wined3d: Pass a wined3d_resource_desc structure to device_parent_create_swapchain_sur...
[wine/multimedia.git] / dlls / wined3d / device.c
blob42456b01997ed6de488c325548137a283af30b76
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
43 WINED3D_LIGHT_DIRECTIONAL, /* Type */
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
60 switch(primitive_type)
62 case WINED3D_PT_POINTLIST:
63 return GL_POINTS;
65 case WINED3D_PT_LINELIST:
66 return GL_LINES;
68 case WINED3D_PT_LINESTRIP:
69 return GL_LINE_STRIP;
71 case WINED3D_PT_TRIANGLELIST:
72 return GL_TRIANGLES;
74 case WINED3D_PT_TRIANGLESTRIP:
75 return GL_TRIANGLE_STRIP;
77 case WINED3D_PT_TRIANGLEFAN:
78 return GL_TRIANGLE_FAN;
80 case WINED3D_PT_LINELIST_ADJ:
81 return GL_LINES_ADJACENCY_ARB;
83 case WINED3D_PT_LINESTRIP_ADJ:
84 return GL_LINE_STRIP_ADJACENCY_ARB;
86 case WINED3D_PT_TRIANGLELIST_ADJ:
87 return GL_TRIANGLES_ADJACENCY_ARB;
89 case WINED3D_PT_TRIANGLESTRIP_ADJ:
90 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
92 default:
93 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
94 return GL_NONE;
98 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
100 switch(primitive_type)
102 case GL_POINTS:
103 return WINED3D_PT_POINTLIST;
105 case GL_LINES:
106 return WINED3D_PT_LINELIST;
108 case GL_LINE_STRIP:
109 return WINED3D_PT_LINESTRIP;
111 case GL_TRIANGLES:
112 return WINED3D_PT_TRIANGLELIST;
114 case GL_TRIANGLE_STRIP:
115 return WINED3D_PT_TRIANGLESTRIP;
117 case GL_TRIANGLE_FAN:
118 return WINED3D_PT_TRIANGLEFAN;
120 case GL_LINES_ADJACENCY_ARB:
121 return WINED3D_PT_LINELIST_ADJ;
123 case GL_LINE_STRIP_ADJACENCY_ARB:
124 return WINED3D_PT_LINESTRIP_ADJ;
126 case GL_TRIANGLES_ADJACENCY_ARB:
127 return WINED3D_PT_TRIANGLELIST_ADJ;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ;
132 default:
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
134 return WINED3D_PT_UNDEFINED;
138 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
140 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
141 *regnum = WINED3D_FFP_POSITION;
142 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
143 *regnum = WINED3D_FFP_BLENDWEIGHT;
144 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
145 *regnum = WINED3D_FFP_BLENDINDICES;
146 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
147 *regnum = WINED3D_FFP_NORMAL;
148 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
149 *regnum = WINED3D_FFP_PSIZE;
150 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
151 *regnum = WINED3D_FFP_DIFFUSE;
152 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
153 *regnum = WINED3D_FFP_SPECULAR;
154 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
155 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
156 else
158 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
159 *regnum = ~0U;
160 return FALSE;
163 return TRUE;
166 /* Context activation is done by the caller. */
167 static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
169 const struct wined3d_state *state = &device->stateBlock->state;
170 /* We need to deal with frequency data! */
171 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
172 BOOL use_vshader;
173 unsigned int i;
174 WORD map;
176 stream_info->use_map = 0;
177 stream_info->swizzle_map = 0;
178 stream_info->all_vbo = 1;
180 /* Check for transformed vertices, disable vertex shader if present. */
181 stream_info->position_transformed = declaration->position_transformed;
182 use_vshader = state->vertex_shader && !declaration->position_transformed;
184 /* Translate the declaration into strided data. */
185 for (i = 0; i < declaration->element_count; ++i)
187 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
188 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
189 struct wined3d_buffer *buffer = stream->buffer;
190 struct wined3d_bo_address data;
191 BOOL stride_used;
192 unsigned int idx;
193 DWORD stride;
195 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
196 element, i + 1, declaration->element_count);
198 if (!buffer) continue;
200 stride = stream->stride;
202 TRACE("Stream %u, buffer %p.\n", element->input_slot, buffer);
203 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
205 /* We can't use VBOs if the base vertex index is negative. OpenGL
206 * doesn't accept negative offsets (or rather offsets bigger than the
207 * VBO, because the pointer is unsigned), so use system memory
208 * sources. In most sane cases the pointer - offset will still be > 0,
209 * otherwise it will wrap around to some big value. Hope that with the
210 * indices, the driver wraps it back internally. If not,
211 * drawStridedSlow() is needed, including a vertex buffer path. */
212 if (state->load_base_vertex_index < 0)
214 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index);
215 data.buffer_object = 0;
216 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
217 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
218 FIXME("System memory vertex data load offset is negative!\n");
220 data.addr += element->offset;
222 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
224 if (use_vshader)
226 if (element->output_slot == ~0U)
228 /* TODO: Assuming vertexdeclarations are usually used with the
229 * same or a similar shader, it might be worth it to store the
230 * last used output slot and try that one first. */
231 stride_used = vshader_get_input(state->vertex_shader,
232 element->usage, element->usage_idx, &idx);
234 else
236 idx = element->output_slot;
237 stride_used = TRUE;
240 else
242 if (!element->ffp_valid)
244 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
245 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
246 stride_used = FALSE;
248 else
250 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
254 if (stride_used)
256 TRACE("Load %s array %u [usage %s, usage_idx %u, "
257 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
258 use_vshader ? "shader": "fixed function", idx,
259 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
260 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
262 data.addr += stream->offset;
264 stream_info->elements[idx].format = element->format;
265 stream_info->elements[idx].data = data;
266 stream_info->elements[idx].stride = stride;
267 stream_info->elements[idx].stream_idx = element->input_slot;
269 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
270 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
272 stream_info->swizzle_map |= 1 << idx;
274 stream_info->use_map |= 1 << idx;
278 /* Preload the vertex buffers. */
279 device->num_buffer_queries = 0;
280 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
282 struct wined3d_stream_info_element *element;
283 struct wined3d_buffer *buffer;
285 if (!(map & 1))
286 continue;
288 element = &stream_info->elements[i];
289 buffer = state->streams[element->stream_idx].buffer;
290 wined3d_buffer_preload(buffer);
292 /* If the preload dropped the buffer object, update the stream info. */
293 if (buffer->buffer_object != element->data.buffer_object)
295 element->data.buffer_object = 0;
296 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data.addr;
299 if (!buffer->buffer_object)
300 stream_info->all_vbo = 0;
302 if (buffer->query)
303 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
307 /* Context activation is done by the caller. */
308 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
310 struct wined3d_stream_info *stream_info = &device->stream_info;
311 const struct wined3d_state *state = &device->stateBlock->state;
312 DWORD prev_all_vbo = stream_info->all_vbo;
314 TRACE("============================= Vertex Declaration =============================\n");
315 device_stream_info_from_declaration(device, stream_info);
317 if (state->vertex_shader && !stream_info->position_transformed)
319 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
321 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
322 device->useDrawStridedSlow = TRUE;
324 else
326 device->useDrawStridedSlow = FALSE;
329 else
331 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
332 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
333 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
335 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
337 device->useDrawStridedSlow = TRUE;
339 else
341 device->useDrawStridedSlow = FALSE;
345 if (prev_all_vbo != stream_info->all_vbo)
346 device_invalidate_state(device, STATE_INDEXBUFFER);
349 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
351 struct wined3d_texture *texture;
352 enum WINED3DSRGB srgb;
354 if (!(texture = state->textures[idx])) return;
355 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
356 texture->texture_ops->texture_preload(texture, srgb);
359 void device_preload_textures(const struct wined3d_device *device)
361 const struct wined3d_state *state = &device->stateBlock->state;
362 unsigned int i;
364 if (use_vs(state))
366 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
368 if (state->vertex_shader->reg_maps.sampler_type[i])
369 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
373 if (use_ps(state))
375 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
377 if (state->pixel_shader->reg_maps.sampler_type[i])
378 device_preload_texture(state, i);
381 else
383 WORD ffu_map = device->fixed_function_usage_map;
385 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
387 if (ffu_map & 1)
388 device_preload_texture(state, i);
393 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
395 struct wined3d_context **new_array;
397 TRACE("Adding context %p.\n", context);
399 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
400 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
401 sizeof(*new_array) * (device->context_count + 1));
403 if (!new_array)
405 ERR("Failed to grow the context array.\n");
406 return FALSE;
409 new_array[device->context_count++] = context;
410 device->contexts = new_array;
411 return TRUE;
414 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
416 struct wined3d_context **new_array;
417 BOOL found = FALSE;
418 UINT i;
420 TRACE("Removing context %p.\n", context);
422 for (i = 0; i < device->context_count; ++i)
424 if (device->contexts[i] == context)
426 found = TRUE;
427 break;
431 if (!found)
433 ERR("Context %p doesn't exist in context array.\n", context);
434 return;
437 if (!--device->context_count)
439 HeapFree(GetProcessHeap(), 0, device->contexts);
440 device->contexts = NULL;
441 return;
444 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
445 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
446 if (!new_array)
448 ERR("Failed to shrink context array. Oh well.\n");
449 return;
452 device->contexts = new_array;
455 /* Do not call while under the GL lock. */
456 void device_switch_onscreen_ds(struct wined3d_device *device,
457 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
459 if (device->onscreen_depth_stencil)
461 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
463 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
464 device->onscreen_depth_stencil->ds_current_size.cx,
465 device->onscreen_depth_stencil->ds_current_size.cy);
466 wined3d_surface_decref(device->onscreen_depth_stencil);
468 device->onscreen_depth_stencil = depth_stencil;
469 wined3d_surface_incref(device->onscreen_depth_stencil);
472 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
474 /* partial draw rect */
475 if (draw_rect->left || draw_rect->top
476 || draw_rect->right < target->resource.width
477 || draw_rect->bottom < target->resource.height)
478 return FALSE;
480 /* partial clear rect */
481 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
482 || clear_rect->right < target->resource.width
483 || clear_rect->bottom < target->resource.height))
484 return FALSE;
486 return TRUE;
489 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
490 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
492 RECT current_rect, r;
494 if (ds->flags & SFLAG_DISCARDED)
496 /* Depth buffer was discarded, make it entirely current in its new location since
497 * there is no other place where we would get data anyway. */
498 SetRect(out_rect, 0, 0, ds->resource.width, ds->resource.height);
499 return;
502 if (ds->flags & location)
503 SetRect(&current_rect, 0, 0,
504 ds->ds_current_size.cx,
505 ds->ds_current_size.cy);
506 else
507 SetRectEmpty(&current_rect);
509 IntersectRect(&r, draw_rect, &current_rect);
510 if (EqualRect(&r, draw_rect))
512 /* current_rect ⊇ draw_rect, modify only. */
513 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
514 return;
517 if (EqualRect(&r, &current_rect))
519 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
521 if (!clear_rect)
523 /* Full clear, modify only. */
524 *out_rect = *draw_rect;
525 return;
528 IntersectRect(&r, draw_rect, clear_rect);
529 if (EqualRect(&r, draw_rect))
531 /* clear_rect ⊇ draw_rect, modify only. */
532 *out_rect = *draw_rect;
533 return;
537 /* Full load. */
538 surface_load_ds_location(ds, context, location);
539 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
542 /* Do not call while under the GL lock. */
543 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
544 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
545 float depth, DWORD stencil)
547 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
548 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
549 const struct wined3d_gl_info *gl_info;
550 UINT drawable_width, drawable_height;
551 struct wined3d_context *context;
552 GLbitfield clear_mask = 0;
553 BOOL render_offscreen;
554 unsigned int i;
555 RECT ds_rect;
557 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
558 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
559 * for the cleared parts, and the untouched parts.
561 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
562 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
563 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
564 * checking all this if the dest surface is in the drawable anyway. */
565 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
567 for (i = 0; i < rt_count; ++i)
569 struct wined3d_surface *rt = fb->render_targets[i];
570 if (rt)
571 surface_load_location(rt, rt->draw_binding, NULL);
575 context = context_acquire(device, target);
576 if (!context->valid)
578 context_release(context);
579 WARN("Invalid context, skipping clear.\n");
580 return;
582 gl_info = context->gl_info;
584 if (target)
586 render_offscreen = context->render_offscreen;
587 target->get_drawable_size(context, &drawable_width, &drawable_height);
589 else
591 render_offscreen = TRUE;
592 drawable_width = fb->depth_stencil->pow2Width;
593 drawable_height = fb->depth_stencil->pow2Height;
596 if (flags & WINED3DCLEAR_ZBUFFER)
598 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
600 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
601 device_switch_onscreen_ds(device, context, fb->depth_stencil);
602 prepare_ds_clear(fb->depth_stencil, context, location,
603 draw_rect, rect_count, clear_rect, &ds_rect);
606 if (!context_apply_clear_state(context, device, rt_count, fb))
608 context_release(context);
609 WARN("Failed to apply clear state, skipping clear.\n");
610 return;
613 /* Only set the values up once, as they are not changing. */
614 if (flags & WINED3DCLEAR_STENCIL)
616 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
618 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
619 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
621 gl_info->gl_ops.gl.p_glStencilMask(~0U);
622 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
623 gl_info->gl_ops.gl.p_glClearStencil(stencil);
624 checkGLcall("glClearStencil");
625 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
628 if (flags & WINED3DCLEAR_ZBUFFER)
630 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
632 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
634 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
635 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
636 gl_info->gl_ops.gl.p_glClearDepth(depth);
637 checkGLcall("glClearDepth");
638 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
641 if (flags & WINED3DCLEAR_TARGET)
643 for (i = 0; i < rt_count; ++i)
645 struct wined3d_surface *rt = fb->render_targets[i];
647 if (rt)
648 surface_modify_location(rt, rt->draw_binding, TRUE);
651 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
652 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
653 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
654 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
655 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
656 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
657 checkGLcall("glClearColor");
658 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
661 if (!clear_rect)
663 if (render_offscreen)
665 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
666 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
668 else
670 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
671 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
673 checkGLcall("glScissor");
674 gl_info->gl_ops.gl.p_glClear(clear_mask);
675 checkGLcall("glClear");
677 else
679 RECT current_rect;
681 /* Now process each rect in turn. */
682 for (i = 0; i < rect_count; ++i)
684 /* Note that GL uses lower left, width/height. */
685 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
687 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
688 wine_dbgstr_rect(&clear_rect[i]),
689 wine_dbgstr_rect(&current_rect));
691 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
692 * The rectangle is not cleared, no error is returned, but further rectangles are
693 * still cleared if they are valid. */
694 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
696 TRACE("Rectangle with negative dimensions, ignoring.\n");
697 continue;
700 if (render_offscreen)
702 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
703 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
705 else
707 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
708 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
710 checkGLcall("glScissor");
712 gl_info->gl_ops.gl.p_glClear(clear_mask);
713 checkGLcall("glClear");
717 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
718 && target->swapchain && target->swapchain->front_buffer == target))
719 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
721 context_release(context);
724 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
726 ULONG refcount = InterlockedIncrement(&device->ref);
728 TRACE("%p increasing refcount to %u.\n", device, refcount);
730 return refcount;
733 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
735 ULONG refcount = InterlockedDecrement(&device->ref);
737 TRACE("%p decreasing refcount to %u.\n", device, refcount);
739 if (!refcount)
741 struct wined3d_stateblock *stateblock;
742 UINT i;
744 if (wined3d_stateblock_decref(device->updateStateBlock)
745 && device->updateStateBlock != device->stateBlock)
746 FIXME("Something's still holding the update stateblock.\n");
747 device->updateStateBlock = NULL;
749 stateblock = device->stateBlock;
750 device->stateBlock = NULL;
751 if (wined3d_stateblock_decref(stateblock))
752 FIXME("Something's still holding the stateblock.\n");
754 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
756 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
757 device->multistate_funcs[i] = NULL;
760 if (!list_empty(&device->resources))
762 struct wined3d_resource *resource;
764 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
766 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
768 FIXME("Leftover resource %p with type %s (%#x).\n",
769 resource, debug_d3dresourcetype(resource->type), resource->type);
773 if (device->contexts)
774 ERR("Context array not freed!\n");
775 if (device->hardwareCursor)
776 DestroyCursor(device->hardwareCursor);
777 device->hardwareCursor = 0;
779 wined3d_decref(device->wined3d);
780 device->wined3d = NULL;
781 HeapFree(GetProcessHeap(), 0, device);
782 TRACE("Freed device %p.\n", device);
785 return refcount;
788 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
790 TRACE("device %p.\n", device);
792 return device->swapchain_count;
795 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
797 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
799 if (swapchain_idx >= device->swapchain_count)
801 WARN("swapchain_idx %u >= swapchain_count %u.\n",
802 swapchain_idx, device->swapchain_count);
803 return NULL;
806 return device->swapchains[swapchain_idx];
809 static void device_load_logo(struct wined3d_device *device, const char *filename)
811 struct wined3d_color_key color_key;
812 HBITMAP hbm;
813 BITMAP bm;
814 HRESULT hr;
815 HDC dcb = NULL, dcs = NULL;
817 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
818 if(hbm)
820 GetObjectA(hbm, sizeof(BITMAP), &bm);
821 dcb = CreateCompatibleDC(NULL);
822 if(!dcb) goto out;
823 SelectObject(dcb, hbm);
825 else
827 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
828 * couldn't be loaded
830 memset(&bm, 0, sizeof(bm));
831 bm.bmWidth = 32;
832 bm.bmHeight = 32;
835 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0,
836 WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_MAPPABLE,
837 NULL, &wined3d_null_parent_ops, &device->logo_surface);
838 if (FAILED(hr))
840 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
841 goto out;
844 if (dcb)
846 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
847 goto out;
848 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
849 wined3d_surface_releasedc(device->logo_surface, dcs);
851 color_key.color_space_low_value = 0;
852 color_key.color_space_high_value = 0;
853 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
855 else
857 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
858 /* Fill the surface with a white color to show that wined3d is there */
859 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
862 out:
863 if (dcb) DeleteDC(dcb);
864 if (hbm) DeleteObject(hbm);
867 /* Context activation is done by the caller. */
868 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
870 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
871 unsigned int i, j, count;
872 /* Under DirectX you can sample even if no texture is bound, whereas
873 * OpenGL will only allow that when a valid texture is bound.
