbl;

    wined3d_parameters.BackBufferWidth = present_parameters->BackBufferWidth;
    wined3d_parameters.BackBufferHeight = present_parameters->BackBufferHeight;
    wined3d_parameters.BackBufferFormat = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
    wined3d_parameters.BackBufferCount = max(1, present_parameters->BackBufferCount);
    wined3d_parameters.MultiSampleType = present_parameters->MultiSampleType;
    wined3d_parameters.MultiSampleQuality = 0; /* d3d9 only */
    wined3d_parameters.SwapEffect = present_parameters->SwapEffect;
    wined3d_parameters.hDeviceWindow = present_parameters->hDeviceWindow;
    wined3d_parameters.Windowed = present_parameters->Windowed;
    wined3d_parameters.EnableAutoDepthStencil = present_parameters->EnableAutoDepthStencil;
    wined3d_parameters.AutoDepthStencilFormat = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
    wined3d_parameters.Flags = present_parameters->Flags;
    wined3d_parameters.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
    wined3d_parameters.PresentationInterval = present_parameters->FullScreen_PresentationInterval;
    wined3d_parameters.AutoRestoreDisplayMode = TRUE;

    wined3d_mutex_lock();
    hr = IWineD3DDevice_CreateSwapChain(device->WineD3DDevice, &wined3d_parameters,
            SURFACE_OPENGL, swapchain, &swapchain->wineD3DSwapChain);
    wined3d_mutex_unlock();

    present_parameters->BackBufferWidth = wined3d_parameters.BackBufferWidth;
    present_parameters->BackBufferHeight = wined3d_parameters.BackBufferHeight;
    present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(wined3d_parameters.BackBufferFormat);
    present_parameters->BackBufferCount = wined3d_parameters.BackBufferCount;
    present_parameters->MultiSampleType = wined3d_parameters.MultiSampleType;
    present_parameters->SwapEffect = wined3d_parameters.SwapEffect;
    present_parameters->hDeviceWindow = wined3d_parameters.hDeviceWindow;
    present_parameters->Windowed = wined3d_parameters.Windowed;
    present_parameters->EnableAutoDepthStencil = wined3d_parameters.EnableAutoDepthStencil;
    present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(wined3d_parameters.AutoDepthStencilFormat);
    present_parameters->Flags = wined3d_parameters.Flags;
    present_parameters->FullScreen_RefreshRateInHz = wined3d_parameters.FullScreen_RefreshRateInHz;
    present_parameters->FullScreen_PresentationInterval = wined3d_parameters.PresentationInterval;

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parentDevice = (IDirect3DDevice8 *)device;
    IDirect3DDevice8_AddRef(swapchain->parentDevice);

    return D3D_OK;
}
コード例 #10
0
ファイル: surface.c プロジェクト: ZoloZiak/reactos
void surface_init(struct d3d8_surface *surface, struct wined3d_surface *wined3d_surface,
        struct d3d8_device *device, const struct wined3d_parent_ops **parent_ops)
{
    surface->IDirect3DSurface8_iface.lpVtbl = &d3d8_surface_vtbl;
    d3d8_resource_init(&surface->resource);
    wined3d_surface_incref(wined3d_surface);
    surface->wined3d_surface = wined3d_surface;
    surface->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(surface->parent_device);

    *parent_ops = &d3d8_surface_wined3d_parent_ops;
}
コード例 #11
0
ファイル: texture.c プロジェクト: Fredz66/wine
static HRESULT WINAPI d3d8_texture_2d_GetDevice(IDirect3DTexture8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    *device = texture->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #12
0
/* IDirect3DVertexBuffer8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDevice(IDirect3DVertexBuffer8 *iface, IDirect3DDevice8 **device)
{
    IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;

    TRACE("iface %p, device %p.\n", iface, device);

