regedit: An English (United States) spelling fix.
[wine/multimedia.git] / dlls / wined3d / device.c
blobd14ba76d3d990bfaa0ce2e2a01d7ff264ae97cd7
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 <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
70 return GL_POINTS;
72 case WINED3D_PT_LINELIST:
73 return GL_LINES;
75 case WINED3D_PT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3D_PT_TRIANGLELIST:
79 return GL_TRIANGLES;
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3D_PT_POINTLIST;
112 case GL_LINES:
113 return WINED3D_PT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3D_PT_LINESTRIP;
118 case GL_TRIANGLES:
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
139 default:
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180 BOOL use_vshader;
181 unsigned int i;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
207 data.addr = NULL;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
216 else
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
238 if (fixup)
240 if (data.buffer_object)
241 *fixup = TRUE;
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3D_DECL_USAGE_COLOR
244 || element->usage == WINED3D_DECL_USAGE_POSITIONT))
246 static BOOL warned = FALSE;
247 if (!warned)
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251 warned = TRUE;
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
260 if (use_vshader)
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
270 else
272 idx = element->output_slot;
273 stride_used = TRUE;
276 else
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282 stride_used = FALSE;
284 else
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
290 if (stride_used)
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
339 if (buffer->query)
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->data;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->stride;
352 e->stream_idx = 0;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
358 unsigned int i;
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.data)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.data)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.data)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.data)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->tex_coords[i].data)
374 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
418 BOOL fixup = FALSE;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
427 else
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
440 else
442 device->useDrawStridedSlow = FALSE;
445 else
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
455 else
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
475 unsigned int i;
477 if (use_vs(state))
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
486 if (use_ps(state))
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
494 else
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
500 if (ffu_map & 1)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
516 if (!new_array)
518 ERR("Failed to grow the context array.\n");
519 return FALSE;
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
524 return TRUE;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
530 BOOL found = FALSE;
531 UINT i;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
539 found = TRUE;
540 break;
544 if (!found)
546 ERR("Context %p doesn't exist in context array.\n", context);
547 return;
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
554 return;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559 if (!new_array)
561 ERR("Failed to shrink context array. Oh well.\n");
562 return;
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
576 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
577 device->onscreen_depth_stencil->ds_current_size.cx,
578 device->onscreen_depth_stencil->ds_current_size.cy);
579 wined3d_surface_decref(device->onscreen_depth_stencil);
581 device->onscreen_depth_stencil = depth_stencil;
582 wined3d_surface_incref(device->onscreen_depth_stencil);
585 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
587 /* partial draw rect */
588 if (draw_rect->left || draw_rect->top
589 || draw_rect->right < target->resource.width
590 || draw_rect->bottom < target->resource.height)
591 return FALSE;
593 /* partial clear rect */
594 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
595 || clear_rect->right < target->resource.width
596 || clear_rect->bottom < target->resource.height))
597 return FALSE;
599 return TRUE;
602 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
603 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
605 RECT current_rect, r;
607 if (ds->flags & location)
608 SetRect(&current_rect, 0, 0,
609 ds->ds_current_size.cx,
610 ds->ds_current_size.cy);
611 else
612 SetRectEmpty(&current_rect);
614 IntersectRect(&r, draw_rect, &current_rect);
615 if (EqualRect(&r, draw_rect))
617 /* current_rect ⊇ draw_rect, modify only. */
618 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
619 return;
622 if (EqualRect(&r, &current_rect))
624 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
626 if (!clear_rect)
628 /* Full clear, modify only. */
629 *out_rect = *draw_rect;
630 return;
633 IntersectRect(&r, draw_rect, clear_rect);
634 if (EqualRect(&r, draw_rect))
636 /* clear_rect ⊇ draw_rect, modify only. */
637 *out_rect = *draw_rect;
638 return;
642 /* Full load. */
643 surface_load_ds_location(ds, context, location);
644 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
647 /* Do not call while under the GL lock. */
648 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
649 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
650 float depth, DWORD stencil)
652 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
653 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
654 UINT drawable_width, drawable_height;
655 struct wined3d_context *context;
656 GLbitfield clear_mask = 0;
657 BOOL render_offscreen;
658 unsigned int i;
659 RECT ds_rect;
661 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
662 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
663 * for the cleared parts, and the untouched parts.
665 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
666 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
667 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
668 * checking all this if the dest surface is in the drawable anyway. */
669 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
671 for (i = 0; i < rt_count; ++i)
673 struct wined3d_surface *rt = fb->render_targets[i];
674 if (rt)
675 surface_load_location(rt, rt->draw_binding, NULL);
679 context = context_acquire(device, target);
680 if (!context->valid)
682 context_release(context);
683 WARN("Invalid context, skipping clear.\n");
684 return WINED3D_OK;
687 if (target)
689 render_offscreen = context->render_offscreen;
690 target->get_drawable_size(context, &drawable_width, &drawable_height);
692 else
694 render_offscreen = TRUE;
695 drawable_width = fb->depth_stencil->pow2Width;
696 drawable_height = fb->depth_stencil->pow2Height;
699 if (flags & WINED3DCLEAR_ZBUFFER)
701 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
703 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
704 device_switch_onscreen_ds(device, context, fb->depth_stencil);
705 prepare_ds_clear(fb->depth_stencil, context, location,
706 draw_rect, rect_count, clear_rect, &ds_rect);
709 if (!context_apply_clear_state(context, device, rt_count, fb))
711 context_release(context);
712 WARN("Failed to apply clear state, skipping clear.\n");
713 return WINED3D_OK;
716 ENTER_GL();
718 /* Only set the values up once, as they are not changing. */
719 if (flags & WINED3DCLEAR_STENCIL)
721 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
723 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
724 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
726 glStencilMask(~0U);
727 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
728 glClearStencil(stencil);
729 checkGLcall("glClearStencil");
730 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
733 if (flags & WINED3DCLEAR_ZBUFFER)
735 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
737 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
739 glDepthMask(GL_TRUE);
740 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
741 glClearDepth(depth);
742 checkGLcall("glClearDepth");
743 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
746 if (flags & WINED3DCLEAR_TARGET)
748 for (i = 0; i < rt_count; ++i)
750 struct wined3d_surface *rt = fb->render_targets[i];
752 if (rt)
753 surface_modify_location(rt, rt->draw_binding, TRUE);
756 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
757 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
758 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
759 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
760 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
761 glClearColor(color->r, color->g, color->b, color->a);
762 checkGLcall("glClearColor");
763 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
766 if (!clear_rect)
768 if (render_offscreen)
770 glScissor(draw_rect->left, draw_rect->top,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
773 else
775 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
776 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
778 checkGLcall("glScissor");
779 glClear(clear_mask);
780 checkGLcall("glClear");
782 else
784 RECT current_rect;
786 /* Now process each rect in turn. */
787 for (i = 0; i < rect_count; ++i)
789 /* Note that GL uses lower left, width/height. */
790 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
792 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
793 wine_dbgstr_rect(&clear_rect[i]),
794 wine_dbgstr_rect(&current_rect));
796 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
797 * The rectangle is not cleared, no error is returned, but further rectangles are
798 * still cleared if they are valid. */
799 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
801 TRACE("Rectangle with negative dimensions, ignoring.\n");
802 continue;
805 if (render_offscreen)
807 glScissor(current_rect.left, current_rect.top,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
810 else
812 glScissor(current_rect.left, drawable_height - current_rect.bottom,
813 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
815 checkGLcall("glScissor");
817 glClear(clear_mask);
818 checkGLcall("glClear");
822 LEAVE_GL();
824 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
825 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
826 && target->container.u.swapchain->front_buffer == target))
827 wglFlush(); /* Flush to ensure ordering across contexts. */
829 context_release(context);
831 return WINED3D_OK;
834 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
836 ULONG refcount = InterlockedIncrement(&device->ref);
838 TRACE("%p increasing refcount to %u.\n", device, refcount);
840 return refcount;
843 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
845 ULONG refcount = InterlockedDecrement(&device->ref);
847 TRACE("%p decreasing refcount to %u.\n", device, refcount);
849 if (!refcount)
851 struct wined3d_stateblock *stateblock;
852 UINT i;
854 if (wined3d_stateblock_decref(device->updateStateBlock)
855 && device->updateStateBlock != device->stateBlock)
856 FIXME("Something's still holding the update stateblock.\n");
857 device->updateStateBlock = NULL;
859 stateblock = device->stateBlock;
860 device->stateBlock = NULL;
861 if (wined3d_stateblock_decref(stateblock))
862 FIXME("Something's still holding the stateblock.\n");
864 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
866 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
867 device->multistate_funcs[i] = NULL;
870 if (!list_empty(&device->resources))
872 struct wined3d_resource *resource;
874 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
876 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
878 FIXME("Leftover resource %p with type %s (%#x).\n",
879 resource, debug_d3dresourcetype(resource->type), resource->type);
883 if (device->contexts)
884 ERR("Context array not freed!\n");
885 if (device->hardwareCursor)
886 DestroyCursor(device->hardwareCursor);
887 device->hardwareCursor = 0;
889 wined3d_decref(device->wined3d);
890 device->wined3d = NULL;
891 HeapFree(GetProcessHeap(), 0, device);
892 TRACE("Freed device %p.\n", device);
895 return refcount;
898 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
900 TRACE("device %p.\n", device);
902 return device->swapchain_count;
905 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
906 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
908 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
909 device, swapchain_idx, swapchain);
911 if (swapchain_idx >= device->swapchain_count)
913 WARN("swapchain_idx %u >= swapchain_count %u.\n",
914 swapchain_idx, device->swapchain_count);
915 *swapchain = NULL;
917 return WINED3DERR_INVALIDCALL;
920 *swapchain = device->swapchains[swapchain_idx];
921 wined3d_swapchain_incref(*swapchain);
922 TRACE("Returning %p.\n", *swapchain);
924 return WINED3D_OK;
927 static void device_load_logo(struct wined3d_device *device, const char *filename)
929 struct wined3d_color_key color_key;
930 HBITMAP hbm;
931 BITMAP bm;
932 HRESULT hr;
933 HDC dcb = NULL, dcs = NULL;
935 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
936 if(hbm)
938 GetObjectA(hbm, sizeof(BITMAP), &bm);
939 dcb = CreateCompatibleDC(NULL);
940 if(!dcb) goto out;
941 SelectObject(dcb, hbm);
943 else
945 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
946 * couldn't be loaded
948 memset(&bm, 0, sizeof(bm));
949 bm.bmWidth = 32;
950 bm.bmHeight = 32;
953 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
954 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
955 NULL, &wined3d_null_parent_ops, &device->logo_surface);
956 if (FAILED(hr))
958 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
959 goto out;
962 if (dcb)
964 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
965 goto out;
966 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
967 wined3d_surface_releasedc(device->logo_surface, dcs);
969 color_key.color_space_low_value = 0;
970 color_key.color_space_high_value = 0;
971 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
973 else
975 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
976 /* Fill the surface with a white color to show that wined3d is there */
977 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
980 out:
981 if (dcb) DeleteDC(dcb);
982 if (hbm) DeleteObject(hbm);
985 /* Context activation is done by the caller. */
986 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
988 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
989 unsigned int i, j, count;
990 /* Under DirectX you can sample even if no texture is bound, whereas
991 * OpenGL will only allow that when a valid texture is bound.
