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![Joachim Henze](/assets/img/avatar_default.png)
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652 This brings us back to before guilty commit 0.4.10-dev-55-g7af3969e9f
and therefore downgrades dll/directx/wine/ D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D to WineStaging 3.3. Also downgrades related header sdk/include/reactos/wine/wined3d.h and for the first time also media/doc/README.WINE Same versions of these dlls we had in every ros rls since 0.4.10rls. Amine Khaldi agreed to perform this revert also for master now. Purpose of this revert is to fix crashes when Ddraw apps switch into fullscreen with VBEMP and inbuilt Mesa. I tested, before: DxDiag crashed when switching to fullscreen (CORE-14955), Diablo II crashed immediately (CORE-15652), Monster-Truck-Madness 2 demo crashed after main menu Afterwards all of these apps do run. DXTN does still work after that, even with VBEMP and inbuilt Mesa. squashed commit of 0.4.13-RC-2-g67dd70e5ef
and 0.4.13-RC-3-g9f1e2cd172
321 lines
11 KiB
C
321 lines
11 KiB
C
/*
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* Direct3D 8 private include file
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_D3D8_PRIVATE_H
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#define __WINE_D3D8_PRIVATE_H
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#include <assert.h>
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#include <stdarg.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "wine/heap.h"
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#include "d3d8.h"
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#include "wine/wined3d.h"
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#define D3DPRESENTFLAGS_MASK 0x00000fffu
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/* CreateVertexShader can return > 0xFFFF */
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#define VS_HIGHESTFIXEDFXF 0xF0000000
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void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const WINED3DCAPS *wined3d_caps) DECLSPEC_HIDDEN;
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struct d3d8
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{
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IDirect3D8 IDirect3D8_iface;
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LONG refcount;
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struct wined3d *wined3d;
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};
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BOOL d3d8_init(struct d3d8 *d3d8) DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DDevice8 implementation structure
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*/
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#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
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#define D3D8_INVALID_HANDLE ~0U
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enum d3d8_handle_type
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{
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D3D8_HANDLE_FREE,
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D3D8_HANDLE_VS,
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D3D8_HANDLE_PS,
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D3D8_HANDLE_SB,
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};
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struct d3d8_handle_entry
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{
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void *object;
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enum d3d8_handle_type type;
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};
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struct d3d8_handle_table
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{
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struct d3d8_handle_entry *entries;
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struct d3d8_handle_entry *free_entries;
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UINT table_size;
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UINT entry_count;
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};
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struct FvfToDecl
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{
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DWORD fvf;
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struct d3d8_vertex_declaration *declaration;
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};
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enum d3d8_device_state
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{
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D3D8_DEVICE_STATE_OK,
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D3D8_DEVICE_STATE_LOST,
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D3D8_DEVICE_STATE_NOT_RESET,
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};
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struct d3d8_device
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{
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/* IUnknown fields */
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IDirect3DDevice8 IDirect3DDevice8_iface;
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struct wined3d_device_parent device_parent;
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LONG ref;
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struct wined3d_device *wined3d_device;
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IDirect3D8 *d3d_parent;
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struct d3d8_handle_table handle_table;
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/* FVF management */
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struct FvfToDecl *decls;
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UINT numConvertedDecls, declArraySize;
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/* User data draws */
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struct wined3d_buffer *vertex_buffer;
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UINT vertex_buffer_size;
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UINT vertex_buffer_pos;
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struct wined3d_buffer *index_buffer;
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UINT index_buffer_size;
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UINT index_buffer_pos;
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LONG device_state;
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/* Avoids recursion with nested ReleaseRef to 0 */
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BOOL inDestruction;
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/* The d3d8 API supports only one implicit swapchain (no D3DCREATE_ADAPTERGROUP_DEVICE,
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* no GetSwapchain, GetBackBuffer doesn't accept a swapchain number). */
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struct d3d8_swapchain *implicit_swapchain;
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};
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HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter,
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D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN;
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static inline struct d3d8_device *impl_from_IDirect3DDevice8(IDirect3DDevice8 *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d8_device, IDirect3DDevice8_iface);
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}
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struct d3d8_resource
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{
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LONG refcount;
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struct wined3d_private_store private_store;
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};
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void d3d8_resource_cleanup(struct d3d8_resource *resource) DECLSPEC_HIDDEN;
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HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid) DECLSPEC_HIDDEN;
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HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid,
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void *data, DWORD *data_size) DECLSPEC_HIDDEN;
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void d3d8_resource_init(struct d3d8_resource *resource) DECLSPEC_HIDDEN;
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HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid,
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const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
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struct d3d8_volume
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{
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IDirect3DVolume8 IDirect3DVolume8_iface;
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struct d3d8_resource resource;
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struct wined3d_texture *wined3d_texture;
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unsigned int sub_resource_idx;
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struct d3d8_texture *texture;
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};
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void volume_init(struct d3d8_volume *volume, struct wined3d_texture *wined3d_texture,
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unsigned int sub_resource_idx, const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN;
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struct d3d8_swapchain
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{
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IDirect3DSwapChain8 IDirect3DSwapChain8_iface;
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LONG refcount;
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struct wined3d_swapchain *wined3d_swapchain;