    *device = (IDirect3DDevice8 *)This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #13
0
ファイル: buffer.c プロジェクト: wine-mirror/wine
static HRESULT WINAPI d3d8_vertexbuffer_GetDevice(IDirect3DVertexBuffer8 *iface,
        IDirect3DDevice8 **device)
{
    struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    *device = buffer->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #14
0
ファイル: volumetexture.c プロジェクト: mgriepentrog/wine
/* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(IDirect3DVolumeTexture8 *iface,
        IDirect3DDevice8 **device)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    *device = This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #15
0
ファイル: surface.c プロジェクト: Jactry/wine
static HRESULT WINAPI d3d8_surface_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    if (surface->texture)
        return IDirect3DBaseTexture8_GetDevice(&surface->texture->IDirect3DBaseTexture8_iface, device);

    *device = surface->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
コード例 #16
0
ファイル: volumetexture.c プロジェクト: austin987/wine
static ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface) {
    IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        IWineD3DVolumeTexture_AddRef(This->wineD3DVolumeTexture);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #17
0
static ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRef(LPDIRECT3DVERTEXBUFFER8 iface) {
    IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        IWineD3DBuffer_AddRef(This->wineD3DVertexBuffer);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #18
0
ファイル: texture.c プロジェクト: Fredz66/wine
static ULONG WINAPI d3d8_texture_3d_AddRef(IDirect3DVolumeTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
    ULONG ref = InterlockedIncrement(&texture->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #19
0
ファイル: volumetexture.c プロジェクト: mgriepentrog/wine
static ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        wined3d_texture_incref(This->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #20
0
ファイル: buffer.c プロジェクト: MichaelMcDonnell/wine
static ULONG WINAPI d3d8_vertexbuffer_AddRef(IDirect3DVertexBuffer8 *iface)
{
    IDirect3DVertexBuffer8Impl *buffer = impl_from_IDirect3DVertexBuffer8(iface);
    ULONG refcount = InterlockedIncrement(&buffer->ref);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        IDirect3DDevice8_AddRef(buffer->parentDevice);
        wined3d_mutex_lock();
        wined3d_buffer_incref(buffer->wineD3DVertexBuffer);
        wined3d_mutex_unlock();
    }

    return refcount;
}
コード例 #21
0
ファイル: swapchain.c プロジェクト: ElvisTulip/vbox
static ULONG WINAPI d3d8_swapchain_AddRef(IDirect3DSwapChain8 *iface)
{
    struct d3d8_swapchain *swapchain = impl_from_IDirect3DSwapChain8(iface);
    ULONG ref = InterlockedIncrement(&swapchain->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        if (swapchain->parent_device)
            IDirect3DDevice8_AddRef(swapchain->parent_device);
        wined3d_mutex_lock();
        wined3d_swapchain_incref(swapchain->wined3d_swapchain);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #22
0
ファイル: buffer.c プロジェクト: Moteesh/wine
static ULONG WINAPI d3d8_indexbuffer_AddRef(IDirect3DIndexBuffer8 *iface)
{
    struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface);
    ULONG refcount = InterlockedIncrement(&buffer->resource.refcount);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        IDirect3DDevice8_AddRef(buffer->parent_device);
        wined3d_mutex_lock();
        wined3d_buffer_incref(buffer->wined3d_buffer);
        if (buffer->draw_buffer)
            wined3d_buffer_incref(buffer->draw_buffer);
        wined3d_mutex_unlock();
    }

    return refcount;
}
コード例 #23
0
ファイル: texture.c プロジェクト: Barrell/wine
HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
        UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    struct wined3d_resource_desc desc;
    DWORD surface_flags = 0;
    HRESULT hr;

    texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl;
    texture->refcount = 1;

    desc.resource_type = WINED3D_RTYPE_CUBE_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.usage |= WINED3DUSAGE_TEXTURE;
    desc.pool = pool;
    desc.width = edge_length;
    desc.height = edge_length;
    desc.depth = 1;
    desc.size = 0;

    if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
        surface_flags |= WINED3D_SURFACE_MAPPABLE;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_cube(device->wined3d_device, &desc, levels, surface_flags,
            texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d cube texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(texture->parent_device);

    return D3D_OK;
}
コード例 #24
0
ファイル: texture.c プロジェクト: abl/wine
static ULONG WINAPI d3d8_texture_2d_AddRef(IDirect3DTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
    ULONG ref = InterlockedIncrement(&texture->resource.refcount);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        struct d3d8_surface *surface;