874 * We emulate this by creating dummy textures and binding them
875 * to each texture stage when the currently set D3D texture is NULL. */
877 if (gl_info->supported[APPLE_CLIENT_STORAGE])
879 /* The dummy texture does not have client storage backing */
880 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
881 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
884 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
885 for (i = 0; i < count; ++i)
887 DWORD color = 0x000000ff;
889 /* Make appropriate texture active */
890 context_active_texture(context, gl_info, i);
892 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
893 checkGLcall("glGenTextures");
894 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
896 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
897 checkGLcall("glBindTexture");
899 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
900 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
901 checkGLcall("glTexImage2D");
903 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
905 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
906 checkGLcall("glGenTextures");
907 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
909 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
910 checkGLcall("glBindTexture");
912 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
913 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
914 checkGLcall("glTexImage2D");
917 if (gl_info->supported[EXT_TEXTURE3D])
919 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
920 checkGLcall("glGenTextures");
921 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
923 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
924 checkGLcall("glBindTexture");
926 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
927 checkGLcall("glTexImage3D");
930 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
932 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
933 checkGLcall("glGenTextures");
934 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
936 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
937 checkGLcall("glBindTexture");
939 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
941 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
942 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
943 checkGLcall("glTexImage2D");
948 if (gl_info->supported[APPLE_CLIENT_STORAGE])
950 /* Re-enable because if supported it is enabled by default */
951 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
952 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
956 /* Context activation is done by the caller. */
957 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
959 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
961 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
963 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
964 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
967 if (gl_info->supported[EXT_TEXTURE3D])
969 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
970 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
973 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
975 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
976 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
979 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
980 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
982 memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
983 memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
984 memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
985 memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
988 static LONG fullscreen_style(LONG style)
990 /* Make sure the window is managed, otherwise we won't get keyboard input. */
991 style |= WS_POPUP | WS_SYSMENU;
992 style &= ~(WS_CAPTION | WS_THICKFRAME);
994 return style;
997 static LONG fullscreen_exstyle(LONG exstyle)
999 /* Filter out window decorations. */
1000 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1002 return exstyle;
1005 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1007 BOOL filter_messages;
1008 LONG style, exstyle;
1010 TRACE("Setting up window %p for fullscreen mode.\n", window);
1012 if (device->style || device->exStyle)
1014 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1015 window, device->style, device->exStyle);
1018 device->style = GetWindowLongW(window, GWL_STYLE);
1019 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1021 style = fullscreen_style(device->style);
1022 exstyle = fullscreen_exstyle(device->exStyle);
1024 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1025 device->style, device->exStyle, style, exstyle);
1027 filter_messages = device->filter_messages;
1028 device->filter_messages = TRUE;
1030 SetWindowLongW(window, GWL_STYLE, style);
1031 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1032 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1034 device->filter_messages = filter_messages;
1037 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1039 BOOL filter_messages;
1040 LONG style, exstyle;
1042 if (!device->style && !device->exStyle) return;
1044 style = GetWindowLongW(window, GWL_STYLE);
1045 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1047 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
1048 * application, and we want to ignore them in the test below, since it's
1049 * not the application's fault that they changed. Additionally, we want to
1050 * preserve the current status of these flags (i.e. don't restore them) to
1051 * more closely emulate the behavior of Direct3D, which leaves these flags
1052 * alone when returning to windowed mode. */
1053 device->style ^= (device->style ^ style) & WS_VISIBLE;
1054 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
1056 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1057 window, device->style, device->exStyle);
1059 filter_messages = device->filter_messages;
1060 device->filter_messages = TRUE;
1062 /* Only restore the style if the application didn't modify it during the
1063 * fullscreen phase. Some applications change it before calling Reset()
1064 * when switching between windowed and fullscreen modes (HL2), some
1065 * depend on the original style (Eve Online). */
1066 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1068 SetWindowLongW(window, GWL_STYLE, device->style);
1069 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1071 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1073 device->filter_messages = filter_messages;
1075 /* Delete the old values. */
1076 device->style = 0;
1077 device->exStyle = 0;
1080 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1082 TRACE("device %p, window %p.\n", device, window);
1084 if (!wined3d_register_window(window, device))
1086 ERR("Failed to register window %p.\n", window);
1087 return E_FAIL;
1090 InterlockedExchangePointer((void **)&device->focus_window, window);
1091 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1093 return WINED3D_OK;
1096 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1098 TRACE("device %p.\n", device);
1100 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1101 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1104 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1105 struct wined3d_swapchain_desc *swapchain_desc)
1107 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1108 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1109 struct wined3d_swapchain *swapchain = NULL;
1110 struct wined3d_context *context;
1111 HRESULT hr;
1112 DWORD state;
1114 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1116 if (device->d3d_initialized)
1117 return WINED3DERR_INVALIDCALL;
1118 if (device->wined3d->flags & WINED3D_NO3D)
1119 return WINED3DERR_INVALIDCALL;
1121 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1122 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1124 /* Initialize the texture unit mapping to a 1:1 mapping */
1125 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1127 if (state < gl_info->limits.fragment_samplers)
1129 device->texUnitMap[state] = state;
1130 device->rev_tex_unit_map[state] = state;
1132 else
1134 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1135 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1139 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1140 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1142 TRACE("Shader private data couldn't be allocated\n");
1143 goto err_out;
1145 if (FAILED(hr = device->blitter->alloc_private(device)))
1147 TRACE("Blitter private data couldn't be allocated\n");
1148 goto err_out;
1151 /* Setup the implicit swapchain. This also initializes a context. */
1152 TRACE("Creating implicit swapchain\n");
1153 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1154 swapchain_desc, &swapchain);
1155 if (FAILED(hr))
1157 WARN("Failed to create implicit swapchain\n");
1158 goto err_out;
1161 device->swapchain_count = 1;
1162 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1163 if (!device->swapchains)
1165 ERR("Out of memory!\n");
1166 goto err_out;
1168 device->swapchains[0] = swapchain;
1170 if (swapchain->back_buffers && swapchain->back_buffers[0])
1172 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1173 device->fb.render_targets[0] = swapchain->back_buffers[0];
1175 else
1177 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1178 device->fb.render_targets[0] = swapchain->front_buffer;
1180 wined3d_surface_incref(device->fb.render_targets[0]);
1182 /* Depth Stencil support */
1183 device->fb.depth_stencil = device->auto_depth_stencil;
1184 if (device->fb.depth_stencil)
1185 wined3d_surface_incref(device->fb.depth_stencil);
1187 /* Set up some starting GL setup */
1189 /* Setup all the devices defaults */
1190 stateblock_init_default_state(device->stateBlock);
1192 context = context_acquire(device, swapchain->front_buffer);
1194 create_dummy_textures(device, context);
1196 device->contexts[0]->last_was_rhw = 0;
1198 switch (wined3d_settings.offscreen_rendering_mode)
1200 case ORM_FBO:
1201 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1202 break;
1204 case ORM_BACKBUFFER:
1206 if (context_get_current()->aux_buffers > 0)
1208 TRACE("Using auxiliary buffer for offscreen rendering\n");
1209 device->offscreenBuffer = GL_AUX0;
1211 else
1213 TRACE("Using back buffer for offscreen rendering\n");
1214 device->offscreenBuffer = GL_BACK;
1219 TRACE("All defaults now set up, leaving 3D init.\n");
1221 context_release(context);
1223 /* Clear the screen */
1224 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1225 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1226 &black, 1.0f, 0);
1228 device->d3d_initialized = TRUE;
1230 if (wined3d_settings.logo)
1231 device_load_logo(device, wined3d_settings.logo);
1232 return WINED3D_OK;
1234 err_out:
1235 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1236 HeapFree(GetProcessHeap(), 0, device->swapchains);
1237 device->swapchain_count = 0;
1238 if (swapchain)
1239 wined3d_swapchain_decref(swapchain);
1240 if (device->blit_priv)
1241 device->blitter->free_private(device);
1242 if (device->shader_priv)
1243 device->shader_backend->shader_free_private(device);
1245 return hr;
1248 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1249 struct wined3d_swapchain_desc *swapchain_desc)
1251 struct wined3d_swapchain *swapchain = NULL;
1252 HRESULT hr;
1254 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1256 /* Setup the implicit swapchain */
1257 TRACE("Creating implicit swapchain\n");
1258 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1259 swapchain_desc, &swapchain);
1260 if (FAILED(hr))
1262 WARN("Failed to create implicit swapchain\n");
1263 goto err_out;
1266 device->swapchain_count = 1;
1267 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1268 if (!device->swapchains)
1270 ERR("Out of memory!\n");
1271 goto err_out;
1273 device->swapchains[0] = swapchain;
1274 return WINED3D_OK;
1276 err_out:
1277 wined3d_swapchain_decref(swapchain);
1278 return hr;
1281 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1283 struct wined3d_resource *resource, *cursor;
1284 const struct wined3d_gl_info *gl_info;
1285 struct wined3d_context *context;
1286 struct wined3d_surface *surface;
1287 UINT i;
1289 TRACE("device %p.\n", device);
1291 if (!device->d3d_initialized)
1292 return WINED3DERR_INVALIDCALL;
1294 /* Force making the context current again, to verify it is still valid
1295 * (workaround for broken drivers) */
1296 context_set_current(NULL);
1297 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1298 * it was created. Thus make sure a context is active for the glDelete* calls
1300 context = context_acquire(device, NULL);
1301 gl_info = context->gl_info;
1303 if (device->logo_surface)
1304 wined3d_surface_decref(device->logo_surface);
1306 stateblock_unbind_resources(device->stateBlock);
1308 /* Unload resources */
1309 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1311 TRACE("Unloading resource %p.\n", resource);
1313 resource->resource_ops->resource_unload(resource);
1316 /* Delete the mouse cursor texture */
1317 if (device->cursorTexture)
1319 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
1320 device->cursorTexture = 0;
1323 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1324 * private data, it might contain opengl pointers
1326 if (device->depth_blt_texture)
1328 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1329 device->depth_blt_texture = 0;
1332 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1333 device->blitter->free_private(device);
1334 device->shader_backend->shader_free_private(device);
1336 /* Release the buffers (with sanity checks)*/
1337 if (device->onscreen_depth_stencil)
1339 surface = device->onscreen_depth_stencil;
1340 device->onscreen_depth_stencil = NULL;
1341 wined3d_surface_decref(surface);
1344 if (device->fb.depth_stencil)
1346 surface = device->fb.depth_stencil;
1348 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1350 device->fb.depth_stencil = NULL;
1351 wined3d_surface_decref(surface);
1354 if (device->auto_depth_stencil)
1356 surface = device->auto_depth_stencil;
1357 device->auto_depth_stencil = NULL;
1358 if (wined3d_surface_decref(surface))
1359 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1362 for (i = 1; i < gl_info->limits.buffers; ++i)
1364 wined3d_device_set_render_target(device, i, NULL, FALSE);
1367 surface = device->fb.render_targets[0];
1368 TRACE("Setting rendertarget 0 to NULL\n");
1369 device->fb.render_targets[0] = NULL;
1370 TRACE("Releasing the render target at %p\n", surface);
1371 wined3d_surface_decref(surface);
1373 context_release(context);
1375 for (i = 0; i < device->swapchain_count; ++i)
1377 TRACE("Releasing the implicit swapchain %u.\n", i);
1378 if (wined3d_swapchain_decref(device->swapchains[i]))
1379 FIXME("Something's still holding the implicit swapchain.\n");
1382 HeapFree(GetProcessHeap(), 0, device->swapchains);
1383 device->swapchains = NULL;
1384 device->swapchain_count = 0;
1386 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1387 device->fb.render_targets = NULL;
1389 device->d3d_initialized = FALSE;
1391 return WINED3D_OK;
1394 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1396 unsigned int i;
1398 for (i = 0; i < device->swapchain_count; ++i)
1400 TRACE("Releasing the implicit swapchain %u.\n", i);
1401 if (wined3d_swapchain_decref(device->swapchains[i]))
1402 FIXME("Something's still holding the implicit swapchain.\n");
1405 HeapFree(GetProcessHeap(), 0, device->swapchains);
1406 device->swapchains = NULL;
1407 device->swapchain_count = 0;
1408 return WINED3D_OK;
1411 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1412 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1413 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1415 * There is no way to deactivate thread safety once it is enabled.
