Commit 2003c7ab authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Add {G,S}etRenderState and {G,S}etTextureStageState support, and

ensure the stateblock is fully populated at device startup.
parent 20f83973
...@@ -374,15 +374,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetClipPlane(LPDIRECT3DDEVICE9 iface, DWOR ...@@ -374,15 +374,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetClipPlane(LPDIRECT3DDEVICE9 iface, DWOR
HRESULT WINAPI IDirect3DDevice9Impl_SetRenderState(LPDIRECT3DDEVICE9 iface, D3DRENDERSTATETYPE State, DWORD Value) { HRESULT WINAPI IDirect3DDevice9Impl_SetRenderState(LPDIRECT3DDEVICE9 iface, D3DRENDERSTATETYPE State, DWORD Value) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
FIXME("(%p) : stub\n", This); return IWineD3DDevice_SetRenderState(This->WineD3DDevice, State, Value);
return D3D_OK;
} }
HRESULT WINAPI IDirect3DDevice9Impl_GetRenderState(LPDIRECT3DDEVICE9 iface, D3DRENDERSTATETYPE State, DWORD* pValue) { HRESULT WINAPI IDirect3DDevice9Impl_GetRenderState(LPDIRECT3DDEVICE9 iface, D3DRENDERSTATETYPE State, DWORD* pValue) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
TRACE("(%p) for State %d = %ld\n", This, State, This->UpdateStateBlock->renderstate[State]); return IWineD3DDevice_GetRenderState(This->WineD3DDevice, State, pValue);
*pValue = This->StateBlock->renderstate[State];
return D3D_OK;
} }
HRESULT WINAPI IDirect3DDevice9Impl_SetClipStatus(LPDIRECT3DDEVICE9 iface, CONST D3DCLIPSTATUS9* pClipStatus) { HRESULT WINAPI IDirect3DDevice9Impl_SetClipStatus(LPDIRECT3DDEVICE9 iface, CONST D3DCLIPSTATUS9* pClipStatus) {
...@@ -411,15 +408,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_SetTexture(LPDIRECT3DDEVICE9 iface, DWORD ...@@ -411,15 +408,12 @@ HRESULT WINAPI IDirect3DDevice9Impl_SetTexture(LPDIRECT3DDEVICE9 iface, DWORD
HRESULT WINAPI IDirect3DDevice9Impl_GetTextureStageState(LPDIRECT3DDEVICE9 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) { HRESULT WINAPI IDirect3DDevice9Impl_GetTextureStageState(LPDIRECT3DDEVICE9 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->UpdateStateBlock->texture_state[Stage][Type]); return IWineD3DDevice_GetTextureStageState(This->WineD3DDevice, Stage, Type, pValue);
*pValue = This->UpdateStateBlock->texture_state[Stage][Type];
return D3D_OK;
} }
HRESULT WINAPI IDirect3DDevice9Impl_SetTextureStageState(LPDIRECT3DDEVICE9 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { HRESULT WINAPI IDirect3DDevice9Impl_SetTextureStageState(LPDIRECT3DDEVICE9 iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
FIXME("(%p) : stub\n", This); return IWineD3DDevice_SetTextureStageState(This->WineD3DDevice, Stage, Type, Value);
return D3D_OK;
} }
HRESULT WINAPI IDirect3DDevice9Impl_GetSamplerState(LPDIRECT3DDEVICE9 iface, DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue) { HRESULT WINAPI IDirect3DDevice9Impl_GetSamplerState(LPDIRECT3DDEVICE9 iface, DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue) {
......
...@@ -1565,7 +1565,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV ...@@ -1565,7 +1565,7 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
vp.Height = *(pPresentationParameters->BackBufferHeight); vp.Height = *(pPresentationParameters->BackBufferHeight);
vp.MinZ = 0.0f; vp.MinZ = 0.0f;
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
/* TODO: IWineD3DDevice_SetViewport((LPDIRECT3DDEVICE9) object, &vp); */ IWineD3DDevice_SetViewport((IWineD3DDevice *)object, &vp);
} }
/* Initialize the current view state */ /* Initialize the current view state */
......
