D3DAPP.C

/* 
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: d3dapp.c
*
* Top level D3DApp functions and internal global variables. See
* d3dapp.h for more information.
*
* D3DApp is a collection of helper functions for Direct3D applications.
* D3DApp consists of the following files:
*d3dapp.h Main D3DApp header to be included by application
* d3dappi.h Internal header
* d3dapp.c D3DApp functions seen by application.
* ddcalls.c All calls to DirectDraw objects except textures
* d3dcalls.c All calls to Direct3D objects except textures
* texture.c Texture loading and managing texture list
* misc.c Miscellaneous calls
*/

#include "d3dappi.h"

#define INITGUID

/***************************************************************************/
/* GLOBAL VARIABLES */
/***************************************************************************/
/*
* All DD and D3D objects which are also available to the application
* See d3dapp.h for typedef
*/
D3DAppInfo d3dappi;
/*
* Internal record of the render state. See d3dapp.h for typedef
*/
D3DAppRenderState d3dapprs;
/*
* Callback functions for D3D device creation and destruction
*/
BOOL(*D3DDeviceDestroyCallback)(LPVOID);
LPVOID D3DDeviceDestroyCallbackContext;
BOOL(*D3DDeviceCreateCallback)(int, int, LPDIRECT3DVIEWPORT2*, LPVOID);
LPVOID D3DDeviceCreateCallbackContext;
/*
* The last error code and string
*/
HRESULT LastError;
char LastErrorString[256];
/*
* List of dirty rectangles on back buffer and client area
*/
int NumDirtyClientRects, NumDirtyBackRects, NumDirtyZRects;
D3DRECT DirtyClient[D3DAPP_MAXCLEARRECTS];
D3DRECT DirtyBack[D3DAPP_MAXCLEARRECTS];
D3DRECT DirtyZ[D3DAPP_MAXCLEARRECTS];
/*
* List of texture handles which is copied to D3DAppInfo structure when
* necessary
*/
D3DTEXTUREHANDLE MasterTextureHandle[D3DAPP_MAXTEXTURES];

LPDIRECTDRAWCLIPPER lpClipper; /* Clipper in windowed case */
LPDIRECTDRAWPALETTE lpPalette; /* Front buffer's palette */
PALETTEENTRY ppe[256]; /* Current palette entries */
PALETTEENTRY Originalppe[256]; /* Windows palette entries at startup */
BOOL bD3DAppInitialized; /* Is D3DApp initialized? */
BOOL bPrimaryPalettized; /* Is the front buffer palettized? */
BOOL bPaletteActivate; /* Is the front buffer's palette valid? */
BOOL bIgnoreWM_SIZE; /* Ignore this WM_SIZE messages */
SIZE szLastClient; /* Dimensions of the last window */
SIZE szBuffers; /* Current buffer dimensions, not necessarily
the same as the client window */
int CallbackRefCount; /* How many times DeviceCreateCallback has
been called in a row */

/***************************************************************************/
/* FUNCTIONS */
/***************************************************************************/
/*
* D3DAppCreateFromHWND
*/
BOOL D3DAppCreateFromHWND(DWORD flags, HWND hwnd,
BOOL(*DeviceCreateCallback)(int, int,
LPDIRECT3DVIEWPORT2*,
LPVOID),
LPVOID lpCreateContext,
BOOL(*DeviceDestroyCallback)(LPVOID),
LPVOID lpDestroyContext,
D3DAppInfo** D3DApp)
{
int driver, mode, w, h;
/*
* Clean the global varaibles and check the flags
*/
D3DAppISetDefaults();
if (flags & D3DAPP_ONLYSYSTEMMEMORY) {
d3dappi.bOnlySystemMemory = TRUE;
d3dappi.bOnlyEmulation = TRUE;
}
if (flags & D3DAPP_ONLYD3DEMULATION)
d3dappi.bOnlyEmulation = TRUE;
/*
* Create DirectDraw, remember the Windows display mode and enumerate the
* display modes
*/
ATTEMPT(D3DAppICreateDD(d3dappi.bOnlyEmulation ?
D3DAPP_ONLYDDEMULATION : 0L));
ATTEMPT(D3DAppIRememberWindowsMode());
ATTEMPT(D3DAppIEnumDisplayModes());
/*
* Create Direct3D and enumerate the D3D drivers
*/
ATTEMPT(D3DAppICreateD3D());
ATTEMPT(D3DAppIEnumDevices());
/*
* Set the device creation and destroy callback functions
*/
D3DDeviceDestroyCallback = DeviceDestroyCallback;
D3DDeviceDestroyCallbackContext = lpDestroyContext;
D3DDeviceCreateCallback = DeviceCreateCallback;
D3DDeviceCreateCallbackContext = lpCreateContext;
*D3DApp = &d3dappi;
d3dappi.hwnd = hwnd;
/*
* Choose a driver and display mode. Using the current window is
* prefered, but a fullscreen mode may be selected. Set the cooperative
* level and create the front and back buffers for this mode.
*/
driver = D3DAPP_YOUDECIDE;
mode = D3DAPP_YOUDECIDE;
ATTEMPT(D3DAppIVerifyDriverAndMode(&driver, &mode));
D3DAppIGetClientWin(hwnd);
if (mode == D3DAPP_USEWINDOW) {
w = d3dappi.szClient.cx;
h = d3dappi.szClient.cy;
ATTEMPT(D3DAppISetCoopLevel(hwnd, FALSE));
ATTEMPT(D3DAppICreateBuffers(hwnd, w, h, D3DAPP_BOGUS, FALSE,
d3dappi.Driver[driver].bIsHardware));
/*
* Change the currently selected mode if it's not compatible with
* this driver. Just to make sure that CurrMode is always a mode the
* current driver can do.
*/
if (!(d3dappi.Driver[driver].Desc.dwDeviceRenderBitDepth &
D3DAppIBPPToDDBD(d3dappi.Mode[d3dappi.CurrMode].bpp))){
ATTEMPT(D3DAppIPickDisplayMode(&d3dappi.CurrMode,
d3dappi.Driver[driver].Desc.dwDeviceRenderBitDepth));
}
} else {
szLastClient = d3dappi.szClient;
w = d3dappi.Mode[mode].w;
h = d3dappi.Mode[mode].h;
d3dappi.szClient.cx = w; d3dappi.szClient.cy = h;
ATTEMPT(D3DAppISetCoopLevel(hwnd, TRUE));
ATTEMPT(D3DAppISetDisplayMode(w, h, d3dappi.Mode[mode].bpp));
d3dappi.CurrMode = mode;
ATTEMPT(D3DAppICreateBuffers(hwnd, w, h, d3dappi.Mode[mode].bpp, TRUE,
d3dappi.Driver[driver].bIsHardware));
}
/*
* If the front buffer is palettized, initialize its palette
*/
ATTEMPT(D3DAppICheckForPalettized());
/*
* Create the Z-buffer
*/
ATTEMPT(D3DAppICreateZBuffer(w, h, driver));
/*
* Create the D3D device, load the textures, call the device create
* callback and set a default render state
*/
ATTEMPT(D3DAppICreateDevice(driver));
ATTEMPT(D3DAppILoadAllTextures());
ATTEMPT(D3DAppIFilterDisplayModes(driver)); /* bThisDriverCanDo flags */
ATTEMPT(D3DAppICallDeviceCreateCallback(w, h));
ATTEMPT(D3DAppISetRenderState());
/*
* Initialize dirty rectangle information
*/
D3DAppIValidateDirtyRects();
/*
* Ready to render
*/
bD3DAppInitialized = TRUE;
d3dappi.bRenderingIsOK = TRUE;
return TRUE;