992 * We emulate this by creating dummy textures and binding them
993 * to each texture stage when the currently set D3D texture is NULL. */
994 ENTER_GL();
996 if (gl_info->supported[APPLE_CLIENT_STORAGE])
998 /* The dummy texture does not have client storage backing */
999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1000 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1003 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1004 for (i = 0; i < count; ++i)
1006 DWORD color = 0x000000ff;
1008 /* Make appropriate texture active */
1009 context_active_texture(context, gl_info, i);
1011 glGenTextures(1, &device->dummy_texture_2d[i]);
1012 checkGLcall("glGenTextures");
1013 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1015 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1016 checkGLcall("glBindTexture");
1018 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1019 checkGLcall("glTexImage2D");
1021 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1023 glGenTextures(1, &device->dummy_texture_rect[i]);
1024 checkGLcall("glGenTextures");
1025 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1027 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1028 checkGLcall("glBindTexture");
1030 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1031 checkGLcall("glTexImage2D");
1034 if (gl_info->supported[EXT_TEXTURE3D])
1036 glGenTextures(1, &device->dummy_texture_3d[i]);
1037 checkGLcall("glGenTextures");
1038 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1040 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1041 checkGLcall("glBindTexture");
1043 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1044 checkGLcall("glTexImage3D");
1047 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1049 glGenTextures(1, &device->dummy_texture_cube[i]);
1050 checkGLcall("glGenTextures");
1051 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1053 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1054 checkGLcall("glBindTexture");
1056 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1058 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1059 checkGLcall("glTexImage2D");
1064 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1066 /* Reenable because if supported it is enabled by default */
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1071 LEAVE_GL();
1074 /* Context activation is done by the caller. */
1075 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1077 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1079 ENTER_GL();
1080 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1082 glDeleteTextures(count, device->dummy_texture_cube);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1086 if (gl_info->supported[EXT_TEXTURE3D])
1088 glDeleteTextures(count, device->dummy_texture_3d);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1092 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1094 glDeleteTextures(count, device->dummy_texture_rect);
1095 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1098 glDeleteTextures(count, device->dummy_texture_2d);
1099 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1100 LEAVE_GL();
1102 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1103 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1104 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1105 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1108 static LONG fullscreen_style(LONG style)
1110 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1111 style |= WS_POPUP | WS_SYSMENU;
1112 style &= ~(WS_CAPTION | WS_THICKFRAME);
1114 return style;
1117 static LONG fullscreen_exstyle(LONG exstyle)
1119 /* Filter out window decorations. */
1120 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1122 return exstyle;
1125 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1127 BOOL filter_messages;
1128 LONG style, exstyle;
1130 TRACE("Setting up window %p for fullscreen mode.\n", window);
1132 if (device->style || device->exStyle)
1134 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1135 window, device->style, device->exStyle);
1138 device->style = GetWindowLongW(window, GWL_STYLE);
1139 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1141 style = fullscreen_style(device->style);
1142 exstyle = fullscreen_exstyle(device->exStyle);
1144 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1145 device->style, device->exStyle, style, exstyle);
1147 filter_messages = device->filter_messages;
1148 device->filter_messages = TRUE;
1150 SetWindowLongW(window, GWL_STYLE, style);
1151 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1152 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1154 device->filter_messages = filter_messages;
1157 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1159 BOOL filter_messages;
1160 LONG style, exstyle;
1162 if (!device->style && !device->exStyle) return;
1164 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1165 window, device->style, device->exStyle);
1167 style = GetWindowLongW(window, GWL_STYLE);
1168 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1170 filter_messages = device->filter_messages;
1171 device->filter_messages = TRUE;
1173 /* Only restore the style if the application didn't modify it during the
1174 * fullscreen phase. Some applications change it before calling Reset()
1175 * when switching between windowed and fullscreen modes (HL2), some
1176 * depend on the original style (Eve Online). */
1177 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1179 SetWindowLongW(window, GWL_STYLE, device->style);
1180 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1182 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1184 device->filter_messages = filter_messages;
1186 /* Delete the old values. */
1187 device->style = 0;
1188 device->exStyle = 0;
1191 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1193 TRACE("device %p, window %p.\n", device, window);
1195 if (!wined3d_register_window(window, device))
1197 ERR("Failed to register window %p.\n", window);
1198 return E_FAIL;
1201 InterlockedExchangePointer((void **)&device->focus_window, window);
1202 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1204 return WINED3D_OK;
1207 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1209 TRACE("device %p.\n", device);
1211 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1212 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1215 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1216 struct wined3d_swapchain_desc *swapchain_desc)
1218 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220 struct wined3d_swapchain *swapchain = NULL;
1221 struct wined3d_context *context;
1222 HRESULT hr;
1223 DWORD state;
1224 unsigned int i;
1226 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1228 if (device->d3d_initialized)
1229 return WINED3DERR_INVALIDCALL;
1230 if (!device->adapter->opengl)
1231 return WINED3DERR_INVALIDCALL;
1233 device->valid_rt_mask = 0;
1234 for (i = 0; i < gl_info->limits.buffers; ++i)
1235 device->valid_rt_mask |= (1 << i);
1236 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1237 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1239 /* Initialize the texture unit mapping to a 1:1 mapping */
1240 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1242 if (state < gl_info->limits.fragment_samplers)
1244 device->texUnitMap[state] = state;
1245 device->rev_tex_unit_map[state] = state;
1247 else
1249 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1250 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1254 /* Setup the implicit swapchain. This also initializes a context. */
1255 TRACE("Creating implicit swapchain\n");
1256 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1257 swapchain_desc, &swapchain);
1258 if (FAILED(hr))
1260 WARN("Failed to create implicit swapchain\n");
1261 goto err_out;
1264 device->swapchain_count = 1;
1265 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1266 if (!device->swapchains)
1268 ERR("Out of memory!\n");
1269 goto err_out;
1271 device->swapchains[0] = swapchain;
1273 if (swapchain->back_buffers && swapchain->back_buffers[0])
1275 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1276 device->fb.render_targets[0] = swapchain->back_buffers[0];
1278 else
1280 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1281 device->fb.render_targets[0] = swapchain->front_buffer;
1283 wined3d_surface_incref(device->fb.render_targets[0]);
1285 /* Depth Stencil support */
1286 device->fb.depth_stencil = device->auto_depth_stencil;
1287 if (device->fb.depth_stencil)
1288 wined3d_surface_incref(device->fb.depth_stencil);
1290 hr = device->shader_backend->shader_alloc_private(device);
1291 if (FAILED(hr))
1293 TRACE("Shader private data couldn't be allocated\n");
1294 goto err_out;
1296 hr = device->frag_pipe->alloc_private(device);
1297 if (FAILED(hr))
1299 TRACE("Fragment pipeline private data couldn't be allocated\n");
1300 goto err_out;
1302 hr = device->blitter->alloc_private(device);
1303 if (FAILED(hr))
1305 TRACE("Blitter private data couldn't be allocated\n");
1306 goto err_out;
1309 /* Set up some starting GL setup */
1311 /* Setup all the devices defaults */
1312 stateblock_init_default_state(device->stateBlock);
1314 context = context_acquire(device, swapchain->front_buffer);
1316 create_dummy_textures(device, context);
1318 ENTER_GL();
1320 /* Initialize the current view state */
1321 device->view_ident = 1;
1322 device->contexts[0]->last_was_rhw = 0;
1324 switch (wined3d_settings.offscreen_rendering_mode)
1326 case ORM_FBO:
1327 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1328 break;
1330 case ORM_BACKBUFFER:
1332 if (context_get_current()->aux_buffers > 0)
1334 TRACE("Using auxiliary buffer for offscreen rendering\n");
1335 device->offscreenBuffer = GL_AUX0;
1337 else
1339 TRACE("Using back buffer for offscreen rendering\n");
1340 device->offscreenBuffer = GL_BACK;
1345 TRACE("All defaults now set up, leaving 3D init.\n");
1346 LEAVE_GL();
1348 context_release(context);
1350 /* Clear the screen */
1351 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1352 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1353 &black, 1.0f, 0);
1355 device->d3d_initialized = TRUE;
1357 if (wined3d_settings.logo)
1358 device_load_logo(device, wined3d_settings.logo);
1359 return WINED3D_OK;
1361 err_out:
1362 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1363 HeapFree(GetProcessHeap(), 0, device->swapchains);
1364 device->swapchain_count = 0;
1365 if (swapchain)
1366 wined3d_swapchain_decref(swapchain);
1367 if (device->blit_priv)
1368 device->blitter->free_private(device);
1369 if (device->fragment_priv)
1370 device->frag_pipe->free_private(device);
1371 if (device->shader_priv)
1372 device->shader_backend->shader_free_private(device);
1374 return hr;
1377 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1378 struct wined3d_swapchain_desc *swapchain_desc)
1380 struct wined3d_swapchain *swapchain = NULL;
1381 HRESULT hr;
1383 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1385 /* Setup the implicit swapchain */
1386 TRACE("Creating implicit swapchain\n");
1387 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1388 swapchain_desc, &swapchain);
1389 if (FAILED(hr))
1391 WARN("Failed to create implicit swapchain\n");
1392 goto err_out;
1395 device->swapchain_count = 1;
1396 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1397 if (!device->swapchains)
1399 ERR("Out of memory!\n");
1400 goto err_out;
1402 device->swapchains[0] = swapchain;
1403 return WINED3D_OK;
1405 err_out:
1406 wined3d_swapchain_decref(swapchain);
1407 return hr;
1410 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1412 struct wined3d_resource *resource, *cursor;
1413 const struct wined3d_gl_info *gl_info;
1414 struct wined3d_context *context;
1415 struct wined3d_surface *surface;
1416 UINT i;
1418 TRACE("device %p.\n", device);
1420 if (!device->d3d_initialized)
1421 return WINED3DERR_INVALIDCALL;
1423 /* Force making the context current again, to verify it is still valid
1424 * (workaround for broken drivers) */
1425 context_set_current(NULL);
1426 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1427 * it was created. Thus make sure a context is active for the glDelete* calls
1429 context = context_acquire(device, NULL);
1430 gl_info = context->gl_info;
1432 if (device->logo_surface)
1433 wined3d_surface_decref(device->logo_surface);
1435 stateblock_unbind_resources(device->stateBlock);
1437 /* Unload resources */
1438 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1440 TRACE("Unloading resource %p.\n", resource);
1442 resource->resource_ops->resource_unload(resource);
1445 TRACE("Deleting high order patches\n");
1446 for (i = 0; i < PATCHMAP_SIZE; ++i)
1448 struct wined3d_rect_patch *patch;
1449 struct list *e1, *e2;
1451 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1453 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1454 wined3d_device_delete_patch(device, patch->Handle);
1458 /* Delete the mouse cursor texture */
1459 if (device->cursorTexture)
1461 ENTER_GL();
1462 glDeleteTextures(1, &device->cursorTexture);
1463 LEAVE_GL();
1464 device->cursorTexture = 0;
1467 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1468 * private data, it might contain opengl pointers
1470 if (device->depth_blt_texture)
1472 ENTER_GL();
1473 glDeleteTextures(1, &device->depth_blt_texture);
1474 LEAVE_GL();
1475 device->depth_blt_texture = 0;
1478 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1479 device->blitter->free_private(device);
1480 device->frag_pipe->free_private(device);
1481 device->shader_backend->shader_free_private(device);
1483 /* Release the buffers (with sanity checks)*/
1484 if (device->onscreen_depth_stencil)
1486 surface = device->onscreen_depth_stencil;
1487 device->onscreen_depth_stencil = NULL;
1488 wined3d_surface_decref(surface);
1491 if (device->fb.depth_stencil)
1493 surface = device->fb.depth_stencil;
1495 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1497 device->fb.depth_stencil = NULL;
1498 wined3d_surface_decref(surface);
1501 if (device->auto_depth_stencil)
1503 surface = device->auto_depth_stencil;
1504 device->auto_depth_stencil = NULL;
1505 if (wined3d_surface_decref(surface))
1506 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1509 for (i = 1; i < gl_info->limits.buffers; ++i)
1511 wined3d_device_set_render_target(device, i, NULL, FALSE);
1514 surface = device->fb.render_targets[0];
1515 TRACE("Setting rendertarget 0 to NULL\n");
1516 device->fb.render_targets[0] = NULL;
1517 TRACE("Releasing the render target at %p\n", surface);
1518 wined3d_surface_decref(surface);
1520 context_release(context);
1522 for (i = 0; i < device->swapchain_count; ++i)
1524 TRACE("Releasing the implicit swapchain %u.\n", i);
1525 if (wined3d_swapchain_decref(device->swapchains[i]))
1526 FIXME("Something's still holding the implicit swapchain.\n");
1529 HeapFree(GetProcessHeap(), 0, device->swapchains);
1530 device->swapchains = NULL;
1531 device->swapchain_count = 0;
1533 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1534 device->fb.render_targets = NULL;
1536 device->d3d_initialized = FALSE;
1538 return WINED3D_OK;
1541 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1543 unsigned int i;
1545 for (i = 0; i < device->swapchain_count; ++i)
1547 TRACE("Releasing the implicit swapchain %u.\n", i);
1548 if (wined3d_swapchain_decref(device->swapchains[i]))
1549 FIXME("Something's still holding the implicit swapchain.\n");
1552 HeapFree(GetProcessHeap(), 0, device->swapchains);
1553 device->swapchains = NULL;
1554 device->swapchain_count = 0;
1555 return WINED3D_OK;
1558 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1559 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1560 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1562 * There is no way to deactivate thread safety once it is enabled.
