blob: 35aed933192f2eb0d4f4031b9fa6ad8c7e0655bb [file] [log] [blame]
/*
* Copyright (C) 2012 Józef Kucia
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "wine/debug.h"
#include "d3dx9_36_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
struct render_to_surface
{
ID3DXRenderToSurface ID3DXRenderToSurface_iface;
LONG ref;
IDirect3DDevice9 *device;
D3DXRTS_DESC desc;
IDirect3DSurface9 *dst_surface;
IDirect3DSurface9 *render_target;
IDirect3DSurface9 *depth_stencil;
DWORD num_render_targets;
D3DVIEWPORT9 previous_viewport;
IDirect3DSurface9 **previous_render_targets;
IDirect3DSurface9 *previous_depth_stencil;
};
static inline struct render_to_surface *impl_from_ID3DXRenderToSurface(ID3DXRenderToSurface *iface)
{
return CONTAINING_RECORD(iface, struct render_to_surface, ID3DXRenderToSurface_iface);
}
static void restore_previous_device_state(struct render_to_surface *render)
{
unsigned int i;
for (i = 0; i < render->num_render_targets; i++)
{
IDirect3DDevice9_SetRenderTarget(render->device, i, render->previous_render_targets[i]);
if (render->previous_render_targets[i])
IDirect3DSurface9_Release(render->previous_render_targets[i]);
render->previous_render_targets[i] = NULL;
}
IDirect3DDevice9_SetDepthStencilSurface(render->device, render->previous_depth_stencil);
if (render->previous_depth_stencil)
{
IDirect3DSurface9_Release(render->previous_depth_stencil);
render->previous_depth_stencil = NULL;
}
IDirect3DDevice9_SetViewport(render->device, &render->previous_viewport);
}
static HRESULT WINAPI D3DXRenderToSurface_QueryInterface(ID3DXRenderToSurface *iface,
REFIID riid,
void **out)
{
TRACE("iface %p, riid %s, out %p\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3DXRenderToSurface)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI D3DXRenderToSurface_AddRef(ID3DXRenderToSurface *iface)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
ULONG ref = InterlockedIncrement(&render->ref);
TRACE("%p increasing refcount to %u\n", iface, ref);
return ref;
}
static ULONG WINAPI D3DXRenderToSurface_Release(ID3DXRenderToSurface *iface)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
ULONG ref = InterlockedDecrement(&render->ref);
unsigned int i;
TRACE("%p decreasing refcount to %u\n", iface, ref);
if (!ref)
{
if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
if (render->render_target) IDirect3DSurface9_Release(render->render_target);
if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
for (i = 0; i < render->num_render_targets; i++)
{
if (render->previous_render_targets[i])
IDirect3DSurface9_Release(render->previous_render_targets[i]);
}
HeapFree(GetProcessHeap(), 0, render->previous_render_targets);
if (render->previous_depth_stencil) IDirect3DSurface9_Release(render->previous_depth_stencil);
IDirect3DDevice9_Release(render->device);
HeapFree(GetProcessHeap(), 0, render);
}
return ref;
}
static HRESULT WINAPI D3DXRenderToSurface_GetDevice(ID3DXRenderToSurface *iface,
IDirect3DDevice9 **device)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
TRACE("(%p)->(%p)\n", iface, device);
if (!device) return D3DERR_INVALIDCALL;
IDirect3DDevice9_AddRef(render->device);
*device = render->device;
return D3D_OK;
}
static HRESULT WINAPI D3DXRenderToSurface_GetDesc(ID3DXRenderToSurface *iface,
D3DXRTS_DESC *desc)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