1417 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1419 TRACE("device %p.\n", device);
1421 /* For now just store the flag (needed in case of ddraw). */
1422 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1425 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1427 TRACE("device %p.\n", device);
1429 TRACE("Emulating %d MB, returning %d MB left.\n",
1430 device->adapter->TextureRam / (1024 * 1024),
1431 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1433 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1436 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1437 struct wined3d_buffer *buffer, UINT offset)
1439 struct wined3d_buffer *prev_buffer;
1441 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1443 if (idx >= MAX_STREAM_OUT)
1445 WARN("Invalid stream output %u.\n", idx);
1446 return;
1449 prev_buffer = device->updateStateBlock->state.stream_output[idx].buffer;
1450 device->updateStateBlock->state.stream_output[idx].buffer = buffer;
1451 device->updateStateBlock->state.stream_output[idx].offset = offset;
1453 if (device->isRecordingState)
1455 if (buffer)
1456 wined3d_buffer_incref(buffer);
1457 if (prev_buffer)
1458 wined3d_buffer_decref(prev_buffer);
1459 return;
1462 if (prev_buffer != buffer)
1464 if (buffer)
1466 InterlockedIncrement(&buffer->resource.bind_count);
1467 wined3d_buffer_incref(buffer);
1469 if (prev_buffer)
1471 InterlockedDecrement(&prev_buffer->resource.bind_count);
1472 wined3d_buffer_decref(prev_buffer);
1477 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1478 UINT idx, UINT *offset)
1480 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1482 if (idx >= MAX_STREAM_OUT)
1484 WARN("Invalid stream output %u.\n", idx);
1485 return NULL;
1488 *offset = device->stateBlock->state.stream_output[idx].offset;
1489 return device->stateBlock->state.stream_output[idx].buffer;
1492 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1493 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1495 struct wined3d_stream_state *stream;
1496 struct wined3d_buffer *prev_buffer;
1498 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1499 device, stream_idx, buffer, offset, stride);
1501 if (stream_idx >= MAX_STREAMS)
1503 WARN("Stream index %u out of range.\n", stream_idx);
1504 return WINED3DERR_INVALIDCALL;
1506 else if (offset & 0x3)
1508 WARN("Offset %u is not 4 byte aligned.\n", offset);
1509 return WINED3DERR_INVALIDCALL;
1512 stream = &device->updateStateBlock->state.streams[stream_idx];
1513 prev_buffer = stream->buffer;
1515 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1517 if (prev_buffer == buffer
1518 && stream->stride == stride
1519 && stream->offset == offset)
1521 TRACE("Application is setting the old values over, nothing to do.\n");
1522 return WINED3D_OK;
1525 stream->buffer = buffer;
1526 if (buffer)
1528 stream->stride = stride;
1529 stream->offset = offset;
1532 /* Handle recording of state blocks. */
1533 if (device->isRecordingState)
1535 TRACE("Recording... not performing anything.\n");
1536 if (buffer)
1537 wined3d_buffer_incref(buffer);
1538 if (prev_buffer)
1539 wined3d_buffer_decref(prev_buffer);
1540 return WINED3D_OK;
1543 if (buffer)
1545 InterlockedIncrement(&buffer->resource.bind_count);
1546 wined3d_buffer_incref(buffer);
1548 if (prev_buffer)
1550 InterlockedDecrement(&prev_buffer->resource.bind_count);
1551 wined3d_buffer_decref(prev_buffer);
1554 device_invalidate_state(device, STATE_STREAMSRC);
1556 return WINED3D_OK;
1559 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1560 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1562 struct wined3d_stream_state *stream;
1564 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1565 device, stream_idx, buffer, offset, stride);
1567 if (stream_idx >= MAX_STREAMS)
1569 WARN("Stream index %u out of range.\n", stream_idx);
1570 return WINED3DERR_INVALIDCALL;
1573 stream = &device->stateBlock->state.streams[stream_idx];
1574 *buffer = stream->buffer;
1575 if (*buffer)
1576 wined3d_buffer_incref(*buffer);
1577 if (offset)
1578 *offset = stream->offset;
1579 *stride = stream->stride;
1581 return WINED3D_OK;
1584 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1586 struct wined3d_stream_state *stream;
1587 UINT old_flags, old_freq;
1589 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1591 /* Verify input. At least in d3d9 this is invalid. */
1592 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1594 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1595 return WINED3DERR_INVALIDCALL;
1597 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1599 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1600 return WINED3DERR_INVALIDCALL;
1602 if (!divider)
1604 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1605 return WINED3DERR_INVALIDCALL;
1608 stream = &device->updateStateBlock->state.streams[stream_idx];
1609 old_flags = stream->flags;
1610 old_freq = stream->frequency;
1612 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1613 stream->frequency = divider & 0x7fffff;
1615 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1617 if (stream->frequency != old_freq || stream->flags != old_flags)
1618 device_invalidate_state(device, STATE_STREAMSRC);
1620 return WINED3D_OK;
1623 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1624 UINT stream_idx, UINT *divider)
1626 struct wined3d_stream_state *stream;
1628 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1630 stream = &device->updateStateBlock->state.streams[stream_idx];
1631 *divider = stream->flags | stream->frequency;
1633 TRACE("Returning %#x.\n", *divider);
1635 return WINED3D_OK;
1638 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1639 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1641 TRACE("device %p, state %s, matrix %p.\n",
1642 device, debug_d3dtstype(d3dts), matrix);
1643 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1644 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1645 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1646 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1648 /* Handle recording of state blocks. */
1649 if (device->isRecordingState)
1651 TRACE("Recording... not performing anything.\n");
1652 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1653 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1654 return;
1657 /* If the new matrix is the same as the current one,
1658 * we cut off any further processing. this seems to be a reasonable
1659 * optimization because as was noticed, some apps (warcraft3 for example)
1660 * tend towards setting the same matrix repeatedly for some reason.
1662 * From here on we assume that the new matrix is different, wherever it matters. */
1663 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1665 TRACE("The application is setting the same matrix over again.\n");
1666 return;
1669 device->stateBlock->state.transforms[d3dts] = *matrix;
1671 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1672 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1675 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1676 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1678 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1680 *matrix = device->stateBlock->state.transforms[state];
1683 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1684 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1686 const struct wined3d_matrix *mat;
1687 struct wined3d_matrix temp;
1689 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1691 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1692 * below means it will be recorded in a state block change, but it
1693 * works regardless where it is recorded.
1694 * If this is found to be wrong, change to StateBlock. */
1695 if (state > HIGHEST_TRANSFORMSTATE)
1697 WARN("Unhandled transform state %#x.\n", state);
1698 return;
1701 mat = &device->updateStateBlock->state.transforms[state];
1702 multiply_matrix(&temp, mat, matrix);
1704 /* Apply change via set transform - will reapply to eg. lights this way. */
1705 wined3d_device_set_transform(device, state, &temp);
1708 /* Note lights are real special cases. Although the device caps state only
1709 * e.g. 8 are supported, you can reference any indexes you want as long as
1710 * that number max are enabled at any one point in time. Therefore since the
1711 * indices can be anything, we need a hashmap of them. However, this causes
1712 * stateblock problems. When capturing the state block, I duplicate the
1713 * hashmap, but when recording, just build a chain pretty much of commands to
1714 * be replayed. */
1715 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1716 UINT light_idx, const struct wined3d_light *light)
1718 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1719 struct wined3d_light_info *object = NULL;
1720 struct list *e;
1721 float rho;
1723 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1725 /* Check the parameter range. Need for speed most wanted sets junk lights
1726 * which confuse the GL driver. */
1727 if (!light)
1728 return WINED3DERR_INVALIDCALL;
1730 switch (light->type)
1732 case WINED3D_LIGHT_POINT:
1733 case WINED3D_LIGHT_SPOT:
1734 case WINED3D_LIGHT_PARALLELPOINT:
1735 case WINED3D_LIGHT_GLSPOT:
1736 /* Incorrect attenuation values can cause the gl driver to crash.
1737 * Happens with Need for speed most wanted. */
1738 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1740 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1741 return WINED3DERR_INVALIDCALL;
1743 break;
1745 case WINED3D_LIGHT_DIRECTIONAL:
1746 /* Ignores attenuation */
1747 break;
1749 default:
1750 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1751 return WINED3DERR_INVALIDCALL;
1754 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1756 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1757 if (object->OriginalIndex == light_idx)
1758 break;
1759 object = NULL;
1762 if (!object)
1764 TRACE("Adding new light\n");
1765 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1766 if (!object)
1767 return E_OUTOFMEMORY;
1769 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1770 object->glIndex = -1;
1771 object->OriginalIndex = light_idx;
1774 /* Initialize the object. */
1775 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1776 light_idx, light->type,
1777 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1778 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1779 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1780 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1781 light->direction.x, light->direction.y, light->direction.z);
1782 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1783 light->range, light->falloff, light->theta, light->phi);
1785 /* Update the live definitions if the light is currently assigned a glIndex. */
1786 if (object->glIndex != -1 && !device->isRecordingState)
1788 if (object->OriginalParms.type != light->type)
1789 device_invalidate_state(device, STATE_LIGHT_TYPE);
1790 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1793 /* Save away the information. */
1794 object->OriginalParms = *light;
1796 switch (light->type)
1798 case WINED3D_LIGHT_POINT:
1799 /* Position */
1800 object->lightPosn[0] = light->position.x;
1801 object->lightPosn[1] = light->position.y;
1802 object->lightPosn[2] = light->position.z;
1803 object->lightPosn[3] = 1.0f;
1804 object->cutoff = 180.0f;
1805 /* FIXME: Range */
1806 break;
1808 case WINED3D_LIGHT_DIRECTIONAL:
1809 /* Direction */
1810 object->lightPosn[0] = -light->direction.x;
1811 object->lightPosn[1] = -light->direction.y;
1812 object->lightPosn[2] = -light->direction.z;
1813 object->lightPosn[3] = 0.0f;
1814 object->exponent = 0.0f;
1815 object->cutoff = 180.0f;
1816 break;
1818 case WINED3D_LIGHT_SPOT:
1819 /* Position */
1820 object->lightPosn[0] = light->position.x;
1821 object->lightPosn[1] = light->position.y;
1822 object->lightPosn[2] = light->position.z;
1823 object->lightPosn[3] = 1.0f;
1825 /* Direction */
1826 object->lightDirn[0] = light->direction.x;
1827 object->lightDirn[1] = light->direction.y;
1828 object->lightDirn[2] = light->direction.z;
1829 object->lightDirn[3] = 1.0f;
1831 /* opengl-ish and d3d-ish spot lights use too different models
1832 * for the light "intensity" as a function of the angle towards
1833 * the main light direction, so we only can approximate very
1834 * roughly. However, spot lights are rather rarely used in games
1835 * (if ever used at all). Furthermore if still used, probably
1836 * nobody pays attention to such details. */
1837 if (!light->falloff)
1839 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1840 * equations have the falloff resp. exponent parameter as an
1841 * exponent, so the spot light lighting will always be 1.0 for
1842 * both of them, and we don't have to care for the rest of the
1843 * rather complex calculation. */
1844 object->exponent = 0.0f;
1846 else
1848 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1849 if (rho < 0.0001f)
1850 rho = 0.0001f;
1851 object->exponent = -0.3f / logf(cosf(rho / 2));
1854 if (object->exponent > 128.0f)
1855 object->exponent = 128.0f;
1857 object->cutoff = (float)(light->phi * 90 / M_PI);
1858 /* FIXME: Range */
1859 break;
1861 default:
1862 FIXME("Unrecognized light type %#x.\n", light->type);
1865 return WINED3D_OK;
1868 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1869 UINT light_idx, struct wined3d_light *light)
1871 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1872 struct wined3d_light_info *light_info = NULL;
1873 struct list *e;
1875 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1877 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1879 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1880 if (light_info->OriginalIndex == light_idx)
1881 break;
1882 light_info = NULL;
1885 if (!light_info)
1887 TRACE("Light information requested but light not defined\n");
1888 return WINED3DERR_INVALIDCALL;
1891 *light = light_info->OriginalParms;
1892 return WINED3D_OK;
1895 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1897 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1898 struct wined3d_light_info *light_info = NULL;
1899 struct list *e;
1901 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1903 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1905 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1906 if (light_info->OriginalIndex == light_idx)
1907 break;
1908 light_info = NULL;
1910 TRACE("Found light %p.\n", light_info);
1912 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1913 if (!light_info)
1915 TRACE("Light enabled requested but light not defined, so defining one!\n");
1916 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1918 /* Search for it again! Should be fairly quick as near head of list. */
1919 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1921 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1922 if (light_info->OriginalIndex == light_idx)
1923 break;
1924 light_info = NULL;
1926 if (!light_info)
1928 FIXME("Adding default lights has failed dismally\n");
1929 return WINED3DERR_INVALIDCALL;
1933 if (!enable)
1935 if (light_info->glIndex != -1)
1937 if (!device->isRecordingState)
1939 device_invalidate_state(device, STATE_LIGHT_TYPE);
1940 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
1943 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
1944 light_info->glIndex = -1;
1946 else
1948 TRACE("Light already disabled, nothing to do\n");
1950 light_info->enabled = FALSE;
1952 else
1954 light_info->enabled = TRUE;
1955 if (light_info->glIndex != -1)
1957 TRACE("Nothing to do as light was enabled\n");
1959 else
1961 unsigned int i;
1962 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1963 /* Find a free GL light. */
1964 for (i = 0; i < gl_info->limits.lights; ++i)
1966 if (!device->updateStateBlock->state.lights[i])
1968 device->updateStateBlock->state.lights[i] = light_info;
1969 light_info->glIndex = i;
1970 break;
1973 if (light_info->glIndex == -1)
1975 /* Our tests show that Windows returns D3D_OK in this situation, even with
1976 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1977 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1978 * as well for those lights.