1564 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1566 TRACE("device %p.\n", device);
1568 /* For now just store the flag (needed in case of ddraw). */
1569 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1572 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1573 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1575 struct wined3d_adapter *adapter = device->adapter;
1576 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1577 DEVMODEW devmode;
1578 LONG ret;
1579 RECT clip_rc;
1581 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1582 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1584 /* Resize the screen even without a window:
1585 * The app could have unset it with SetCooperativeLevel, but not called
1586 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1587 * but we don't have any hwnd
1590 memset(&devmode, 0, sizeof(devmode));
1591 devmode.dmSize = sizeof(devmode);
1592 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1593 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1594 devmode.dmPelsWidth = mode->width;
1595 devmode.dmPelsHeight = mode->height;
1597 devmode.dmDisplayFrequency = mode->refresh_rate;
1598 if (mode->refresh_rate)
1599 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1601 /* Only change the mode if necessary */
1602 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1603 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1604 return WINED3D_OK;
1606 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1607 if (ret != DISP_CHANGE_SUCCESSFUL)
1609 if (devmode.dmDisplayFrequency)
1611 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1612 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1613 devmode.dmDisplayFrequency = 0;
1614 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1616 if(ret != DISP_CHANGE_SUCCESSFUL) {
1617 return WINED3DERR_NOTAVAILABLE;
1621 /* Store the new values */
1622 adapter->screen_size.cx = mode->width;
1623 adapter->screen_size.cy = mode->height;
1624 adapter->screen_format = mode->format_id;
1626 /* And finally clip mouse to our screen */
1627 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1628 ClipCursor(&clip_rc);
1630 return WINED3D_OK;
1633 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1635 TRACE("device %p, wined3d %p.\n", device, wined3d);
1637 *wined3d = device->wined3d;
1638 wined3d_incref(*wined3d);
1640 TRACE("Returning %p.\n", *wined3d);
1642 return WINED3D_OK;
1645 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1647 TRACE("device %p.\n", device);
1649 TRACE("Emulating %d MB, returning %d MB left.\n",
1650 device->adapter->TextureRam / (1024 * 1024),
1651 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1653 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1656 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1657 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1659 struct wined3d_stream_state *stream;
1660 struct wined3d_buffer *prev_buffer;
1662 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1663 device, stream_idx, buffer, offset, stride);
1665 if (stream_idx >= MAX_STREAMS)
1667 WARN("Stream index %u out of range.\n", stream_idx);
1668 return WINED3DERR_INVALIDCALL;
1670 else if (offset & 0x3)
1672 WARN("Offset %u is not 4 byte aligned.\n", offset);
1673 return WINED3DERR_INVALIDCALL;
1676 stream = &device->updateStateBlock->state.streams[stream_idx];
1677 prev_buffer = stream->buffer;
1679 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1681 if (prev_buffer == buffer
1682 && stream->stride == stride
1683 && stream->offset == offset)
1685 TRACE("Application is setting the old values over, nothing to do.\n");
1686 return WINED3D_OK;
1689 stream->buffer = buffer;
1690 if (buffer)
1692 stream->stride = stride;
1693 stream->offset = offset;
1696 /* Handle recording of state blocks. */
1697 if (device->isRecordingState)
1699 TRACE("Recording... not performing anything.\n");
1700 if (buffer)
1701 wined3d_buffer_incref(buffer);
1702 if (prev_buffer)
1703 wined3d_buffer_decref(prev_buffer);
1704 return WINED3D_OK;
1707 if (buffer)
1709 InterlockedIncrement(&buffer->resource.bind_count);
1710 wined3d_buffer_incref(buffer);
1712 if (prev_buffer)
1714 InterlockedDecrement(&prev_buffer->resource.bind_count);
1715 wined3d_buffer_decref(prev_buffer);
1718 device_invalidate_state(device, STATE_STREAMSRC);
1720 return WINED3D_OK;
1723 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1724 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1726 struct wined3d_stream_state *stream;
1728 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1729 device, stream_idx, buffer, offset, stride);
1731 if (stream_idx >= MAX_STREAMS)
1733 WARN("Stream index %u out of range.\n", stream_idx);
1734 return WINED3DERR_INVALIDCALL;
1737 stream = &device->stateBlock->state.streams[stream_idx];
1738 *buffer = stream->buffer;
1739 if (*buffer)
1740 wined3d_buffer_incref(*buffer);
1741 if (offset)
1742 *offset = stream->offset;
1743 *stride = stream->stride;
1745 return WINED3D_OK;
1748 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1750 struct wined3d_stream_state *stream;
1751 UINT old_flags, old_freq;
1753 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1755 /* Verify input. At least in d3d9 this is invalid. */
1756 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1758 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL;
1761 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1763 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1764 return WINED3DERR_INVALIDCALL;
1766 if (!divider)
1768 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1769 return WINED3DERR_INVALIDCALL;
1772 stream = &device->updateStateBlock->state.streams[stream_idx];
1773 old_flags = stream->flags;
1774 old_freq = stream->frequency;
1776 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1777 stream->frequency = divider & 0x7fffff;
1779 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1781 if (stream->frequency != old_freq || stream->flags != old_flags)
1782 device_invalidate_state(device, STATE_STREAMSRC);
1784 return WINED3D_OK;
1787 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1788 UINT stream_idx, UINT *divider)
1790 struct wined3d_stream_state *stream;
1792 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1794 stream = &device->updateStateBlock->state.streams[stream_idx];
1795 *divider = stream->flags | stream->frequency;
1797 TRACE("Returning %#x.\n", *divider);
1799 return WINED3D_OK;
1802 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1803 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1805 TRACE("device %p, state %s, matrix %p.\n",
1806 device, debug_d3dtstype(d3dts), matrix);
1808 /* Handle recording of state blocks. */
1809 if (device->isRecordingState)
1811 TRACE("Recording... not performing anything.\n");
1812 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1813 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1814 return WINED3D_OK;
1817 /* If the new matrix is the same as the current one,
1818 * we cut off any further processing. this seems to be a reasonable
1819 * optimization because as was noticed, some apps (warcraft3 for example)
1820 * tend towards setting the same matrix repeatedly for some reason.
1822 * From here on we assume that the new matrix is different, wherever it matters. */
1823 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1825 TRACE("The application is setting the same matrix over again.\n");
1826 return WINED3D_OK;
1829 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1831 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1832 * where ViewMat = Camera space, WorldMat = world space.
1834 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1835 * matrix. The Projection matrix stay projection matrix. */
1837 if (d3dts == WINED3D_TS_VIEW)
1838 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1840 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1841 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1843 return WINED3D_OK;
1847 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1848 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1850 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1852 *matrix = device->stateBlock->state.transforms[state];
1854 return WINED3D_OK;
1857 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1858 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1860 const struct wined3d_matrix *mat = NULL;
1861 struct wined3d_matrix temp;
1863 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1865 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1866 * below means it will be recorded in a state block change, but it
1867 * works regardless where it is recorded.
1868 * If this is found to be wrong, change to StateBlock. */
1869 if (state > HIGHEST_TRANSFORMSTATE)
1871 WARN("Unhandled transform state %#x.\n", state);
1872 return WINED3D_OK;
1875 mat = &device->updateStateBlock->state.transforms[state];
1876 multiply_matrix(&temp, mat, matrix);
1878 /* Apply change via set transform - will reapply to eg. lights this way. */
1879 return wined3d_device_set_transform(device, state, &temp);
1882 /* Note lights are real special cases. Although the device caps state only
1883 * e.g. 8 are supported, you can reference any indexes you want as long as
1884 * that number max are enabled at any one point in time. Therefore since the
1885 * indices can be anything, we need a hashmap of them. However, this causes
1886 * stateblock problems. When capturing the state block, I duplicate the
1887 * hashmap, but when recording, just build a chain pretty much of commands to
1888 * be replayed. */
1889 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1890 UINT light_idx, const struct wined3d_light *light)
1892 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1893 struct wined3d_light_info *object = NULL;
1894 struct list *e;
1895 float rho;
1897 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1899 /* Check the parameter range. Need for speed most wanted sets junk lights
1900 * which confuse the GL driver. */
1901 if (!light)
1902 return WINED3DERR_INVALIDCALL;
1904 switch (light->type)
1906 case WINED3D_LIGHT_POINT:
1907 case WINED3D_LIGHT_SPOT:
1908 case WINED3D_LIGHT_PARALLELPOINT:
1909 case WINED3D_LIGHT_GLSPOT:
1910 /* Incorrect attenuation values can cause the gl driver to crash.
1911 * Happens with Need for speed most wanted. */
1912 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1914 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1915 return WINED3DERR_INVALIDCALL;
1917 break;
1919 case WINED3D_LIGHT_DIRECTIONAL:
1920 /* Ignores attenuation */
1921 break;
1923 default:
1924 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1925 return WINED3DERR_INVALIDCALL;
1928 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1930 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1931 if (object->OriginalIndex == light_idx)
1932 break;
1933 object = NULL;
1936 if (!object)
1938 TRACE("Adding new light\n");
1939 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1940 if (!object)
1942 ERR("Out of memory error when allocating a light\n");
1943 return E_OUTOFMEMORY;
1945 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1946 object->glIndex = -1;
1947 object->OriginalIndex = light_idx;
1950 /* Initialize the object. */
1951 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1952 light_idx, light->type,
1953 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1954 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1955 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1956 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1957 light->direction.x, light->direction.y, light->direction.z);
1958 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1959 light->range, light->falloff, light->theta, light->phi);
1961 /* Save away the information. */
1962 object->OriginalParms = *light;
1964 switch (light->type)
1966 case WINED3D_LIGHT_POINT:
1967 /* Position */
1968 object->lightPosn[0] = light->position.x;
1969 object->lightPosn[1] = light->position.y;
1970 object->lightPosn[2] = light->position.z;
1971 object->lightPosn[3] = 1.0f;
1972 object->cutoff = 180.0f;
1973 /* FIXME: Range */
1974 break;
1976 case WINED3D_LIGHT_DIRECTIONAL:
1977 /* Direction */
1978 object->lightPosn[0] = -light->direction.x;
1979 object->lightPosn[1] = -light->direction.y;
1980 object->lightPosn[2] = -light->direction.z;
1981 object->lightPosn[3] = 0.0f;
1982 object->exponent = 0.0f;
1983 object->cutoff = 180.0f;
1984 break;
1986 case WINED3D_LIGHT_SPOT:
1987 /* Position */
1988 object->lightPosn[0] = light->position.x;
1989 object->lightPosn[1] = light->position.y;
1990 object->lightPosn[2] = light->position.z;
1991 object->lightPosn[3] = 1.0f;
1993 /* Direction */
1994 object->lightDirn[0] = light->direction.x;
1995 object->lightDirn[1] = light->direction.y;
1996 object->lightDirn[2] = light->direction.z;
1997 object->lightDirn[3] = 1.0f;
1999 /* opengl-ish and d3d-ish spot lights use too different models
2000 * for the light "intensity" as a function of the angle towards
2001 * the main light direction, so we only can approximate very
2002 * roughly. However, spot lights are rather rarely used in games
2003 * (if ever used at all). Furthermore if still used, probably
2004 * nobody pays attention to such details. */
2005 if (!light->falloff)
2007 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2008 * equations have the falloff resp. exponent parameter as an
2009 * exponent, so the spot light lighting will always be 1.0 for
2010 * both of them, and we don't have to care for the rest of the
2011 * rather complex calculation. */
2012 object->exponent = 0.0f;
2014 else
2016 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2017 if (rho < 0.0001f)
2018 rho = 0.0001f;
2019 object->exponent = -0.3f / logf(cosf(rho / 2));
2022 if (object->exponent > 128.0f)
2023 object->exponent = 128.0f;
2025 object->cutoff = (float)(light->phi * 90 / M_PI);
2026 /* FIXME: Range */
2027 break;
2029 default:
2030 FIXME("Unrecognized light type %#x.\n", light->type);
2033 /* Update the live definitions if the light is currently assigned a glIndex. */
2034 if (object->glIndex != -1 && !device->isRecordingState)
2035 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2037 return WINED3D_OK;
2040 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2041 UINT light_idx, struct wined3d_light *light)
2043 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2044 struct wined3d_light_info *light_info = NULL;
2045 struct list *e;
2047 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2049 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2051 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2052 if (light_info->OriginalIndex == light_idx)
2053 break;
2054 light_info = NULL;
2057 if (!light_info)
2059 TRACE("Light information requested but light not defined\n");
2060 return WINED3DERR_INVALIDCALL;
2063 *light = light_info->OriginalParms;
2064 return WINED3D_OK;
2067 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2069 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2070 struct wined3d_light_info *light_info = NULL;
2071 struct list *e;
2073 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2075 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2077 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2078 if (light_info->OriginalIndex == light_idx)
2079 break;
2080 light_info = NULL;
2082 TRACE("Found light %p.\n", light_info);
2084 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2085 if (!light_info)
2087 TRACE("Light enabled requested but light not defined, so defining one!\n");
2088 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2090 /* Search for it again! Should be fairly quick as near head of list. */
2091 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2093 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2094 if (light_info->OriginalIndex == light_idx)
2095 break;
2096 light_info = NULL;
2098 if (!light_info)
2100 FIXME("Adding default lights has failed dismally\n");
2101 return WINED3DERR_INVALIDCALL;
2105 if (!enable)
2107 if (light_info->glIndex != -1)
2109 if (!device->isRecordingState)
2110 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2112 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2113 light_info->glIndex = -1;
2115 else
2117 TRACE("Light already disabled, nothing to do\n");
2119 light_info->enabled = FALSE;
2121 else
2123 light_info->enabled = TRUE;
2124 if (light_info->glIndex != -1)
2126 TRACE("Nothing to do as light was enabled\n");
2128 else
2130 unsigned int i;
2131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2132 /* Find a free GL light. */
2133 for (i = 0; i < gl_info->limits.lights; ++i)
2135 if (!device->updateStateBlock->state.lights[i])
2137 device->updateStateBlock->state.lights[i] = light_info;
2138 light_info->glIndex = i;
2139 break;
2142 if (light_info->glIndex == -1)
2144 /* Our tests show that Windows returns D3D_OK in this situation, even with
2145 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2146 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2147 * as well for those lights.
