wined3d: Get rid of IWineD3DBaseTexture::GetSubResourceDesc().
[wine] / dlls / ddraw / device.c
1 /*
2  * Copyright (c) 1998-2004 Lionel Ulmer
3  * Copyright (c) 2002-2005 Christian Costa
4  * Copyright (c) 2006 Stefan Dösinger
5  * Copyright (c) 2008 Alexander Dorofeyev
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20  *
21  * IDirect3DDevice implementation, version 1, 2, 3 and 7. Rendering is relayed
22  * to WineD3D, some minimal DirectDraw specific management is handled here.
23  * The Direct3DDevice is NOT the parent of the WineD3DDevice, because d3d
24  * is initialized when DirectDraw creates the primary surface.
25  * Some type management is necessary, because some D3D types changed between
26  * D3D7 and D3D9.
27  *
28  */
29
30 #include "config.h"
31 #include "wine/port.h"
32
33 #include "ddraw_private.h"
34
35 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
36
37 /* The device ID */
38 const GUID IID_D3DDEVICE_WineD3D = {
39   0xaef72d43,
40   0xb09a,
41   0x4b7b,
42   { 0xb7,0x98,0xc6,0x8a,0x77,0x2d,0x72,0x2a }
43 };
44
45 static inline void set_fpu_control_word(WORD fpucw)
46 {
47 #if defined(__i386__) && defined(__GNUC__)
48     __asm__ volatile ("fldcw %0" : : "m" (fpucw));
49 #elif defined(__i386__) && defined(_MSC_VER)
50     __asm fldcw fpucw;
51 #endif
52 }
53
54 static inline WORD d3d_fpu_setup(void)
55 {
56     WORD oldcw;
57
58 #if defined(__i386__) && defined(__GNUC__)
59     __asm__ volatile ("fnstcw %0" : "=m" (oldcw));
60 #elif defined(__i386__) && defined(_MSC_VER)
61     __asm fnstcw oldcw;
62 #else
63     static BOOL warned = FALSE;
64     if(!warned)
65     {
66         FIXME("FPUPRESERVE not implemented for this platform / compiler\n");
67         warned = TRUE;
68     }
69     return 0;
70 #endif
71
72     set_fpu_control_word(0x37f);
73
74     return oldcw;
75 }
76
77 /*****************************************************************************
78  * IUnknown Methods. Common for Version 1, 2, 3 and 7
79  *****************************************************************************/
80
81 /*****************************************************************************
82  * IDirect3DDevice7::QueryInterface
83  *
84  * Used to query other interfaces from a Direct3DDevice interface.
85  * It can return interface pointers to all Direct3DDevice versions as well
86  * as IDirectDraw and IDirect3D. For a link to QueryInterface
87  * rules see ddraw.c, IDirectDraw7::QueryInterface
88  *
89  * Exists in Version 1, 2, 3 and 7
90  *
91  * Params:
92  *  refiid: Interface ID queried for
93  *  obj: Used to return the interface pointer
94  *
95  * Returns:
96  *  D3D_OK or E_NOINTERFACE
97  *
98  *****************************************************************************/
99 static HRESULT WINAPI
100 IDirect3DDeviceImpl_7_QueryInterface(IDirect3DDevice7 *iface,
101                                      REFIID refiid,
102                                      void **obj)
103 {
104     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
105
106     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(refiid), obj);
107
108     /* According to COM docs, if the QueryInterface fails, obj should be set to NULL */
109     *obj = NULL;
110
111     if(!refiid)
112         return DDERR_INVALIDPARAMS;
113
114     if ( IsEqualGUID( &IID_IUnknown, refiid ) )
115     {
116         *obj = iface;
117     }
118
119     /* Check DirectDraw Interfac\ 1s */
120     else if( IsEqualGUID( &IID_IDirectDraw7, refiid ) )
121     {
122         *obj = &This->ddraw->IDirectDraw7_iface;
123         TRACE("(%p) Returning IDirectDraw7 interface at %p\n", This, *obj);
124     }
125     else if ( IsEqualGUID( &IID_IDirectDraw4, refiid ) )
126     {
127         *obj = &This->ddraw->IDirectDraw4_iface;
128         TRACE("(%p) Returning IDirectDraw4 interface at %p\n", This, *obj);
129     }
130     else if ( IsEqualGUID( &IID_IDirectDraw2, refiid ) )
131     {
132         *obj = &This->ddraw->IDirectDraw2_iface;
133         TRACE("(%p) Returning IDirectDraw2 interface at %p\n", This, *obj);
134     }
135     else if( IsEqualGUID( &IID_IDirectDraw, refiid ) )
136     {
137         *obj = &This->ddraw->IDirectDraw_iface;
138         TRACE("(%p) Returning IDirectDraw interface at %p\n", This, *obj);
139     }
140
141     /* Direct3D */
142     else if ( IsEqualGUID( &IID_IDirect3D  , refiid ) )
143     {
144         *obj = &This->ddraw->IDirect3D_iface;
145         TRACE("(%p) Returning IDirect3D interface at %p\n", This, *obj);
146     }
147     else if ( IsEqualGUID( &IID_IDirect3D2 , refiid ) )
148     {
149         *obj = &This->ddraw->IDirect3D2_iface;
150         TRACE("(%p) Returning IDirect3D2 interface at %p\n", This, *obj);
151     }
152     else if ( IsEqualGUID( &IID_IDirect3D3 , refiid ) )
153     {
154         *obj = &This->ddraw->IDirect3D3_iface;
155         TRACE("(%p) Returning IDirect3D3 interface at %p\n", This, *obj);
156     }
157     else if ( IsEqualGUID( &IID_IDirect3D7 , refiid ) )
158     {
159         *obj = &This->ddraw->IDirect3D7_iface;
160         TRACE("(%p) Returning IDirect3D7 interface at %p\n", This, *obj);
161     }
162
163     /* Direct3DDevice */
164     else if ( IsEqualGUID( &IID_IDirect3DDevice  , refiid ) )
165     {
166         *obj = &This->IDirect3DDevice_vtbl;
167         TRACE("(%p) Returning IDirect3DDevice interface at %p\n", This, *obj);
168     }
169     else if ( IsEqualGUID( &IID_IDirect3DDevice2  , refiid ) ) {
170         *obj = &This->IDirect3DDevice2_vtbl;
171         TRACE("(%p) Returning IDirect3DDevice2 interface at %p\n", This, *obj);
172     }
173     else if ( IsEqualGUID( &IID_IDirect3DDevice3  , refiid ) ) {
174         *obj = &This->IDirect3DDevice3_vtbl;
175         TRACE("(%p) Returning IDirect3DDevice3 interface at %p\n", This, *obj);
176     }
177     else if ( IsEqualGUID( &IID_IDirect3DDevice7  , refiid ) ) {
178         *obj = This;
179         TRACE("(%p) Returning IDirect3DDevice7 interface at %p\n", This, *obj);
180     }
181
182     /* Unknown interface */
183     else
184     {
185         ERR("(%p)->(%s, %p): No interface found\n", This, debugstr_guid(refiid), obj);
186         return E_NOINTERFACE;
187     }
188
189     /* AddRef the returned interface */
190     IUnknown_AddRef( (IUnknown *) *obj);
191     return D3D_OK;
192 }
193
194 static HRESULT WINAPI IDirect3DDeviceImpl_3_QueryInterface(IDirect3DDevice3 *iface, REFIID riid,
195         void **obj)
196 {
197     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
198
199     return IDirect3DDevice7_QueryInterface((IDirect3DDevice7 *)device_from_device3(iface), riid, obj);
200 }
201
202 static HRESULT WINAPI IDirect3DDeviceImpl_2_QueryInterface(IDirect3DDevice2 *iface, REFIID riid,
203         void **obj)
204 {
205     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj);
206
207     return IDirect3DDevice7_QueryInterface((IDirect3DDevice7 *)device_from_device2(iface), riid, obj);
208 }
209
210 static HRESULT WINAPI IDirect3DDeviceImpl_1_QueryInterface(IDirect3DDevice *iface, REFIID riid,
211         void **obp)
212 {
213     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obp);
214
215     return IDirect3DDevice7_QueryInterface((IDirect3DDevice7 *)device_from_device1(iface), riid, obp);
216 }
217
218 /*****************************************************************************
219  * IDirect3DDevice7::AddRef
220  *
221  * Increases the refcount....
222  * The most exciting Method, definitely
223  *
224  * Exists in Version 1, 2, 3 and 7
225  *
226  * Returns:
227  *  The new refcount
228  *
229  *****************************************************************************/
230 static ULONG WINAPI
231 IDirect3DDeviceImpl_7_AddRef(IDirect3DDevice7 *iface)
232 {
233     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
234     ULONG ref = InterlockedIncrement(&This->ref);
235
236     TRACE("%p increasing refcount to %u.\n", This, ref);
237
238     return ref;
239 }
240
241 static ULONG WINAPI IDirect3DDeviceImpl_3_AddRef(IDirect3DDevice3 *iface)
242 {
243     TRACE("iface %p.\n", iface);
244
245     return IDirect3DDevice7_AddRef((IDirect3DDevice7 *)device_from_device3(iface));
246 }
247
248 static ULONG WINAPI IDirect3DDeviceImpl_2_AddRef(IDirect3DDevice2 *iface)
249 {
250     TRACE("iface %p.\n", iface);
251
252     return IDirect3DDevice7_AddRef((IDirect3DDevice7 *)device_from_device2(iface));
253 }
254
255 static ULONG WINAPI IDirect3DDeviceImpl_1_AddRef(IDirect3DDevice *iface)
256 {
257     TRACE("iface %p.\n", iface);
258
259     return IDirect3DDevice7_AddRef((IDirect3DDevice7 *)device_from_device1(iface));
260 }
261
262 /*****************************************************************************
263  * IDirect3DDevice7::Release
264  *
265  * Decreases the refcount of the interface
266  * When the refcount is reduced to 0, the object is destroyed.
267  *
268  * Exists in Version 1, 2, 3 and 7
269  *
270  * Returns:d
271  *  The new refcount
272  *
273  *****************************************************************************/
274 static ULONG WINAPI
275 IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
276 {
277     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
278     ULONG ref = InterlockedDecrement(&This->ref);
279
280     TRACE("%p decreasing refcount to %u.\n", This, ref);
281
282     /* This method doesn't destroy the WineD3DDevice, because it's still in use for
283      * 2D rendering. IDirectDrawSurface7::Release will destroy the WineD3DDevice
284      * when the render target is released
285      */
286     if (ref == 0)
287     {
288         DWORD i;
289
290         EnterCriticalSection(&ddraw_cs);
291         /* Free the index buffer. */
292         IWineD3DDevice_SetIndexBuffer(This->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
293         wined3d_buffer_decref(This->indexbuffer);
294
295         /* There is no need to unset the vertex buffer here, IWineD3DDevice_Uninit3D will do that when
296          * destroying the primary stateblock. If a vertex buffer is destroyed while it is bound
297          * IDirect3DVertexBuffer::Release will unset it.
298          */
299
300         /* Set the device up to render to the front buffer since the back
301          * buffer will vanish soon. */
302         IWineD3DDevice_SetRenderTarget(This->wineD3DDevice, 0,
303                 This->ddraw->d3d_target->WineD3DSurface, TRUE);
304
305         /* Release the WineD3DDevice. This won't destroy it */
306         if(IWineD3DDevice_Release(This->wineD3DDevice) <= 0)
307         {
308             ERR(" (%p) The wineD3D device %p was destroyed unexpectedly. Prepare for trouble\n", This, This->wineD3DDevice);
309         }
310
311         /* The texture handles should be unset by now, but there might be some bits
312          * missing in our reference counting(needs test). Do a sanity check. */
313         for (i = 0; i < This->handle_table.entry_count; ++i)
314         {
315             struct ddraw_handle_entry *entry = &This->handle_table.entries[i];
316
317             switch (entry->type)
318             {
319                 case DDRAW_HANDLE_FREE:
320                     break;
321
322                 case DDRAW_HANDLE_MATERIAL:
323                 {
324                     IDirect3DMaterialImpl *m = entry->object;
325                     FIXME("Material handle %#x (%p) not unset properly.\n", i + 1, m);
326                     m->Handle = 0;
327                     break;
328                 }
329
330                 case DDRAW_HANDLE_MATRIX:
331                 {
332                     /* No FIXME here because this might happen because of sloppy applications. */
333                     WARN("Leftover matrix handle %#x (%p), deleting.\n", i + 1, entry->object);
334                     IDirect3DDevice_DeleteMatrix((IDirect3DDevice *)&This->IDirect3DDevice_vtbl, i + 1);
335                     break;
336                 }
337
338                 case DDRAW_HANDLE_STATEBLOCK:
339                 {
340                     /* No FIXME here because this might happen because of sloppy applications. */
341                     WARN("Leftover stateblock handle %#x (%p), deleting.\n", i + 1, entry->object);
342                     IDirect3DDevice7_DeleteStateBlock(iface, i + 1);
343                     break;
344                 }
345
346                 case DDRAW_HANDLE_SURFACE:
347                 {
348                     IDirectDrawSurfaceImpl *surf = entry->object;
349                     FIXME("Texture handle %#x (%p) not unset properly.\n", i + 1, surf);
350                     surf->Handle = 0;
351                     break;
352                 }
353
354                 default:
355                     FIXME("Handle %#x (%p) has unknown type %#x.\n", i + 1, entry->object, entry->type);
356                     break;
357             }
358         }
359
360         ddraw_handle_table_destroy(&This->handle_table);
361
362         TRACE("Releasing target %p %p\n", This->target, This->ddraw->d3d_target);
363         /* Release the render target and the WineD3D render target
364          * (See IDirect3D7::CreateDevice for more comments on this)
365          */
366         IDirectDrawSurface7_Release((IDirectDrawSurface7 *)This->target);
367         IDirectDrawSurface7_Release((IDirectDrawSurface7 *)This->ddraw->d3d_target);
368         TRACE("Target release done\n");
369
370         This->ddraw->d3ddevice = NULL;
371
372         /* Now free the structure */
373         HeapFree(GetProcessHeap(), 0, This);
374         LeaveCriticalSection(&ddraw_cs);
375     }
376
377     TRACE("Done\n");
378     return ref;
379 }
380
381 static ULONG WINAPI IDirect3DDeviceImpl_3_Release(IDirect3DDevice3 *iface)
382 {
383     TRACE("iface %p.\n", iface);
384
385     return IDirect3DDevice7_Release((IDirect3DDevice7 *)device_from_device3(iface));
386 }
387
388 static ULONG WINAPI IDirect3DDeviceImpl_2_Release(IDirect3DDevice2 *iface)
389 {
390     TRACE("iface %p.\n", iface);
391
392     return IDirect3DDevice7_Release((IDirect3DDevice7 *)device_from_device2(iface));
393 }
394
395 static ULONG WINAPI IDirect3DDeviceImpl_1_Release(IDirect3DDevice *iface)
396 {
397     TRACE("iface %p.\n", iface);
398
399     return IDirect3DDevice7_Release((IDirect3DDevice7 *)device_from_device1(iface));
400 }
401
402 /*****************************************************************************
403  * IDirect3DDevice Methods
404  *****************************************************************************/
405
406 /*****************************************************************************
407  * IDirect3DDevice::Initialize
408  *
409  * Initializes a Direct3DDevice. This implementation is a no-op, as all
410  * initialization is done at create time.
411  *
412  * Exists in Version 1
413  *
414  * Parameters:
415  *  No idea what they mean, as the MSDN page is gone
416  *
417  * Returns: DD_OK
418  *
419  *****************************************************************************/
420 static HRESULT WINAPI
421 IDirect3DDeviceImpl_1_Initialize(IDirect3DDevice *iface,
422                                  IDirect3D *Direct3D, GUID *guid,
423                                  D3DDEVICEDESC *Desc)
424 {
425     /* It shouldn't be crucial, but print a FIXME, I'm interested if
426      * any game calls it and when. */
427     FIXME("iface %p, d3d %p, guid %s, device_desc %p nop!\n",
428             iface, Direct3D, debugstr_guid(guid), Desc);
429
430     return D3D_OK;
431 }
432
433 /*****************************************************************************
434  * IDirect3DDevice7::GetCaps
435  *
436  * Retrieves the device's capabilities
437  *
438  * This implementation is used for Version 7 only, the older versions have
439  * their own implementation.
440  *
441  * Parameters:
442  *  Desc: Pointer to a D3DDEVICEDESC7 structure to fill
443  *
444  * Returns:
445  *  D3D_OK on success
446  *  D3DERR_* if a problem occurs. See WineD3D
447  *
448  *****************************************************************************/
449 static HRESULT
450 IDirect3DDeviceImpl_7_GetCaps(IDirect3DDevice7 *iface,
451                               D3DDEVICEDESC7 *Desc)
452 {
453     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
454     D3DDEVICEDESC OldDesc;
455
456     TRACE("iface %p, device_desc %p.\n", iface, Desc);
457
458     /* Call the same function used by IDirect3D, this saves code */
459     return IDirect3DImpl_GetCaps(This->ddraw->wineD3D, &OldDesc, Desc);
460 }
461
462 static HRESULT WINAPI
463 IDirect3DDeviceImpl_7_GetCaps_FPUSetup(IDirect3DDevice7 *iface,
464                               D3DDEVICEDESC7 *Desc)
465 {
466     return IDirect3DDeviceImpl_7_GetCaps(iface, Desc);
467 }
468
469 static HRESULT WINAPI
470 IDirect3DDeviceImpl_7_GetCaps_FPUPreserve(IDirect3DDevice7 *iface,
471                               D3DDEVICEDESC7 *Desc)
472 {
473     HRESULT hr;
474     WORD old_fpucw;
475
476     old_fpucw = d3d_fpu_setup();
477     hr = IDirect3DDeviceImpl_7_GetCaps(iface, Desc);
478     set_fpu_control_word(old_fpucw);
479
480     return hr;
481 }
482 /*****************************************************************************
483  * IDirect3DDevice3::GetCaps
484  *
485  * Retrieves the capabilities of the hardware device and the emulation
486  * device. For Wine, hardware and emulation are the same (it's all HW).
487  *
488  * This implementation is used for Version 1, 2, and 3. Version 7 has its own
489  *
490  * Parameters:
491  *  HWDesc: Structure to fill with the HW caps
492  *  HelDesc: Structure to fill with the hardware emulation caps
493  *
494  * Returns:
495  *  D3D_OK on success
496  *  D3DERR_* if a problem occurs. See WineD3D
497  *
498  *****************************************************************************/
499 static HRESULT WINAPI
500 IDirect3DDeviceImpl_3_GetCaps(IDirect3DDevice3 *iface,
501                               D3DDEVICEDESC *HWDesc,
502                               D3DDEVICEDESC *HelDesc)
503 {
504     IDirect3DDeviceImpl *This = device_from_device3(iface);
505     D3DDEVICEDESC7 newDesc;
506     HRESULT hr;
507
508     TRACE("iface %p, hw_desc %p, hel_desc %p.\n", iface, HWDesc, HelDesc);
509
510     hr = IDirect3DImpl_GetCaps(This->ddraw->wineD3D, HWDesc, &newDesc);
511     if(hr != D3D_OK) return hr;
512
513     *HelDesc = *HWDesc;
514     return D3D_OK;
515 }
516
517 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetCaps(IDirect3DDevice2 *iface,
518         D3DDEVICEDESC *D3DHWDevDesc, D3DDEVICEDESC *D3DHELDevDesc)
519 {
520     IDirect3DDeviceImpl *This = device_from_device2(iface);
521     TRACE("iface %p, hw_desc %p, hel_desc %p.\n", iface, D3DHWDevDesc, D3DHELDevDesc);
522     return IDirect3DDevice3_GetCaps((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, D3DHWDevDesc, D3DHELDevDesc);
523 }
524
525 static HRESULT WINAPI IDirect3DDeviceImpl_1_GetCaps(IDirect3DDevice *iface,
526         D3DDEVICEDESC *D3DHWDevDesc, D3DDEVICEDESC *D3DHELDevDesc)
527 {
528     IDirect3DDeviceImpl *This = device_from_device1(iface);
529     TRACE("iface %p, hw_desc %p, hel_desc %p.\n", iface, D3DHWDevDesc, D3DHELDevDesc);
530     return IDirect3DDevice3_GetCaps((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, D3DHWDevDesc, D3DHELDevDesc);
531 }
532
533 /*****************************************************************************
534  * IDirect3DDevice2::SwapTextureHandles
535  *
536  * Swaps the texture handles of 2 Texture interfaces. Version 1 and 2
537  *
538  * Parameters:
539  *  Tex1, Tex2: The 2 Textures to swap
540  *
541  * Returns:
542  *  D3D_OK
543  *
544  *****************************************************************************/
545 static HRESULT WINAPI
546 IDirect3DDeviceImpl_2_SwapTextureHandles(IDirect3DDevice2 *iface,
547                                          IDirect3DTexture2 *Tex1,
548                                          IDirect3DTexture2 *Tex2)
549 {
550     IDirect3DDeviceImpl *This = device_from_device2(iface);
551     IDirectDrawSurfaceImpl *surf1 = surface_from_texture2(Tex1);
552     IDirectDrawSurfaceImpl *surf2 = surface_from_texture2(Tex2);
553     DWORD h1, h2;
554
555     TRACE("iface %p, tex1 %p, tex2 %p.\n", iface, Tex1, Tex2);
556
557     EnterCriticalSection(&ddraw_cs);
558
559     h1 = surf1->Handle - 1;
560     h2 = surf2->Handle - 1;
561     This->handle_table.entries[h1].object = surf2;
562     This->handle_table.entries[h2].object = surf1;
563     surf2->Handle = h1 + 1;
564     surf1->Handle = h2 + 1;
565
566     LeaveCriticalSection(&ddraw_cs);
567
568     return D3D_OK;
569 }
570
571 static HRESULT WINAPI IDirect3DDeviceImpl_1_SwapTextureHandles(IDirect3DDevice *iface,
572         IDirect3DTexture *D3DTex1, IDirect3DTexture *D3DTex2)
573 {
574     IDirect3DDeviceImpl *This = device_from_device1(iface);
575     IDirectDrawSurfaceImpl *surf1 = surface_from_texture1(D3DTex1);
576     IDirectDrawSurfaceImpl *surf2 = surface_from_texture1(D3DTex2);
577     IDirect3DTexture2 *t1 = surf1 ? (IDirect3DTexture2 *)&surf1->IDirect3DTexture2_vtbl : NULL;
578     IDirect3DTexture2 *t2 = surf2 ? (IDirect3DTexture2 *)&surf2->IDirect3DTexture2_vtbl : NULL;
579
580     TRACE("iface %p, tex1 %p, tex2 %p.\n", iface, D3DTex1, D3DTex2);
581
582     return IDirect3DDevice2_SwapTextureHandles((IDirect3DDevice2 *)&This->IDirect3DDevice2_vtbl, t1, t2);
583 }
584
585 /*****************************************************************************
586  * IDirect3DDevice3::GetStats
587  *
588  * This method seems to retrieve some stats from the device.
589  * The MSDN documentation doesn't exist any more, but the D3DSTATS
590  * structure suggests that the amount of drawn primitives and processed
591  * vertices is returned.
592  *
593  * Exists in Version 1, 2 and 3
594  *
595  * Parameters:
596  *  Stats: Pointer to a D3DSTATS structure to be filled
597  *
598  * Returns:
599  *  D3D_OK on success
600  *  DDERR_INVALIDPARAMS if Stats == NULL
601  *
602  *****************************************************************************/
603 static HRESULT WINAPI
604 IDirect3DDeviceImpl_3_GetStats(IDirect3DDevice3 *iface,
605                                D3DSTATS *Stats)
606 {
607     FIXME("iface %p, stats %p stub!\n", iface, Stats);
608
609     if(!Stats)
610         return DDERR_INVALIDPARAMS;
611
612     /* Fill the Stats with 0 */
613     Stats->dwTrianglesDrawn = 0;
614     Stats->dwLinesDrawn = 0;
615     Stats->dwPointsDrawn = 0;
616     Stats->dwSpansDrawn = 0;
617     Stats->dwVerticesProcessed = 0;
618
619     return D3D_OK;
620 }
621
622 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetStats(IDirect3DDevice2 *iface, D3DSTATS *Stats)
623 {
624     IDirect3DDeviceImpl *This = device_from_device2(iface);
625
626     TRACE("iface %p, stats %p.\n", iface, Stats);
627
628     return IDirect3DDevice3_GetStats((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, Stats);
629 }
630
631 static HRESULT WINAPI IDirect3DDeviceImpl_1_GetStats(IDirect3DDevice *iface, D3DSTATS *Stats)
632 {
633     IDirect3DDeviceImpl *This = device_from_device1(iface);
634
635     TRACE("iface %p, stats %p.\n", iface, Stats);
636
637     return IDirect3DDevice3_GetStats((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, Stats);
638 }
639
640 /*****************************************************************************
641  * IDirect3DDevice::CreateExecuteBuffer
642  *
643  * Creates an IDirect3DExecuteBuffer, used for rendering with a
644  * Direct3DDevice.
645  *
646  * Version 1 only.
647  *
648  * Params:
649  *  Desc: Buffer description
650  *  ExecuteBuffer: Address to return the Interface pointer at
651  *  UnkOuter: Must be NULL. Basically for aggregation, which ddraw doesn't
652  *            support
653  *
654  * Returns:
655  *  CLASS_E_NOAGGREGATION if UnkOuter != NULL
656  *  DDERR_OUTOFMEMORY if we ran out of memory
657  *  D3D_OK on success
658  *
659  *****************************************************************************/
660 static HRESULT WINAPI
661 IDirect3DDeviceImpl_1_CreateExecuteBuffer(IDirect3DDevice *iface,
662                                           D3DEXECUTEBUFFERDESC *Desc,
663                                           IDirect3DExecuteBuffer **ExecuteBuffer,
664                                           IUnknown *UnkOuter)
665 {
666     IDirect3DDeviceImpl *This = device_from_device1(iface);
667     IDirect3DExecuteBufferImpl* object;
668     HRESULT hr;
669
670     TRACE("iface %p, buffer_desc %p, buffer %p, outer_unknown %p.\n",
671             iface, Desc, ExecuteBuffer, UnkOuter);
672
673     if(UnkOuter)
674         return CLASS_E_NOAGGREGATION;
675
676     /* Allocate the new Execute Buffer */
677     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DExecuteBufferImpl));
678     if(!object)
679     {
680         ERR("Out of memory when allocating a IDirect3DExecuteBufferImpl structure\n");
681         return DDERR_OUTOFMEMORY;
682     }
683
684     hr = d3d_execute_buffer_init(object, This, Desc);
685     if (FAILED(hr))
686     {
687         WARN("Failed to initialize execute buffer, hr %#x.\n", hr);
688         HeapFree(GetProcessHeap(), 0, object);
689         return hr;
690     }
691
692     *ExecuteBuffer = (IDirect3DExecuteBuffer *)object;
693
694     TRACE(" Returning IDirect3DExecuteBuffer at %p, implementation is at %p\n", *ExecuteBuffer, object);
695
696     return D3D_OK;
697 }
698
699 /*****************************************************************************
700  * IDirect3DDevice::Execute
701  *
702  * Executes all the stuff in an execute buffer.
703  *
704  * Params:
705  *  ExecuteBuffer: The buffer to execute
706  *  Viewport: The viewport used for rendering
707  *  Flags: Some flags
708  *
709  * Returns:
710  *  DDERR_INVALIDPARAMS if ExecuteBuffer == NULL
711  *  D3D_OK on success
712  *
713  *****************************************************************************/
714 static HRESULT WINAPI
715 IDirect3DDeviceImpl_1_Execute(IDirect3DDevice *iface,
716                               IDirect3DExecuteBuffer *ExecuteBuffer,
717                               IDirect3DViewport *Viewport,
718                               DWORD Flags)
719 {
720     IDirect3DDeviceImpl *This = device_from_device1(iface);
721     IDirect3DExecuteBufferImpl *Direct3DExecuteBufferImpl = (IDirect3DExecuteBufferImpl *)ExecuteBuffer;
722     IDirect3DViewportImpl *Direct3DViewportImpl = (IDirect3DViewportImpl *)Viewport;
723
724     TRACE("iface %p, buffer %p, viewport %p, flags %#x.\n", iface, ExecuteBuffer, Viewport, Flags);
725
726     if(!Direct3DExecuteBufferImpl)
727         return DDERR_INVALIDPARAMS;
728
729     /* Execute... */
730     EnterCriticalSection(&ddraw_cs);
731     IDirect3DExecuteBufferImpl_Execute(Direct3DExecuteBufferImpl, This, Direct3DViewportImpl);
732     LeaveCriticalSection(&ddraw_cs);
733
734     return D3D_OK;
735 }
736
737 /*****************************************************************************
738  * IDirect3DDevice3::AddViewport
739  *
740  * Add a Direct3DViewport to the device's viewport list. These viewports
741  * are wrapped to IDirect3DDevice7 viewports in viewport.c
742  *
743  * Exists in Version 1, 2 and 3. Note that IDirect3DViewport 1, 2 and 3
744  * are the same interfaces.
745  *
746  * Params:
747  *  Viewport: The viewport to add
748  *
749  * Returns:
750  *  DDERR_INVALIDPARAMS if Viewport == NULL
751  *  D3D_OK on success
752  *
753  *****************************************************************************/
754 static HRESULT WINAPI
755 IDirect3DDeviceImpl_3_AddViewport(IDirect3DDevice3 *iface,
756                                   IDirect3DViewport3 *Viewport)
757 {
758     IDirect3DDeviceImpl *This = device_from_device3(iface);
759     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Viewport;
760
761     TRACE("iface %p, viewport %p.\n", iface, Viewport);
762
763     /* Sanity check */
764     if(!vp)
765         return DDERR_INVALIDPARAMS;
766
767     EnterCriticalSection(&ddraw_cs);
768     vp->next = This->viewport_list;
769     This->viewport_list = vp;
770     vp->active_device = This; /* Viewport must be usable for Clear() after AddViewport,
771                                     so set active_device here. */
772     LeaveCriticalSection(&ddraw_cs);
773
774     return D3D_OK;
775 }
776
777 static HRESULT WINAPI IDirect3DDeviceImpl_2_AddViewport(IDirect3DDevice2 *iface,
778         IDirect3DViewport2 *Direct3DViewport2)
779 {
780     IDirect3DDeviceImpl *This = device_from_device2(iface);
781     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Direct3DViewport2;
782
783     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport2);
784
785     return IDirect3DDevice3_AddViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, (IDirect3DViewport3 *)vp);
786 }
787
788 static HRESULT WINAPI IDirect3DDeviceImpl_1_AddViewport(IDirect3DDevice *iface,
789         IDirect3DViewport *Direct3DViewport)
790 {
791     IDirect3DDeviceImpl *This = device_from_device1(iface);
792     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Direct3DViewport;
793
794     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport);
795
796     return IDirect3DDevice3_AddViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, (IDirect3DViewport3 *)vp);
797 }
798
799 /*****************************************************************************
800  * IDirect3DDevice3::DeleteViewport
801  *
802  * Deletes a Direct3DViewport from the device's viewport list.
803  *
804  * Exists in Version 1, 2 and 3. Note that all Viewport interface versions
805  * are equal.
806  *
807  * Params:
808  *  Viewport: The viewport to delete
809  *
810  * Returns:
811  *  D3D_OK on success
812  *  DDERR_INVALIDPARAMS if the viewport wasn't found in the list
813  *
814  *****************************************************************************/
815 static HRESULT WINAPI
816 IDirect3DDeviceImpl_3_DeleteViewport(IDirect3DDevice3 *iface,
817                                      IDirect3DViewport3 *Viewport)
818 {
819     IDirect3DDeviceImpl *This = device_from_device3(iface);
820     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *) Viewport;
821     IDirect3DViewportImpl *cur_viewport, *prev_viewport = NULL;
822
823     TRACE("iface %p, viewport %p.\n", iface, Viewport);
824
825     EnterCriticalSection(&ddraw_cs);
826     cur_viewport = This->viewport_list;
827     while (cur_viewport != NULL)
828     {
829         if (cur_viewport == vp)
830         {
831             if (prev_viewport == NULL) This->viewport_list = cur_viewport->next;
832             else prev_viewport->next = cur_viewport->next;
833             /* TODO : add desactivate of the viewport and all associated lights... */
834             LeaveCriticalSection(&ddraw_cs);
835             return D3D_OK;
836         }
837         prev_viewport = cur_viewport;
838         cur_viewport = cur_viewport->next;
839     }
840
841     LeaveCriticalSection(&ddraw_cs);
842     return DDERR_INVALIDPARAMS;
843 }
844
845 static HRESULT WINAPI IDirect3DDeviceImpl_2_DeleteViewport(IDirect3DDevice2 *iface,
846         IDirect3DViewport2 *Direct3DViewport2)
847 {
848     IDirect3DDeviceImpl *This = device_from_device2(iface);
849     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Direct3DViewport2;
850
851     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport2);
852
853     return IDirect3DDevice3_DeleteViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, (IDirect3DViewport3 *)vp);
854 }
855
856 static HRESULT WINAPI IDirect3DDeviceImpl_1_DeleteViewport(IDirect3DDevice *iface,
857         IDirect3DViewport *Direct3DViewport)
858 {
859     IDirect3DDeviceImpl *This = device_from_device1(iface);
860     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Direct3DViewport;
861
862     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport);
863
864     return IDirect3DDevice3_DeleteViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, (IDirect3DViewport3 *)vp);
865 }
866
867 /*****************************************************************************
868  * IDirect3DDevice3::NextViewport
869  *
870  * Returns a viewport from the viewport list, depending on the
871  * passed viewport and the flags.
872  *
873  * Exists in Version 1, 2 and 3. Note that all Viewport interface versions
874  * are equal.
875  *
876  * Params:
877  *  Viewport: Viewport to use for beginning the search
878  *  Flags: D3DNEXT_NEXT, D3DNEXT_HEAD or D3DNEXT_TAIL
879  *
880  * Returns:
881  *  D3D_OK on success
882  *  DDERR_INVALIDPARAMS if the flags were wrong, or Viewport was NULL
883  *
884  *****************************************************************************/
885 static HRESULT WINAPI
886 IDirect3DDeviceImpl_3_NextViewport(IDirect3DDevice3 *iface,
887                                    IDirect3DViewport3 *Viewport3,
888                                    IDirect3DViewport3 **lplpDirect3DViewport3,
889                                    DWORD Flags)
890 {
891     IDirect3DDeviceImpl *This = device_from_device3(iface);
892     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Viewport3;
893     IDirect3DViewportImpl *res = NULL;
894
895     TRACE("iface %p, viewport %p, next %p, flags %#x.\n",
896             iface, Viewport3, lplpDirect3DViewport3, Flags);
897
898     if(!vp)
899     {
900         *lplpDirect3DViewport3 = NULL;
901         return DDERR_INVALIDPARAMS;
902     }
903
904
905     EnterCriticalSection(&ddraw_cs);
906     switch (Flags)
907     {
908         case D3DNEXT_NEXT:
909         {
910             res = vp->next;
911         }
912         break;
913         case D3DNEXT_HEAD:
914         {
915             res = This->viewport_list;
916         }
917         break;
918         case D3DNEXT_TAIL:
919         {
920             IDirect3DViewportImpl *cur_viewport = This->viewport_list;
921             if (cur_viewport != NULL)
922             {
923                 while (cur_viewport->next != NULL) cur_viewport = cur_viewport->next;
924             }
925             res = cur_viewport;
926         }
927         break;
928         default:
929             *lplpDirect3DViewport3 = NULL;
930             LeaveCriticalSection(&ddraw_cs);
931             return DDERR_INVALIDPARAMS;
932     }
933
934     *lplpDirect3DViewport3 = (IDirect3DViewport3 *)res;
935     LeaveCriticalSection(&ddraw_cs);
936     return D3D_OK;
937 }
938
939 static HRESULT WINAPI IDirect3DDeviceImpl_2_NextViewport(IDirect3DDevice2 *iface,
940         IDirect3DViewport2 *Viewport2, IDirect3DViewport2 **lplpDirect3DViewport2, DWORD Flags)
941 {
942     IDirect3DDeviceImpl *This = device_from_device2(iface);
943     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Viewport2;
944     IDirect3DViewport3 *res;
945     HRESULT hr;
946
947     TRACE("iface %p, viewport %p, next %p, flags %#x.\n",
948             iface, Viewport2, lplpDirect3DViewport2, Flags);
949
950     hr = IDirect3DDevice3_NextViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl,
951             (IDirect3DViewport3 *)vp, &res, Flags);
952     *lplpDirect3DViewport2 = (IDirect3DViewport2 *)res;
953     return hr;
954 }
955
956 static HRESULT WINAPI IDirect3DDeviceImpl_1_NextViewport(IDirect3DDevice *iface,
957         IDirect3DViewport *Viewport, IDirect3DViewport **lplpDirect3DViewport, DWORD Flags)
958 {
959     IDirect3DDeviceImpl *This = device_from_device1(iface);
960     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Viewport;
961     IDirect3DViewport3 *res;
962     HRESULT hr;
963
964     TRACE("iface %p, viewport %p, next %p, flags %#x.\n",
965             iface, Viewport, lplpDirect3DViewport, Flags);
966
967     hr = IDirect3DDevice3_NextViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl,
968             (IDirect3DViewport3 *)vp, &res, Flags);
969     *lplpDirect3DViewport = (IDirect3DViewport *)res;
970     return hr;
971 }
972
973 /*****************************************************************************
974  * IDirect3DDevice::Pick
975  *
976  * Executes an execute buffer without performing rendering. Instead, a
977  * list of primitives that intersect with (x1,y1) of the passed rectangle
978  * is created. IDirect3DDevice::GetPickRecords can be used to retrieve
979  * this list.
