reactos/dll/directx/wine/d3dx9_36/sprite.c
winesync 1f6645eb19 [WINESYNC] d3dx9: Correctly handle sprites array reallocation.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>

wine commit id 34c0055cfcb84e32d13556b7ec841d01acf5fe96 by Matteo Bruni <mbruni@codeweavers.com>
2021-02-04 16:37:07 +01:00

606 lines
22 KiB
C

#ifdef __REACTOS__
#include "precomp.h"
#else
/*
* Copyright (C) 2008 Tony Wasserka
*
* 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 "d3dx9_private.h"
#endif /* __REACTOS__ */
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
/* the combination of all possible D3DXSPRITE flags */
#define D3DXSPRITE_FLAGLIMIT 511
struct sprite_vertex
{
D3DXVECTOR3 pos;
DWORD col;
D3DXVECTOR2 tex;
};
struct sprite
{
IDirect3DTexture9 *texture;
UINT texw, texh;
RECT rect;
D3DXVECTOR3 center;
D3DXVECTOR3 pos;
D3DCOLOR color;
D3DXMATRIX transform;
};
struct d3dx9_sprite
{
ID3DXSprite ID3DXSprite_iface;
LONG ref;
IDirect3DDevice9 *device;
IDirect3DVertexDeclaration9 *vdecl;
IDirect3DStateBlock9 *stateblock;
D3DXMATRIX transform;
D3DXMATRIX view;
DWORD flags;
BOOL ready;
/* Store the relevant caps to prevent multiple GetDeviceCaps calls */
DWORD texfilter_caps;
DWORD maxanisotropy;
DWORD alphacmp_caps;
struct sprite *sprites;
int sprite_count; /* number of sprites to be drawn */
int allocated_sprites; /* number of (pre-)allocated sprites */
};
static inline struct d3dx9_sprite *impl_from_ID3DXSprite(ID3DXSprite *iface)
{
return CONTAINING_RECORD(iface, struct d3dx9_sprite, ID3DXSprite_iface);
}
static HRESULT WINAPI d3dx9_sprite_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3DXSprite)
|| 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 d3dx9_sprite_AddRef(ID3DXSprite *iface)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
ULONG refcount = InterlockedIncrement(&sprite->ref);
TRACE("%p increasing refcount to %u.\n", sprite, refcount);
return refcount;
}
static ULONG WINAPI d3dx9_sprite_Release(ID3DXSprite *iface)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
ULONG refcount = InterlockedDecrement(&sprite->ref);
TRACE("%p decreasing refcount to %u.\n", sprite, refcount);
if (!refcount)
{
if (sprite->sprites)
{
int i;
if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
{
for (i = 0; i < sprite->sprite_count; ++i)
{
if (sprite->sprites[i].texture)
IDirect3DTexture9_Release(sprite->sprites[i].texture);
}
}
HeapFree(GetProcessHeap(), 0, sprite->sprites);
}
if (sprite->stateblock)
IDirect3DStateBlock9_Release(sprite->stateblock);
if (sprite->vdecl)
IDirect3DVertexDeclaration9_Release(sprite->vdecl);
if (sprite->device)
IDirect3DDevice9_Release(sprite->device);
HeapFree(GetProcessHeap(), 0, sprite);
}
return refcount;
}
static HRESULT WINAPI d3dx9_sprite_GetDevice(struct ID3DXSprite *iface, struct IDirect3DDevice9 **device)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
TRACE("iface %p, device %p.\n", iface, device);
if (!device)
return D3DERR_INVALIDCALL;
*device = sprite->device;
IDirect3DDevice9_AddRef(sprite->device);
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
TRACE("iface %p, transform %p.\n", iface, transform);
if (!transform)
return D3DERR_INVALIDCALL;
*transform = sprite->transform;
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
TRACE("iface %p, transform %p.\n", iface, transform);
if (!transform)
return D3DERR_INVALIDCALL;
sprite->transform = *transform;
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_SetWorldViewRH(ID3DXSprite *iface,
const D3DXMATRIX *world, const D3DXMATRIX *view)
{
FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx9_sprite_SetWorldViewLH(ID3DXSprite *iface,
const D3DXMATRIX *world, const D3DXMATRIX *view)
{
FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
return E_NOTIMPL;
}
/* Helper function */
static void set_states(struct d3dx9_sprite *object)
{
D3DXMATRIX mat;
D3DVIEWPORT9 vp;
/* Miscellaneous stuff */
IDirect3DDevice9_SetVertexShader(object->device, NULL);
IDirect3DDevice9_SetPixelShader(object->device, NULL);
IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
/* Render states */
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, 0);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