2149 * TODO: Test how this affects rendering. */
2150 WARN("Too many concurrently active lights\n");
2151 return WINED3D_OK;
2154 /* i == light_info->glIndex */
2155 if (!device->isRecordingState)
2156 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2160 return WINED3D_OK;
2163 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2165 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2166 struct wined3d_light_info *light_info = NULL;
2167 struct list *e;
2169 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2171 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2173 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2174 if (light_info->OriginalIndex == light_idx)
2175 break;
2176 light_info = NULL;
2179 if (!light_info)
2181 TRACE("Light enabled state requested but light not defined.\n");
2182 return WINED3DERR_INVALIDCALL;
2184 /* true is 128 according to SetLightEnable */
2185 *enable = light_info->enabled ? 128 : 0;
2186 return WINED3D_OK;
2189 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2191 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2193 /* Validate plane_idx. */
2194 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2196 TRACE("Application has requested clipplane this device doesn't support.\n");
2197 return WINED3DERR_INVALIDCALL;
2200 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2202 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2203 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2204 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2205 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2207 TRACE("Application is setting old values over, nothing to do.\n");
2208 return WINED3D_OK;
2211 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2212 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2213 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2214 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2216 /* Handle recording of state blocks. */
2217 if (device->isRecordingState)
2219 TRACE("Recording... not performing anything.\n");
2220 return WINED3D_OK;
2223 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2225 return WINED3D_OK;
2228 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2230 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2232 /* Validate plane_idx. */
2233 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2235 TRACE("Application has requested clipplane this device doesn't support.\n");
2236 return WINED3DERR_INVALIDCALL;
2239 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2240 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2241 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2242 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2244 return WINED3D_OK;
2247 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2248 const struct wined3d_clip_status *clip_status)
2250 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2252 if (!clip_status)
2253 return WINED3DERR_INVALIDCALL;
2255 return WINED3D_OK;
2258 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2259 struct wined3d_clip_status *clip_status)
2261 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2263 if (!clip_status)
2264 return WINED3DERR_INVALIDCALL;
2266 return WINED3D_OK;
2269 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2271 TRACE("device %p, material %p.\n", device, material);
2273 device->updateStateBlock->changed.material = TRUE;
2274 device->updateStateBlock->state.material = *material;
2276 /* Handle recording of state blocks */
2277 if (device->isRecordingState)
2279 TRACE("Recording... not performing anything.\n");
2280 return WINED3D_OK;
2283 device_invalidate_state(device, STATE_MATERIAL);
2285 return WINED3D_OK;
2288 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2290 TRACE("device %p, material %p.\n", device, material);
2292 *material = device->updateStateBlock->state.material;
2294 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2295 material->diffuse.r, material->diffuse.g,
2296 material->diffuse.b, material->diffuse.a);
2297 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2298 material->ambient.r, material->ambient.g,
2299 material->ambient.b, material->ambient.a);
2300 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2301 material->specular.r, material->specular.g,
2302 material->specular.b, material->specular.a);
2303 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2304 material->emissive.r, material->emissive.g,
2305 material->emissive.b, material->emissive.a);
2306 TRACE("power %.8e.\n", material->power);
2308 return WINED3D_OK;
2311 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2312 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2314 struct wined3d_buffer *prev_buffer;
2316 TRACE("device %p, buffer %p, format %s.\n",
2317 device, buffer, debug_d3dformat(format_id));
2319 prev_buffer = device->updateStateBlock->state.index_buffer;
2321 device->updateStateBlock->changed.indices = TRUE;
2322 device->updateStateBlock->state.index_buffer = buffer;
2323 device->updateStateBlock->state.index_format = format_id;
2325 /* Handle recording of state blocks. */
2326 if (device->isRecordingState)
2328 TRACE("Recording... not performing anything.\n");
2329 if (buffer)
2330 wined3d_buffer_incref(buffer);
2331 if (prev_buffer)
2332 wined3d_buffer_decref(prev_buffer);
2333 return WINED3D_OK;
2336 if (prev_buffer != buffer)
2338 device_invalidate_state(device, STATE_INDEXBUFFER);
2339 if (buffer)
2341 InterlockedIncrement(&buffer->resource.bind_count);
2342 wined3d_buffer_incref(buffer);
2344 if (prev_buffer)
2346 InterlockedDecrement(&prev_buffer->resource.bind_count);
2347 wined3d_buffer_decref(prev_buffer);
2351 return WINED3D_OK;
2354 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2356 TRACE("device %p, buffer %p.\n", device, buffer);
2358 *buffer = device->stateBlock->state.index_buffer;
2360 if (*buffer)
2361 wined3d_buffer_incref(*buffer);
2363 TRACE("Returning %p.\n", *buffer);
2365 return WINED3D_OK;
2368 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2369 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2371 TRACE("device %p, base_index %d.\n", device, base_index);
2373 if (device->updateStateBlock->state.base_vertex_index == base_index)
2375 TRACE("Application is setting the old value over, nothing to do\n");
2376 return WINED3D_OK;
2379 device->updateStateBlock->state.base_vertex_index = base_index;
2381 if (device->isRecordingState)
2383 TRACE("Recording... not performing anything\n");
2384 return WINED3D_OK;
2386 return WINED3D_OK;
2389 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2391 TRACE("device %p.\n", device);
2393 return device->stateBlock->state.base_vertex_index;
2396 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2398 TRACE("device %p, viewport %p.\n", device, viewport);
2399 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2400 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2402 device->updateStateBlock->changed.viewport = TRUE;
2403 device->updateStateBlock->state.viewport = *viewport;
2405 /* Handle recording of state blocks */
2406 if (device->isRecordingState)
2408 TRACE("Recording... not performing anything\n");
2409 return WINED3D_OK;
2412 device_invalidate_state(device, STATE_VIEWPORT);
2414 return WINED3D_OK;
2417 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2419 TRACE("device %p, viewport %p.\n", device, viewport);
2421 *viewport = device->stateBlock->state.viewport;
2423 return WINED3D_OK;
2426 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2427 enum wined3d_render_state state, DWORD value)
2429 DWORD old_value = device->stateBlock->state.render_states[state];
2431 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2433 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2434 device->updateStateBlock->state.render_states[state] = value;
2436 /* Handle recording of state blocks. */
2437 if (device->isRecordingState)
2439 TRACE("Recording... not performing anything.\n");
2440 return WINED3D_OK;
2443 /* Compared here and not before the assignment to allow proper stateblock recording. */
2444 if (value == old_value)
2445 TRACE("Application is setting the old value over, nothing to do.\n");
2446 else
2447 device_invalidate_state(device, STATE_RENDER(state));
2449 return WINED3D_OK;
2452 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2453 enum wined3d_render_state state, DWORD *value)
2455 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2457 *value = device->stateBlock->state.render_states[state];
2459 return WINED3D_OK;
2462 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2463 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2465 DWORD old_value;
2467 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2468 device, sampler_idx, debug_d3dsamplerstate(state), value);
2470 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2471 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2473 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2474 / sizeof(*device->stateBlock->state.sampler_states))
2476 WARN("Invalid sampler %u.\n", sampler_idx);
2477 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2480 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2481 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2482 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2484 /* Handle recording of state blocks. */
2485 if (device->isRecordingState)
2487 TRACE("Recording... not performing anything.\n");
2488 return WINED3D_OK;
2491 if (old_value == value)
2493 TRACE("Application is setting the old value over, nothing to do.\n");
2494 return WINED3D_OK;
2497 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2499 return WINED3D_OK;
2502 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2503 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2505 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2506 device, sampler_idx, debug_d3dsamplerstate(state), value);
2508 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2509 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2511 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2512 / sizeof(*device->stateBlock->state.sampler_states))
2514 WARN("Invalid sampler %u.\n", sampler_idx);
2515 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2518 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2519 TRACE("Returning %#x.\n", *value);
2521 return WINED3D_OK;
2524 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2526 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2528 device->updateStateBlock->changed.scissorRect = TRUE;
2529 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2531 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2532 return WINED3D_OK;
2534 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2536 if (device->isRecordingState)
2538 TRACE("Recording... not performing anything.\n");
2539 return WINED3D_OK;
2542 device_invalidate_state(device, STATE_SCISSORRECT);
2544 return WINED3D_OK;
2547 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2549 TRACE("device %p, rect %p.\n", device, rect);
2551 *rect = device->updateStateBlock->state.scissor_rect;
2552 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2554 return WINED3D_OK;
2557 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2558 struct wined3d_vertex_declaration *declaration)
2560 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2562 TRACE("device %p, declaration %p.\n", device, declaration);
2564 if (declaration)
2565 wined3d_vertex_declaration_incref(declaration);
2566 if (prev)
2567 wined3d_vertex_declaration_decref(prev);
2569 device->updateStateBlock->state.vertex_declaration = declaration;
2570 device->updateStateBlock->changed.vertexDecl = TRUE;
2572 if (device->isRecordingState)
2574 TRACE("Recording... not performing anything.\n");
2575 return WINED3D_OK;
2577 else if (declaration == prev)
2579 /* Checked after the assignment to allow proper stateblock recording. */
2580 TRACE("Application is setting the old declaration over, nothing to do.\n");
2581 return WINED3D_OK;
2584 device_invalidate_state(device, STATE_VDECL);
2585 return WINED3D_OK;
2588 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2589 struct wined3d_vertex_declaration **declaration)
2591 TRACE("device %p, declaration %p.\n", device, declaration);
2593 *declaration = device->stateBlock->state.vertex_declaration;
2594 if (*declaration)
2595 wined3d_vertex_declaration_incref(*declaration);
2597 return WINED3D_OK;
2600 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2602 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2604 TRACE("device %p, shader %p.\n", device, shader);
2606 device->updateStateBlock->state.vertex_shader = shader;
2607 device->updateStateBlock->changed.vertexShader = TRUE;
2609 if (device->isRecordingState)
2611 if (shader)
2612 wined3d_shader_incref(shader);
2613 if (prev)
2614 wined3d_shader_decref(prev);
2615 TRACE("Recording... not performing anything.\n");
2616 return WINED3D_OK;
2619 if (shader == prev)
2621 TRACE("Application is setting the old shader over, nothing to do.\n");
2622 return WINED3D_OK;
2625 if (shader)
2626 wined3d_shader_incref(shader);
2627 if (prev)
2628 wined3d_shader_decref(prev);
2630 device_invalidate_state(device, STATE_VSHADER);
2632 return WINED3D_OK;
2635 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2637 struct wined3d_shader *shader;
2639 TRACE("device %p.\n", device);
2641 shader = device->stateBlock->state.vertex_shader;
2642 if (shader)
2643 wined3d_shader_incref(shader);
2645 TRACE("Returning %p.\n", shader);
2646 return shader;
2649 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2650 UINT start_register, const BOOL *constants, UINT bool_count)
2652 UINT count = min(bool_count, MAX_CONST_B - start_register);
2653 UINT i;
2655 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2656 device, start_register, constants, bool_count);
2658 if (!constants || start_register >= MAX_CONST_B)
2659 return WINED3DERR_INVALIDCALL;
2661 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2662 for (i = 0; i < count; ++i)
2663 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2665 for (i = start_register; i < count + start_register; ++i)
2666 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2668 if (!device->isRecordingState)
2669 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2671 return WINED3D_OK;
2674 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2675 UINT start_register, BOOL *constants, UINT bool_count)
2677 UINT count = min(bool_count, MAX_CONST_B - start_register);
2679 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2680 device, start_register, constants, bool_count);
2682 if (!constants || start_register >= MAX_CONST_B)
2683 return WINED3DERR_INVALIDCALL;
2685 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2687 return WINED3D_OK;
2690 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2691 UINT start_register, const int *constants, UINT vector4i_count)
2693 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2694 UINT i;
2696 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2697 device, start_register, constants, vector4i_count);
2699 if (!constants || start_register >= MAX_CONST_I)
2700 return WINED3DERR_INVALIDCALL;
2702 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2703 for (i = 0; i < count; ++i)
2704 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2705 constants[i * 4], constants[i * 4 + 1],
2706 constants[i * 4 + 2], constants[i * 4 + 3]);
2708 for (i = start_register; i < count + start_register; ++i)
2709 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2711 if (!device->isRecordingState)
2712 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2714 return WINED3D_OK;
2717 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2718 UINT start_register, int *constants, UINT vector4i_count)
2720 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2722 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2723 device, start_register, constants, vector4i_count);
2725 if (!constants || start_register >= MAX_CONST_I)
2726 return WINED3DERR_INVALIDCALL;
2728 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2729 return WINED3D_OK;
2732 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2733 UINT start_register, const float *constants, UINT vector4f_count)
2735 UINT i;
2737 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2738 device, start_register, constants, vector4f_count);
2740 /* Specifically test start_register > limit to catch MAX_UINT overflows
2741 * when adding start_register + vector4f_count. */
2742 if (!constants
2743 || start_register + vector4f_count > device->d3d_vshader_constantF
2744 || start_register > device->d3d_vshader_constantF)
2745 return WINED3DERR_INVALIDCALL;
2747 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2748 constants, vector4f_count * sizeof(float) * 4);
2749 if (TRACE_ON(d3d))
2751 for (i = 0; i < vector4f_count; ++i)
2752 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2753 constants[i * 4], constants[i * 4 + 1],
2754 constants[i * 4 + 2], constants[i * 4 + 3]);
2757 if (!device->isRecordingState)
2759 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2760 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2763 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2764 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2766 return WINED3D_OK;