1980 * TODO: Test how this affects rendering. */
1981 WARN("Too many concurrently active lights\n");
1982 return WINED3D_OK;
1985 /* i == light_info->glIndex */
1986 if (!device->isRecordingState)
1988 device_invalidate_state(device, STATE_LIGHT_TYPE);
1989 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
1994 return WINED3D_OK;
1997 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1999 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2000 struct wined3d_light_info *light_info = NULL;
2001 struct list *e;
2003 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2005 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2007 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2008 if (light_info->OriginalIndex == light_idx)
2009 break;
2010 light_info = NULL;
2013 if (!light_info)
2015 TRACE("Light enabled state requested but light not defined.\n");
2016 return WINED3DERR_INVALIDCALL;
2018 /* true is 128 according to SetLightEnable */
2019 *enable = light_info->enabled ? 128 : 0;
2020 return WINED3D_OK;
2023 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2024 UINT plane_idx, const struct wined3d_vec4 *plane)
2026 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2028 /* Validate plane_idx. */
2029 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2031 TRACE("Application has requested clipplane this device doesn't support.\n");
2032 return WINED3DERR_INVALIDCALL;
2035 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2037 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2039 TRACE("Application is setting old values over, nothing to do.\n");
2040 return WINED3D_OK;
2043 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2045 /* Handle recording of state blocks. */
2046 if (device->isRecordingState)
2048 TRACE("Recording... not performing anything.\n");
2049 return WINED3D_OK;
2052 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2054 return WINED3D_OK;
2057 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2058 UINT plane_idx, struct wined3d_vec4 *plane)
2060 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2062 /* Validate plane_idx. */
2063 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2065 TRACE("Application has requested clipplane this device doesn't support.\n");
2066 return WINED3DERR_INVALIDCALL;
2069 *plane = device->stateBlock->state.clip_planes[plane_idx];
2071 return WINED3D_OK;
2074 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2075 const struct wined3d_clip_status *clip_status)
2077 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2079 if (!clip_status)
2080 return WINED3DERR_INVALIDCALL;
2082 return WINED3D_OK;
2085 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2086 struct wined3d_clip_status *clip_status)
2088 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2090 if (!clip_status)
2091 return WINED3DERR_INVALIDCALL;
2093 return WINED3D_OK;
2096 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2098 TRACE("device %p, material %p.\n", device, material);
2100 device->updateStateBlock->changed.material = TRUE;
2101 device->updateStateBlock->state.material = *material;
2103 /* Handle recording of state blocks */
2104 if (device->isRecordingState)
2106 TRACE("Recording... not performing anything.\n");
2107 return;
2110 device_invalidate_state(device, STATE_MATERIAL);
2113 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2115 TRACE("device %p, material %p.\n", device, material);
2117 *material = device->updateStateBlock->state.material;
2119 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2120 material->diffuse.r, material->diffuse.g,
2121 material->diffuse.b, material->diffuse.a);
2122 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2123 material->ambient.r, material->ambient.g,
2124 material->ambient.b, material->ambient.a);
2125 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2126 material->specular.r, material->specular.g,
2127 material->specular.b, material->specular.a);
2128 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2129 material->emissive.r, material->emissive.g,
2130 material->emissive.b, material->emissive.a);
2131 TRACE("power %.8e.\n", material->power);
2134 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2135 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2137 struct wined3d_buffer *prev_buffer;
2139 TRACE("device %p, buffer %p, format %s.\n",
2140 device, buffer, debug_d3dformat(format_id));
2142 prev_buffer = device->updateStateBlock->state.index_buffer;
2144 device->updateStateBlock->changed.indices = TRUE;
2145 device->updateStateBlock->state.index_buffer = buffer;
2146 device->updateStateBlock->state.index_format = format_id;
2148 /* Handle recording of state blocks. */
2149 if (device->isRecordingState)
2151 TRACE("Recording... not performing anything.\n");
2152 if (buffer)
2153 wined3d_buffer_incref(buffer);
2154 if (prev_buffer)
2155 wined3d_buffer_decref(prev_buffer);
2156 return;
2159 if (prev_buffer != buffer)
2161 device_invalidate_state(device, STATE_INDEXBUFFER);
2162 if (buffer)
2164 InterlockedIncrement(&buffer->resource.bind_count);
2165 wined3d_buffer_incref(buffer);
2167 if (prev_buffer)
2169 InterlockedDecrement(&prev_buffer->resource.bind_count);
2170 wined3d_buffer_decref(prev_buffer);
2175 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
2176 enum wined3d_format_id *format)
2178 TRACE("device %p, format %p.\n", device, format);
2180 *format = device->stateBlock->state.index_format;
2181 return device->stateBlock->state.index_buffer;
2184 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2186 TRACE("device %p, base_index %d.\n", device, base_index);
2188 device->updateStateBlock->state.base_vertex_index = base_index;
2191 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2193 TRACE("device %p.\n", device);
2195 return device->stateBlock->state.base_vertex_index;
2198 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2200 TRACE("device %p, viewport %p.\n", device, viewport);
2201 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2202 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2204 device->updateStateBlock->changed.viewport = TRUE;
2205 device->updateStateBlock->state.viewport = *viewport;
2207 /* Handle recording of state blocks */
2208 if (device->isRecordingState)
2210 TRACE("Recording... not performing anything\n");
2211 return;
2214 device_invalidate_state(device, STATE_VIEWPORT);
2217 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2219 TRACE("device %p, viewport %p.\n", device, viewport);
2221 *viewport = device->stateBlock->state.viewport;
2224 static void resolve_depth_buffer(struct wined3d_state *state)
2226 struct wined3d_texture *texture = state->textures[0];
2227 struct wined3d_surface *depth_stencil, *surface;
2229 if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE
2230 || !(texture->resource.format->flags & WINED3DFMT_FLAG_DEPTH))
2231 return;
2232 surface = surface_from_resource(texture->sub_resources[0]);
2233 depth_stencil = state->fb->depth_stencil;
2234 if (!depth_stencil)
2235 return;
2237 wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
2240 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2241 enum wined3d_render_state state, DWORD value)
2243 DWORD old_value = device->stateBlock->state.render_states[state];
2245 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2247 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2248 device->updateStateBlock->state.render_states[state] = value;
2250 /* Handle recording of state blocks. */
2251 if (device->isRecordingState)
2253 TRACE("Recording... not performing anything.\n");
2254 return;
2257 /* Compared here and not before the assignment to allow proper stateblock recording. */
2258 if (value == old_value)
2259 TRACE("Application is setting the old value over, nothing to do.\n");
2260 else
2261 device_invalidate_state(device, STATE_RENDER(state));
2263 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2265 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2266 resolve_depth_buffer(&device->stateBlock->state);
2270 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2272 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2274 return device->stateBlock->state.render_states[state];
2277 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2278 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2280 DWORD old_value;
2282 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2283 device, sampler_idx, debug_d3dsamplerstate(state), value);
2285 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2286 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2288 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2289 / sizeof(*device->stateBlock->state.sampler_states))
2291 WARN("Invalid sampler %u.\n", sampler_idx);
2292 return; /* Windows accepts overflowing this array ... we do not. */
2295 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2296 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2297 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2299 /* Handle recording of state blocks. */
2300 if (device->isRecordingState)
2302 TRACE("Recording... not performing anything.\n");
2303 return;
2306 if (old_value == value)
2308 TRACE("Application is setting the old value over, nothing to do.\n");
2309 return;
2312 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2315 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2316 UINT sampler_idx, enum wined3d_sampler_state state)
2318 TRACE("device %p, sampler_idx %u, state %s.\n",
2319 device, sampler_idx, debug_d3dsamplerstate(state));
2321 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2322 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2324 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2325 / sizeof(*device->stateBlock->state.sampler_states))
2327 WARN("Invalid sampler %u.\n", sampler_idx);
2328 return 0; /* Windows accepts overflowing this array ... we do not. */
2331 return device->stateBlock->state.sampler_states[sampler_idx][state];
2334 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2336 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2338 device->updateStateBlock->changed.scissorRect = TRUE;
2339 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2341 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2342 return;
2344 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2346 if (device->isRecordingState)
2348 TRACE("Recording... not performing anything.\n");
2349 return;
2352 device_invalidate_state(device, STATE_SCISSORRECT);
2355 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2357 TRACE("device %p, rect %p.\n", device, rect);
2359 *rect = device->updateStateBlock->state.scissor_rect;
2360 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2363 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2364 struct wined3d_vertex_declaration *declaration)
2366 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2368 TRACE("device %p, declaration %p.\n", device, declaration);
2370 if (declaration)
2371 wined3d_vertex_declaration_incref(declaration);
2372 if (prev)
2373 wined3d_vertex_declaration_decref(prev);
2375 device->updateStateBlock->state.vertex_declaration = declaration;
2376 device->updateStateBlock->changed.vertexDecl = TRUE;
2378 if (device->isRecordingState)
2380 TRACE("Recording... not performing anything.\n");
2381 return;
2384 if (declaration == prev)
2386 /* Checked after the assignment to allow proper stateblock recording. */
2387 TRACE("Application is setting the old declaration over, nothing to do.\n");
2388 return;
2391 device_invalidate_state(device, STATE_VDECL);
2394 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2396 TRACE("device %p.\n", device);
2398 return device->stateBlock->state.vertex_declaration;
2401 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2403 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2405 TRACE("device %p, shader %p.\n", device, shader);
2407 if (shader)
2408 wined3d_shader_incref(shader);
2409 if (prev)
2410 wined3d_shader_decref(prev);
2412 device->updateStateBlock->state.vertex_shader = shader;
2413 device->updateStateBlock->changed.vertexShader = TRUE;
2415 if (device->isRecordingState)
2417 TRACE("Recording... not performing anything.\n");
2418 return;
2421 if (shader == prev)
2423 TRACE("Application is setting the old shader over, nothing to do.\n");
2424 return;
2427 device_invalidate_state(device, STATE_VSHADER);
2430 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2432 TRACE("device %p.\n", device);
2434 return device->stateBlock->state.vertex_shader;
2437 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2439 struct wined3d_buffer *prev;
2441 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2443 if (idx >= MAX_CONSTANT_BUFFERS)
2445 WARN("Invalid constant buffer index %u.\n", idx);
2446 return;
2449 prev = device->updateStateBlock->state.vs_cb[idx];
2450 device->updateStateBlock->state.vs_cb[idx] = buffer;
2452 if (device->isRecordingState)
2454 if (buffer)
2455 wined3d_buffer_incref(buffer);
2456 if (prev)
2457 wined3d_buffer_decref(prev);
2458 return;
2461 if (prev != buffer)
2463 if (buffer)
2465 InterlockedIncrement(&buffer->resource.bind_count);
2466 wined3d_buffer_incref(buffer);
2468 if (prev)
2470 InterlockedDecrement(&prev->resource.bind_count);
2471 wined3d_buffer_decref(prev);
2476 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2478 TRACE("device %p, idx %u.\n", device, idx);
2480 if (idx >= MAX_CONSTANT_BUFFERS)
2482 WARN("Invalid constant buffer index %u.\n", idx);
2483 return NULL;
2486 return device->stateBlock->state.vs_cb[idx];
2489 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2491 struct wined3d_sampler *prev;
2493 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2495 if (idx >= MAX_SAMPLER_OBJECTS)
2497 WARN("Invalid sampler index %u.\n", idx);
2498 return;
2501 prev = device->updateStateBlock->state.vs_sampler[idx];
2502 device->updateStateBlock->state.vs_sampler[idx] = sampler;
2504 if (sampler)
2505 wined3d_sampler_incref(sampler);
2506 if (prev)
2507 wined3d_sampler_decref(prev);
2510 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2512 TRACE("device %p, idx %u.\n", device, idx);
2514 if (idx >= MAX_SAMPLER_OBJECTS)
2516 WARN("Invalid sampler index %u.\n", idx);
2517 return NULL;
2520 return device->stateBlock->state.vs_sampler[idx];
2523 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2524 UINT start_register, const BOOL *constants, UINT bool_count)
2526 UINT count = min(bool_count, MAX_CONST_B - start_register);
2527 UINT i;
2529 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2530 device, start_register, constants, bool_count);
2532 if (!constants || start_register >= MAX_CONST_B)
2533 return WINED3DERR_INVALIDCALL;
2535 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2536 for (i = 0; i < count; ++i)
2537 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2539 for (i = start_register; i < count + start_register; ++i)
2540 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2542 if (!device->isRecordingState)
2543 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2545 return WINED3D_OK;
2548 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2549 UINT start_register, BOOL *constants, UINT bool_count)
2551 UINT count = min(bool_count, MAX_CONST_B - start_register);
2553 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2554 device, start_register, constants, bool_count);
2556 if (!constants || start_register >= MAX_CONST_B)
2557 return WINED3DERR_INVALIDCALL;
2559 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2561 return WINED3D_OK;
2564 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2565 UINT start_register, const int *constants, UINT vector4i_count)
2567 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2568 UINT i;
2570 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2571 device, start_register, constants, vector4i_count);
2573 if (!constants || start_register >= MAX_CONST_I)
2574 return WINED3DERR_INVALIDCALL;
2576 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2577 for (i = 0; i < count; ++i)
2578 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2579 constants[i * 4], constants[i * 4 + 1],
2580 constants[i * 4 + 2], constants[i * 4 + 3]);
2582 for (i = start_register; i < count + start_register; ++i)
2583 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2585 if (!device->isRecordingState)
2586 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2588 return WINED3D_OK;
2591 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2592 UINT start_register, int *constants, UINT vector4i_count)
2594 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2596 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2597 device, start_register, constants, vector4i_count);
2599 if (!constants || start_register >= MAX_CONST_I)
2600 return WINED3DERR_INVALIDCALL;
2602 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2603 return WINED3D_OK;
2606 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2607 UINT start_register, const float *constants, UINT vector4f_count)
2609 UINT i;
2610 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2612 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2613 device, start_register, constants, vector4f_count);
2615 /* Specifically test start_register > limit to catch MAX_UINT overflows
2616 * when adding start_register + vector4f_count. */
2617 if (!constants
2618 || start_register + vector4f_count > d3d_info->limits.vs_uniform_count
2619 || start_register > d3d_info->limits.vs_uniform_count)
2620 return WINED3DERR_INVALIDCALL;
2622 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2623 constants, vector4f_count * sizeof(float) * 4);
2624 if (TRACE_ON(d3d))
2626 for (i = 0; i < vector4f_count; ++i)
2627 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2628 constants[i * 4], constants[i * 4 + 1],
2629 constants[i * 4 + 2], constants[i * 4 + 3]);
2632 if (!device->isRecordingState)
2634 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2635 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2638 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2639 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2641 return WINED3D_OK;
2644 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2645 UINT start_register, float *constants, UINT vector4f_count)
2647 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2648 int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register);
2650 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2651 device, start_register, constants, vector4f_count);
2653 if (!constants || count < 0)
2654 return WINED3DERR_INVALIDCALL;
2656 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2658 return WINED3D_OK;
2661 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2663 DWORD i;
2665 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2667 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2671 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2673 DWORD i = device->rev_tex_unit_map[unit];
2674 DWORD j = device->texUnitMap[stage];
2676 device->texUnitMap[stage] = unit;
2677 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2678 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2680 device->rev_tex_unit_map[unit] = stage;
2681 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2682 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2685 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2687 UINT i;
2689 device->fixed_function_usage_map = 0;
2690 for (i = 0; i < MAX_TEXTURES; ++i)
2692 const struct wined3d_state *state = &device->stateBlock->state;
2693 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2694 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2695 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2696 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2697 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2698 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2699 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2700 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2702 /* Not used, and disable higher stages. */
2703 if (color_op == WINED3D_TOP_DISABLE)
2704 break;
2706 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2707 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2708 || ((color_arg3 == WINED3DTA_TEXTURE)
2709 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2710 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2711 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2712 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2713 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2714 device->fixed_function_usage_map |= (1 << i);
2716 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2717 && i < MAX_TEXTURES - 1)
2718 device->fixed_function_usage_map |= (1 << (i + 1));
2722 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_d3d_info *d3d_info)
2724 unsigned int i, tex;
2725 WORD ffu_map;
2727 device_update_fixed_function_usage_map(device);
2728 ffu_map = device->fixed_function_usage_map;
2730 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2731 || device->stateBlock->state.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2733 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2735 if (!(ffu_map & 1)) continue;
2737 if (device->texUnitMap[i] != i)
2739 device_map_stage(device, i, i);
2740 device_invalidate_state(device, STATE_SAMPLER(i));
2741 device_invalidate_texture_stage(device, i);
2744 return;
2747 /* Now work out the mapping */
2748 tex = 0;
2749 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2751 if (!(ffu_map & 1)) continue;
2753 if (device->texUnitMap[i] != tex)
