d3dx9: Implement ID3DXSprite_OnLostDevice/OnResetDevice.
[wine] / dlls / d3dx9_36 / sprite.c
1 /*
2  * Copyright (C) 2008 Tony Wasserka
3  *
4  * This library is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU Lesser General Public
6  * License as published by the Free Software Foundation; either
7  * version 2.1 of the License, or (at your option) any later version.
8  *
9  * This library is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * Lesser General Public License for more details.
13  *
14  * You should have received a copy of the GNU Lesser General Public
15  * License along with this library; if not, write to the Free Software
16  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
17  *
18  */
19
20 #include "wine/debug.h"
21 #include "d3dx9_36_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
24
25 /* the combination of all possible D3DXSPRITE flags */
26 #define D3DXSPRITE_FLAGLIMIT 511
27
28 typedef struct _SPRITEVERTEX {
29     D3DXVECTOR3 pos;
30     DWORD col;
31     D3DXVECTOR2 tex;
32 } SPRITEVERTEX;
33
34 static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(LPD3DXSPRITE iface, REFIID riid, LPVOID *object)
35 {
36     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
37
38     TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
39     if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
40         IUnknown_AddRef(iface);
41         *object=This;
42         return S_OK;
43     }
44     WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
45     return E_NOINTERFACE;
46 }
47
48 static ULONG WINAPI ID3DXSpriteImpl_AddRef(LPD3DXSPRITE iface)
49 {
50     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
51     ULONG ref=InterlockedIncrement(&This->ref);
52     TRACE("(%p): AddRef from %d\n", This, ref-1);
53     return ref;
54 }
55
56 static ULONG WINAPI ID3DXSpriteImpl_Release(LPD3DXSPRITE iface)
57 {
58     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
59     ULONG ref=InterlockedDecrement(&This->ref);
60     TRACE("(%p): ReleaseRef to %d\n", This, ref);
61
62     if(ref==0) {
63         if(This->sprites) {
64             int i;
65             for(i=0;i<This->sprite_count;i++)
66                 if(This->sprites[i].texture)
67                     IDirect3DTexture9_Release(This->sprites[i].texture);
68
69             HeapFree(GetProcessHeap(), 0, This->sprites);
70         }
71         if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
72         if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
73         if(This->device) IDirect3DDevice9_Release(This->device);
74         HeapFree(GetProcessHeap(), 0, This);
75     }
76     return ref;
77 }
78
79 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface, LPDIRECT3DDEVICE9 *device)
80 {
81     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
82     TRACE("(%p): relay\n", This);
83
84     if(device==NULL) return D3DERR_INVALIDCALL;
85     *device=This->device;
86     IDirect3DDevice9_AddRef(This->device);
87
88     return D3D_OK;
89 }
90
91 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface, D3DXMATRIX *transform)
92 {
93     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
94     TRACE("(%p)\n", This);
95
96     if(transform==NULL) return D3DERR_INVALIDCALL;
97     *transform=This->transform;
98
99     return D3D_OK;
100 }
101
102 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
103 {
104     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
105     TRACE("(%p)\n", This);
106
107     if(transform==NULL) return D3DERR_INVALIDCALL;
108     This->transform=*transform;
109
110     return D3D_OK;
111 }
112
113 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
114 {
115     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
116     FIXME("(%p): stub\n", This);
117     return E_NOTIMPL;
118 }
119
120 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
121 {
122     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
123     FIXME("(%p): stub\n", This);
124     return E_NOTIMPL;
125 }
126
127 /* Helper function */
128 static void set_states(ID3DXSpriteImpl *object)
129 {
130     D3DXMATRIX mat;
131     D3DVIEWPORT9 vp;
132
133     /* Miscelaneous stuff */
134     IDirect3DDevice9_SetVertexShader(object->device, NULL);
135     IDirect3DDevice9_SetPixelShader(object->device, NULL);
136     IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
137
138     /* Render states */
139     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
140     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
141     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
142     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
143     IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
144     IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
145     IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
146     IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
147                                     D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
148     IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
149     IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
150     IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
151     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
152     IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
153     IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
154     IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
155     IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
156     IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
157     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
158     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
159     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
160     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
161     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
162     IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
163     IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
164     IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
165
166     /* Texture stage states */
167     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
168     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
169     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
170     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
171     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
172     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