2769 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2770 UINT start_register, float *constants, UINT vector4f_count)
2772 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2774 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2775 device, start_register, constants, vector4f_count);
2777 if (!constants || count < 0)
2778 return WINED3DERR_INVALIDCALL;
2780 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2782 return WINED3D_OK;
2785 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2787 DWORD i;
2789 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2791 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2795 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2797 DWORD i = device->rev_tex_unit_map[unit];
2798 DWORD j = device->texUnitMap[stage];
2800 device->texUnitMap[stage] = unit;
2801 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2802 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2804 device->rev_tex_unit_map[unit] = stage;
2805 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2806 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2809 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2811 UINT i;
2813 device->fixed_function_usage_map = 0;
2814 for (i = 0; i < MAX_TEXTURES; ++i)
2816 const struct wined3d_state *state = &device->stateBlock->state;
2817 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2818 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2819 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2820 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2821 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2822 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2823 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2824 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2826 /* Not used, and disable higher stages. */
2827 if (color_op == WINED3D_TOP_DISABLE)
2828 break;
2830 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2831 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2832 || ((color_arg3 == WINED3DTA_TEXTURE)
2833 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2834 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2835 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2836 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2837 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2838 device->fixed_function_usage_map |= (1 << i);
2840 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2841 && i < MAX_TEXTURES - 1)
2842 device->fixed_function_usage_map |= (1 << (i + 1));
2846 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2848 unsigned int i, tex;
2849 WORD ffu_map;
2851 device_update_fixed_function_usage_map(device);
2852 ffu_map = device->fixed_function_usage_map;
2854 if (device->max_ffp_textures == gl_info->limits.texture_stages
2855 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2857 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2859 if (!(ffu_map & 1)) continue;
2861 if (device->texUnitMap[i] != i)
2863 device_map_stage(device, i, i);
2864 device_invalidate_state(device, STATE_SAMPLER(i));
2865 device_invalidate_texture_stage(device, i);
2868 return;
2871 /* Now work out the mapping */
2872 tex = 0;
2873 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2875 if (!(ffu_map & 1)) continue;
2877 if (device->texUnitMap[i] != tex)
2879 device_map_stage(device, i, tex);
2880 device_invalidate_state(device, STATE_SAMPLER(i));
2881 device_invalidate_texture_stage(device, i);
2884 ++tex;
2888 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2890 const enum wined3d_sampler_texture_type *sampler_type =
2891 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2892 unsigned int i;
2894 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2896 if (sampler_type[i] && device->texUnitMap[i] != i)
2898 device_map_stage(device, i, i);
2899 device_invalidate_state(device, STATE_SAMPLER(i));
2900 if (i < gl_info->limits.texture_stages)
2901 device_invalidate_texture_stage(device, i);
2906 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2907 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2908 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2910 DWORD current_mapping = device->rev_tex_unit_map[unit];
2912 /* Not currently used */
2913 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2915 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2916 /* Used by a fragment sampler */
2918 if (!pshader_sampler_tokens) {
2919 /* No pixel shader, check fixed function */
2920 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2923 /* Pixel shader, check the shader's sampler map */
2924 return !pshader_sampler_tokens[current_mapping];
2927 /* Used by a vertex sampler */
2928 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2931 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2933 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2934 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2935 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2936 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2937 int i;
2939 if (ps)
2941 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2942 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2943 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2946 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2947 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2948 if (vshader_sampler_type[i])
2950 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2952 /* Already mapped somewhere */
2953 continue;
2956 while (start >= 0)
2958 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2960 device_map_stage(device, vsampler_idx, start);
2961 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2963 --start;
2964 break;
2967 --start;
2973 void device_update_tex_unit_map(struct wined3d_device *device)
2975 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2976 const struct wined3d_state *state = &device->stateBlock->state;
2977 BOOL vs = use_vs(state);
2978 BOOL ps = use_ps(state);
2980 * Rules are:
2981 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2982 * that would be really messy and require shader recompilation
2983 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2984 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2986 if (ps)
2987 device_map_psamplers(device, gl_info);
2988 else
2989 device_map_fixed_function_samplers(device, gl_info);
2991 if (vs)
2992 device_map_vsamplers(device, ps, gl_info);
2995 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2997 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2999 TRACE("device %p, shader %p.\n", device, shader);
3001 device->updateStateBlock->state.pixel_shader = shader;
3002 device->updateStateBlock->changed.pixelShader = TRUE;
3004 if (device->isRecordingState)
3006 if (shader)
3007 wined3d_shader_incref(shader);
3008 if (prev)
3009 wined3d_shader_decref(prev);
3010 TRACE("Recording... not performing anything.\n");
3011 return WINED3D_OK;
3014 if (shader == prev)
3016 TRACE("Application is setting the old shader over, nothing to do.\n");
3017 return WINED3D_OK;
3020 if (shader)
3021 wined3d_shader_incref(shader);
3022 if (prev)
3023 wined3d_shader_decref(prev);
3025 device_invalidate_state(device, STATE_PIXELSHADER);
3027 return WINED3D_OK;
3030 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3032 struct wined3d_shader *shader;
3034 TRACE("device %p.\n", device);
3036 shader = device->stateBlock->state.pixel_shader;
3037 if (shader)
3038 wined3d_shader_incref(shader);
3040 TRACE("Returning %p.\n", shader);
3041 return shader;
3044 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3045 UINT start_register, const BOOL *constants, UINT bool_count)
3047 UINT count = min(bool_count, MAX_CONST_B - start_register);
3048 UINT i;
3050 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3051 device, start_register, constants, bool_count);
3053 if (!constants || start_register >= MAX_CONST_B)
3054 return WINED3DERR_INVALIDCALL;
3056 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3057 for (i = 0; i < count; ++i)
3058 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3060 for (i = start_register; i < count + start_register; ++i)
3061 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3063 if (!device->isRecordingState)
3064 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3066 return WINED3D_OK;
3069 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3070 UINT start_register, BOOL *constants, UINT bool_count)
3072 UINT count = min(bool_count, MAX_CONST_B - start_register);
3074 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3075 device, start_register, constants, bool_count);
3077 if (!constants || start_register >= MAX_CONST_B)
3078 return WINED3DERR_INVALIDCALL;
3080 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3082 return WINED3D_OK;
3085 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3086 UINT start_register, const int *constants, UINT vector4i_count)
3088 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3089 UINT i;
3091 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3092 device, start_register, constants, vector4i_count);
3094 if (!constants || start_register >= MAX_CONST_I)
3095 return WINED3DERR_INVALIDCALL;
3097 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3098 for (i = 0; i < count; ++i)
3099 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3100 constants[i * 4], constants[i * 4 + 1],
3101 constants[i * 4 + 2], constants[i * 4 + 3]);
3103 for (i = start_register; i < count + start_register; ++i)
3104 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3106 if (!device->isRecordingState)
3107 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3109 return WINED3D_OK;
3112 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3113 UINT start_register, int *constants, UINT vector4i_count)
3115 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3117 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3118 device, start_register, constants, vector4i_count);
3120 if (!constants || start_register >= MAX_CONST_I)
3121 return WINED3DERR_INVALIDCALL;
3123 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3125 return WINED3D_OK;
3128 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3129 UINT start_register, const float *constants, UINT vector4f_count)
3131 UINT i;
3133 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3134 device, start_register, constants, vector4f_count);
3136 /* Specifically test start_register > limit to catch MAX_UINT overflows
3137 * when adding start_register + vector4f_count. */
3138 if (!constants
3139 || start_register + vector4f_count > device->d3d_pshader_constantF
3140 || start_register > device->d3d_pshader_constantF)
3141 return WINED3DERR_INVALIDCALL;
3143 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3144 constants, vector4f_count * sizeof(float) * 4);
3145 if (TRACE_ON(d3d))
3147 for (i = 0; i < vector4f_count; ++i)
3148 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3149 constants[i * 4], constants[i * 4 + 1],
3150 constants[i * 4 + 2], constants[i * 4 + 3]);
3153 if (!device->isRecordingState)
3155 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3156 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3159 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3160 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3162 return WINED3D_OK;
3165 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3166 UINT start_register, float *constants, UINT vector4f_count)
3168 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3170 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3171 device, start_register, constants, vector4f_count);
3173 if (!constants || count < 0)
3174 return WINED3DERR_INVALIDCALL;
3176 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3178 return WINED3D_OK;
3181 /* Context activation is done by the caller. */
3182 /* Do not call while under the GL lock. */
3183 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3184 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3185 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3186 DWORD DestFVF)
3188 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3189 struct wined3d_viewport vp;
3190 UINT vertex_size;
3191 unsigned int i;
3192 BYTE *dest_ptr;
3193 BOOL doClip;
3194 DWORD numTextures;
3195 HRESULT hr;
3197 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3199 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3202 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3204 ERR("Source has no position mask\n");
3205 return WINED3DERR_INVALIDCALL;
3208 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3210 static BOOL warned = FALSE;
3212 * The clipping code is not quite correct. Some things need
3213 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3214 * so disable clipping for now.
3215 * (The graphics in Half-Life are broken, and my processvertices
3216 * test crashes with IDirect3DDevice3)
3217 doClip = TRUE;
3219 doClip = FALSE;
3220 if(!warned) {
3221 warned = TRUE;
3222 FIXME("Clipping is broken and disabled for now\n");
3225 else
3226 doClip = FALSE;
3228 vertex_size = get_flexible_vertex_size(DestFVF);
3229 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3231 WARN("Failed to map buffer, hr %#x.\n", hr);
3232 return hr;
3235 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3236 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3237 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3239 TRACE("View mat:\n");
3240 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);
3241 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);
3242 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);
3243 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);
3245 TRACE("Proj mat:\n");
3246 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);
3247 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);
3248 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);
3249 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);
3251 TRACE("World mat:\n");
3252 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);
3253 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);
3254 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);
3255 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);
3257 /* Get the viewport */
3258 wined3d_device_get_viewport(device, &vp);
3259 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3260 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3262 multiply_matrix(&mat,&view_mat,&world_mat);
3263 multiply_matrix(&mat,&proj_mat,&mat);
3265 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3267 for (i = 0; i < dwCount; i+= 1) {
3268 unsigned int tex_index;
3270 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3271 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3272 /* The position first */
3273 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3274 const float *p = (const float *)(element->data.addr + i * element->stride);
3275 float x, y, z, rhw;
3276 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3278 /* Multiplication with world, view and projection matrix */
3279 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);
3280 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);
3281 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);
3282 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);
3284 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3286 /* WARNING: The following things are taken from d3d7 and were not yet checked
3287 * against d3d8 or d3d9!
3290 /* Clipping conditions: From msdn
3292 * A vertex is clipped if it does not match the following requirements
3293 * -rhw < x <= rhw
3294 * -rhw < y <= rhw
3295 * 0 < z <= rhw
3296 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3298 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3299 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3303 if( !doClip ||
3304 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3305 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3306 ( rhw > eps ) ) ) {
3308 /* "Normal" viewport transformation (not clipped)
3309 * 1) The values are divided by rhw
3310 * 2) The y axis is negative, so multiply it with -1
3311 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3312 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3313 * 4) Multiply x with Width/2 and add Width/2
3314 * 5) The same for the height
3315 * 6) Add the viewpoint X and Y to the 2D coordinates and
3316 * The minimum Z value to z
3317 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3319 * Well, basically it's simply a linear transformation into viewport
3320 * coordinates
3323 x /= rhw;
3324 y /= rhw;
3325 z /= rhw;
3327 y *= -1;
3329 x *= vp.width / 2;
3330 y *= vp.height / 2;
3331 z *= vp.max_z - vp.min_z;
3333 x += vp.width / 2 + vp.x;
3334 y += vp.height / 2 + vp.y;
3335 z += vp.min_z;
3337 rhw = 1 / rhw;
3338 } else {
3339 /* That vertex got clipped
3340 * Contrary to OpenGL it is not dropped completely, it just
3341 * undergoes a different calculation.
3343 TRACE("Vertex got clipped\n");
3344 x += rhw;
3345 y += rhw;
3347 x /= 2;
3348 y /= 2;
3350 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3351 * outside of the main vertex buffer memory. That needs some more
3352 * investigation...