2755 device_map_stage(device, i, tex);
2756 device_invalidate_state(device, STATE_SAMPLER(i));
2757 device_invalidate_texture_stage(device, i);
2760 ++tex;
2764 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_d3d_info *d3d_info)
2766 const enum wined3d_sampler_texture_type *sampler_type =
2767 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2768 unsigned int i;
2770 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2772 if (sampler_type[i] && device->texUnitMap[i] != i)
2774 device_map_stage(device, i, i);
2775 device_invalidate_state(device, STATE_SAMPLER(i));
2776 if (i < d3d_info->limits.ffp_blend_stages)
2777 device_invalidate_texture_stage(device, i);
2782 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2783 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2784 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2786 DWORD current_mapping = device->rev_tex_unit_map[unit];
2788 /* Not currently used */
2789 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2791 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2792 /* Used by a fragment sampler */
2794 if (!pshader_sampler_tokens) {
2795 /* No pixel shader, check fixed function */
2796 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2799 /* Pixel shader, check the shader's sampler map */
2800 return !pshader_sampler_tokens[current_mapping];
2803 /* Used by a vertex sampler */
2804 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2807 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2809 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2810 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2811 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2812 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2813 int i;
2815 if (ps)
2817 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2818 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2819 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2822 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2823 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2824 if (vshader_sampler_type[i])
2826 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2828 /* Already mapped somewhere */
2829 continue;
2832 while (start >= 0)
2834 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2836 device_map_stage(device, vsampler_idx, start);
2837 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2839 --start;
2840 break;
2843 --start;
2849 void device_update_tex_unit_map(struct wined3d_device *device)
2851 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2852 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2853 const struct wined3d_state *state = &device->stateBlock->state;
2854 BOOL vs = use_vs(state);
2855 BOOL ps = use_ps(state);
2857 * Rules are:
2858 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2859 * that would be really messy and require shader recompilation
2860 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2861 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2863 if (ps)
2864 device_map_psamplers(device, d3d_info);
2865 else
2866 device_map_fixed_function_samplers(device, d3d_info);
2868 if (vs)
2869 device_map_vsamplers(device, ps, gl_info);
2872 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2874 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2876 TRACE("device %p, shader %p.\n", device, shader);
2878 if (shader)
2879 wined3d_shader_incref(shader);
2880 if (prev)
2881 wined3d_shader_decref(prev);
2883 device->updateStateBlock->state.pixel_shader = shader;
2884 device->updateStateBlock->changed.pixelShader = TRUE;
2886 if (device->isRecordingState)
2888 TRACE("Recording... not performing anything.\n");
2889 return;
2892 if (shader == prev)
2894 TRACE("Application is setting the old shader over, nothing to do.\n");
2895 return;
2898 device_invalidate_state(device, STATE_PIXELSHADER);
2901 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2903 TRACE("device %p.\n", device);
2905 return device->stateBlock->state.pixel_shader;
2908 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2910 struct wined3d_buffer *prev;
2912 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2914 if (idx >= MAX_CONSTANT_BUFFERS)
2916 WARN("Invalid constant buffer index %u.\n", idx);
2917 return;
2920 prev = device->updateStateBlock->state.ps_cb[idx];
2921 device->updateStateBlock->state.ps_cb[idx] = buffer;
2923 if (device->isRecordingState)
2925 if (buffer)
2926 wined3d_buffer_incref(buffer);
2927 if (prev)
2928 wined3d_buffer_decref(prev);
2929 return;
2932 if (prev != buffer)
2934 if (buffer)
2936 InterlockedIncrement(&buffer->resource.bind_count);
2937 wined3d_buffer_incref(buffer);
2939 if (prev)
2941 InterlockedDecrement(&prev->resource.bind_count);
2942 wined3d_buffer_decref(prev);
2947 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2949 TRACE("device %p, idx %u.\n", device, idx);
2951 if (idx >= MAX_CONSTANT_BUFFERS)
2953 WARN("Invalid constant buffer index %u.\n", idx);
2954 return NULL;
2957 return device->stateBlock->state.ps_cb[idx];
2960 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2962 struct wined3d_sampler *prev;
2964 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2966 if (idx >= MAX_SAMPLER_OBJECTS)
2968 WARN("Invalid sampler index %u.\n", idx);
2969 return;
2972 prev = device->updateStateBlock->state.ps_sampler[idx];
2973 device->updateStateBlock->state.ps_sampler[idx] = sampler;
2975 if (sampler)
2976 wined3d_sampler_incref(sampler);
2977 if (prev)
2978 wined3d_sampler_decref(prev);
2981 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2983 TRACE("device %p, idx %u.\n", device, idx);
2985 if (idx >= MAX_SAMPLER_OBJECTS)
2987 WARN("Invalid sampler index %u.\n", idx);
2988 return NULL;
2991 return device->stateBlock->state.ps_sampler[idx];
2994 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2995 UINT start_register, const BOOL *constants, UINT bool_count)
2997 UINT count = min(bool_count, MAX_CONST_B - start_register);
2998 UINT i;
3000 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3001 device, start_register, constants, bool_count);
3003 if (!constants || start_register >= MAX_CONST_B)
3004 return WINED3DERR_INVALIDCALL;
3006 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3007 for (i = 0; i < count; ++i)
3008 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3010 for (i = start_register; i < count + start_register; ++i)
3011 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3013 if (!device->isRecordingState)
3014 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3016 return WINED3D_OK;
3019 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3020 UINT start_register, BOOL *constants, UINT bool_count)
3022 UINT count = min(bool_count, MAX_CONST_B - start_register);
3024 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3025 device, start_register, constants, bool_count);
3027 if (!constants || start_register >= MAX_CONST_B)
3028 return WINED3DERR_INVALIDCALL;
3030 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3032 return WINED3D_OK;
3035 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3036 UINT start_register, const int *constants, UINT vector4i_count)
3038 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3039 UINT i;
3041 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3042 device, start_register, constants, vector4i_count);
3044 if (!constants || start_register >= MAX_CONST_I)
3045 return WINED3DERR_INVALIDCALL;
3047 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3048 for (i = 0; i < count; ++i)
3049 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3050 constants[i * 4], constants[i * 4 + 1],
3051 constants[i * 4 + 2], constants[i * 4 + 3]);
3053 for (i = start_register; i < count + start_register; ++i)
3054 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3056 if (!device->isRecordingState)
3057 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3059 return WINED3D_OK;
3062 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3063 UINT start_register, int *constants, UINT vector4i_count)
3065 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3067 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3068 device, start_register, constants, vector4i_count);
3070 if (!constants || start_register >= MAX_CONST_I)
3071 return WINED3DERR_INVALIDCALL;
3073 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3075 return WINED3D_OK;
3078 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3079 UINT start_register, const float *constants, UINT vector4f_count)
3081 UINT i;
3082 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3084 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3085 device, start_register, constants, vector4f_count);
3087 /* Specifically test start_register > limit to catch MAX_UINT overflows
3088 * when adding start_register + vector4f_count. */
3089 if (!constants
3090 || start_register + vector4f_count > d3d_info->limits.ps_uniform_count
3091 || start_register > d3d_info->limits.ps_uniform_count)
3092 return WINED3DERR_INVALIDCALL;
3094 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3095 constants, vector4f_count * sizeof(float) * 4);
3096 if (TRACE_ON(d3d))
3098 for (i = 0; i < vector4f_count; ++i)
3099 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3100 constants[i * 4], constants[i * 4 + 1],
3101 constants[i * 4 + 2], constants[i * 4 + 3]);
3104 if (!device->isRecordingState)
3106 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3107 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3110 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3111 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3113 return WINED3D_OK;
3116 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3117 UINT start_register, float *constants, UINT vector4f_count)
3119 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3120 int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register);
3122 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3123 device, start_register, constants, vector4f_count);
3125 if (!constants || count < 0)
3126 return WINED3DERR_INVALIDCALL;
3128 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3130 return WINED3D_OK;
3133 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3135 struct wined3d_shader *prev = device->updateStateBlock->state.geometry_shader;
3137 TRACE("device %p, shader %p.\n", device, shader);
3139 if (shader)
3140 wined3d_shader_incref(shader);
3141 if (prev)
3142 wined3d_shader_decref(prev);
3144 device->updateStateBlock->state.geometry_shader = shader;
3146 if (device->isRecordingState || shader == prev)
3147 return;
3149 device_invalidate_state(device, STATE_GEOMETRY_SHADER);
3152 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
3154 TRACE("device %p.\n", device);
3156 return device->stateBlock->state.geometry_shader;
3159 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
3161 struct wined3d_buffer *prev;
3163 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
3165 if (idx >= MAX_CONSTANT_BUFFERS)
3167 WARN("Invalid constant buffer index %u.\n", idx);
3168 return;
3171 prev = device->updateStateBlock->state.gs_cb[idx];
3172 device->updateStateBlock->state.gs_cb[idx] = buffer;
3174 if (device->isRecordingState)
3176 if (buffer)
3177 wined3d_buffer_incref(buffer);
3178 if (prev)
3179 wined3d_buffer_decref(prev);
3180 return;
3183 if (prev != buffer)
3185 if (buffer)
3187 InterlockedIncrement(&buffer->resource.bind_count);
3188 wined3d_buffer_incref(buffer);
3190 if (prev)
3192 InterlockedDecrement(&prev->resource.bind_count);
3193 wined3d_buffer_decref(prev);
3198 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
3200 TRACE("device %p, idx %u.\n", device, idx);
3202 if (idx >= MAX_CONSTANT_BUFFERS)
3204 WARN("Invalid constant buffer index %u.\n", idx);
3205 return NULL;
3208 return device->stateBlock->state.gs_cb[idx];
3211 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
3213 struct wined3d_sampler *prev;
3215 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
3217 if (idx >= MAX_SAMPLER_OBJECTS)
3219 WARN("Invalid sampler index %u.\n", idx);
3220 return;
3223 prev = device->updateStateBlock->state.gs_sampler[idx];
3224 device->updateStateBlock->state.gs_sampler[idx] = sampler;
3226 if (sampler)
3227 wined3d_sampler_incref(sampler);
3228 if (prev)
3229 wined3d_sampler_decref(prev);
3232 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
3234 TRACE("device %p, idx %u.\n", device, idx);
3236 if (idx >= MAX_SAMPLER_OBJECTS)
3238 WARN("Invalid sampler index %u.\n", idx);
3239 return NULL;
3242 return device->stateBlock->state.gs_sampler[idx];
3245 /* Context activation is done by the caller. */
3246 /* Do not call while under the GL lock. */
3247 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3248 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3249 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3250 DWORD DestFVF)
3252 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3253 struct wined3d_viewport vp;
3254 UINT vertex_size;
3255 unsigned int i;
3256 BYTE *dest_ptr;
3257 BOOL doClip;
3258 DWORD numTextures;
3259 HRESULT hr;
3261 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3263 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3266 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3268 ERR("Source has no position mask\n");
3269 return WINED3DERR_INVALIDCALL;
3272 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3274 static BOOL warned = FALSE;
3276 * The clipping code is not quite correct. Some things need
3277 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3278 * so disable clipping for now.
3279 * (The graphics in Half-Life are broken, and my processvertices
3280 * test crashes with IDirect3DDevice3)
3281 doClip = TRUE;
3283 doClip = FALSE;
3284 if(!warned) {
3285 warned = TRUE;
3286 FIXME("Clipping is broken and disabled for now\n");
3289 else
3290 doClip = FALSE;
3292 vertex_size = get_flexible_vertex_size(DestFVF);
3293 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3295 WARN("Failed to map buffer, hr %#x.\n", hr);
3296 return hr;
3299 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3300 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3301 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3303 TRACE("View mat:\n");
3304 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3305 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3306 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3307 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3309 TRACE("Proj mat:\n");
3310 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3311 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3312 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3313 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3315 TRACE("World mat:\n");
3316 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3317 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3318 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3319 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3321 /* Get the viewport */
3322 wined3d_device_get_viewport(device, &vp);
3323 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3324 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3326 multiply_matrix(&mat,&view_mat,&world_mat);
3327 multiply_matrix(&mat,&proj_mat,&mat);
3329 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3331 for (i = 0; i < dwCount; i+= 1) {
3332 unsigned int tex_index;
3334 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3335 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3336 /* The position first */
3337 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3338 const float *p = (const float *)(element->data.addr + i * element->stride);
3339 float x, y, z, rhw;
3340 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3342 /* Multiplication with world, view and projection matrix */
3343 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3344 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3345 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3346 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3348 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3350 /* WARNING: The following things are taken from d3d7 and were not yet checked
3351 * against d3d8 or d3d9!
3354 /* Clipping conditions: From msdn
3356 * A vertex is clipped if it does not match the following requirements
3357 * -rhw < x <= rhw
3358 * -rhw < y <= rhw
3359 * 0 < z <= rhw
3360 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3362 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3363 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3367 if( !doClip ||
3368 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3369 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3370 ( rhw > eps ) ) ) {
3372 /* "Normal" viewport transformation (not clipped)
3373 * 1) The values are divided by rhw
3374 * 2) The y axis is negative, so multiply it with -1
3375 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3376 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3377 * 4) Multiply x with Width/2 and add Width/2
3378 * 5) The same for the height
3379 * 6) Add the viewpoint X and Y to the 2D coordinates and
3380 * The minimum Z value to z
3381 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3383 * Well, basically it's simply a linear transformation into viewport
3384 * coordinates
3387 x /= rhw;
3388 y /= rhw;
3389 z /= rhw;
3391 y *= -1;
3393 x *= vp.width / 2;
3394 y *= vp.height / 2;
3395 z *= vp.max_z - vp.min_z;
3397 x += vp.width / 2 + vp.x;
3398 y += vp.height / 2 + vp.y;
3399 z += vp.min_z;
3401 rhw = 1 / rhw;
3402 } else {
3403 /* That vertex got clipped
3404 * Contrary to OpenGL it is not dropped completely, it just
3405 * undergoes a different calculation.
3407 TRACE("Vertex got clipped\n");
3408 x += rhw;
3409 y += rhw;
3411 x /= 2;
3412 y /= 2;
3414 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3415 * outside of the main vertex buffer memory. That needs some more
3416 * investigation...
3420 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3423 ( (float *) dest_ptr)[0] = x;
3424 ( (float *) dest_ptr)[1] = y;
3425 ( (float *) dest_ptr)[2] = z;
3426 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3428 dest_ptr += 3 * sizeof(float);
3430 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3431 dest_ptr += sizeof(float);
3434 if (DestFVF & WINED3DFVF_PSIZE)
3435 dest_ptr += sizeof(DWORD);
3437 if (DestFVF & WINED3DFVF_NORMAL)
3439 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3440 const float *normal = (const float *)(element->data.addr + i * element->stride);
3441 /* AFAIK this should go into the lighting information */
3442 FIXME("Didn't expect the destination to have a normal\n");
3443 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3446 if (DestFVF & WINED3DFVF_DIFFUSE)
3448 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3449 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3450 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3452 static BOOL warned = FALSE;
3454 if(!warned) {
3455 ERR("No diffuse color in source, but destination has one\n");
3456 warned = TRUE;
3459 *( (DWORD *) dest_ptr) = 0xffffffff;
3460 dest_ptr += sizeof(DWORD);
3462 else
3464 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3468 if (DestFVF & WINED3DFVF_SPECULAR)
3470 /* What's the color value in the feedback buffer? */
3471 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3472 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3473 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3475 static BOOL warned = FALSE;
3477 if(!warned) {
3478 ERR("No specular color in source, but destination has one\n");
3479 warned = TRUE;
3482 *(DWORD *)dest_ptr = 0xff000000;
3483 dest_ptr += sizeof(DWORD);
3485 else
3487 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3491 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3493 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3494 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3495 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3497 ERR("No source texture, but destination requests one\n");
3498 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3500 else
3502 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3507 wined3d_buffer_unmap(dest);
3509 return WINED3D_OK;
3511 #undef copy_and_next
3513 /* Do not call while under the GL lock. */
3514 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3515 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3516 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3518 struct wined3d_state *state = &device->stateBlock->state;
3519 struct wined3d_stream_info stream_info;
3520 const struct wined3d_gl_info *gl_info;
3521 struct wined3d_context *context;
3522 struct wined3d_shader *vs;
3523 unsigned int i;
3524 HRESULT hr;
3526 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3527 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3528 device, src_start_idx, dst_idx, vertex_count,
3529 dst_buffer, declaration, flags, dst_fvf);
3531 if (declaration)
3532 FIXME("Output vertex declaration not implemented yet.\n");
3534 /* Need any context to write to the vbo. */
3535 context = context_acquire(device, NULL);
3536 gl_info = context->gl_info;
3538 vs = state->vertex_shader;
3539 state->vertex_shader = NULL;
3540 device_stream_info_from_declaration(device, &stream_info);
3541 state->vertex_shader = vs;
3543 /* We can't convert FROM a VBO, and vertex buffers used to source into
3544 * process_vertices() are unlikely to ever be used for drawing. Release
3545 * VBOs in those buffers and fix up the stream_info structure.