exit_with_error:
D3DAppICallDeviceDestroyCallback();
RELEASE(d3dappi.lpD3DDevice);
RELEASE(d3dappi.lpZBuffer);
RELEASE(lpPalette);
RELEASE(lpClipper);
RELEASE(d3dappi.lpBackBuffer);
RELEASE(d3dappi.lpFrontBuffer);
if (d3dappi.bFullscreen) {
D3DAppIRestoreDispMode();
D3DAppISetCoopLevel(hwnd, FALSE);
}
RELEASE(d3dappi.lpD3D);
RELEASE(d3dappi.lpDD);
return FALSE;
}

/*
* D3DAppFullscreen
*/
BOOL D3DAppFullscreen(int mode)
{
int w, h, bpp;
BOOL b; /* was already in a fullscreen mode? */

d3dappi.bRenderingIsOK = FALSE;
/*
* Make sure this is a valid request, otherwise doctor mode so it will
* work with this driver.
*/
ATTEMPT(D3DAppIVerifyDriverAndMode(&d3dappi.CurrDriver, &mode));
/*
* Release everything
*/
ATTEMPT(D3DAppICallDeviceDestroyCallback());
if (d3dappi.bFullscreen) {
ATTEMPT(D3DAppIClearBuffers());
}
D3DAppIReleaseAllTextures();
RELEASE(d3dappi.lpD3DDevice);
RELEASE(d3dappi.lpZBuffer);
RELEASE(lpPalette);
RELEASE(lpClipper);
RELEASE(d3dappi.lpBackBuffer);
RELEASE(d3dappi.lpFrontBuffer);
/*
* Record information about the current status
*/
b = d3dappi.bFullscreen;
w = d3dappi.Mode[mode].w;
h = d3dappi.Mode[mode].h;
bpp = d3dappi.Mode[mode].bpp;
if (!b) {
/*
* If this is not a fullscreen mode, we'll need to record the window
* size for when we return to it.
*/
szLastClient = d3dappi.szClient;
}
/*
* Set the cooperative level and create front and back buffers
*/
d3dappi.szClient.cx = w; d3dappi.szClient.cy = h;
ATTEMPT(D3DAppISetCoopLevel(d3dappi.hwnd, TRUE));
ATTEMPT(D3DAppISetDisplayMode(w, h, bpp));
d3dappi.CurrMode = mode;
ATTEMPT(D3DAppICreateBuffers(d3dappi.hwnd, w, h, bpp, TRUE,
d3dappi.Driver[d3dappi.CurrDriver].bIsHardware));
/*
* If the front buffer is palettized, initialize its palette
*/
ATTEMPT(D3DAppICheckForPalettized());
/*
* Create the Z-buffer
*/
ATTEMPT(D3DAppICreateZBuffer(w, h, d3dappi.CurrDriver));
/*
* Create the D3D device, load the textures, call the device create
* callback and set a default render state
*/
ATTEMPT(D3DAppICreateDevice(d3dappi.CurrDriver));
ATTEMPT(D3DAppILoadAllTextures());
ATTEMPT(D3DAppICallDeviceCreateCallback(w, h));
ATTEMPT(D3DAppISetRenderState());
/*
* Set current mode and clear dirty rectangle information
*/
d3dappi.CurrMode = mode;
D3DAppIValidateDirtyRects();
d3dappi.bRenderingIsOK = TRUE;
return TRUE;

exit_with_error:
D3DAppICallDeviceDestroyCallback();
RELEASE(d3dappi.lpD3DDevice);
RELEASE(d3dappi.lpZBuffer);
RELEASE(lpPalette);
RELEASE(lpClipper);
RELEASE(d3dappi.lpBackBuffer);
RELEASE(d3dappi.lpFrontBuffer);
if (!b) {
D3DAppIRestoreDispMode();
D3DAppISetCoopLevel(d3dappi.hwnd, FALSE);
}
return FALSE;
}

/*
* D3DAppWindow
*/
BOOL
D3DAppWindow(int w, int h)
{
BOOL b; /* changing from a fullscreen mode? */

if (!d3dappi.bIsPrimary) {
D3DAppISetErrorString("It is not possible to create a D3D window with a hardware DirectDraw device. Check the bIsPrimary flag before calling D3DAppWindow.");
return FALSE;
}
b = d3dappi.bFullscreen;
/*
* If asked to set the window size, return it to the last value or use
* a default value.
*/
if (w == D3DAPP_YOUDECIDE) {
w = b ? szLastClient.cx : D3DAPP_DEFAULTWINDOWDIM;
}
if (h == D3DAPP_YOUDECIDE) {
h = b ? szLastClient.cy : D3DAPP_DEFAULTWINDOWDIM;
}
/*
* Release everything
*/
d3dappi.bRenderingIsOK = FALSE;
ATTEMPT(D3DAppICallDeviceDestroyCallback());
if (b) {
ATTEMPT(D3DAppIClearBuffers());
}
D3DAppIReleaseAllTextures();
RELEASE(d3dappi.lpD3DDevice);
RELEASE(d3dappi.lpZBuffer);
RELEASE(lpPalette);
RELEASE(lpClipper);
RELEASE(d3dappi.lpBackBuffer);
RELEASE(d3dappi.lpFrontBuffer);
/*
* Restore the display mode if we were in a fullscreen mode
*/
if (b) {
D3DAppIRestoreDispMode();
}
/*
* Set the cooperative level and create front and back buffers
*/
D3DAppISetCoopLevel(d3dappi.hwnd, FALSE);
D3DAppISetClientSize(d3dappi.hwnd, w, h, b);
ATTEMPT(D3DAppICreateBuffers(d3dappi.hwnd, w, h, D3DAPP_BOGUS, FALSE,
d3dappi.Driver[d3dappi.CurrDriver].bIsHardware));
/*
* If the front buffer is palettized, initialize its palette
*/
ATTEMPT(D3DAppICheckForPalettized());
/*
* Create the Z-buffer
*/
ATTEMPT(D3DAppICreateZBuffer(szBuffers.cx, szBuffers.cy,
d3dappi.CurrDriver));
/*
* Create the D3D device, load the textures, call the device create
* callback and set a default render state
*/
ATTEMPT(D3DAppICreateDevice(d3dappi.CurrDriver));
ATTEMPT(D3DAppILoadAllTextures());
ATTEMPT(D3DAppICallDeviceCreateCallback(szBuffers.cx, szBuffers.cy));
ATTEMPT(D3DAppISetRenderState());
/*
* Clear dirty rectangle information
*/
D3DAppIValidateDirtyRects();
d3dappi.bRenderingIsOK = TRUE;
return TRUE;

