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wine
wine-cw
Commits
135e6cea
Commit
135e6cea
authored
Nov 18, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 18, 2009
Browse files
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Plain Diff
wined3d: Add a separate function for device initialization.
parent
e4d8a3f3
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
113 additions
and
96 deletions
+113
-96
device.c
dlls/wined3d/device.c
+85
-1
directx.c
dlls/wined3d/directx.c
+25
-93
wined3d_private.h
dlls/wined3d/wined3d_private.h
+3
-2
No files found.
dlls/wined3d/device.c
View file @
135e6cea
...
...
@@ -7106,7 +7106,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3
* IWineD3DDevice VTbl follows
**********************************************************/
const
IWineD3DDeviceVtbl
IWineD3DDevice_Vtbl
=
static
const
IWineD3DDeviceVtbl
IWineD3DDevice_Vtbl
=
{
/*** IUnknown methods ***/
IWineD3DDeviceImpl_QueryInterface
,
...
...
@@ -7253,6 +7253,90 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_EnumResources
};
HRESULT
device_init
(
IWineD3DDeviceImpl
*
device
,
IWineD3DImpl
*
wined3d
,
UINT
adapter_idx
,
WINED3DDEVTYPE
device_type
,
HWND
focus_window
,
DWORD
flags
,
IUnknown
*
parent
,
IWineD3DDeviceParent
*
device_parent
)
{
struct
wined3d_adapter
*
adapter
=
&
wined3d
->
adapters
[
adapter_idx
];
const
struct
fragment_pipeline
*
fragment_pipeline
;
struct
shader_caps
shader_caps
;
struct
fragment_caps
ffp_caps
;
WINED3DDISPLAYMODE
mode
;
unsigned
int
i
;
HRESULT
hr
;
device
->
lpVtbl
=
&
IWineD3DDevice_Vtbl
;
device
->
ref
=
1
;
device
->
wineD3D
=
(
IWineD3D
*
)
wined3d
;
IWineD3D_AddRef
(
device
->
wineD3D
);
device
->
adapter
=
wined3d
->
adapter_count
?
adapter
:
NULL
;
device
->
parent
=
parent
;
device
->
device_parent
=
device_parent
;
list_init
(
&
device
->
resources
);
list_init
(
&
device
->
shaders
);
device
->
surface_alignment
=
wined3d
->
dxVersion
==
7
?
DDRAW_PITCH_ALIGNMENT
:
D3D8_PITCH_ALIGNMENT
;
device
->
posFixup
[
0
]
=
1
.
0
f
;
/* This is needed to get the x coord unmodified through a MAD. */
/* Set the state up as invalid until the device is fully created. */
device
->
state
=
WINED3DERR_DRIVERINTERNALERROR
;
/* Get the initial screen setup for ddraw. */
hr
=
IWineD3D_GetAdapterDisplayMode
((
IWineD3D
*
)
wined3d
,
adapter_idx
,
&
mode
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to get the adapter's display mode, hr %#x.
\n
"
,
hr
);
IWineD3D_Release
(
device
->
wineD3D
);
return
hr
;
}
device
->
ddraw_width
=
mode
.
Width
;
device
->
ddraw_height
=
mode
.
Height
;
device
->
ddraw_format
=
mode
.
Format
;
/* Save the creation parameters. */
device
->
createParms
.
AdapterOrdinal
=
adapter_idx
;
device
->
createParms
.
DeviceType
=
device_type
;
device
->
createParms
.
hFocusWindow
=
focus_window
;
device
->
createParms
.
BehaviorFlags
=
flags
;
device
->
adapterNo
=
adapter_idx
;
device
->
devType
=
device_type
;
for
(
i
=
0
;
i
<
PATCHMAP_SIZE
;
++
i
)
list_init
(
&
device
->
patches
[
i
]);
select_shader_mode
(
&
adapter
->
gl_info
,
&
device
->
ps_selected_mode
,
&
device
->
vs_selected_mode
);
device
->
shader_backend
=
select_shader_backend
(
adapter
,
device_type
);
memset
(
&
shader_caps
,
0
,
sizeof
(
shader_caps
));
device
->
shader_backend
->
shader_get_caps
(
device_type
,
&
adapter
->
gl_info
,
&
shader_caps
);
device
->
d3d_vshader_constantF
=
shader_caps
.
MaxVertexShaderConst
;
device
->
d3d_pshader_constantF
=
shader_caps
.
MaxPixelShaderConst
;
device
->
vs_clipping
=
shader_caps
.
VSClipping
;
memset
(
&
ffp_caps
,
0
,
sizeof
(
ffp_caps
));
fragment_pipeline
=
select_fragment_implementation
(
adapter
,
device_type
);
device
->
frag_pipe
=
fragment_pipeline
;
fragment_pipeline
->
get_caps
(
device_type
,
&
adapter
->
gl_info
,
&
ffp_caps
);
device
->
max_ffp_textures
=
ffp_caps
.