3547 * Also apply the start index. */
3548 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3550 struct wined3d_stream_info_element *e;
3552 if (!(stream_info.use_map & (1 << i)))
3553 continue;
3555 e = &stream_info.elements[i];
3556 if (e->data.buffer_object)
3558 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3559 e->data.buffer_object = 0;
3560 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3561 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3562 vb->buffer_object = 0;
3564 if (e->data.addr)
3565 e->data.addr += e->stride * src_start_idx;
3568 hr = process_vertices_strided(device, dst_idx, vertex_count,
3569 &stream_info, dst_buffer, flags, dst_fvf);
3571 context_release(context);
3573 return hr;
3576 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3577 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3579 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3580 DWORD old_value;
3582 TRACE("device %p, stage %u, state %s, value %#x.\n",
3583 device, stage, debug_d3dtexturestate(state), value);
3585 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3587 WARN("Invalid state %#x passed.\n", state);
3588 return;
3591 if (stage >= d3d_info->limits.ffp_blend_stages)
3593 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3594 stage, d3d_info->limits.ffp_blend_stages - 1);
3595 return;
3598 old_value = device->updateStateBlock->state.texture_states[stage][state];
3599 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3600 device->updateStateBlock->state.texture_states[stage][state] = value;
3602 if (device->isRecordingState)
3604 TRACE("Recording... not performing anything.\n");
3605 return;
3608 /* Checked after the assignments to allow proper stateblock recording. */
3609 if (old_value == value)
3611 TRACE("Application is setting the old value over, nothing to do.\n");
3612 return;
3615 if (stage > device->stateBlock->state.lowest_disabled_stage
3616 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3617 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3619 /* Colorop change above lowest disabled stage? That won't change
3620 * anything in the GL setup. Changes in other states are important on
3621 * disabled stages too. */
3622 return;
3625 if (state == WINED3D_TSS_COLOR_OP)
3627 unsigned int i;
3629 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3631 /* Previously enabled stage disabled now. Make sure to dirtify
3632 * all enabled stages above stage, they have to be disabled.
3634 * The current stage is dirtified below. */
3635 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3637 TRACE("Additionally dirtifying stage %u.\n", i);
3638 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3640 device->stateBlock->state.lowest_disabled_stage = stage;
3641 TRACE("New lowest disabled: %u.\n", stage);
3643 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3645 /* Previously disabled stage enabled. Stages above it may need
3646 * enabling. Stage must be lowest_disabled_stage here, if it's
3647 * bigger success is returned above, and stages below the lowest
3648 * disabled stage can't be enabled (because they are enabled
3649 * already).
3651 * Again stage stage doesn't need to be dirtified here, it is
3652 * handled below. */
3653 for (i = stage + 1; i < d3d_info->limits.ffp_blend_stages; ++i)
3655 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3656 break;
3657 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3658 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3660 device->stateBlock->state.lowest_disabled_stage = i;
3661 TRACE("New lowest disabled: %u.\n", i);
3665 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3668 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3669 UINT stage, enum wined3d_texture_stage_state state)
3671 TRACE("device %p, stage %u, state %s.\n",
3672 device, stage, debug_d3dtexturestate(state));
3674 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3676 WARN("Invalid state %#x passed.\n", state);
3677 return 0;
3680 return device->updateStateBlock->state.texture_states[stage][state];
3683 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3684 UINT stage, struct wined3d_texture *texture)
3686 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3687 struct wined3d_texture *prev;
3689 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3691 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3692 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3694 /* Windows accepts overflowing this array... we do not. */
3695 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3697 WARN("Ignoring invalid stage %u.\n", stage);
3698 return WINED3D_OK;
3701 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3703 WARN("Rejecting attempt to set scratch texture.\n");
3704 return WINED3DERR_INVALIDCALL;
3707 device->updateStateBlock->changed.textures |= 1 << stage;
3709 prev = device->updateStateBlock->state.textures[stage];
3710 TRACE("Previous texture %p.\n", prev);
3712 if (texture == prev)
3714 TRACE("App is setting the same texture again, nothing to do.\n");
3715 return WINED3D_OK;
3718 TRACE("Setting new texture to %p.\n", texture);
3719 device->updateStateBlock->state.textures[stage] = texture;
3721 if (device->isRecordingState)
3723 TRACE("Recording... not performing anything\n");
3725 if (texture) wined3d_texture_incref(texture);
3726 if (prev) wined3d_texture_decref(prev);
3728 return WINED3D_OK;
3731 if (texture)
3733 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3735 wined3d_texture_incref(texture);
3737 if (!prev || texture->target != prev->target)
3738 device_invalidate_state(device, STATE_PIXELSHADER);
3740 if (!prev && stage < d3d_info->limits.ffp_blend_stages)
3742 /* The source arguments for color and alpha ops have different
3743 * meanings when a NULL texture is bound, so the COLOR_OP and
3744 * ALPHA_OP have to be dirtified. */
3745 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3746 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3749 if (bind_count == 1)
3750 texture->sampler = stage;
3753 if (prev)
3755 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3757 if (!texture && stage < d3d_info->limits.ffp_blend_stages)
3759 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3760 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3763 if (bind_count && prev->sampler == stage)
3765 unsigned int i;
3767 /* Search for other stages the texture is bound to. Shouldn't
3768 * happen if applications bind textures to a single stage only. */
3769 TRACE("Searching for other stages the texture is bound to.\n");
3770 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3772 if (device->updateStateBlock->state.textures[i] == prev)
3774 TRACE("Texture is also bound to stage %u.\n", i);
3775 prev->sampler = i;
3776 break;
3781 wined3d_texture_decref(prev);
3784 device_invalidate_state(device, STATE_SAMPLER(stage));
3786 return WINED3D_OK;
3789 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3791 TRACE("device %p, stage %u.\n", device, stage);
3793 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3794 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3796 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3798 WARN("Ignoring invalid stage %u.\n", stage);
3799 return NULL; /* Windows accepts overflowing this array ... we do not. */
3802 return device->stateBlock->state.textures[stage];
3805 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3806 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3808 struct wined3d_swapchain *swapchain;
3810 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3811 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3813 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3814 return WINED3DERR_INVALIDCALL;
3816 if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
3817 return WINED3DERR_INVALIDCALL;
3818 return WINED3D_OK;
3821 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3823 TRACE("device %p, caps %p.\n", device, caps);
3825 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3826 device->create_parms.device_type, caps);
3829 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3830 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3832 struct wined3d_swapchain *swapchain;
3834 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3835 device, swapchain_idx, mode, rotation);
3837 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3838 return WINED3DERR_INVALIDCALL;
3840 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3843 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3845 struct wined3d_stateblock *stateblock;
3846 HRESULT hr;
3848 TRACE("device %p.\n", device);
3850 if (device->isRecordingState)
3851 return WINED3DERR_INVALIDCALL;
3853 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3854 if (FAILED(hr))
3855 return hr;
3857 wined3d_stateblock_decref(device->updateStateBlock);
3858 device->updateStateBlock = stateblock;
3859 device->isRecordingState = TRUE;
3861 TRACE("Recording stateblock %p.\n", stateblock);
3863 return WINED3D_OK;
3866 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3867 struct wined3d_stateblock **stateblock)
3869 struct wined3d_stateblock *object = device->updateStateBlock;
3871 TRACE("device %p, stateblock %p.\n", device, stateblock);
3873 if (!device->isRecordingState)
3875 WARN("Not recording.\n");
3876 *stateblock = NULL;
3877 return WINED3DERR_INVALIDCALL;
3880 stateblock_init_contained_states(object);
3882 *stateblock = object;
3883 device->isRecordingState = FALSE;
3884 device->updateStateBlock = device->stateBlock;
3885 wined3d_stateblock_incref(device->updateStateBlock);
3887 TRACE("Returning stateblock %p.\n", *stateblock);
3889 return WINED3D_OK;
3892 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3894 /* At the moment we have no need for any functionality at the beginning
3895 * of a scene. */
3896 TRACE("device %p.\n", device);
3898 if (device->inScene)
3900 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3901 return WINED3DERR_INVALIDCALL;
3903 device->inScene = TRUE;
3904 return WINED3D_OK;
3907 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3909 struct wined3d_context *context;
3911 TRACE("device %p.\n", device);
3913 if (!device->inScene)
3915 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3916 return WINED3DERR_INVALIDCALL;
3919 context = context_acquire(device, NULL);
3920 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3921 context->gl_info->gl_ops.gl.p_glFlush();
3922 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3923 * fails. */
3924 context_release(context);
3926 device->inScene = FALSE;
3927 return WINED3D_OK;
3930 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3931 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3933 UINT i;
3935 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3936 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3937 dst_window_override, dirty_region, flags);
3939 for (i = 0; i < device->swapchain_count; ++i)
3941 wined3d_swapchain_present(device->swapchains[i], src_rect,
3942 dst_rect, dst_window_override, dirty_region, flags);
3945 return WINED3D_OK;
3948 /* Do not call while under the GL lock. */
3949 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3950 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3952 RECT draw_rect;
3954 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3955 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3957 if (!rect_count && rects)
3959 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3960 return WINED3D_OK;
3963 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3965 struct wined3d_surface *ds = device->fb.depth_stencil;
3966 if (!ds)
3968 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3969 /* TODO: What about depth stencil buffers without stencil bits? */
3970 return WINED3DERR_INVALIDCALL;
3972 else if (flags & WINED3DCLEAR_TARGET)
3974 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3975 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3977 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3978 return WINED3D_OK;
3983 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3984 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3985 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3987 return WINED3D_OK;
3990 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3991 enum wined3d_primitive_type primitive_type)
3993 GLenum gl_primitive_type, prev;
3995 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3997 device->updateStateBlock->changed.primitive_type = TRUE;
3998 gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3999 prev = device->updateStateBlock->state.gl_primitive_type;
4000 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type;
4001 if (!device->isRecordingState && gl_primitive_type != prev
4002 && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
4003 device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
4006 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4007 enum wined3d_primitive_type *primitive_type)
4009 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4011 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4013 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4016 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4018 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4020 if (!device->stateBlock->state.vertex_declaration)
4022 WARN("Called without a valid vertex declaration set.\n");
4023 return WINED3DERR_INVALIDCALL;
4026 if (device->stateBlock->state.load_base_vertex_index)
4028 device->stateBlock->state.load_base_vertex_index = 0;
4029 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4032 /* Account for the loading offset due to index buffers. Instead of
4033 * reloading all sources correct it with the startvertex parameter. */
4034 draw_primitive(device, start_vertex, vertex_count, 0, 0, FALSE);
4035 return WINED3D_OK;
4038 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4040 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4042 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4044 if (!device->stateBlock->state.index_buffer)
4046 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4047 * without an index buffer set. (The first time at least...)