3356 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3359 ( (float *) dest_ptr)[0] = x;
3360 ( (float *) dest_ptr)[1] = y;
3361 ( (float *) dest_ptr)[2] = z;
3362 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3364 dest_ptr += 3 * sizeof(float);
3366 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3367 dest_ptr += sizeof(float);
3370 if (DestFVF & WINED3DFVF_PSIZE)
3371 dest_ptr += sizeof(DWORD);
3373 if (DestFVF & WINED3DFVF_NORMAL)
3375 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3376 const float *normal = (const float *)(element->data.addr + i * element->stride);
3377 /* AFAIK this should go into the lighting information */
3378 FIXME("Didn't expect the destination to have a normal\n");
3379 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3382 if (DestFVF & WINED3DFVF_DIFFUSE)
3384 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3385 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3386 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3388 static BOOL warned = FALSE;
3390 if(!warned) {
3391 ERR("No diffuse color in source, but destination has one\n");
3392 warned = TRUE;
3395 *( (DWORD *) dest_ptr) = 0xffffffff;
3396 dest_ptr += sizeof(DWORD);
3398 else
3400 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3404 if (DestFVF & WINED3DFVF_SPECULAR)
3406 /* What's the color value in the feedback buffer? */
3407 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3408 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3409 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3411 static BOOL warned = FALSE;
3413 if(!warned) {
3414 ERR("No specular color in source, but destination has one\n");
3415 warned = TRUE;
3418 *( (DWORD *) dest_ptr) = 0xFF000000;
3419 dest_ptr += sizeof(DWORD);
3421 else
3423 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3427 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3429 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3430 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3431 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3433 ERR("No source texture, but destination requests one\n");
3434 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3436 else
3438 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3443 wined3d_buffer_unmap(dest);
3445 return WINED3D_OK;
3447 #undef copy_and_next
3449 /* Do not call while under the GL lock. */
3450 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3451 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3452 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3454 struct wined3d_state *state = &device->stateBlock->state;
3455 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3456 struct wined3d_stream_info stream_info;
3457 const struct wined3d_gl_info *gl_info;
3458 struct wined3d_context *context;
3459 struct wined3d_shader *vs;
3460 HRESULT hr;
3462 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3463 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3464 device, src_start_idx, dst_idx, vertex_count,
3465 dst_buffer, declaration, flags, dst_fvf);
3467 if (declaration)
3468 FIXME("Output vertex declaration not implemented yet.\n");
3470 /* Need any context to write to the vbo. */
3471 context = context_acquire(device, NULL);
3472 gl_info = context->gl_info;
3474 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3475 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3476 * restore it afterwards. */
3477 vs = state->vertex_shader;
3478 state->vertex_shader = NULL;
3479 state->user_stream = FALSE;
3480 device_stream_info_from_declaration(device, &stream_info, &vbo);
3481 state->user_stream = streamWasUP;
3482 state->vertex_shader = vs;
3484 if (vbo || src_start_idx)
3486 unsigned int i;
3487 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3488 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3490 * Also get the start index in, but only loop over all elements if there's something to add at all.
3492 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3494 struct wined3d_stream_info_element *e;
3496 if (!(stream_info.use_map & (1 << i))) continue;
3498 e = &stream_info.elements[i];
3499 if (e->data.buffer_object)
3501 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3502 e->data.buffer_object = 0;
3503 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3504 ENTER_GL();
3505 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3506 vb->buffer_object = 0;
3507 LEAVE_GL();
3509 if (e->data.addr)
3510 e->data.addr += e->stride * src_start_idx;
3514 hr = process_vertices_strided(device, dst_idx, vertex_count,
3515 &stream_info, dst_buffer, flags, dst_fvf);
3517 context_release(context);
3519 return hr;
3522 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3523 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3525 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3526 DWORD old_value;
3528 TRACE("device %p, stage %u, state %s, value %#x.\n",
3529 device, stage, debug_d3dtexturestate(state), value);
3531 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3533 WARN("Invalid state %#x passed.\n", state);
3534 return WINED3D_OK;
3537 if (stage >= gl_info->limits.texture_stages)
3539 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3540 stage, gl_info->limits.texture_stages - 1);
3541 return WINED3D_OK;
3544 old_value = device->updateStateBlock->state.texture_states[stage][state];
3545 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3546 device->updateStateBlock->state.texture_states[stage][state] = value;
3548 if (device->isRecordingState)
3550 TRACE("Recording... not performing anything.\n");
3551 return WINED3D_OK;
3554 /* Checked after the assignments to allow proper stateblock recording. */
3555 if (old_value == value)
3557 TRACE("Application is setting the old value over, nothing to do.\n");
3558 return WINED3D_OK;
3561 if (stage > device->stateBlock->state.lowest_disabled_stage
3562 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3563 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3565 /* Colorop change above lowest disabled stage? That won't change
3566 * anything in the GL setup. Changes in other states are important on
3567 * disabled stages too. */
3568 return WINED3D_OK;
3571 if (state == WINED3D_TSS_COLOR_OP)
3573 unsigned int i;
3575 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3577 /* Previously enabled stage disabled now. Make sure to dirtify
3578 * all enabled stages above stage, they have to be disabled.
3580 * The current stage is dirtified below. */
3581 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3583 TRACE("Additionally dirtifying stage %u.\n", i);
3584 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3586 device->stateBlock->state.lowest_disabled_stage = stage;
3587 TRACE("New lowest disabled: %u.\n", stage);
3589 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3591 /* Previously disabled stage enabled. Stages above it may need
3592 * enabling. Stage must be lowest_disabled_stage here, if it's
3593 * bigger success is returned above, and stages below the lowest
3594 * disabled stage can't be enabled (because they are enabled
3595 * already).
3597 * Again stage stage doesn't need to be dirtified here, it is
3598 * handled below. */
3599 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3601 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3602 break;
3603 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3604 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3606 device->stateBlock->state.lowest_disabled_stage = i;
3607 TRACE("New lowest disabled: %u.\n", i);
3611 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3613 return WINED3D_OK;
3616 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3617 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3619 TRACE("device %p, stage %u, state %s, value %p.\n",
3620 device, stage, debug_d3dtexturestate(state), value);
3622 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3624 WARN("Invalid state %#x passed.\n", state);
3625 return WINED3D_OK;
3628 *value = device->updateStateBlock->state.texture_states[stage][state];
3629 TRACE("Returning %#x.\n", *value);
3631 return WINED3D_OK;
3634 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3635 UINT stage, struct wined3d_texture *texture)
3637 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3638 struct wined3d_texture *prev;
3640 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3642 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3643 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3645 /* Windows accepts overflowing this array... we do not. */
3646 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3648 WARN("Ignoring invalid stage %u.\n", stage);
3649 return WINED3D_OK;
3652 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3654 WARN("Rejecting attempt to set scratch texture.\n");
3655 return WINED3DERR_INVALIDCALL;
3658 device->updateStateBlock->changed.textures |= 1 << stage;
3660 prev = device->updateStateBlock->state.textures[stage];
3661 TRACE("Previous texture %p.\n", prev);
3663 if (texture == prev)
3665 TRACE("App is setting the same texture again, nothing to do.\n");
3666 return WINED3D_OK;
3669 TRACE("Setting new texture to %p.\n", texture);
3670 device->updateStateBlock->state.textures[stage] = texture;
3672 if (device->isRecordingState)
3674 TRACE("Recording... not performing anything\n");
3676 if (texture) wined3d_texture_incref(texture);
3677 if (prev) wined3d_texture_decref(prev);
3679 return WINED3D_OK;
3682 if (texture)
3684 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3686 wined3d_texture_incref(texture);
3688 if (!prev || texture->target != prev->target)
3689 device_invalidate_state(device, STATE_PIXELSHADER);
3691 if (!prev && stage < gl_info->limits.texture_stages)
3693 /* The source arguments for color and alpha ops have different
3694 * meanings when a NULL texture is bound, so the COLOR_OP and
3695 * ALPHA_OP have to be dirtified. */
3696 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3697 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3700 if (bind_count == 1)
3701 texture->sampler = stage;
3704 if (prev)
3706 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3708 wined3d_texture_decref(prev);
3710 if (!texture && stage < gl_info->limits.texture_stages)
3712 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3713 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3716 if (bind_count && prev->sampler == stage)
3718 unsigned int i;
3720 /* Search for other stages the texture is bound to. Shouldn't
3721 * happen if applications bind textures to a single stage only. */
3722 TRACE("Searching for other stages the texture is bound to.\n");
3723 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3725 if (device->updateStateBlock->state.textures[i] == prev)
3727 TRACE("Texture is also bound to stage %u.\n", i);
3728 prev->sampler = i;
3729 break;
3735 device_invalidate_state(device, STATE_SAMPLER(stage));
3737 return WINED3D_OK;
3740 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3741 UINT stage, struct wined3d_texture **texture)
3743 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3745 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3746 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3748 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3750 WARN("Ignoring invalid stage %u.\n", stage);
3751 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3754 *texture = device->stateBlock->state.textures[stage];
3755 if (*texture)
3756 wined3d_texture_incref(*texture);
3758 TRACE("Returning %p.\n", *texture);
3760 return WINED3D_OK;
3763 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3764 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3766 struct wined3d_swapchain *swapchain;
3767 HRESULT hr;
3769 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3770 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3772 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3773 if (FAILED(hr))
3775 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3776 return hr;
3779 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3780 wined3d_swapchain_decref(swapchain);
3781 if (FAILED(hr))
3783 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3784 return hr;
3787 return WINED3D_OK;
3790 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3792 TRACE("device %p, caps %p.\n", device, caps);
3794 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3795 device->create_parms.device_type, caps);
3798 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3799 UINT swapchain_idx, struct wined3d_display_mode *mode)
3801 struct wined3d_swapchain *swapchain;
3802 HRESULT hr;
3804 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3806 if (swapchain_idx)
3808 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3809 if (SUCCEEDED(hr))
3811 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3812 wined3d_swapchain_decref(swapchain);
3815 else
3817 const struct wined3d_adapter *adapter = device->adapter;
3819 /* Don't read the real display mode, but return the stored mode
3820 * instead. X11 can't change the color depth, and some apps are
3821 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3822 * that GetDisplayMode still returns 24 bpp.
3824 * Also don't relay to the swapchain because with ddraw it's possible
3825 * that there isn't a swapchain at all. */
3826 mode->width = adapter->screen_size.cx;
3827 mode->height = adapter->screen_size.cy;
3828 mode->format_id = adapter->screen_format;
3829 mode->refresh_rate = 0;
3830 hr = WINED3D_OK;
3833 return hr;
3836 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3838 struct wined3d_stateblock *stateblock;
3839 HRESULT hr;
3841 TRACE("device %p.\n", device);
3843 if (device->isRecordingState)
3844 return WINED3DERR_INVALIDCALL;
3846 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3847 if (FAILED(hr))
3848 return hr;
3850 wined3d_stateblock_decref(device->updateStateBlock);
3851 device->updateStateBlock = stateblock;
3852 device->isRecordingState = TRUE;
3854 TRACE("Recording stateblock %p.\n", stateblock);
3856 return WINED3D_OK;
3859 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3860 struct wined3d_stateblock **stateblock)
3862 struct wined3d_stateblock *object = device->updateStateBlock;
3864 TRACE("device %p, stateblock %p.\n", device, stateblock);
3866 if (!device->isRecordingState)
3868 WARN("Not recording.\n");
3869 *stateblock = NULL;
3870 return WINED3DERR_INVALIDCALL;
3873 stateblock_init_contained_states(object);
3875 *stateblock = object;
3876 device->isRecordingState = FALSE;
3877 device->updateStateBlock = device->stateBlock;
3878 wined3d_stateblock_incref(device->updateStateBlock);
3880 TRACE("Returning stateblock %p.\n", *stateblock);
3882 return WINED3D_OK;
3885 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3887 /* At the moment we have no need for any functionality at the beginning
3888 * of a scene. */
3889 TRACE("device %p.\n", device);
3891 if (device->inScene)
3893 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3894 return WINED3DERR_INVALIDCALL;
3896 device->inScene = TRUE;
3897 return WINED3D_OK;
3900 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3902 struct wined3d_context *context;
3904 TRACE("device %p.\n", device);
3906 if (!device->inScene)
3908 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3909 return WINED3DERR_INVALIDCALL;
3912 context = context_acquire(device, NULL);
3913 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3914 wglFlush();
3915 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3916 * fails. */
3917 context_release(context);
3919 device->inScene = FALSE;
3920 return WINED3D_OK;
3923 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3924 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3926 UINT i;
3928 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3929 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3930 dst_window_override, dirty_region);
3932 for (i = 0; i < device->swapchain_count; ++i)
3934 wined3d_swapchain_present(device->swapchains[i], src_rect,
3935 dst_rect, dst_window_override, dirty_region, 0);
3938 return WINED3D_OK;
3941 /* Do not call while under the GL lock. */
3942 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3943 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3945 RECT draw_rect;
3947 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3948 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3950 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3952 struct wined3d_surface *ds = device->fb.depth_stencil;
3953 if (!ds)
3955 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3956 /* TODO: What about depth stencil buffers without stencil bits? */
3957 return WINED3DERR_INVALIDCALL;
3959 else if (flags & WINED3DCLEAR_TARGET)
3961 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3962 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3964 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3965 return WINED3D_OK;
3970 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3972 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3973 &device->fb, rect_count, rects,
3974 &draw_rect, flags, color, depth, stencil);
3977 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3978 enum wined3d_primitive_type primitive_type)
3980 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3982 device->updateStateBlock->changed.primitive_type = TRUE;
3983 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3986 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3987 enum wined3d_primitive_type *primitive_type)
3989 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3991 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3993 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3996 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3998 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4000 if (!device->stateBlock->state.vertex_declaration)
4002 WARN("Called without a valid vertex declaration set.\n");
4003 return WINED3DERR_INVALIDCALL;
4006 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4007 if (device->stateBlock->state.user_stream)
4009 device_invalidate_state(device, STATE_INDEXBUFFER);
4010 device->stateBlock->state.user_stream = FALSE;
4013 if (device->stateBlock->state.load_base_vertex_index)
4015 device->stateBlock->state.load_base_vertex_index = 0;
4016 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4019 /* Account for the loading offset due to index buffers. Instead of
4020 * reloading all sources correct it with the startvertex parameter. */
4021 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4022 return WINED3D_OK;
4025 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4027 struct wined3d_buffer *index_buffer;
4028 UINT index_size = 2;
4029 GLuint vbo;
4030 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4032 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4034 index_buffer = device->stateBlock->state.index_buffer;
4035 if (!index_buffer)
4037 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4038 * without an index buffer set. (The first time at least...)
