static HRESULT STDMETHODCALLTYPE dxgi_factory_EnumAdapters1(IDXGIFactory1 *iface,
        UINT adapter_idx, IDXGIAdapter1 **adapter)
{
    struct dxgi_factory *factory = impl_from_IDXGIFactory1(iface);
    struct dxgi_adapter *adapter_object;
    UINT adapter_count;
    HRESULT hr;

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

    if (!adapter)
        return DXGI_ERROR_INVALID_CALL;

    wined3d_mutex_lock();
    adapter_count = wined3d_get_adapter_count(factory->wined3d);
    wined3d_mutex_unlock();

    if (adapter_idx >= adapter_count)
    {
        *adapter = NULL;
        return DXGI_ERROR_NOT_FOUND;
    }

    if (FAILED(hr = dxgi_adapter_create(factory, adapter_idx, &adapter_object)))
    {
        *adapter = NULL;
        return hr;
    }

    *adapter = &adapter_object->IDXGIAdapter1_iface;

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

    return S_OK;
}
Пример #2
0
static UINT WINAPI d3d8_GetAdapterCount(IDirect3D8 *iface)
{
    struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_count(d3d8->wined3d);
    wined3d_mutex_unlock();

    return hr;
}
Пример #3
0
static UINT WINAPI IDirect3D8Impl_GetAdapterCount(LPDIRECT3D8 iface)
{
    IDirect3D8Impl *This = impl_from_IDirect3D8(iface);
    HRESULT hr;

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

    wined3d_mutex_lock();
    hr = wined3d_get_adapter_count(This->WineD3D);
    wined3d_mutex_unlock();

    return hr;
}
Пример #4
0
static UINT WINAPI d3d9_GetAdapterCount(IDirect3D9Ex *iface)
{
    struct d3d9 *d3d9 = impl_from_IDirect3D9Ex(iface);
    UINT ret;

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

    wined3d_mutex_lock();
    ret = wined3d_get_adapter_count(d3d9->wined3d);
    wined3d_mutex_unlock();

    return ret;
}
Пример #5
0
static UINT WINAPI IDirect3D9Impl_GetAdapterCount(IDirect3D9Ex *iface)
{
    IDirect3D9Impl *This = impl_from_IDirect3D9Ex(iface);
    UINT ret;

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

    wined3d_mutex_lock();
    ret = wined3d_get_adapter_count(This->WineD3D);
    wined3d_mutex_unlock();

    return ret;
}
Пример #6
0
static HRESULT dxgi_factory_init(struct dxgi_factory *factory, BOOL extended)
{
    HRESULT hr;
    UINT i;

    factory->IDXGIFactory1_iface.lpVtbl = &dxgi_factory_vtbl;
    factory->refcount = 1;
    wined3d_private_store_init(&factory->private_store);

    EnterCriticalSection(&dxgi_cs);
    factory->wined3d = wined3d_create(0);
    if (!factory->wined3d)
    {
        LeaveCriticalSection(&dxgi_cs);
        wined3d_private_store_cleanup(&factory->private_store);
        return DXGI_ERROR_UNSUPPORTED;
    }

    factory->adapter_count = wined3d_get_adapter_count(factory->wined3d);
    LeaveCriticalSection(&dxgi_cs);
    factory->adapters = HeapAlloc(GetProcessHeap(), 0, factory->adapter_count * sizeof(*factory->adapters));
    if (!factory->adapters)
    {
        ERR("Failed to allocate DXGI adapter array memory.\n");
        hr = E_OUTOFMEMORY;
        goto fail;
    }

    for (i = 0; i < factory->adapter_count; ++i)
    {
        struct dxgi_adapter *adapter = HeapAlloc(GetProcessHeap(), 0, sizeof(*adapter));
        if (!adapter)
        {
            UINT j;

            ERR("Failed to allocate DXGI adapter memory.\n");

            for (j = 0; j < i; ++j)
            {
                IDXGIAdapter1_Release(factory->adapters[j]);
            }
            hr = E_OUTOFMEMORY;
            goto fail;
        }

        if (FAILED(hr = dxgi_adapter_init(adapter, factory, i)))
        {
            UINT j;

            ERR("Failed to initialize adapter, hr %#x.\n", hr);

            HeapFree(GetProcessHeap(), 0, adapter);
            for (j = 0; j < i; ++j)
            {
                IDXGIAdapter1_Release(factory->adapters[j]);
            }
            goto fail;
        }

        factory->adapters[i] = &adapter->IDXGIAdapter1_iface;
    }

    factory->extended = extended;

    return S_OK;

fail:
    HeapFree(GetProcessHeap(), 0, factory->adapters);
    EnterCriticalSection(&dxgi_cs);
    wined3d_decref(factory->wined3d);
    LeaveCriticalSection(&dxgi_cs);
    wined3d_private_store_cleanup(&factory->private_store);
    return hr;
}