MaxSimultaneousTextures
;
device
->
max_ffp_texture_stages
=
ffp_caps
.
MaxTextureBlendStages
;
hr
=
compile_state_table
(
device
->
StateTable
,
device
->
multistate_funcs
,
&
adapter
->
gl_info
,
ffp_vertexstate_template
,
fragment_pipeline
,
misc_state_template
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to compile state table, hr %#x.
\n
"
,
hr
);
IWineD3D_Release
(
device
->
wineD3D
);
return
hr
;
}
device
->
blitter
=
select_blit_implementation
(
adapter
,
device_type
);
/* Set the state of the device to valid. */
device
->
state
=
WINED3D_OK
;
return
WINED3D_OK
;
}
void
IWineD3DDeviceImpl_MarkStateDirty
(
IWineD3DDeviceImpl
*
This
,
DWORD
state
)
{
DWORD
rep
=
This
->
StateTable
[
state
].
representative
;
struct
wined3d_context
*
context
;
...
...
dlls/wined3d/directx.c
View file @
135e6cea
...
...
@@ -4370,113 +4370,45 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
return
WINED3D_OK
;
}
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
and fields being inserted in the middle, a new structure is used in place */
static
HRESULT
WINAPI
IWineD3DImpl_CreateDevice
(
IWineD3D
*
iface
,
UINT
Adapter
,
WINED3DDEVTYPE
DeviceType
,
HWND
hFocusWindow
,
DWORD
BehaviourFlags
,
IUnknown
*
parent
,
IWineD3DDeviceParent
*
device_parent
,
IWineD3DDevice
**
ppReturnedDeviceInterface
)
static
HRESULT
WINAPI
IWineD3DImpl_CreateDevice
(
IWineD3D
*
iface
,
UINT
adapter_idx
,
WINED3DDEVTYPE
device_type
,
HWND
focus_window
,
DWORD
flags
,
IUnknown
*
parent
,
IWineD3DDeviceParent
*
device_parent
,
IWineD3DDevice
**
device
)
{
IWineD3DDeviceImpl
*
object
=
NULL
;
IWineD3DImpl
*
This
=
(
IWineD3DImpl
*
)
iface
;
struct
wined3d_adapter
*
adapter
=
&
This
->
adapters
[
Adapter
];
WINED3DDISPLAYMODE
mode
;
const
struct
fragment_pipeline
*
frag_pipeline
=
NULL
;
int
i
;
struct
fragment_caps
ffp_caps
;
struct
shader_caps
shader_caps
;
IWineD3DImpl
*
This
=
(
IWineD3DImpl
*
)
iface
;
IWineD3DDeviceImpl
*
object
;
HRESULT
hr
;
TRACE
(
"iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.
\n
"
"parent %p, device_parent %p, device %p.
\n
"
,
iface
,
adapter_idx
,
device_type
,
focus_window
,
flags
,
parent
,
device_parent
,
device
);
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation.
*/
if
(
IWineD3D_GetAdapterCount
(
iface
)
&&
Adapter
>=
IWineD3D_GetAdapterCount
(
iface
))
{
* number and create a device without a 3D adapter for 2D only operation.
*/
if
(
IWineD3D_GetAdapterCount
(
iface
)
&&
adapter_idx
>=
IWineD3D_GetAdapterCount
(
iface
))
{
return
WINED3DERR_INVALIDCALL
;
}
/* Create a WineD3DDevice object */
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IWineD3DDeviceImpl
));
*
ppReturnedDeviceInterface
=
(
IWineD3DDevice
*
)
object
;
TRACE
(
"Created WineD3DDevice object @ %p
\n
"
,
object
);
if
(
NULL
==
object
)
{
return
WINED3DERR_OUTOFVIDEOMEMORY
;
}
/* Set up initial COM information */
object
->
lpVtbl
=
&
IWineD3DDevice_Vtbl
;
object
->
ref
=
1
;
object
->
wineD3D
=
iface
;
object
->
adapter
=
This
->
adapter_count
?
adapter
:
NULL
;
IWineD3D_AddRef
(
object
->
wineD3D
);
object
->
parent
=
parent
;
object
->
device_parent
=
device_parent
;
list_init
(
&
object
->
resources
);
list_init
(
&
object
->
shaders
);
if
(
This
->
dxVersion
==
7
)
{
object
->
surface_alignment
=
DDRAW_PITCH_ALIGNMENT
;
}
else
{
object
->
surface_alignment
=
D3D8_PITCH_ALIGNMENT
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
ERR
(
"Failed to allocate device memory.
\n
"
);
return
E_OUTOFMEMORY
;
}
object
->
posFixup
[
0
]
=
1
.