...@@ -202,14 +202,10 @@ void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) { ...@@ -202,14 +202,10 @@ void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
checkGLcall("glMaterialfv"); checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->stateBlock->material.Diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->stateBlock->material.Diffuse);
checkGLcall("glMaterialfv"); checkGLcall("glMaterialfv");
#if 0 /* TODO */ if (This->stateBlock->renderState[D3DRS_SPECULARENABLE]) {
if (This->stateBlock->renderstate[D3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->stateBlock->material.Specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->stateBlock->material.Specular);
checkGLcall("glMaterialfv"); checkGLcall("glMaterialfv");
} else { } else {
#else
{
#endif
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv"); checkGLcall("glMaterialfv");
...@@ -429,7 +425,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD ...@@ -429,7 +425,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
} }
/* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */ /* Blending is numBlends * FLOATs followed by a DWORD for UBYTE4 */
/** do we have to Check This->updateStateBlock->renderstate[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */ /** do we have to Check This->updateStateBlock->renderState[D3DRS_INDEXEDVERTEXBLENDENABLE] ? */
numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 + numBlends = ((thisFVF & D3DFVF_POSITION_MASK) >> 1) - 2 +
((FALSE == (thisFVF & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1); /* WARNING can be < 0 because -2 */ ((FALSE == (thisFVF & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1); /* WARNING can be < 0 because -2 */
if (numBlends > 0) { if (numBlends > 0) {
...@@ -1502,7 +1498,7 @@ void drawPrimitive(IWineD3DDevice *iface, ...@@ -1502,7 +1498,7 @@ void drawPrimitive(IWineD3DDevice *iface,
useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) && useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
This->devType != D3DDEVTYPE_REF && This->devType != D3DDEVTYPE_REF &&
!This->stateBlock->renderstate[D3DRS_SOFTWAREVERTEXPROCESSING] && !This->stateBlock->renderState[D3DRS_SOFTWAREVERTEXPROCESSING] &&
vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING); vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
/** init Constants */ /** init Constants */
......
...@@ -69,18 +69,51 @@ extern int num_lock; ...@@ -69,18 +69,51 @@ extern int num_lock;
/***************************************************************************** /*****************************************************************************
* Defines * Defines
*/ */
/* GL related defines */
/* ------------------ */
#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0) #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName) #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName) #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOGLFLOAT4(dw, vec) \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
#if defined(GL_VERSION_1_3)
#define GL_ACTIVETEXTURE(textureNo) \
glActiveTexture(GL_TEXTURE0 + textureNo); \
checkGLcall("glActiveTexture");
#else
#define GL_ACTIVETEXTURE(textureNo) \
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
checkGLcall("glActiveTextureARB");
#endif
/* DirectX Device Limits */
/* --------------------- */
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */ See MaxStreams in MSDN under GetDeviceCaps */
#define HIGHEST_TRANSFORMSTATE 512 #define HIGHEST_TRANSFORMSTATE 512
/* Highest value in D3DTRANSFORMSTATETYPE */ /* Highest value in D3DTRANSFORMSTATETYPE */
#define HIGHEST_RENDER_STATE 209
/* Highest D3DRS_ value */
#define HIGHEST_TEXTURE_STATE 32
/* Highest D3DTSS_ value */
#define WINED3D_VSHADER_MAX_CONSTANTS 96 #define WINED3D_VSHADER_MAX_CONSTANTS 96
/* Maximum number of constants provided to the shaders */ /* Maximum number of constants provided to the shaders */
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
/* Checking of API calls */
/* --------------------- */
#define checkGLcall(A) \ #define checkGLcall(A) \
{ \ { \
GLint err = glGetError(); \ GLint err = glGetError(); \
...@@ -91,6 +124,10 @@ extern int num_lock; ...@@ -91,6 +124,10 @@ extern int num_lock;
} \ } \
} }
/* Trace routines / diagnostics */
/* ---------------------------- */
/* Dump out a matrix and copy it */
#define conv_mat(mat,gl_mat) \ #define conv_mat(mat,gl_mat) \
do { \ do { \
TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \ TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
...@@ -100,17 +137,6 @@ do { ...@@ -100,17 +137,6 @@ do {
memcpy(gl_mat, (mat), 16 * sizeof(float)); \ memcpy(gl_mat, (mat), 16 * sizeof(float)); \
} while (0) } while (0)
/* The following is purely to keep the source code as clear from #ifdefs as possible */
#if defined(GL_VERSION_1_3)
#define GL_ACTIVETEXTURE(textureNo) \