exit_with_error:
D3DAppICallDeviceDestroyCallback();
RELEASE(d3dappi.lpD3DDevice);
RELEASE(d3dappi.lpZBuffer);
RELEASE(lpPalette);
RELEASE(lpClipper);
RELEASE(d3dappi.lpBackBuffer);
RELEASE(d3dappi.lpFrontBuffer);
return FALSE;
}


/*
* D3DAppChangeDriver
*/
BOOL
D3DAppChangeDriver(int driver, DWORD flags)
{
int mode;

/*
* Verify the compatibility of this mode with the specified driver.
* The mode may change.
*/
if (d3dappi.bFullscreen)
mode = d3dappi.CurrMode;
else
mode = D3DAPP_USEWINDOW;
ATTEMPT(D3DAppIVerifyDriverAndMode(&driver, &mode));
if (driver == D3DAPP_BOGUS || mode == D3DAPP_BOGUS)
goto exit_with_error;
/*
* Update the current driver and set bThisDriverCanDo flags
*/
d3dappi.CurrDriver = driver;
ATTEMPT(D3DAppIFilterDisplayModes(driver));
/*
* Either call D3DAppWindow or D3DAppFullscreen depending on mode
*/
if (mode == D3DAPP_USEWINDOW) {
if (d3dappi.bFullscreen) {
/*
* We need to switch to a window. D3DApp will either use the
* size of the last window it saw or use a default size.
*/
ATTEMPT(D3DAppWindow(D3DAPP_YOUDECIDE, D3DAPP_YOUDECIDE));
} else {
/*
* We need to recreate the current window. Don't let D3DApp
* decide on the size.
*/
ATTEMPT(D3DAppWindow(d3dappi.szClient.cx, d3dappi.szClient.cy));
}
/*
* Change the currently selected mode if it's not compatible with
* this driver. Just to make sure that CurrMode is always a mode the
* current driver can do.
*/
if (!(d3dappi.Driver[driver].Desc.dwDeviceRenderBitDepth &
D3DAppIBPPToDDBD(d3dappi.Mode[d3dappi.CurrMode].bpp))){
ATTEMPT(D3DAppIPickDisplayMode(&d3dappi.CurrMode,
d3dappi.Driver[driver].Desc.dwDeviceRenderBitDepth));
}
return TRUE;
} else {
/*
* We need to switch to fullscreen or switch fullscreen modes or stay
* in the same fullscreen mode. In any of these cases, we call the
* same function.
*/
ATTEMPT(D3DAppFullscreen(mode));
return TRUE;
}

exit_with_error:
/*
* The failed mode setting call would have released everything
*/
return FALSE;
}


/*
* D3DAppWindowProc
*/
BOOL
D3DAppWindowProc(BOOL* bStopProcessing, LRESULT* lresult, HWND hwnd,
UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
*bStopProcessing = FALSE;
if (!bD3DAppInitialized)
return TRUE;
/*
* Look for messages which effect rendering. In some cases, we will not
* want the app to continue processing the message, so set the flag and
* provide a return value in lresult.
*/
switch(message) {
case WM_SIZE:
if (!bIgnoreWM_SIZE) {
/*
* Too long to fit here, see ddcalls.c. Updates the buffers
* and re-creates the device.
*/
ATTEMPT(D3DAppIHandleWM_SIZE(lresult, d3dappi.hwnd, message,
wParam, lParam));
*bStopProcessing = TRUE;
}
break;
case WM_MOVE:
/*
* Update client window position information
*/
d3dappi.pClientOnPrimary.x = d3dappi.pClientOnPrimary.y = 0;
ClientToScreen(hwnd, &d3dappi.pClientOnPrimary);
break;
case WM_ACTIVATE:
/*
* Set the front buffer's palette
*/
if (bPaletteActivate && bPrimaryPalettized &&
d3dappi.lpFrontBuffer) {
d3dappi.lpFrontBuffer->lpVtbl->SetPalette(d3dappi.lpFrontBuffer,
lpPalette);
}
break;
case WM_ACTIVATEAPP:
d3dappi.bAppActive = (BOOL)wParam;
break;
case WM_SETCURSOR:
/*
* Prevent the cursor from being shown in fullscreen
*/
if (d3dappi.bFullscreen && !d3dappi.bPaused) {
SetCursor(NULL);
*lresult = 1;
*bStopProcessing = TRUE;
return TRUE;
}
break;
case WM_MOVING:
/*
* Prevent the window from moving in fullscreen
*/
if (d3dappi.bFullscreen) {
GetWindowRect(hwnd, (LPRECT)lParam);
*lresult = 1;
*bStopProcessing = TRUE;
return TRUE;
}
break;
case WM_GETMINMAXINFO:
/*
* Ensure the window won't resize in fullscreen
*/
if (d3dappi.bFullscreen) {
((LPMINMAXINFO)lParam)->ptMaxTrackSize.x= d3dappi.ThisMode.w;
((LPMINMAXINFO)lParam)->ptMaxTrackSize.y= d3dappi.ThisMode.h;
((LPMINMAXINFO)lParam)->ptMinTrackSize.x= d3dappi.ThisMode.w;
((LPMINMAXINFO)lParam)->ptMinTrackSize.y= d3dappi.ThisMode.h;
*lresult = 0;
*bStopProcessing = TRUE;
return TRUE;
} else {
((LPMINMAXINFO)lParam)->ptMaxTrackSize.x =
d3dappi.WindowsDisplay.w;
((LPMINMAXINFO)lParam)->ptMaxTrackSize.y =
d3dappi.WindowsDisplay.h;
*lresult = 0;
*bStopProcessing = TRUE;
return TRUE;
}
break;
case WM_PAINT:
/*
* Clear the rectangle and blt the backbuffer image
*/
BeginPaint(hwnd, &ps);
if (d3dappi.bRenderingIsOK && !d3dappi.bFullscreen) {
D3DAppShowBackBuffer(D3DAPP_SHOWALL);
}
D3DAppIValidateDirtyRects();
EndPaint(hwnd, &ps);
*lresult = 1;
*bStopProcessing = TRUE;
return TRUE;
case WM_NCPAINT:
/*
* When in fullscreen mode, don't draw the window frame.
*/
if (d3dappi.bFullscreen && !d3dappi.bPaused) {
*lresult = 0;
*bStopProcessing = TRUE;
return TRUE;
}
break;
}
return TRUE;

