[PATCH] d3drm: CreateDevice is unimplemented on Windows.

Jeff Smith whydoubt at gmail.com
Mon Jun 3 22:31:25 CDT 2019


On Sun, May 26, 2019 at 11:32 PM Aaryaman Vasishta
<jem456.vasishta at gmail.com> wrote:
> It would be interesting to have a test which checks how CreateDevice reacts when you pass a &device which was already created elsewhere (e.g., by CreateDeviceFromSurface/Clipper).

Not sure I would write a test for the suite, but from a few simple
tests I did on Windows, it seems that all CreateDevice* methods ignore
and replace the device that is passed in.

> FWIW, I don't recall exactly how CreateDevice worked, but one way to find out its success case is by looking at d3drm documentation which is included in DX1-7 SDK.
> I currently lost my copy, but it seems like somebody had uploaded it in archive.org, so it may be worth checking. I'll probably take a look at it by next week, as this week is quite busy for me.

As I've said, DX6 and DX7 SDK docs simply state "Not implemented on
the Windows platform."  They do not even document the parameters
beyond the prototype.

> Another way is to run wine with TRACE on games that use d3drm. A useful trick is to search for bugs related to d3drm and see if any of the applications mentioned in the bug uses this method.

So far I have found neither a game that tries to call CreateDevice,
nor a bug report that contains a use of it.

Thanks,
Jeff



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