980  *
981  * Version 1 only
982  *
983  * Params:
984  *  ExecuteBuffer: Buffer to execute
985  *  Viewport: Viewport to use for execution
986  *  Flags: None are defined, according to the SDK
987  *  Rect: Specifies the coordinates to be picked. Only x1 and y2 are used,
988  *        x2 and y2 are ignored.
989  *
990  * Returns:
991  *  D3D_OK because it's a stub
992  *
993  *****************************************************************************/
994 static HRESULT WINAPI
995 IDirect3DDeviceImpl_1_Pick(IDirect3DDevice *iface,
996                            IDirect3DExecuteBuffer *ExecuteBuffer,
997                            IDirect3DViewport *Viewport,
998                            DWORD Flags,
999                            D3DRECT *Rect)
1000 {
1001     FIXME("iface %p, buffer %p, viewport %p, flags %#x, rect %s stub!\n",
1002             iface, ExecuteBuffer, Viewport, Flags, wine_dbgstr_rect((RECT *)Rect));
1003
1004     return D3D_OK;
1005 }
1006
1007 /*****************************************************************************
1008  * IDirect3DDevice::GetPickRecords
1009  *
1010  * Retrieves the pick records generated by IDirect3DDevice::GetPickRecords
1011  *
1012  * Version 1 only
1013  *
1014  * Params:
1015  *  Count: Pointer to a DWORD containing the numbers of pick records to
1016  *         retrieve
1017  *  D3DPickRec: Address to store the resulting D3DPICKRECORD array.
1018  *
1019  * Returns:
1020  *  D3D_OK, because it's a stub
1021  *
1022  *****************************************************************************/
1023 static HRESULT WINAPI
1024 IDirect3DDeviceImpl_1_GetPickRecords(IDirect3DDevice *iface,
1025                                      DWORD *Count,
1026                                      D3DPICKRECORD *D3DPickRec)
1027 {
1028     FIXME("iface %p, count %p, records %p stub!\n", iface, Count, D3DPickRec);
1029
1030     return D3D_OK;
1031 }
1032
1033 /*****************************************************************************
1034  * IDirect3DDevice7::EnumTextureformats
1035  *
1036  * Enumerates the supported texture formats. It has a list of all possible
1037  * formats and calls IWineD3D::CheckDeviceFormat for each format to see if
1038  * WineD3D supports it. If so, then it is passed to the app.
1039  *
1040  * This is for Version 7 and 3, older versions have a different
1041  * callback function and their own implementation
1042  *
1043  * Params:
1044  *  Callback: Callback to call for each enumerated format
1045  *  Arg: Argument to pass to the callback
1046  *
1047  * Returns:
1048  *  D3D_OK on success
1049  *  DDERR_INVALIDPARAMS if Callback == NULL
1050  *
1051  *****************************************************************************/
1052 static HRESULT
1053 IDirect3DDeviceImpl_7_EnumTextureFormats(IDirect3DDevice7 *iface,
1054                                          LPD3DENUMPIXELFORMATSCALLBACK Callback,
1055                                          void *Arg)
1056 {
1057     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
1058     HRESULT hr;
1059     WINED3DDISPLAYMODE mode;
1060     unsigned int i;
1061
1062     static const enum wined3d_format_id FormatList[] =
1063     {
1064         /* 32 bit */
1065         WINED3DFMT_B8G8R8A8_UNORM,
1066         WINED3DFMT_B8G8R8X8_UNORM,
1067         /* 24 bit */
1068         WINED3DFMT_B8G8R8_UNORM,
1069         /* 16 Bit */
1070         WINED3DFMT_B5G5R5A1_UNORM,
1071         WINED3DFMT_B4G4R4A4_UNORM,
1072         WINED3DFMT_B5G6R5_UNORM,
1073         WINED3DFMT_B5G5R5X1_UNORM,
1074         /* 8 Bit */
1075         WINED3DFMT_B2G3R3_UNORM,
1076         WINED3DFMT_P8_UINT,
1077         /* FOURCC codes */
1078         WINED3DFMT_DXT1,
1079         WINED3DFMT_DXT3,
1080         WINED3DFMT_DXT5,
1081     };
1082
1083     static const enum wined3d_format_id BumpFormatList[] =
1084     {
1085         WINED3DFMT_R8G8_SNORM,
1086         WINED3DFMT_R5G5_SNORM_L6_UNORM,
1087         WINED3DFMT_R8G8_SNORM_L8X8_UNORM,
1088         WINED3DFMT_R16G16_SNORM,
1089         WINED3DFMT_R10G11B11_SNORM,
1090         WINED3DFMT_R10G10B10_SNORM_A2_UNORM
1091     };
1092
1093     TRACE("iface %p, callback %p, context %p.\n", iface, Callback, Arg);
1094
1095     if(!Callback)
1096         return DDERR_INVALIDPARAMS;
1097
1098     EnterCriticalSection(&ddraw_cs);
1099
1100     memset(&mode, 0, sizeof(mode));
1101     hr = IWineD3DDevice_GetDisplayMode(This->ddraw->wineD3DDevice,
1102                                        0,
1103                                        &mode);
1104     if(FAILED(hr)) {
1105         LeaveCriticalSection(&ddraw_cs);
1106         WARN("Cannot get the current adapter format\n");
1107         return hr;
1108     }
1109
1110     for (i = 0; i < sizeof(FormatList) / sizeof(*FormatList); ++i)
1111     {
1112         hr = wined3d_check_device_format(This->ddraw->wineD3D, WINED3DADAPTER_DEFAULT, WINED3DDEVTYPE_HAL,
1113                 mode.Format, 0, WINED3DRTYPE_TEXTURE, FormatList[i], SURFACE_OPENGL);
1114         if (hr == D3D_OK)
1115         {
1116             DDPIXELFORMAT pformat;
1117
1118             memset(&pformat, 0, sizeof(pformat));
1119             pformat.dwSize = sizeof(pformat);
1120             PixelFormat_WineD3DtoDD(&pformat, FormatList[i]);
1121
1122             TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]);
1123             hr = Callback(&pformat, Arg);
1124             if(hr != DDENUMRET_OK)
1125             {
1126                 TRACE("Format enumeration cancelled by application\n");
1127                 LeaveCriticalSection(&ddraw_cs);
1128                 return D3D_OK;
1129             }
1130         }
1131     }
1132
1133     for (i = 0; i < sizeof(BumpFormatList) / sizeof(*BumpFormatList); ++i)
1134     {
1135         hr = wined3d_check_device_format(This->ddraw->wineD3D, WINED3DADAPTER_DEFAULT,
1136                 WINED3DDEVTYPE_HAL, mode.Format, WINED3DUSAGE_QUERY_LEGACYBUMPMAP,
1137                 WINED3DRTYPE_TEXTURE, BumpFormatList[i], SURFACE_OPENGL);
1138         if (hr == D3D_OK)
1139         {
1140             DDPIXELFORMAT pformat;
1141
1142             memset(&pformat, 0, sizeof(pformat));
1143             pformat.dwSize = sizeof(pformat);
1144             PixelFormat_WineD3DtoDD(&pformat, BumpFormatList[i]);
1145
1146             TRACE("Enumerating WineD3DFormat %d\n", BumpFormatList[i]);
1147             hr = Callback(&pformat, Arg);
1148             if(hr != DDENUMRET_OK)
1149             {
1150                 TRACE("Format enumeration cancelled by application\n");
1151                 LeaveCriticalSection(&ddraw_cs);
1152                 return D3D_OK;
1153             }
1154         }
1155     }
1156     TRACE("End of enumeration\n");
1157     LeaveCriticalSection(&ddraw_cs);
1158     return D3D_OK;
1159 }
1160
1161 static HRESULT WINAPI
1162 IDirect3DDeviceImpl_7_EnumTextureFormats_FPUSetup(IDirect3DDevice7 *iface,
1163                                          LPD3DENUMPIXELFORMATSCALLBACK Callback,
1164                                          void *Arg)
1165 {
1166     return IDirect3DDeviceImpl_7_EnumTextureFormats(iface, Callback, Arg);
1167 }
1168
1169 static HRESULT WINAPI
1170 IDirect3DDeviceImpl_7_EnumTextureFormats_FPUPreserve(IDirect3DDevice7 *iface,
1171                                          LPD3DENUMPIXELFORMATSCALLBACK Callback,
1172                                          void *Arg)
1173 {
1174     HRESULT hr;
1175     WORD old_fpucw;
1176
1177     old_fpucw = d3d_fpu_setup();
1178     hr = IDirect3DDeviceImpl_7_EnumTextureFormats(iface, Callback, Arg);
1179     set_fpu_control_word(old_fpucw);
1180
1181     return hr;
1182 }
1183
1184 static HRESULT WINAPI IDirect3DDeviceImpl_3_EnumTextureFormats(IDirect3DDevice3 *iface,
1185         LPD3DENUMPIXELFORMATSCALLBACK Callback, void *Arg)
1186 {
1187     IDirect3DDeviceImpl *This = device_from_device3(iface);
1188
1189     TRACE("iface %p, callback %p, context %p.\n", iface, Callback, Arg);
1190
1191     return IDirect3DDevice7_EnumTextureFormats((IDirect3DDevice7 *)This, Callback, Arg);
1192 }
1193
1194 /*****************************************************************************
1195  * IDirect3DDevice2::EnumTextureformats
1196  *
1197  * EnumTextureFormats for Version 1 and 2, see
1198  * IDirect3DDevice7::EnumTexureFormats for a more detailed description.
1199  *
1200  * This version has a different callback and does not enumerate FourCC
1201  * formats
1202  *
1203  *****************************************************************************/
1204 static HRESULT WINAPI
1205 IDirect3DDeviceImpl_2_EnumTextureFormats(IDirect3DDevice2 *iface,
1206                                          LPD3DENUMTEXTUREFORMATSCALLBACK Callback,
1207                                          void *Arg)
1208 {
1209     IDirect3DDeviceImpl *This = device_from_device2(iface);
1210     HRESULT hr;
1211     unsigned int i;
1212     WINED3DDISPLAYMODE mode;
1213
1214     static const enum wined3d_format_id FormatList[] =
1215     {
1216         /* 32 bit */
1217         WINED3DFMT_B8G8R8A8_UNORM,
1218         WINED3DFMT_B8G8R8X8_UNORM,
1219         /* 24 bit */
1220         WINED3DFMT_B8G8R8_UNORM,
1221         /* 16 Bit */
1222         WINED3DFMT_B5G5R5A1_UNORM,
1223         WINED3DFMT_B4G4R4A4_UNORM,
1224         WINED3DFMT_B5G6R5_UNORM,
1225         WINED3DFMT_B5G5R5X1_UNORM,
1226         /* 8 Bit */
1227         WINED3DFMT_B2G3R3_UNORM,
1228         WINED3DFMT_P8_UINT,
1229         /* FOURCC codes - Not in this version*/
1230     };
1231
1232     TRACE("iface %p, callback %p, context %p.\n", iface, Callback, Arg);
1233
1234     if(!Callback)
1235         return DDERR_INVALIDPARAMS;
1236
1237     EnterCriticalSection(&ddraw_cs);
1238
1239     memset(&mode, 0, sizeof(mode));
1240     hr = IWineD3DDevice_GetDisplayMode(This->ddraw->wineD3DDevice,
1241                                        0,
1242                                        &mode);
1243     if(FAILED(hr)) {
1244         LeaveCriticalSection(&ddraw_cs);
1245         WARN("Cannot get the current adapter format\n");
1246         return hr;
1247     }
1248
1249     for (i = 0; i < sizeof(FormatList) / sizeof(*FormatList); ++i)
1250     {
1251         hr = wined3d_check_device_format(This->ddraw->wineD3D, 0, WINED3DDEVTYPE_HAL,
1252                 mode.Format, 0, WINED3DRTYPE_TEXTURE, FormatList[i], SURFACE_OPENGL);
1253         if (hr == D3D_OK)
1254         {
1255             DDSURFACEDESC sdesc;
1256
1257             memset(&sdesc, 0, sizeof(sdesc));
1258             sdesc.dwSize = sizeof(sdesc);
1259             sdesc.dwFlags = DDSD_PIXELFORMAT | DDSD_CAPS;
1260             sdesc.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
1261             sdesc.ddpfPixelFormat.dwSize = sizeof(sdesc.ddpfPixelFormat);
1262             PixelFormat_WineD3DtoDD(&sdesc.ddpfPixelFormat, FormatList[i]);
1263
1264             TRACE("Enumerating WineD3DFormat %d\n", FormatList[i]);
1265             hr = Callback(&sdesc, Arg);
1266             if(hr != DDENUMRET_OK)
1267             {
1268                 TRACE("Format enumeration cancelled by application\n");
1269                 LeaveCriticalSection(&ddraw_cs);
1270                 return D3D_OK;
1271             }
1272         }
1273     }
1274     TRACE("End of enumeration\n");
1275     LeaveCriticalSection(&ddraw_cs);
1276     return D3D_OK;
1277 }
1278
1279 static HRESULT WINAPI IDirect3DDeviceImpl_1_EnumTextureFormats(IDirect3DDevice *iface,
1280         LPD3DENUMTEXTUREFORMATSCALLBACK Callback, void *Arg)
1281 {
1282     IDirect3DDeviceImpl *This = device_from_device1(iface);
1283
1284     TRACE("iface %p, callback %p, context %p.\n", iface, Callback, Arg);
1285
1286     return IDirect3DDevice2_EnumTextureFormats((IDirect3DDevice2 *)&This->IDirect3DDevice2_vtbl, Callback, Arg);
1287 }
1288
1289 /*****************************************************************************
1290  * IDirect3DDevice::CreateMatrix
1291  *
1292  * Creates a matrix handle. A handle is created and memory for a D3DMATRIX is
1293  * allocated for the handle.
1294  *
1295  * Version 1 only
1296  *
1297  * Params
1298  *  D3DMatHandle: Address to return the handle at
1299  *
1300  * Returns:
1301  *  D3D_OK on success
1302  *  DDERR_INVALIDPARAMS if D3DMatHandle = NULL
1303  *
1304  *****************************************************************************/
1305 static HRESULT WINAPI
1306 IDirect3DDeviceImpl_1_CreateMatrix(IDirect3DDevice *iface, D3DMATRIXHANDLE *D3DMatHandle)
1307 {
1308     IDirect3DDeviceImpl *This = device_from_device1(iface);
1309     D3DMATRIX *Matrix;
1310     DWORD h;
1311
1312     TRACE("iface %p, matrix_handle %p.\n", iface, D3DMatHandle);
1313
1314     if(!D3DMatHandle)
1315         return DDERR_INVALIDPARAMS;
1316
1317     Matrix = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(D3DMATRIX));
1318     if(!Matrix)
1319     {
1320         ERR("Out of memory when allocating a D3DMATRIX\n");
1321         return DDERR_OUTOFMEMORY;
1322     }
1323
1324     EnterCriticalSection(&ddraw_cs);
1325
1326     h = ddraw_allocate_handle(&This->handle_table, Matrix, DDRAW_HANDLE_MATRIX);
1327     if (h == DDRAW_INVALID_HANDLE)
1328     {
1329         ERR("Failed to allocate a matrix handle.\n");
1330         HeapFree(GetProcessHeap(), 0, Matrix);
1331         LeaveCriticalSection(&ddraw_cs);
1332         return DDERR_OUTOFMEMORY;
1333     }
1334
1335     *D3DMatHandle = h + 1;
1336
1337     TRACE(" returning matrix handle %d\n", *D3DMatHandle);
1338
1339     LeaveCriticalSection(&ddraw_cs);
1340     return D3D_OK;
1341 }
1342
1343 /*****************************************************************************
1344  * IDirect3DDevice::SetMatrix
1345  *
1346  * Sets a matrix for a matrix handle. The matrix is copied into the memory
1347  * allocated for the handle
1348  *
1349  * Version 1 only
1350  *
1351  * Params:
1352  *  D3DMatHandle: Handle to set the matrix to
1353  *  D3DMatrix: Matrix to set
1354  *
1355  * Returns:
1356  *  D3D_OK on success
1357  *  DDERR_INVALIDPARAMS if the handle of the matrix is invalid or the matrix
1358  *   to set is NULL
1359  *
1360  *****************************************************************************/
1361 static HRESULT WINAPI
1362 IDirect3DDeviceImpl_1_SetMatrix(IDirect3DDevice *iface,
1363                                 D3DMATRIXHANDLE D3DMatHandle,
1364                                 D3DMATRIX *D3DMatrix)
1365 {
1366     IDirect3DDeviceImpl *This = device_from_device1(iface);
1367     D3DMATRIX *m;
1368
1369     TRACE("iface %p, matrix_handle %#x, matrix %p.\n", iface, D3DMatHandle, D3DMatrix);
1370
1371     if (!D3DMatrix) return DDERR_INVALIDPARAMS;
1372
1373     EnterCriticalSection(&ddraw_cs);
1374
1375     m = ddraw_get_object(&This->handle_table, D3DMatHandle - 1, DDRAW_HANDLE_MATRIX);
1376     if (!m)
1377     {
1378         WARN("Invalid matrix handle.\n");
1379         LeaveCriticalSection(&ddraw_cs);
1380         return DDERR_INVALIDPARAMS;
1381     }
1382
1383     if (TRACE_ON(ddraw))
1384         dump_D3DMATRIX(D3DMatrix);
1385
1386     *m = *D3DMatrix;
1387
1388     if(This->world == D3DMatHandle)
1389     {
1390         IWineD3DDevice_SetTransform(This->wineD3DDevice,
1391                                     WINED3DTS_WORLDMATRIX(0),
1392                                     (WINED3DMATRIX *) D3DMatrix);
1393     }
1394     if(This->view == D3DMatHandle)
1395     {
1396         IWineD3DDevice_SetTransform(This->wineD3DDevice,
1397                                     WINED3DTS_VIEW,
1398                                     (WINED3DMATRIX *) D3DMatrix);
1399     }
1400     if(This->proj == D3DMatHandle)
1401     {
1402         IWineD3DDevice_SetTransform(This->wineD3DDevice,
1403                                     WINED3DTS_PROJECTION,
1404                                     (WINED3DMATRIX *) D3DMatrix);
1405     }
1406
1407     LeaveCriticalSection(&ddraw_cs);
1408     return D3D_OK;
1409 }
1410
1411 /*****************************************************************************
1412  * IDirect3DDevice::GetMatrix
1413  *
1414  * Returns the content of a D3DMATRIX handle
1415  *
1416  * Version 1 only
1417  *
1418  * Params:
1419  *  D3DMatHandle: Matrix handle to read the content from
1420  *  D3DMatrix: Address to store the content at
1421  *
1422  * Returns:
1423  *  D3D_OK on success
1424  *  DDERR_INVALIDPARAMS if D3DMatHandle is invalid or D3DMatrix is NULL
1425  *
1426  *****************************************************************************/
1427 static HRESULT WINAPI
1428 IDirect3DDeviceImpl_1_GetMatrix(IDirect3DDevice *iface,
1429                                 D3DMATRIXHANDLE D3DMatHandle,
1430                                 D3DMATRIX *D3DMatrix)
1431 {
1432     IDirect3DDeviceImpl *This = device_from_device1(iface);
1433     D3DMATRIX *m;
1434
1435     TRACE("iface %p, matrix_handle %#x, matrix %p.\n", iface, D3DMatHandle, D3DMatrix);
1436
1437     if (!D3DMatrix) return DDERR_INVALIDPARAMS;
1438
1439     EnterCriticalSection(&ddraw_cs);
1440
1441     m = ddraw_get_object(&This->handle_table, D3DMatHandle - 1, DDRAW_HANDLE_MATRIX);
1442     if (!m)
1443     {
1444         WARN("Invalid matrix handle.\n");
1445         LeaveCriticalSection(&ddraw_cs);
1446         return DDERR_INVALIDPARAMS;
1447     }
1448
1449     *D3DMatrix = *m;
1450
1451     LeaveCriticalSection(&ddraw_cs);
1452     return D3D_OK;
1453 }
1454
1455 /*****************************************************************************
1456  * IDirect3DDevice::DeleteMatrix
1457  *
1458  * Destroys a Matrix handle. Frees the memory and unsets the handle data
1459  *
1460  * Version 1 only
1461  *
1462  * Params:
1463  *  D3DMatHandle: Handle to destroy
1464  *
1465  * Returns:
1466  *  D3D_OK on success
1467  *  DDERR_INVALIDPARAMS if D3DMatHandle is invalid
1468  *
1469  *****************************************************************************/
1470 static HRESULT WINAPI
1471 IDirect3DDeviceImpl_1_DeleteMatrix(IDirect3DDevice *iface,
1472                                    D3DMATRIXHANDLE D3DMatHandle)
1473 {
1474     IDirect3DDeviceImpl *This = device_from_device1(iface);
1475     D3DMATRIX *m;
1476
1477     TRACE("iface %p, matrix_handle %#x.\n", iface, D3DMatHandle);
1478
1479     EnterCriticalSection(&ddraw_cs);
1480
1481     m = ddraw_free_handle(&This->handle_table, D3DMatHandle - 1, DDRAW_HANDLE_MATRIX);
1482     if (!m)
1483     {
1484         WARN("Invalid matrix handle.\n");
1485         LeaveCriticalSection(&ddraw_cs);
1486         return DDERR_INVALIDPARAMS;
1487     }
1488
1489     LeaveCriticalSection(&ddraw_cs);
1490
1491     HeapFree(GetProcessHeap(), 0, m);
1492
1493     return D3D_OK;
1494 }
1495
1496 /*****************************************************************************
1497  * IDirect3DDevice7::BeginScene
1498  *
1499  * This method must be called before any rendering is performed.
1500  * IDirect3DDevice::EndScene has to be called after the scene is complete
1501  *
1502  * Version 1, 2, 3 and 7
1503  *
1504  * Returns:
1505  *  D3D_OK on success, for details see IWineD3DDevice::BeginScene
1506  *  D3DERR_SCENE_IN_SCENE if WineD3D returns an error(Only in case of an already
1507  *  started scene).
1508  *
1509  *****************************************************************************/
1510 static HRESULT
1511 IDirect3DDeviceImpl_7_BeginScene(IDirect3DDevice7 *iface)
1512 {
1513     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
1514     HRESULT hr;
1515
1516     TRACE("iface %p.\n", iface);
1517
1518     EnterCriticalSection(&ddraw_cs);
1519     hr = IWineD3DDevice_BeginScene(This->wineD3DDevice);
1520     LeaveCriticalSection(&ddraw_cs);
1521     if(hr == WINED3D_OK) return D3D_OK;
1522     else return D3DERR_SCENE_IN_SCENE; /* TODO: Other possible causes of failure */
1523 }
1524
1525 static HRESULT WINAPI
1526 IDirect3DDeviceImpl_7_BeginScene_FPUSetup(IDirect3DDevice7 *iface)
1527 {
1528     return IDirect3DDeviceImpl_7_BeginScene(iface);
1529 }
1530
1531 static HRESULT WINAPI
1532 IDirect3DDeviceImpl_7_BeginScene_FPUPreserve(IDirect3DDevice7 *iface)
1533 {
1534     HRESULT hr;
1535     WORD old_fpucw;
1536
1537     old_fpucw = d3d_fpu_setup();
1538     hr = IDirect3DDeviceImpl_7_BeginScene(iface);
1539     set_fpu_control_word(old_fpucw);
1540
1541     return hr;
1542 }
1543
1544 static HRESULT WINAPI IDirect3DDeviceImpl_3_BeginScene(IDirect3DDevice3 *iface)
1545 {
1546     TRACE("iface %p.\n", iface);
1547
1548     return IDirect3DDevice7_BeginScene((IDirect3DDevice7 *)device_from_device3(iface));
1549 }
1550
1551 static HRESULT WINAPI IDirect3DDeviceImpl_2_BeginScene(IDirect3DDevice2 *iface)
1552 {
1553     TRACE("iface %p.\n", iface);
1554
1555     return IDirect3DDevice7_BeginScene((IDirect3DDevice7 *)device_from_device2(iface));
1556 }
1557
1558 static HRESULT WINAPI IDirect3DDeviceImpl_1_BeginScene(IDirect3DDevice *iface)
1559 {
1560     TRACE("iface %p.\n", iface);
1561
1562     return IDirect3DDevice7_BeginScene((IDirect3DDevice7 *)device_from_device1(iface));
1563 }
1564
1565 /*****************************************************************************
1566  * IDirect3DDevice7::EndScene
1567  *
1568  * Ends a scene that has been begun with IDirect3DDevice7::BeginScene.
1569  * This method must be called after rendering is finished.
1570  *
1571  * Version 1, 2, 3 and 7
1572  *
1573  * Returns:
1574  *  D3D_OK on success, for details see IWineD3DDevice::EndScene
1575  *  D3DERR_SCENE_NOT_IN_SCENE is returned if WineD3D returns an error. It does
1576  *  that only if the scene was already ended.
1577  *
1578  *****************************************************************************/
1579 static HRESULT
1580 IDirect3DDeviceImpl_7_EndScene(IDirect3DDevice7 *iface)
1581 {
1582     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
1583     HRESULT hr;
1584
1585     TRACE("iface %p.\n", iface);
1586
1587     EnterCriticalSection(&ddraw_cs);
1588     hr = IWineD3DDevice_EndScene(This->wineD3DDevice);
1589     LeaveCriticalSection(&ddraw_cs);
1590     if(hr == WINED3D_OK) return D3D_OK;
1591     else return D3DERR_SCENE_NOT_IN_SCENE;
1592 }
1593
1594 static HRESULT WINAPI DECLSPEC_HOTPATCH
1595 IDirect3DDeviceImpl_7_EndScene_FPUSetup(IDirect3DDevice7 *iface)
1596 {
1597     return IDirect3DDeviceImpl_7_EndScene(iface);
1598 }
1599
1600 static HRESULT WINAPI DECLSPEC_HOTPATCH
1601 IDirect3DDeviceImpl_7_EndScene_FPUPreserve(IDirect3DDevice7 *iface)
1602 {
1603     HRESULT hr;
1604     WORD old_fpucw;
1605
1606     old_fpucw = d3d_fpu_setup();
1607     hr = IDirect3DDeviceImpl_7_EndScene(iface);
1608     set_fpu_control_word(old_fpucw);
1609
1610     return hr;
1611 }
1612
1613 static HRESULT WINAPI DECLSPEC_HOTPATCH IDirect3DDeviceImpl_3_EndScene(IDirect3DDevice3 *iface)
1614 {
1615     TRACE("iface %p.\n", iface);
1616
1617     return IDirect3DDevice7_EndScene((IDirect3DDevice7 *)device_from_device3(iface));
1618 }
1619
1620 static HRESULT WINAPI DECLSPEC_HOTPATCH IDirect3DDeviceImpl_2_EndScene(IDirect3DDevice2 *iface)
1621 {
1622     TRACE("iface %p.\n", iface);
1623
1624     return IDirect3DDevice7_EndScene((IDirect3DDevice7 *)device_from_device2(iface));
1625 }
1626
1627 static HRESULT WINAPI DECLSPEC_HOTPATCH IDirect3DDeviceImpl_1_EndScene(IDirect3DDevice *iface)
1628 {
1629     TRACE("iface %p.\n", iface);
1630
1631     return IDirect3DDevice7_EndScene((IDirect3DDevice7 *)device_from_device1(iface));
1632 }
1633
1634 /*****************************************************************************
1635  * IDirect3DDevice7::GetDirect3D
1636  *
1637  * Returns the IDirect3D(= interface to the DirectDraw object) used to create
1638  * this device.
1639  *
1640  * Params:
1641  *  Direct3D7: Address to store the interface pointer at
1642  *
1643  * Returns:
1644  *  D3D_OK on success
1645  *  DDERR_INVALIDPARAMS if Direct3D7 == NULL
1646  *
1647  *****************************************************************************/
1648 static HRESULT WINAPI
1649 IDirect3DDeviceImpl_7_GetDirect3D(IDirect3DDevice7 *iface,
1650                                   IDirect3D7 **Direct3D7)
1651 {
1652     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
1653
1654     TRACE("iface %p, d3d %p.\n", iface, Direct3D7);
1655
1656     if(!Direct3D7)
1657         return DDERR_INVALIDPARAMS;
1658
1659     *Direct3D7 = &This->ddraw->IDirect3D7_iface;
1660     IDirect3D7_AddRef(*Direct3D7);
1661
1662     TRACE(" returning interface %p\n", *Direct3D7);
1663     return D3D_OK;
1664 }
1665
1666 static HRESULT WINAPI IDirect3DDeviceImpl_3_GetDirect3D(IDirect3DDevice3 *iface,
1667         IDirect3D3 **Direct3D3)
1668 {
1669     IDirect3DDeviceImpl *This = device_from_device3(iface);
1670
1671     TRACE("iface %p, d3d %p.\n", iface, Direct3D3);
1672
1673     if(!Direct3D3)
1674         return DDERR_INVALIDPARAMS;
1675
1676     IDirect3D3_AddRef(&This->ddraw->IDirect3D3_iface);
1677     *Direct3D3 = &This->ddraw->IDirect3D3_iface;
1678     TRACE(" returning interface %p\n", *Direct3D3);
1679     return D3D_OK;
1680 }
1681
1682 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetDirect3D(IDirect3DDevice2 *iface,
1683         IDirect3D2 **Direct3D2)
1684 {
1685     IDirect3DDeviceImpl *This = device_from_device2(iface);
1686
1687     TRACE("iface %p, d3d %p.\n", iface, Direct3D2);
1688
1689     if(!Direct3D2)
1690         return DDERR_INVALIDPARAMS;
1691
1692     IDirect3D2_AddRef(&This->ddraw->IDirect3D2_iface);
1693     *Direct3D2 = &This->ddraw->IDirect3D2_iface;
1694     TRACE(" returning interface %p\n", *Direct3D2);
1695     return D3D_OK;
1696 }
1697
1698 static HRESULT WINAPI IDirect3DDeviceImpl_1_GetDirect3D(IDirect3DDevice *iface,
1699         IDirect3D **Direct3D)
1700 {
1701     IDirect3DDeviceImpl *This = device_from_device1(iface);
1702
1703     TRACE("iface %p, d3d %p.\n", iface, Direct3D);
1704
1705     if(!Direct3D)
1706         return DDERR_INVALIDPARAMS;
1707
1708     IDirect3D_AddRef(&This->ddraw->IDirect3D_iface);
1709     *Direct3D = &This->ddraw->IDirect3D_iface;
1710     TRACE(" returning interface %p\n", *Direct3D);
1711     return D3D_OK;
1712 }
1713
1714 /*****************************************************************************
1715  * IDirect3DDevice3::SetCurrentViewport
1716  *
1717  * Sets a Direct3DViewport as the current viewport.
1718  * For the thunks note that all viewport interface versions are equal
1719  *
1720  * Params:
1721  *  Direct3DViewport3: The viewport to set
1722  *
1723  * Version 2 and 3
1724  *
1725  * Returns:
1726  *  D3D_OK on success
1727  *  (Is a NULL viewport valid?)
1728  *
1729  *****************************************************************************/
1730 static HRESULT WINAPI
1731 IDirect3DDeviceImpl_3_SetCurrentViewport(IDirect3DDevice3 *iface,
1732                                          IDirect3DViewport3 *Direct3DViewport3)
1733 {
1734     IDirect3DDeviceImpl *This = device_from_device3(iface);
1735     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Direct3DViewport3;
1736
1737     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport3);
1738
1739     EnterCriticalSection(&ddraw_cs);
1740     /* Do nothing if the specified viewport is the same as the current one */
1741     if (This->current_viewport == vp )
1742     {
1743         LeaveCriticalSection(&ddraw_cs);
1744         return D3D_OK;
1745     }
1746
1747     /* Should check if the viewport was added or not */
1748
1749     /* Release previous viewport and AddRef the new one */
1750     if (This->current_viewport)
1751     {
1752         TRACE("ViewportImpl is at %p, interface is at %p\n", This->current_viewport,
1753                 (IDirect3DViewport3 *)This->current_viewport);
1754         IDirect3DViewport3_Release((IDirect3DViewport3 *)This->current_viewport);
1755     }
1756     IDirect3DViewport3_AddRef(Direct3DViewport3);
1757
1758     /* Set this viewport as the current viewport */
1759     This->current_viewport = vp;
1760
1761     /* Activate this viewport */
1762     This->current_viewport->active_device = This;
1763     viewport_activate(This->current_viewport, FALSE);
1764
1765     LeaveCriticalSection(&ddraw_cs);
1766     return D3D_OK;
1767 }
1768
1769 static HRESULT WINAPI IDirect3DDeviceImpl_2_SetCurrentViewport(IDirect3DDevice2 *iface,
1770         IDirect3DViewport2 *Direct3DViewport2)
1771 {
1772     IDirect3DDeviceImpl *This = device_from_device2(iface);
1773     IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)Direct3DViewport2;
1774
1775     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport2);
1776
1777     return IDirect3DDevice3_SetCurrentViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl,
1778             (IDirect3DViewport3 *)vp);
1779 }
1780
1781 /*****************************************************************************
1782  * IDirect3DDevice3::GetCurrentViewport
1783  *
1784  * Returns the currently active viewport.
1785  *
1786  * Version 2 and 3
1787  *
1788  * Params:
1789  *  Direct3DViewport3: Address to return the interface pointer at
1790  *
1791  * Returns:
1792  *  D3D_OK on success
1793  *  DDERR_INVALIDPARAMS if Direct3DViewport == NULL
1794  *
1795  *****************************************************************************/
1796 static HRESULT WINAPI
1797 IDirect3DDeviceImpl_3_GetCurrentViewport(IDirect3DDevice3 *iface,
1798                                          IDirect3DViewport3 **Direct3DViewport3)
1799 {
1800     IDirect3DDeviceImpl *This = device_from_device3(iface);
1801
1802     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport3);
1803
1804     if(!Direct3DViewport3)
1805         return DDERR_INVALIDPARAMS;
1806
1807     EnterCriticalSection(&ddraw_cs);
1808     *Direct3DViewport3 = (IDirect3DViewport3 *)This->current_viewport;
1809
1810     /* AddRef the returned viewport */
1811     if(*Direct3DViewport3) IDirect3DViewport3_AddRef(*Direct3DViewport3);
1812
1813     TRACE(" returning interface %p\n", *Direct3DViewport3);
1814
1815     LeaveCriticalSection(&ddraw_cs);
1816     return D3D_OK;
1817 }
1818
1819 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetCurrentViewport(IDirect3DDevice2 *iface,
1820         IDirect3DViewport2 **Direct3DViewport2)
1821 {
1822     IDirect3DDeviceImpl *This = device_from_device2(iface);
1823     HRESULT hr;
1824
1825     TRACE("iface %p, viewport %p.\n", iface, Direct3DViewport2);
1826
1827     hr = IDirect3DDevice3_GetCurrentViewport((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl,
1828             (IDirect3DViewport3 **)Direct3DViewport2);
1829     if(hr != D3D_OK) return hr;
1830     return D3D_OK;
1831 }
1832
1833 /*****************************************************************************
1834  * IDirect3DDevice7::SetRenderTarget
1835  *
1836  * Sets the render target for the Direct3DDevice.