exit_with_error:
return FALSE;
}

/*
* D3DAppAddTexture
*/
BOOL
D3DAppAddTexture(const char* imagefile)
{
if (d3dappi.NumTextures == D3DAPP_MAXTEXTURES - 1) {
D3DAppISetErrorString("Can only load %i textures.", D3DAPP_MAXTEXTURES);
return FALSE;
}
lstrcpy(d3dappi.ImageFile[d3dappi.NumTextures], imagefile);
/*
* If this driver does texture mapping, load the texture.
* This test also tests that a device has been created.
*/
if (d3dappi.ThisDriver.bDoesTextures && d3dappi.NumUsableTextures == d3dappi.NumTextures) {
BOOL bInVideo;
ATTEMPT(D3DAppILoadTextureSurf(d3dappi.NumTextures, &bInVideo));
if (!bInVideo && d3dappi.ThisDriver.bIsHardware) {
D3DAppIReleaseTexture(d3dappi.NumTextures);
} else {
ATTEMPT(D3DAppIGetTextureHandle(d3dappi.NumTextures));
++d3dappi.NumUsableTextures;
}
}
d3dappi.NumTextures++;
return TRUE;

exit_with_error:
d3dappi.ImageFile[d3dappi.NumTextures][0] = 0;
return FALSE;
}

/*
* D3DAppChangeTextureFormat
*/
BOOL
D3DAppChangeTextureFormat(int format)
{
/*
* Release all the textures, change the format and load them again
*/
d3dappi.bRenderingIsOK = FALSE;
D3DAppIReleaseAllTextures();
d3dappi.CurrTextureFormat = format;
memcpy(&d3dappi.ThisTextureFormat, &d3dappi.TextureFormat[format],
sizeof(D3DAppTextureFormat));
ATTEMPT(D3DAppILoadAllTextures());
d3dappi.bRenderingIsOK = TRUE;
return TRUE;

exit_with_error:
D3DAppIReleaseAllTextures();
return FALSE;
}

/*
* D3DAppDisableTextures
*/
BOOL
D3DAppDisableTextures(BOOL flag)
{
int i;
if (flag == d3dappi.bTexturesDisabled)
return TRUE;
if (flag) {
/*
* Set all the texture handles to 0
*/
d3dappi.bTexturesDisabled = TRUE;
for (i = 0; i < d3dappi.NumTextures; i++)
d3dappi.TextureHandle[i] = 0;
} else {
/*
* Restore the texture handles from the master array
*/
d3dappi.bTexturesDisabled = FALSE;
memcpy(d3dappi.TextureHandle, MasterTextureHandle,
sizeof(D3DTEXTUREHANDLE) * D3DAPP_MAXTEXTURES);
}
return TRUE;
}

/*
* D3DAppSwapTextures
*/
BOOL
D3DAppSwapTextures()
{
int i;
char tempfile[30];
LPDIRECT3DTEXTURE2 lptempTexture;
LPDIRECTDRAWSURFACE lptempSurface;
if (d3dappi.bTexturesDisabled || d3dappi.NumTextures == 0) {
D3DAppISetErrorString("Cannot swap textures which are disable or not loaded.\n");
goto exit_with_error;
}
if (!d3dappi.ThisDriver.bDoesTextures)
return TRUE;
/*
* Swap texture 1 with 2, then 2 with 3, then 3 with 4, etc.
* Don't forget the image file names, texture objects and surfaces
*/
for (i = 0; i < d3dappi.NumUsableTextures - 1; i++) {
lstrcpy(tempfile, d3dappi.ImageFile[i]);
lstrcpy(d3dappi.ImageFile[i], d3dappi.ImageFile[i+1]);
lstrcpy(d3dappi.ImageFile[i+1], tempfile);
d3dappi.lpD3DDevice->lpVtbl->SwapTextureHandles(d3dappi.lpD3DDevice,
d3dappi.lpTexture[i],
d3dappi.lpTexture[i+1]);
lptempTexture = d3dappi.lpTexture[i];
d3dappi.lpTexture[i] = d3dappi.lpTexture[i+1];
d3dappi.lpTexture[i+1] = lptempTexture;
lptempSurface = d3dappi.lpTextureSurf[i];
d3dappi.lpTextureSurf[i] = d3dappi.lpTextureSurf[i+1];
d3dappi.lpTextureSurf[i+1] = lptempSurface;
}
return TRUE;
exit_with_error:
return FALSE;
}

/*
* D3DAppSetRenderState
*/
BOOL
D3DAppSetRenderState(D3DAppRenderState* lpState)
{
/*
* If none was provided, reset the current render state.
*/
if (!lpState)
lpState = &d3dapprs;
/*
* Record this render state and set it.
*/
if (lpState != &d3dapprs)
memcpy(&d3dapprs, lpState, sizeof(D3DAppRenderState));
if (d3dappi.bRenderingIsOK) {
ATTEMPT(D3DAppISetRenderState());
}
return TRUE;

exit_with_error:
return FALSE;
}

/*
* D3DAppGetRenderState
*/
BOOL
D3DAppGetRenderState(D3DAppRenderState* lpState)
{
memcpy(lpState, &d3dapprs, sizeof(D3DAppRenderState));
return TRUE;
}