        IDirect3DDevice8_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
        {
            wined3d_rendertarget_view_incref(surface->wined3d_rtv);
        }
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
コード例 #25
0
ファイル: texture.c プロジェクト: MortenRoenne/wine
HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
        UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    HRESULT hr;

    texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl;
    texture->refcount = 1;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_cube(device->wined3d_device, edge_length, levels,
            usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture,
            &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d cube texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(texture->parent_device);

    return D3D_OK;
}
コード例 #26
0
ファイル: texture.c プロジェクト: Barrell/wine
HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
        UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    struct wined3d_resource_desc desc;
    HRESULT hr;

    texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl;
    texture->refcount = 1;

    desc.resource_type = WINED3D_RTYPE_VOLUME_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.usage |= WINED3DUSAGE_TEXTURE;
    desc.pool = pool;
    desc.width = width;
    desc.height = height;
    desc.depth = depth;
    desc.size = 0;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_3d(device->wined3d_device, &desc, levels,
            texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(texture->parent_device);

    return D3D_OK;
}
コード例 #27
0
ファイル: cubetexture.c プロジェクト: dvdhoo/wine
HRESULT cubetexture_init(IDirect3DCubeTexture8Impl *texture, IDirect3DDevice8Impl *device,
        UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    HRESULT hr;

    texture->IDirect3DCubeTexture8_iface.lpVtbl = &Direct3DCubeTexture8_Vtbl;
    texture->ref = 1;

    wined3d_mutex_lock();
    hr = IWineD3DDevice_CreateCubeTexture(device->WineD3DDevice, edge_length, levels,
            usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture,
            &d3d8_cubetexture_wined3d_parent_ops, &texture->wineD3DCubeTexture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d cube texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parentDevice = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(texture->parentDevice);

    return D3D_OK;
}
コード例 #28
0
ファイル: volumetexture.c プロジェクト: mgriepentrog/wine
HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device,
        UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    HRESULT hr;

    texture->IDirect3DVolumeTexture8_iface.lpVtbl = &Direct3DVolumeTexture8_Vtbl;
    texture->ref = 1;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels,
            usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture,
            &d3d8_volumetexture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parentDevice = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(texture->parentDevice);

    return D3D_OK;
}
コード例 #29
0
ファイル: swapchain.c プロジェクト: ElvisTulip/vbox
static HRESULT swapchain_init(struct d3d8_swapchain *swapchain, struct d3d8_device *device,
        struct wined3d_swapchain_desc *desc)
{
    HRESULT hr;

    swapchain->refcount = 1;
    swapchain->IDirect3DSwapChain8_iface.lpVtbl = &d3d8_swapchain_vtbl;

    wined3d_mutex_lock();
    hr = wined3d_swapchain_create(device->wined3d_device, desc, swapchain,
            &d3d8_swapchain_wined3d_parent_ops, &swapchain->wined3d_swapchain);
    wined3d_mutex_unlock();

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(swapchain->parent_device);

    return D3D_OK;
}
コード例 #30
0
ファイル: gld_wgl_dx8.c プロジェクト: nikai3d/mesa
BOOL gldCreateDrawable_DX(
	DGL_ctx *ctx,
//	BOOL bDefaultDriver,
	BOOL bDirectDrawPersistant,
	BOOL bPersistantBuffers)
{
	//
	// bDirectDrawPersistant:	applies to IDirect3D8
	// bPersistantBuffers:		applies to IDirect3DDevice8
	//