4048 * D3D8 simply dies, but I doubt it can do much harm to return
4049 * D3DERR_INVALIDCALL there as well. */
4050 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4051 return WINED3DERR_INVALIDCALL;
4054 if (!device->stateBlock->state.vertex_declaration)
4056 WARN("Called without a valid vertex declaration set.\n");
4057 return WINED3DERR_INVALIDCALL;
4060 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4061 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4063 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4064 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4067 draw_primitive(device, start_idx, index_count, 0, 0, TRUE);
4069 return WINED3D_OK;
4072 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
4073 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
4075 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4077 draw_primitive(device, start_idx, index_count, start_instance, instance_count, TRUE);
4080 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4081 static HRESULT device_update_volume(struct wined3d_device *device,
4082 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4084 struct wined3d_map_desc src;
4085 struct wined3d_map_desc dst;
4086 HRESULT hr;
4088 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4089 device, src_volume, dst_volume);
4091 /* TODO: Implement direct loading into the gl volume instead of using
4092 * memcpy and dirtification to improve loading performance. */
4093 if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
4094 return hr;
4095 if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4097 wined3d_volume_unmap(src_volume);
4098 return hr;
4101 memcpy(dst.data, src.data, dst_volume->resource.size);
4103 hr = wined3d_volume_unmap(dst_volume);
4104 if (FAILED(hr))
4105 wined3d_volume_unmap(src_volume);
4106 else
4107 hr = wined3d_volume_unmap(src_volume);
4109 return hr;
4112 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4113 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4115 enum wined3d_resource_type type;
4116 unsigned int level_count, i;
4117 HRESULT hr;
4119 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4121 /* Verify that the source and destination textures are non-NULL. */
4122 if (!src_texture || !dst_texture)
4124 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4125 return WINED3DERR_INVALIDCALL;
4128 if (src_texture == dst_texture)
4130 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4131 return WINED3DERR_INVALIDCALL;
4134 /* Verify that the source and destination textures are the same type. */
4135 type = src_texture->resource.type;
4136 if (dst_texture->resource.type != type)
4138 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4139 return WINED3DERR_INVALIDCALL;
4142 /* Check that both textures have the identical numbers of levels. */
4143 level_count = wined3d_texture_get_level_count(src_texture);
4144 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4146 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4147 return WINED3DERR_INVALIDCALL;
4150 /* Make sure that the destination texture is loaded. */
4151 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4153 /* Update every surface level of the texture. */
4154 switch (type)
4156 case WINED3D_RTYPE_TEXTURE:
4158 struct wined3d_surface *src_surface;
4159 struct wined3d_surface *dst_surface;
4161 for (i = 0; i < level_count; ++i)
4163 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4164 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4165 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4166 if (FAILED(hr))
4168 WARN("Failed to update surface, hr %#x.\n", hr);
4169 return hr;
4172 break;
4175 case WINED3D_RTYPE_CUBE_TEXTURE:
4177 struct wined3d_surface *src_surface;
4178 struct wined3d_surface *dst_surface;
4180 for (i = 0; i < level_count * 6; ++i)
4182 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4183 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4184 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4185 if (FAILED(hr))
4187 WARN("Failed to update surface, hr %#x.\n", hr);
4188 return hr;
4191 break;
4194 case WINED3D_RTYPE_VOLUME_TEXTURE:
4196 for (i = 0; i < level_count; ++i)
4198 hr = device_update_volume(device,
4199 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4200 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4201 if (FAILED(hr))
4203 WARN("Failed to update volume, hr %#x.\n", hr);
4204 return hr;
4207 break;
4210 default:
4211 FIXME("Unsupported texture type %#x.\n", type);
4212 return WINED3DERR_INVALIDCALL;
4215 return WINED3D_OK;
4218 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4219 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4221 struct wined3d_swapchain *swapchain;
4223 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4225 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4226 return WINED3DERR_INVALIDCALL;
4228 return wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4231 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4233 const struct wined3d_state *state = &device->stateBlock->state;
4234 struct wined3d_texture *texture;
4235 DWORD i;
4237 TRACE("device %p, num_passes %p.\n", device, num_passes);
4239 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4241 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4243 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4244 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4246 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4248 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4249 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4252 texture = state->textures[i];
4253 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4255 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4257 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4258 return E_FAIL;
4260 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4262 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4263 return E_FAIL;
4265 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4266 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4268 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4269 return E_FAIL;
4273 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4274 || state->render_states[WINED3D_RS_STENCILENABLE])
4276 struct wined3d_surface *ds = device->fb.depth_stencil;
4277 struct wined3d_surface *target = device->fb.render_targets[0];
4279 if(ds && target
4280 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4282 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4283 return WINED3DERR_CONFLICTINGRENDERSTATE;
4287 /* return a sensible default */
4288 *num_passes = 1;
4290 TRACE("returning D3D_OK\n");
4291 return WINED3D_OK;
4294 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4296 static BOOL warned;
4298 TRACE("device %p, software %#x.\n", device, software);
4300 if (!warned)
4302 FIXME("device %p, software %#x stub!\n", device, software);
4303 warned = TRUE;
4306 device->softwareVertexProcessing = software;
4309 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4311 static BOOL warned;
4313 TRACE("device %p.\n", device);
4315 if (!warned)
4317 TRACE("device %p stub!\n", device);
4318 warned = TRUE;
4321 return device->softwareVertexProcessing;
4324 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4325 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4327 struct wined3d_swapchain *swapchain;
4329 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4330 device, swapchain_idx, raster_status);
4332 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4333 return WINED3DERR_INVALIDCALL;
4335 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4338 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4340 static BOOL warned;
4342 TRACE("device %p, segments %.8e.\n", device, segments);
4344 if (segments != 0.0f)
4346 if (!warned)
4348 FIXME("device %p, segments %.8e stub!\n", device, segments);
4349 warned = TRUE;
4353 return WINED3D_OK;
4356 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4358 static BOOL warned;
4360 TRACE("device %p.\n", device);
4362 if (!warned)
4364 FIXME("device %p stub!\n", device);
4365 warned = TRUE;
4368 return 0.0f;
4371 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4372 struct wined3d_surface *src_surface, const RECT *src_rect,
4373 struct wined3d_surface *dst_surface, const POINT *dst_point)
4375 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4376 device, src_surface, wine_dbgstr_rect(src_rect),
4377 dst_surface, wine_dbgstr_point(dst_point));
4379 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4381 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4382 src_surface, dst_surface);
4383 return WINED3DERR_INVALIDCALL;
4386 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4389 /* Do not call while under the GL lock. */
4390 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4391 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4393 RECT r;
4395 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4396 device, surface, wine_dbgstr_rect(rect),
4397 color->r, color->g, color->b, color->a);
4399 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4401 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4402 return WINED3DERR_INVALIDCALL;
4405 if (!rect)
4407 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4408 rect = &r;
4411 return surface_color_fill(surface, rect, color);
4414 /* Do not call while under the GL lock. */
4415 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4416 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4418 struct wined3d_resource *resource;
4419 HRESULT hr;
4420 RECT rect;
4422 resource = rendertarget_view->resource;
4423 if (resource->type != WINED3D_RTYPE_SURFACE)
4425 FIXME("Only supported on surface resources\n");
4426 return;
4429 SetRect(&rect, 0, 0, resource->width, resource->height);
4430 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4431 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4434 struct wined3d_surface * CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4435 UINT render_target_idx)
4437 TRACE("device %p, render_target_idx %u.\n", device, render_target_idx);
4439 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4441 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4442 return NULL;
4445 return device->fb.render_targets[render_target_idx];
4448 struct wined3d_surface * CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device)
4450 TRACE("device %p.\n", device);
4452 return device->fb.depth_stencil;
4455 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4456 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4458 struct wined3d_surface *prev;
4460 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4461 device, render_target_idx, render_target, set_viewport);
4463 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4465 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4466 return WINED3DERR_INVALIDCALL;
4469 /* Render target 0 can't be set to NULL. */
4470 if (!render_target && !render_target_idx)
4472 WARN("Trying to set render target 0 to NULL.\n");
4473 return WINED3DERR_INVALIDCALL;
4476 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4478 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4479 return WINED3DERR_INVALIDCALL;
4482 /* Set the viewport and scissor rectangles, if requested. Tests show that
4483 * stateblock recording is ignored, the change goes directly into the
4484 * primary stateblock. */
4485 if (!render_target_idx && set_viewport)
4487 struct wined3d_state *state = &device->stateBlock->state;
4489 state->viewport.x = 0;
4490 state->viewport.y = 0;
4491 state->viewport.width = render_target->resource.width;
4492 state->viewport.height = render_target->resource.height;
4493 state->viewport.min_z = 0.0f;
4494 state->viewport.max_z = 1.0f;
4495 device_invalidate_state(device, STATE_VIEWPORT);
4497 state->scissor_rect.top = 0;
4498 state->scissor_rect.left = 0;
4499 state->scissor_rect.right = render_target->resource.width;
4500 state->scissor_rect.bottom = render_target->resource.height;
4501 device_invalidate_state(device, STATE_SCISSORRECT);
4505 prev = device->fb.render_targets[render_target_idx];
4506 if (render_target == prev)
4507 return WINED3D_OK;
4509 if (render_target)
4510 wined3d_surface_incref(render_target);
4511 device->fb.render_targets[render_target_idx] = render_target;
4512 /* Release after the assignment, to prevent device_resource_released()
4513 * from seeing the surface as still in use. */
4514 if (prev)
4515 wined3d_surface_decref(prev);
4517 device_invalidate_state(device, STATE_FRAMEBUFFER);
4519 return WINED3D_OK;
4522 void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4524 struct wined3d_surface *prev = device->fb.depth_stencil;
4526 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4527 device, depth_stencil, prev);
4529 if (prev == depth_stencil)
4531 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4532 return;
4535 if (prev)
4537 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4538 || prev->flags & SFLAG_DISCARD)
4540 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4541 prev->resource.width, prev->resource.height);
4542 if (prev == device->onscreen_depth_stencil)
4544 wined3d_surface_decref(device->onscreen_depth_stencil);
4545 device->onscreen_depth_stencil = NULL;
4550 device->fb.depth_stencil = depth_stencil;
4551 if (depth_stencil)
4552 wined3d_surface_incref(depth_stencil);
4554 if (!prev != !depth_stencil)
4556 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4557 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4558 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4559 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4560 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4562 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4564 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4566 if (prev)
4567 wined3d_surface_decref(prev);
4569 device_invalidate_state(device, STATE_FRAMEBUFFER);
4571 return;
4574 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4575 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4577 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4578 device, x_hotspot, y_hotspot, cursor_image);
4580 /* some basic validation checks */
4581 if (device->cursorTexture)
4583 struct wined3d_context *context = context_acquire(device, NULL);
4584 context->gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4585 context_release(context);
4586 device->cursorTexture = 0;
4589 if (cursor_image)
4591 struct wined3d_display_mode mode;
4592 struct wined3d_map_desc map_desc;
4593 HRESULT hr;
4595 /* MSDN: Cursor must be A8R8G8B8 */
4596 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4598 WARN("surface %p has an invalid format.\n", cursor_image);
4599 return WINED3DERR_INVALIDCALL;
4602 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4604 ERR("Failed to get display mode, hr %#x.\n", hr);
4605 return WINED3DERR_INVALIDCALL;
4608 /* MSDN: Cursor must be smaller than the display mode */
4609 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4611 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4612 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4613 mode.width, mode.height);
4614 return WINED3DERR_INVALIDCALL;
4617 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4619 /* Do not store the surface's pointer because the application may
4620 * release it after setting the cursor image. Windows doesn't
4621 * addref the set surface, so we can't do this either without
4622 * creating circular refcount dependencies. Copy out the gl texture
4623 * instead. */
4624 device->cursorWidth = cursor_image->resource.width;
4625 device->cursorHeight = cursor_image->resource.height;
4626 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4628 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4629 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4630 struct wined3d_context *context;
4631 char *mem, *bits = map_desc.data;
4632 GLint intfmt = format->glInternal;
4633 GLint gl_format = format->glFormat;
4634 GLint type = format->glType;
4635 INT height = device->cursorHeight;
4636 INT width = device->cursorWidth;
4637 INT bpp = format->byte_count;
4638 INT i;
4640 /* Reformat the texture memory (pitch and width can be
4641 * different) */
4642 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4643 for (i = 0; i < height; ++i)
4644 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4645 wined3d_surface_unmap(cursor_image);
4647 context = context_acquire(device, NULL);
4649 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4651 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4652 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4655 invalidate_active_texture(device, context);
4656 /* Create a new cursor texture */
4657 gl_info->gl_ops.gl.p_glGenTextures(1, &device->cursorTexture);
4658 checkGLcall("glGenTextures");
4659 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4660 /* Copy the bitmap memory into the cursor texture */
4661 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4662 checkGLcall("glTexImage2D");
4663 HeapFree(GetProcessHeap(), 0, mem);
4665 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4667 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4668 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4671 context_release(context);
4673 else
4675 FIXME("A cursor texture was not returned.\n");
4676 device->cursorTexture = 0;
4679 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4681 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4682 ICONINFO cursorInfo;
4683 DWORD *maskBits;
4684 HCURSOR cursor;
4686 /* 32-bit user32 cursors ignore the alpha channel if it's all
4687 * zeroes, and use the mask instead. Fill the mask with all ones
4688 * to ensure we still get a fully transparent cursor. */
4689 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4690 memset(maskBits, 0xff, mask_size);
4691 wined3d_surface_map(cursor_image, &map_desc, NULL,
4692 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4693 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4695 cursorInfo.fIcon = FALSE;
4696 cursorInfo.xHotspot = x_hotspot;
4697 cursorInfo.yHotspot = y_hotspot;
4698 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4699 1, 1, maskBits);
4700 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4701 1, 32, map_desc.data);
4702 wined3d_surface_unmap(cursor_image);
4703 /* Create our cursor and clean up. */
4704 cursor = CreateIconIndirect(&cursorInfo);
4705 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4706 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4707 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4708 device->hardwareCursor = cursor;
4709 if (device->bCursorVisible) SetCursor( cursor );
4710 HeapFree(GetProcessHeap(), 0, maskBits);
4714 device->xHotSpot = x_hotspot;
4715 device->yHotSpot = y_hotspot;
4716 return WINED3D_OK;
4719 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4720 int x_screen_space, int y_screen_space, DWORD flags)
4722 TRACE("device %p, x %d, y %d, flags %#x.\n",
4723 device, x_screen_space, y_screen_space, flags);
4725 device->xScreenSpace = x_screen_space;
4726 device->yScreenSpace = y_screen_space;
4728 if (device->hardwareCursor)
4730 POINT pt;
4732 GetCursorPos( &pt );
4733 if (x_screen_space == pt.x && y_screen_space == pt.y)
4734 return;
4735 SetCursorPos( x_screen_space, y_screen_space );
4737 /* Switch to the software cursor if position diverges from the hardware one. */
4738 GetCursorPos( &pt );
4739 if (x_screen_space != pt.x || y_screen_space != pt.y)
4741 if (device->bCursorVisible) SetCursor( NULL );
4742 DestroyCursor( device->hardwareCursor );
4743 device->hardwareCursor = 0;
4748 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4750 BOOL oldVisible = device->bCursorVisible;
4752 TRACE("device %p, show %#x.\n", device, show);
4755 * When ShowCursor is first called it should make the cursor appear at the OS's last
4756 * known cursor position.
4758 if (show && !oldVisible)
4760 POINT pt;
4761 GetCursorPos(&pt);
4762 device->xScreenSpace = pt.x;
4763 device->yScreenSpace = pt.y;
4766 if (device->hardwareCursor)
4768 device->bCursorVisible = show;
4769 if (show)
4770 SetCursor(device->hardwareCursor);
4771 else
4772 SetCursor(NULL);
4774 else
4776 if (device->cursorTexture)
4777 device->bCursorVisible = show;
4780 return oldVisible;
4783 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4785 struct wined3d_resource *resource, *cursor;
4787 TRACE("device %p.\n", device);
4789 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4791 TRACE("Checking resource %p for eviction.\n", resource);
4793 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4795 TRACE("Evicting %p.\n", resource);
4796 resource->resource_ops->resource_unload(resource);
4800 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4801 device_invalidate_state(device, STATE_STREAMSRC);
4804 /* Do not call while under the GL lock. */
4805 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4807 struct wined3d_resource *resource, *cursor;
4808 const struct wined3d_gl_info *gl_info;
4809 struct wined3d_context *context;
4810 struct wined3d_shader *shader;
4812 context = context_acquire(device, NULL);
4813 gl_info = context->gl_info;
4815 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4817 TRACE("Unloading resource %p.\n", resource);
4819 resource->resource_ops->resource_unload(resource);
4822 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
4824 device->shader_backend->shader_destroy(shader);
4827 if (device->depth_blt_texture)
4829 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
4830 device->depth_blt_texture = 0;
4832 if (device->cursorTexture)
4834 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4835 device->cursorTexture = 0;
4838 device->blitter->free_private(device);
4839 device->shader_backend->shader_free_private(device);
4840 destroy_dummy_textures(device, gl_info);
4842 context_release(context);
4844 while (device->context_count)
4846 swapchain_destroy_contexts(device->contexts[0]->swapchain);
4849 HeapFree(GetProcessHeap(), 0, swapchain->context);
4850 swapchain->context = NULL;
4853 /* Do not call while under the GL lock. */
4854 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4856 struct wined3d_context *context;
4857 struct wined3d_surface *target;
4858 HRESULT hr;
4860 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
4861 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
4863 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
4864 return hr;
4867 if (FAILED(hr = device->blitter->alloc_private(device)))
4869 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
4870 device->shader_backend->shader_free_private(device);
4871 return hr;
4874 /* Recreate the primary swapchain's context */
4875 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
4876 if (!swapchain->context)
4878 ERR("Failed to allocate memory for swapchain context array.\n");
4879 device->blitter->free_private(device);
4880 device->shader_backend->shader_free_private(device);
4881 return E_OUTOFMEMORY;
4884 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
4885 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
4887 WARN("Failed to create context.\n");
4888 device->blitter->free_private(device);
4889 device->shader_backend->shader_free_private(device);
4890 HeapFree(GetProcessHeap(), 0, swapchain->context);
4891 return E_FAIL;
4894 swapchain->context[0] = context;
4895 swapchain->num_contexts = 1;
4896 create_dummy_textures(device, context);
4897 context_release(context);
4899 return WINED3D_OK;
4902 /* Do not call while under the GL lock. */
4903 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4904 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4905 wined3d_device_reset_cb callback, BOOL reset_state)
4907 struct wined3d_resource *resource, *cursor;
4908 struct wined3d_swapchain *swapchain;
4909 struct wined3d_display_mode m;
4910 BOOL DisplayModeChanged = FALSE;
4911 BOOL update_desc = FALSE;
4912 UINT backbuffer_width = swapchain_desc->backbuffer_width;
4913 UINT backbuffer_height = swapchain_desc->backbuffer_height;
4914 HRESULT hr = WINED3D_OK;
4915 unsigned int i;
4917 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
4919 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4921 ERR("Failed to get the first implicit swapchain.\n");
4922 return WINED3DERR_INVALIDCALL;
4925 if (reset_state)
4926 stateblock_unbind_resources(device->stateBlock);
4928 if (device->fb.render_targets)
4930 if (swapchain->back_buffers && swapchain->back_buffers[0])
4931 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
4932 else
4933 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
4934 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
4936 wined3d_device_set_render_target(device, i, NULL, FALSE);
4939 wined3d_device_set_depth_stencil(device, NULL);
4941 if (device->onscreen_depth_stencil)
4943 wined3d_surface_decref(device->onscreen_depth_stencil);
4944 device->onscreen_depth_stencil = NULL;
4947 if (reset_state)
4949 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4951 TRACE("Enumerating resource %p.\n", resource);
4952 if (FAILED(hr = callback(resource)))
4953 return hr;
4957 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4958 * on an existing gl context, so there's no real need for recreation.