/*
* D3DAppShowBackBuffer
*/
BOOL
D3DAppShowBackBuffer(DWORD flags)
{
if (!d3dappi.bRenderingIsOK) {
D3DAppISetErrorString("Cannot call D3DAppShowBackBuffer while bRenderingIsOK is FALSE.\n");
return FALSE;
}
if (d3dappi.bPaused)
return TRUE;
if (d3dappi.bFullscreen) {
int numtemp;
D3DRECT temp[D3DAPP_MAXCLEARRECTS];
/*
* Flip the back and front buffers
*/
LastError = d3dappi.lpFrontBuffer->lpVtbl->Flip(d3dappi.lpFrontBuffer,
d3dappi.lpBackBuffer,
1);
if (LastError == DDERR_SURFACELOST) {
d3dappi.lpFrontBuffer->lpVtbl->Restore(d3dappi.lpFrontBuffer);
d3dappi.lpBackBuffer->lpVtbl->Restore(d3dappi.lpBackBuffer);
D3DAppIClearBuffers();
} else if (LastError != DD_OK) {
D3DAppISetErrorString("Flipping complex display surface failed.\n%s", D3DAppErrorToString(LastError));
return FALSE;
}
if (d3dappi.bBackBufferInVideo) {
/*
* This is a real flip, so the client and back buffer dirty
* rectangles also flip
*/
D3DAppICopyRectList(&numtemp, temp, NumDirtyClientRects,
DirtyClient);
D3DAppICopyRectList(&NumDirtyClientRects, DirtyClient,
NumDirtyBackRects, DirtyBack);
D3DAppICopyRectList(&NumDirtyBackRects, DirtyBack, numtemp, temp);
} else {
/*
* The flip is being emulated as a blt from a system memory back
* buffer, so the back buffer's dirty rectangles are now also the
* client's.
*/
D3DAppICopyRectList(&NumDirtyClientRects, DirtyClient,
NumDirtyBackRects, DirtyBack);
}
} else {
int NumFrontRects, NumBufferRects, i;
RECT front[D3DAPP_MAXCLEARRECTS];
RECT buffer[D3DAPP_MAXCLEARRECTS];
/*
* Set the rectangle to blt from the back to front bufer
*/
if (flags & D3DAPP_SHOWALL) {
/*
* Set to entire client window
*/
NumBufferRects = 1;
SetRect(&buffer[0], 0, 0, d3dappi.szClient.cx,
d3dappi.szClient.cy);
SetRect(&front[0],
d3dappi.pClientOnPrimary.x, d3dappi.pClientOnPrimary.y,
d3dappi.szClient.cx + d3dappi.pClientOnPrimary.x,
d3dappi.szClient.cy + d3dappi.pClientOnPrimary.y);
} else {
/*
* Merge the back and front buffer dirty rectangle lists to get
* a list of rectangles to blt. This will simultaneously clear
* the smallest front buffer region while blt'ing all the back
* buffer which changed.
*/
D3DAppIMergeRectLists(&NumBufferRects, (LPD3DRECT)buffer,
NumDirtyClientRects, DirtyClient,
NumDirtyBackRects, DirtyBack);
D3DAppICopyRectList(&NumFrontRects, (LPD3DRECT)front,
NumBufferRects, (LPD3DRECT)buffer);
for (i = 0; i < NumFrontRects; i++) {
front[i].top += d3dappi.pClientOnPrimary.y;
front[i].left += d3dappi.pClientOnPrimary.x;
front[i].bottom += d3dappi.pClientOnPrimary.y;
front[i].right += d3dappi.pClientOnPrimary.x;
}
}
/*
* Blt the list of rectangles from the back to front buffer
*/
for (i = 0; i < NumBufferRects; i++) {
LastError =
d3dappi.lpFrontBuffer->lpVtbl->Blt(d3dappi.lpFrontBuffer,
&front[i], d3dappi.lpBackBuffer,
&buffer[i], DDBLT_WAIT, NULL);
if (LastError == DDERR_SURFACELOST) {
d3dappi.lpFrontBuffer->lpVtbl->Restore(d3dappi.lpFrontBuffer);
d3dappi.lpBackBuffer->lpVtbl->Restore(d3dappi.lpBackBuffer);
D3DAppIClearBuffers();
} else if (LastError != DD_OK) {
D3DAppISetErrorString("Blt of back buffer to front buffer failed.\n%s", D3DAppErrorToString(LastError));
return FALSE;
}
}
/*
* The back buffer's dirty rectangles are now also the client's
*/
D3DAppICopyRectList(&NumDirtyClientRects, DirtyClient,
NumDirtyBackRects, DirtyBack);
}
return TRUE;
}

/*
* D3DAppRenderExtents
*/
BOOL
D3DAppRenderExtents(DWORD dwCount, LPD3DRECT extent, DWORD flags)
{
if (dwCount > D3DAPP_MAXCLEARRECTS) {
D3DAppISetErrorString("The number of clear rectangles exceeded D3DAPP_MAXCLEARRECTS.");
return FALSE;
}
if (flags & D3DAPP_CLEARALL) {
/*
* Set the back buffer dirty rectangle to the entire client area
*/
D3DRECT dummy;
dummy.x1 = dummy.y1 = 0;
dummy.x2 = d3dappi.szClient.cx;
dummy.y2 = d3dappi.szClient.cy;
D3DAppICopyRectList(&NumDirtyBackRects, DirtyBack, 1, &dummy);
D3DAppICopyRectList(&NumDirtyClientRects, DirtyClient, 1, &dummy);
D3DAppICopyRectList(&NumDirtyZRects, DirtyZ, 1, &dummy);
} else {
/*
* Set the back and Z buffer dirty rectangle list as specified
*/
D3DAppICopyRectList(&NumDirtyBackRects, DirtyBack, dwCount, extent);
D3DAppICopyRectList(&NumDirtyZRects, DirtyZ, dwCount, extent);
}
return TRUE;
}

/*
* D3DAppClearBackBuffer
*/
BOOL
D3DAppClearBackBuffer(DWORD flags)
{
if (!d3dappi.bRenderingIsOK) {
D3DAppISetErrorString("Cannot call D3DAppClearBackBuffer while bRenderingIsOK is FALSE.\n");
return FALSE;
}
if (flags & D3DAPP_CLEARALL) {
/*
* Clear the entire back buffer
*/
int clearflags;
D3DRECT dummy;
/*
* Decided wether to clear just back buffer or also z-buffer
*/
clearflags = D3DCLEAR_TARGET;
if (d3dapprs.bZBufferOn)
clearflags |= D3DCLEAR_ZBUFFER;
dummy.x1 = dummy.y1 = 0;
dummy.x2 = d3dappi.szClient.cx;
dummy.y2 = d3dappi.szClient.cy;
LastError =
d3dappi.lpD3DViewport->lpVtbl->Clear(d3dappi.lpD3DViewport,
1, &dummy,
clearflags);
if (LastError != D3D_OK) {
D3DAppISetErrorString("Viewport clear failed.\n%s",
D3DAppErrorToString(LastError));
return FALSE;
}
} else {
/*
* Clear the dirty rectangles on the back buffer
*/
LastError =
d3dappi.lpD3DViewport->lpVtbl->Clear(d3dappi.lpD3DViewport,
NumDirtyBackRects,
DirtyBack, D3DCLEAR_TARGET);
if (LastError != D3D_OK) {
D3DAppISetErrorString("Viewport clear of back buffer failed.\n%s",
D3DAppErrorToString(LastError));
return FALSE;
}
/*
* Clear the dirty rectangles on the Z buffer
*/
LastError =
d3dappi.lpD3DViewport->lpVtbl->Clear(d3dappi.lpD3DViewport,
NumDirtyZRects,
DirtyZ, D3DCLEAR_ZBUFFER);
if (LastError != D3D_OK) {
D3DAppISetErrorString("Viewport clear of Z buffer failed.\n%s",
D3DAppErrorToString(LastError));
return FALSE;
}

