D3D7 -> WineD3D, 2nd attempt
stefandoesinger at gmx.at
Sun Oct 9 17:17:47 CDT 2005
I am trying again to Implement Direct3D 7 using WineD3D, and I've made some
progress. The D3D7 Device implementation seems to initialize correctly, with
the correct surfaces.
My solution looks like this:
* DirectDraw is unmodified, and it remains in ddraw.dll.
* Direct3D7 uses generally the Direct3D9 interface of WineD3D. The only
changes made to WineD3D are in WineD3DDeviceImpl_Release and a little change
* WineD3D Surfaces can be attached to DDraw Surfaces, and they receive the
properties of their parents, including the memory reserved for the surface
* The D3D7 implementation creates a SwapChain and a RenderTarget from the
DirectDrawSurface it's attached to, as well as a DepthStencil WineD3D surface
to make WineD3D happy
I've made the following changes to WineD3D so far:
* Make WineD3D handle dxVersion 7, generally with the same code as with
* A new parameter to WineD3DDevice_Create: a pointer, which specifies an
existing surface memory. If != NULL is passed, no memory is reserved by
WineD3D, and it's not Released on WineD3DSurface_Release
* When releasing the WineD3DDevice, don't release the parents of the
RenderTarget, the DepthStencilBuffer, BackBuffer and FrontBuffer, because
ddraw.dll needs it's surfaces. Instead, release the WineD3DSurfaces only.
The whole thing is far from beeing useable, if anyone is interested in the
code, I can send it, but be warned, it's quite a mess at the moment. My plan
is to get some games running, and then I'll send small and clean patches for
CVS commit and upload a big patch somewhere for prior testing.
More information about the wine-devel