/* Texture stage states */
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
/* Sampler states */
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
/* Matrices */
D3DXMatrixIdentity(&mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
IDirect3DDevice9_GetViewport(object->device, &vp);
D3DXMatrixOrthoOffCenterLH(&mat, vp.X+0.5f, (float)vp.Width+vp.X+0.5f, (float)vp.Height+vp.Y+0.5f, vp.Y+0.5f, vp.MinZ, vp.MaxZ);
IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
}
static HRESULT WINAPI d3dx9_sprite_Begin(ID3DXSprite *iface, DWORD flags)
{
struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
HRESULT hr;
TRACE("iface %p, flags %#x.\n", iface, flags);
if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
/* TODO: Implement flags:
D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
D3DXSPRITE_OBJECTSPACE: do not change device transforms
D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
*/
/* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
if(flags & (D3DXSPRITE_BILLBOARD |
D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
FIXME("Flags unsupported: %#x\n", flags);
/* These flags should only matter to performance */
else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
TRACE("Flags unsupported: %#x\n", flags);
if(This->vdecl==NULL) {
static const D3DVERTEXELEMENT9 elements[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
}
if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
if(This->stateblock==NULL) {
/* Tell our state block what it must store */
hr=IDirect3DDevice9_BeginStateBlock(This->device);
if(hr!=D3D_OK) return hr;
set_states(This);
IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(struct sprite_vertex));
IDirect3DDevice9_SetIndices(This->device, NULL);
IDirect3DDevice9_SetTexture(This->device, 0, NULL);
IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
}
IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
}
/* Apply device state */
set_states(This);
This->flags=flags;
This->ready=TRUE;
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *texture,
const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color)
{
struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
struct sprite *new_sprites;
D3DSURFACE_DESC texdesc;
TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
iface, texture, wine_dbgstr_rect(rect), center, position, color);
if(texture==NULL) return D3DERR_INVALIDCALL;
if(!This->ready) return D3DERR_INVALIDCALL;
if (!This->allocated_sprites)
{
This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites));
This->allocated_sprites = 32;
}
else if (This->allocated_sprites <= This->sprite_count)
{
new_sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
This->sprites, This->allocated_sprites * 2 * sizeof(*This->sprites));
if (!new_sprites)
return E_OUTOFMEMORY;
This->sprites = new_sprites;
This->allocated_sprites *= 2;
}
This->sprites[This->sprite_count].texture=texture;
if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
IDirect3DTexture9_AddRef(texture);
/* Reuse the texture desc if possible */
if(This->sprite_count) {
if(This->sprites[This->sprite_count-1].texture!=texture) {
IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
} else {
texdesc.Width=This->sprites[This->sprite_count-1].texw;
texdesc.Height=This->sprites[This->sprite_count-1].texh;
}
} else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
This->sprites[This->sprite_count].texw=texdesc.Width;
This->sprites[This->sprite_count].texh=texdesc.Height;
if (rect)
This->sprites[This->sprite_count].rect = *rect;
else
SetRect(&This->sprites[This->sprite_count].rect, 0, 0, texdesc.Width, texdesc.Height);
if(center==NULL) {
This->sprites[This->sprite_count].center.x=0.0f;
This->sprites[This->sprite_count].center.y=0.0f;
This->sprites[This->sprite_count].center.z=0.0f;
} else This->sprites[This->sprite_count].center=*center;
if(position==NULL) {
This->sprites[This->sprite_count].pos.x=0.0f;
This->sprites[This->sprite_count].pos.y=0.0f;
This->sprites[This->sprite_count].pos.z=0.0f;
} else This->sprites[This->sprite_count].pos=*position;
This->sprites[This->sprite_count].color=color;
This->sprites[This->sprite_count].transform=This->transform;