}
return TRUE;
}

/*
* D3DAppCheckForLostSurfaces
*/
#define CHECKSURF(x) if (x) { \
if (x->lpVtbl->IsLost(x) == DDERR_SURFACELOST) { \
LastError = x->lpVtbl->Restore(x); \
if (LastError != DD_OK) goto exit_with_error; \
b = TRUE; \
} \
}
BOOL
D3DAppCheckForLostSurfaces(void)
{
int i;
BOOL b = FALSE;
/*
* Check all the surfaces D3DApp owns and restore them if lost.

*/ 
CHECKSURF(d3dappi.lpFrontBuffer);
CHECKSURF(d3dappi.lpBackBuffer);
CHECKSURF(d3dappi.lpZBuffer);
if (b) {
/*
* If any of the surfaces were lost and restored, clear all the buffers.
* If this fails, that's fine, just move on.
*/
D3DAppIClearBuffers();
}
for (i = 0; i < d3dappi.NumUsableTextures; i++) {
b = FALSE;
CHECKSURF(d3dappi.lpTextureSurf[i]);
if (b) {
ATTEMPT(D3DAppIReloadTextureSurf(i));
}
}
return TRUE;

exit_with_error:
D3DAppISetErrorString("Restoring of a lost surface failed.\n%s",
D3DAppErrorToString(LastError));
return FALSE;
}

/*
* D3DAppPause
*/
BOOL
D3DAppPause(BOOL flag)
{
static int pausecount;

/*
* Keep a count of the number of times D3DAppPause has been called to
* prevent pausing more than once in a row.
*/
if (pausecount != 0) {
if (flag) {
++pausecount;
return TRUE;
} else {
--pausecount;
if (pausecount != 0)
return TRUE;
}
}

d3dappi.bPaused = flag;
if (!flag) {
/*
* Returning from a pause
*/
if (d3dappi.bFullscreen && bPrimaryPalettized && lpPalette) {
/*
* Set front buffer's palette back to what it was before pause
*/
LastError = lpPalette->lpVtbl->SetEntries(lpPalette, 0, 0, 256,
&ppe[0]);
if (LastError != DD_OK) {
D3DAppISetErrorString("Setting palette entries during unpause failed.\n%s", D3DAppErrorToString(LastError));
goto exit_with_error;
}
}
/*
* Dirty rectangle info is no longer valid
*/
D3DAppIValidateDirtyRects();
}
if (flag && d3dappi.bFullscreen) {
/*
* Pausing in a fullscreen mode
*/
if (bPrimaryPalettized && lpPalette) {
/*
* Save the front buffer's current palette and restore the
* original Windows palette.
*/
int i;
LastError = lpPalette->lpVtbl->GetEntries(lpPalette, 0, 0, 256,
&ppe[0]);
if (LastError != DD_OK) {
D3DAppISetErrorString("Getting palette entries before a pause failed.\n%s", D3DAppErrorToString(LastError));
goto exit_with_error;
}
for (i = 10; i < 246; i++)
Originalppe[i] = ppe[i];
LastError = lpPalette->lpVtbl->SetEntries(lpPalette, 0, 0, 256,
&Originalppe[0]);
if (LastError != DD_OK) {
D3DAppISetErrorString("Returning palette entries to defaults failed.\n%s", D3DAppErrorToString(LastError));
goto exit_with_error;
}
}
/*
* Flip to GDI surface (either front or back buffer)
*/
if (d3dappi.lpDD) {
LastError = d3dappi.lpDD->lpVtbl->FlipToGDISurface(d3dappi.lpDD);
if (LastError != DD_OK) {
D3DAppISetErrorString("Flipping to GDI surface failed.\n%s", D3DAppErrorToString(LastError));
goto exit_with_error;
}
}
/*
* Draw the menu and frame
*/
DrawMenuBar(d3dappi.hwnd);
RedrawWindow(d3dappi.hwnd, NULL, NULL, RDW_FRAME);
}
return TRUE;
exit_with_error:
return FALSE;
}

/*
* D3DAppCreateSurface
*/
BOOL
D3DAppCreateSurface(DDSURFACEDESC *ddsd, LPDIRECTDRAWSURFACE *lplpSurf)
{
return D3DAppICreateSurface(ddsd, lplpSurf);
}

/*
* D3DAppLastError
*/
HRESULT
D3DAppLastError(void)
{
return LastError;
}

/*
* D3DAppLastD3DAppISetErrorString
*/
char*
D3DAppLastErrorString(void)
{
return LastErrorString;
}


/*
* D3DAppDestroy
*/
BOOL
D3DAppDestroy(void)
{
/*
* Destroys all objects including Direct Draw.
*/
d3dappi.bRenderingIsOK = FALSE;
d3dappi.hwnd = NULL;
ATTEMPT(D3DAppICallDeviceDestroyCallback());
D3DAppIReleaseAllTextures();
RELEASE(d3dappi.lpD3DDevice);
RELEASE(d3dappi.lpZBuffer);
RELEASE(lpPalette);
RELEASE(lpClipper);
RELEASE(d3dappi.lpBackBuffer);
RELEASE(d3dappi.lpFrontBuffer);
if (d3dappi.bFullscreen) {
D3DAppIRestoreDispMode();
D3DAppISetCoopLevel(d3dappi.hwnd, FALSE);
}
D3DAppIReleasePathList();
RELEASE(d3dappi.lpD3D);
RELEASE(d3dappi.lpDD);
return TRUE;
exit_with_error:
return FALSE;
}