glActiveTexture(GL_TEXTURE0 + textureNo); \
checkGLcall("glActiveTexture");
#else
#define GL_ACTIVETEXTURE(textureNo) \
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
checkGLcall("glActiveTextureARB");
#endif
/* Macro to dump out the current state of the light chain */ /* Macro to dump out the current state of the light chain */
#define DUMP_LIGHT_CHAIN() \ #define DUMP_LIGHT_CHAIN() \
{ \ { \
...@@ -121,11 +147,20 @@ do { ...@@ -121,11 +147,20 @@ do {
} \ } \
} }
/* Trace vector and strided data information */
#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w); #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType); #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
/* Defines used for optimizations */
/* Only reapply what is necessary */
#define REAPPLY_ALPHAOP 0x0001
#define REAPPLY_ALL 0xFFFF
/* Advance declaration of structures to satisfy compiler */
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl; typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
/* Global variables */
extern const float identity[16]; extern const float identity[16];
/***************************************************************************** /*****************************************************************************
...@@ -268,6 +303,11 @@ typedef struct IWineD3DDeviceImpl ...@@ -268,6 +303,11 @@ typedef struct IWineD3DDeviceImpl
#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */ #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */ #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/ #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
UINT srcBlend;
UINT dstBlend;
UINT alphafunc;
UINT stencilfunc;
BOOL texture_shader_active; /* TODO: Confirm use is correct */
/* State block related */ /* State block related */
BOOL isRecordingState; BOOL isRecordingState;
...@@ -283,6 +323,9 @@ typedef struct IWineD3DDeviceImpl ...@@ -283,6 +323,9 @@ typedef struct IWineD3DDeviceImpl
/* For rendering to a texture using glCopyTexImage */ /* For rendering to a texture using glCopyTexImage */
BOOL renderUpsideDown; BOOL renderUpsideDown;
/* Textures for when no other textures are mapped */
UINT dummyTextureName[8];
} IWineD3DDeviceImpl; } IWineD3DDeviceImpl;
extern IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; extern IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
...@@ -380,6 +423,8 @@ typedef struct SAVEDSTATES { ...@@ -380,6 +423,8 @@ typedef struct SAVEDSTATES {
BOOL textures[8]; BOOL textures[8];
BOOL transform[HIGHEST_TRANSFORMSTATE]; BOOL transform[HIGHEST_TRANSFORMSTATE];
BOOL viewport; BOOL viewport;
BOOL renderState[HIGHEST_RENDER_STATE];
BOOL textureState[8][HIGHEST_TEXTURE_STATE];
BOOL clipplane[MAX_CLIPPLANES]; BOOL clipplane[MAX_CLIPPLANES];
} SAVEDSTATES; } SAVEDSTATES;
...@@ -428,9 +473,20 @@ struct IWineD3DStateBlockImpl ...@@ -428,9 +473,20 @@ struct IWineD3DStateBlockImpl
/* Material */ /* Material */
WINED3DMATERIAL material; WINED3DMATERIAL material;
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
/* RenderState */
DWORD renderState[HIGHEST_RENDER_STATE];
/* Texture */ /* Texture */
IWineD3DBaseTexture *textures[8]; IWineD3DBaseTexture *textures[8];
int textureDimensions[8]; int textureDimensions[8];
/* Texture State Stage */
DWORD textureState[8][HIGHEST_TEXTURE_STATE];
}; };
extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl; extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
...@@ -438,11 +494,21 @@ extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl; ...@@ -438,11 +494,21 @@ extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/***************************************************************************** /*****************************************************************************
* Utility function prototypes * Utility function prototypes
*/ */
/* Trace routines */
const char* debug_d3dformat(D3DFORMAT fmt); const char* debug_d3dformat(D3DFORMAT fmt);
const char* debug_d3ddevicetype(D3DDEVTYPE devtype); const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
const char* debug_d3dresourcetype(D3DRESOURCETYPE res); const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
const char* debug_d3dusage(DWORD usage); const char* debug_d3dusage(DWORD usage);
const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType); const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
const char* debug_d3drenderstate(DWORD state);
const char* debug_d3dtexturestate(DWORD state);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
void set_texture_matrix(const float *smat, DWORD flags);
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
#if 0 /* Needs fixing during rework */ #if 0 /* Needs fixing during rework */
/***************************************************************************** /*****************************************************************************
......