TRACE("(%p)->(%p)\n", iface, desc);
if (!desc) return D3DERR_INVALIDCALL;
*desc = render->desc;
return D3D_OK;
}
static HRESULT WINAPI D3DXRenderToSurface_BeginScene(ID3DXRenderToSurface *iface,
IDirect3DSurface9 *surface,
const D3DVIEWPORT9 *viewport)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
unsigned int i;
IDirect3DDevice9 *device;
D3DSURFACE_DESC surface_desc;
HRESULT hr = D3DERR_INVALIDCALL;
D3DMULTISAMPLE_TYPE multi_sample_type = D3DMULTISAMPLE_NONE;
DWORD multi_sample_quality = 0;
TRACE("(%p)->(%p, %p)\n", iface, surface, viewport);
if (!surface || render->dst_surface) return D3DERR_INVALIDCALL;
IDirect3DSurface9_GetDesc(surface, &surface_desc);
if (surface_desc.Format != render->desc.Format
|| surface_desc.Width != render->desc.Width
|| surface_desc.Height != render->desc.Height)
return D3DERR_INVALIDCALL;
if (viewport)
{
if (viewport->X > render->desc.Width || viewport->Y > render->desc.Height
|| viewport->X + viewport->Width > render->desc.Width
|| viewport->Y + viewport->Height > render->desc.Height)
return D3DERR_INVALIDCALL;
if (!(surface_desc.Usage & D3DUSAGE_RENDERTARGET)
&& (viewport->X != 0 || viewport->Y != 0
|| viewport->Width != render->desc.Width
|| viewport->Height != render->desc.Height))
return D3DERR_INVALIDCALL;
}
device = render->device;
/* save device state */
IDirect3DDevice9_GetViewport(device, &render->previous_viewport);
for (i = 0; i < render->num_render_targets; i++)
{
hr = IDirect3DDevice9_GetRenderTarget(device, i, &render->previous_render_targets[i]);
if (FAILED(hr)) render->previous_render_targets[i] = NULL;
}
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &render->previous_depth_stencil);
if (FAILED(hr)) render->previous_depth_stencil = NULL;
/* prepare for rendering to surface */
for (i = 1; i < render->num_render_targets; i++)
IDirect3DDevice9_SetRenderTarget(device, i, NULL);
if (surface_desc.Usage & D3DUSAGE_RENDERTARGET)
{
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
multi_sample_type = surface_desc.MultiSampleType;
multi_sample_quality = surface_desc.MultiSampleQuality;
}
else
{
hr = IDirect3DDevice9_CreateRenderTarget(device, render->desc.Width, render->desc.Height,
render->desc.Format, multi_sample_type, multi_sample_quality, FALSE,
&render->render_target, NULL);
if (FAILED(hr)) goto cleanup;
hr = IDirect3DDevice9_SetRenderTarget(device, 0, render->render_target);
}
if (FAILED(hr)) goto cleanup;
if (render->desc.DepthStencil)
{
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, render->desc.Width, render->desc.Height,
render->desc.DepthStencilFormat, multi_sample_type, multi_sample_quality, TRUE,
&render->depth_stencil, NULL);
}
else render->depth_stencil = NULL;
if (FAILED(hr)) goto cleanup;
hr = IDirect3DDevice9_SetDepthStencilSurface(device, render->depth_stencil);
if (FAILED(hr)) goto cleanup;
if (viewport) IDirect3DDevice9_SetViewport(device, viewport);
IDirect3DSurface9_AddRef(surface);
render->dst_surface = surface;
return IDirect3DDevice9_BeginScene(device);
cleanup:
restore_previous_device_state(render);
if (render->dst_surface) IDirect3DSurface9_Release(render->dst_surface);
render->dst_surface = NULL;
if (render->render_target) IDirect3DSurface9_Release(render->render_target);
render->render_target = NULL;
