Commit 1e2413f4 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

ddraw: Implement proper handle management.

parent c13f097d
......@@ -232,6 +232,8 @@ struct IDirectDrawSurfaceImpl
/* For the ddraw surface list */
IDirectDrawSurfaceImpl *next;
IDirectDrawSurfaceImpl *prev;
DWORD Handle;
};
/* VTable declaration. It's located in surface.c / surface_thunks.c */
......@@ -264,6 +266,19 @@ const IParentVtbl IParent_Vtbl;
/*****************************************************************************
* IDirect3DDevice implementation
*****************************************************************************/
typedef enum
{
DDrawHandle_Unknown = 0,
DDrawHandle_Texture = 1,
DDrawHandle_Material = 2
} DDrawHandleTypes;
struct HandleEntry
{
void *ptr;
DDrawHandleTypes type;
};
struct IDirect3DDeviceImpl
{
/* IUnknown */
......@@ -296,6 +311,10 @@ struct IDirect3DDeviceImpl
LPBYTE vertex_buffer;
DWORD vertex_size;
DWORD buffer_size;
/* Handle management */
struct HandleEntry *Handles;
DWORD numHandles;
};
/* Vtables in various versions */
......@@ -309,6 +328,7 @@ const GUID IID_D3DDEVICE_WineD3D;
/* Helper functions */
HRESULT IDirect3DImpl_GetCaps(IWineD3D *WineD3D, D3DDEVICEDESC *Desc123, D3DDEVICEDESC7 *Desc7);
DWORD IDirect3DDeviceImpl_CreateHandle(IDirect3DDeviceImpl *This);
/* Structures */
struct EnumTextureFormatsCBS
......@@ -443,6 +463,7 @@ struct IDirect3DMaterialImpl
IDirect3DDeviceImpl *active_device;
D3DMATERIAL mat;
DWORD Handle;
void (*activate)(IDirect3DMaterialImpl* this);
};
......
......@@ -286,6 +286,8 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
if (ref == 0)
{
IParent *IndexBufferParent;
DWORD i;
/* Free the index buffer */
IWineD3DDevice_SetIndices(This->wineD3DDevice,
NULL,
......@@ -316,6 +318,38 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
ERR(" (%p) The wineD3D device %p was destroyed unexpectadely. Prepare for trouble\n", This, This->wineD3DDevice);
}
/* The texture handles should be unset by now, but there might be some bits
* missing in our reference counting(needs test). Do a sanity check
*/
for(i = 0; i < This->numHandles; i++)
{
if(This->Handles[i].ptr)
{
switch(This->Handles[i].type)
{
case DDrawHandle_Texture:
{
IDirectDrawSurfaceImpl *surf = (IDirectDrawSurfaceImpl *) This->Handles[i].ptr;
FIXME("Texture Handle %ld not unset properly\n", i + 1);
surf->Handle = 0;
}
break;
case DDrawHandle_Material:
{
IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) This->Handles[i].ptr;
FIXME("Material handle %ld not unset properly\n", i + 1);
mat->Handle = 0;
}
default:
FIXME("Unknown handle %ld not unset properly\n", i + 1);
}
}
}
HeapFree(GetProcessHeap(), 0, This->Handles);
/* Release the render target and the WineD3D render target
* (See IDirect3D7::CreateDevice for more comments on this)
*/
......@@ -492,22 +526,17 @@ IDirect3DDeviceImpl_2_SwapTextureHandles(IDirect3DDevice2 *iface,
IDirect3DTexture2 *Tex2)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice2, iface);
IWineD3DTexture *tmp;
DWORD swap;
IDirectDrawSurfaceImpl *surf1 = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, Tex1);
IDirectDrawSurfaceImpl *surf2 = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, Tex2);
FIXME("(%p)->(%p,%p)\n", This, surf1, surf2);
TRACE("(%p)->(%p,%p)\n", This, surf1, surf2);
/* The texture handle is simply the interface address of the WineD3DTexture
* interface. Swap the interface pointers.