173     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
174     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
175     IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
176     IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
177
178     /* Sampler states */
179     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
180     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
181
182     if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
183         IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
184     else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
185
186     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
187     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
188
189     if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
190         IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
191     else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
192
193     if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
194         IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
195     else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
196
197     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
198     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
199
200     /* Matrices */
201     D3DXMatrixIdentity(&mat);
202     IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
203     IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
204     IDirect3DDevice9_GetViewport(object->device, &vp);
205     D3DXMatrixOrthoOffCenterLH(&mat, vp.X+0.5f, (float)vp.Width+vp.X+0.5f, (float)vp.Height+vp.Y+0.5f, vp.Y+0.5f, vp.MinZ, vp.MaxZ);
206     IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
207 }
208
209 static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
210 {
211     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
212     HRESULT hr;
213     TRACE("(%p): relay\n", This);
214
215     if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
216
217 /* TODO: Implement flags:
218 D3DXSPRITE_ALPHABLEND: enables alpha blending
219 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
220 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
221 D3DXSPRITE_OBJECTSPACE: do not change device transforms
222 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
223 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
224 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
225 D3DXSPRITE_DO_NOT_ADDREF_TEXTURE: don't call AddRef/Release on every Draw/Flush call
226 D3DXSPRITE_DONOTSAVESTATE: don't restore the current device state on ID3DXSprite_End
227 */
228     if(This->vdecl==NULL) {
229         static const D3DVERTEXELEMENT9 elements[] =
230         {
231             { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
232             { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
233             { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
234             D3DDECL_END()
235         };
236         IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
237     }
238
239     if(This->stateblock==NULL) {
240         /* Tell our state block what it must store */
241         hr=IDirect3DDevice9_BeginStateBlock(This->device);
242         if(hr!=D3D_OK) return hr;
243
244         set_states(This);
245
246         IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
247         IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
248         IDirect3DDevice9_SetIndices(This->device, NULL);
249         IDirect3DDevice9_SetTexture(This->device, 0, NULL);
250
251         IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
252     }
253     /* Save current state */
254     IDirect3DStateBlock9_Capture(This->stateblock);
255
256     /* Apply device state */
257     set_states(This);
258
259     D3DXMatrixIdentity(&This->transform);
260     D3DXMatrixIdentity(&This->view);
261
262     This->flags=flags;
263     This->ready=TRUE;
264
265     return D3D_OK;
266 }
267
268 static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
269                                            CONST D3DXVECTOR3 *position, D3DCOLOR color)
270 {
271     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
272     D3DSURFACE_DESC texdesc;
273     TRACE("(%p): relay\n", This);
274
275     if(texture==NULL) return D3DERR_INVALIDCALL;
276     if(!This->ready) return D3DERR_INVALIDCALL;
277
278     if(This->allocated_sprites==0) {
279         This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
280         This->allocated_sprites=32;
281     } else if(This->allocated_sprites<=This->sprite_count) {
282         This->allocated_sprites=This->allocated_sprites*3/2;
283         This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
284     }
285     This->sprites[This->sprite_count].texture=texture;
286     IUnknown_AddRef(texture);
287
288     /* Reuse the texture desc if possible */
289     if(This->sprite_count) {
290         if(This->sprites[This->sprite_count-1].texture!=texture) {
291             IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
292         } else {
293             texdesc.Width=This->sprites[This->sprite_count-1].texw;
294             texdesc.Height=This->sprites[This->sprite_count-1].texh;
295         }
296     } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
297
298     This->sprites[This->sprite_count].texw=texdesc.Width;
299     This->sprites[This->sprite_count].texh=texdesc.Height;
300
301     if(rect==NULL) {
302         This->sprites[This->sprite_count].rect.left=0;
303         This->sprites[This->sprite_count].rect.top=0;
304         This->sprites[This->sprite_count].rect.right=texdesc.Width;
305         This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
306     } else This->sprites[This->sprite_count].rect=*rect;
307
308     if(center==NULL) {
309         This->sprites[This->sprite_count].center.x=0.0f;
310         This->sprites[This->sprite_count].center.y=0.0f;
311         This->sprites[This->sprite_count].center.z=0.0f;
312     } else This->sprites[This->sprite_count].center=*center;
313
314     if(position==NULL) {
315         This->sprites[This->sprite_count].pos.x=0.0f;
316         This->sprites[This->sprite_count].pos.y=0.0f;
317         This->sprites[This->sprite_count].pos.z=0.0f;
318     } else This->sprites[This->sprite_count].pos=*position;
319
320     This->sprites[This->sprite_count].color=color;
321     This->sprite_count++;
322
323     return D3D_OK;
324 }
325
326 static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