/*
* D3DAppErrorToString
*/
char*
D3DAppErrorToString(HRESULT error)
{
switch(error) {
case DD_OK:
return "No error.\0";
case DDERR_ALREADYINITIALIZED:
return "This object is already initialized.\0";
case DDERR_BLTFASTCANTCLIP:
return "Return if a clipper object is attached to the source surface passed into a BltFast call.\0";
case DDERR_CANNOTATTACHSURFACE:
return "This surface can not be attached to the requested surface.\0";
case DDERR_CANNOTDETACHSURFACE:
return "This surface can not be detached from the requested surface.\0";
case DDERR_CANTCREATEDC:
return "Windows can not create any more DCs.\0";
case DDERR_CANTDUPLICATE:
return "Can't duplicate primary & 3D surfaces, or surfaces that are implicitly created.\0";
case DDERR_CLIPPERISUSINGHWND:
return "An attempt was made to set a cliplist for a clipper object that is already monitoring an hwnd.\0";
case DDERR_COLORKEYNOTSET:
return "No src color key specified for this operation.\0";
case DDERR_CURRENTLYNOTAVAIL:
return "Support is currently not available.\0";
case DDERR_DIRECTDRAWALREADYCREATED:
return "A DirectDraw object representing this driver has already been created for this process.\0";
case DDERR_EXCEPTION:
return "An exception was encountered while performing the requested operation.\0";
case DDERR_EXCLUSIVEMODEALREADYSET:
return "An attempt was made to set the cooperative level when it was already set to exclusive.\0";
case DDERR_GENERIC:
return "Generic failure.\0";
case DDERR_HEIGHTALIGN:
return "Height of rectangle provided is not a multiple of reqd alignment.\0";
case DDERR_HWNDALREADYSET:
return "The CooperativeLevel HWND has already been set. It can not be reset while the process has surfaces or palettes created.\0";
case DDERR_HWNDSUBCLASSED:
return "HWND used by DirectDraw CooperativeLevel has been subclassed, this prevents DirectDraw from restoring state.\0";
case DDERR_IMPLICITLYCREATED:
return "This surface can not be restored because it is an implicitly created surface.\0";
case DDERR_INCOMPATIBLEPRIMARY:
return "Unable to match primary surface creation request with existing primary surface.\0";
case DDERR_INVALIDCAPS:
return "One or more of the caps bits passed to the callback are incorrect.\0";
case DDERR_INVALIDCLIPLIST:
return "DirectDraw does not support the provided cliplist.\0";
case DDERR_INVALIDDIRECTDRAWGUID:
return "The GUID passed to DirectDrawCreate is not a valid DirectDraw driver identifier.\0";
case DDERR_INVALIDMODE:
return "DirectDraw does not support the requested mode.\0";
case DDERR_INVALIDOBJECT:
return "DirectDraw received a pointer that was an invalid DIRECTDRAW object.\0";
case DDERR_INVALIDPARAMS:
return "One or more of the parameters passed to the function are incorrect.\0";
case DDERR_INVALIDPIXELFORMAT:
return "The pixel format was invalid as specified.\0";
case DDERR_INVALIDPOSITION:
return "Returned when the position of the overlay on the destination is no longer legal for that destination.\0";
case DDERR_INVALIDRECT:
return "Rectangle provided was invalid.\0";
case DDERR_LOCKEDSURFACES:
return "Operation could not be carried out because one or more surfaces are locked.\0";
case DDERR_NO3D:
return "There is no 3D present.\0";
case DDERR_NOALPHAHW:
return "Operation could not be carried out because there is no alpha accleration hardware present or available.\0";
case DDERR_NOBLTHW:
return "No blitter hardware present.\0";
case DDERR_NOCLIPLIST:
return "No cliplist available.\0";
case DDERR_NOCLIPPERATTACHED:
return "No clipper object attached to surface object.\0";
case DDERR_NOCOLORCONVHW:
return "Operation could not be carried out because there is no color conversion hardware present or available.\0";
case DDERR_NOCOLORKEY:
return "Surface doesn't currently have a color key\0";
case DDERR_NOCOLORKEYHW:
return "Operation could not be carried out because there is no hardware support of the destination color key.\0";
case DDERR_NOCOOPERATIVELEVELSET:
return "Create function called without DirectDraw object method SetCooperativeLevel being called.\0";
case DDERR_NODC:
return "No DC was ever created for this surface.\0";
case DDERR_NODDROPSHW:
return "No DirectDraw ROP hardware.\0";
case DDERR_NODIRECTDRAWHW:
return "A hardware-only DirectDraw object creation was attempted but the driver did not support any hardware.\0";
case DDERR_NOEMULATION:
return "Software emulation not available.\0";
case DDERR_NOEXCLUSIVEMODE:
return "Operation requires the application to have exclusive mode but the application does not have exclusive mode.\0";
case DDERR_NOFLIPHW:
return "Flipping visible surfaces is not supported.\0";
case DDERR_NOGDI:
return "There is no GDI present.\0";
case DDERR_NOHWND:
return "Clipper notification requires an HWND or no HWND has previously been set as the CooperativeLevel HWND.\0";
case DDERR_NOMIRRORHW:
return "Operation could not be carried out because there is no hardware present or available.\0";
case DDERR_NOOVERLAYDEST:
return "Returned when GetOverlayPosition is called on an overlay that UpdateOverlay has never been called on to establish a destination.\0";
case DDERR_NOOVERLAYHW:
return "Operation could not be carried out because there is no overlay hardware present or available.\0";
case DDERR_NOPALETTEATTACHED:
return "No palette object attached to this surface.\0";
case DDERR_NOPALETTEHW:
return "No hardware support for 16 or 256 color palettes.\0";
case DDERR_NORASTEROPHW:
return "Operation could not be carried out because there is no appropriate raster op hardware present or available.\0";
case DDERR_NOROTATIONHW:
return "Operation could not be carried out because there is no rotation hardware present or available.\0";
case DDERR_NOSTRETCHHW:
return "Operation could not be carried out because there is no hardware support for stretching.\0";
case DDERR_NOT4BITCOLOR:
return "DirectDrawSurface is not in 4 bit color palette and the requested operation requires 4 bit color palette.\0";
case DDERR_NOT4BITCOLORINDEX:
return "DirectDrawSurface is not in 4 bit color index palette and the requested operation requires 4 bit color index palette.\0";
case DDERR_NOT8BITCOLOR:
return "DirectDrawSurface is not in 8 bit color mode and the requested operation requires 8 bit color.\0";
case DDERR_NOTAOVERLAYSURFACE:
return "Returned when an overlay member is called for a non-overlay surface.\0";
case DDERR_NOTEXTUREHW:
return "Operation could not be carried out because there is no texture mapping hardware present or available.\0";
case DDERR_NOTFLIPPABLE:
return "An attempt has been made to flip a surface that is not flippable.\0";
case DDERR_NOTFOUND:
return "Requested item was not found.\0";
case DDERR_NOTLOCKED:
return "Surface was not locked. An attempt to unlock a surface that was not locked at all, or by this process, has been attempted.\0";
case DDERR_NOTPALETTIZED:
return "The surface being used is not a palette-based surface.\0";
case DDERR_NOVSYNCHW:
return "Operation could not be carried out because there is no hardware support for vertical blank synchronized operations.\0";
case DDERR_NOZBUFFERHW:
return "Operation could not be carried out because there is no hardware support for zbuffer blitting.\0";
case DDERR_NOZOVERLAYHW:
return "Overlay surfaces could not be z layered based on their BltOrder because the hardware does not support z layering of overlays.\0";
case DDERR_OUTOFCAPS:
return "The hardware needed for the requested operation has already been allocated.\0";
case DDERR_OUTOFMEMORY:
return "DirectDraw does not have enough memory to perform the operation.\0";
case DDERR_OUTOFVIDEOMEMORY:
return "DirectDraw does not have enough memory to perform the operation.\0";
case DDERR_OVERLAYCANTCLIP:
return "The hardware does not support clipped overlays.\0";
case DDERR_OVERLAYCOLORKEYONLYONEACTIVE:
return "Can only have ony color key active at one time for overlays.\0";
case DDERR_OVERLAYNOTVISIBLE:
return "Returned when GetOverlayPosition is called on a hidden overlay.\0";
case DDERR_PALETTEBUSY:
return "Access to this palette is being refused because the palette is already locked by another thread.\0";
case DDERR_PRIMARYSURFACEALREADYEXISTS:
return "This process already has created a primary surface.\0";
case DDERR_REGIONTOOSMALL:
return "Region passed to Clipper::GetClipList is too small.\0";
case DDERR_SURFACEALREADYATTACHED:
return "This surface is already attached to the surface it is being attached to.\0";
case DDERR_SURFACEALREADYDEPENDENT:
return "This surface is already a dependency of the surface it is being made a dependency of.\0";
case DDERR_SURFACEBUSY:
return "Access to this surface is being refused because the surface is already locked by another thread.\0";
case DDERR_SURFACEISOBSCURED:
return "Access to surface refused because the surface is obscured.\0";
case DDERR_SURFACELOST:
return "Access to this surface is being refused because the surface memory is gone. The DirectDrawSurface object representing this surface should have Restore called on it.\0";
case DDERR_SURFACENOTATTACHED:
return "The requested surface is not attached.\0";
case DDERR_TOOBIGHEIGHT:
return "Height requested by DirectDraw is too large.\0";
case DDERR_TOOBIGSIZE:
return "Size requested by DirectDraw is too large, but the individual height and width are OK.\0";
case DDERR_TOOBIGWIDTH:
return "Width requested by DirectDraw is too large.\0";
case DDERR_UNSUPPORTED:
return "Action not supported.\0";
case DDERR_UNSUPPORTEDFORMAT:
return "FOURCC format requested is unsupported by DirectDraw.\0";
case DDERR_UNSUPPORTEDMASK:
return "Bitmask in the pixel format requested is unsupported by DirectDraw.\0";
case DDERR_VERTICALBLANKINPROGRESS:
return "Vertical blank is in progress.\0";
case DDERR_WASSTILLDRAWING:
return "Informs DirectDraw that the previous Blt which is transfering information to or from this Surface is incomplete.\0";
case DDERR_WRONGMODE:
return "This surface can not be restored because it was created in a different mode.\0";
case DDERR_XALIGN:
return "Rectangle provided was not horizontally aligned on required boundary.\0";
case D3DERR_BADMAJORVERSION:
return "D3DERR_BADMAJORVERSION\0";
case D3DERR_BADMINORVERSION:
return "D3DERR_BADMINORVERSION\0";
case D3DERR_EXECUTE_LOCKED:
return "D3DERR_EXECUTE_LOCKED\0";
case D3DERR_EXECUTE_NOT_LOCKED:
return "D3DERR_EXECUTE_NOT_LOCKED\0";
case D3DERR_EXECUTE_CREATE_FAILED:
return "D3DERR_EXECUTE_CREATE_FAILED\0";
case D3DERR_EXECUTE_DESTROY_FAILED:
return "D3DERR_EXECUTE_DESTROY_FAILED\0";
case D3DERR_EXECUTE_LOCK_FAILED:
return "D3DERR_EXECUTE_LOCK_FAILED\0";
case D3DERR_EXECUTE_UNLOCK_FAILED:
return "D3DERR_EXECUTE_UNLOCK_FAILED\0";
case D3DERR_EXECUTE_FAILED:
return "D3DERR_EXECUTE_FAILED\0";
case D3DERR_EXECUTE_CLIPPED_FAILED:
return "D3DERR_EXECUTE_CLIPPED_FAILED\0";
case D3DERR_TEXTURE_NO_SUPPORT:
return "D3DERR_TEXTURE_NO_SUPPORT\0";
case D3DERR_TEXTURE_NOT_LOCKED:
return "D3DERR_TEXTURE_NOT_LOCKED\0";
case D3DERR_TEXTURE_LOCKED:
return "D3DERR_TEXTURELOCKED\0";
case D3DERR_TEXTURE_CREATE_FAILED:
return "D3DERR_TEXTURE_CREATE_FAILED\0";
case D3DERR_TEXTURE_DESTROY_FAILED:
return "D3DERR_TEXTURE_DESTROY_FAILED\0";
case D3DERR_TEXTURE_LOCK_FAILED:
return "D3DERR_TEXTURE_LOCK_FAILED\0";
case D3DERR_TEXTURE_UNLOCK_FAILED:
return "D3DERR_TEXTURE_UNLOCK_FAILED\0";
case D3DERR_TEXTURE_LOAD_FAILED:
return "D3DERR_TEXTURE_LOAD_FAILED\0";
case D3DERR_MATRIX_CREATE_FAILED:
return "D3DERR_MATRIX_CREATE_FAILED\0";
case D3DERR_MATRIX_DESTROY_FAILED:
return "D3DERR_MATRIX_DESTROY_FAILED\0";
case D3DERR_MATRIX_SETDATA_FAILED:
return "D3DERR_MATRIX_SETDATA_FAILED\0";
case D3DERR_SETVIEWPORTDATA_FAILED:
return "D3DERR_SETVIEWPORTDATA_FAILED\0";
case D3DERR_MATERIAL_CREATE_FAILED:
return "D3DERR_MATERIAL_CREATE_FAILED\0";
case D3DERR_MATERIAL_DESTROY_FAILED:
return "D3DERR_MATERIAL_DESTROY_FAILED\0";
case D3DERR_MATERIAL_SETDATA_FAILED:
return "D3DERR_MATERIAL_SETDATA_FAILED\0";
case D3DERR_LIGHT_SET_FAILED:
return "D3DERR_LIGHT_SET_FAILED\0";
default:
return "Unrecognized error value.\0";
}
}