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IDirect3DDevice8 *parent_device;
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};
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HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapchain_desc *desc,
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struct d3d8_swapchain **swapchain) DECLSPEC_HIDDEN;
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struct d3d8_surface
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{
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IDirect3DSurface8 IDirect3DSurface8_iface;
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struct d3d8_resource resource;
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struct wined3d_texture *wined3d_texture;
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unsigned int sub_resource_idx;
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struct list rtv_entry;
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struct wined3d_rendertarget_view *wined3d_rtv;
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IDirect3DDevice8 *parent_device;
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IUnknown *container;
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struct d3d8_texture *texture;
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};
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struct wined3d_rendertarget_view *d3d8_surface_acquire_rendertarget_view(struct d3d8_surface *surface) DECLSPEC_HIDDEN;
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struct d3d8_device *d3d8_surface_get_device(const struct d3d8_surface *surface) DECLSPEC_HIDDEN;
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void d3d8_surface_release_rendertarget_view(struct d3d8_surface *surface,
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struct wined3d_rendertarget_view *rtv) DECLSPEC_HIDDEN;
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void surface_init(struct d3d8_surface *surface, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx,
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const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN;
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struct d3d8_surface *unsafe_impl_from_IDirect3DSurface8(IDirect3DSurface8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_vertexbuffer
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{
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IDirect3DVertexBuffer8 IDirect3DVertexBuffer8_iface;
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struct d3d8_resource resource;
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struct wined3d_buffer *wined3d_buffer;
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IDirect3DDevice8 *parent_device;
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DWORD fvf;
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};
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HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
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UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
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struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_indexbuffer
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{
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IDirect3DIndexBuffer8 IDirect3DIndexBuffer8_iface;
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struct d3d8_resource resource;
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struct wined3d_buffer *wined3d_buffer;
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IDirect3DDevice8 *parent_device;
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enum wined3d_format_id format;
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};
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HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
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UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_texture
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{
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IDirect3DBaseTexture8 IDirect3DBaseTexture8_iface;
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struct d3d8_resource resource;
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struct wined3d_texture *wined3d_texture;
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IDirect3DDevice8 *parent_device;
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struct list rtv_list;
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};
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HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_vertex_declaration
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{
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DWORD *elements;
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DWORD elements_size; /* Size of elements, in bytes */
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struct wined3d_vertex_declaration *wined3d_vertex_declaration;
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DWORD shader_handle;
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};
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void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, DWORD fvf) DECLSPEC_HIDDEN;
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struct d3d8_vertex_shader
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{
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struct d3d8_vertex_declaration *vertex_declaration;
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struct wined3d_shader *wined3d_shader;
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};
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void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
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const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
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#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
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struct d3d8_pixel_shader
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{
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DWORD handle;
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struct wined3d_shader *wined3d_shader;
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};
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void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
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const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
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D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
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enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
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unsigned int wined3dmapflags_from_d3dmapflags(unsigned int flags) DECLSPEC_HIDDEN;
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void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
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size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN;
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static inline DWORD d3dusage_from_wined3dusage(unsigned int usage)
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{
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return usage & WINED3DUSAGE_MASK;
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}
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static inline D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned int usage)
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{
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switch (access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU))
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{
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default:
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case WINED3D_RESOURCE_ACCESS_GPU:
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return D3DPOOL_DEFAULT;
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case WINED3D_RESOURCE_ACCESS_CPU:
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if (usage & WINED3DUSAGE_SCRATCH)
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return D3DPOOL_SCRATCH;
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return D3DPOOL_SYSTEMMEM;
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case WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU:
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return D3DPOOL_MANAGED;
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}
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}
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static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
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{
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switch (pool)
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{
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case D3DPOOL_DEFAULT:
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if (usage & D3DUSAGE_DYNAMIC)
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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return WINED3D_RESOURCE_ACCESS_GPU;
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case D3DPOOL_MANAGED:
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return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU
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| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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case D3DPOOL_SYSTEMMEM:
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case D3DPOOL_SCRATCH:
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return WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
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default:
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return 0;
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}
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}
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#endif /* __WINE_D3DX8_PRIVATE_H */
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