Пример #1
0
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);
}
Пример #2
0
/*****************************************************************************
 * 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;
}
Пример #3
0
/*****************************************************************************
 * 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), &current_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;
}
Пример #4
0
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);
}
Пример #5
0
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);
}
Пример #6
0
/*****************************************************************************
 * 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), &current_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;
}
Пример #7
0
/*****************************************************************************
 * 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);
}
Пример #8
0
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));
}
Пример #9
0
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));
}
Пример #10
0
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);
}
Пример #11
0
/*****************************************************************************
 * 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);
}
Пример #12
0
/*****************************************************************************
 * 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));
}
Пример #13
0
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);
}
Пример #14
0
/*****************************************************************************
 * 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), &current_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;
}
Пример #15
0
/*****************************************************************************
 * 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;
}
Пример #16
0
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);
}
Пример #17
0
/*****************************************************************************
 *
 * 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;
    }
}
Пример #18
0
/*****************************************************************************
 * 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;
}
Пример #19
0
/*****************************************************************************
 * 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), &current_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;
}
Пример #20
0
/*****************************************************************************
 * 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;
}