4960 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4962 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4964 TRACE("New params:\n");
4965 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4966 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4967 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4968 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4969 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4970 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4971 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4972 TRACE("device_window %p\n", swapchain_desc->device_window);
4973 TRACE("windowed %#x\n", swapchain_desc->windowed);
4974 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4975 if (swapchain_desc->enable_auto_depth_stencil)
4976 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4977 TRACE("flags %#x\n", swapchain_desc->flags);
4978 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4979 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4980 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4982 /* No special treatment of these parameters. Just store them */
4983 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4984 swapchain->desc.flags = swapchain_desc->flags;
4985 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4986 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4988 /* What to do about these? */
4989 if (swapchain_desc->backbuffer_count
4990 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
4991 FIXME("Cannot change the back buffer count yet.\n");
4993 if (swapchain_desc->device_window
4994 && swapchain_desc->device_window != swapchain->desc.device_window)
4996 TRACE("Changing the device window from %p to %p.\n",
4997 swapchain->desc.device_window, swapchain_desc->device_window);
4998 swapchain->desc.device_window = swapchain_desc->device_window;
4999 swapchain->device_window = swapchain_desc->device_window;
5000 wined3d_swapchain_set_window(swapchain, NULL);
5003 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5005 struct wined3d_resource_desc surface_desc;
5007 TRACE("Creating the depth stencil buffer\n");
5009 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
5010 surface_desc.format = swapchain_desc->auto_depth_stencil_format;
5011 surface_desc.multisample_type = swapchain_desc->multisample_type;
5012 surface_desc.multisample_quality = swapchain_desc->multisample_quality;
5013 surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
5014 surface_desc.pool = WINED3D_POOL_DEFAULT;
5015 surface_desc.width = swapchain_desc->backbuffer_width;
5016 surface_desc.height = swapchain_desc->backbuffer_height;
5017 surface_desc.depth = 1;
5018 surface_desc.size = 0;
5020 if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
5021 device->device_parent, &surface_desc, &device->auto_depth_stencil)))
5023 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
5024 return WINED3DERR_INVALIDCALL;
5028 /* Reset the depth stencil */
5029 if (swapchain_desc->enable_auto_depth_stencil)
5030 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5032 if (mode)
5034 DisplayModeChanged = TRUE;
5035 m = *mode;
5037 else if (swapchain_desc->windowed)
5039 m.width = swapchain->orig_width;
5040 m.height = swapchain->orig_height;
5041 m.refresh_rate = 0;
5042 m.format_id = swapchain->desc.backbuffer_format;
5043 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5045 else
5047 m.width = swapchain_desc->backbuffer_width;
5048 m.height = swapchain_desc->backbuffer_height;
5049 m.refresh_rate = swapchain_desc->refresh_rate;
5050 m.format_id = swapchain_desc->backbuffer_format;
5051 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5054 if (!backbuffer_width || !backbuffer_height)
5056 /* The application is requesting that either the swapchain width or
5057 * height be set to the corresponding dimension in the window's
5058 * client rect. */
5060 RECT client_rect;
5062 if (!swapchain_desc->windowed)
5063 return WINED3DERR_INVALIDCALL;
5065 if (!GetClientRect(swapchain->device_window, &client_rect))
5067 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
5068 return WINED3DERR_INVALIDCALL;
5071 if (!backbuffer_width)
5072 backbuffer_width = client_rect.right;
5074 if (!backbuffer_height)
5075 backbuffer_height = client_rect.bottom;
5078 if (backbuffer_width != swapchain->desc.backbuffer_width
5079 || backbuffer_height != swapchain->desc.backbuffer_height)
5081 if (!swapchain_desc->windowed)
5082 DisplayModeChanged = TRUE;
5084 swapchain->desc.backbuffer_width = backbuffer_width;
5085 swapchain->desc.backbuffer_height = backbuffer_height;
5086 update_desc = TRUE;
5089 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5090 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5092 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5093 update_desc = TRUE;
5096 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5097 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5099 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5100 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5101 update_desc = TRUE;
5104 if (update_desc)
5106 UINT i;
5108 if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5109 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5110 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5111 return hr;
5113 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5115 if (FAILED(hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5116 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5117 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5118 return hr;
5120 if (device->auto_depth_stencil)
5122 if (FAILED(hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5123 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5124 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5125 return hr;
5129 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5130 || DisplayModeChanged)
5132 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5134 WARN("Failed to set display mode, hr %#x.\n", hr);
5135 return WINED3DERR_INVALIDCALL;
5138 if (!swapchain_desc->windowed)
5140 if (swapchain->desc.windowed)
5142 HWND focus_window = device->create_parms.focus_window;
5143 if (!focus_window)
5144 focus_window = swapchain_desc->device_window;
5145 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5147 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5148 return hr;
5151 /* switch from windowed to fs */
5152 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5153 swapchain_desc->backbuffer_width,
5154 swapchain_desc->backbuffer_height);
5156 else
5158 /* Fullscreen -> fullscreen mode change */
5159 MoveWindow(swapchain->device_window, 0, 0,
5160 swapchain_desc->backbuffer_width,
5161 swapchain_desc->backbuffer_height,
5162 TRUE);
5165 else if (!swapchain->desc.windowed)
5167 /* Fullscreen -> windowed switch */
5168 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5169 wined3d_device_release_focus_window(device);
5171 swapchain->desc.windowed = swapchain_desc->windowed;
5173 else if (!swapchain_desc->windowed)
5175 DWORD style = device->style;
5176 DWORD exStyle = device->exStyle;
5177 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5178 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5179 * Reset to clear up their mess. Guild Wars also loses the device during that.
5181 device->style = 0;
5182 device->exStyle = 0;
5183 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5184 swapchain_desc->backbuffer_width,
5185 swapchain_desc->backbuffer_height);
5186 device->style = style;
5187 device->exStyle = exStyle;
5190 if (reset_state)
5192 TRACE("Resetting stateblock.\n");
5193 wined3d_stateblock_decref(device->updateStateBlock);
5194 wined3d_stateblock_decref(device->stateBlock);
5196 if (device->d3d_initialized)
5197 delete_opengl_contexts(device, swapchain);
5199 /* Note: No parent needed for initial internal stateblock */
5200 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5201 if (FAILED(hr))
5202 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5203 else
5204 TRACE("Created stateblock %p.\n", device->stateBlock);
5205 device->updateStateBlock = device->stateBlock;
5206 wined3d_stateblock_incref(device->updateStateBlock);
5208 stateblock_init_default_state(device->stateBlock);
5210 else
5212 struct wined3d_surface *rt = device->fb.render_targets[0];
5213 struct wined3d_state *state = &device->stateBlock->state;
5215 /* Note the min_z / max_z is not reset. */
5216 state->viewport.x = 0;
5217 state->viewport.y = 0;
5218 state->viewport.width = rt->resource.width;
5219 state->viewport.height = rt->resource.height;
5220 device_invalidate_state(device, STATE_VIEWPORT);
5222 state->scissor_rect.top = 0;
5223 state->scissor_rect.left = 0;
5224 state->scissor_rect.right = rt->resource.width;
5225 state->scissor_rect.bottom = rt->resource.height;
5226 device_invalidate_state(device, STATE_SCISSORRECT);
5229 swapchain_update_render_to_fbo(swapchain);
5230 swapchain_update_draw_bindings(swapchain);
5232 if (reset_state && device->d3d_initialized)
5233 hr = create_primary_opengl_context(device, swapchain);
5235 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5236 * first use
5238 return hr;
5241 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5243 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5245 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5247 return WINED3D_OK;
5251 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5252 struct wined3d_device_creation_parameters *parameters)
5254 TRACE("device %p, parameters %p.\n", device, parameters);
5256 *parameters = device->create_parms;
5259 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5260 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5262 struct wined3d_swapchain *swapchain;
5264 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5265 device, swapchain_idx, flags, ramp);
5267 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5268 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5271 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5272 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5274 struct wined3d_swapchain *swapchain;
5276 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5277 device, swapchain_idx, ramp);
5279 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5280 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5283 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5285 TRACE("device %p, resource %p.\n", device, resource);
5287 list_add_head(&device->resources, &resource->resource_list_entry);
5290 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5292 TRACE("device %p, resource %p.\n", device, resource);
5294 list_remove(&resource->resource_list_entry);
5297 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5299 enum wined3d_resource_type type = resource->type;
5300 unsigned int i;
5302 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5304 context_resource_released(device, resource, type);
5306 switch (type)
5308 case WINED3D_RTYPE_SURFACE:
5310 struct wined3d_surface *surface = surface_from_resource(resource);
5312 if (!device->d3d_initialized) break;
5314 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5316 if (device->fb.render_targets[i] == surface)
5318 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5319 device->fb.render_targets[i] = NULL;
5323 if (device->fb.depth_stencil == surface)
5325 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5326 device->fb.depth_stencil = NULL;
5329 break;
5331 case WINED3D_RTYPE_TEXTURE:
5332 case WINED3D_RTYPE_CUBE_TEXTURE:
5333 case WINED3D_RTYPE_VOLUME_TEXTURE:
5334 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5336 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5338 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5340 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5341 texture, device->stateBlock, i);
5342 device->stateBlock->state.textures[i] = NULL;
5345 if (device->updateStateBlock != device->stateBlock
5346 && device->updateStateBlock->state.textures[i] == texture)
5348 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5349 texture, device->updateStateBlock, i);
5350 device->updateStateBlock->state.textures[i] = NULL;
5353 break;
5355 case WINED3D_RTYPE_BUFFER:
5357 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5359 for (i = 0; i < MAX_STREAMS; ++i)
5361 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5363 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5364 buffer, device->stateBlock, i);
5365 device->stateBlock->state.streams[i].buffer = NULL;
5368 if (device->updateStateBlock != device->stateBlock
5369 && device->updateStateBlock->state.streams[i].buffer == buffer)
5371 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5372 buffer, device->updateStateBlock, i);
5373 device->updateStateBlock->state.streams[i].buffer = NULL;
5378 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5380 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5381 buffer, device->stateBlock);
5382 device->stateBlock->state.index_buffer = NULL;
5385 if (device->updateStateBlock != device->stateBlock
5386 && device->updateStateBlock->state.index_buffer == buffer)
5388 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5389 buffer, device->updateStateBlock);
5390 device->updateStateBlock->state.index_buffer = NULL;
5393 break;
5395 default:
5396 break;
5399 /* Remove the resource from the resourceStore */
5400 device_resource_remove(device, resource);
5402 TRACE("Resource released.\n");
5405 struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
5407 struct wined3d_resource *resource;
5409 TRACE("device %p, dc %p.\n", device, dc);
5411 if (!dc)
5412 return NULL;
5414 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5416 if (resource->type == WINED3D_RTYPE_SURFACE)
5418 struct wined3d_surface *s = surface_from_resource(resource);
5420 if (s->hDC == dc)
5422 TRACE("Found surface %p for dc %p.\n", s, dc);
5423 return s;
5428 return NULL;
5431 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5432 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5433 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5435 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5436 const struct fragment_pipeline *fragment_pipeline;
5437 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5438 unsigned int i;
5439 HRESULT hr;
5441 device->ref = 1;
5442 device->wined3d = wined3d;
5443 wined3d_incref(device->wined3d);
5444 device->adapter = wined3d->adapter_count ? adapter : NULL;
5445 device->device_parent = device_parent;
5446 list_init(&device->resources);
5447 list_init(&device->shaders);
5448 device->surface_alignment = surface_alignment;
5450 /* Save the creation parameters. */
5451 device->create_parms.adapter_idx = adapter_idx;
5452 device->create_parms.device_type = device_type;
5453 device->create_parms.focus_window = focus_window;
5454 device->create_parms.flags = flags;
5456 device->shader_backend = adapter->shader_backend;
5458 vertex_pipeline = adapter->vertex_pipe;
5460 fragment_pipeline = adapter->fragment_pipe;
5462 if (vertex_pipeline->vp_states && fragment_pipeline->states
5463 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5464 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5465 fragment_pipeline, misc_state_template)))
5467 ERR("Failed to compile state table, hr %#x.\n", hr);
5468 wined3d_decref(device->wined3d);
5469 return hr;
5472 device->blitter = adapter->blitter;
5474 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5475 if (FAILED(hr))
5477 WARN("Failed to create stateblock.\n");
5478 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5480 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5482 wined3d_decref(device->wined3d);
5483 return hr;
5486 TRACE("Created stateblock %p.\n", device->stateBlock);
5487 device->updateStateBlock = device->stateBlock;
5488 wined3d_stateblock_incref(device->updateStateBlock);
5490 return WINED3D_OK;
5494 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5496 DWORD rep = device->StateTable[state].representative;
5497 struct wined3d_context *context;
5498 DWORD idx;
5499 BYTE shift;
5500 UINT i;
5502 for (i = 0; i < device->context_count; ++i)
5504 context = device->contexts[i];
5505 if(isStateDirty(context, rep)) continue;
5507 context->dirtyArray[context->numDirtyEntries++] = rep;
5508 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5509 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5510 context->isStateDirty[idx] |= (1 << shift);
5514 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5516 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5517 *width = context->current_rt->pow2Width;
5518 *height = context->current_rt->pow2Height;
5521 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5523 const struct wined3d_swapchain *swapchain = context->swapchain;
5524 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5525 * current context's drawable, which is the size of the back buffer of the swapchain
5526 * the active context belongs to. */
5527 *width = swapchain->desc.backbuffer_width;
5528 *height = swapchain->desc.backbuffer_height;
5531 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5532 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5534 if (device->filter_messages)
5536 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5537 window, message, wparam, lparam);
5538 if (unicode)
5539 return DefWindowProcW(window, message, wparam, lparam);
5540 else
5541 return DefWindowProcA(window, message, wparam, lparam);
5544 if (message == WM_DESTROY)
5546 TRACE("unregister window %p.\n", window);
5547 wined3d_unregister_window(window);
5549 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5550 ERR("Window %p is not the focus window for device %p.\n", window, device);
5552 else if (message == WM_DISPLAYCHANGE)
5554 device->device_parent->ops->mode_changed(device->device_parent);
5557 if (unicode)
5558 return CallWindowProcW(proc, window, message, wparam, lparam);
5559 else
5560 return CallWindowProcA(proc, window, message, wparam, lparam);