1837  * For the thunks note that IDirectDrawSurface7 == IDirectDrawSurface4 and
1838  * IDirectDrawSurface3 == IDirectDrawSurface
1839  *
1840  * Version 2, 3 and 7
1841  *
1842  * Params:
1843  *  NewTarget: Pointer to an IDirectDrawSurface7 interface to set as the new
1844  *             render target
1845  *  Flags: Some flags
1846  *
1847  * Returns:
1848  *  D3D_OK on success, for details see IWineD3DDevice::SetRenderTarget
1849  *
1850  *****************************************************************************/
1851 static HRESULT
1852 IDirect3DDeviceImpl_7_SetRenderTarget(IDirect3DDevice7 *iface,
1853                                       IDirectDrawSurface7 *NewTarget,
1854                                       DWORD Flags)
1855 {
1856     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
1857     IDirectDrawSurfaceImpl *Target = (IDirectDrawSurfaceImpl *)NewTarget;
1858     HRESULT hr;
1859
1860     TRACE("iface %p, target %p, flags %#x.\n", iface, NewTarget, Flags);
1861
1862     EnterCriticalSection(&ddraw_cs);
1863     /* Flags: Not used */
1864
1865     if(This->target == Target)
1866     {
1867         TRACE("No-op SetRenderTarget operation, not doing anything\n");
1868         LeaveCriticalSection(&ddraw_cs);
1869         return D3D_OK;
1870     }
1871
1872     hr = IWineD3DDevice_SetRenderTarget(This->wineD3DDevice,
1873                                         0,
1874                                         Target ? Target->WineD3DSurface : NULL,
1875                                         FALSE);
1876     if(hr != D3D_OK)
1877     {
1878         LeaveCriticalSection(&ddraw_cs);
1879         return hr;
1880     }
1881     IDirectDrawSurface7_AddRef(NewTarget);
1882     IDirectDrawSurface7_Release((IDirectDrawSurface7 *)This->target);
1883     This->target = Target;
1884     IDirect3DDeviceImpl_UpdateDepthStencil(This);
1885     LeaveCriticalSection(&ddraw_cs);
1886     return D3D_OK;
1887 }
1888
1889 static HRESULT WINAPI
1890 IDirect3DDeviceImpl_7_SetRenderTarget_FPUSetup(IDirect3DDevice7 *iface,
1891                                       IDirectDrawSurface7 *NewTarget,
1892                                       DWORD Flags)
1893 {
1894     return IDirect3DDeviceImpl_7_SetRenderTarget(iface, NewTarget, Flags);
1895 }
1896
1897 static HRESULT WINAPI
1898 IDirect3DDeviceImpl_7_SetRenderTarget_FPUPreserve(IDirect3DDevice7 *iface,
1899                                       IDirectDrawSurface7 *NewTarget,
1900                                       DWORD Flags)
1901 {
1902     HRESULT hr;
1903     WORD old_fpucw;
1904
1905     old_fpucw = d3d_fpu_setup();
1906     hr = IDirect3DDeviceImpl_7_SetRenderTarget(iface, NewTarget, Flags);
1907     set_fpu_control_word(old_fpucw);
1908
1909     return hr;
1910 }
1911
1912 static HRESULT WINAPI IDirect3DDeviceImpl_3_SetRenderTarget(IDirect3DDevice3 *iface,
1913         IDirectDrawSurface4 *NewRenderTarget, DWORD Flags)
1914 {
1915     IDirect3DDeviceImpl *This = device_from_device3(iface);
1916     IDirectDrawSurfaceImpl *Target = (IDirectDrawSurfaceImpl *)NewRenderTarget;
1917
1918     TRACE("iface %p, target %p, flags %#x.\n", iface, NewRenderTarget, Flags);
1919
1920     return IDirect3DDevice7_SetRenderTarget((IDirect3DDevice7 *)This, (IDirectDrawSurface7 *)Target, Flags);
1921 }
1922
1923 static HRESULT WINAPI IDirect3DDeviceImpl_2_SetRenderTarget(IDirect3DDevice2 *iface,
1924         IDirectDrawSurface *NewRenderTarget, DWORD Flags)
1925 {
1926     IDirect3DDeviceImpl *This = device_from_device2(iface);
1927     IDirectDrawSurfaceImpl *Target = (IDirectDrawSurfaceImpl *)NewRenderTarget;
1928
1929     TRACE("iface %p, target %p, flags %#x.\n", iface, NewRenderTarget, Flags);
1930
1931     return IDirect3DDevice7_SetRenderTarget((IDirect3DDevice7 *)This, (IDirectDrawSurface7 *)Target, Flags);
1932 }
1933
1934 /*****************************************************************************
1935  * IDirect3DDevice7::GetRenderTarget
1936  *
1937  * Returns the current render target.
1938  * This is handled locally, because the WineD3D render target's parent
1939  * is an IParent
1940  *
1941  * Version 2, 3 and 7
1942  *
1943  * Params:
1944  *  RenderTarget: Address to store the surface interface pointer
1945  *
1946  * Returns:
1947  *  D3D_OK on success
1948  *  DDERR_INVALIDPARAMS if RenderTarget == NULL
1949  *
1950  *****************************************************************************/
1951 static HRESULT WINAPI
1952 IDirect3DDeviceImpl_7_GetRenderTarget(IDirect3DDevice7 *iface,
1953                                       IDirectDrawSurface7 **RenderTarget)
1954 {
1955     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
1956
1957     TRACE("iface %p, target %p.\n", iface, RenderTarget);
1958
1959     if(!RenderTarget)
1960         return DDERR_INVALIDPARAMS;
1961
1962     EnterCriticalSection(&ddraw_cs);
1963     *RenderTarget = (IDirectDrawSurface7 *)This->target;
1964     IDirectDrawSurface7_AddRef(*RenderTarget);
1965
1966     LeaveCriticalSection(&ddraw_cs);
1967     return D3D_OK;
1968 }
1969
1970 static HRESULT WINAPI IDirect3DDeviceImpl_3_GetRenderTarget(IDirect3DDevice3 *iface,
1971         IDirectDrawSurface4 **RenderTarget)
1972 {
1973     IDirect3DDeviceImpl *This = device_from_device3(iface);
1974     HRESULT hr;
1975
1976     TRACE("iface %p, target %p.\n", iface, RenderTarget);
1977
1978     hr = IDirect3DDevice7_GetRenderTarget((IDirect3DDevice7 *)This, (IDirectDrawSurface7 **)RenderTarget);
1979     if(hr != D3D_OK) return hr;
1980     return D3D_OK;
1981 }
1982
1983 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetRenderTarget(IDirect3DDevice2 *iface,
1984         IDirectDrawSurface **RenderTarget)
1985 {
1986     IDirect3DDeviceImpl *This = device_from_device2(iface);
1987     HRESULT hr;
1988
1989     TRACE("iface %p, target %p.\n", iface, RenderTarget);
1990
1991     hr = IDirect3DDevice7_GetRenderTarget((IDirect3DDevice7 *)This, (IDirectDrawSurface7 **)RenderTarget);
1992     if(hr != D3D_OK) return hr;
1993     *RenderTarget = *RenderTarget ?
1994             (IDirectDrawSurface *)&((IDirectDrawSurfaceImpl *)*RenderTarget)->IDirectDrawSurface3_vtbl : NULL;
1995     return D3D_OK;
1996 }
1997
1998 /*****************************************************************************
1999  * IDirect3DDevice3::Begin
2000  *
2001  * Begins a description block of vertices. This is similar to glBegin()
2002  * and glEnd(). After a call to IDirect3DDevice3::End, the vertices
2003  * described with IDirect3DDevice::Vertex are drawn.
2004  *
2005  * Version 2 and 3
2006  *
2007  * Params:
2008  *  PrimitiveType: The type of primitives to draw
2009  *  VertexTypeDesc: A flexible vertex format description of the vertices
2010  *  Flags: Some flags..
2011  *
2012  * Returns:
2013  *  D3D_OK on success
2014  *
2015  *****************************************************************************/
2016 static HRESULT WINAPI
2017 IDirect3DDeviceImpl_3_Begin(IDirect3DDevice3 *iface,
2018                             D3DPRIMITIVETYPE PrimitiveType,
2019                             DWORD VertexTypeDesc,
2020                             DWORD Flags)
2021 {
2022     IDirect3DDeviceImpl *This = device_from_device3(iface);
2023
2024     TRACE("iface %p, primitive_type %#x, FVF %#x, flags %#x.\n",
2025             iface, PrimitiveType, VertexTypeDesc, Flags);
2026
2027     EnterCriticalSection(&ddraw_cs);
2028     This->primitive_type = PrimitiveType;
2029     This->vertex_type = VertexTypeDesc;
2030     This->render_flags = Flags;
2031     This->vertex_size = get_flexible_vertex_size(This->vertex_type);
2032     This->nb_vertices = 0;
2033     LeaveCriticalSection(&ddraw_cs);
2034
2035     return D3D_OK;
2036 }
2037
2038 static HRESULT WINAPI IDirect3DDeviceImpl_2_Begin(IDirect3DDevice2 *iface, D3DPRIMITIVETYPE d3dpt,
2039         D3DVERTEXTYPE dwVertexTypeDesc, DWORD dwFlags)
2040 {
2041     DWORD FVF;
2042     IDirect3DDeviceImpl *This = device_from_device2(iface);
2043
2044     TRACE("iface %p, primitive_type %#x, vertex_type %#x, flags %#x.\n",
2045             iface, d3dpt, dwVertexTypeDesc, dwFlags);
2046
2047     switch(dwVertexTypeDesc)
2048     {
2049         case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break;
2050         case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break;
2051         case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break;
2052         default:
2053             ERR("Unexpected vertex type %d\n", dwVertexTypeDesc);
2054             return DDERR_INVALIDPARAMS;  /* Should never happen */
2055     };
2056
2057     return IDirect3DDevice3_Begin((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, d3dpt, FVF, dwFlags);
2058 }
2059
2060 /*****************************************************************************
2061  * IDirect3DDevice3::BeginIndexed
2062  *
2063  * Draws primitives based on vertices in a vertex array which are specified
2064  * by indices.
2065  *
2066  * Version 2 and 3
2067  *
2068  * Params:
2069  *  PrimitiveType: Primitive type to draw
2070  *  VertexType: A FVF description of the vertex format
2071  *  Vertices: pointer to an array containing the vertices
2072  *  NumVertices: The number of vertices in the vertex array
2073  *  Flags: Some flags ...
2074  *
2075  * Returns:
2076  *  D3D_OK, because it's a stub
2077  *
2078  *****************************************************************************/
2079 static HRESULT WINAPI
2080 IDirect3DDeviceImpl_3_BeginIndexed(IDirect3DDevice3 *iface,
2081                                    D3DPRIMITIVETYPE PrimitiveType,
2082                                    DWORD VertexType,
2083                                    void *Vertices,
2084                                    DWORD NumVertices,
2085                                    DWORD Flags)
2086 {
2087     FIXME("iface %p, primitive_type %#x, FVF %#x, vertices %p, vertex_count %u, flags %#x stub!\n",
2088             iface, PrimitiveType, VertexType, Vertices, NumVertices, Flags);
2089
2090     return D3D_OK;
2091 }
2092
2093
2094 static HRESULT WINAPI IDirect3DDeviceImpl_2_BeginIndexed(IDirect3DDevice2 *iface,
2095         D3DPRIMITIVETYPE d3dptPrimitiveType, D3DVERTEXTYPE d3dvtVertexType,
2096         void *lpvVertices, DWORD dwNumVertices, DWORD dwFlags)
2097 {
2098     DWORD FVF;
2099     IDirect3DDeviceImpl *This = device_from_device2(iface);
2100
2101     TRACE("iface %p, primitive_type %#x, vertex_type %#x, vertices %p, vertex_count %u, flags %#x stub!\n",
2102             iface, d3dptPrimitiveType, d3dvtVertexType, lpvVertices, dwNumVertices, dwFlags);
2103
2104     switch(d3dvtVertexType)
2105     {
2106         case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break;
2107         case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break;
2108         case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break;
2109         default:
2110             ERR("Unexpected vertex type %d\n", d3dvtVertexType);
2111             return DDERR_INVALIDPARAMS;  /* Should never happen */
2112     };
2113
2114     return IDirect3DDevice3_BeginIndexed((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl,
2115             d3dptPrimitiveType, FVF, lpvVertices, dwNumVertices, dwFlags);
2116 }
2117
2118 /*****************************************************************************
2119  * IDirect3DDevice3::Vertex
2120  *
2121  * Draws a vertex as described by IDirect3DDevice3::Begin. It places all
2122  * drawn vertices in a vertex buffer. If the buffer is too small, its
2123  * size is increased.
2124  *
2125  * Version 2 and 3
2126  *
2127  * Params:
2128  *  Vertex: Pointer to the vertex
2129  *
2130  * Returns:
2131  *  D3D_OK, on success
2132  *  DDERR_INVALIDPARAMS if Vertex is NULL
2133  *
2134  *****************************************************************************/
2135 static HRESULT WINAPI
2136 IDirect3DDeviceImpl_3_Vertex(IDirect3DDevice3 *iface,
2137                              void *Vertex)
2138 {
2139     IDirect3DDeviceImpl *This = device_from_device3(iface);
2140
2141     TRACE("iface %p, vertex %p.\n", iface, Vertex);
2142
2143     if(!Vertex)
2144         return DDERR_INVALIDPARAMS;
2145
2146     EnterCriticalSection(&ddraw_cs);
2147     if ((This->nb_vertices+1)*This->vertex_size > This->buffer_size)
2148     {
2149         BYTE *old_buffer;
2150         This->buffer_size = This->buffer_size ? This->buffer_size * 2 : This->vertex_size * 3;
2151         old_buffer = This->vertex_buffer;
2152         This->vertex_buffer = HeapAlloc(GetProcessHeap(), 0, This->buffer_size);
2153         if (old_buffer)
2154         {
2155             CopyMemory(This->vertex_buffer, old_buffer, This->nb_vertices * This->vertex_size);
2156             HeapFree(GetProcessHeap(), 0, old_buffer);
2157         }
2158     }
2159
2160     CopyMemory(This->vertex_buffer + This->nb_vertices++ * This->vertex_size, Vertex, This->vertex_size);
2161
2162     LeaveCriticalSection(&ddraw_cs);
2163     return D3D_OK;
2164 }
2165
2166 static HRESULT WINAPI IDirect3DDeviceImpl_2_Vertex(IDirect3DDevice2 *iface, void *lpVertexType)
2167 {
2168     IDirect3DDeviceImpl *This = device_from_device2(iface);
2169
2170     TRACE("iface %p, vertex %p.\n", iface, lpVertexType);
2171
2172     return IDirect3DDevice3_Vertex((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, lpVertexType);
2173 }
2174
2175 /*****************************************************************************
2176  * IDirect3DDevice3::Index
2177  *
2178  * Specifies an index to a vertex to be drawn. The vertex array has to
2179  * be specified with BeginIndexed first.
2180  *
2181  * Parameters:
2182  *  VertexIndex: The index of the vertex to draw
2183  *
2184  * Returns:
2185  *  D3D_OK because it's a stub
2186  *
2187  *****************************************************************************/
2188 static HRESULT WINAPI
2189 IDirect3DDeviceImpl_3_Index(IDirect3DDevice3 *iface,
2190                             WORD VertexIndex)
2191 {
2192     FIXME("iface %p, index %#x stub!\n", iface, VertexIndex);
2193
2194     return D3D_OK;
2195 }
2196
2197 static HRESULT WINAPI IDirect3DDeviceImpl_2_Index(IDirect3DDevice2 *iface, WORD wVertexIndex)
2198 {
2199     IDirect3DDeviceImpl *This = device_from_device2(iface);
2200
2201     TRACE("iface %p, index %#x.\n", iface, wVertexIndex);
2202
2203     return IDirect3DDevice3_Index((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, wVertexIndex);
2204 }
2205
2206 /*****************************************************************************
2207  * IDirect3DDevice3::End
2208  *
2209  * Ends a draw begun with IDirect3DDevice3::Begin or
2210  * IDirect3DDevice::BeginIndexed. The vertices specified with
2211  * IDirect3DDevice::Vertex or IDirect3DDevice::Index are drawn using
2212  * the IDirect3DDevice7::DrawPrimitive method. So far only
2213  * non-indexed mode is supported
2214  *
2215  * Version 2 and 3
2216  *
2217  * Params:
2218  *  Flags: Some flags, as usual. Don't know which are defined
2219  *
2220  * Returns:
2221  *  The return value of IDirect3DDevice7::DrawPrimitive
2222  *
2223  *****************************************************************************/
2224 static HRESULT WINAPI
2225 IDirect3DDeviceImpl_3_End(IDirect3DDevice3 *iface,
2226                           DWORD Flags)
2227 {
2228     IDirect3DDeviceImpl *This = device_from_device3(iface);
2229
2230     TRACE("iface %p, flags %#x.\n", iface, Flags);
2231
2232     return IDirect3DDevice7_DrawPrimitive((IDirect3DDevice7 *)This, This->primitive_type,
2233             This->vertex_type, This->vertex_buffer, This->nb_vertices, This->render_flags);
2234 }
2235
2236 static HRESULT WINAPI IDirect3DDeviceImpl_2_End(IDirect3DDevice2 *iface, DWORD dwFlags)
2237 {
2238     IDirect3DDeviceImpl *This = device_from_device2(iface);
2239
2240     TRACE("iface %p, flags %#x.\n", iface, dwFlags);
2241
2242     return IDirect3DDevice3_End((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, dwFlags);
2243 }
2244
2245 /*****************************************************************************
2246  * IDirect3DDevice7::GetRenderState
2247  *
2248  * Returns the value of a render state. The possible render states are
2249  * defined in include/d3dtypes.h
2250  *
2251  * Version 2, 3 and 7
2252  *
2253  * Params:
2254  *  RenderStateType: Render state to return the current setting of
2255  *  Value: Address to store the value at
2256  *
2257  * Returns:
2258  *  D3D_OK on success, for details see IWineD3DDevice::GetRenderState
2259  *  DDERR_INVALIDPARAMS if Value == NULL
2260  *
2261  *****************************************************************************/
2262 static HRESULT
2263 IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
2264                                      D3DRENDERSTATETYPE RenderStateType,
2265                                      DWORD *Value)
2266 {
2267     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
2268     HRESULT hr;
2269
2270     TRACE("iface %p, state %#x, value %p.\n", iface, RenderStateType, Value);
2271
2272     if(!Value)
2273         return DDERR_INVALIDPARAMS;
2274
2275     EnterCriticalSection(&ddraw_cs);
2276     switch(RenderStateType)
2277     {
2278         case D3DRENDERSTATE_TEXTUREMAG:
2279         {
2280             WINED3DTEXTUREFILTERTYPE tex_mag;
2281
2282             hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice,
2283                                                 0, WINED3DSAMP_MAGFILTER,
2284                                                 &tex_mag);
2285
2286             switch (tex_mag)
2287             {
2288                 case WINED3DTEXF_POINT:
2289                     *Value = D3DFILTER_NEAREST;
2290                     break;
2291                 case WINED3DTEXF_LINEAR:
2292                     *Value = D3DFILTER_LINEAR;
2293                     break;
2294                 default:
2295                     ERR("Unhandled texture mag %d !\n",tex_mag);
2296                     *Value = 0;
2297             }
2298             break;
2299         }
2300
2301         case D3DRENDERSTATE_TEXTUREMIN:
2302         {
2303             WINED3DTEXTUREFILTERTYPE tex_min;
2304             WINED3DTEXTUREFILTERTYPE tex_mip;
2305
2306             hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice,
2307                     0, WINED3DSAMP_MINFILTER, &tex_min);
2308             if (FAILED(hr))
2309             {
2310                 LeaveCriticalSection(&ddraw_cs);
2311                 return hr;
2312             }
2313             hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice,
2314                     0, WINED3DSAMP_MIPFILTER, &tex_mip);
2315
2316             switch (tex_min)
2317             {
2318                 case WINED3DTEXF_POINT:
2319                     switch (tex_mip)
2320                     {
2321                         case WINED3DTEXF_NONE:
2322                             *Value = D3DFILTER_NEAREST;
2323                             break;
2324                         case WINED3DTEXF_POINT:
2325                             *Value = D3DFILTER_MIPNEAREST;
2326                             break;
2327                         case WINED3DTEXF_LINEAR:
2328                             *Value = D3DFILTER_LINEARMIPNEAREST;
2329                             break;
2330                         default:
2331                             ERR("Unhandled mip filter %#x.\n", tex_mip);
2332                             *Value = D3DFILTER_NEAREST;
2333                             break;
2334                     }
2335                     break;
2336                 case WINED3DTEXF_LINEAR:
2337                     switch (tex_mip)
2338                     {
2339                         case WINED3DTEXF_NONE:
2340                             *Value = D3DFILTER_LINEAR;
2341                             break;
2342                         case WINED3DTEXF_POINT:
2343                             *Value = D3DFILTER_MIPLINEAR;
2344                             break;
2345                         case WINED3DTEXF_LINEAR:
2346                             *Value = D3DFILTER_LINEARMIPLINEAR;
2347                             break;
2348                         default:
2349                             ERR("Unhandled mip filter %#x.\n", tex_mip);
2350                             *Value = D3DFILTER_LINEAR;
2351                             break;
2352                     }
2353                     break;
2354                 default:
2355                     ERR("Unhandled texture min filter %#x.\n",tex_min);
2356                     *Value = D3DFILTER_NEAREST;
2357                     break;
2358             }
2359             break;
2360         }
2361
2362         case D3DRENDERSTATE_TEXTUREADDRESS:
2363         case D3DRENDERSTATE_TEXTUREADDRESSU:
2364             hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice,
2365                                                 0, WINED3DSAMP_ADDRESSU,
2366                                                 Value);
2367             break;
2368         case D3DRENDERSTATE_TEXTUREADDRESSV:
2369             hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice,
2370                                                 0, WINED3DSAMP_ADDRESSV,
2371                                                 Value);
2372             break;
2373
2374         case D3DRENDERSTATE_BORDERCOLOR:
2375             FIXME("Unhandled render state D3DRENDERSTATE_BORDERCOLOR.\n");
2376             hr = E_NOTIMPL;
2377             break;
2378
2379         case D3DRENDERSTATE_TEXTUREHANDLE:
2380         case D3DRENDERSTATE_TEXTUREMAPBLEND:
2381             WARN("Render state %#x is invalid in d3d7.\n", RenderStateType);
2382             hr = DDERR_INVALIDPARAMS;
2383             break;
2384
2385         default:
2386             if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
2387                     && RenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)
2388             {
2389                 FIXME("Unhandled stipple pattern render state (%#x).\n",
2390                         RenderStateType);
2391                 hr = E_NOTIMPL;
2392                 break;
2393             }
2394             hr = IWineD3DDevice_GetRenderState(This->wineD3DDevice,
2395                                                RenderStateType,
2396                                                Value);
2397     }
2398     LeaveCriticalSection(&ddraw_cs);
2399     return hr;
2400 }
2401
2402 static HRESULT WINAPI
2403 IDirect3DDeviceImpl_7_GetRenderState_FPUSetup(IDirect3DDevice7 *iface,
2404                                      D3DRENDERSTATETYPE RenderStateType,
2405                                      DWORD *Value)
2406 {
2407     return IDirect3DDeviceImpl_7_GetRenderState(iface, RenderStateType, Value);
2408 }
2409
2410 static HRESULT WINAPI
2411 IDirect3DDeviceImpl_7_GetRenderState_FPUPreserve(IDirect3DDevice7 *iface,
2412                                      D3DRENDERSTATETYPE RenderStateType,
2413                                      DWORD *Value)
2414 {
2415     HRESULT hr;
2416     WORD old_fpucw;
2417
2418     old_fpucw = d3d_fpu_setup();
2419     hr = IDirect3DDeviceImpl_7_GetRenderState(iface, RenderStateType, Value);
2420     set_fpu_control_word(old_fpucw);
2421
2422     return hr;
2423 }
2424
2425 static HRESULT WINAPI
2426 IDirect3DDeviceImpl_3_GetRenderState(IDirect3DDevice3 *iface,
2427                                      D3DRENDERSTATETYPE dwRenderStateType,
2428                                      DWORD *lpdwRenderState)
2429 {
2430     IDirect3DDeviceImpl *This = device_from_device3(iface);
2431     HRESULT hr;
2432
2433     TRACE("iface %p, state %#x, value %p.\n", iface, dwRenderStateType, lpdwRenderState);
2434
2435     switch(dwRenderStateType)
2436     {
2437         case D3DRENDERSTATE_TEXTUREHANDLE:
2438         {
2439             /* This state is wrapped to SetTexture in SetRenderState, so
2440              * it has to be wrapped to GetTexture here
2441              */
2442             IWineD3DBaseTexture *tex = NULL;
2443             *lpdwRenderState = 0;
2444
2445             EnterCriticalSection(&ddraw_cs);
2446
2447             hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, 0, &tex);
2448             if (SUCCEEDED(hr) && tex)
2449             {
2450                 /* The parent of the texture is the IDirectDrawSurface7
2451                  * interface of the ddraw surface. */
2452                 IDirectDrawSurfaceImpl *parent = IWineD3DBaseTexture_GetParent(tex);
2453                 if (parent) *lpdwRenderState = parent->Handle;
2454                 IWineD3DBaseTexture_Release(tex);
2455             }
2456
2457             LeaveCriticalSection(&ddraw_cs);
2458
2459             return hr;
2460         }
2461
2462         case D3DRENDERSTATE_TEXTUREMAPBLEND:
2463         {
2464             /* D3DRENDERSTATE_TEXTUREMAPBLEND is mapped to texture state stages in SetRenderState; reverse
2465                the mapping to get the value. */
2466             DWORD colorop, colorarg1, colorarg2;
2467             DWORD alphaop, alphaarg1, alphaarg2;
2468
2469             EnterCriticalSection(&ddraw_cs);
2470
2471             This->legacyTextureBlending = TRUE;
2472
2473             IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, &colorop);
2474             IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, &colorarg1);
2475             IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, &colorarg2);
2476             IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, &alphaop);
2477             IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, &alphaarg1);
2478             IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, &alphaarg2);
2479
2480             if (colorop == WINED3DTOP_SELECTARG1 && colorarg1 == WINED3DTA_TEXTURE &&
2481                 alphaop == WINED3DTOP_SELECTARG1 && alphaarg1 == WINED3DTA_TEXTURE)
2482             {
2483                 *lpdwRenderState = D3DTBLEND_DECAL;
2484             }
2485             else if (colorop == WINED3DTOP_SELECTARG1 && colorarg1 == WINED3DTA_TEXTURE &&
2486                 alphaop == WINED3DTOP_MODULATE && alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT)
2487             {
2488                 *lpdwRenderState = D3DTBLEND_DECALALPHA;
2489             }
2490             else if (colorop == WINED3DTOP_MODULATE && colorarg1 == WINED3DTA_TEXTURE && colorarg2 == WINED3DTA_CURRENT &&
2491                 alphaop == WINED3DTOP_MODULATE && alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT)
2492             {
2493                 *lpdwRenderState = D3DTBLEND_MODULATEALPHA;
2494             }
2495             else
2496             {
2497                 HRESULT hr;
2498                 BOOL tex_alpha = FALSE;
2499                 IWineD3DBaseTexture *tex = NULL;
2500                 DDPIXELFORMAT ddfmt;
2501
2502                 hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, 0, &tex);
2503
2504                 if(hr == WINED3D_OK && tex)
2505                 {
2506                     struct wined3d_resource *sub_resource;
2507
2508                     if ((sub_resource = IWineD3DBaseTexture_GetSubResource(tex, 0)))
2509                     {
2510                         struct wined3d_resource_desc desc;
2511
2512                         wined3d_resource_get_desc(sub_resource, &desc);
2513                         ddfmt.dwSize = sizeof(ddfmt);
2514                         PixelFormat_WineD3DtoDD(&ddfmt, desc.format);
2515                         if (ddfmt.u5.dwRGBAlphaBitMask) tex_alpha = TRUE;
2516                     }
2517
2518                     IWineD3DBaseTexture_Release(tex);
2519                 }
2520
2521                 if (!(colorop == WINED3DTOP_MODULATE && colorarg1 == WINED3DTA_TEXTURE && colorarg2 == WINED3DTA_CURRENT &&
2522                       alphaop == (tex_alpha ? WINED3DTOP_SELECTARG1 : WINED3DTOP_SELECTARG2) &&
2523                       alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT))
2524                 {
2525                     ERR("Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous\n");
2526                 }
2527
2528                 *lpdwRenderState = D3DTBLEND_MODULATE;
2529             }
2530
2531             LeaveCriticalSection(&ddraw_cs);
2532
2533             return D3D_OK;
2534         }
2535
2536         default:
2537             return IDirect3DDevice7_GetRenderState((IDirect3DDevice7 *)This, dwRenderStateType, lpdwRenderState);
2538     }
2539 }
2540
2541 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetRenderState(IDirect3DDevice2 *iface,
2542         D3DRENDERSTATETYPE dwRenderStateType, DWORD *lpdwRenderState)
2543 {
2544     IDirect3DDeviceImpl *This = device_from_device2(iface);
2545
2546     TRACE("iface %p, state %#x, value %p.\n", iface, dwRenderStateType, lpdwRenderState);
2547
2548     return IDirect3DDevice3_GetRenderState((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl,
2549             dwRenderStateType, lpdwRenderState);
2550 }
2551
2552 /*****************************************************************************
2553  * IDirect3DDevice7::SetRenderState
2554  *
2555  * Sets a render state. The possible render states are defined in
2556  * include/d3dtypes.h
2557  *
2558  * Version 2, 3 and 7
2559  *
2560  * Params:
2561  *  RenderStateType: State to set
2562  *  Value: Value to assign to that state
2563  *
2564  * Returns:
2565  *  D3D_OK on success,
2566  *  for details see IWineD3DDevice::SetRenderState
2567  *
2568  *****************************************************************************/
2569 static HRESULT
2570 IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface,
2571                                      D3DRENDERSTATETYPE RenderStateType,
2572                                      DWORD Value)
2573 {
2574     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
2575     HRESULT hr;
2576
2577     TRACE("iface %p, state %#x, value %#x.\n", iface, RenderStateType, Value);
2578
2579     EnterCriticalSection(&ddraw_cs);
2580     /* Some render states need special care */
2581     switch(RenderStateType)
2582     {
2583         /*
2584          * The ddraw texture filter mapping works like this:
2585          *     D3DFILTER_NEAREST            Point min/mag, no mip
2586          *     D3DFILTER_MIPNEAREST         Point min/mag, point mip
2587          *     D3DFILTER_LINEARMIPNEAREST:  Point min/mag, linear mip
2588          *
2589          *     D3DFILTER_LINEAR             Linear min/mag, no mip
2590          *     D3DFILTER_MIPLINEAR          Linear min/mag, point mip
2591          *     D3DFILTER_LINEARMIPLINEAR    Linear min/mag, linear mip
2592          *
2593          * This is the opposite of the GL naming convention,
2594          * D3DFILTER_LINEARMIPNEAREST corresponds to GL_NEAREST_MIPMAP_LINEAR.
2595          */
2596         case D3DRENDERSTATE_TEXTUREMAG:
2597         {
2598             WINED3DTEXTUREFILTERTYPE tex_mag;
2599
2600             switch (Value)
2601             {
2602                 case D3DFILTER_NEAREST:
2603                 case D3DFILTER_MIPNEAREST:
2604                 case D3DFILTER_LINEARMIPNEAREST:
2605                     tex_mag = WINED3DTEXF_POINT;
2606                     break;
2607                 case D3DFILTER_LINEAR:
2608                 case D3DFILTER_MIPLINEAR:
2609                 case D3DFILTER_LINEARMIPLINEAR:
2610                     tex_mag = WINED3DTEXF_LINEAR;
2611                     break;
2612                 default:
2613                     tex_mag = WINED3DTEXF_POINT;
2614                     ERR("Unhandled texture mag %d !\n",Value);
2615                     break;
2616             }
2617
2618             hr = IWineD3DDevice_SetSamplerState(This->wineD3DDevice,
2619                                                 0, WINED3DSAMP_MAGFILTER,
2620                                                 tex_mag);
2621             break;
2622         }
2623
2624         case D3DRENDERSTATE_TEXTUREMIN:
2625         {
2626             WINED3DTEXTUREFILTERTYPE tex_min;
2627             WINED3DTEXTUREFILTERTYPE tex_mip;
2628
2629             switch ((D3DTEXTUREFILTER) Value)
2630             {
2631                 case D3DFILTER_NEAREST:
2632                     tex_min = WINED3DTEXF_POINT;
2633                     tex_mip = WINED3DTEXF_NONE;
2634                     break;
2635                 case D3DFILTER_LINEAR:
2636                     tex_min = WINED3DTEXF_LINEAR;
2637                     tex_mip = WINED3DTEXF_NONE;
2638                     break;
2639                 case D3DFILTER_MIPNEAREST:
2640                     tex_min = WINED3DTEXF_POINT;
2641                     tex_mip = WINED3DTEXF_POINT;
2642                     break;
2643                 case D3DFILTER_MIPLINEAR:
2644                     tex_min = WINED3DTEXF_LINEAR;
2645                     tex_mip = WINED3DTEXF_POINT;
2646                     break;
2647                 case D3DFILTER_LINEARMIPNEAREST:
2648                     tex_min = WINED3DTEXF_POINT;
2649                     tex_mip = WINED3DTEXF_LINEAR;
2650                     break;
2651                 case D3DFILTER_LINEARMIPLINEAR:
2652                     tex_min = WINED3DTEXF_LINEAR;
2653                     tex_mip = WINED3DTEXF_LINEAR;
2654                     break;
2655
2656                 default:
2657                     ERR("Unhandled texture min %d !\n",Value);
2658                     tex_min = WINED3DTEXF_POINT;
2659                     tex_mip = WINED3DTEXF_NONE;
2660                     break;
2661             }
2662
2663             IWineD3DDevice_SetSamplerState(This->wineD3DDevice,
2664                     0, WINED3DSAMP_MIPFILTER, tex_mip);
2665             hr = IWineD3DDevice_SetSamplerState(This->wineD3DDevice,
2666                                                 0, WINED3DSAMP_MINFILTER,
2667                                                 tex_min);
2668             break;
2669         }
2670
2671         case D3DRENDERSTATE_TEXTUREADDRESS:
2672                    IWineD3DDevice_SetSamplerState(This->wineD3DDevice,
2673                                                   0, WINED3DSAMP_ADDRESSV,
2674                                                   Value);
2675             /* Drop through */
2676         case D3DRENDERSTATE_TEXTUREADDRESSU:
2677             hr = IWineD3DDevice_SetSamplerState(This->wineD3DDevice,
2678                                                 0, WINED3DSAMP_ADDRESSU,
2679                                                 Value);
2680             break;
2681         case D3DRENDERSTATE_TEXTUREADDRESSV:
2682             hr = IWineD3DDevice_SetSamplerState(This->wineD3DDevice,
2683                                                 0, WINED3DSAMP_ADDRESSV,
2684                                                 Value);
2685             break;
2686
2687         case D3DRENDERSTATE_BORDERCOLOR:
2688             /* This should probably just forward to the corresponding sampler
2689              * state. Needs tests. */
2690             FIXME("Unhandled render state D3DRENDERSTATE_BORDERCOLOR.\n");
2691             hr = E_NOTIMPL;
2692             break;
2693
2694         case D3DRENDERSTATE_TEXTUREHANDLE:
2695         case D3DRENDERSTATE_TEXTUREMAPBLEND:
2696             WARN("Render state %#x is invalid in d3d7.\n", RenderStateType);
2697             hr = DDERR_INVALIDPARAMS;
2698             break;
2699
2700         default:
2701             if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
2702                     && RenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)
2703             {
2704                 FIXME("Unhandled stipple pattern render state (%#x).\n",
2705                         RenderStateType);
2706                 hr = E_NOTIMPL;
2707                 break;
2708             }
2709
2710             hr = IWineD3DDevice_SetRenderState(This->wineD3DDevice,
2711                                                RenderStateType,
2712                                                Value);
2713             break;
2714     }
2715     LeaveCriticalSection(&ddraw_cs);
2716     return hr;
2717 }
2718
2719 static HRESULT WINAPI
2720 IDirect3DDeviceImpl_7_SetRenderState_FPUSetup(IDirect3DDevice7 *iface,
2721                                      D3DRENDERSTATETYPE RenderStateType,
2722                                      DWORD Value)
2723 {
2724     return IDirect3DDeviceImpl_7_SetRenderState(iface, RenderStateType, Value);
2725 }
2726
2727 static HRESULT WINAPI
2728 IDirect3DDeviceImpl_7_SetRenderState_FPUPreserve(IDirect3DDevice7 *iface,
2729                                      D3DRENDERSTATETYPE RenderStateType,
2730                                      DWORD Value)
2731 {
2732     HRESULT hr;
2733     WORD old_fpucw;
2734
2735     old_fpucw = d3d_fpu_setup();
2736     hr = IDirect3DDeviceImpl_7_SetRenderState(iface, RenderStateType, Value);
2737     set_fpu_control_word(old_fpucw);
2738
2739     return hr;
2740 }
2741
2742 static HRESULT WINAPI
2743 IDirect3DDeviceImpl_3_SetRenderState(IDirect3DDevice3 *iface,
2744                                      D3DRENDERSTATETYPE RenderStateType,
2745                                      DWORD Value)
2746 {
2747     /* Note about D3DRENDERSTATE_TEXTUREMAPBLEND implementation: most of values
2748     for this state can be directly mapped to texture stage colorop and alphaop, but
2749     D3DTBLEND_MODULATE is tricky: it uses alpha from texture when available and alpha
2750     from diffuse otherwise. So changing the texture must be monitored in SetTexture to modify
2751     alphaarg when needed.
