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* This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class.
66 lines
1.3 KiB
C++
66 lines
1.3 KiB
C++
#include "mxdirect3drm.h"
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#include "decomp.h"
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DECOMP_SIZE_ASSERT(IMxDirect3DRM, 0x4);
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DECOMP_SIZE_ASSERT(MxDirect3DRM, 0x8);
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// OFFSET: LEGO1 0x1010103c
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IDirect3DRM* g_pD3DRM = NULL;
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// Inlined only
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MxDirect3DRM::MxDirect3DRM()
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: m_pD3DRM(NULL)
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{
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if (g_pD3DRM == NULL)
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{
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LPDIRECT3DRM handle;
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Direct3DRMCreate(&handle);
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handle->QueryInterface(IID_IDirect3DRM2, (LPVOID*)&g_pD3DRM);
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}
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else
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{
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m_pD3DRM->AddRef();
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}
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m_pD3DRM = g_pD3DRM;
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}
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// Inlined only
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MxDirect3DRM::~MxDirect3DRM()
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{
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if (m_pD3DRM)
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{
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if (m_pD3DRM->Release() == 0)
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g_pD3DRM = NULL;
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m_pD3DRM = NULL;
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}
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}
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// OFFSET: LEGO1 0x100a15e0
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MxDirect3DRM* MxDirect3DRM::Create()
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{
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// Not a close match. The separate create function implies that
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// the g_pD3DRM handling stuff should be in here rather than in the
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// constructor, but the destructor definitely calls Release() on
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// g_pD3DRM and that implies the opposite.
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return new MxDirect3DRM();
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}
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// OFFSET: LEGO1 0x100a22b0
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IUnknown** MxDirect3DRM::GetHandle()
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{
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return (IUnknown**)&m_pD3DRM;
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}
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// OFFSET: LEGO1 0x100a1894 STUB
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MxDirect3DRMDevice* MxDirect3DRM::CreateDeviceFromD3D(D3DHolder* p_holder)
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{
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return NULL;
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}
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// OFFSET: LEGO1 0x100a1900 STUB
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MxDirect3DRMDevice* MxDirect3DRM::CreateDeviceFromSurface(D3DSurfaceHolder* p_holder)
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{
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return NULL;
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}
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