*/
tmp = surf1->wineD3DTexture;
surf1->wineD3DTexture = surf2->wineD3DTexture;
surf2->wineD3DTexture = tmp;
This->Handles[surf1->Handle - 1].ptr = surf2;
This->Handles[surf2->Handle - 1].ptr = surf1;
/* What about the parent? Does it have to change too? This could cause a
* problem when Releasing the surfaces, Therefore the fixme
*/
swap = surf2->Handle;
surf2->Handle = surf1->Handle;
surf1->Handle = swap;
return D3D_OK;
}
......@@ -2029,9 +2058,32 @@ IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface,
switch(RenderStateType)
{
case D3DRENDERSTATE_TEXTUREHANDLE:
{
if(Value == 0)
{
return IWineD3DDevice_SetTexture(This->wineD3DDevice,
0,
(IWineD3DBaseTexture *) Value);
NULL);
}
if(Value > This->numHandles)
{
FIXME("Specified handle %ld out of range\n", Value);
return DDERR_INVALIDPARAMS;
}
if(This->Handles[Value - 1].type != DDrawHandle_Texture)
{
FIXME("Handle %ld isn't a texture handle\n", Value);
return DDERR_INVALIDPARAMS;
}
else
{
IDirectDrawSurfaceImpl *surf = (IDirectDrawSurfaceImpl *) This->Handles[Value - 1].ptr;
return IWineD3DDevice_SetTexture(This->wineD3DDevice,
0,
(IWineD3DBaseTexture *) surf->wineD3DTexture);
}
}
case D3DRENDERSTATE_TEXTUREMAG:
{
......@@ -4572,3 +4624,68 @@ const IDirect3DDeviceVtbl IDirect3DDevice1_Vtbl =
Thunk_IDirect3DDeviceImpl_1_BeginScene,
Thunk_IDirect3DDeviceImpl_1_GetDirect3D
};
/*****************************************************************************
* IDirect3DDeviceImpl_CreateHandle
*
* Not called from the VTable
*
* Some older interface versions operate with handles, which are basically
* DWORDs which identify an interface, for example
* IDirect3DDevice::SetRenderState with DIRECT3DRENDERSTATE_TEXTUREHANDLE
*
* Those handle could be just casts to the interface pointers or vice versa,
* but that is not 64 bit safe and would mean blindly derefering a DWORD
* passed by the app. Instead there is a dynamic array in the device which
* keeps a DWORD to pointer information and a type for the handle.
*
* Basically this array only grows, when a handle is freed its pointer is
* just set to NULL. There will be much more reads from the array than
* insertion operations, so a dynamic array is fine.
*
* Params:
* This: D3DDevice implementation for which this handle should be created
*
* Returns:
* A free handle on success
* 0 on failure
*
*****************************************************************************/
DWORD
IDirect3DDeviceImpl_CreateHandle(IDirect3DDeviceImpl *This)
{
DWORD i;
struct HandleEntry *oldHandles = This->Handles;
TRACE("(%p)\n", This);
for(i = 0; i < This->numHandles; i++)
{
if(This->Handles[i].ptr == NULL &&
This->Handles[i].type == DDrawHandle_Unknown)
{
TRACE("Reusing freed handle %ld\n", i + 1);
return i + 1;
}
}
TRACE("Growing the handle array\n");
This->numHandles++;
This->Handles = HeapAlloc(GetProcessHeap(), 0, sizeof(struct HandleEntry) * This->numHandles);
if(!This->Handles)
{
ERR("Out of memory\n");
This->Handles = oldHandles;
This->numHandles--;
return 0;
}
if(oldHandles)
{
memcpy(This->Handles, oldHandles, (This->numHandles - 1) * sizeof(struct HandleEntry));
HeapFree(GetProcessHeap(), 0, oldHandles);
}
TRACE("Returning %ld\n", This->numHandles);
return This->numHandles;
}
......@@ -729,6 +729,9 @@ IDirect3DImpl_7_CreateDevice(IDirect3D7 *iface,
object->material = 0;
object->target = target;
object->Handles = NULL;
object->numHandles = 0;
/* This is for convenience */
object->wineD3DDevice = This->wineD3DDevice;
......
......@@ -147,7 +147,14 @@ IDirect3DMaterialImpl_Release(IDirect3DMaterial3 *iface)
TRACE("(%p)->() decrementing from %lu.\n", This, ref + 1);
if (!ref) {
if (!ref)
{
if(This->Handle)
{
This->ddraw->d3ddevice->Handles[This->Handle - 1].ptr = NULL;
This->ddraw->d3ddevice->Handles[This->Handle - 1].type = DDrawHandle_Unknown;
}
HeapFree(GetProcessHeap(), 0, This);
return 0;
}
......@@ -301,15 +308,24 @@ IDirect3DMaterialImpl_GetHandle(IDirect3DMaterial3 *iface,
D3DMATERIALHANDLE *lpHandle)
{
ICOM_THIS_FROM(IDirect3DMaterialImpl, IDirect3DMaterial3, iface);
TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpDirect3DDevice3, lpHandle);
This->active_device = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice3, lpDirect3DDevice3);
*lpHandle = (DWORD) This; /* Warning: this is not 64 bit clean.
Maybe also we need to store this material somewhere in the device ? */
IDirect3DDeviceImpl *device = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice3, lpDirect3DDevice3);
TRACE("(%p/%p)->(%p,%p)\n", This, iface, device, lpHandle);
if(!This->Handle)
{
This->Handle = IDirect3DDeviceImpl_CreateHandle(device);
if(!This->Handle)
{
ERR("Error creating a handle\n");
return DDERR_INVALIDPARAMS; /* Unchecked */
}
device->Handles[This->Handle - 1].ptr = This;
device->Handles[This->Handle - 1].type = DDrawHandle_Material;
}
*lpHandle = This->Handle;
TRACE(" returning handle %08lx.\n", *lpHandle);
return DD_OK;
return D3D_OK;
}
static HRESULT WINAPI
......