2752
2753     Aliens vs Predator 1 depends on accurate D3DTBLEND_MODULATE emulation
2754
2755     Legacy texture blending (TEXTUREMAPBLEND) and texture stage states: directx6 docs state that
2756     TEXTUREMAPBLEND is deprecated, yet can still be used. Games must not use both or results
2757     are undefined. D3DTBLEND_MODULATE mode in particular is dependent on texture pixel format and
2758     requires fixup of stage 0 texture states when texture changes, but this fixup can interfere
2759     with games not using this deprecated state. So a flag 'legacyTextureBlending' has to be kept
2760     in device - TRUE if the app is using TEXTUREMAPBLEND.
2761
2762     Tests show that setting TEXTUREMAPBLEND on native doesn't seem to change values returned by
2763     GetTextureStageState and vice versa. Not so on Wine, but it is 'undefined' anyway so, probably, ok,
2764     unless some broken game will be found that cares. */
2765
2766     HRESULT hr;
2767     IDirect3DDeviceImpl *This = device_from_device3(iface);
2768
2769     TRACE("iface %p, state %#x, value %#x.\n", iface, RenderStateType, Value);
2770
2771     EnterCriticalSection(&ddraw_cs);
2772
2773     switch(RenderStateType)
2774     {
2775         case D3DRENDERSTATE_TEXTUREHANDLE:
2776         {
2777             IDirectDrawSurfaceImpl *surf;
2778
2779             if(Value == 0)
2780             {
2781                 hr = IWineD3DDevice_SetTexture(This->wineD3DDevice,
2782                                                0,
2783                                                NULL);
2784                 break;
2785             }
2786
2787             surf = ddraw_get_object(&This->handle_table, Value - 1, DDRAW_HANDLE_SURFACE);
2788             if (!surf)
2789             {
2790                 WARN("Invalid texture handle.\n");
2791                 hr = DDERR_INVALIDPARAMS;
2792                 break;
2793             }
2794
2795             hr = IDirect3DDevice3_SetTexture(iface, 0, (IDirect3DTexture2 *)&surf->IDirect3DTexture2_vtbl);
2796             break;
2797         }
2798
2799         case D3DRENDERSTATE_TEXTUREMAPBLEND:
2800         {
2801             This->legacyTextureBlending = TRUE;
2802
2803             switch ( (D3DTEXTUREBLEND) Value)
2804             {
2805                 case D3DTBLEND_MODULATE:
2806                 {
2807                     BOOL tex_alpha = FALSE;
2808                     IWineD3DBaseTexture *tex = NULL;
2809                     DDPIXELFORMAT ddfmt;
2810
2811                     hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, 0, &tex);
2812
2813                     if(hr == WINED3D_OK && tex)
2814                     {
2815                         struct wined3d_resource *sub_resource;
2816
2817                         if ((sub_resource = IWineD3DBaseTexture_GetSubResource(tex, 0)))
2818                         {
2819                             struct wined3d_resource_desc desc;
2820
2821                             wined3d_resource_get_desc(sub_resource, &desc);
2822                             ddfmt.dwSize = sizeof(ddfmt);
2823                             PixelFormat_WineD3DtoDD(&ddfmt, desc.format);
2824                             if (ddfmt.u5.dwRGBAlphaBitMask) tex_alpha = TRUE;
2825                         }
2826
2827                         IWineD3DBaseTexture_Release(tex);
2828                     }
2829
2830                     if (tex_alpha)
2831                         IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1);
2832                     else
2833                         IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG2);
2834                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE);
2835                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT);
2836                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE);
2837                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT);
2838                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_MODULATE);
2839
2840                     break;
2841                 }
2842
2843                 case D3DTBLEND_ADD:
2844                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_ADD);
2845                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE);
2846                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT);
2847                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG2);
2848                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT);
2849                     break;
2850
2851                 case D3DTBLEND_MODULATEALPHA:
2852                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE);
2853                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE);
2854                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT);
2855                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT);
2856                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_MODULATE);
2857                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_MODULATE);
2858                     break;
2859
2860                 case D3DTBLEND_COPY:
2861                 case D3DTBLEND_DECAL:
2862                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE);
2863                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE);
2864                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_SELECTARG1);
2865                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1);
2866                     break;
2867
2868                 case D3DTBLEND_DECALALPHA:
2869                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_BLENDTEXTUREALPHA);
2870                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE);
2871                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT);
2872                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG2);
2873                     IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT);
2874                     break;
2875
2876                 default:
2877                     ERR("Unhandled texture environment %d !\n",Value);
2878             }
2879
2880             hr = D3D_OK;
2881             break;
2882         }
2883
2884         default:
2885             hr = IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)This, RenderStateType, Value);
2886             break;
2887     }
2888
2889     LeaveCriticalSection(&ddraw_cs);
2890
2891     return hr;
2892 }
2893
2894 static HRESULT WINAPI IDirect3DDeviceImpl_2_SetRenderState(IDirect3DDevice2 *iface,
2895         D3DRENDERSTATETYPE RenderStateType, DWORD Value)
2896 {
2897     IDirect3DDeviceImpl *This = device_from_device2(iface);
2898
2899     TRACE("iface %p, state %#x, value %#x.\n", iface, RenderStateType, Value);
2900
2901     return IDirect3DDevice3_SetRenderState((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, RenderStateType, Value);
2902 }
2903
2904 /*****************************************************************************
2905  * Direct3DDevice3::SetLightState
2906  *
2907  * Sets a light state for Direct3DDevice3 and Direct3DDevice2. The
2908  * light states are forwarded to Direct3DDevice7 render states
2909  *
2910  * Version 2 and 3
2911  *
2912  * Params:
2913  *  LightStateType: The light state to change
2914  *  Value: The value to assign to that light state
2915  *
2916  * Returns:
2917  *  D3D_OK on success
2918  *  DDERR_INVALIDPARAMS if the parameters were incorrect
2919  *  Also check IDirect3DDevice7::SetRenderState
2920  *
2921  *****************************************************************************/
2922 static HRESULT WINAPI
2923 IDirect3DDeviceImpl_3_SetLightState(IDirect3DDevice3 *iface,
2924                                     D3DLIGHTSTATETYPE LightStateType,
2925                                     DWORD Value)
2926 {
2927     IDirect3DDeviceImpl *This = device_from_device3(iface);
2928     HRESULT hr;
2929
2930     TRACE("iface %p, state %#x, value %#x.\n", iface, LightStateType, Value);
2931
2932     if (!LightStateType || (LightStateType > D3DLIGHTSTATE_COLORVERTEX))
2933     {
2934         TRACE("Unexpected Light State Type\n");
2935         return DDERR_INVALIDPARAMS;
2936     }
2937
2938     EnterCriticalSection(&ddraw_cs);
2939     if (LightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
2940     {
2941         IDirect3DMaterialImpl *m = ddraw_get_object(&This->handle_table, Value - 1, DDRAW_HANDLE_MATERIAL);
2942         if (!m)
2943         {
2944             WARN("Invalid material handle.\n");
2945             LeaveCriticalSection(&ddraw_cs);
2946             return DDERR_INVALIDPARAMS;
2947         }
2948
2949         TRACE(" activating material %p.\n", m);
2950         material_activate(m);
2951
2952         This->material = Value;
2953     }
2954     else if (LightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
2955     {
2956         switch (Value)
2957         {
2958             case D3DCOLOR_MONO:
2959                 ERR("DDCOLOR_MONO should not happen!\n");
2960                 break;
2961             case D3DCOLOR_RGB:
2962                 /* We are already in this mode */
2963                 TRACE("Setting color model to RGB (no-op).\n");
2964                 break;
2965             default:
2966                 ERR("Unknown color model!\n");
2967                 LeaveCriticalSection(&ddraw_cs);
2968                 return DDERR_INVALIDPARAMS;
2969         }
2970     }
2971     else
2972     {
2973         D3DRENDERSTATETYPE rs;
2974         switch (LightStateType)
2975         {
2976             case D3DLIGHTSTATE_AMBIENT:       /* 2 */
2977                 rs = D3DRENDERSTATE_AMBIENT;
2978                 break;
2979             case D3DLIGHTSTATE_FOGMODE:       /* 4 */
2980                 rs = D3DRENDERSTATE_FOGVERTEXMODE;
2981                 break;
2982             case D3DLIGHTSTATE_FOGSTART:      /* 5 */
2983                 rs = D3DRENDERSTATE_FOGSTART;
2984                 break;
2985             case D3DLIGHTSTATE_FOGEND:        /* 6 */
2986                 rs = D3DRENDERSTATE_FOGEND;
2987                 break;
2988             case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
2989                 rs = D3DRENDERSTATE_FOGDENSITY;
2990                 break;
2991             case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
2992                 rs = D3DRENDERSTATE_COLORVERTEX;
2993                 break;
2994             default:
2995                 ERR("Unknown D3DLIGHTSTATETYPE %d.\n", LightStateType);
2996                 LeaveCriticalSection(&ddraw_cs);
2997                 return DDERR_INVALIDPARAMS;
2998         }
2999
3000         hr = IDirect3DDevice7_SetRenderState((IDirect3DDevice7 *)This, rs, Value);
3001         LeaveCriticalSection(&ddraw_cs);
3002         return hr;
3003     }
3004
3005     LeaveCriticalSection(&ddraw_cs);
3006     return D3D_OK;
3007 }
3008
3009 static HRESULT WINAPI IDirect3DDeviceImpl_2_SetLightState(IDirect3DDevice2 *iface,
3010         D3DLIGHTSTATETYPE LightStateType, DWORD Value)
3011 {
3012     IDirect3DDeviceImpl *This = device_from_device2(iface);
3013
3014     TRACE("iface %p, state %#x, value %#x.\n", iface, LightStateType, Value);
3015
3016     return IDirect3DDevice3_SetLightState((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, LightStateType, Value);
3017 }
3018
3019 /*****************************************************************************
3020  * IDirect3DDevice3::GetLightState
3021  *
3022  * Returns the current setting of a light state. The state is read from
3023  * the Direct3DDevice7 render state.
3024  *
3025  * Version 2 and 3
3026  *
3027  * Params:
3028  *  LightStateType: The light state to return
3029  *  Value: The address to store the light state setting at
3030  *
3031  * Returns:
3032  *  D3D_OK on success
3033  *  DDDERR_INVALIDPARAMS if the parameters were incorrect
3034  *  Also see IDirect3DDevice7::GetRenderState
3035  *
3036  *****************************************************************************/
3037 static HRESULT WINAPI
3038 IDirect3DDeviceImpl_3_GetLightState(IDirect3DDevice3 *iface,
3039                                     D3DLIGHTSTATETYPE LightStateType,
3040                                     DWORD *Value)
3041 {
3042     IDirect3DDeviceImpl *This = device_from_device3(iface);
3043     HRESULT hr;
3044
3045     TRACE("iface %p, state %#x, value %p.\n", iface, LightStateType, Value);
3046
3047     if (!LightStateType || (LightStateType > D3DLIGHTSTATE_COLORVERTEX))
3048     {
3049         TRACE("Unexpected Light State Type\n");
3050         return DDERR_INVALIDPARAMS;
3051     }
3052
3053     if(!Value)
3054         return DDERR_INVALIDPARAMS;
3055
3056     EnterCriticalSection(&ddraw_cs);
3057     if (LightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */)
3058     {
3059         *Value = This->material;
3060     }
3061     else if (LightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */)
3062     {
3063         *Value = D3DCOLOR_RGB;
3064     }
3065     else
3066     {
3067         D3DRENDERSTATETYPE rs;
3068         switch (LightStateType)
3069         {
3070             case D3DLIGHTSTATE_AMBIENT:       /* 2 */
3071                 rs = D3DRENDERSTATE_AMBIENT;
3072                 break;
3073             case D3DLIGHTSTATE_FOGMODE:       /* 4 */
3074                 rs = D3DRENDERSTATE_FOGVERTEXMODE;
3075                 break;
3076             case D3DLIGHTSTATE_FOGSTART:      /* 5 */
3077                 rs = D3DRENDERSTATE_FOGSTART;
3078                 break;
3079             case D3DLIGHTSTATE_FOGEND:        /* 6 */
3080                 rs = D3DRENDERSTATE_FOGEND;
3081                 break;
3082             case D3DLIGHTSTATE_FOGDENSITY:    /* 7 */
3083                 rs = D3DRENDERSTATE_FOGDENSITY;
3084                 break;
3085             case D3DLIGHTSTATE_COLORVERTEX:   /* 8 */
3086                 rs = D3DRENDERSTATE_COLORVERTEX;
3087                 break;
3088             default:
3089                 ERR("Unknown D3DLIGHTSTATETYPE %d.\n", LightStateType);
3090                 LeaveCriticalSection(&ddraw_cs);
3091                 return DDERR_INVALIDPARAMS;
3092         }
3093
3094         hr = IDirect3DDevice7_GetRenderState((IDirect3DDevice7 *)This, rs, Value);
3095         LeaveCriticalSection(&ddraw_cs);
3096         return hr;
3097     }
3098
3099     LeaveCriticalSection(&ddraw_cs);
3100     return D3D_OK;
3101 }
3102
3103 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetLightState(IDirect3DDevice2 *iface,
3104         D3DLIGHTSTATETYPE LightStateType, DWORD *Value)
3105 {
3106     IDirect3DDeviceImpl *This = device_from_device2(iface);
3107
3108     TRACE("iface %p, state %#x, value %p.\n", iface, LightStateType, Value);
3109
3110     return IDirect3DDevice3_GetLightState((IDirect3DDevice3 *)&This->IDirect3DDevice3_vtbl, LightStateType, Value);
3111 }
3112
3113 /*****************************************************************************
3114  * IDirect3DDevice7::SetTransform
3115  *
3116  * Assigns a D3DMATRIX to a transform type. The transform types are defined
3117  * in include/d3dtypes.h.
3118  * The D3DTRANSFORMSTATE_WORLD (=1) is translated to D3DTS_WORLDMATRIX(0)
3119  * (=255) for wined3d, because the 1 transform state was removed in d3d8
3120  * and WineD3D already understands the replacement D3DTS_WORLDMATRIX(0)
3121  *
3122  * Version 2, 3 and 7
3123  *
3124  * Params:
3125  *  TransformStateType: transform state to set
3126  *  Matrix: Matrix to assign to the state
3127  *
3128  * Returns:
3129  *  D3D_OK on success
3130  *  DDERR_INVALIDPARAMS if Matrix == NULL
3131  *  For details see IWineD3DDevice::SetTransform
3132  *
3133  *****************************************************************************/
3134 static HRESULT
3135 IDirect3DDeviceImpl_7_SetTransform(IDirect3DDevice7 *iface,
3136                                    D3DTRANSFORMSTATETYPE TransformStateType,
3137                                    D3DMATRIX *Matrix)
3138 {
3139     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3140     D3DTRANSFORMSTATETYPE type;
3141     HRESULT hr;
3142
3143     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, Matrix);
3144
3145     switch(TransformStateType)
3146     {
3147         case D3DTRANSFORMSTATE_WORLD :  type = WINED3DTS_WORLDMATRIX(0); break;
3148         case D3DTRANSFORMSTATE_WORLD1:  type = WINED3DTS_WORLDMATRIX(1); break;
3149         case D3DTRANSFORMSTATE_WORLD2:  type = WINED3DTS_WORLDMATRIX(2); break;
3150         case D3DTRANSFORMSTATE_WORLD3:  type = WINED3DTS_WORLDMATRIX(3); break;
3151         default:                        type = TransformStateType;
3152     }
3153
3154     if(!Matrix)
3155        return DDERR_INVALIDPARAMS;
3156
3157     /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
3158     EnterCriticalSection(&ddraw_cs);
3159     hr = IWineD3DDevice_SetTransform(This->wineD3DDevice,
3160                                      type,
3161                                      (WINED3DMATRIX*) Matrix);
3162     LeaveCriticalSection(&ddraw_cs);
3163     return hr;
3164 }
3165
3166 static HRESULT WINAPI
3167 IDirect3DDeviceImpl_7_SetTransform_FPUSetup(IDirect3DDevice7 *iface,
3168                                    D3DTRANSFORMSTATETYPE TransformStateType,
3169                                    D3DMATRIX *Matrix)
3170 {
3171     return IDirect3DDeviceImpl_7_SetTransform(iface, TransformStateType, Matrix);
3172 }
3173
3174 static HRESULT WINAPI
3175 IDirect3DDeviceImpl_7_SetTransform_FPUPreserve(IDirect3DDevice7 *iface,
3176                                    D3DTRANSFORMSTATETYPE TransformStateType,
3177                                    D3DMATRIX *Matrix)
3178 {
3179     HRESULT hr;
3180     WORD old_fpucw;
3181
3182     old_fpucw = d3d_fpu_setup();
3183     hr = IDirect3DDeviceImpl_7_SetTransform(iface, TransformStateType, Matrix);
3184     set_fpu_control_word(old_fpucw);
3185
3186     return hr;
3187 }
3188
3189 static HRESULT WINAPI IDirect3DDeviceImpl_3_SetTransform(IDirect3DDevice3 *iface,
3190         D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix)
3191 {
3192     IDirect3DDeviceImpl *This = device_from_device3(iface);
3193
3194     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3195
3196     return IDirect3DDevice7_SetTransform((IDirect3DDevice7 *)This, TransformStateType, D3DMatrix);
3197 }
3198
3199 static HRESULT WINAPI IDirect3DDeviceImpl_2_SetTransform(IDirect3DDevice2 *iface,
3200         D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix)
3201 {
3202     IDirect3DDeviceImpl *This = device_from_device2(iface);
3203
3204     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3205
3206     return IDirect3DDevice7_SetTransform((IDirect3DDevice7 *)This, TransformStateType, D3DMatrix);
3207 }
3208
3209 /*****************************************************************************
3210  * IDirect3DDevice7::GetTransform
3211  *
3212  * Returns the matrix assigned to a transform state
3213  * D3DTRANSFORMSTATE_WORLD is translated to D3DTS_WORLDMATRIX(0), see
3214  * SetTransform
3215  *
3216  * Params:
3217  *  TransformStateType: State to read the matrix from
3218  *  Matrix: Address to store the matrix at
3219  *
3220  * Returns:
3221  *  D3D_OK on success
3222  *  DDERR_INVALIDPARAMS if Matrix == NULL
3223  *  For details, see IWineD3DDevice::GetTransform
3224  *
3225  *****************************************************************************/
3226 static HRESULT
3227 IDirect3DDeviceImpl_7_GetTransform(IDirect3DDevice7 *iface,
3228                                    D3DTRANSFORMSTATETYPE TransformStateType,
3229                                    D3DMATRIX *Matrix)
3230 {
3231     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3232     D3DTRANSFORMSTATETYPE type;
3233     HRESULT hr;
3234
3235     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, Matrix);
3236
3237     switch(TransformStateType)
3238     {
3239         case D3DTRANSFORMSTATE_WORLD :  type = WINED3DTS_WORLDMATRIX(0); break;
3240         case D3DTRANSFORMSTATE_WORLD1:  type = WINED3DTS_WORLDMATRIX(1); break;
3241         case D3DTRANSFORMSTATE_WORLD2:  type = WINED3DTS_WORLDMATRIX(2); break;
3242         case D3DTRANSFORMSTATE_WORLD3:  type = WINED3DTS_WORLDMATRIX(3); break;
3243         default:                        type = TransformStateType;
3244     }
3245
3246     if(!Matrix)
3247         return DDERR_INVALIDPARAMS;
3248
3249     /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
3250     EnterCriticalSection(&ddraw_cs);
3251     hr = IWineD3DDevice_GetTransform(This->wineD3DDevice, type, (WINED3DMATRIX*) Matrix);
3252     LeaveCriticalSection(&ddraw_cs);
3253     return hr;
3254 }
3255
3256 static HRESULT WINAPI
3257 IDirect3DDeviceImpl_7_GetTransform_FPUSetup(IDirect3DDevice7 *iface,
3258                                    D3DTRANSFORMSTATETYPE TransformStateType,
3259                                    D3DMATRIX *Matrix)
3260 {
3261     return IDirect3DDeviceImpl_7_GetTransform(iface, TransformStateType, Matrix);
3262 }
3263
3264 static HRESULT WINAPI
3265 IDirect3DDeviceImpl_7_GetTransform_FPUPreserve(IDirect3DDevice7 *iface,
3266                                    D3DTRANSFORMSTATETYPE TransformStateType,
3267                                    D3DMATRIX *Matrix)
3268 {
3269     HRESULT hr;
3270     WORD old_fpucw;
3271
3272     old_fpucw = d3d_fpu_setup();
3273     hr = IDirect3DDeviceImpl_7_GetTransform(iface, TransformStateType, Matrix);
3274     set_fpu_control_word(old_fpucw);
3275
3276     return hr;
3277 }
3278
3279 static HRESULT WINAPI IDirect3DDeviceImpl_3_GetTransform(IDirect3DDevice3 *iface,
3280         D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix)
3281 {
3282     IDirect3DDeviceImpl *This = device_from_device3(iface);
3283
3284     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3285
3286     return IDirect3DDevice7_GetTransform((IDirect3DDevice7 *)This, TransformStateType, D3DMatrix);
3287 }
3288
3289 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetTransform(IDirect3DDevice2 *iface,
3290         D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix)
3291 {
3292     IDirect3DDeviceImpl *This = device_from_device2(iface);
3293
3294     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3295
3296     return IDirect3DDevice7_GetTransform((IDirect3DDevice7 *)This, TransformStateType, D3DMatrix);
3297 }
3298
3299 /*****************************************************************************
3300  * IDirect3DDevice7::MultiplyTransform
3301  *
3302  * Multiplies the already-set transform matrix of a transform state
3303  * with another matrix. For the world matrix, see SetTransform
3304  *
3305  * Version 2, 3 and 7
3306  *
3307  * Params:
3308  *  TransformStateType: Transform state to multiply
3309  *  D3DMatrix Matrix to multiply with.
3310  *
3311  * Returns
3312  *  D3D_OK on success
3313  *  DDERR_INVALIDPARAMS if D3DMatrix is NULL
3314  *  For details, see IWineD3DDevice::MultiplyTransform
3315  *
3316  *****************************************************************************/
3317 static HRESULT
3318 IDirect3DDeviceImpl_7_MultiplyTransform(IDirect3DDevice7 *iface,
3319                                         D3DTRANSFORMSTATETYPE TransformStateType,
3320                                         D3DMATRIX *D3DMatrix)
3321 {
3322     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3323     HRESULT hr;
3324     D3DTRANSFORMSTATETYPE type;
3325
3326     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3327
3328     switch(TransformStateType)
3329     {
3330         case D3DTRANSFORMSTATE_WORLD :  type = WINED3DTS_WORLDMATRIX(0); break;
3331         case D3DTRANSFORMSTATE_WORLD1:  type = WINED3DTS_WORLDMATRIX(1); break;
3332         case D3DTRANSFORMSTATE_WORLD2:  type = WINED3DTS_WORLDMATRIX(2); break;
3333         case D3DTRANSFORMSTATE_WORLD3:  type = WINED3DTS_WORLDMATRIX(3); break;
3334         default:                        type = TransformStateType;
3335     }
3336
3337     /* Note: D3DMATRIX is compatible with WINED3DMATRIX */
3338     EnterCriticalSection(&ddraw_cs);
3339     hr = IWineD3DDevice_MultiplyTransform(This->wineD3DDevice,
3340                                           type,
3341                                           (WINED3DMATRIX*) D3DMatrix);
3342     LeaveCriticalSection(&ddraw_cs);
3343     return hr;
3344 }
3345
3346 static HRESULT WINAPI
3347 IDirect3DDeviceImpl_7_MultiplyTransform_FPUSetup(IDirect3DDevice7 *iface,
3348                                         D3DTRANSFORMSTATETYPE TransformStateType,
3349                                         D3DMATRIX *D3DMatrix)
3350 {
3351     return IDirect3DDeviceImpl_7_MultiplyTransform(iface, TransformStateType, D3DMatrix);
3352 }
3353
3354 static HRESULT WINAPI
3355 IDirect3DDeviceImpl_7_MultiplyTransform_FPUPreserve(IDirect3DDevice7 *iface,
3356                                         D3DTRANSFORMSTATETYPE TransformStateType,
3357                                         D3DMATRIX *D3DMatrix)
3358 {
3359     HRESULT hr;
3360     WORD old_fpucw;
3361
3362     old_fpucw = d3d_fpu_setup();
3363     hr = IDirect3DDeviceImpl_7_MultiplyTransform(iface, TransformStateType, D3DMatrix);
3364     set_fpu_control_word(old_fpucw);
3365
3366     return hr;
3367 }
3368
3369 static HRESULT WINAPI IDirect3DDeviceImpl_3_MultiplyTransform(IDirect3DDevice3 *iface,
3370         D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix)
3371 {
3372     IDirect3DDeviceImpl *This = device_from_device3(iface);
3373
3374     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3375
3376     return IDirect3DDevice7_MultiplyTransform((IDirect3DDevice7 *)This, TransformStateType, D3DMatrix);
3377 }
3378
3379 static HRESULT WINAPI IDirect3DDeviceImpl_2_MultiplyTransform(IDirect3DDevice2 *iface,
3380         D3DTRANSFORMSTATETYPE TransformStateType, D3DMATRIX *D3DMatrix)
3381 {
3382     IDirect3DDeviceImpl *This = device_from_device2(iface);
3383
3384     TRACE("iface %p, state %#x, matrix %p.\n", iface, TransformStateType, D3DMatrix);
3385
3386     return IDirect3DDevice7_MultiplyTransform((IDirect3DDevice7 *)This, TransformStateType, D3DMatrix);
3387 }
3388
3389 /*****************************************************************************
3390  * IDirect3DDevice7::DrawPrimitive
3391  *
3392  * Draws primitives based on vertices in an application-provided pointer
3393  *
3394  * Version 2, 3 and 7. The IDirect3DDevice2 thunk converts the fixed vertex type into
3395  * an FVF format for D3D7
3396  *
3397  * Params:
3398  *  PrimitiveType: The type of the primitives to draw
3399  *  Vertex type: Flexible vertex format vertex description
3400  *  Vertices: Pointer to the vertex array
3401  *  VertexCount: The number of vertices to draw
3402  *  Flags: As usual a few flags
3403  *
3404  * Returns:
3405  *  D3D_OK on success
3406  *  DDERR_INVALIDPARAMS if Vertices is NULL
3407  *  For details, see IWineD3DDevice::DrawPrimitiveUP
3408  *
3409  *****************************************************************************/
3410 static HRESULT
3411 IDirect3DDeviceImpl_7_DrawPrimitive(IDirect3DDevice7 *iface,
3412                                     D3DPRIMITIVETYPE PrimitiveType,
3413                                     DWORD VertexType,
3414                                     void *Vertices,
3415                                     DWORD VertexCount,
3416                                     DWORD Flags)
3417 {
3418     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3419     UINT stride;
3420     HRESULT hr;
3421
3422     TRACE("iface %p, primitive_type %#x, FVF %#x, vertices %p, vertex_count %u, flags %#x.\n",
3423             iface, PrimitiveType, VertexType, Vertices, VertexCount, Flags);
3424
3425     if(!Vertices)
3426         return DDERR_INVALIDPARAMS;
3427
3428     /* Get the stride */
3429     stride = get_flexible_vertex_size(VertexType);
3430
3431     /* Set the FVF */
3432     EnterCriticalSection(&ddraw_cs);
3433     hr = IWineD3DDevice_SetVertexDeclaration(This->wineD3DDevice, ddraw_find_decl(This->ddraw, VertexType));
3434     if(hr != D3D_OK)
3435     {
3436         LeaveCriticalSection(&ddraw_cs);
3437         return hr;
3438     }
3439
3440     /* This method translates to the user pointer draw of WineD3D */
3441     IWineD3DDevice_SetPrimitiveType(This->wineD3DDevice, PrimitiveType);
3442     hr = IWineD3DDevice_DrawPrimitiveUP(This->wineD3DDevice, VertexCount, Vertices, stride);
3443     LeaveCriticalSection(&ddraw_cs);
3444     return hr;
3445 }
3446
3447 static HRESULT WINAPI
3448 IDirect3DDeviceImpl_7_DrawPrimitive_FPUSetup(IDirect3DDevice7 *iface,
3449                                     D3DPRIMITIVETYPE PrimitiveType,
3450                                     DWORD VertexType,
3451                                     void *Vertices,
3452                                     DWORD VertexCount,
3453                                     DWORD Flags)
3454 {
3455     return IDirect3DDeviceImpl_7_DrawPrimitive(iface, PrimitiveType, VertexType, Vertices, VertexCount, Flags);
3456 }
3457
3458 static HRESULT WINAPI
3459 IDirect3DDeviceImpl_7_DrawPrimitive_FPUPreserve(IDirect3DDevice7 *iface,
3460                                     D3DPRIMITIVETYPE PrimitiveType,
3461                                     DWORD VertexType,
3462                                     void *Vertices,
3463                                     DWORD VertexCount,
3464                                     DWORD Flags)
3465 {
3466     HRESULT hr;
3467     WORD old_fpucw;
3468
3469     old_fpucw = d3d_fpu_setup();
3470     hr = IDirect3DDeviceImpl_7_DrawPrimitive(iface, PrimitiveType, VertexType, Vertices, VertexCount, Flags);
3471     set_fpu_control_word(old_fpucw);
3472
3473     return hr;
3474 }
3475
3476 static HRESULT WINAPI IDirect3DDeviceImpl_3_DrawPrimitive(IDirect3DDevice3 *iface,
3477         D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD VertexCount,
3478         DWORD Flags)
3479 {
3480     TRACE("iface %p, primitive_type %#x, FVF %#x, vertices %p, vertex_count %u, flags %#x.\n",
3481             iface, PrimitiveType, VertexType, Vertices, VertexCount, Flags);
3482
3483     return IDirect3DDevice7_DrawPrimitive((IDirect3DDevice7 *)device_from_device3(iface),
3484             PrimitiveType, VertexType, Vertices, VertexCount, Flags);
3485 }
3486
3487 static HRESULT WINAPI IDirect3DDeviceImpl_2_DrawPrimitive(IDirect3DDevice2 *iface,
3488         D3DPRIMITIVETYPE PrimitiveType, D3DVERTEXTYPE VertexType, void *Vertices,
3489         DWORD VertexCount, DWORD Flags)
3490 {
3491     DWORD FVF;
3492
3493     TRACE("iface %p, primitive_type %#x, vertex_type %#x, vertices %p, vertex_count %u, flags %#x.\n",
3494             iface, PrimitiveType, VertexType, Vertices, VertexCount, Flags);
3495
3496     switch(VertexType)
3497     {
3498         case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break;
3499         case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break;
3500         case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break;
3501         default:
3502             ERR("Unexpected vertex type %d\n", VertexType);
3503             return DDERR_INVALIDPARAMS;  /* Should never happen */
3504     }
3505
3506     return IDirect3DDevice7_DrawPrimitive((IDirect3DDevice7 *)device_from_device2(iface),
3507             PrimitiveType, FVF, Vertices, VertexCount, Flags);
3508 }
3509
3510 /*****************************************************************************
3511  * IDirect3DDevice7::DrawIndexedPrimitive
3512  *
3513  * Draws vertices from an application-provided pointer, based on the index
3514  * numbers in a WORD array.
3515  *
3516  * Version 2, 3 and 7. The version 7 thunk translates the vertex type into
3517  * an FVF format for D3D7
3518  *
3519  * Params:
3520  *  PrimitiveType: The primitive type to draw
3521  *  VertexType: The FVF vertex description
3522  *  Vertices: Pointer to the vertex array
3523  *  VertexCount: ?