4039 * D3D8 simply dies, but I doubt it can do much harm to return
4040 * D3DERR_INVALIDCALL there as well. */
4041 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4042 return WINED3DERR_INVALIDCALL;
4045 if (!device->stateBlock->state.vertex_declaration)
4047 WARN("Called without a valid vertex declaration set.\n");
4048 return WINED3DERR_INVALIDCALL;
4051 if (device->stateBlock->state.user_stream)
4053 device_invalidate_state(device, STATE_INDEXBUFFER);
4054 device->stateBlock->state.user_stream = FALSE;
4056 vbo = index_buffer->buffer_object;
4058 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4059 index_size = 2;
4060 else
4061 index_size = 4;
4063 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4064 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4066 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4067 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4070 drawPrimitive(device, index_count, start_idx, index_size,
4071 vbo ? NULL : index_buffer->resource.allocatedMemory);
4073 return WINED3D_OK;
4076 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4077 const void *stream_data, UINT stream_stride)
4079 struct wined3d_stream_state *stream;
4080 struct wined3d_buffer *vb;
4082 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4083 device, vertex_count, stream_data, stream_stride);
4085 if (!device->stateBlock->state.vertex_declaration)
4087 WARN("Called without a valid vertex declaration set.\n");
4088 return WINED3DERR_INVALIDCALL;
4091 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4092 stream = &device->stateBlock->state.streams[0];
4093 vb = stream->buffer;
4094 stream->buffer = (struct wined3d_buffer *)stream_data;
4095 if (vb)
4096 wined3d_buffer_decref(vb);
4097 stream->offset = 0;
4098 stream->stride = stream_stride;
4099 device->stateBlock->state.user_stream = TRUE;
4100 if (device->stateBlock->state.load_base_vertex_index)
4102 device->stateBlock->state.load_base_vertex_index = 0;
4103 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4106 /* TODO: Only mark dirty if drawing from a different UP address */
4107 device_invalidate_state(device, STATE_STREAMSRC);
4109 drawPrimitive(device, vertex_count, 0, 0, NULL);
4111 /* MSDN specifies stream zero settings must be set to NULL */
4112 stream->buffer = NULL;
4113 stream->stride = 0;
4115 /* stream zero settings set to null at end, as per the msdn. No need to
4116 * mark dirty here, the app has to set the new stream sources or use UP
4117 * drawing again. */
4118 return WINED3D_OK;
4121 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4122 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4123 const void *stream_data, UINT stream_stride)
4125 struct wined3d_stream_state *stream;
4126 struct wined3d_buffer *vb, *ib;
4127 UINT index_size;
4129 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4130 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4132 if (!device->stateBlock->state.vertex_declaration)
4134 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4135 return WINED3DERR_INVALIDCALL;
4138 if (index_data_format_id == WINED3DFMT_R16_UINT)
4139 index_size = 2;
4140 else
4141 index_size = 4;
4143 stream = &device->stateBlock->state.streams[0];
4144 vb = stream->buffer;
4145 stream->buffer = (struct wined3d_buffer *)stream_data;
4146 if (vb)
4147 wined3d_buffer_decref(vb);
4148 stream->offset = 0;
4149 stream->stride = stream_stride;
4150 device->stateBlock->state.user_stream = TRUE;
4152 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4153 device->stateBlock->state.base_vertex_index = 0;
4154 if (device->stateBlock->state.load_base_vertex_index)
4156 device->stateBlock->state.load_base_vertex_index = 0;
4157 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4159 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4160 device_invalidate_state(device, STATE_STREAMSRC);
4161 device_invalidate_state(device, STATE_INDEXBUFFER);
4163 drawPrimitive(device, index_count, 0, index_size, index_data);
4165 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4166 stream->buffer = NULL;
4167 stream->stride = 0;
4168 ib = device->stateBlock->state.index_buffer;
4169 if (ib)
4171 wined3d_buffer_decref(ib);
4172 device->stateBlock->state.index_buffer = NULL;
4174 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4175 * SetStreamSource to specify a vertex buffer
4178 return WINED3D_OK;
4181 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4182 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4184 /* Mark the state dirty until we have nicer tracking. It's fine to change
4185 * baseVertexIndex because that call is only called by ddraw which does
4186 * not need that value. */
4187 device_invalidate_state(device, STATE_VDECL);
4188 device_invalidate_state(device, STATE_STREAMSRC);
4189 device_invalidate_state(device, STATE_INDEXBUFFER);
4191 device->stateBlock->state.base_vertex_index = 0;
4192 device->up_strided = strided_data;
4193 drawPrimitive(device, vertex_count, 0, 0, NULL);
4194 device->up_strided = NULL;
4196 /* Invalidate the states again to make sure the values from the stateblock
4197 * are properly applied in the next regular draw. Note that the application-
4198 * provided strided data has ovwritten pretty much the entire vertex and
4199 * and index stream related states */
4200 device_invalidate_state(device, STATE_VDECL);
4201 device_invalidate_state(device, STATE_STREAMSRC);
4202 device_invalidate_state(device, STATE_INDEXBUFFER);
4203 return WINED3D_OK;
4206 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4207 UINT index_count, const struct wined3d_strided_data *strided_data,
4208 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4210 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4212 /* Mark the state dirty until we have nicer tracking
4213 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4214 * that value.
4216 device_invalidate_state(device, STATE_VDECL);
4217 device_invalidate_state(device, STATE_STREAMSRC);
4218 device_invalidate_state(device, STATE_INDEXBUFFER);
4220 device->stateBlock->state.user_stream = TRUE;
4221 device->stateBlock->state.base_vertex_index = 0;
4222 device->up_strided = strided_data;
4223 drawPrimitive(device, index_count, 0, index_size, index_data);
4224 device->up_strided = NULL;
4226 device_invalidate_state(device, STATE_VDECL);
4227 device_invalidate_state(device, STATE_STREAMSRC);
4228 device_invalidate_state(device, STATE_INDEXBUFFER);
4229 return WINED3D_OK;
4232 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4233 static HRESULT device_update_volume(struct wined3d_device *device,
4234 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4236 struct wined3d_mapped_box src;
4237 struct wined3d_mapped_box dst;
4238 HRESULT hr;
4240 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4241 device, src_volume, dst_volume);
4243 /* TODO: Implement direct loading into the gl volume instead of using
4244 * memcpy and dirtification to improve loading performance. */
4245 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4246 if (FAILED(hr)) return hr;
4247 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4248 if (FAILED(hr))
4250 wined3d_volume_unmap(src_volume);
4251 return hr;
4254 memcpy(dst.data, src.data, dst_volume->resource.size);
4256 hr = wined3d_volume_unmap(dst_volume);
4257 if (FAILED(hr))
4258 wined3d_volume_unmap(src_volume);
4259 else
4260 hr = wined3d_volume_unmap(src_volume);
4262 return hr;
4265 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4266 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4268 enum wined3d_resource_type type;
4269 unsigned int level_count, i;
4270 HRESULT hr;
4272 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4274 /* Verify that the source and destination textures are non-NULL. */
4275 if (!src_texture || !dst_texture)
4277 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4278 return WINED3DERR_INVALIDCALL;
4281 if (src_texture == dst_texture)
4283 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4284 return WINED3DERR_INVALIDCALL;
4287 /* Verify that the source and destination textures are the same type. */
4288 type = src_texture->resource.type;
4289 if (dst_texture->resource.type != type)
4291 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4292 return WINED3DERR_INVALIDCALL;
4295 /* Check that both textures have the identical numbers of levels. */
4296 level_count = wined3d_texture_get_level_count(src_texture);
4297 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4299 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4300 return WINED3DERR_INVALIDCALL;
4303 /* Make sure that the destination texture is loaded. */
4304 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4306 /* Update every surface level of the texture. */
4307 switch (type)
4309 case WINED3D_RTYPE_TEXTURE:
4311 struct wined3d_surface *src_surface;
4312 struct wined3d_surface *dst_surface;
4314 for (i = 0; i < level_count; ++i)
4316 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4317 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4318 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4319 if (FAILED(hr))
4321 WARN("Failed to update surface, hr %#x.\n", hr);
4322 return hr;
4325 break;
4328 case WINED3D_RTYPE_CUBE_TEXTURE:
4330 struct wined3d_surface *src_surface;
4331 struct wined3d_surface *dst_surface;
4333 for (i = 0; i < level_count * 6; ++i)
4335 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4336 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4337 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4338 if (FAILED(hr))
4340 WARN("Failed to update surface, hr %#x.\n", hr);
4341 return hr;
4344 break;
4347 case WINED3D_RTYPE_VOLUME_TEXTURE:
4349 for (i = 0; i < level_count; ++i)
4351 hr = device_update_volume(device,
4352 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4353 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4354 if (FAILED(hr))
4356 WARN("Failed to update volume, hr %#x.\n", hr);
4357 return hr;
4360 break;
4363 default:
4364 FIXME("Unsupported texture type %#x.\n", type);
4365 return WINED3DERR_INVALIDCALL;
4368 return WINED3D_OK;
4371 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4372 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4374 struct wined3d_swapchain *swapchain;
4375 HRESULT hr;
4377 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4379 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4380 if (FAILED(hr)) return hr;
4382 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4383 wined3d_swapchain_decref(swapchain);
4385 return hr;
4388 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4390 const struct wined3d_state *state = &device->stateBlock->state;
4391 struct wined3d_texture *texture;
4392 DWORD i;
4394 TRACE("device %p, num_passes %p.\n", device, num_passes);
4396 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4398 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4400 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4401 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4403 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4405 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4406 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4409 texture = state->textures[i];
4410 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4412 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4414 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4415 return E_FAIL;
4417 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4419 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4420 return E_FAIL;
4422 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4423 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4425 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4426 return E_FAIL;
4430 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4431 || state->render_states[WINED3D_RS_STENCILENABLE])
4433 struct wined3d_surface *ds = device->fb.depth_stencil;
4434 struct wined3d_surface *target = device->fb.render_targets[0];
4436 if(ds && target
4437 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4439 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4440 return WINED3DERR_CONFLICTINGRENDERSTATE;
4444 /* return a sensible default */
4445 *num_passes = 1;
4447 TRACE("returning D3D_OK\n");
4448 return WINED3D_OK;
4451 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4453 static BOOL warned;
4455 TRACE("device %p, software %#x.\n", device, software);
4457 if (!warned)
4459 FIXME("device %p, software %#x stub!\n", device, software);
4460 warned = TRUE;
4463 device->softwareVertexProcessing = software;
4465 return WINED3D_OK;
4468 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4470 static BOOL warned;
4472 TRACE("device %p.\n", device);
4474 if (!warned)
4476 TRACE("device %p stub!\n", device);
4477 warned = TRUE;
4480 return device->softwareVertexProcessing;
4483 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4484 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4486 struct wined3d_swapchain *swapchain;
4487 HRESULT hr;
4489 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4490 device, swapchain_idx, raster_status);
4492 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4493 if (FAILED(hr))
4495 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4496 return hr;
4499 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4500 wined3d_swapchain_decref(swapchain);
4501 if (FAILED(hr))
4503 WARN("Failed to get raster status, hr %#x.\n", hr);
4504 return hr;
4507 return WINED3D_OK;
4510 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4512 static BOOL warned;
4514 TRACE("device %p, segments %.8e.\n", device, segments);
4516 if (segments != 0.0f)
4518 if (!warned)
4520 FIXME("device %p, segments %.8e stub!\n", device, segments);
4521 warned = TRUE;
4525 return WINED3D_OK;
4528 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4530 static BOOL warned;
4532 TRACE("device %p.\n", device);
4534 if (!warned)
4536 FIXME("device %p stub!\n", device);
4537 warned = TRUE;
4540 return 0.0f;
4543 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4544 struct wined3d_surface *src_surface, const RECT *src_rect,
4545 struct wined3d_surface *dst_surface, const POINT *dst_point)
4547 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4548 device, src_surface, wine_dbgstr_rect(src_rect),
4549 dst_surface, wine_dbgstr_point(dst_point));
4551 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4553 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4554 src_surface, dst_surface);
4555 return WINED3DERR_INVALIDCALL;
4558 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4561 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4562 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4564 struct wined3d_rect_patch *patch;
4565 GLenum old_primitive_type;
4566 unsigned int i;
4567 struct list *e;
4568 BOOL found;
4570 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4571 device, handle, num_segs, rect_patch_info);
4573 if (!(handle || rect_patch_info))
4575 /* TODO: Write a test for the return value, thus the FIXME */
4576 FIXME("Both handle and rect_patch_info are NULL.\n");
4577 return WINED3DERR_INVALIDCALL;
4580 if (handle)
4582 i = PATCHMAP_HASHFUNC(handle);
4583 found = FALSE;
4584 LIST_FOR_EACH(e, &device->patches[i])
4586 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4587 if (patch->Handle == handle)
4589 found = TRUE;
4590 break;
4594 if (!found)
4596 TRACE("Patch does not exist. Creating a new one\n");
4597 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4598 patch->Handle = handle;
4599 list_add_head(&device->patches[i], &patch->entry);
4600 } else {
4601 TRACE("Found existing patch %p\n", patch);
4604 else
4606 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4607 * attributes we have to tesselate, read back, and draw. This needs a patch
4608 * management structure instance. Create one.