if (render->depth_stencil) IDirect3DSurface9_Release(render->depth_stencil);
render->depth_stencil = NULL;
return hr;
}
static HRESULT WINAPI D3DXRenderToSurface_EndScene(ID3DXRenderToSurface *iface,
DWORD filter)
{
struct render_to_surface *render = impl_from_ID3DXRenderToSurface(iface);
HRESULT hr;
TRACE("(%p)->(%#x)\n", iface, filter);
if (!render->dst_surface) return D3DERR_INVALIDCALL;
hr = IDirect3DDevice9_EndScene(render->device);
/* copy render target data to destination surface, if needed */
if (render->render_target)
{
hr = D3DXLoadSurfaceFromSurface(render->dst_surface, NULL, NULL,
render->render_target, NULL, NULL, filter, 0);
if (FAILED(hr)) ERR("Copying render target data to surface failed %#x\n", hr);
}
restore_previous_device_state(render);
/* release resources */
if (render->render_target)
{
IDirect3DSurface9_Release(render->render_target);
render->render_target = NULL;
}
if (render->depth_stencil)
{
IDirect3DSurface9_Release(render->depth_stencil);
render->depth_stencil = NULL;
}
IDirect3DSurface9_Release(render->dst_surface);
render->dst_surface = NULL;
return hr;
}
static HRESULT WINAPI D3DXRenderToSurface_OnLostDevice(ID3DXRenderToSurface *iface)
{
FIXME("(%p)->(): stub\n", iface);
return D3D_OK;
}
static HRESULT WINAPI D3DXRenderToSurface_OnResetDevice(ID3DXRenderToSurface *iface)
{
FIXME("(%p)->(): stub\n", iface);
return D3D_OK;
}
static const ID3DXRenderToSurfaceVtbl d3dx_render_to_surface_vtbl =
{
/* IUnknown methods */
D3DXRenderToSurface_QueryInterface,
D3DXRenderToSurface_AddRef,
D3DXRenderToSurface_Release,
/* ID3DXRenderToSurface methods */
D3DXRenderToSurface_GetDevice,
D3DXRenderToSurface_GetDesc,
D3DXRenderToSurface_BeginScene,
D3DXRenderToSurface_EndScene,
D3DXRenderToSurface_OnLostDevice,
D3DXRenderToSurface_OnResetDevice
};
HRESULT WINAPI D3DXCreateRenderToSurface(IDirect3DDevice9 *device,
UINT width,
UINT height,
D3DFORMAT format,
BOOL depth_stencil,
D3DFORMAT depth_stencil_format,
ID3DXRenderToSurface **out)
{
HRESULT hr;
D3DCAPS9 caps;
struct render_to_surface *render;
unsigned int i;
TRACE("(%p, %u, %u, %#x, %d, %#x, %p)\n", device, width, height, format,
depth_stencil, depth_stencil_format, out);
if (!device || !out) return D3DERR_INVALIDCALL;
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
if (FAILED(hr)) return hr;
render = HeapAlloc(GetProcessHeap(), 0, sizeof(struct render_to_surface));
if (!render) return E_OUTOFMEMORY;
render->ID3DXRenderToSurface_iface.lpVtbl = &d3dx_render_to_surface_vtbl;
render->ref = 1;
render->desc.Width = width;
render->desc.Height = height;
render->desc.Format = format;
render->desc.DepthStencil = depth_stencil;
render->desc.DepthStencilFormat = depth_stencil_format;
render->dst_surface = NULL;
render->render_target = NULL;
render->depth_stencil = NULL;
render->num_render_targets = caps.NumSimultaneousRTs;
render->previous_render_targets = HeapAlloc(GetProcessHeap(), 0,
render->num_render_targets * sizeof(IDirect3DSurface9 *));
if (!render->previous_render_targets)
{
HeapFree(GetProcessHeap(), 0, render);
return E_OUTOFMEMORY;
}
for (i = 0; i < render->num_render_targets; i++)
render->previous_render_targets[i] = NULL;
render->previous_depth_stencil = NULL;
IDirect3DDevice9_AddRef(device);
render->device = device;
*out = &render->ID3DXRenderToSurface_iface;
return D3D_OK;
}