	HRESULT					hResult;
	GLD_driver_dx8			*lpCtx = NULL;
	D3DDEVTYPE				d3dDevType;
	D3DPRESENT_PARAMETERS	d3dpp;
	D3DDISPLAYMODE			d3ddm;
	DWORD					dwBehaviourFlags;
	D3DADAPTER_IDENTIFIER8	d3dIdent;

	// Error if context is NULL.
	if (ctx == NULL)
		return FALSE;

	if (ctx->glPriv) {
		lpCtx = ctx->glPriv;
		// Release any existing interfaces
		SAFE_RELEASE(lpCtx->pDev);
		SAFE_RELEASE(lpCtx->pD3D);
	} else {
		lpCtx = (GLD_driver_dx8*)malloc(sizeof(GLD_driver_dx8));
		ZeroMemory(lpCtx, sizeof(lpCtx));
	}

	d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
	// TODO: Check this
//	if (bDefaultDriver)
//		d3dDevType = D3DDEVTYPE_REF;

	// Use persistant interface if needed
	if (bDirectDrawPersistant && dx8Globals.bDirect3D) {
		lpCtx->pD3D = dx8Globals.pD3D;
		IDirect3D8_AddRef(lpCtx->pD3D);
		goto SkipDirectDrawCreate;
	}

	// Create Direct3D8 object
	lpCtx->pD3D = dx8Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95);
	if (lpCtx->pD3D == NULL) {
		MessageBox(NULL, "Unable to initialize Direct3D8", "GLDirect", MB_OK);
		ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D8 interface");
        nContextError = GLDERR_D3D;
		goto return_with_error;
	}

	// Cache Direct3D interface for subsequent GLRCs
	if (bDirectDrawPersistant && !dx8Globals.bDirect3D) {
		dx8Globals.pD3D = lpCtx->pD3D;
		IDirect3D8_AddRef(dx8Globals.pD3D);
		dx8Globals.bDirect3D = TRUE;
	}
SkipDirectDrawCreate:

	// Get the display mode so we can make a compatible backbuffer
	hResult = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm);
	if (FAILED(hResult)) {
        nContextError = GLDERR_D3D;
		goto return_with_error;
	}

	// Get device caps
	hResult = IDirect3D8_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps8);
	if (FAILED(hResult)) {
		ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_GetDeviceCaps failed", hResult);
        nContextError = GLDERR_D3D;
		goto return_with_error;
	}

	// Check for hardware transform & lighting
	lpCtx->bHasHWTnL = lpCtx->d3dCaps8.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE;

	// If this flag is present then we can't default to Mesa
	// SW rendering between BeginScene() and EndScene().
	if (lpCtx->d3dCaps8.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) {
		ddlogMessage(DDLOG_WARN,
			"Warning          : No 2D allowed during 3D scene.\n");
	}

	//
	//	Create the Direct3D context
	//

	// Re-use original IDirect3DDevice if persistant buffers exist.
	// Note that we test for persistant IDirect3D8 as well
	// bDirectDrawPersistant == persistant IDirect3D8 (DirectDraw8 does not exist)
	if (bDirectDrawPersistant && bPersistantBuffers && dx8Globals.pD3D && dx8Globals.pDev) {
		lpCtx->pDev = dx8Globals.pDev;
		IDirect3DDevice8_AddRef(dx8Globals.pDev);
		goto skip_direct3ddevice_create;
	}

	// Clear the presentation parameters (sets all members to zero)
	ZeroMemory(&d3dpp, sizeof(d3dpp));

	// Recommended by MS; needed for MultiSample.
	// Be careful if altering this for FullScreenBlit
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

	d3dpp.BackBufferFormat	= d3ddm.Format;
	d3dpp.BackBufferCount	= 1;
	d3dpp.MultiSampleType	= _gldGetDeviceMultiSampleType(lpCtx->pD3D, d3ddm.Format, d3dDevType, !ctx->bFullscreen);
	d3dpp.AutoDepthStencilFormat	= ctx->lpPF->dwDriverData;
	d3dpp.EnableAutoDepthStencil	= (d3dpp.AutoDepthStencilFormat == D3DFMT_UNKNOWN) ? FALSE : TRUE;

	if (ctx->bFullscreen) {
		ddlogWarnOption(FALSE); // Don't popup any messages in fullscreen 
		d3dpp.Windowed							= FALSE;
		d3dpp.BackBufferWidth					= d3ddm.Width;
		d3dpp.BackBufferHeight					= d3ddm.Height;
		d3dpp.hDeviceWindow						= ctx->hWnd;
		d3dpp.FullScreen_RefreshRateInHz		= D3DPRESENT_RATE_DEFAULT;

