static HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps(LPDIRECT3D8 iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) { IDirect3D8Impl *This = impl_from_IDirect3D8(iface); HRESULT hrc = D3D_OK; WINED3DCAPS *pWineCaps; TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, Adapter, DeviceType, pCaps); if(NULL == pCaps){ return D3DERR_INVALIDCALL; } pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS)); if(pWineCaps == NULL){ return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/ } wined3d_mutex_lock(); hrc = wined3d_get_device_caps(This->WineD3D, Adapter, DeviceType, pWineCaps); wined3d_mutex_unlock(); fixup_caps(pWineCaps); WINECAPSTOD3D8CAPS(pCaps, pWineCaps) HeapFree(GetProcessHeap(), 0, pWineCaps); TRACE("(%p) returning %p\n", This, pCaps); return hrc; }
static HRESULT WINAPI d3d9_GetDeviceCaps(IDirect3D9Ex *iface, UINT adapter, D3DDEVTYPE device_type, D3DCAPS9 *caps) { struct d3d9 *d3d9 = impl_from_IDirect3D9Ex(iface); WINED3DCAPS *wined3d_caps; HRESULT hr; TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, adapter, device_type, caps); if (!caps) return D3DERR_INVALIDCALL; if (!(wined3d_caps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS)))) return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/ memset(caps, 0, sizeof(*caps)); wined3d_mutex_lock(); hr = wined3d_get_device_caps(d3d9->wined3d, adapter, device_type, wined3d_caps); wined3d_mutex_unlock(); WINECAPSTOD3D9CAPS(caps, wined3d_caps) HeapFree(GetProcessHeap(), 0, wined3d_caps); /* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */ caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES; filter_caps(caps); return hr; }
static HRESULT WINAPI IDirect3D9Impl_GetDeviceCaps(IDirect3D9Ex *iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9 *pCaps) { IDirect3D9Impl *This = impl_from_IDirect3D9Ex(iface); HRESULT hrc = D3D_OK; WINED3DCAPS *pWineCaps; TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, Adapter, DeviceType, pCaps); if(NULL == pCaps){ return D3DERR_INVALIDCALL; } pWineCaps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS)); if(pWineCaps == NULL){ return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/ } memset(pCaps, 0, sizeof(*pCaps)); wined3d_mutex_lock(); hrc = wined3d_get_device_caps(This->WineD3D, Adapter, DeviceType, pWineCaps); wined3d_mutex_unlock(); WINECAPSTOD3D9CAPS(pCaps, pWineCaps) HeapFree(GetProcessHeap(), 0, pWineCaps); /* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */ pCaps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES; filter_caps(pCaps); TRACE("(%p) returning %p\n", This, pCaps); return hrc; }
static HRESULT WINAPI d3d8_GetDeviceCaps(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type, D3DCAPS8 *caps) { struct d3d8 *d3d8 = impl_from_IDirect3D8(iface); struct wined3d_caps wined3d_caps; HRESULT hr; TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, adapter, device_type, caps); if (!caps) return D3DERR_INVALIDCALL; wined3d_mutex_lock(); hr = wined3d_get_device_caps(d3d8->wined3d, adapter, device_type, &wined3d_caps); wined3d_mutex_unlock(); d3dcaps_from_wined3dcaps(caps, &wined3d_caps); return hr; }
static HRESULT WINAPI d3d8_GetDeviceCaps(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type, D3DCAPS8 *caps) { struct d3d8 *d3d8 = impl_from_IDirect3D8(iface); WINED3DCAPS *wined3d_caps; HRESULT hr; TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, adapter, device_type, caps); if (!caps) return D3DERR_INVALIDCALL; if (!(wined3d_caps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*wined3d_caps)))) return D3DERR_INVALIDCALL; wined3d_mutex_lock(); hr = wined3d_get_device_caps(d3d8->wined3d, adapter, device_type, wined3d_caps); wined3d_mutex_unlock(); fixup_caps(wined3d_caps); WINECAPSTOD3D8CAPS(caps, wined3d_caps) HeapFree(GetProcessHeap(), 0, wined3d_caps); return hr; }
HRESULT dxgi_device_init(struct dxgi_device *device, struct dxgi_device_layer *layer, IDXGIFactory *factory, IDXGIAdapter *adapter) { struct wined3d_device_parent *wined3d_device_parent; IWineDXGIDeviceParent *dxgi_device_parent; IWineDXGIAdapter *wine_adapter; UINT adapter_ordinal; struct wined3d *wined3d; void *layer_base; HRESULT hr; WINED3DCAPS caps; device->IWineDXGIDevice_iface.lpVtbl = &dxgi_device_vtbl; device->refcount = 1; layer_base = device + 1; hr = layer->create(layer->id, &layer_base, 0, device, &IID_IUnknown, (void **)&device->child_layer); if (FAILED(hr)) { WARN("Failed to create device, returning %#x.\n", hr); goto fail; } hr = IDXGIFactory_QueryInterface(factory, &IID_IWineDXGIFactory, (void **)&device->factory); if (FAILED(hr)) { WARN("This is not the factory we're looking for, returning %#x.\n", hr); goto fail; } wined3d = IWineDXGIFactory_get_wined3d(device->factory); hr = IDXGIAdapter_QueryInterface(adapter, &IID_IWineDXGIAdapter, (void **)&wine_adapter); if (FAILED(hr)) { WARN("This is not the adapter we're looking for, returning %#x.\n", hr); EnterCriticalSection(&dxgi_cs); wined3d_decref(wined3d); LeaveCriticalSection(&dxgi_cs); goto fail; } adapter_ordinal = IWineDXGIAdapter_get_ordinal(wine_adapter); IWineDXGIAdapter_Release(wine_adapter); hr = IWineDXGIDevice_QueryInterface(&device->IWineDXGIDevice_iface, &IID_IWineDXGIDeviceParent, (void **)&dxgi_device_parent); if (FAILED(hr)) { ERR("DXGI device should implement IWineD3DDeviceParent.\n"); goto fail; } wined3d_device_parent = IWineDXGIDeviceParent_get_wined3d_device_parent(dxgi_device_parent); FIXME("Ignoring adapter type.\n"); hr = wined3d_get_device_caps(wined3d, adapter_ordinal, WINED3D_DEVICE_TYPE_HAL, &caps); if (FAILED(hr) || caps.VertexShaderVersion < 4 || caps.PixelShaderVersion < 4) { WARN("Direct3D 10 is not supported on this GPU with the current shader backend.\n"); if (SUCCEEDED(hr)) hr = E_FAIL; goto fail; } EnterCriticalSection(&dxgi_cs); hr = wined3d_device_create(wined3d, adapter_ordinal, WINED3D_DEVICE_TYPE_HAL, NULL, 0, 4, wined3d_device_parent, &device->wined3d_device); IWineDXGIDeviceParent_Release(dxgi_device_parent); wined3d_decref(wined3d); LeaveCriticalSection(&dxgi_cs); if (FAILED(hr)) { WARN("Failed to create a wined3d device, returning %#x.\n", hr); goto fail; } return S_OK; fail: if (device->wined3d_device) { EnterCriticalSection(&dxgi_cs); wined3d_device_decref(device->wined3d_device); LeaveCriticalSection(&dxgi_cs); } if (device->factory) IWineDXGIFactory_Release(device->factory); if (device->child_layer) IUnknown_Release(device->child_layer); return hr; }