3524  *  Indices: Pointer to the index array
3525  *  IndexCount: Number of indices = Number of vertices to draw
3526  *  Flags: As usual, some flags
3527  *
3528  * Returns:
3529  *  D3D_OK on success
3530  *  DDERR_INVALIDPARAMS if Vertices or Indices is NULL
3531  *  For details, see IWineD3DDevice::DrawIndexedPrimitiveUP
3532  *
3533  *****************************************************************************/
3534 static HRESULT
3535 IDirect3DDeviceImpl_7_DrawIndexedPrimitive(IDirect3DDevice7 *iface,
3536                                            D3DPRIMITIVETYPE PrimitiveType,
3537                                            DWORD VertexType,
3538                                            void *Vertices,
3539                                            DWORD VertexCount,
3540                                            WORD *Indices,
3541                                            DWORD IndexCount,
3542                                            DWORD Flags)
3543 {
3544     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3545     HRESULT hr;
3546
3547     TRACE("iface %p, primitive_type %#x, FVF %#x, vertices %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
3548             iface, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags);
3549
3550     /* Set the D3DDevice's FVF */
3551     EnterCriticalSection(&ddraw_cs);
3552     hr = IWineD3DDevice_SetVertexDeclaration(This->wineD3DDevice, ddraw_find_decl(This->ddraw, VertexType));
3553     if(FAILED(hr))
3554     {
3555         ERR(" (%p) Setting the FVF failed, hr = %x!\n", This, hr);
3556         LeaveCriticalSection(&ddraw_cs);
3557         return hr;
3558     }
3559
3560     IWineD3DDevice_SetPrimitiveType(This->wineD3DDevice, PrimitiveType);
3561     hr = IWineD3DDevice_DrawIndexedPrimitiveUP(This->wineD3DDevice, IndexCount, Indices,
3562             WINED3DFMT_R16_UINT, Vertices, get_flexible_vertex_size(VertexType));
3563     LeaveCriticalSection(&ddraw_cs);
3564     return hr;
3565 }
3566
3567 static HRESULT WINAPI
3568 IDirect3DDeviceImpl_7_DrawIndexedPrimitive_FPUSetup(IDirect3DDevice7 *iface,
3569                                            D3DPRIMITIVETYPE PrimitiveType,
3570                                            DWORD VertexType,
3571                                            void *Vertices,
3572                                            DWORD VertexCount,
3573                                            WORD *Indices,
3574                                            DWORD IndexCount,
3575                                            DWORD Flags)
3576 {
3577     return IDirect3DDeviceImpl_7_DrawIndexedPrimitive(iface, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags);
3578 }
3579
3580 static HRESULT WINAPI
3581 IDirect3DDeviceImpl_7_DrawIndexedPrimitive_FPUPreserve(IDirect3DDevice7 *iface,
3582                                            D3DPRIMITIVETYPE PrimitiveType,
3583                                            DWORD VertexType,
3584                                            void *Vertices,
3585                                            DWORD VertexCount,
3586                                            WORD *Indices,
3587                                            DWORD IndexCount,
3588                                            DWORD Flags)
3589 {
3590     HRESULT hr;
3591     WORD old_fpucw;
3592
3593     old_fpucw = d3d_fpu_setup();
3594     hr = IDirect3DDeviceImpl_7_DrawIndexedPrimitive(iface, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags);
3595     set_fpu_control_word(old_fpucw);
3596
3597     return hr;
3598 }
3599
3600 static HRESULT WINAPI IDirect3DDeviceImpl_3_DrawIndexedPrimitive(IDirect3DDevice3 *iface,
3601         D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType, void *Vertices, DWORD VertexCount,
3602         WORD *Indices, DWORD IndexCount, DWORD Flags)
3603 {
3604     TRACE("iface %p, primitive_type %#x, FVF %#x, vertices %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
3605             iface, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags);
3606
3607     return IDirect3DDevice7_DrawIndexedPrimitive((IDirect3DDevice7 *)device_from_device3(iface),
3608             PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags);
3609 }
3610
3611 static HRESULT WINAPI IDirect3DDeviceImpl_2_DrawIndexedPrimitive(IDirect3DDevice2 *iface,
3612         D3DPRIMITIVETYPE PrimitiveType, D3DVERTEXTYPE VertexType, void *Vertices,
3613         DWORD VertexCount, WORD *Indices, DWORD IndexCount, DWORD Flags)
3614 {
3615     DWORD FVF;
3616
3617     TRACE("iface %p, primitive_type %#x, vertex_type %#x, vertices %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
3618             iface, PrimitiveType, VertexType, Vertices, VertexCount, Indices, IndexCount, Flags);
3619
3620     switch(VertexType)
3621     {
3622         case D3DVT_VERTEX: FVF = D3DFVF_VERTEX; break;
3623         case D3DVT_LVERTEX: FVF = D3DFVF_LVERTEX; break;
3624         case D3DVT_TLVERTEX: FVF = D3DFVF_TLVERTEX; break;
3625         default:
3626             ERR("Unexpected vertex type %d\n", VertexType);
3627             return DDERR_INVALIDPARAMS;  /* Should never happen */
3628     }
3629
3630     return IDirect3DDevice7_DrawIndexedPrimitive((IDirect3DDevice7 *)device_from_device2(iface),
3631             PrimitiveType, FVF, Vertices, VertexCount, Indices, IndexCount, Flags);
3632 }
3633
3634 /*****************************************************************************
3635  * IDirect3DDevice7::SetClipStatus
3636  *
3637  * Sets the clip status. This defines things as clipping conditions and
3638  * the extents of the clipping region.
3639  *
3640  * Version 2, 3 and 7
3641  *
3642  * Params:
3643  *  ClipStatus:
3644  *
3645  * Returns:
3646  *  D3D_OK because it's a stub
3647  *  (DDERR_INVALIDPARAMS if ClipStatus == NULL)
3648  *
3649  *****************************************************************************/
3650 static HRESULT WINAPI
3651 IDirect3DDeviceImpl_7_SetClipStatus(IDirect3DDevice7 *iface,
3652                                     D3DCLIPSTATUS *ClipStatus)
3653 {
3654     FIXME("iface %p, clip_status %p stub!\n", iface, ClipStatus);
3655
3656     /* D3DCLIPSTATUS and WINED3DCLIPSTATUS are different. I don't know how to convert them
3657      * Perhaps this needs a new data type and an additional IWineD3DDevice method
3658      */
3659     /* return IWineD3DDevice_SetClipStatus(This->wineD3DDevice, ClipStatus);*/
3660     return D3D_OK;
3661 }
3662
3663 static HRESULT WINAPI IDirect3DDeviceImpl_3_SetClipStatus(IDirect3DDevice3 *iface,
3664         D3DCLIPSTATUS *ClipStatus)
3665 {
3666     TRACE("iface %p, clip_status %p.\n", iface, ClipStatus);
3667
3668     return IDirect3DDevice7_SetClipStatus((IDirect3DDevice7 *)device_from_device3(iface), ClipStatus);
3669 }
3670
3671 static HRESULT WINAPI IDirect3DDeviceImpl_2_SetClipStatus(IDirect3DDevice2 *iface,
3672         D3DCLIPSTATUS *ClipStatus)
3673 {
3674     TRACE("iface %p, clip_status %p.\n", iface, ClipStatus);
3675
3676     return IDirect3DDevice7_SetClipStatus((IDirect3DDevice7 *)device_from_device2(iface), ClipStatus);
3677 }
3678
3679 /*****************************************************************************
3680  * IDirect3DDevice7::GetClipStatus
3681  *
3682  * Returns the clip status
3683  *
3684  * Params:
3685  *  ClipStatus: Address to write the clip status to
3686  *
3687  * Returns:
3688  *  D3D_OK because it's a stub
3689  *
3690  *****************************************************************************/
3691 static HRESULT WINAPI
3692 IDirect3DDeviceImpl_7_GetClipStatus(IDirect3DDevice7 *iface,
3693                                     D3DCLIPSTATUS *ClipStatus)
3694 {
3695     FIXME("iface %p, clip_status %p stub!\n", iface, ClipStatus);
3696
3697     /* D3DCLIPSTATUS and WINED3DCLIPSTATUS are different. I don't know how to convert them */
3698     /* return IWineD3DDevice_GetClipStatus(This->wineD3DDevice, ClipStatus);*/
3699     return D3D_OK;
3700 }
3701
3702 static HRESULT WINAPI IDirect3DDeviceImpl_3_GetClipStatus(IDirect3DDevice3 *iface,
3703         D3DCLIPSTATUS *ClipStatus)
3704 {
3705     TRACE("iface %p, clip_status %p.\n", iface, ClipStatus);
3706
3707     return IDirect3DDevice7_GetClipStatus((IDirect3DDevice7 *)device_from_device3(iface), ClipStatus);
3708 }
3709
3710 static HRESULT WINAPI IDirect3DDeviceImpl_2_GetClipStatus(IDirect3DDevice2 *iface,
3711         D3DCLIPSTATUS *ClipStatus)
3712 {
3713     TRACE("iface %p, clip_status %p.\n", iface, ClipStatus);
3714
3715     return IDirect3DDevice7_GetClipStatus((IDirect3DDevice7 *)device_from_device2(iface), ClipStatus);
3716 }
3717
3718 /*****************************************************************************
3719  * IDirect3DDevice::DrawPrimitiveStrided
3720  *
3721  * Draws vertices described by a D3DDRAWPRIMITIVESTRIDEDDATA structure.
3722  *
3723  * Version 3 and 7
3724  *
3725  * Params:
3726  *  PrimitiveType: The primitive type to draw
3727  *  VertexType: The FVF description of the vertices to draw (for the stride??)
3728  *  D3DDrawPrimStrideData: A D3DDRAWPRIMITIVESTRIDEDDATA structure describing
3729  *                         the vertex data locations
3730  *  VertexCount: The number of vertices to draw
3731  *  Flags: Some flags
3732  *
3733  * Returns:
3734  *  D3D_OK, because it's a stub
3735  *  (DDERR_INVALIDPARAMS if D3DDrawPrimStrideData is NULL)
3736  *  (For details, see IWineD3DDevice::DrawPrimitiveStrided)
3737  *
3738  *****************************************************************************/
3739 static HRESULT
3740 IDirect3DDeviceImpl_7_DrawPrimitiveStrided(IDirect3DDevice7 *iface,
3741                                            D3DPRIMITIVETYPE PrimitiveType,
3742                                            DWORD VertexType,
3743                                            D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData,
3744                                            DWORD VertexCount,
3745                                            DWORD Flags)
3746 {
3747     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3748     WineDirect3DVertexStridedData WineD3DStrided;
3749     DWORD i;
3750     HRESULT hr;
3751
3752     TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, flags %#x.\n",
3753             iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
3754
3755     memset(&WineD3DStrided, 0, sizeof(WineD3DStrided));
3756     /* Get the strided data right. the wined3d structure is a bit bigger
3757      * Watch out: The contents of the strided data are determined by the fvf,
3758      * not by the members set in D3DDrawPrimStrideData. So it's valid
3759      * to have diffuse.lpvData set to 0xdeadbeef if the diffuse flag is
3760      * not set in the fvf.
3761      */
3762     if(VertexType & D3DFVF_POSITION_MASK)
3763     {
3764         WineD3DStrided.position.format = WINED3DFMT_R32G32B32_FLOAT;
3765         WineD3DStrided.position.lpData = D3DDrawPrimStrideData->position.lpvData;
3766         WineD3DStrided.position.dwStride = D3DDrawPrimStrideData->position.dwStride;
3767         if (VertexType & D3DFVF_XYZRHW)
3768         {
3769             WineD3DStrided.position.format = WINED3DFMT_R32G32B32A32_FLOAT;
3770             WineD3DStrided.position_transformed = TRUE;
3771         } else
3772             WineD3DStrided.position_transformed = FALSE;
3773     }
3774
3775     if(VertexType & D3DFVF_NORMAL)
3776     {
3777         WineD3DStrided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
3778         WineD3DStrided.normal.lpData = D3DDrawPrimStrideData->normal.lpvData;
3779         WineD3DStrided.normal.dwStride = D3DDrawPrimStrideData->normal.dwStride;
3780     }
3781
3782     if(VertexType & D3DFVF_DIFFUSE)
3783     {
3784         WineD3DStrided.diffuse.format = WINED3DFMT_B8G8R8A8_UNORM;
3785         WineD3DStrided.diffuse.lpData = D3DDrawPrimStrideData->diffuse.lpvData;
3786         WineD3DStrided.diffuse.dwStride = D3DDrawPrimStrideData->diffuse.dwStride;
3787     }
3788
3789     if(VertexType & D3DFVF_SPECULAR)
3790     {
3791         WineD3DStrided.specular.format = WINED3DFMT_B8G8R8A8_UNORM;
3792         WineD3DStrided.specular.lpData = D3DDrawPrimStrideData->specular.lpvData;
3793         WineD3DStrided.specular.dwStride = D3DDrawPrimStrideData->specular.dwStride;
3794     }
3795
3796     for( i = 0; i < GET_TEXCOUNT_FROM_FVF(VertexType); i++)
3797     {
3798         switch(GET_TEXCOORD_SIZE_FROM_FVF(VertexType, i))
3799         {
3800             case 1: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32_FLOAT; break;
3801             case 2: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32G32_FLOAT; break;
3802             case 3: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32G32B32_FLOAT; break;
3803             case 4: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
3804             default: ERR("Unexpected texture coordinate size %d\n",
3805                          GET_TEXCOORD_SIZE_FROM_FVF(VertexType, i));
3806         }
3807         WineD3DStrided.texCoords[i].lpData = D3DDrawPrimStrideData->textureCoords[i].lpvData;
3808         WineD3DStrided.texCoords[i].dwStride = D3DDrawPrimStrideData->textureCoords[i].dwStride;
3809     }
3810
3811     /* WineD3D doesn't need the FVF here */
3812     EnterCriticalSection(&ddraw_cs);
3813     IWineD3DDevice_SetPrimitiveType(This->wineD3DDevice, PrimitiveType);
3814     hr = IWineD3DDevice_DrawPrimitiveStrided(This->wineD3DDevice, VertexCount, &WineD3DStrided);
3815     LeaveCriticalSection(&ddraw_cs);
3816     return hr;
3817 }
3818
3819 static HRESULT WINAPI
3820 IDirect3DDeviceImpl_7_DrawPrimitiveStrided_FPUSetup(IDirect3DDevice7 *iface,
3821                                            D3DPRIMITIVETYPE PrimitiveType,
3822                                            DWORD VertexType,
3823                                            D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData,
3824                                            DWORD VertexCount,
3825                                            DWORD Flags)
3826 {
3827     return IDirect3DDeviceImpl_7_DrawPrimitiveStrided(iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
3828 }
3829
3830 static HRESULT WINAPI
3831 IDirect3DDeviceImpl_7_DrawPrimitiveStrided_FPUPreserve(IDirect3DDevice7 *iface,
3832                                            D3DPRIMITIVETYPE PrimitiveType,
3833                                            DWORD VertexType,
3834                                            D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData,
3835                                            DWORD VertexCount,
3836                                            DWORD Flags)
3837 {
3838     HRESULT hr;
3839     WORD old_fpucw;
3840
3841     old_fpucw = d3d_fpu_setup();
3842     hr = IDirect3DDeviceImpl_7_DrawPrimitiveStrided(iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
3843     set_fpu_control_word(old_fpucw);
3844
3845     return hr;
3846 }
3847
3848 static HRESULT WINAPI IDirect3DDeviceImpl_3_DrawPrimitiveStrided(IDirect3DDevice3 *iface,
3849         D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
3850         D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, DWORD Flags)
3851 {
3852     TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, flags %#x.\n",
3853             iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
3854
3855     return IDirect3DDevice7_DrawPrimitiveStrided((IDirect3DDevice7 *)device_from_device3(iface),
3856             PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Flags);
3857 }
3858
3859 /*****************************************************************************
3860  * IDirect3DDevice7::DrawIndexedPrimitiveStrided
3861  *
3862  * Draws primitives specified by strided data locations based on indices
3863  *
3864  * Version 3 and 7
3865  *
3866  * Params:
3867  *  PrimitiveType:
3868  *
3869  * Returns:
3870  *  D3D_OK, because it's a stub
3871  *  (DDERR_INVALIDPARAMS if D3DDrawPrimStrideData is NULL)
3872  *  (DDERR_INVALIDPARAMS if Indices is NULL)
3873  *  (For more details, see IWineD3DDevice::DrawIndexedPrimitiveStrided)
3874  *
3875  *****************************************************************************/
3876 static HRESULT
3877 IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided(IDirect3DDevice7 *iface,
3878                                                   D3DPRIMITIVETYPE PrimitiveType,
3879                                                   DWORD VertexType,
3880                                                   D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData,
3881                                                   DWORD VertexCount,
3882                                                   WORD *Indices,
3883                                                   DWORD IndexCount,
3884                                                   DWORD Flags)
3885 {
3886     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
3887     WineDirect3DVertexStridedData WineD3DStrided;
3888     DWORD i;
3889     HRESULT hr;
3890
3891     TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
3892             iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
3893
3894     memset(&WineD3DStrided, 0, sizeof(WineD3DStrided));
3895     /* Get the strided data right. the wined3d structure is a bit bigger
3896      * Watch out: The contents of the strided data are determined by the fvf,
3897      * not by the members set in D3DDrawPrimStrideData. So it's valid
3898      * to have diffuse.lpvData set to 0xdeadbeef if the diffuse flag is
3899      * not set in the fvf.
3900      */
3901     if(VertexType & D3DFVF_POSITION_MASK)
3902     {
3903         WineD3DStrided.position.format = WINED3DFMT_R32G32B32_FLOAT;
3904         WineD3DStrided.position.lpData = D3DDrawPrimStrideData->position.lpvData;
3905         WineD3DStrided.position.dwStride = D3DDrawPrimStrideData->position.dwStride;
3906         if (VertexType & D3DFVF_XYZRHW)
3907         {
3908             WineD3DStrided.position.format = WINED3DFMT_R32G32B32A32_FLOAT;
3909             WineD3DStrided.position_transformed = TRUE;
3910         } else
3911             WineD3DStrided.position_transformed = FALSE;
3912     }
3913
3914     if(VertexType & D3DFVF_NORMAL)
3915     {
3916         WineD3DStrided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
3917         WineD3DStrided.normal.lpData = D3DDrawPrimStrideData->normal.lpvData;
3918         WineD3DStrided.normal.dwStride = D3DDrawPrimStrideData->normal.dwStride;
3919     }
3920
3921     if(VertexType & D3DFVF_DIFFUSE)
3922     {
3923         WineD3DStrided.diffuse.format = WINED3DFMT_B8G8R8A8_UNORM;
3924         WineD3DStrided.diffuse.lpData = D3DDrawPrimStrideData->diffuse.lpvData;
3925         WineD3DStrided.diffuse.dwStride = D3DDrawPrimStrideData->diffuse.dwStride;
3926     }
3927
3928     if(VertexType & D3DFVF_SPECULAR)
3929     {
3930         WineD3DStrided.specular.format = WINED3DFMT_B8G8R8A8_UNORM;
3931         WineD3DStrided.specular.lpData = D3DDrawPrimStrideData->specular.lpvData;
3932         WineD3DStrided.specular.dwStride = D3DDrawPrimStrideData->specular.dwStride;
3933     }
3934
3935     for( i = 0; i < GET_TEXCOUNT_FROM_FVF(VertexType); i++)
3936     {
3937         switch(GET_TEXCOORD_SIZE_FROM_FVF(VertexType, i))
3938         {
3939             case 1: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32_FLOAT; break;
3940             case 2: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32G32_FLOAT; break;
3941             case 3: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32G32B32_FLOAT; break;
3942             case 4: WineD3DStrided.texCoords[i].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
3943             default: ERR("Unexpected texture coordinate size %d\n",
3944                          GET_TEXCOORD_SIZE_FROM_FVF(VertexType, i));
3945         }
3946         WineD3DStrided.texCoords[i].lpData = D3DDrawPrimStrideData->textureCoords[i].lpvData;
3947         WineD3DStrided.texCoords[i].dwStride = D3DDrawPrimStrideData->textureCoords[i].dwStride;
3948     }
3949
3950     /* WineD3D doesn't need the FVF here */
3951     EnterCriticalSection(&ddraw_cs);
3952     IWineD3DDevice_SetPrimitiveType(This->wineD3DDevice, PrimitiveType);
3953     hr = IWineD3DDevice_DrawIndexedPrimitiveStrided(This->wineD3DDevice,
3954             IndexCount, &WineD3DStrided, VertexCount, Indices, WINED3DFMT_R16_UINT);
3955     LeaveCriticalSection(&ddraw_cs);
3956     return hr;
3957 }
3958
3959 static HRESULT WINAPI
3960 IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided_FPUSetup(IDirect3DDevice7 *iface,
3961                                                   D3DPRIMITIVETYPE PrimitiveType,
3962                                                   DWORD VertexType,
3963                                                   D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData,
3964                                                   DWORD VertexCount,
3965                                                   WORD *Indices,
3966                                                   DWORD IndexCount,
3967                                                   DWORD Flags)
3968 {
3969     return IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided(iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
3970 }
3971
3972 static HRESULT WINAPI
3973 IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided_FPUPreserve(IDirect3DDevice7 *iface,
3974                                                   D3DPRIMITIVETYPE PrimitiveType,
3975                                                   DWORD VertexType,
3976                                                   D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData,
3977                                                   DWORD VertexCount,
3978                                                   WORD *Indices,
3979                                                   DWORD IndexCount,
3980                                                   DWORD Flags)
3981 {
3982     HRESULT hr;
3983     WORD old_fpucw;
3984
3985     old_fpucw = d3d_fpu_setup();
3986     hr = IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided(iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
3987     set_fpu_control_word(old_fpucw);
3988
3989     return hr;
3990 }
3991
3992 static HRESULT WINAPI IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided(IDirect3DDevice3 *iface,
3993         D3DPRIMITIVETYPE PrimitiveType, DWORD VertexType,
3994         D3DDRAWPRIMITIVESTRIDEDDATA *D3DDrawPrimStrideData, DWORD VertexCount, WORD *Indices,
3995         DWORD IndexCount, DWORD Flags)
3996 {
3997     TRACE("iface %p, primitive_type %#x, FVF %#x, strided_data %p, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
3998             iface, PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
3999
4000     return IDirect3DDevice7_DrawIndexedPrimitiveStrided((IDirect3DDevice7 *)device_from_device3(iface),
4001             PrimitiveType, VertexType, D3DDrawPrimStrideData, VertexCount, Indices, IndexCount, Flags);
4002 }
4003
4004 /*****************************************************************************
4005  * IDirect3DDevice7::DrawPrimitiveVB
4006  *
4007  * Draws primitives from a vertex buffer to the screen.
4008  *
4009  * Version 3 and 7
4010  *
4011  * Params:
4012  *  PrimitiveType: Type of primitive to be rendered.
4013  *  D3DVertexBuf: Source Vertex Buffer
4014  *  StartVertex: Index of the first vertex from the buffer to be rendered
4015  *  NumVertices: Number of vertices to be rendered
4016  *  Flags: Can be D3DDP_WAIT to wait until rendering has finished
4017  *
4018  * Return values
4019  *  D3D_OK on success
4020  *  DDERR_INVALIDPARAMS if D3DVertexBuf is NULL
4021  *
4022  *****************************************************************************/
4023 static HRESULT
4024 IDirect3DDeviceImpl_7_DrawPrimitiveVB(IDirect3DDevice7 *iface,
4025                                       D3DPRIMITIVETYPE PrimitiveType,
4026                                       IDirect3DVertexBuffer7 *D3DVertexBuf,
4027                                       DWORD StartVertex,
4028                                       DWORD NumVertices,
4029                                       DWORD Flags)
4030 {
4031     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4032     IDirect3DVertexBufferImpl *vb = (IDirect3DVertexBufferImpl *)D3DVertexBuf;
4033     HRESULT hr;
4034     DWORD stride;
4035
4036     TRACE("iface %p, primitive_type %#x, vb %p, start_vertex %u, vertex_count %u, flags %#x.\n",
4037             iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
4038
4039     /* Sanity checks */
4040     if(!vb)
4041     {
4042         ERR("(%p) No Vertex buffer specified\n", This);
4043         return DDERR_INVALIDPARAMS;
4044     }
4045     stride = get_flexible_vertex_size(vb->fvf);
4046
4047     EnterCriticalSection(&ddraw_cs);
4048     hr = IWineD3DDevice_SetVertexDeclaration(This->wineD3DDevice,
4049                                              vb->wineD3DVertexDeclaration);
4050     if(FAILED(hr))
4051     {
4052         ERR(" (%p) Setting the FVF failed, hr = %x!\n", This, hr);
4053         LeaveCriticalSection(&ddraw_cs);
4054         return hr;
4055     }
4056
4057     /* Set the vertex stream source */
4058     hr = IWineD3DDevice_SetStreamSource(This->wineD3DDevice,
4059                                         0 /* StreamNumber */,
4060                                         vb->wineD3DVertexBuffer,
4061                                         0 /* StartVertex - we pass this to DrawPrimitive */,
4062                                         stride);
4063     if(hr != D3D_OK)
4064     {
4065         ERR("(%p) IDirect3DDevice::SetStreamSource failed with hr = %08x\n", This, hr);
4066         LeaveCriticalSection(&ddraw_cs);
4067         return hr;
4068     }
4069
4070     /* Now draw the primitives */
4071     IWineD3DDevice_SetPrimitiveType(This->wineD3DDevice, PrimitiveType);
4072     hr = IWineD3DDevice_DrawPrimitive(This->wineD3DDevice, StartVertex, NumVertices);
4073     LeaveCriticalSection(&ddraw_cs);
4074     return hr;
4075 }
4076
4077 static HRESULT WINAPI
4078 IDirect3DDeviceImpl_7_DrawPrimitiveVB_FPUSetup(IDirect3DDevice7 *iface,
4079                                       D3DPRIMITIVETYPE PrimitiveType,
4080                                       IDirect3DVertexBuffer7 *D3DVertexBuf,
4081                                       DWORD StartVertex,
4082                                       DWORD NumVertices,
4083                                       DWORD Flags)
4084 {
4085     return IDirect3DDeviceImpl_7_DrawPrimitiveVB(iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
4086 }
4087
4088 static HRESULT WINAPI
4089 IDirect3DDeviceImpl_7_DrawPrimitiveVB_FPUPreserve(IDirect3DDevice7 *iface,
4090                                       D3DPRIMITIVETYPE PrimitiveType,
4091                                       IDirect3DVertexBuffer7 *D3DVertexBuf,
4092                                       DWORD StartVertex,
4093                                       DWORD NumVertices,
4094                                       DWORD Flags)
4095 {
4096     HRESULT hr;
4097     WORD old_fpucw;
4098
4099     old_fpucw = d3d_fpu_setup();
4100     hr = IDirect3DDeviceImpl_7_DrawPrimitiveVB(iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
4101     set_fpu_control_word(old_fpucw);
4102
4103     return hr;
4104 }
4105
4106 static HRESULT WINAPI IDirect3DDeviceImpl_3_DrawPrimitiveVB(IDirect3DDevice3 *iface,
4107         D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer *D3DVertexBuf, DWORD StartVertex,
4108         DWORD NumVertices, DWORD Flags)
4109 {
4110     IDirect3DVertexBufferImpl *vb = D3DVertexBuf ? vb_from_vb1(D3DVertexBuf) : NULL;
4111
4112     TRACE("iface %p, primitive_type %#x, vb %p, start_vertex %u, vertex_count %u, flags %#x.\n",
4113             iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Flags);
4114
4115     return IDirect3DDevice7_DrawPrimitiveVB((IDirect3DDevice7 *)device_from_device3(iface),
4116             PrimitiveType, (IDirect3DVertexBuffer7 *)vb, StartVertex, NumVertices, Flags);
4117 }
4118
4119
4120 /*****************************************************************************
4121  * IDirect3DDevice7::DrawIndexedPrimitiveVB
4122  *
4123  * Draws primitives from a vertex buffer to the screen
4124  *
4125  * Params:
4126  *  PrimitiveType: Type of primitive to be rendered.
4127  *  D3DVertexBuf: Source Vertex Buffer
4128  *  StartVertex: Index of the first vertex from the buffer to be rendered
4129  *  NumVertices: Number of vertices to be rendered
4130  *  Indices: Array of DWORDs used to index into the Vertices
4131  *  IndexCount: Number of indices in Indices
4132  *  Flags: Can be D3DDP_WAIT to wait until rendering has finished
4133  *
4134  * Return values
4135  *
4136  *****************************************************************************/
4137 static HRESULT
4138 IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(IDirect3DDevice7 *iface,
4139                                              D3DPRIMITIVETYPE PrimitiveType,
4140                                              IDirect3DVertexBuffer7 *D3DVertexBuf,
4141                                              DWORD StartVertex,
4142                                              DWORD NumVertices,
4143                                              WORD *Indices,
4144                                              DWORD IndexCount,
4145                                              DWORD Flags)
4146 {
4147     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4148     IDirect3DVertexBufferImpl *vb = (IDirect3DVertexBufferImpl *)D3DVertexBuf;
4149     DWORD stride = get_flexible_vertex_size(vb->fvf);
4150     struct wined3d_resource_desc desc;
4151     WORD *LockedIndices;
4152     HRESULT hr;
4153
4154     TRACE("iface %p, primitive_type %#x, vb %p, start_vertex %u, vertex_count %u, indices %p, index_count %u, flags %#x.\n",
4155             iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Indices, IndexCount, Flags);
4156
4157     /* Steps:
4158      * 1) Upload the Indices to the index buffer
4159      * 2) Set the index source
4160      * 3) Set the Vertex Buffer as the Stream source
4161      * 4) Call IWineD3DDevice::DrawIndexedPrimitive
4162      */
4163
4164     EnterCriticalSection(&ddraw_cs);
4165
4166     hr = IWineD3DDevice_SetVertexDeclaration(This->wineD3DDevice,
4167                                              vb->wineD3DVertexDeclaration);
4168     if(FAILED(hr))
4169     {
4170         ERR(" (%p) Setting the FVF failed, hr = %x!\n", This, hr);
4171         LeaveCriticalSection(&ddraw_cs);
4172         return hr;
4173     }
4174
4175     /* check that the buffer is large enough to hold the indices,
4176      * reallocate if necessary. */
4177     wined3d_buffer_get_desc(This->indexbuffer, &desc);
4178     if (desc.size < IndexCount * sizeof(WORD))
4179     {
4180         UINT size = max(desc.size * 2, IndexCount * sizeof(WORD));
4181         struct wined3d_buffer *buffer;
4182
4183         TRACE("Growing index buffer to %u bytes\n", size);
4184
4185         hr = IWineD3DDevice_CreateIndexBuffer(This->wineD3DDevice, size, WINED3DUSAGE_DYNAMIC /* Usage */,
4186                 WINED3DPOOL_DEFAULT, NULL, &ddraw_null_wined3d_parent_ops, &buffer);
4187         if (FAILED(hr))
4188         {
4189             ERR("(%p) IWineD3DDevice::CreateIndexBuffer failed with hr = %08x\n", This, hr);
4190             LeaveCriticalSection(&ddraw_cs);
4191             return hr;
4192         }
4193
4194         wined3d_buffer_decref(This->indexbuffer);
4195         This->indexbuffer = buffer;
4196     }
4197
4198     /* Copy the index stream into the index buffer. A new IWineD3DDevice
4199      * method could be created which takes an user pointer containing the
4200      * indices or a SetData-Method for the index buffer, which overrides the
4201      * index buffer data with our pointer. */
4202     hr = wined3d_buffer_map(This->indexbuffer, 0, IndexCount * sizeof(WORD),
4203             (BYTE **)&LockedIndices, 0);
4204     if (FAILED(hr))
4205     {
4206         ERR("Failed to map buffer, hr %#x.\n", hr);
4207         LeaveCriticalSection(&ddraw_cs);
4208         return hr;
4209     }
4210     memcpy(LockedIndices, Indices, IndexCount * sizeof(WORD));
4211     wined3d_buffer_unmap(This->indexbuffer);
4212
4213     /* Set the index stream */
4214     IWineD3DDevice_SetBaseVertexIndex(This->wineD3DDevice, StartVertex);
4215     hr = IWineD3DDevice_SetIndexBuffer(This->wineD3DDevice, This->indexbuffer,
4216                                    WINED3DFMT_R16_UINT);
4217
4218     /* Set the vertex stream source */
4219     hr = IWineD3DDevice_SetStreamSource(This->wineD3DDevice,
4220                                         0 /* StreamNumber */,
4221                                         vb->wineD3DVertexBuffer,
4222                                         0 /* offset, we pass this to DrawIndexedPrimitive */,
4223                                         stride);
4224     if(hr != D3D_OK)
4225     {
4226         ERR("(%p) IDirect3DDevice::SetStreamSource failed with hr = %08x\n", This, hr);
4227         LeaveCriticalSection(&ddraw_cs);
4228         return hr;
4229     }
4230
4231
4232     IWineD3DDevice_SetPrimitiveType(This->wineD3DDevice, PrimitiveType);
4233     hr = IWineD3DDevice_DrawIndexedPrimitive(This->wineD3DDevice, 0 /* StartIndex */, IndexCount);
4234
4235     LeaveCriticalSection(&ddraw_cs);
4236     return hr;
4237 }
4238
4239 static HRESULT WINAPI
4240 IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB_FPUSetup(IDirect3DDevice7 *iface,
4241                                              D3DPRIMITIVETYPE PrimitiveType,
4242                                              IDirect3DVertexBuffer7 *D3DVertexBuf,
4243                                              DWORD StartVertex,
4244                                              DWORD NumVertices,
4245                                              WORD *Indices,
4246                                              DWORD IndexCount,
4247                                              DWORD Flags)
4248 {
4249     return IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Indices, IndexCount, Flags);
4250 }
4251
4252 static HRESULT WINAPI
4253 IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB_FPUPreserve(IDirect3DDevice7 *iface,
4254                                              D3DPRIMITIVETYPE PrimitiveType,
4255                                              IDirect3DVertexBuffer7 *D3DVertexBuf,
4256                                              DWORD StartVertex,
4257                                              DWORD NumVertices,
4258                                              WORD *Indices,
4259                                              DWORD IndexCount,
4260                                              DWORD Flags)
4261 {
4262     HRESULT hr;
4263     WORD old_fpucw;
4264
4265     old_fpucw = d3d_fpu_setup();
4266     hr = IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB(iface, PrimitiveType, D3DVertexBuf, StartVertex, NumVertices, Indices, IndexCount, Flags);
4267     set_fpu_control_word(old_fpucw);
4268
4269     return hr;
4270 }
4271
4272 static HRESULT WINAPI IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB(IDirect3DDevice3 *iface,
4273         D3DPRIMITIVETYPE PrimitiveType, IDirect3DVertexBuffer *D3DVertexBuf, WORD *Indices,
4274         DWORD IndexCount, DWORD Flags)
4275 {
4276     IDirect3DVertexBufferImpl *VB = vb_from_vb1(D3DVertexBuf);
4277
4278     TRACE("iface %p, primitive_type %#x, vb %p, indices %p, index_count %u, flags %#x.\n",
4279             iface, PrimitiveType, D3DVertexBuf, Indices, IndexCount, Flags);
4280
4281     return IDirect3DDevice7_DrawIndexedPrimitiveVB((IDirect3DDevice7 *)device_from_device3(iface),
4282             PrimitiveType, (IDirect3DVertexBuffer7 *)VB, 0, IndexCount, Indices, IndexCount, Flags);
4283 }
4284
4285 /*****************************************************************************
4286  * IDirect3DDevice7::ComputeSphereVisibility
4287  *
4288  * Calculates the visibility of spheres in the current viewport. The spheres
4289  * are passed in the Centers and Radii arrays, the results are passed back
4290  * in the ReturnValues array. Return values are either completely visible,
4291  * partially visible or completely invisible.