		// Support for vertical retrace synchronisation.
		// Set default presentation interval in case caps bits are missing
		d3dpp.FullScreen_PresentationInterval	= D3DPRESENT_INTERVAL_DEFAULT;
		if (glb.bWaitForRetrace) {
			if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
				d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
		} else {
			if (lpCtx->d3dCaps8.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
				d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
		}
	} else {
		ddlogWarnOption(glb.bMessageBoxWarnings); // OK to popup messages
		d3dpp.Windowed							= TRUE;
		d3dpp.BackBufferWidth					= ctx->dwWidth;
		d3dpp.BackBufferHeight					= ctx->dwHeight;
		d3dpp.hDeviceWindow						= ctx->hWnd;
		d3dpp.FullScreen_RefreshRateInHz		= 0;
		// FullScreen_PresentationInterval must be default for Windowed mode
		d3dpp.FullScreen_PresentationInterval	= D3DPRESENT_INTERVAL_DEFAULT;
	}

	// Decide if we can use hardware TnL
	dwBehaviourFlags = (lpCtx->bHasHWTnL) ?
		D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
	// Add flag to tell D3D to be thread-safe
	if (glb.bMultiThreaded)
		dwBehaviourFlags |= D3DCREATE_MULTITHREADED;
	// Add flag to tell D3D to be FPU-safe
	if (!glb.bFastFPU)
		dwBehaviourFlags |= D3DCREATE_FPU_PRESERVE;
	hResult = IDirect3D8_CreateDevice(lpCtx->pD3D,
								glb.dwAdapter,
								d3dDevType,
								ctx->hWnd,
								dwBehaviourFlags,
								&d3dpp,
								&lpCtx->pDev);
    if (FAILED(hResult)) {
		ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_CreateDevice failed", hResult);
        nContextError = GLDERR_D3D;
		goto return_with_error;
	}

	if (bDirectDrawPersistant && bPersistantBuffers && dx8Globals.pD3D) {
		dx8Globals.pDev = lpCtx->pDev;
		dx8Globals.bDirect3DDevice = TRUE;
	}

/*
	// See if DDraw interfaces are available (DaveM)
	hResult = IDirect3D8_QueryInterface(lpCtx->pDev,
		&IID_IDirectDraw7, (LPVOID*)&lpOpaque1);
	if (FAILED(hResult) || lpOpaque1 == NULL) {
		ddlogMessage(DDLOG_INFO, "DirectDraw QueryInterface unavailable\n");
	}

	hResult = IDirect3DDevice8_QueryInterface(lpCtx->pDev, 
		&IID_IDirectDrawSurface7, (LPVOID*)&lpOpaque2);
	if (FAILED(hResult) || lpOpaque2 == NULL) {
		ddlogMessage(DDLOG_INFO, "DirectDrawSurface QueryInterface unavialable\n");
	}
*/	
	// Dump some useful stats
	hResult = IDirect3D8_GetAdapterIdentifier(
		lpCtx->pD3D,
		glb.dwAdapter,
		D3DENUM_NO_WHQL_LEVEL, // Avoids 1 to 2 second delay
		&d3dIdent);
	if (SUCCEEDED(hResult)) {
		ddlogPrintf(DDLOG_INFO, "[Driver Description: %s]", &d3dIdent.Description);
		ddlogPrintf(DDLOG_INFO, "[Driver file: %s %d.%d.%02d.%d]",
			d3dIdent.Driver,
			HIWORD(d3dIdent.DriverVersion.HighPart),
			LOWORD(d3dIdent.DriverVersion.HighPart),
			HIWORD(d3dIdent.DriverVersion.LowPart),
			LOWORD(d3dIdent.DriverVersion.LowPart));
		ddlogPrintf(DDLOG_INFO, "[VendorId: 0x%X, DeviceId: 0x%X, SubSysId: 0x%X, Revision: 0x%X]",
			d3dIdent.VendorId, d3dIdent.DeviceId, d3dIdent.SubSysId, d3dIdent.Revision);
	}