0
f
;
/* This is needed to get the x coord unmodified through a MAD. */
/* Set the state up as invalid until the device is fully created */
object
->
state
=
WINED3DERR_DRIVERINTERNALERROR
;
TRACE
(
"(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)
\n
"
,
This
,
Adapter
,
DeviceType
,
hFocusWindow
,
BehaviourFlags
,
ppReturnedDeviceInterface
);
/* Save the creation parameters */
object
->
createParms
.
AdapterOrdinal
=
Adapter
;
object
->
createParms
.
DeviceType
=
DeviceType
;
object
->
createParms
.
hFocusWindow
=
hFocusWindow
;
object
->
createParms
.
BehaviorFlags
=
BehaviourFlags
;
/* Initialize other useful values */
object
->
adapterNo
=
Adapter
;
object
->
devType
=
DeviceType
;
select_shader_mode
(
&
adapter
->
gl_info
,
&
object
->
ps_selected_mode
,
&
object
->
vs_selected_mode
);
object
->
shader_backend
=
select_shader_backend
(
adapter
,
DeviceType
);
memset
(
&
shader_caps
,
0
,
sizeof
(
shader_caps
));
object
->
shader_backend
->
shader_get_caps
(
DeviceType
,
&
adapter
->
gl_info
,
&
shader_caps
);
object
->
d3d_vshader_constantF
=
shader_caps
.
MaxVertexShaderConst
;
object
->
d3d_pshader_constantF
=
shader_caps
.
MaxPixelShaderConst
;
object
->
vs_clipping
=
shader_caps
.
VSClipping
;
memset
(
&
ffp_caps
,
0
,
sizeof
(
ffp_caps
));
frag_pipeline
=
select_fragment_implementation
(
adapter
,
DeviceType
);
object
->
frag_pipe
=
frag_pipeline
;
frag_pipeline
->
get_caps
(
DeviceType
,
&
adapter
->
gl_info
,
&
ffp_caps
);
object
->
max_ffp_textures
=
ffp_caps
.
MaxSimultaneousTextures
;
object
->
max_ffp_texture_stages
=
ffp_caps
.
MaxTextureBlendStages
;
hr
=
compile_state_table
(
object
->
StateTable
,
object
->
multistate_funcs
,
&
adapter
->
gl_info
,
ffp_vertexstate_template
,
frag_pipeline
,
misc_state_template
);
if
(
FAILED
(
hr
))
{
IWineD3D_Release
(
object
->
wineD3D
);
hr
=
device_init
(
object
,
This
,
adapter_idx
,
device_type
,
focus_window
,
flags
,
parent
,
device_parent
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize device, hr %#x.
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
return
hr
;
}
object
->
blitter
=
select_blit_implementation
(
adapter
,
DeviceType
);
/* set the state of the device to valid */
object
->
state
=
WINED3D_OK
;
/* Get the initial screen setup for ddraw */
IWineD3DImpl_GetAdapterDisplayMode
(
iface
,
Adapter
,
&
mode
);
object
->
ddraw_width
=
mode
.
Width
;
object
->
ddraw_height
=
mode
.
Height
;
object
->
ddraw_format
=
mode
.
Format
;
for
(
i
=
0
;
i
<
PATCHMAP_SIZE
;
i
++
)
{
list_init
(
&
object
->
patches
[
i
]);
}
TRACE
(
"Created device %p.
\n
"
,
object
);
*
device
=
(
IWineD3DDevice
*
)
object
;
IWineD3DDeviceParent_WineD3DDeviceCreated
(
device_parent
,
*
ppReturnedDeviceInterfa
ce
);
IWineD3DDeviceParent_WineD3DDeviceCreated
(
device_parent
,
*
devi
ce
);
return
WINED3D_OK
;
}
...
...
dlls/wined3d/wined3d_private.h
View file @
135e6cea
...
...
@@ -1586,8 +1586,9 @@ struct IWineD3DDeviceImpl
struct
WineD3DRectPatch
*
currentPatch
;
};
extern
const
IWineD3DDeviceVtbl
IWineD3DDevice_Vtbl
DECLSPEC_HIDDEN
;
HRESULT
device_init
(
IWineD3DDeviceImpl
*
device
,
IWineD3DImpl
*
wined3d
,
UINT
adapter_idx
,
WINED3DDEVTYPE
device_type
,
HWND
focus_window
,
DWORD
flags
,
IUnknown
*
parent
,
IWineD3DDeviceParent
*
device_parent
)
DECLSPEC_HIDDEN
;
void
device_resource_add
(
IWineD3DDeviceImpl
*
This
,
IWineD3DResource
*
resource
)
DECLSPEC_HIDDEN
;
void
device_resource_released
(
IWineD3DDeviceImpl
*
This
,
IWineD3DResource
*
resource
)
DECLSPEC_HIDDEN
;
void
device_stream_info_from_declaration
(
IWineD3DDeviceImpl
*
This
,
...
...
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