4292  * The return value consist of a combination of D3DCLIP_* flags, or it's
4293  * 0 if the sphere is completely visible(according to the SDK, not checked)
4294  *
4295  * Version 3 and 7
4296  *
4297  * Params:
4298  *  Centers: Array containing the sphere centers
4299  *  Radii: Array containing the sphere radii
4300  *  NumSpheres: The number of centers and radii in the arrays
4301  *  Flags: Some flags
4302  *  ReturnValues: Array to write the results to
4303  *
4304  * Returns:
4305  *  D3D_OK
4306  *  (DDERR_INVALIDPARAMS if Centers, Radii or ReturnValues are NULL)
4307  *  (D3DERR_INVALIDMATRIX if the combined world, view and proj matrix
4308  *  is singular)
4309  *
4310  *****************************************************************************/
4311
4312 static DWORD in_plane(UINT plane, D3DVECTOR normal, D3DVALUE origin_plane, D3DVECTOR center, D3DVALUE radius)
4313 {
4314     float distance, norm;
4315
4316     norm = sqrt( normal.u1.x * normal.u1.x + normal.u2.y * normal.u2.y + normal.u3.z * normal.u3.z );
4317     distance = ( origin_plane + normal.u1.x * center.u1.x + normal.u2.y * center.u2.y + normal.u3.z * center.u3.z ) / norm;
4318
4319     if ( fabs( distance ) < radius ) return D3DSTATUS_CLIPUNIONLEFT << plane;
4320     if ( distance < -radius ) return (D3DSTATUS_CLIPUNIONLEFT  | D3DSTATUS_CLIPINTERSECTIONLEFT) << plane;
4321     return 0;
4322 }
4323
4324 static HRESULT WINAPI
4325 IDirect3DDeviceImpl_7_ComputeSphereVisibility(IDirect3DDevice7 *iface,
4326                                               D3DVECTOR *Centers,
4327                                               D3DVALUE *Radii,
4328                                               DWORD NumSpheres,
4329                                               DWORD Flags,
4330                                               DWORD *ReturnValues)
4331 {
4332     D3DMATRIX m, temp;
4333     D3DVALUE origin_plane[6];
4334     D3DVECTOR vec[6];
4335     HRESULT hr;
4336     UINT i, j;
4337
4338     TRACE("iface %p, centers %p, radii %p, sphere_count %u, flags %#x, return_values %p.\n",
4339             iface, Centers, Radii, NumSpheres, Flags, ReturnValues);
4340
4341     hr = IDirect3DDeviceImpl_7_GetTransform(iface, D3DTRANSFORMSTATE_WORLD, &m);
4342     if ( hr != DD_OK ) return DDERR_INVALIDPARAMS;
4343     hr = IDirect3DDeviceImpl_7_GetTransform(iface, D3DTRANSFORMSTATE_VIEW, &temp);
4344     if ( hr != DD_OK ) return DDERR_INVALIDPARAMS;
4345     multiply_matrix(&m, &temp, &m);
4346
4347     hr = IDirect3DDeviceImpl_7_GetTransform(iface, D3DTRANSFORMSTATE_PROJECTION, &temp);
4348     if ( hr != DD_OK ) return DDERR_INVALIDPARAMS;
4349     multiply_matrix(&m, &temp, &m);
4350
4351 /* Left plane */
4352     vec[0].u1.x = m._14 + m._11;
4353     vec[0].u2.y = m._24 + m._21;
4354     vec[0].u3.z = m._34 + m._31;
4355     origin_plane[0] = m._44 + m._41;
4356
4357 /* Right plane */
4358     vec[1].u1.x = m._14 - m._11;
4359     vec[1].u2.y = m._24 - m._21;
4360     vec[1].u3.z = m._34 - m._31;
4361     origin_plane[1] = m._44 - m._41;
4362
4363 /* Top plane */
4364     vec[2].u1.x = m._14 - m._12;
4365     vec[2].u2.y = m._24 - m._22;
4366     vec[2].u3.z = m._34 - m._32;
4367     origin_plane[2] = m._44 - m._42;
4368
4369 /* Bottom plane */
4370     vec[3].u1.x = m._14 + m._12;
4371     vec[3].u2.y = m._24 + m._22;
4372     vec[3].u3.z = m._34 + m._32;
4373     origin_plane[3] = m._44 + m._42;
4374
4375 /* Front plane */
4376     vec[4].u1.x = m._13;
4377     vec[4].u2.y = m._23;
4378     vec[4].u3.z = m._33;
4379     origin_plane[4] = m._43;
4380
4381 /* Back plane*/
4382     vec[5].u1.x = m._14 - m._13;
4383     vec[5].u2.y = m._24 - m._23;
4384     vec[5].u3.z = m._34 - m._33;
4385     origin_plane[5] = m._44 - m._43;
4386
4387     for(i=0; i<NumSpheres; i++)
4388     {
4389         ReturnValues[i] = 0;
4390         for(j=0; j<6; j++) ReturnValues[i] |= in_plane(j, vec[j], origin_plane[j], Centers[i], Radii[i]);
4391     }
4392
4393     return D3D_OK;
4394 }
4395
4396 static HRESULT WINAPI IDirect3DDeviceImpl_3_ComputeSphereVisibility(IDirect3DDevice3 *iface,
4397         D3DVECTOR *Centers, D3DVALUE *Radii, DWORD NumSpheres, DWORD Flags, DWORD *ReturnValues)
4398 {
4399     TRACE("iface %p, centers %p, radii %p, sphere_count %u, flags %#x, return_values %p.\n",
4400             iface, Centers, Radii, NumSpheres, Flags, ReturnValues);
4401
4402     return IDirect3DDevice7_ComputeSphereVisibility((IDirect3DDevice7 *)device_from_device3(iface),
4403             Centers, Radii, NumSpheres, Flags, ReturnValues);
4404 }
4405
4406 /*****************************************************************************
4407  * IDirect3DDevice7::GetTexture
4408  *
4409  * Returns the texture interface handle assigned to a texture stage.
4410  * The returned texture is AddRefed. This is taken from old ddraw,
4411  * not checked in Windows.
4412  *
4413  * Version 3 and 7
4414  *
4415  * Params:
4416  *  Stage: Texture stage to read the texture from
4417  *  Texture: Address to store the interface pointer at
4418  *
4419  * Returns:
4420  *  D3D_OK on success
4421  *  DDERR_INVALIDPARAMS if Texture is NULL
4422  *  For details, see IWineD3DDevice::GetTexture
4423  *
4424  *****************************************************************************/
4425 static HRESULT
4426 IDirect3DDeviceImpl_7_GetTexture(IDirect3DDevice7 *iface,
4427                                  DWORD Stage,
4428                                  IDirectDrawSurface7 **Texture)
4429 {
4430     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4431     IWineD3DBaseTexture *Surf;
4432     HRESULT hr;
4433
4434     TRACE("iface %p, stage %u, texture %p.\n", iface, Stage, Texture);
4435
4436     if(!Texture)
4437     {
4438         TRACE("Texture == NULL, failing with DDERR_INVALIDPARAMS\n");
4439         return DDERR_INVALIDPARAMS;
4440     }
4441
4442     EnterCriticalSection(&ddraw_cs);
4443     hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, &Surf);
4444     if( (hr != D3D_OK) || (!Surf) )
4445     {
4446         *Texture = NULL;
4447         LeaveCriticalSection(&ddraw_cs);
4448         return hr;
4449     }
4450
4451     *Texture = IWineD3DBaseTexture_GetParent(Surf);
4452     IDirectDrawSurface7_AddRef(*Texture);
4453     LeaveCriticalSection(&ddraw_cs);
4454     return hr;
4455 }
4456
4457 static HRESULT WINAPI
4458 IDirect3DDeviceImpl_7_GetTexture_FPUSetup(IDirect3DDevice7 *iface,
4459                                  DWORD Stage,
4460                                  IDirectDrawSurface7 **Texture)
4461 {
4462     return IDirect3DDeviceImpl_7_GetTexture(iface, Stage, Texture);
4463 }
4464
4465 static HRESULT WINAPI
4466 IDirect3DDeviceImpl_7_GetTexture_FPUPreserve(IDirect3DDevice7 *iface,
4467                                  DWORD Stage,
4468                                  IDirectDrawSurface7 **Texture)
4469 {
4470     HRESULT hr;
4471     WORD old_fpucw;
4472
4473     old_fpucw = d3d_fpu_setup();
4474     hr = IDirect3DDeviceImpl_7_GetTexture(iface, Stage, Texture);
4475     set_fpu_control_word(old_fpucw);
4476
4477     return hr;
4478 }
4479
4480 static HRESULT WINAPI IDirect3DDeviceImpl_3_GetTexture(IDirect3DDevice3 *iface, DWORD Stage,
4481         IDirect3DTexture2 **Texture2)
4482 {
4483     HRESULT ret;
4484     IDirectDrawSurface7 *ret_val;
4485
4486     TRACE("iface %p, stage %u, texture %p.\n", iface, Stage, Texture2);
4487
4488     ret = IDirect3DDevice7_GetTexture((IDirect3DDevice7 *)device_from_device3(iface), Stage, &ret_val);
4489
4490     *Texture2 = ret_val ? (IDirect3DTexture2 *)&((IDirectDrawSurfaceImpl *)ret_val)->IDirect3DTexture2_vtbl : NULL;
4491
4492     TRACE("Returning texture %p.\n", *Texture2);
4493
4494     return ret;
4495 }
4496
4497 /*****************************************************************************
4498  * IDirect3DDevice7::SetTexture
4499  *
4500  * Assigns a texture to a texture stage. Is the texture AddRef-ed?
4501  *
4502  * Version 3 and 7
4503  *
4504  * Params:
4505  *  Stage: The stage to assign the texture to
4506  *  Texture: Interface pointer to the texture surface
4507  *
4508  * Returns
4509  * D3D_OK on success
4510  * For details, see IWineD3DDevice::SetTexture
4511  *
4512  *****************************************************************************/
4513 static HRESULT
4514 IDirect3DDeviceImpl_7_SetTexture(IDirect3DDevice7 *iface,
4515                                  DWORD Stage,
4516                                  IDirectDrawSurface7 *Texture)
4517 {
4518     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4519     IDirectDrawSurfaceImpl *surf = (IDirectDrawSurfaceImpl *)Texture;
4520     HRESULT hr;
4521
4522     TRACE("iface %p, stage %u, texture %p.\n", iface, Stage, Texture);
4523
4524     /* Texture may be NULL here */
4525     EnterCriticalSection(&ddraw_cs);
4526     hr = IWineD3DDevice_SetTexture(This->wineD3DDevice,
4527                                    Stage,
4528                                    surf ? surf->wineD3DTexture : NULL);
4529     LeaveCriticalSection(&ddraw_cs);
4530     return hr;
4531 }
4532
4533 static HRESULT WINAPI
4534 IDirect3DDeviceImpl_7_SetTexture_FPUSetup(IDirect3DDevice7 *iface,
4535                                  DWORD Stage,
4536                                  IDirectDrawSurface7 *Texture)
4537 {
4538     return IDirect3DDeviceImpl_7_SetTexture(iface, Stage, Texture);
4539 }
4540
4541 static HRESULT WINAPI
4542 IDirect3DDeviceImpl_7_SetTexture_FPUPreserve(IDirect3DDevice7 *iface,
4543                                  DWORD Stage,
4544                                  IDirectDrawSurface7 *Texture)
4545 {
4546     HRESULT hr;
4547     WORD old_fpucw;
4548
4549     old_fpucw = d3d_fpu_setup();
4550     hr = IDirect3DDeviceImpl_7_SetTexture(iface, Stage, Texture);
4551     set_fpu_control_word(old_fpucw);
4552
4553     return hr;
4554 }
4555
4556 static HRESULT WINAPI
4557 IDirect3DDeviceImpl_3_SetTexture(IDirect3DDevice3 *iface,
4558                                  DWORD Stage,
4559                                  IDirect3DTexture2 *Texture2)
4560 {
4561     IDirect3DDeviceImpl *This = device_from_device3(iface);
4562     IDirectDrawSurfaceImpl *tex = Texture2 ? surface_from_texture2(Texture2) : NULL;
4563     DWORD texmapblend;
4564     HRESULT hr;
4565
4566     TRACE("iface %p, stage %u, texture %p.\n", iface, Stage, Texture2);
4567
4568     EnterCriticalSection(&ddraw_cs);
4569
4570     if (This->legacyTextureBlending)
4571         IDirect3DDevice3_GetRenderState(iface, D3DRENDERSTATE_TEXTUREMAPBLEND, &texmapblend);
4572
4573     hr = IDirect3DDevice7_SetTexture((IDirect3DDevice7 *)This, Stage, (IDirectDrawSurface7 *)tex);
4574
4575     if (This->legacyTextureBlending && texmapblend == D3DTBLEND_MODULATE)
4576     {
4577         /* This fixup is required by the way D3DTBLEND_MODULATE maps to texture stage states.
4578            See IDirect3DDeviceImpl_3_SetRenderState for details. */
4579         BOOL tex_alpha = FALSE;
4580         IWineD3DBaseTexture *tex = NULL;
4581         DDPIXELFORMAT ddfmt;
4582         HRESULT result;
4583
4584         result = IWineD3DDevice_GetTexture(This->wineD3DDevice, 0, &tex);
4585
4586         if(result == WINED3D_OK && tex)
4587         {
4588             struct wined3d_resource *sub_resource;
4589
4590             if ((sub_resource = IWineD3DBaseTexture_GetSubResource(tex, 0)))
4591             {
4592                 struct wined3d_resource_desc desc;
4593
4594                 wined3d_resource_get_desc(sub_resource, &desc);
4595                 ddfmt.dwSize = sizeof(ddfmt);
4596                 PixelFormat_WineD3DtoDD(&ddfmt, desc.format);
4597                 if (ddfmt.u5.dwRGBAlphaBitMask) tex_alpha = TRUE;
4598             }
4599
4600             IWineD3DBaseTexture_Release(tex);
4601         }
4602
4603         /* Arg 1/2 are already set to WINED3DTA_TEXTURE/WINED3DTA_CURRENT in case of D3DTBLEND_MODULATE */
4604         if (tex_alpha)
4605             IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1);
4606         else
4607             IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG2);
4608     }
4609
4610     LeaveCriticalSection(&ddraw_cs);
4611
4612     return hr;
4613 }
4614
4615 static const struct tss_lookup
4616 {
4617     BOOL sampler_state;
4618     DWORD state;
4619 }
4620 tss_lookup[] =
4621 {
4622     {FALSE, WINED3DTSS_FORCE_DWORD},            /*  0, unused */
4623     {FALSE, WINED3DTSS_COLOROP},                /*  1, D3DTSS_COLOROP */
4624     {FALSE, WINED3DTSS_COLORARG1},              /*  2, D3DTSS_COLORARG1 */
4625     {FALSE, WINED3DTSS_COLORARG2},              /*  3, D3DTSS_COLORARG2 */
4626     {FALSE, WINED3DTSS_ALPHAOP},                /*  4, D3DTSS_ALPHAOP */
4627     {FALSE, WINED3DTSS_ALPHAARG1},              /*  5, D3DTSS_ALPHAARG1 */
4628     {FALSE, WINED3DTSS_ALPHAARG2},              /*  6, D3DTSS_ALPHAARG2 */
4629     {FALSE, WINED3DTSS_BUMPENVMAT00},           /*  7, D3DTSS_BUMPENVMAT00 */
4630     {FALSE, WINED3DTSS_BUMPENVMAT01},           /*  8, D3DTSS_BUMPENVMAT01 */
4631     {FALSE, WINED3DTSS_BUMPENVMAT10},           /*  9, D3DTSS_BUMPENVMAT10 */
4632     {FALSE, WINED3DTSS_BUMPENVMAT11},           /* 10, D3DTSS_BUMPENVMAT11 */
4633     {FALSE, WINED3DTSS_TEXCOORDINDEX},          /* 11, D3DTSS_TEXCOORDINDEX */
4634     {TRUE,  WINED3DSAMP_ADDRESSU},              /* 12, D3DTSS_ADDRESS */
4635     {TRUE,  WINED3DSAMP_ADDRESSU},              /* 13, D3DTSS_ADDRESSU */
4636     {TRUE,  WINED3DSAMP_ADDRESSV},              /* 14, D3DTSS_ADDRESSV */
4637     {TRUE,  WINED3DSAMP_BORDERCOLOR},           /* 15, D3DTSS_BORDERCOLOR */
4638     {TRUE,  WINED3DSAMP_MAGFILTER},             /* 16, D3DTSS_MAGFILTER */
4639     {TRUE,  WINED3DSAMP_MINFILTER},             /* 17, D3DTSS_MINFILTER */
4640     {TRUE,  WINED3DSAMP_MIPFILTER},             /* 18, D3DTSS_MIPFILTER */
4641     {TRUE,  WINED3DSAMP_MIPMAPLODBIAS},         /* 19, D3DTSS_MIPMAPLODBIAS */
4642     {TRUE,  WINED3DSAMP_MAXMIPLEVEL},           /* 20, D3DTSS_MAXMIPLEVEL */
4643     {TRUE,  WINED3DSAMP_MAXANISOTROPY},         /* 21, D3DTSS_MAXANISOTROPY */
4644     {FALSE, WINED3DTSS_BUMPENVLSCALE},          /* 22, D3DTSS_BUMPENVLSCALE */
4645     {FALSE, WINED3DTSS_BUMPENVLOFFSET},         /* 23, D3DTSS_BUMPENVLOFFSET */
4646     {FALSE, WINED3DTSS_TEXTURETRANSFORMFLAGS},  /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */
4647 };
4648
4649 /*****************************************************************************
4650  * IDirect3DDevice7::GetTextureStageState
4651  *
4652  * Retrieves a state from a texture stage.
4653  *
4654  * Version 3 and 7
4655  *
4656  * Params:
4657  *  Stage: The stage to retrieve the state from
4658  *  TexStageStateType: The state type to retrieve
4659  *  State: Address to store the state's value at
4660  *
4661  * Returns:
4662  *  D3D_OK on success
4663  *  DDERR_INVALIDPARAMS if State is NULL
4664  *  For details, see IWineD3DDevice::GetTextureStageState
4665  *
4666  *****************************************************************************/
4667 static HRESULT
4668 IDirect3DDeviceImpl_7_GetTextureStageState(IDirect3DDevice7 *iface,
4669                                            DWORD Stage,
4670                                            D3DTEXTURESTAGESTATETYPE TexStageStateType,
4671                                            DWORD *State)
4672 {
4673     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4674     HRESULT hr;
4675     const struct tss_lookup *l;
4676
4677     TRACE("iface %p, stage %u, state %#x, value %p.\n",
4678             iface, Stage, TexStageStateType, State);
4679
4680     if(!State)
4681         return DDERR_INVALIDPARAMS;
4682
4683     if (TexStageStateType > D3DTSS_TEXTURETRANSFORMFLAGS)
4684     {
4685         WARN("Invalid TexStageStateType %#x passed.\n", TexStageStateType);
4686         return DD_OK;
4687     }
4688
4689     l = &tss_lookup[TexStageStateType];
4690
4691     EnterCriticalSection(&ddraw_cs);
4692
4693     if (l->sampler_state)
4694     {
4695         hr = IWineD3DDevice_GetSamplerState(This->wineD3DDevice, Stage, l->state, State);
4696
4697         switch(TexStageStateType)
4698         {
4699             /* Mipfilter is a sampler state with different values */
4700             case D3DTSS_MIPFILTER:
4701             {
4702                 switch(*State)
4703                 {
4704                     case WINED3DTEXF_NONE: *State = D3DTFP_NONE; break;
4705                     case WINED3DTEXF_POINT: *State = D3DTFP_POINT; break;
4706                     case WINED3DTEXF_LINEAR: *State = D3DTFP_LINEAR; break;
4707                     default:
4708                         ERR("Unexpected mipfilter value %#x\n", *State);
4709                         *State = D3DTFP_NONE;
4710                         break;
4711                 }
4712                 break;
4713             }
4714
4715             /* Magfilter has slightly different values */
4716             case D3DTSS_MAGFILTER:
4717             {
4718                 switch(*State)
4719                 {
4720                     case WINED3DTEXF_POINT: *State = D3DTFG_POINT; break;
4721                     case WINED3DTEXF_LINEAR: *State = D3DTFG_LINEAR; break;
4722                     case WINED3DTEXF_ANISOTROPIC: *State = D3DTFG_ANISOTROPIC; break;
4723                     case WINED3DTEXF_FLATCUBIC: *State = D3DTFG_FLATCUBIC; break;
4724                     case WINED3DTEXF_GAUSSIANCUBIC: *State = D3DTFG_GAUSSIANCUBIC; break;
4725                     default:
4726                         ERR("Unexpected wined3d mag filter value %#x\n", *State);
4727                         *State = D3DTFG_POINT;
4728                         break;
4729                 }
4730                 break;
4731             }
4732
4733             default:
4734                 break;
4735         }
4736     }
4737     else
4738     {
4739         hr = IWineD3DDevice_GetTextureStageState(This->wineD3DDevice, Stage, l->state, State);
4740     }
4741
4742     LeaveCriticalSection(&ddraw_cs);
4743     return hr;
4744 }
4745
4746 static HRESULT WINAPI
4747 IDirect3DDeviceImpl_7_GetTextureStageState_FPUSetup(IDirect3DDevice7 *iface,
4748                                            DWORD Stage,
4749                                            D3DTEXTURESTAGESTATETYPE TexStageStateType,
4750                                            DWORD *State)
4751 {
4752     return IDirect3DDeviceImpl_7_GetTextureStageState(iface, Stage, TexStageStateType, State);
4753 }
4754
4755 static HRESULT WINAPI
4756 IDirect3DDeviceImpl_7_GetTextureStageState_FPUPreserve(IDirect3DDevice7 *iface,
4757                                            DWORD Stage,
4758                                            D3DTEXTURESTAGESTATETYPE TexStageStateType,
4759                                            DWORD *State)
4760 {
4761     HRESULT hr;
4762     WORD old_fpucw;
4763
4764     old_fpucw = d3d_fpu_setup();
4765     hr = IDirect3DDeviceImpl_7_GetTextureStageState(iface, Stage, TexStageStateType, State);
4766     set_fpu_control_word(old_fpucw);
4767
4768     return hr;
4769 }
4770
4771 static HRESULT WINAPI IDirect3DDeviceImpl_3_GetTextureStageState(IDirect3DDevice3 *iface,
4772         DWORD Stage, D3DTEXTURESTAGESTATETYPE TexStageStateType, DWORD *State)
4773 {
4774     TRACE("iface %p, stage %u, state %#x, value %p.\n",
4775             iface, Stage, TexStageStateType, State);
4776
4777     return IDirect3DDevice7_GetTextureStageState((IDirect3DDevice7 *)device_from_device3(iface),
4778             Stage, TexStageStateType, State);
4779 }
4780
4781 /*****************************************************************************
4782  * IDirect3DDevice7::SetTextureStageState
4783  *
4784  * Sets a texture stage state. Some stage types need to be handled specially,
4785  * because they do not exist in WineD3D and were moved to another place
4786  *
4787  * Version 3 and 7
4788  *
4789  * Params:
4790  *  Stage: The stage to modify
4791  *  TexStageStateType: The state to change
4792  *  State: The new value for the state
4793  *
4794  * Returns:
4795  *  D3D_OK on success
4796  *  For details, see IWineD3DDevice::SetTextureStageState
4797  *
4798  *****************************************************************************/
4799 static HRESULT
4800 IDirect3DDeviceImpl_7_SetTextureStageState(IDirect3DDevice7 *iface,
4801                                            DWORD Stage,
4802                                            D3DTEXTURESTAGESTATETYPE TexStageStateType,
4803                                            DWORD State)
4804 {
4805     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4806     const struct tss_lookup *l;
4807     HRESULT hr;
4808
4809     TRACE("iface %p, stage %u, state %#x, value %#x.\n",
4810             iface, Stage, TexStageStateType, State);
4811
4812     if (TexStageStateType > D3DTSS_TEXTURETRANSFORMFLAGS)
4813     {
4814         WARN("Invalid TexStageStateType %#x passed.\n", TexStageStateType);
4815         return DD_OK;
4816     }
4817
4818     l = &tss_lookup[TexStageStateType];
4819
4820     EnterCriticalSection(&ddraw_cs);
4821
4822     if (l->sampler_state)
4823     {
4824         switch(TexStageStateType)
4825         {
4826             /* Mipfilter is a sampler state with different values */
4827             case D3DTSS_MIPFILTER:
4828             {
4829                 switch(State)
4830                 {
4831                     case D3DTFP_NONE: State = WINED3DTEXF_NONE; break;
4832                     case D3DTFP_POINT: State = WINED3DTEXF_POINT; break;
4833                     case 0: /* Unchecked */
4834                     case D3DTFP_LINEAR: State = WINED3DTEXF_LINEAR; break;
4835                     default:
4836                         ERR("Unexpected mipfilter value %d\n", State);
4837                         State = WINED3DTEXF_NONE;
4838                         break;
4839                 }
4840                 break;
4841             }
4842
4843             /* Magfilter has slightly different values */
4844             case D3DTSS_MAGFILTER:
4845             {
4846                 switch(State)
4847                 {
4848                     case D3DTFG_POINT: State = WINED3DTEXF_POINT; break;
4849                     case D3DTFG_LINEAR: State = WINED3DTEXF_LINEAR; break;
4850                     case D3DTFG_FLATCUBIC: State = WINED3DTEXF_FLATCUBIC; break;
4851                     case D3DTFG_GAUSSIANCUBIC: State = WINED3DTEXF_GAUSSIANCUBIC; break;
4852                     case D3DTFG_ANISOTROPIC: State = WINED3DTEXF_ANISOTROPIC; break;
4853                     default:
4854                         ERR("Unexpected d3d7 mag filter type %d\n", State);
4855                         State = WINED3DTEXF_POINT;
4856                         break;
4857                 }
4858                 break;
4859             }
4860
4861             case D3DTSS_ADDRESS:
4862                 IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, WINED3DSAMP_ADDRESSV, State);
4863                 break;
4864
4865             default:
4866                 break;
4867         }
4868
4869         hr = IWineD3DDevice_SetSamplerState(This->wineD3DDevice, Stage, l->state, State);
4870     }
4871     else
4872     {
4873         hr = IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, Stage, l->state, State);
4874     }
4875
4876     LeaveCriticalSection(&ddraw_cs);
4877     return hr;
4878 }
4879
4880 static HRESULT WINAPI
4881 IDirect3DDeviceImpl_7_SetTextureStageState_FPUSetup(IDirect3DDevice7 *iface,
4882                                            DWORD Stage,
4883                                            D3DTEXTURESTAGESTATETYPE TexStageStateType,
4884                                            DWORD State)
4885 {
4886     return IDirect3DDeviceImpl_7_SetTextureStageState(iface, Stage, TexStageStateType, State);
4887 }
4888
4889 static HRESULT WINAPI
4890 IDirect3DDeviceImpl_7_SetTextureStageState_FPUPreserve(IDirect3DDevice7 *iface,
4891                                            DWORD Stage,
4892                                            D3DTEXTURESTAGESTATETYPE TexStageStateType,
4893                                            DWORD State)
4894 {
4895     HRESULT hr;
4896     WORD old_fpucw;
4897
4898     old_fpucw = d3d_fpu_setup();
4899     hr = IDirect3DDeviceImpl_7_SetTextureStageState(iface, Stage, TexStageStateType, State);
4900     set_fpu_control_word(old_fpucw);
4901
4902     return hr;
4903 }
4904
4905 static HRESULT WINAPI IDirect3DDeviceImpl_3_SetTextureStageState(IDirect3DDevice3 *iface,
4906         DWORD Stage, D3DTEXTURESTAGESTATETYPE TexStageStateType, DWORD State)
4907 {
4908     TRACE("iface %p, stage %u, state %#x, value %#x.\n",
4909             iface, Stage, TexStageStateType, State);
4910
4911     return IDirect3DDevice7_SetTextureStageState((IDirect3DDevice7 *)device_from_device3(iface),
4912             Stage, TexStageStateType, State);
4913 }
4914
4915 /*****************************************************************************
4916  * IDirect3DDevice7::ValidateDevice
4917  *
4918  * SDK: "Reports the device's ability to render the currently set
4919  * texture-blending operations in a single pass". Whatever that means
4920  * exactly...
4921  *
4922  * Version 3 and 7
4923  *
4924  * Params:
4925  *  NumPasses: Address to write the number of necessary passes for the
4926  *             desired effect to.
4927  *
4928  * Returns:
4929  *  D3D_OK on success
4930  *  See IWineD3DDevice::ValidateDevice for more details
4931  *
4932  *****************************************************************************/
4933 static HRESULT
4934 IDirect3DDeviceImpl_7_ValidateDevice(IDirect3DDevice7 *iface,
4935                                      DWORD *NumPasses)
4936 {
4937     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
4938     HRESULT hr;
4939
4940     TRACE("iface %p, pass_count %p.\n", iface, NumPasses);
4941
4942     EnterCriticalSection(&ddraw_cs);
4943     hr = IWineD3DDevice_ValidateDevice(This->wineD3DDevice, NumPasses);
4944     LeaveCriticalSection(&ddraw_cs);
4945     return hr;
4946 }
4947
4948 static HRESULT WINAPI
4949 IDirect3DDeviceImpl_7_ValidateDevice_FPUSetup(IDirect3DDevice7 *iface,
4950                                      DWORD *NumPasses)
4951 {
4952     return IDirect3DDeviceImpl_7_ValidateDevice(iface, NumPasses);
4953 }
4954
4955 static HRESULT WINAPI
4956 IDirect3DDeviceImpl_7_ValidateDevice_FPUPreserve(IDirect3DDevice7 *iface,
4957                                      DWORD *NumPasses)
4958 {
4959     HRESULT hr;
4960     WORD old_fpucw;
4961
4962     old_fpucw = d3d_fpu_setup();
4963     hr = IDirect3DDeviceImpl_7_ValidateDevice(iface, NumPasses);
4964     set_fpu_control_word(old_fpucw);
4965
4966     return hr;
4967 }
4968
4969 static HRESULT WINAPI IDirect3DDeviceImpl_3_ValidateDevice(IDirect3DDevice3 *iface, DWORD *Passes)
4970 {
4971     TRACE("iface %p, pass_count %p.\n", iface, Passes);
4972
4973     return IDirect3DDevice7_ValidateDevice((IDirect3DDevice7 *)device_from_device3(iface), Passes);
4974 }
4975
4976 /*****************************************************************************
4977  * IDirect3DDevice7::Clear
4978  *
4979  * Fills the render target, the z buffer and the stencil buffer with a
4980  * clear color / value
4981  *
4982  * Version 7 only
4983  *
4984  * Params:
4985  *  Count: Number of rectangles in Rects must be 0 if Rects is NULL
4986  *  Rects: Rectangles to clear. If NULL, the whole surface is cleared
4987  *  Flags: Some flags, as usual
4988  *  Color: Clear color for the render target
4989  *  Z: Clear value for the Z buffer
4990  *  Stencil: Clear value to store in each stencil buffer entry
4991  *
4992  * Returns:
4993  *  D3D_OK on success
4994  *  For details, see IWineD3DDevice::Clear
4995  *
4996  *****************************************************************************/
4997 static HRESULT
4998 IDirect3DDeviceImpl_7_Clear(IDirect3DDevice7 *iface,
4999                             DWORD Count,
5000                             D3DRECT *Rects,
5001                             DWORD Flags,
5002                             D3DCOLOR Color,
5003                             D3DVALUE Z,
5004                             DWORD Stencil)
5005 {
5006     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5007     HRESULT hr;
5008
5009     TRACE("iface %p, count %u, rects %p, flags %#x, color 0x%08x, z %.8e, stencil %#x.\n",
5010             iface, Count, Rects, Flags, Color, Z, Stencil);
5011
5012     EnterCriticalSection(&ddraw_cs);
5013     hr = IWineD3DDevice_Clear(This->wineD3DDevice, Count, (RECT *)Rects, Flags, Color, Z, Stencil);
5014     LeaveCriticalSection(&ddraw_cs);
5015     return hr;
5016 }
5017
5018 static HRESULT WINAPI
5019 IDirect3DDeviceImpl_7_Clear_FPUSetup(IDirect3DDevice7 *iface,
5020                             DWORD Count,
5021                             D3DRECT *Rects,
5022                             DWORD Flags,
5023                             D3DCOLOR Color,
5024                             D3DVALUE Z,
5025                             DWORD Stencil)
5026 {
5027     return IDirect3DDeviceImpl_7_Clear(iface, Count, Rects, Flags, Color, Z, Stencil);
5028 }
5029
5030 static HRESULT WINAPI
5031 IDirect3DDeviceImpl_7_Clear_FPUPreserve(IDirect3DDevice7 *iface,
5032                             DWORD Count,
5033                             D3DRECT *Rects,
5034                             DWORD Flags,
5035                             D3DCOLOR Color,
5036                             D3DVALUE Z,
5037                             DWORD Stencil)
5038 {
5039     HRESULT hr;
5040     WORD old_fpucw;
5041
5042     old_fpucw = d3d_fpu_setup();
5043     hr = IDirect3DDeviceImpl_7_Clear(iface, Count, Rects, Flags, Color, Z, Stencil);
5044     set_fpu_control_word(old_fpucw);
5045
5046     return hr;
5047 }
5048
5049 /*****************************************************************************
5050  * IDirect3DDevice7::SetViewport
5051  *
5052  * Sets the current viewport.
5053  *
5054  * Version 7 only, but IDirect3DViewport uses this call for older
5055  * versions
5056  *
5057  * Params:
5058  *  Data: The new viewport to set
5059  *
5060  * Returns:
5061  *  D3D_OK on success
5062  *  DDERR_INVALIDPARAMS if Data is NULL
5063  *  For more details, see IWineDDDevice::SetViewport
5064  *
5065  *****************************************************************************/
5066 static HRESULT
5067 IDirect3DDeviceImpl_7_SetViewport(IDirect3DDevice7 *iface,
5068                                   D3DVIEWPORT7 *Data)
5069 {
5070     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5071     HRESULT hr;
5072
5073     TRACE("iface %p, viewport %p.\n", iface, Data);
5074
5075     if(!Data)
5076         return DDERR_INVALIDPARAMS;
5077
5078     /* Note: D3DVIEWPORT7 is compatible with WINED3DVIEWPORT */
5079     EnterCriticalSection(&ddraw_cs);
5080     hr = IWineD3DDevice_SetViewport(This->wineD3DDevice,
5081                                     (WINED3DVIEWPORT*) Data);
5082     LeaveCriticalSection(&ddraw_cs);
5083     return hr;
5084 }
5085
5086 static HRESULT WINAPI
5087 IDirect3DDeviceImpl_7_SetViewport_FPUSetup(IDirect3DDevice7 *iface,
5088                                   D3DVIEWPORT7 *Data)
5089 {
5090     return IDirect3DDeviceImpl_7_SetViewport(iface, Data);
5091 }
5092
5093 static HRESULT WINAPI
5094 IDirect3DDeviceImpl_7_SetViewport_FPUPreserve(IDirect3DDevice7 *iface,
5095                                   D3DVIEWPORT7 *Data)
5096 {
5097     HRESULT hr;
5098     WORD old_fpucw;
5099
5100     old_fpucw = d3d_fpu_setup();
5101     hr = IDirect3DDeviceImpl_7_SetViewport(iface, Data);
5102     set_fpu_control_word(old_fpucw);
5103
5104     return hr;
5105 }
5106
5107 /*****************************************************************************
5108  * IDirect3DDevice::GetViewport
5109  *
5110  * Returns the current viewport
5111  *
5112  * Version 7
5113  *
5114  * Params:
5115  *  Data: D3D7Viewport structure to write the viewport information to
5116  *
5117  * Returns:
5118  *  D3D_OK on success
5119  *  DDERR_INVALIDPARAMS if Data is NULL
5120  *  For more details, see IWineD3DDevice::GetViewport
5121  *
5122  *****************************************************************************/
5123 static HRESULT
5124 IDirect3DDeviceImpl_7_GetViewport(IDirect3DDevice7 *iface,
5125                                   D3DVIEWPORT7 *Data)
5126 {
5127     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5128     HRESULT hr;
5129
5130     TRACE("iface %p, viewport %p.\n", iface, Data);
5131
5132     if(!Data)
5133         return DDERR_INVALIDPARAMS;
5134
5135     /* Note: D3DVIEWPORT7 is compatible with WINED3DVIEWPORT */
5136     EnterCriticalSection(&ddraw_cs);
5137     hr = IWineD3DDevice_GetViewport(This->wineD3DDevice,
5138                                     (WINED3DVIEWPORT*) Data);
5139
5140     LeaveCriticalSection(&ddraw_cs);
5141     return hr_ddraw_from_wined3d(hr);
5142 }
5143
5144 static HRESULT WINAPI
5145 IDirect3DDeviceImpl_7_GetViewport_FPUSetup(IDirect3DDevice7 *iface,
5146                                   D3DVIEWPORT7 *Data)
5147 {
5148     return IDirect3DDeviceImpl_7_GetViewport(iface, Data);
5149 }
5150
5151 static HRESULT WINAPI
5152 IDirect3DDeviceImpl_7_GetViewport_FPUPreserve(IDirect3DDevice7 *iface,
5153                                   D3DVIEWPORT7 *Data)
5154 {
5155     HRESULT hr;
5156     WORD old_fpucw;
5157
5158     old_fpucw = d3d_fpu_setup();
5159     hr = IDirect3DDeviceImpl_7_GetViewport(iface, Data);
5160     set_fpu_control_word(old_fpucw);
5161
5162     return hr;
5163 }
5164
5165 /*****************************************************************************
5166  * IDirect3DDevice7::SetMaterial
5167  *
5168  * Sets the Material
5169  *
5170  * Version 7
5171  *
5172  * Params:
5173  *  Mat: The material to set
5174  *
5175  * Returns:
5176  *  D3D_OK on success
5177  *  DDERR_INVALIDPARAMS if Mat is NULL.