......@@ -229,6 +229,13 @@ static void IDirectDrawSurfaceImpl_Destroy(IDirectDrawSurfaceImpl *This)
if(This->WineD3DSurface)
IWineD3DSurface_Release(This->WineD3DSurface);
/* Having a texture handle set implies that the device still exists */
if(This->Handle)
{
This->ddraw->d3ddevice->Handles[This->Handle - 1].ptr = NULL;
This->ddraw->d3ddevice->Handles[This->Handle - 1].type = DDrawHandle_Unknown;
}
/* Reduce the ddraw surface count */
InterlockedDecrement(&This->ddraw->surfaces);
if(This->prev)
......
......@@ -45,6 +45,7 @@
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
WINE_DECLARE_DEBUG_CHANNEL(ddraw_thunk);
/*****************************************************************************
* IUnknown interfaces. They are thunks to IDirectDrawSurface7
......@@ -218,14 +219,16 @@ IDirect3DTextureImpl_GetHandle(IDirect3DTexture2 *iface,
TRACE("(%p)->(%p,%p)\n", This, d3d, lpHandle);
/* The handle is the WineD3DTexture interface. SetRenderState depends on this */
if(This->ddraw->wineD3DDevice)
*lpHandle = (D3DTEXTUREHANDLE) This->wineD3DTexture;
else
if(!This->Handle)
{
This->Handle = IDirect3DDeviceImpl_CreateHandle(d3d);
if(This->Handle)
{
/* This is to fool applications which create a texture without a D3DDevice */
*lpHandle = (D3DTEXTUREHANDLE) This;
d3d->Handles[This->Handle - 1].ptr = This;
d3d->Handles[This->Handle - 1].type = DDrawHandle_Texture;
}
}
*lpHandle = This->Handle;
TRACE(" returning handle %08lx.\n", *lpHandle);
......@@ -238,10 +241,11 @@ Thunk_IDirect3DTextureImpl_1_GetHandle(IDirect3DTexture *iface,
LPD3DTEXTUREHANDLE lpHandle)
{
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture, iface);
TRACE("(%p)->(%p,%p) thunking to IDirect3DTexture2 interface.\n", This, lpDirect3DDevice, lpHandle);
IDirect3DDeviceImpl *d3d = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice, lpDirect3DDevice);
TRACE_(ddraw_thunk)("(%p)->(%p,%p) thunking to IDirect3DTexture2 interface.\n", This, d3d, lpHandle);
return IDirect3DTexture2_GetHandle(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirect3DTexture2, iface),
COM_INTERFACE_CAST(IDirect3DDeviceImpl, IDirect3DDevice, IDirect3DDevice2, lpDirect3DDevice),
return IDirect3DTexture2_GetHandle(ICOM_INTERFACE(This, IDirect3DTexture2),
ICOM_INTERFACE(d3d, IDirect3DDevice2),
lpHandle);
}
......
......@@ -384,14 +384,33 @@ IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE hMat)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
TRACE("(%p)->(%08lx)\n", This, (DWORD) hMat);
TRACE("(%p)->(%ld)\n", This, (DWORD) hMat);
This->background = (IDirect3DMaterialImpl *) hMat;
if(hMat && hMat > This->ddraw->d3ddevice->numHandles)
{
WARN("Specified Handle %ld out of range\n", hMat);
return DDERR_INVALIDPARAMS;
}
else if(hMat && This->ddraw->d3ddevice->Handles[hMat - 1].type != DDrawHandle_Material)
{
WARN("Handle %ld is not a material handle\n", hMat);
return DDERR_INVALIDPARAMS;
}
if(hMat)
{
This->background = (IDirect3DMaterialImpl *) This->ddraw->d3ddevice->Handles[hMat - 1].ptr;
TRACE(" setting background color : %f %f %f %f\n",
This->background->mat.u.diffuse.u1.r,
This->background->mat.u.diffuse.u2.g,
This->background->mat.u.diffuse.u3.b,
This->background->mat.u.diffuse.u4.a);
}
else
{
This->background = NULL;
TRACE("Setting background to NULL\n");
}
return D3D_OK;
}
......@@ -406,8 +425,7 @@ IDirect3DViewportImpl_SetBackground(IDirect3DViewport3 *iface,
* lpValid: is set to FALSE if no background is set, TRUE if one is set
*
* Returns:
* D3D_OK, because it's a stub
* (DDERR_INVALIDPARAMS if Mat or Valid is NULL)
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI
......@@ -416,7 +434,24 @@ IDirect3DViewportImpl_GetBackground(IDirect3DViewport3 *iface,
BOOL *lpValid)
{
ICOM_THIS_FROM(IDirect3DViewportImpl, IDirect3DViewport3, iface);
FIXME("(%p)->(%p,%p): stub!\n", This, lphMat, lpValid);
TRACE("(%p)->(%p,%p)\n", This, lphMat, lpValid);
if(lpValid)
{
*lpValid = This->background != NULL;
}
if(lphMat)
{
if(This->background)
{
*lphMat = This->background->Handle;
}
else
{
*lphMat = 0;
}
}
return D3D_OK;
}
......
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