327 {
328     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
329     SPRITEVERTEX *vertices;
330     int i;
331     TRACE("(%p): relay\n", This);
332
333     if(!This->ready) return D3DERR_INVALIDCALL;
334     if(!This->sprite_count) return D3D_OK;
335
336 /* TODO: use of a vertex buffer here */
337     vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
338
339     for(i=0;i<This->sprite_count;i++) {
340         float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
341         float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
342
343         vertices[4*i  ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
344         vertices[4*i  ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
345         vertices[4*i  ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
346         vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
347         vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
348         vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
349         vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
350         vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
351         vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
352         vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
353         vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
354         vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
355         vertices[4*i  ].col   = This->sprites[i].color;
356         vertices[4*i+1].col   = This->sprites[i].color;
357         vertices[4*i+2].col   = This->sprites[i].color;
358         vertices[4*i+3].col   = This->sprites[i].color;
359         vertices[4*i  ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
360         vertices[4*i  ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
361         vertices[4*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
362         vertices[4*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
363         vertices[4*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
364         vertices[4*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
365         vertices[4*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
366         vertices[4*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
367     }
368
369     D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->transform, 4*This->sprite_count);
370     D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->view,      4*This->sprite_count);
371
372     IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
373
374     for(i=0;i<This->sprite_count;i++) {
375         if(!i)
376             IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
377         else if(This->sprites[i].texture!=This->sprites[i-1].texture)
378             IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
379
380         IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLEFAN, 2, vertices+4*i, sizeof(SPRITEVERTEX));
381     }
382     HeapFree(GetProcessHeap(), 0, vertices);
383
384     for(i=0;i<This->sprite_count;i++)
385         if(This->sprites[i].texture)
386             IDirect3DTexture9_Release(This->sprites[i].texture);
387
388     This->sprite_count=0;
389
390     /* Flush may be called more than once, so we don't reset This->ready here */
391
392     return D3D_OK;
393 }
394
395 static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
396 {
397     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
398     TRACE("(%p): relay\n", This);
399
400     if(!This->ready) return D3DERR_INVALIDCALL;
401
402     ID3DXSprite_Flush(iface);
403     if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
404
405     This->ready=FALSE;
406
407     return D3D_OK;
408 }
409
410 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
411 {
412     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
413     TRACE("(%p)\n", This);
414
415     if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
416     if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
417     This->vdecl=NULL;
418     This->stateblock=NULL;
419
420     /* Reset some variables */
421     ID3DXSprite_OnResetDevice(iface);
422
423     return D3D_OK;
424 }
425
426 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
427 {
428     ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
429     int i;
430
431     TRACE("(%p)\n", This);
432
433     for(i=0;i<This->sprite_count;i++)
434         if(This->sprites[i].texture)
435             IDirect3DTexture9_Release(This->sprites[i].texture);
436
437     This->sprite_count=0;
438
439     This->flags=0;
440     This->ready=FALSE;
441
442     /* keep matrices */
443     /* device objects get restored on Begin */
444
445     return D3D_OK;
446 }
447
448 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
449 {
450     /*** IUnknown methods ***/
451     ID3DXSpriteImpl_QueryInterface,
452     ID3DXSpriteImpl_AddRef,
453     ID3DXSpriteImpl_Release,
454     /*** ID3DXSprite methods ***/
455     ID3DXSpriteImpl_GetDevice,
456     ID3DXSpriteImpl_GetTransform,
457     ID3DXSpriteImpl_SetTransform,
458     ID3DXSpriteImpl_SetWorldViewRH,
459     ID3DXSpriteImpl_SetWorldViewLH,
460     ID3DXSpriteImpl_Begin,
461     ID3DXSpriteImpl_Draw,
462     ID3DXSpriteImpl_Flush,
463     ID3DXSpriteImpl_End,
464     ID3DXSpriteImpl_OnLostDevice,
465     ID3DXSpriteImpl_OnResetDevice
466 };
467
468 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
469 {
470     ID3DXSpriteImpl *object;
471     D3DCAPS9 caps;
472     TRACE("(void): relay\n");
473
474     if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
475
476     object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
477     if(object==NULL) {
478         *sprite=NULL;
479         return E_OUTOFMEMORY;
480     }
481     object->lpVtbl=&D3DXSprite_Vtbl;
482     object->ref=1;
483     object->device=device;
484     IUnknown_AddRef(device);
485
486     object->vdecl=NULL;
487     object->stateblock=NULL;
488
489     D3DXMatrixIdentity(&object->transform);
490     D3DXMatrixIdentity(&object->view);
491
492     IDirect3DDevice9_GetDeviceCaps(device, &caps);
493     object->texfilter_caps=caps.TextureFilterCaps;
494     object->maxanisotropy=caps.MaxAnisotropy;
495     object->alphacmp_caps=caps.AlphaCmpCaps;
496
497     ID3DXSprite_OnResetDevice((ID3DXSprite*)object);
498
499     object->sprites=NULL;
500     object->allocated_sprites=0;
501     *sprite=(ID3DXSprite*)object;
502
503     return D3D_OK;
504 }