5178  *  For more details, see IWineD3DDevice::SetMaterial
5179  *
5180  *****************************************************************************/
5181 static HRESULT
5182 IDirect3DDeviceImpl_7_SetMaterial(IDirect3DDevice7 *iface,
5183                                   D3DMATERIAL7 *Mat)
5184 {
5185     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5186     HRESULT hr;
5187
5188     TRACE("iface %p, material %p.\n", iface, Mat);
5189
5190     if (!Mat) return DDERR_INVALIDPARAMS;
5191     /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
5192     EnterCriticalSection(&ddraw_cs);
5193     hr = IWineD3DDevice_SetMaterial(This->wineD3DDevice,
5194                                     (WINED3DMATERIAL*) Mat);
5195     LeaveCriticalSection(&ddraw_cs);
5196     return hr_ddraw_from_wined3d(hr);
5197 }
5198
5199 static HRESULT WINAPI
5200 IDirect3DDeviceImpl_7_SetMaterial_FPUSetup(IDirect3DDevice7 *iface,
5201                                   D3DMATERIAL7 *Mat)
5202 {
5203     return IDirect3DDeviceImpl_7_SetMaterial(iface, Mat);
5204 }
5205
5206 static HRESULT WINAPI
5207 IDirect3DDeviceImpl_7_SetMaterial_FPUPreserve(IDirect3DDevice7 *iface,
5208                                   D3DMATERIAL7 *Mat)
5209 {
5210     HRESULT hr;
5211     WORD old_fpucw;
5212
5213     old_fpucw = d3d_fpu_setup();
5214     hr = IDirect3DDeviceImpl_7_SetMaterial(iface, Mat);
5215     set_fpu_control_word(old_fpucw);
5216
5217     return hr;
5218 }
5219
5220 /*****************************************************************************
5221  * IDirect3DDevice7::GetMaterial
5222  *
5223  * Returns the current material
5224  *
5225  * Version 7
5226  *
5227  * Params:
5228  *  Mat: D3DMATERIAL7 structure to write the material parameters to
5229  *
5230  * Returns:
5231  *  D3D_OK on success
5232  *  DDERR_INVALIDPARAMS if Mat is NULL
5233  *  For more details, see IWineD3DDevice::GetMaterial
5234  *
5235  *****************************************************************************/
5236 static HRESULT
5237 IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
5238                                   D3DMATERIAL7 *Mat)
5239 {
5240     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5241     HRESULT hr;
5242
5243     TRACE("iface %p, material %p.\n", iface, Mat);
5244
5245     EnterCriticalSection(&ddraw_cs);
5246     /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
5247     hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice,
5248                                     (WINED3DMATERIAL*) Mat);
5249     LeaveCriticalSection(&ddraw_cs);
5250     return hr_ddraw_from_wined3d(hr);
5251 }
5252
5253 static HRESULT WINAPI
5254 IDirect3DDeviceImpl_7_GetMaterial_FPUSetup(IDirect3DDevice7 *iface,
5255                                   D3DMATERIAL7 *Mat)
5256 {
5257     return IDirect3DDeviceImpl_7_GetMaterial(iface, Mat);
5258 }
5259
5260 static HRESULT WINAPI
5261 IDirect3DDeviceImpl_7_GetMaterial_FPUPreserve(IDirect3DDevice7 *iface,
5262                                   D3DMATERIAL7 *Mat)
5263 {
5264     HRESULT hr;
5265     WORD old_fpucw;
5266
5267     old_fpucw = d3d_fpu_setup();
5268     hr = IDirect3DDeviceImpl_7_GetMaterial(iface, Mat);
5269     set_fpu_control_word(old_fpucw);
5270
5271     return hr;
5272 }
5273
5274 /*****************************************************************************
5275  * IDirect3DDevice7::SetLight
5276  *
5277  * Assigns a light to a light index, but doesn't activate it yet.
5278  *
5279  * Version 7, IDirect3DLight uses this method for older versions
5280  *
5281  * Params:
5282  *  LightIndex: The index of the new light
5283  *  Light: A D3DLIGHT7 structure describing the light
5284  *
5285  * Returns:
5286  *  D3D_OK on success
5287  *  For more details, see IWineD3DDevice::SetLight
5288  *
5289  *****************************************************************************/
5290 static HRESULT
5291 IDirect3DDeviceImpl_7_SetLight(IDirect3DDevice7 *iface,
5292                                DWORD LightIndex,
5293                                D3DLIGHT7 *Light)
5294 {
5295     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5296     HRESULT hr;
5297
5298     TRACE("iface %p, light_idx %u, light %p.\n", iface, LightIndex, Light);
5299
5300     EnterCriticalSection(&ddraw_cs);
5301     /* Note: D3DLIGHT7 is compatible with WINED3DLIGHT */
5302     hr = IWineD3DDevice_SetLight(This->wineD3DDevice,
5303                                  LightIndex,
5304                                  (WINED3DLIGHT*) Light);
5305     LeaveCriticalSection(&ddraw_cs);
5306     return hr_ddraw_from_wined3d(hr);
5307 }
5308
5309 static HRESULT WINAPI
5310 IDirect3DDeviceImpl_7_SetLight_FPUSetup(IDirect3DDevice7 *iface,
5311                                DWORD LightIndex,
5312                                D3DLIGHT7 *Light)
5313 {
5314     return IDirect3DDeviceImpl_7_SetLight(iface, LightIndex, Light);
5315 }
5316
5317 static HRESULT WINAPI
5318 IDirect3DDeviceImpl_7_SetLight_FPUPreserve(IDirect3DDevice7 *iface,
5319                                DWORD LightIndex,
5320                                D3DLIGHT7 *Light)
5321 {
5322     HRESULT hr;
5323     WORD old_fpucw;
5324
5325     old_fpucw = d3d_fpu_setup();
5326     hr = IDirect3DDeviceImpl_7_SetLight(iface, LightIndex, Light);
5327     set_fpu_control_word(old_fpucw);
5328
5329     return hr;
5330 }
5331
5332 /*****************************************************************************
5333  * IDirect3DDevice7::GetLight
5334  *
5335  * Returns the light assigned to a light index
5336  *
5337  * Params:
5338  *  Light: Structure to write the light information to
5339  *
5340  * Returns:
5341  *  D3D_OK on success
5342  *  DDERR_INVALIDPARAMS if Light is NULL
5343  *  For details, see IWineD3DDevice::GetLight
5344  *
5345  *****************************************************************************/
5346 static HRESULT
5347 IDirect3DDeviceImpl_7_GetLight(IDirect3DDevice7 *iface,
5348                                DWORD LightIndex,
5349                                D3DLIGHT7 *Light)
5350 {
5351     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5352     HRESULT rc;
5353
5354     TRACE("iface %p, light_idx %u, light %p.\n", iface, LightIndex, Light);
5355
5356     EnterCriticalSection(&ddraw_cs);
5357     /* Note: D3DLIGHT7 is compatible with WINED3DLIGHT */
5358     rc =  IWineD3DDevice_GetLight(This->wineD3DDevice,
5359                                   LightIndex,
5360                                   (WINED3DLIGHT*) Light);
5361
5362     /* Translate the result. WineD3D returns other values than D3D7 */
5363     LeaveCriticalSection(&ddraw_cs);
5364     return hr_ddraw_from_wined3d(rc);
5365 }
5366
5367 static HRESULT WINAPI
5368 IDirect3DDeviceImpl_7_GetLight_FPUSetup(IDirect3DDevice7 *iface,
5369                                DWORD LightIndex,
5370                                D3DLIGHT7 *Light)
5371 {
5372     return IDirect3DDeviceImpl_7_GetLight(iface, LightIndex, Light);
5373 }
5374
5375 static HRESULT WINAPI
5376 IDirect3DDeviceImpl_7_GetLight_FPUPreserve(IDirect3DDevice7 *iface,
5377                                DWORD LightIndex,
5378                                D3DLIGHT7 *Light)
5379 {
5380     HRESULT hr;
5381     WORD old_fpucw;
5382
5383     old_fpucw = d3d_fpu_setup();
5384     hr = IDirect3DDeviceImpl_7_GetLight(iface, LightIndex, Light);
5385     set_fpu_control_word(old_fpucw);
5386
5387     return hr;
5388 }
5389
5390 /*****************************************************************************
5391  * IDirect3DDevice7::BeginStateBlock
5392  *
5393  * Begins recording to a stateblock
5394  *
5395  * Version 7
5396  *
5397  * Returns:
5398  *  D3D_OK on success
5399  *  For details see IWineD3DDevice::BeginStateBlock
5400  *
5401  *****************************************************************************/
5402 static HRESULT
5403 IDirect3DDeviceImpl_7_BeginStateBlock(IDirect3DDevice7 *iface)
5404 {
5405     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5406     HRESULT hr;
5407
5408     TRACE("iface %p.\n", iface);
5409
5410     EnterCriticalSection(&ddraw_cs);
5411     hr = IWineD3DDevice_BeginStateBlock(This->wineD3DDevice);
5412     LeaveCriticalSection(&ddraw_cs);
5413     return hr_ddraw_from_wined3d(hr);
5414 }
5415
5416 static HRESULT WINAPI
5417 IDirect3DDeviceImpl_7_BeginStateBlock_FPUSetup(IDirect3DDevice7 *iface)
5418 {
5419     return IDirect3DDeviceImpl_7_BeginStateBlock(iface);
5420 }
5421
5422 static HRESULT WINAPI
5423 IDirect3DDeviceImpl_7_BeginStateBlock_FPUPreserve(IDirect3DDevice7 *iface)
5424 {
5425     HRESULT hr;
5426     WORD old_fpucw;
5427
5428     old_fpucw = d3d_fpu_setup();
5429     hr = IDirect3DDeviceImpl_7_BeginStateBlock(iface);
5430     set_fpu_control_word(old_fpucw);
5431
5432     return hr;
5433 }
5434
5435 /*****************************************************************************
5436  * IDirect3DDevice7::EndStateBlock
5437  *
5438  * Stops recording to a state block and returns the created stateblock
5439  * handle.
5440  *
5441  * Version 7
5442  *
5443  * Params:
5444  *  BlockHandle: Address to store the stateblock's handle to
5445  *
5446  * Returns:
5447  *  D3D_OK on success
5448  *  DDERR_INVALIDPARAMS if BlockHandle is NULL
5449  *  See IWineD3DDevice::EndStateBlock for more details
5450  *
5451  *****************************************************************************/
5452 static HRESULT
5453 IDirect3DDeviceImpl_7_EndStateBlock(IDirect3DDevice7 *iface,
5454                                     DWORD *BlockHandle)
5455 {
5456     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5457     struct wined3d_stateblock *wined3d_sb;
5458     HRESULT hr;
5459     DWORD h;
5460
5461     TRACE("iface %p, stateblock %p.\n", iface, BlockHandle);
5462
5463     if(!BlockHandle)
5464     {
5465         WARN("BlockHandle == NULL, returning DDERR_INVALIDPARAMS\n");
5466         return DDERR_INVALIDPARAMS;
5467     }
5468
5469     EnterCriticalSection(&ddraw_cs);
5470
5471     hr = IWineD3DDevice_EndStateBlock(This->wineD3DDevice, &wined3d_sb);
5472     if (FAILED(hr))
5473     {
5474         WARN("Failed to end stateblock, hr %#x.\n", hr);
5475         LeaveCriticalSection(&ddraw_cs);
5476         *BlockHandle = 0;
5477         return hr_ddraw_from_wined3d(hr);
5478     }
5479
5480     h = ddraw_allocate_handle(&This->handle_table, wined3d_sb, DDRAW_HANDLE_STATEBLOCK);
5481     if (h == DDRAW_INVALID_HANDLE)
5482     {
5483         ERR("Failed to allocate a stateblock handle.\n");
5484         wined3d_stateblock_decref(wined3d_sb);
5485         LeaveCriticalSection(&ddraw_cs);
5486         *BlockHandle = 0;
5487         return DDERR_OUTOFMEMORY;
5488     }
5489
5490     LeaveCriticalSection(&ddraw_cs);
5491     *BlockHandle = h + 1;
5492
5493     return hr_ddraw_from_wined3d(hr);
5494 }
5495
5496 static HRESULT WINAPI
5497 IDirect3DDeviceImpl_7_EndStateBlock_FPUSetup(IDirect3DDevice7 *iface,
5498                                     DWORD *BlockHandle)
5499 {
5500     return IDirect3DDeviceImpl_7_EndStateBlock(iface, BlockHandle);
5501 }
5502
5503 static HRESULT WINAPI
5504 IDirect3DDeviceImpl_7_EndStateBlock_FPUPreserve(IDirect3DDevice7 *iface,
5505                                     DWORD *BlockHandle)
5506 {
5507     HRESULT hr;
5508     WORD old_fpucw;
5509
5510     old_fpucw = d3d_fpu_setup();
5511     hr = IDirect3DDeviceImpl_7_EndStateBlock(iface, BlockHandle);
5512     set_fpu_control_word(old_fpucw);
5513
5514     return hr;
5515 }
5516
5517 /*****************************************************************************
5518  * IDirect3DDevice7::PreLoad
5519  *
5520  * Allows the app to signal that a texture will be used soon, to allow
5521  * the Direct3DDevice to load it to the video card in the meantime.
5522  *
5523  * Version 7
5524  *
5525  * Params:
5526  *  Texture: The texture to preload
5527  *
5528  * Returns:
5529  *  D3D_OK on success
5530  *  DDERR_INVALIDPARAMS if Texture is NULL
5531  *  See IWineD3DSurface::PreLoad for details
5532  *
5533  *****************************************************************************/
5534 static HRESULT
5535 IDirect3DDeviceImpl_7_PreLoad(IDirect3DDevice7 *iface,
5536                               IDirectDrawSurface7 *Texture)
5537 {
5538     IDirectDrawSurfaceImpl *surf = (IDirectDrawSurfaceImpl *)Texture;
5539
5540     TRACE("iface %p, texture %p.\n", iface, Texture);
5541
5542     if(!Texture)
5543         return DDERR_INVALIDPARAMS;
5544
5545     EnterCriticalSection(&ddraw_cs);
5546     IWineD3DSurface_PreLoad(surf->WineD3DSurface);
5547     LeaveCriticalSection(&ddraw_cs);
5548     return D3D_OK;
5549 }
5550
5551 static HRESULT WINAPI
5552 IDirect3DDeviceImpl_7_PreLoad_FPUSetup(IDirect3DDevice7 *iface,
5553                               IDirectDrawSurface7 *Texture)
5554 {
5555     return IDirect3DDeviceImpl_7_PreLoad(iface, Texture);
5556 }
5557
5558 static HRESULT WINAPI
5559 IDirect3DDeviceImpl_7_PreLoad_FPUPreserve(IDirect3DDevice7 *iface,
5560                               IDirectDrawSurface7 *Texture)
5561 {
5562     HRESULT hr;
5563     WORD old_fpucw;
5564
5565     old_fpucw = d3d_fpu_setup();
5566     hr = IDirect3DDeviceImpl_7_PreLoad(iface, Texture);
5567     set_fpu_control_word(old_fpucw);
5568
5569     return hr;
5570 }
5571
5572 /*****************************************************************************
5573  * IDirect3DDevice7::ApplyStateBlock
5574  *
5575  * Activates the state stored in a state block handle.
5576  *
5577  * Params:
5578  *  BlockHandle: The stateblock handle to activate
5579  *
5580  * Returns:
5581  *  D3D_OK on success
5582  *  D3DERR_INVALIDSTATEBLOCK if BlockHandle is NULL
5583  *
5584  *****************************************************************************/
5585 static HRESULT
5586 IDirect3DDeviceImpl_7_ApplyStateBlock(IDirect3DDevice7 *iface,
5587                                       DWORD BlockHandle)
5588 {
5589     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5590     struct wined3d_stateblock *wined3d_sb;
5591     HRESULT hr;
5592
5593     TRACE("iface %p, stateblock %#x.\n", iface, BlockHandle);
5594
5595     EnterCriticalSection(&ddraw_cs);
5596
5597     wined3d_sb = ddraw_get_object(&This->handle_table, BlockHandle - 1, DDRAW_HANDLE_STATEBLOCK);
5598     if (!wined3d_sb)
5599     {
5600         WARN("Invalid stateblock handle.\n");
5601         LeaveCriticalSection(&ddraw_cs);
5602         return D3DERR_INVALIDSTATEBLOCK;
5603     }
5604
5605     hr = wined3d_stateblock_apply(wined3d_sb);
5606     LeaveCriticalSection(&ddraw_cs);
5607
5608     return hr_ddraw_from_wined3d(hr);
5609 }
5610
5611 static HRESULT WINAPI
5612 IDirect3DDeviceImpl_7_ApplyStateBlock_FPUSetup(IDirect3DDevice7 *iface,
5613                                       DWORD BlockHandle)
5614 {
5615     return IDirect3DDeviceImpl_7_ApplyStateBlock(iface, BlockHandle);
5616 }
5617
5618 static HRESULT WINAPI
5619 IDirect3DDeviceImpl_7_ApplyStateBlock_FPUPreserve(IDirect3DDevice7 *iface,
5620                                       DWORD BlockHandle)
5621 {
5622     HRESULT hr;
5623     WORD old_fpucw;
5624
5625     old_fpucw = d3d_fpu_setup();
5626     hr = IDirect3DDeviceImpl_7_ApplyStateBlock(iface, BlockHandle);
5627     set_fpu_control_word(old_fpucw);
5628
5629     return hr;
5630 }
5631
5632 /*****************************************************************************
5633  * IDirect3DDevice7::CaptureStateBlock
5634  *
5635  * Updates a stateblock's values to the values currently set for the device
5636  *
5637  * Version 7
5638  *
5639  * Params:
5640  *  BlockHandle: Stateblock to update
5641  *
5642  * Returns:
5643  *  D3D_OK on success
5644  *  D3DERR_INVALIDSTATEBLOCK if BlockHandle is NULL
5645  *  See IWineD3DDevice::CaptureStateBlock for more details
5646  *
5647  *****************************************************************************/
5648 static HRESULT
5649 IDirect3DDeviceImpl_7_CaptureStateBlock(IDirect3DDevice7 *iface,
5650                                         DWORD BlockHandle)
5651 {
5652     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5653     struct wined3d_stateblock *wined3d_sb;
5654     HRESULT hr;
5655
5656     TRACE("iface %p, stateblock %#x.\n", iface, BlockHandle);
5657
5658     EnterCriticalSection(&ddraw_cs);
5659
5660     wined3d_sb = ddraw_get_object(&This->handle_table, BlockHandle - 1, DDRAW_HANDLE_STATEBLOCK);
5661     if (!wined3d_sb)
5662     {
5663         WARN("Invalid stateblock handle.\n");
5664         LeaveCriticalSection(&ddraw_cs);
5665         return D3DERR_INVALIDSTATEBLOCK;
5666     }
5667
5668     hr = wined3d_stateblock_capture(wined3d_sb);
5669     LeaveCriticalSection(&ddraw_cs);
5670     return hr_ddraw_from_wined3d(hr);
5671 }
5672
5673 static HRESULT WINAPI
5674 IDirect3DDeviceImpl_7_CaptureStateBlock_FPUSetup(IDirect3DDevice7 *iface,
5675                                         DWORD BlockHandle)
5676 {
5677     return IDirect3DDeviceImpl_7_CaptureStateBlock(iface, BlockHandle);
5678 }
5679
5680 static HRESULT WINAPI
5681 IDirect3DDeviceImpl_7_CaptureStateBlock_FPUPreserve(IDirect3DDevice7 *iface,
5682                                         DWORD BlockHandle)
5683 {
5684     HRESULT hr;
5685     WORD old_fpucw;
5686
5687     old_fpucw = d3d_fpu_setup();
5688     hr = IDirect3DDeviceImpl_7_CaptureStateBlock(iface, BlockHandle);
5689     set_fpu_control_word(old_fpucw);
5690
5691     return hr;
5692 }
5693
5694 /*****************************************************************************
5695  * IDirect3DDevice7::DeleteStateBlock
5696  *
5697  * Deletes a stateblock handle. This means releasing the WineD3DStateBlock
5698  *
5699  * Version 7
5700  *
5701  * Params:
5702  *  BlockHandle: Stateblock handle to delete
5703  *
5704  * Returns:
5705  *  D3D_OK on success
5706  *  D3DERR_INVALIDSTATEBLOCK if BlockHandle is 0
5707  *
5708  *****************************************************************************/
5709 static HRESULT
5710 IDirect3DDeviceImpl_7_DeleteStateBlock(IDirect3DDevice7 *iface,
5711                                        DWORD BlockHandle)
5712 {
5713     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5714     struct wined3d_stateblock *wined3d_sb;
5715     ULONG ref;
5716
5717     TRACE("iface %p, stateblock %#x.\n", iface, BlockHandle);
5718
5719     EnterCriticalSection(&ddraw_cs);
5720
5721     wined3d_sb = ddraw_free_handle(&This->handle_table, BlockHandle - 1, DDRAW_HANDLE_STATEBLOCK);
5722     if (!wined3d_sb)
5723     {
5724         WARN("Invalid stateblock handle.\n");
5725         LeaveCriticalSection(&ddraw_cs);
5726         return D3DERR_INVALIDSTATEBLOCK;
5727     }
5728
5729     if ((ref = wined3d_stateblock_decref(wined3d_sb)))
5730     {
5731         ERR("Something is still holding stateblock %p (refcount %u).\n", wined3d_sb, ref);
5732     }
5733
5734     LeaveCriticalSection(&ddraw_cs);
5735     return D3D_OK;
5736 }
5737
5738 static HRESULT WINAPI
5739 IDirect3DDeviceImpl_7_DeleteStateBlock_FPUSetup(IDirect3DDevice7 *iface,
5740                                        DWORD BlockHandle)
5741 {
5742     return IDirect3DDeviceImpl_7_DeleteStateBlock(iface, BlockHandle);
5743 }
5744
5745 static HRESULT WINAPI
5746 IDirect3DDeviceImpl_7_DeleteStateBlock_FPUPreserve(IDirect3DDevice7 *iface,
5747                                        DWORD BlockHandle)
5748 {
5749     HRESULT hr;
5750     WORD old_fpucw;
5751
5752     old_fpucw = d3d_fpu_setup();
5753     hr = IDirect3DDeviceImpl_7_DeleteStateBlock(iface, BlockHandle);
5754     set_fpu_control_word(old_fpucw);
5755
5756     return hr;
5757 }
5758
5759 /*****************************************************************************
5760  * IDirect3DDevice7::CreateStateBlock
5761  *
5762  * Creates a new state block handle.
5763  *
5764  * Version 7
5765  *
5766  * Params:
5767  *  Type: The state block type
5768  *  BlockHandle: Address to write the created handle to
5769  *
5770  * Returns:
5771  *   D3D_OK on success
5772  *   DDERR_INVALIDPARAMS if BlockHandle is NULL
5773  *
5774  *****************************************************************************/
5775 static HRESULT
5776 IDirect3DDeviceImpl_7_CreateStateBlock(IDirect3DDevice7 *iface,
5777                                        D3DSTATEBLOCKTYPE Type,
5778                                        DWORD *BlockHandle)
5779 {
5780     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
5781     struct wined3d_stateblock *wined3d_sb;
5782     HRESULT hr;
5783     DWORD h;
5784
5785     TRACE("iface %p, type %#x, stateblock %p.\n", iface, Type, BlockHandle);
5786
5787     if(!BlockHandle)
5788     {
5789         WARN("BlockHandle == NULL, returning DDERR_INVALIDPARAMS\n");
5790         return DDERR_INVALIDPARAMS;
5791     }
5792     if(Type != D3DSBT_ALL         && Type != D3DSBT_PIXELSTATE &&
5793        Type != D3DSBT_VERTEXSTATE                              ) {
5794         WARN("Unexpected stateblock type, returning DDERR_INVALIDPARAMS\n");
5795         return DDERR_INVALIDPARAMS;
5796     }
5797
5798     EnterCriticalSection(&ddraw_cs);
5799
5800     /* The D3DSTATEBLOCKTYPE enum is fine here. */
5801     hr = IWineD3DDevice_CreateStateBlock(This->wineD3DDevice, Type, &wined3d_sb);
5802     if (FAILED(hr))
5803     {
5804         WARN("Failed to create stateblock, hr %#x.\n", hr);
5805         LeaveCriticalSection(&ddraw_cs);
5806         return hr_ddraw_from_wined3d(hr);
5807     }
5808
5809     h = ddraw_allocate_handle(&This->handle_table, wined3d_sb, DDRAW_HANDLE_STATEBLOCK);
5810     if (h == DDRAW_INVALID_HANDLE)
5811     {
5812         ERR("Failed to allocate stateblock handle.\n");
5813         wined3d_stateblock_decref(wined3d_sb);
5814         LeaveCriticalSection(&ddraw_cs);
5815         return DDERR_OUTOFMEMORY;
5816     }
5817
5818     *BlockHandle = h + 1;
5819     LeaveCriticalSection(&ddraw_cs);
5820
5821     return hr_ddraw_from_wined3d(hr);
5822 }
5823
5824 static HRESULT WINAPI
5825 IDirect3DDeviceImpl_7_CreateStateBlock_FPUSetup(IDirect3DDevice7 *iface,
5826                                        D3DSTATEBLOCKTYPE Type,
5827                                        DWORD *BlockHandle)
5828 {
5829     return IDirect3DDeviceImpl_7_CreateStateBlock(iface, Type, BlockHandle);
5830 }
5831
5832 static HRESULT WINAPI
5833 IDirect3DDeviceImpl_7_CreateStateBlock_FPUPreserve(IDirect3DDevice7 *iface,
5834                                        D3DSTATEBLOCKTYPE Type,
5835                                        DWORD *BlockHandle)
5836 {
5837     HRESULT hr;
5838     WORD old_fpucw;
5839
5840     old_fpucw = d3d_fpu_setup();
5841     hr =IDirect3DDeviceImpl_7_CreateStateBlock(iface, Type, BlockHandle);
5842     set_fpu_control_word(old_fpucw);
5843
5844     return hr;
5845 }
5846
5847 /* Helper function for IDirect3DDeviceImpl_7_Load. */
5848 static BOOL is_mip_level_subset(IDirectDrawSurfaceImpl *dest,
5849                                 IDirectDrawSurfaceImpl *src)
5850 {
5851     IDirectDrawSurfaceImpl *src_level, *dest_level;
5852     IDirectDrawSurface7 *temp;
5853     DDSURFACEDESC2 ddsd;
5854     BOOL levelFound; /* at least one suitable sublevel in dest found */
5855
5856     /* To satisfy "destination is mip level subset of source" criteria (regular texture counts as 1 level),
5857      * 1) there must be at least one mip level in destination that matched dimensions of some mip level in source and
5858      * 2) there must be no destination levels that don't match any levels in source. Otherwise it's INVALIDPARAMS.
5859      */
5860     levelFound = FALSE;
5861
5862     src_level = src;
5863     dest_level = dest;
5864
5865     for (;src_level && dest_level;)
5866     {
5867         if (src_level->surface_desc.dwWidth == dest_level->surface_desc.dwWidth &&
5868             src_level->surface_desc.dwHeight == dest_level->surface_desc.dwHeight)
5869         {
5870             levelFound = TRUE;
5871
5872             ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
5873             ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
5874             IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)dest_level, &ddsd.ddsCaps, &temp);
5875
5876             if (dest_level != dest) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)dest_level);
5877
5878             dest_level = (IDirectDrawSurfaceImpl *)temp;
5879         }
5880
5881         ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
5882         ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
5883         IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)src_level, &ddsd.ddsCaps, &temp);
5884
5885         if (src_level != src) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)src_level);
5886
5887         src_level = (IDirectDrawSurfaceImpl *)temp;
5888     }
5889
5890     if (src_level && src_level != src) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)src_level);
5891     if (dest_level && dest_level != dest) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)dest_level);
5892
5893     return !dest_level && levelFound;
5894 }
5895
5896 /* Helper function for IDirect3DDeviceImpl_7_Load. */
5897 static void copy_mipmap_chain(IDirect3DDeviceImpl *device,
5898                               IDirectDrawSurfaceImpl *dest,
5899                               IDirectDrawSurfaceImpl *src,
5900                               const POINT *DestPoint,
5901                               const RECT *SrcRect)
5902 {
5903     IDirectDrawSurfaceImpl *src_level, *dest_level;
5904     IDirectDrawSurface7 *temp;
5905     DDSURFACEDESC2 ddsd;
5906     POINT point;
5907     RECT rect;
5908     HRESULT hr;
5909     IDirectDrawPalette *pal = NULL, *pal_src = NULL;
5910     DWORD ckeyflag;
5911     DDCOLORKEY ddckey;
5912     BOOL palette_missing = FALSE;
5913
5914     /* Copy palette, if possible. */
5915     IDirectDrawSurface7_GetPalette((IDirectDrawSurface7 *)src, &pal_src);
5916     IDirectDrawSurface7_GetPalette((IDirectDrawSurface7 *)dest, &pal);
5917
5918     if (pal_src != NULL && pal != NULL)
5919     {
5920         PALETTEENTRY palent[256];
5921
5922         IDirectDrawPalette_GetEntries(pal_src, 0, 0, 256, palent);
5923         IDirectDrawPalette_SetEntries(pal, 0, 0, 256, palent);
5924     }
5925
5926     if (dest->surface_desc.u4.ddpfPixelFormat.dwFlags & (DDPF_PALETTEINDEXED1 | DDPF_PALETTEINDEXED2 |
5927             DDPF_PALETTEINDEXED4 | DDPF_PALETTEINDEXED8 | DDPF_PALETTEINDEXEDTO8) && !pal)
5928     {
5929         palette_missing = TRUE;
5930     }
5931
5932     if (pal) IDirectDrawPalette_Release(pal);
5933     if (pal_src) IDirectDrawPalette_Release(pal_src);
5934
5935     /* Copy colorkeys, if present. */
5936     for (ckeyflag = DDCKEY_DESTBLT; ckeyflag <= DDCKEY_SRCOVERLAY; ckeyflag <<= 1)
5937     {
5938         hr = IDirectDrawSurface7_GetColorKey((IDirectDrawSurface7 *)src, ckeyflag, &ddckey);
5939
5940         if (SUCCEEDED(hr))
5941         {
5942             IDirectDrawSurface7_SetColorKey((IDirectDrawSurface7 *)dest, ckeyflag, &ddckey);
5943         }
5944     }
5945
5946     src_level = src;
5947     dest_level = dest;
5948
5949     point = *DestPoint;
5950     rect = *SrcRect;
5951
5952     for (;src_level && dest_level;)
5953     {
5954         if (src_level->surface_desc.dwWidth == dest_level->surface_desc.dwWidth &&
5955             src_level->surface_desc.dwHeight == dest_level->surface_desc.dwHeight)
5956         {
5957             /* Try UpdateSurface that may perform a more direct opengl loading. But skip this if destination is paletted texture and has no palette.
5958              * Some games like Sacrifice set palette after Load, and it is a waste of effort to try to load texture without palette and generates
5959              * warnings in wined3d. */
5960             if (!palette_missing)
5961                 hr = IWineD3DDevice_UpdateSurface(device->wineD3DDevice, src_level->WineD3DSurface, &rect, dest_level->WineD3DSurface,
5962                                 &point);
5963
5964             if (palette_missing || FAILED(hr))
5965             {
5966                 /* UpdateSurface may fail e.g. if dest is in system memory. Fall back to BltFast that is less strict. */
5967                 IWineD3DSurface_BltFast(dest_level->WineD3DSurface,
5968                                         point.x, point.y,
5969                                         src_level->WineD3DSurface, &rect, 0);
5970             }
5971
5972             ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
5973             ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
5974             IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)dest_level, &ddsd.ddsCaps, &temp);
5975
5976             if (dest_level != dest) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)dest_level);
5977
5978             dest_level = (IDirectDrawSurfaceImpl *)temp;
5979         }
5980
5981         ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
5982         ddsd.ddsCaps.dwCaps2 = DDSCAPS2_MIPMAPSUBLEVEL;
5983         IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)src_level, &ddsd.ddsCaps, &temp);
5984
5985         if (src_level != src) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)src_level);
5986
5987         src_level = (IDirectDrawSurfaceImpl *)temp;
5988
5989         point.x /= 2;
5990         point.y /= 2;
5991
5992         rect.top /= 2;
5993         rect.left /= 2;
5994         rect.right = (rect.right + 1) / 2;
5995         rect.bottom = (rect.bottom + 1) / 2;
5996     }
5997
5998     if (src_level && src_level != src) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)src_level);
5999     if (dest_level && dest_level != dest) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)dest_level);
6000 }
6001
6002 /*****************************************************************************
6003  * IDirect3DDevice7::Load
6004  *
6005  * Loads a rectangular area from the source into the destination texture.
6006  * It can also copy the source to the faces of a cubic environment map
6007  *
6008  * Version 7
6009  *
6010  * Params:
6011  *  DestTex: Destination texture
6012  *  DestPoint: Point in the destination where the source image should be
6013  *             written to
6014  *  SrcTex: Source texture
6015  *  SrcRect: Source rectangle
6016  *  Flags: Cubemap faces to load (DDSCAPS2_CUBEMAP_ALLFACES, DDSCAPS2_CUBEMAP_POSITIVEX,
6017  *          DDSCAPS2_CUBEMAP_NEGATIVEX, DDSCAPS2_CUBEMAP_POSITIVEY, DDSCAPS2_CUBEMAP_NEGATIVEY,
6018  *          DDSCAPS2_CUBEMAP_POSITIVEZ, DDSCAPS2_CUBEMAP_NEGATIVEZ)
6019  *
6020  * Returns:
6021  *  D3D_OK on success
6022  *  DDERR_INVALIDPARAMS if DestTex or SrcTex are NULL, broken coordinates or anything unexpected.
6023  *
6024  *
6025  *****************************************************************************/
6026
6027 static HRESULT
6028 IDirect3DDeviceImpl_7_Load(IDirect3DDevice7 *iface,
6029                            IDirectDrawSurface7 *DestTex,
6030                            POINT *DestPoint,
6031                            IDirectDrawSurface7 *SrcTex,
6032                            RECT *SrcRect,
6033                            DWORD Flags)
6034 {
6035     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
6036     IDirectDrawSurfaceImpl *dest = (IDirectDrawSurfaceImpl *)DestTex;
6037     IDirectDrawSurfaceImpl *src = (IDirectDrawSurfaceImpl *)SrcTex;
6038     POINT destpoint;
6039     RECT srcrect;
6040
6041     TRACE("iface %p, dst_texture %p, dst_pos %s, src_texture %p, src_rect %s, flags %#x.\n",
6042             iface, DestTex, wine_dbgstr_point(DestPoint), SrcTex, wine_dbgstr_rect(SrcRect), Flags);
6043
6044     if( (!src) || (!dest) )
6045         return DDERR_INVALIDPARAMS;
6046
6047     EnterCriticalSection(&ddraw_cs);
6048
6049     if (SrcRect) srcrect = *SrcRect;
6050     else
6051     {
6052         srcrect.left = srcrect.top = 0;
6053         srcrect.right = src->surface_desc.dwWidth;
6054         srcrect.bottom = src->surface_desc.dwHeight;
6055     }
6056
6057     if (DestPoint) destpoint = *DestPoint;
6058     else
6059     {
6060         destpoint.x = destpoint.y = 0;
6061     }
6062     /* Check bad dimensions. DestPoint is validated against src, not dest, because
6063      * destination can be a subset of mip levels, in which case actual coordinates used
6064      * for it may be divided. If any dimension of dest is larger than source, it can't be
6065      * mip level subset, so an error can be returned early.