...@@ -182,11 +182,19 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown) ...@@ -182,11 +182,19 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
STDMETHOD(GetIndices)(THIS_ IWineD3DIndexBuffer ** ppIndexData,UINT * pBaseVertexIndex) PURE; STDMETHOD(GetIndices)(THIS_ IWineD3DIndexBuffer ** ppIndexData,UINT * pBaseVertexIndex) PURE;
STDMETHOD(SetViewport)(THIS_ CONST WINED3DVIEWPORT * pViewport) PURE; STDMETHOD(SetViewport)(THIS_ CONST WINED3DVIEWPORT * pViewport) PURE;
STDMETHOD(GetViewport)(THIS_ WINED3DVIEWPORT * pViewport) PURE; STDMETHOD(GetViewport)(THIS_ WINED3DVIEWPORT * pViewport) PURE;
STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD Value) PURE;
STDMETHOD(GetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD * pValue) PURE;
STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) PURE;
STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD * pValue) PURE;
STDMETHOD(BeginScene)(THIS) PURE; STDMETHOD(BeginScene)(THIS) PURE;
STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) PURE; STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) PURE;
STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,INT baseVIdx, UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE; STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,INT baseVIdx, UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE;
STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE; STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void * pIndexData,D3DFORMAT IndexDataFormat,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE; STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void * pIndexData,D3DFORMAT IndexDataFormat,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
/*** Internal use IWineD3D methods ***/
STDMETHOD_(void, SetupTextureStates)(THIS_ DWORD Stage, DWORD Flags);
}; };
#undef INTERFACE #undef INTERFACE
...@@ -221,11 +229,16 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown) ...@@ -221,11 +229,16 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
#define IWineD3DDevice_GetIndices(p,a,b) (p)->lpVtbl->GetIndices(p,a,b) #define IWineD3DDevice_GetIndices(p,a,b) (p)->lpVtbl->GetIndices(p,a,b)
#define IWineD3DDevice_SetViewport(p,a) (p)->lpVtbl->SetViewport(p,a) #define IWineD3DDevice_SetViewport(p,a) (p)->lpVtbl->SetViewport(p,a)
#define IWineD3DDevice_GetViewport(p,a) (p)->lpVtbl->GetViewport(p,a) #define IWineD3DDevice_GetViewport(p,a) (p)->lpVtbl->GetViewport(p,a)
#define IWineD3DDevice_SetRenderState(p,a,b) (p)->lpVtbl->SetRenderState(p,a,b)
#define IWineD3DDevice_GetRenderState(p,a,b) (p)->lpVtbl->GetRenderState(p,a,b)
#define IWineD3DDevice_SetTextureStageState(p,a,b,c) (p)->lpVtbl->SetTextureStageState(p,a,b,c)
#define IWineD3DDevice_GetTextureStageState(p,a,b,c) (p)->lpVtbl->GetTextureStageState(p,a,b,c)
#define IWineD3DDevice_BeginScene(p) (p)->lpVtbl->BeginScene(p) #define IWineD3DDevice_BeginScene(p) (p)->lpVtbl->BeginScene(p)
#define IWineD3DDevice_DrawPrimitive(p,a,b,c) (p)->lpVtbl->DrawPrimitive(p,a,b,c) #define IWineD3DDevice_DrawPrimitive(p,a,b,c) (p)->lpVtbl->DrawPrimitive(p,a,b,c)
#define IWineD3DDevice_DrawIndexedPrimitive(p,a,b,c,d,e,f) (p)->lpVtbl->DrawIndexedPrimitive(p,a,b,c,d,e,f) #define IWineD3DDevice_DrawIndexedPrimitive(p,a,b,c,d,e,f) (p)->lpVtbl->DrawIndexedPrimitive(p,a,b,c,d,e,f)
#define IWineD3DDevice_DrawPrimitiveUP(p,a,b,c,d) (p)->lpVtbl->DrawPrimitiveUP(p,a,b,c,d) #define IWineD3DDevice_DrawPrimitiveUP(p,a,b,c,d) (p)->lpVtbl->DrawPrimitiveUP(p,a,b,c,d)
#define IWineD3DDevice_DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) #define IWineD3DDevice_DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h)
#define IWineD3DDevice_SetupTextureStates(p,a,b) (p)->lpVtbl->SetupTextureStates(p,a,b)
#endif #endif
/***************************************************************************** /*****************************************************************************
......
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