	// Init projection matrix for D3D TnL
	D3DXMatrixIdentity(&lpCtx->matProjection);
	lpCtx->matModelView = lpCtx->matProjection;
//		gld->bUseMesaProjection = TRUE;

skip_direct3ddevice_create:

	// Create buffers to hold primitives
	lpCtx->PB2d.dwFVF		= GLD_FVF_2D_VERTEX;
	lpCtx->PB2d.dwPool		= D3DPOOL_SYSTEMMEM;
	lpCtx->PB2d.dwStride	= sizeof(GLD_2D_VERTEX);
	lpCtx->PB2d.dwUsage		= D3DUSAGE_DONOTCLIP |
								D3DUSAGE_DYNAMIC |
								D3DUSAGE_SOFTWAREPROCESSING |
								D3DUSAGE_WRITEONLY;
	hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB2d);
	if (FAILED(hResult))
		goto return_with_error;

	lpCtx->PB3d.dwFVF		= GLD_FVF_3D_VERTEX;
	lpCtx->PB3d.dwPool		= D3DPOOL_DEFAULT;
	lpCtx->PB3d.dwStride	= sizeof(GLD_3D_VERTEX);
	lpCtx->PB3d.dwUsage		= D3DUSAGE_DYNAMIC |
								D3DUSAGE_SOFTWAREPROCESSING |
								D3DUSAGE_WRITEONLY;
	hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PB3d);
	if (FAILED(hResult))
		goto return_with_error;

/*	// NOTE: A FVF code of zero indicates a non-FVF vertex buffer (for vertex shaders)
	lpCtx->PBtwosidelight.dwFVF		= 0; //GLD_FVF_TWOSIDED_VERTEX;
	lpCtx->PBtwosidelight.dwPool	= D3DPOOL_DEFAULT;
	lpCtx->PBtwosidelight.dwStride	= sizeof(GLD_TWOSIDED_VERTEX);
	lpCtx->PBtwosidelight.dwUsage	= D3DUSAGE_DONOTCLIP |
								D3DUSAGE_DYNAMIC |
								D3DUSAGE_SOFTWAREPROCESSING |
								D3DUSAGE_WRITEONLY;
	hResult = _gldCreatePrimitiveBuffer(ctx->glCtx, lpCtx, &lpCtx->PBtwosidelight);
	if (FAILED(hResult))
		goto return_with_error;*/

	// Now try and create the DX8 Vertex Shaders
//	_gldCreateVertexShaders(lpCtx);

	// Zero the pipeline usage counters
	lpCtx->PipelineUsage.qwMesa.QuadPart = 
//	lpCtx->PipelineUsage.dwD3D2SVS.QuadPart =
	lpCtx->PipelineUsage.qwD3DFVF.QuadPart = 0;

	// Assign drawable to GL private
	ctx->glPriv = lpCtx;
	return TRUE;

return_with_error:
	// Clean up and bail

//	_gldDestroyVertexShaders(lpCtx);

//	_gldDestroyPrimitiveBuffer(&lpCtx->PBtwosidelight);
	_gldDestroyPrimitiveBuffer(&lpCtx->PB3d);
	_gldDestroyPrimitiveBuffer(&lpCtx->PB2d);

	SAFE_RELEASE(lpCtx->pDev);
	SAFE_RELEASE(lpCtx->pD3D);
	return FALSE;
}