6066      */
6067     if (srcrect.left >= srcrect.right || srcrect.top >= srcrect.bottom ||
6068         srcrect.right > src->surface_desc.dwWidth ||
6069         srcrect.bottom > src->surface_desc.dwHeight ||
6070         destpoint.x + srcrect.right - srcrect.left > src->surface_desc.dwWidth ||
6071         destpoint.y + srcrect.bottom - srcrect.top > src->surface_desc.dwHeight ||
6072         dest->surface_desc.dwWidth > src->surface_desc.dwWidth ||
6073         dest->surface_desc.dwHeight > src->surface_desc.dwHeight)
6074     {
6075         LeaveCriticalSection(&ddraw_cs);
6076         return DDERR_INVALIDPARAMS;
6077     }
6078
6079     /* Must be top level surfaces. */
6080     if (src->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_MIPMAPSUBLEVEL ||
6081         dest->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_MIPMAPSUBLEVEL)
6082     {
6083         LeaveCriticalSection(&ddraw_cs);
6084         return DDERR_INVALIDPARAMS;
6085     }
6086
6087     if (src->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP)
6088     {
6089         DWORD src_face_flag, dest_face_flag;
6090         IDirectDrawSurfaceImpl *src_face, *dest_face;
6091         IDirectDrawSurface7 *temp;
6092         DDSURFACEDESC2 ddsd;
6093         int i;
6094
6095         if (!(dest->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP))
6096         {
6097             LeaveCriticalSection(&ddraw_cs);
6098             return DDERR_INVALIDPARAMS;
6099         }
6100
6101         /* Iterate through cube faces 2 times. First time is just to check INVALIDPARAMS conditions, second
6102          * time it's actual surface loading. */
6103         for (i = 0; i < 2; i++)
6104         {
6105             dest_face = dest;
6106             src_face = src;
6107
6108             for (;dest_face && src_face;)
6109             {
6110                 src_face_flag = src_face->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP_ALLFACES;
6111                 dest_face_flag = dest_face->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP_ALLFACES;
6112
6113                 if (src_face_flag == dest_face_flag)
6114                 {
6115                     if (i == 0)
6116                     {
6117                         /* Destination mip levels must be subset of source mip levels. */
6118                         if (!is_mip_level_subset(dest_face, src_face))
6119                         {
6120                             LeaveCriticalSection(&ddraw_cs);
6121                             return DDERR_INVALIDPARAMS;
6122                         }
6123                     }
6124                     else if (Flags & dest_face_flag)
6125                     {
6126                         copy_mipmap_chain(This, dest_face, src_face, &destpoint, &srcrect);
6127                     }
6128
6129                     if (src_face_flag < DDSCAPS2_CUBEMAP_NEGATIVEZ)
6130                     {
6131                         ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
6132                         ddsd.ddsCaps.dwCaps2 = DDSCAPS2_CUBEMAP | (src_face_flag << 1);
6133                         IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)src, &ddsd.ddsCaps, &temp);
6134
6135                         if (src_face != src) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)src_face);
6136
6137                         src_face = (IDirectDrawSurfaceImpl *)temp;
6138                     }
6139                     else
6140                     {
6141                         if (src_face != src) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)src_face);
6142
6143                         src_face = NULL;
6144                     }
6145                 }
6146
6147                 if (dest_face_flag < DDSCAPS2_CUBEMAP_NEGATIVEZ)
6148                 {
6149                     ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
6150                     ddsd.ddsCaps.dwCaps2 = DDSCAPS2_CUBEMAP | (dest_face_flag << 1);
6151                     IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)dest, &ddsd.ddsCaps, &temp);
6152
6153                     if (dest_face != dest) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)dest_face);
6154
6155                     dest_face = (IDirectDrawSurfaceImpl *)temp;
6156                 }
6157                 else
6158                 {
6159                     if (dest_face != dest) IDirectDrawSurface7_Release((IDirectDrawSurface7 *)dest_face);
6160
6161                     dest_face = NULL;
6162                 }
6163             }
6164
6165             if (i == 0)
6166             {
6167                 /* Native returns error if src faces are not subset of dest faces. */
6168                 if (src_face)
6169                 {
6170                     LeaveCriticalSection(&ddraw_cs);
6171                     return DDERR_INVALIDPARAMS;
6172                 }
6173             }
6174         }
6175
6176         LeaveCriticalSection(&ddraw_cs);
6177         return D3D_OK;
6178     }
6179     else if (dest->surface_desc.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP)
6180     {
6181         LeaveCriticalSection(&ddraw_cs);
6182         return DDERR_INVALIDPARAMS;
6183     }
6184
6185     /* Handle non cube map textures. */
6186
6187     /* Destination mip levels must be subset of source mip levels. */
6188     if (!is_mip_level_subset(dest, src))
6189     {
6190         LeaveCriticalSection(&ddraw_cs);
6191         return DDERR_INVALIDPARAMS;
6192     }
6193
6194     copy_mipmap_chain(This, dest, src, &destpoint, &srcrect);
6195
6196     LeaveCriticalSection(&ddraw_cs);
6197     return D3D_OK;
6198 }
6199
6200 static HRESULT WINAPI
6201 IDirect3DDeviceImpl_7_Load_FPUSetup(IDirect3DDevice7 *iface,
6202                            IDirectDrawSurface7 *DestTex,
6203                            POINT *DestPoint,
6204                            IDirectDrawSurface7 *SrcTex,
6205                            RECT *SrcRect,
6206                            DWORD Flags)
6207 {
6208     return IDirect3DDeviceImpl_7_Load(iface, DestTex, DestPoint, SrcTex, SrcRect, Flags);
6209 }
6210
6211 static HRESULT WINAPI
6212 IDirect3DDeviceImpl_7_Load_FPUPreserve(IDirect3DDevice7 *iface,
6213                            IDirectDrawSurface7 *DestTex,
6214                            POINT *DestPoint,
6215                            IDirectDrawSurface7 *SrcTex,
6216                            RECT *SrcRect,
6217                            DWORD Flags)
6218 {
6219     HRESULT hr;
6220     WORD old_fpucw;
6221
6222     old_fpucw = d3d_fpu_setup();
6223     hr = IDirect3DDeviceImpl_7_Load(iface, DestTex, DestPoint, SrcTex, SrcRect, Flags);
6224     set_fpu_control_word(old_fpucw);
6225
6226     return hr;
6227 }
6228
6229 /*****************************************************************************
6230  * IDirect3DDevice7::LightEnable
6231  *
6232  * Enables or disables a light
6233  *
6234  * Version 7, IDirect3DLight uses this method too.
6235  *
6236  * Params:
6237  *  LightIndex: The index of the light to enable / disable
6238  *  Enable: Enable or disable the light
6239  *
6240  * Returns:
6241  *  D3D_OK on success
6242  *  For more details, see IWineD3DDevice::SetLightEnable
6243  *
6244  *****************************************************************************/
6245 static HRESULT
6246 IDirect3DDeviceImpl_7_LightEnable(IDirect3DDevice7 *iface,
6247                                   DWORD LightIndex,
6248                                   BOOL Enable)
6249 {
6250     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
6251     HRESULT hr;
6252
6253     TRACE("iface %p, light_idx %u, enabled %#x.\n", iface, LightIndex, Enable);
6254
6255     EnterCriticalSection(&ddraw_cs);
6256     hr = IWineD3DDevice_SetLightEnable(This->wineD3DDevice, LightIndex, Enable);
6257     LeaveCriticalSection(&ddraw_cs);
6258     return hr_ddraw_from_wined3d(hr);
6259 }
6260
6261 static HRESULT WINAPI
6262 IDirect3DDeviceImpl_7_LightEnable_FPUSetup(IDirect3DDevice7 *iface,
6263                                   DWORD LightIndex,
6264                                   BOOL Enable)
6265 {
6266     return IDirect3DDeviceImpl_7_LightEnable(iface, LightIndex, Enable);
6267 }
6268
6269 static HRESULT WINAPI
6270 IDirect3DDeviceImpl_7_LightEnable_FPUPreserve(IDirect3DDevice7 *iface,
6271                                   DWORD LightIndex,
6272                                   BOOL Enable)
6273 {
6274     HRESULT hr;
6275     WORD old_fpucw;
6276
6277     old_fpucw = d3d_fpu_setup();
6278     hr = IDirect3DDeviceImpl_7_LightEnable(iface, LightIndex, Enable);
6279     set_fpu_control_word(old_fpucw);
6280
6281     return hr;
6282 }
6283
6284 /*****************************************************************************
6285  * IDirect3DDevice7::GetLightEnable
6286  *
6287  * Retrieves if the light with the given index is enabled or not
6288  *
6289  * Version 7
6290  *
6291  * Params:
6292  *  LightIndex: Index of desired light
6293  *  Enable: Pointer to a BOOL which contains the result
6294  *
6295  * Returns:
6296  *  D3D_OK on success
6297  *  DDERR_INVALIDPARAMS if Enable is NULL
6298  *  See IWineD3DDevice::GetLightEnable for more details
6299  *
6300  *****************************************************************************/
6301 static HRESULT
6302 IDirect3DDeviceImpl_7_GetLightEnable(IDirect3DDevice7 *iface,
6303                                      DWORD LightIndex,
6304                                      BOOL* Enable)
6305 {
6306     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
6307     HRESULT hr;
6308
6309     TRACE("iface %p, light_idx %u, enabled %p.\n", iface, LightIndex, Enable);
6310
6311     if(!Enable)
6312         return DDERR_INVALIDPARAMS;
6313
6314     EnterCriticalSection(&ddraw_cs);
6315     hr = IWineD3DDevice_GetLightEnable(This->wineD3DDevice, LightIndex, Enable);
6316     LeaveCriticalSection(&ddraw_cs);
6317     return hr_ddraw_from_wined3d(hr);
6318 }
6319
6320 static HRESULT WINAPI
6321 IDirect3DDeviceImpl_7_GetLightEnable_FPUSetup(IDirect3DDevice7 *iface,
6322                                      DWORD LightIndex,
6323                                      BOOL* Enable)
6324 {
6325     return IDirect3DDeviceImpl_7_GetLightEnable(iface, LightIndex, Enable);
6326 }
6327
6328 static HRESULT WINAPI
6329 IDirect3DDeviceImpl_7_GetLightEnable_FPUPreserve(IDirect3DDevice7 *iface,
6330                                      DWORD LightIndex,
6331                                      BOOL* Enable)
6332 {
6333     HRESULT hr;
6334     WORD old_fpucw;
6335
6336     old_fpucw = d3d_fpu_setup();
6337     hr = IDirect3DDeviceImpl_7_GetLightEnable(iface, LightIndex, Enable);
6338     set_fpu_control_word(old_fpucw);
6339
6340     return hr;
6341 }
6342
6343 /*****************************************************************************
6344  * IDirect3DDevice7::SetClipPlane
6345  *
6346  * Sets custom clipping plane
6347  *
6348  * Version 7
6349  *
6350  * Params:
6351  *  Index: The index of the clipping plane
6352  *  PlaneEquation: An equation defining the clipping plane
6353  *
6354  * Returns:
6355  *  D3D_OK on success
6356  *  DDERR_INVALIDPARAMS if PlaneEquation is NULL
6357  *  See IWineD3DDevice::SetClipPlane for more details
6358  *
6359  *****************************************************************************/
6360 static HRESULT
6361 IDirect3DDeviceImpl_7_SetClipPlane(IDirect3DDevice7 *iface,
6362                                    DWORD Index,
6363                                    D3DVALUE* PlaneEquation)
6364 {
6365     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
6366     HRESULT hr;
6367
6368     TRACE("iface %p, idx %u, plane %p.\n", iface, Index, PlaneEquation);
6369
6370     if(!PlaneEquation)
6371         return DDERR_INVALIDPARAMS;
6372
6373     EnterCriticalSection(&ddraw_cs);
6374     hr = IWineD3DDevice_SetClipPlane(This->wineD3DDevice, Index, PlaneEquation);
6375     LeaveCriticalSection(&ddraw_cs);
6376     return hr;
6377 }
6378
6379 static HRESULT WINAPI
6380 IDirect3DDeviceImpl_7_SetClipPlane_FPUSetup(IDirect3DDevice7 *iface,
6381                                    DWORD Index,
6382                                    D3DVALUE* PlaneEquation)
6383 {
6384     return IDirect3DDeviceImpl_7_SetClipPlane(iface, Index, PlaneEquation);
6385 }
6386
6387 static HRESULT WINAPI
6388 IDirect3DDeviceImpl_7_SetClipPlane_FPUPreserve(IDirect3DDevice7 *iface,
6389                                    DWORD Index,
6390                                    D3DVALUE* PlaneEquation)
6391 {
6392     HRESULT hr;
6393     WORD old_fpucw;
6394
6395     old_fpucw = d3d_fpu_setup();
6396     hr = IDirect3DDeviceImpl_7_SetClipPlane(iface, Index, PlaneEquation);
6397     set_fpu_control_word(old_fpucw);
6398
6399     return hr;
6400 }
6401
6402 /*****************************************************************************
6403  * IDirect3DDevice7::GetClipPlane
6404  *
6405  * Returns the clipping plane with a specific index
6406  *
6407  * Params:
6408  *  Index: The index of the desired plane
6409  *  PlaneEquation: Address to store the plane equation to
6410  *
6411  * Returns:
6412  *  D3D_OK on success
6413  *  DDERR_INVALIDPARAMS if PlaneEquation is NULL
6414  *  See IWineD3DDevice::GetClipPlane for more details
6415  *
6416  *****************************************************************************/
6417 static HRESULT
6418 IDirect3DDeviceImpl_7_GetClipPlane(IDirect3DDevice7 *iface,
6419                                    DWORD Index,
6420                                    D3DVALUE* PlaneEquation)
6421 {
6422     IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
6423     HRESULT hr;
6424
6425     TRACE("iface %p, idx %u, plane %p.\n", iface, Index, PlaneEquation);
6426
6427     if(!PlaneEquation)
6428         return DDERR_INVALIDPARAMS;
6429
6430     EnterCriticalSection(&ddraw_cs);
6431     hr = IWineD3DDevice_GetClipPlane(This->wineD3DDevice, Index, PlaneEquation);
6432     LeaveCriticalSection(&ddraw_cs);
6433     return hr;
6434 }
6435
6436 static HRESULT WINAPI
6437 IDirect3DDeviceImpl_7_GetClipPlane_FPUSetup(IDirect3DDevice7 *iface,
6438                                    DWORD Index,
6439                                    D3DVALUE* PlaneEquation)
6440 {
6441     return IDirect3DDeviceImpl_7_GetClipPlane(iface, Index, PlaneEquation);
6442 }
6443
6444 static HRESULT WINAPI
6445 IDirect3DDeviceImpl_7_GetClipPlane_FPUPreserve(IDirect3DDevice7 *iface,
6446                                    DWORD Index,
6447                                    D3DVALUE* PlaneEquation)
6448 {
6449     HRESULT hr;
6450     WORD old_fpucw;
6451
6452     old_fpucw = d3d_fpu_setup();
6453     hr = IDirect3DDeviceImpl_7_GetClipPlane(iface, Index, PlaneEquation);
6454     set_fpu_control_word(old_fpucw);
6455
6456     return hr;
6457 }
6458
6459 /*****************************************************************************
6460  * IDirect3DDevice7::GetInfo
6461  *
6462  * Retrieves some information about the device. The DirectX sdk says that
6463  * this version returns S_FALSE for all retail builds of DirectX, that's what
6464  * this implementation does.
6465  *
6466  * Params:
6467  *  DevInfoID: Information type requested
6468  *  DevInfoStruct: Pointer to a structure to store the info to
6469  *  Size: Size of the structure
6470  *
6471  * Returns:
6472  *  S_FALSE, because it's a non-debug driver
6473  *
6474  *****************************************************************************/
6475 static HRESULT WINAPI
6476 IDirect3DDeviceImpl_7_GetInfo(IDirect3DDevice7 *iface,
6477                               DWORD DevInfoID,
6478                               void *DevInfoStruct,
6479                               DWORD Size)
6480 {
6481     TRACE("iface %p, info_id %#x, info %p, info_size %u.\n",
6482             iface, DevInfoID, DevInfoStruct, Size);
6483
6484     if (TRACE_ON(ddraw))
6485     {
6486         TRACE(" info requested : ");
6487         switch (DevInfoID)
6488         {
6489             case D3DDEVINFOID_TEXTUREMANAGER: TRACE("D3DDEVINFOID_TEXTUREMANAGER\n"); break;
6490             case D3DDEVINFOID_D3DTEXTUREMANAGER: TRACE("D3DDEVINFOID_D3DTEXTUREMANAGER\n"); break;
6491             case D3DDEVINFOID_TEXTURING: TRACE("D3DDEVINFOID_TEXTURING\n"); break;
6492             default: ERR(" invalid flag !!!\n"); return DDERR_INVALIDPARAMS;
6493         }
6494     }
6495
6496     return S_FALSE; /* According to MSDN, this is valid for a non-debug driver */
6497 }
6498
6499 /* For performance optimization, devices created in FPUSETUP and FPUPRESERVE modes
6500  * have separate vtables. Simple functions where this doesn't matter like GetDirect3D
6501  * are not duplicated.
6502
6503  * Device created with DDSCL_FPUSETUP (d3d7 default) - device methods assume that FPU
6504  * has already been setup for optimal d3d operation.
6505
6506  * Device created with DDSCL_FPUPRESERVE - resets and restores FPU mode when necessary in
6507  * d3d calls (FPU may be in a mode non-suitable for d3d when the app calls d3d). Required
6508  * by Sacrifice (game). */
6509 static const struct IDirect3DDevice7Vtbl d3d_device7_fpu_setup_vtbl =
6510 {
6511     /*** IUnknown Methods ***/
6512     IDirect3DDeviceImpl_7_QueryInterface,
6513     IDirect3DDeviceImpl_7_AddRef,
6514     IDirect3DDeviceImpl_7_Release,
6515     /*** IDirect3DDevice7 ***/
6516     IDirect3DDeviceImpl_7_GetCaps_FPUSetup,
6517     IDirect3DDeviceImpl_7_EnumTextureFormats_FPUSetup,
6518     IDirect3DDeviceImpl_7_BeginScene_FPUSetup,
6519     IDirect3DDeviceImpl_7_EndScene_FPUSetup,
6520     IDirect3DDeviceImpl_7_GetDirect3D,
6521     IDirect3DDeviceImpl_7_SetRenderTarget_FPUSetup,
6522     IDirect3DDeviceImpl_7_GetRenderTarget,
6523     IDirect3DDeviceImpl_7_Clear_FPUSetup,
6524     IDirect3DDeviceImpl_7_SetTransform_FPUSetup,
6525     IDirect3DDeviceImpl_7_GetTransform_FPUSetup,
6526     IDirect3DDeviceImpl_7_SetViewport_FPUSetup,
6527     IDirect3DDeviceImpl_7_MultiplyTransform_FPUSetup,
6528     IDirect3DDeviceImpl_7_GetViewport_FPUSetup,
6529     IDirect3DDeviceImpl_7_SetMaterial_FPUSetup,
6530     IDirect3DDeviceImpl_7_GetMaterial_FPUSetup,
6531     IDirect3DDeviceImpl_7_SetLight_FPUSetup,
6532     IDirect3DDeviceImpl_7_GetLight_FPUSetup,
6533     IDirect3DDeviceImpl_7_SetRenderState_FPUSetup,
6534     IDirect3DDeviceImpl_7_GetRenderState_FPUSetup,
6535     IDirect3DDeviceImpl_7_BeginStateBlock_FPUSetup,
6536     IDirect3DDeviceImpl_7_EndStateBlock_FPUSetup,
6537     IDirect3DDeviceImpl_7_PreLoad_FPUSetup,
6538     IDirect3DDeviceImpl_7_DrawPrimitive_FPUSetup,
6539     IDirect3DDeviceImpl_7_DrawIndexedPrimitive_FPUSetup,
6540     IDirect3DDeviceImpl_7_SetClipStatus,
6541     IDirect3DDeviceImpl_7_GetClipStatus,
6542     IDirect3DDeviceImpl_7_DrawPrimitiveStrided_FPUSetup,
6543     IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided_FPUSetup,
6544     IDirect3DDeviceImpl_7_DrawPrimitiveVB_FPUSetup,
6545     IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB_FPUSetup,
6546     IDirect3DDeviceImpl_7_ComputeSphereVisibility,
6547     IDirect3DDeviceImpl_7_GetTexture_FPUSetup,
6548     IDirect3DDeviceImpl_7_SetTexture_FPUSetup,
6549     IDirect3DDeviceImpl_7_GetTextureStageState_FPUSetup,
6550     IDirect3DDeviceImpl_7_SetTextureStageState_FPUSetup,
6551     IDirect3DDeviceImpl_7_ValidateDevice_FPUSetup,
6552     IDirect3DDeviceImpl_7_ApplyStateBlock_FPUSetup,
6553     IDirect3DDeviceImpl_7_CaptureStateBlock_FPUSetup,
6554     IDirect3DDeviceImpl_7_DeleteStateBlock_FPUSetup,
6555     IDirect3DDeviceImpl_7_CreateStateBlock_FPUSetup,
6556     IDirect3DDeviceImpl_7_Load_FPUSetup,
6557     IDirect3DDeviceImpl_7_LightEnable_FPUSetup,
6558     IDirect3DDeviceImpl_7_GetLightEnable_FPUSetup,
6559     IDirect3DDeviceImpl_7_SetClipPlane_FPUSetup,
6560     IDirect3DDeviceImpl_7_GetClipPlane_FPUSetup,
6561     IDirect3DDeviceImpl_7_GetInfo
6562 };
6563
6564 static const struct IDirect3DDevice7Vtbl d3d_device7_fpu_preserve_vtbl =
6565 {
6566     /*** IUnknown Methods ***/
6567     IDirect3DDeviceImpl_7_QueryInterface,
6568     IDirect3DDeviceImpl_7_AddRef,
6569     IDirect3DDeviceImpl_7_Release,
6570     /*** IDirect3DDevice7 ***/
6571     IDirect3DDeviceImpl_7_GetCaps_FPUPreserve,
6572     IDirect3DDeviceImpl_7_EnumTextureFormats_FPUPreserve,
6573     IDirect3DDeviceImpl_7_BeginScene_FPUPreserve,
6574     IDirect3DDeviceImpl_7_EndScene_FPUPreserve,
6575     IDirect3DDeviceImpl_7_GetDirect3D,
6576     IDirect3DDeviceImpl_7_SetRenderTarget_FPUPreserve,
6577     IDirect3DDeviceImpl_7_GetRenderTarget,
6578     IDirect3DDeviceImpl_7_Clear_FPUPreserve,
6579     IDirect3DDeviceImpl_7_SetTransform_FPUPreserve,
6580     IDirect3DDeviceImpl_7_GetTransform_FPUPreserve,
6581     IDirect3DDeviceImpl_7_SetViewport_FPUPreserve,
6582     IDirect3DDeviceImpl_7_MultiplyTransform_FPUPreserve,
6583     IDirect3DDeviceImpl_7_GetViewport_FPUPreserve,
6584     IDirect3DDeviceImpl_7_SetMaterial_FPUPreserve,
6585     IDirect3DDeviceImpl_7_GetMaterial_FPUPreserve,
6586     IDirect3DDeviceImpl_7_SetLight_FPUPreserve,
6587     IDirect3DDeviceImpl_7_GetLight_FPUPreserve,
6588     IDirect3DDeviceImpl_7_SetRenderState_FPUPreserve,
6589     IDirect3DDeviceImpl_7_GetRenderState_FPUPreserve,
6590     IDirect3DDeviceImpl_7_BeginStateBlock_FPUPreserve,
6591     IDirect3DDeviceImpl_7_EndStateBlock_FPUPreserve,
6592     IDirect3DDeviceImpl_7_PreLoad_FPUPreserve,
6593     IDirect3DDeviceImpl_7_DrawPrimitive_FPUPreserve,
6594     IDirect3DDeviceImpl_7_DrawIndexedPrimitive_FPUPreserve,
6595     IDirect3DDeviceImpl_7_SetClipStatus,
6596     IDirect3DDeviceImpl_7_GetClipStatus,
6597     IDirect3DDeviceImpl_7_DrawPrimitiveStrided_FPUPreserve,
6598     IDirect3DDeviceImpl_7_DrawIndexedPrimitiveStrided_FPUPreserve,
6599     IDirect3DDeviceImpl_7_DrawPrimitiveVB_FPUPreserve,
6600     IDirect3DDeviceImpl_7_DrawIndexedPrimitiveVB_FPUPreserve,
6601     IDirect3DDeviceImpl_7_ComputeSphereVisibility,
6602     IDirect3DDeviceImpl_7_GetTexture_FPUPreserve,
6603     IDirect3DDeviceImpl_7_SetTexture_FPUPreserve,
6604     IDirect3DDeviceImpl_7_GetTextureStageState_FPUPreserve,
6605     IDirect3DDeviceImpl_7_SetTextureStageState_FPUPreserve,
6606     IDirect3DDeviceImpl_7_ValidateDevice_FPUPreserve,
6607     IDirect3DDeviceImpl_7_ApplyStateBlock_FPUPreserve,
6608     IDirect3DDeviceImpl_7_CaptureStateBlock_FPUPreserve,
6609     IDirect3DDeviceImpl_7_DeleteStateBlock_FPUPreserve,
6610     IDirect3DDeviceImpl_7_CreateStateBlock_FPUPreserve,
6611     IDirect3DDeviceImpl_7_Load_FPUPreserve,
6612     IDirect3DDeviceImpl_7_LightEnable_FPUPreserve,
6613     IDirect3DDeviceImpl_7_GetLightEnable_FPUPreserve,
6614     IDirect3DDeviceImpl_7_SetClipPlane_FPUPreserve,
6615     IDirect3DDeviceImpl_7_GetClipPlane_FPUPreserve,
6616     IDirect3DDeviceImpl_7_GetInfo
6617 };
6618
6619 static const struct IDirect3DDevice3Vtbl d3d_device3_vtbl =
6620 {
6621     /*** IUnknown Methods ***/
6622     IDirect3DDeviceImpl_3_QueryInterface,
6623     IDirect3DDeviceImpl_3_AddRef,
6624     IDirect3DDeviceImpl_3_Release,
6625     /*** IDirect3DDevice3 ***/
6626     IDirect3DDeviceImpl_3_GetCaps,
6627     IDirect3DDeviceImpl_3_GetStats,
6628     IDirect3DDeviceImpl_3_AddViewport,
6629     IDirect3DDeviceImpl_3_DeleteViewport,
6630     IDirect3DDeviceImpl_3_NextViewport,
6631     IDirect3DDeviceImpl_3_EnumTextureFormats,
6632     IDirect3DDeviceImpl_3_BeginScene,
6633     IDirect3DDeviceImpl_3_EndScene,
6634     IDirect3DDeviceImpl_3_GetDirect3D,
6635     IDirect3DDeviceImpl_3_SetCurrentViewport,
6636     IDirect3DDeviceImpl_3_GetCurrentViewport,
6637     IDirect3DDeviceImpl_3_SetRenderTarget,
6638     IDirect3DDeviceImpl_3_GetRenderTarget,
6639     IDirect3DDeviceImpl_3_Begin,
6640     IDirect3DDeviceImpl_3_BeginIndexed,
6641     IDirect3DDeviceImpl_3_Vertex,
6642     IDirect3DDeviceImpl_3_Index,
6643     IDirect3DDeviceImpl_3_End,
6644     IDirect3DDeviceImpl_3_GetRenderState,
6645     IDirect3DDeviceImpl_3_SetRenderState,
6646     IDirect3DDeviceImpl_3_GetLightState,
6647     IDirect3DDeviceImpl_3_SetLightState,
6648     IDirect3DDeviceImpl_3_SetTransform,
6649     IDirect3DDeviceImpl_3_GetTransform,
6650     IDirect3DDeviceImpl_3_MultiplyTransform,
6651     IDirect3DDeviceImpl_3_DrawPrimitive,
6652     IDirect3DDeviceImpl_3_DrawIndexedPrimitive,
6653     IDirect3DDeviceImpl_3_SetClipStatus,
6654     IDirect3DDeviceImpl_3_GetClipStatus,
6655     IDirect3DDeviceImpl_3_DrawPrimitiveStrided,
6656     IDirect3DDeviceImpl_3_DrawIndexedPrimitiveStrided,
6657     IDirect3DDeviceImpl_3_DrawPrimitiveVB,
6658     IDirect3DDeviceImpl_3_DrawIndexedPrimitiveVB,
6659     IDirect3DDeviceImpl_3_ComputeSphereVisibility,
6660     IDirect3DDeviceImpl_3_GetTexture,
6661     IDirect3DDeviceImpl_3_SetTexture,
6662     IDirect3DDeviceImpl_3_GetTextureStageState,
6663     IDirect3DDeviceImpl_3_SetTextureStageState,
6664     IDirect3DDeviceImpl_3_ValidateDevice
6665 };
6666
6667 static const struct IDirect3DDevice2Vtbl d3d_device2_vtbl =
6668 {
6669     /*** IUnknown Methods ***/
6670     IDirect3DDeviceImpl_2_QueryInterface,
6671     IDirect3DDeviceImpl_2_AddRef,
6672     IDirect3DDeviceImpl_2_Release,
6673     /*** IDirect3DDevice2 ***/
6674     IDirect3DDeviceImpl_2_GetCaps,
6675     IDirect3DDeviceImpl_2_SwapTextureHandles,
6676     IDirect3DDeviceImpl_2_GetStats,
6677     IDirect3DDeviceImpl_2_AddViewport,
6678     IDirect3DDeviceImpl_2_DeleteViewport,
6679     IDirect3DDeviceImpl_2_NextViewport,
6680     IDirect3DDeviceImpl_2_EnumTextureFormats,
6681     IDirect3DDeviceImpl_2_BeginScene,
6682     IDirect3DDeviceImpl_2_EndScene,
6683     IDirect3DDeviceImpl_2_GetDirect3D,
6684     IDirect3DDeviceImpl_2_SetCurrentViewport,
6685     IDirect3DDeviceImpl_2_GetCurrentViewport,
6686     IDirect3DDeviceImpl_2_SetRenderTarget,
6687     IDirect3DDeviceImpl_2_GetRenderTarget,
6688     IDirect3DDeviceImpl_2_Begin,
6689     IDirect3DDeviceImpl_2_BeginIndexed,
6690     IDirect3DDeviceImpl_2_Vertex,
6691     IDirect3DDeviceImpl_2_Index,
6692     IDirect3DDeviceImpl_2_End,
6693     IDirect3DDeviceImpl_2_GetRenderState,
6694     IDirect3DDeviceImpl_2_SetRenderState,
6695     IDirect3DDeviceImpl_2_GetLightState,
6696     IDirect3DDeviceImpl_2_SetLightState,
6697     IDirect3DDeviceImpl_2_SetTransform,
6698     IDirect3DDeviceImpl_2_GetTransform,
6699     IDirect3DDeviceImpl_2_MultiplyTransform,
6700     IDirect3DDeviceImpl_2_DrawPrimitive,
6701     IDirect3DDeviceImpl_2_DrawIndexedPrimitive,
6702     IDirect3DDeviceImpl_2_SetClipStatus,
6703     IDirect3DDeviceImpl_2_GetClipStatus
6704 };
6705
6706 static const struct IDirect3DDeviceVtbl d3d_device1_vtbl =
6707 {
6708     /*** IUnknown Methods ***/
6709     IDirect3DDeviceImpl_1_QueryInterface,
6710     IDirect3DDeviceImpl_1_AddRef,
6711     IDirect3DDeviceImpl_1_Release,
6712     /*** IDirect3DDevice1 ***/
6713     IDirect3DDeviceImpl_1_Initialize,
6714     IDirect3DDeviceImpl_1_GetCaps,
6715     IDirect3DDeviceImpl_1_SwapTextureHandles,
6716     IDirect3DDeviceImpl_1_CreateExecuteBuffer,
6717     IDirect3DDeviceImpl_1_GetStats,
6718     IDirect3DDeviceImpl_1_Execute,
6719     IDirect3DDeviceImpl_1_AddViewport,
6720     IDirect3DDeviceImpl_1_DeleteViewport,
6721     IDirect3DDeviceImpl_1_NextViewport,
6722     IDirect3DDeviceImpl_1_Pick,
6723     IDirect3DDeviceImpl_1_GetPickRecords,
6724     IDirect3DDeviceImpl_1_EnumTextureFormats,
6725     IDirect3DDeviceImpl_1_CreateMatrix,
6726     IDirect3DDeviceImpl_1_SetMatrix,
6727     IDirect3DDeviceImpl_1_GetMatrix,
6728     IDirect3DDeviceImpl_1_DeleteMatrix,
6729     IDirect3DDeviceImpl_1_BeginScene,
6730     IDirect3DDeviceImpl_1_EndScene,
6731     IDirect3DDeviceImpl_1_GetDirect3D
6732 };
6733
6734 /*****************************************************************************
6735  * IDirect3DDeviceImpl_UpdateDepthStencil
6736  *
6737  * Checks the current render target for attached depth stencils and sets the
6738  * WineD3D depth stencil accordingly.
6739  *
6740  * Returns:
6741  *  The depth stencil state to set if creating the device
6742  *
6743  *****************************************************************************/
6744 WINED3DZBUFFERTYPE
6745 IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This)
6746 {
6747     IDirectDrawSurface7 *depthStencil = NULL;
6748     IDirectDrawSurfaceImpl *dsi;
6749     static DDSCAPS2 depthcaps = { DDSCAPS_ZBUFFER, 0, 0, 0 };
6750
6751     IDirectDrawSurface7_GetAttachedSurface((IDirectDrawSurface7 *)This->target, &depthcaps, &depthStencil);
6752     if(!depthStencil)
6753     {
6754         TRACE("Setting wined3d depth stencil to NULL\n");
6755         IWineD3DDevice_SetDepthStencilSurface(This->wineD3DDevice,
6756                                               NULL);
6757         return WINED3DZB_FALSE;
6758     }
6759
6760     dsi = (IDirectDrawSurfaceImpl *)depthStencil;
6761     TRACE("Setting wined3d depth stencil to %p (wined3d %p)\n", dsi, dsi->WineD3DSurface);
6762     IWineD3DDevice_SetDepthStencilSurface(This->wineD3DDevice,
6763                                           dsi->WineD3DSurface);
6764
6765     IDirectDrawSurface7_Release(depthStencil);
6766     return WINED3DZB_TRUE;
6767 }
6768
6769 HRESULT d3d_device_init(IDirect3DDeviceImpl *device, IDirectDrawImpl *ddraw, IDirectDrawSurfaceImpl *target)
6770 {
6771     HRESULT hr;
6772
6773     if (ddraw->cooperative_level & DDSCL_FPUPRESERVE)
6774         device->lpVtbl = &d3d_device7_fpu_preserve_vtbl;
6775     else
6776         device->lpVtbl = &d3d_device7_fpu_setup_vtbl;
6777
6778     device->IDirect3DDevice3_vtbl = &d3d_device3_vtbl;
6779     device->IDirect3DDevice2_vtbl = &d3d_device2_vtbl;
6780     device->IDirect3DDevice_vtbl = &d3d_device1_vtbl;
6781     device->ref = 1;
6782     device->ddraw = ddraw;
6783     device->target = target;
6784
6785     if (!ddraw_handle_table_init(&device->handle_table, 64))
6786     {
6787         ERR("Failed to initialize handle table.\n");
6788         return DDERR_OUTOFMEMORY;
6789     }
6790
6791     device->legacyTextureBlending = FALSE;
6792
6793     /* Create an index buffer, it's needed for indexed drawing */
6794     hr = IWineD3DDevice_CreateIndexBuffer(ddraw->wineD3DDevice, 0x40000 /* Length. Don't know how long it should be */,
6795             WINED3DUSAGE_DYNAMIC /* Usage */, WINED3DPOOL_DEFAULT, NULL,
6796             &ddraw_null_wined3d_parent_ops, &device->indexbuffer);
6797     if (FAILED(hr))
6798     {
6799         ERR("Failed to create an index buffer, hr %#x.\n", hr);
6800         ddraw_handle_table_destroy(&device->handle_table);
6801         return hr;
6802     }
6803
6804     /* This is for convenience. */
6805     device->wineD3DDevice = ddraw->wineD3DDevice;
6806     IWineD3DDevice_AddRef(ddraw->wineD3DDevice);
6807
6808     /* Render to the back buffer */
6809     hr = IWineD3DDevice_SetRenderTarget(ddraw->wineD3DDevice, 0, target->WineD3DSurface, TRUE);
6810     if (FAILED(hr))
6811     {
6812         ERR("Failed to set render target, hr %#x.\n", hr);
6813         wined3d_buffer_decref(device->indexbuffer);
6814         ddraw_handle_table_destroy(&device->handle_table);
6815         return hr;
6816     }
6817
6818     /* FIXME: This is broken. The target AddRef() makes some sense, because
6819      * we store a pointer during initialization, but then that's also where
6820      * the AddRef() should be. We don't store ddraw->d3d_target anywhere. */
6821     /* AddRef the render target. Also AddRef the render target from ddraw,
6822      * because if it is released before the app releases the D3D device, the
6823      * D3D capabilities of wined3d will be uninitialized, which has bad effects.
6824      *
6825      * In most cases, those surfaces are the same anyway, but this will simply
6826      * add another ref which is released when the device is destroyed. */
6827     IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)target);
6828     IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)ddraw->d3d_target);
6829
6830     ddraw->d3ddevice = device;
6831
6832     IWineD3DDevice_SetRenderState(ddraw->wineD3DDevice, WINED3DRS_ZENABLE,
6833             IDirect3DDeviceImpl_UpdateDepthStencil(device));
6834
6835     return D3D_OK;
6836 }