This->sprite_count++;
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_Flush(ID3DXSprite *iface)
{
struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
struct sprite_vertex *vertices;
int i, count=0, start;
TRACE("iface %p.\n", iface);
if(!This->ready) return D3DERR_INVALIDCALL;
if(!This->sprite_count) return D3D_OK;
/* TODO: use of a vertex buffer here */
vertices = HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices) * 6 * This->sprite_count);
for(start=0;start<This->sprite_count;start+=count,count=0) {
i=start;
while(i<This->sprite_count &&
(count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i ].col = This->sprites[i].color;
vertices[6*i+1].col = This->sprites[i].color;
vertices[6*i+2].col = This->sprites[i].color;
vertices[6*i+3].col = This->sprites[i].color;
vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
vertices[6*i+4]=vertices[6*i];
vertices[6*i+5]=vertices[6*i+2];
D3DXVec3TransformCoordArray(&vertices[6 * i].pos, sizeof(*vertices),
&vertices[6 * i].pos, sizeof(*vertices), &This->sprites[i].transform, 6);
count++;
i++;
}
IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture);
IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST,
2 * count, vertices + 6 * start, sizeof(*vertices));
}
HeapFree(GetProcessHeap(), 0, vertices);
if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
for(i=0;i<This->sprite_count;i++)
IDirect3DTexture9_Release(This->sprites[i].texture);
This->sprite_count=0;
/* Flush may be called more than once, so we don't reset This->ready here */
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_End(ID3DXSprite *iface)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
TRACE("iface %p.\n", iface);
if (!sprite->ready)
return D3DERR_INVALIDCALL;
ID3DXSprite_Flush(iface);
if (sprite->stateblock && !(sprite->flags & D3DXSPRITE_DONOTSAVESTATE))
IDirect3DStateBlock9_Apply(sprite->stateblock); /* Restore old state */
sprite->ready = FALSE;
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_OnLostDevice(ID3DXSprite *iface)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
TRACE("iface %p.\n", iface);
if (sprite->stateblock)
IDirect3DStateBlock9_Release(sprite->stateblock);
if (sprite->vdecl)
IDirect3DVertexDeclaration9_Release(sprite->vdecl);
sprite->vdecl = NULL;
sprite->stateblock = NULL;
/* Reset some variables */
ID3DXSprite_OnResetDevice(iface);
return D3D_OK;
}
static HRESULT WINAPI d3dx9_sprite_OnResetDevice(ID3DXSprite *iface)
{
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
int i;
TRACE("iface %p.\n", iface);
if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
{
for (i = 0; i < sprite->sprite_count; ++i)
{
if (sprite->sprites[i].texture)
IDirect3DTexture9_Release(sprite->sprites[i].texture);
}
}
sprite->sprite_count = 0;
sprite->flags = 0;
sprite->ready = FALSE;
/* keep matrices */
/* device objects get restored on Begin */
return D3D_OK;
}
static const ID3DXSpriteVtbl d3dx9_sprite_vtbl =
{
d3dx9_sprite_QueryInterface,
d3dx9_sprite_AddRef,
d3dx9_sprite_Release,
d3dx9_sprite_GetDevice,
d3dx9_sprite_GetTransform,
d3dx9_sprite_SetTransform,
d3dx9_sprite_SetWorldViewRH,
d3dx9_sprite_SetWorldViewLH,
d3dx9_sprite_Begin,
d3dx9_sprite_Draw,
d3dx9_sprite_Flush,
d3dx9_sprite_End,
d3dx9_sprite_OnLostDevice,
d3dx9_sprite_OnResetDevice,
};
HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite)
{
struct d3dx9_sprite *object;
D3DCAPS9 caps;
TRACE("device %p, sprite %p.\n", device, sprite);
if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
if (!(object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
{
*sprite = NULL;
return E_OUTOFMEMORY;
}
object->ID3DXSprite_iface.lpVtbl = &d3dx9_sprite_vtbl;
object->ref=1;
object->device=device;
IUnknown_AddRef(device);
object->vdecl=NULL;
object->stateblock=NULL;
D3DXMatrixIdentity(&object->transform);
D3DXMatrixIdentity(&object->view);
IDirect3DDevice9_GetDeviceCaps(device, &caps);
object->texfilter_caps=caps.TextureFilterCaps;
object->maxanisotropy=caps.MaxAnisotropy;
object->alphacmp_caps=caps.AlphaCmpCaps;
ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
object->sprites=NULL;
object->allocated_sprites=0;
*sprite=&object->ID3DXSprite_iface;
return D3D_OK;
}