4610 * A possible improvement is to check if a vertex shader is used, and if not directly
4611 * draw the patch.
4613 FIXME("Drawing an uncached patch. This is slow\n");
4614 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4617 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4618 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4619 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4621 HRESULT hr;
4622 TRACE("Tesselation density or patch info changed, retesselating\n");
4624 if (rect_patch_info)
4625 patch->rect_patch_info = *rect_patch_info;
4627 patch->numSegs[0] = num_segs[0];
4628 patch->numSegs[1] = num_segs[1];
4629 patch->numSegs[2] = num_segs[2];
4630 patch->numSegs[3] = num_segs[3];
4632 hr = tesselate_rectpatch(device, patch);
4633 if (FAILED(hr))
4635 WARN("Patch tesselation failed.\n");
4637 /* Do not release the handle to store the params of the patch */
4638 if (!handle)
4639 HeapFree(GetProcessHeap(), 0, patch);
4641 return hr;
4645 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4646 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4647 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4648 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4650 /* Destroy uncached patches */
4651 if (!handle)
4653 HeapFree(GetProcessHeap(), 0, patch->mem);
4654 HeapFree(GetProcessHeap(), 0, patch);
4656 return WINED3D_OK;
4659 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4660 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4662 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4663 device, handle, segment_count, patch_info);
4665 return WINED3D_OK;
4668 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4670 struct wined3d_rect_patch *patch;
4671 struct list *e;
4672 int i;
4674 TRACE("device %p, handle %#x.\n", device, handle);
4676 i = PATCHMAP_HASHFUNC(handle);
4677 LIST_FOR_EACH(e, &device->patches[i])
4679 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4680 if (patch->Handle == handle)
4682 TRACE("Deleting patch %p\n", patch);
4683 list_remove(&patch->entry);
4684 HeapFree(GetProcessHeap(), 0, patch->mem);
4685 HeapFree(GetProcessHeap(), 0, patch);
4686 return WINED3D_OK;
4690 /* TODO: Write a test for the return value */
4691 FIXME("Attempt to destroy nonexistent patch\n");
4692 return WINED3DERR_INVALIDCALL;
4695 /* Do not call while under the GL lock. */
4696 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4697 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4699 RECT r;
4701 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4702 device, surface, wine_dbgstr_rect(rect),
4703 color->r, color->g, color->b, color->a);
4705 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4707 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4708 return WINED3DERR_INVALIDCALL;
4711 if (!rect)
4713 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4714 rect = &r;
4717 return surface_color_fill(surface, rect, color);
4720 /* Do not call while under the GL lock. */
4721 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4722 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4724 struct wined3d_resource *resource;
4725 HRESULT hr;
4726 RECT rect;
4728 resource = rendertarget_view->resource;
4729 if (resource->type != WINED3D_RTYPE_SURFACE)
4731 FIXME("Only supported on surface resources\n");
4732 return;
4735 SetRect(&rect, 0, 0, resource->width, resource->height);
4736 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4737 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4740 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4741 UINT render_target_idx, struct wined3d_surface **render_target)
4743 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4744 device, render_target_idx, render_target);
4746 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4748 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4749 return WINED3DERR_INVALIDCALL;
4752 *render_target = device->fb.render_targets[render_target_idx];
4753 TRACE("Returning render target %p.\n", *render_target);
4755 if (!*render_target)
4756 return WINED3DERR_NOTFOUND;
4758 wined3d_surface_incref(*render_target);
4760 return WINED3D_OK;
4763 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4764 struct wined3d_surface **depth_stencil)
4766 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4768 *depth_stencil = device->fb.depth_stencil;
4769 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4771 if (!*depth_stencil)
4772 return WINED3DERR_NOTFOUND;
4774 wined3d_surface_incref(*depth_stencil);
4776 return WINED3D_OK;
4779 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4780 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4782 struct wined3d_surface *prev;
4784 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4785 device, render_target_idx, render_target, set_viewport);
4787 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4789 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4790 return WINED3DERR_INVALIDCALL;
4793 prev = device->fb.render_targets[render_target_idx];
4794 if (render_target == prev)
4796 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4797 return WINED3D_OK;
4800 /* Render target 0 can't be set to NULL. */
4801 if (!render_target && !render_target_idx)
4803 WARN("Trying to set render target 0 to NULL.\n");
4804 return WINED3DERR_INVALIDCALL;
4807 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4809 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4810 return WINED3DERR_INVALIDCALL;
4813 if (render_target)
4814 wined3d_surface_incref(render_target);
4815 device->fb.render_targets[render_target_idx] = render_target;
4816 /* Release after the assignment, to prevent device_resource_released()
4817 * from seeing the surface as still in use. */
4818 if (prev)
4819 wined3d_surface_decref(prev);
4821 /* Render target 0 is special. */
4822 if (!render_target_idx && set_viewport)
4824 /* Set the viewport and scissor rectangles, if requested. Tests show
4825 * that stateblock recording is ignored, the change goes directly
4826 * into the primary stateblock. */
4827 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4828 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4829 device->stateBlock->state.viewport.x = 0;
4830 device->stateBlock->state.viewport.y = 0;
4831 device->stateBlock->state.viewport.max_z = 1.0f;
4832 device->stateBlock->state.viewport.min_z = 0.0f;
4833 device_invalidate_state(device, STATE_VIEWPORT);
4835 device->stateBlock->state.scissor_rect.top = 0;
4836 device->stateBlock->state.scissor_rect.left = 0;
4837 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4838 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4839 device_invalidate_state(device, STATE_SCISSORRECT);
4842 device_invalidate_state(device, STATE_FRAMEBUFFER);
4844 return WINED3D_OK;
4847 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4849 struct wined3d_surface *prev = device->fb.depth_stencil;
4851 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4852 device, depth_stencil, prev);
4854 if (prev == depth_stencil)
4856 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4857 return WINED3D_OK;
4860 if (prev)
4862 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4863 || prev->flags & SFLAG_DISCARD)
4865 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4866 prev->resource.width, prev->resource.height);
4867 if (prev == device->onscreen_depth_stencil)
4869 wined3d_surface_decref(device->onscreen_depth_stencil);
4870 device->onscreen_depth_stencil = NULL;
4875 device->fb.depth_stencil = depth_stencil;
4876 if (depth_stencil)
4877 wined3d_surface_incref(depth_stencil);
4879 if (!prev != !depth_stencil)
4881 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4882 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4883 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4884 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4885 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4887 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4889 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4891 if (prev)
4892 wined3d_surface_decref(prev);
4894 device_invalidate_state(device, STATE_FRAMEBUFFER);
4896 return WINED3D_OK;
4899 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4900 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4902 struct wined3d_mapped_rect mapped_rect;
4904 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4905 device, x_hotspot, y_hotspot, cursor_image);
4907 /* some basic validation checks */
4908 if (device->cursorTexture)
4910 struct wined3d_context *context = context_acquire(device, NULL);
4911 ENTER_GL();
4912 glDeleteTextures(1, &device->cursorTexture);
4913 LEAVE_GL();
4914 context_release(context);
4915 device->cursorTexture = 0;
4918 if (cursor_image)
4920 struct wined3d_mapped_rect rect;
4922 /* MSDN: Cursor must be A8R8G8B8 */
4923 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4925 WARN("surface %p has an invalid format.\n", cursor_image);
4926 return WINED3DERR_INVALIDCALL;
4929 /* MSDN: Cursor must be smaller than the display mode */
4930 if (cursor_image->resource.width > device->adapter->screen_size.cx
4931 || cursor_image->resource.height > device->adapter->screen_size.cy)
4933 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4934 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4935 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4936 return WINED3DERR_INVALIDCALL;
4939 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4941 /* Do not store the surface's pointer because the application may
4942 * release it after setting the cursor image. Windows doesn't
4943 * addref the set surface, so we can't do this either without
4944 * creating circular refcount dependencies. Copy out the gl texture
4945 * instead. */
4946 device->cursorWidth = cursor_image->resource.width;
4947 device->cursorHeight = cursor_image->resource.height;
4948 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
4950 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4951 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4952 struct wined3d_context *context;
4953 char *mem, *bits = rect.data;
4954 GLint intfmt = format->glInternal;
4955 GLint gl_format = format->glFormat;
4956 GLint type = format->glType;
4957 INT height = device->cursorHeight;
4958 INT width = device->cursorWidth;
4959 INT bpp = format->byte_count;
4960 INT i;
4962 /* Reformat the texture memory (pitch and width can be
4963 * different) */
4964 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4965 for(i = 0; i < height; i++)
4966 memcpy(&mem[width * bpp * i], &bits[rect.row_pitch * i], width * bpp);
4967 wined3d_surface_unmap(cursor_image);
4969 context = context_acquire(device, NULL);
4971 ENTER_GL();
4973 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4975 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4976 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4979 invalidate_active_texture(device, context);
4980 /* Create a new cursor texture */
4981 glGenTextures(1, &device->cursorTexture);
4982 checkGLcall("glGenTextures");
4983 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4984 /* Copy the bitmap memory into the cursor texture */
4985 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4986 checkGLcall("glTexImage2D");
4987 HeapFree(GetProcessHeap(), 0, mem);
4989 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4991 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4992 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4995 LEAVE_GL();
4997 context_release(context);
4999 else
5001 FIXME("A cursor texture was not returned.\n");
5002 device->cursorTexture = 0;
5005 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5007 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
5008 ICONINFO cursorInfo;
5009 DWORD *maskBits;
5010 HCURSOR cursor;
5012 /* 32-bit user32 cursors ignore the alpha channel if it's all
5013 * zeroes, and use the mask instead. Fill the mask with all ones
5014 * to ensure we still get a fully transparent cursor. */
5015 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
5016 memset(maskBits, 0xff, mask_size);
5017 wined3d_surface_map(cursor_image, &mapped_rect, NULL,
5018 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5019 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5021 cursorInfo.fIcon = FALSE;
5022 cursorInfo.xHotspot = x_hotspot;
5023 cursorInfo.yHotspot = y_hotspot;
5024 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5025 1, 1, maskBits);
5026 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5027 1, 32, mapped_rect.data);
5028 wined3d_surface_unmap(cursor_image);
5029 /* Create our cursor and clean up. */
5030 cursor = CreateIconIndirect(&cursorInfo);
5031 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5032 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5033 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5034 device->hardwareCursor = cursor;
5035 if (device->bCursorVisible) SetCursor( cursor );
5036 HeapFree(GetProcessHeap(), 0, maskBits);
5040 device->xHotSpot = x_hotspot;
5041 device->yHotSpot = y_hotspot;
5042 return WINED3D_OK;
5045 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5046 int x_screen_space, int y_screen_space, DWORD flags)
5048 TRACE("device %p, x %d, y %d, flags %#x.\n",
5049 device, x_screen_space, y_screen_space, flags);
5051 device->xScreenSpace = x_screen_space;
5052 device->yScreenSpace = y_screen_space;
5054 if (device->hardwareCursor)
5056 POINT pt;
5058 GetCursorPos( &pt );
5059 if (x_screen_space == pt.x && y_screen_space == pt.y)
5060 return;
5061 SetCursorPos( x_screen_space, y_screen_space );
5063 /* Switch to the software cursor if position diverges from the hardware one. */
5064 GetCursorPos( &pt );
5065 if (x_screen_space != pt.x || y_screen_space != pt.y)
5067 if (device->bCursorVisible) SetCursor( NULL );
5068 DestroyCursor( device->hardwareCursor );
5069 device->hardwareCursor = 0;
5074 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5076 BOOL oldVisible = device->bCursorVisible;
5078 TRACE("device %p, show %#x.\n", device, show);
5081 * When ShowCursor is first called it should make the cursor appear at the OS's last
5082 * known cursor position.
5084 if (show && !oldVisible)
5086 POINT pt;
5087 GetCursorPos(&pt);
5088 device->xScreenSpace = pt.x;
5089 device->yScreenSpace = pt.y;
5092 if (device->hardwareCursor)
5094 device->bCursorVisible = show;
5095 if (show)
5096 SetCursor(device->hardwareCursor);
5097 else
5098 SetCursor(NULL);
5100 else
5102 if (device->cursorTexture)
5103 device->bCursorVisible = show;
5106 return oldVisible;
5109 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5111 struct wined3d_resource *resource, *cursor;
5113 TRACE("device %p.\n", device);
5115 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5117 TRACE("Checking resource %p for eviction.\n", resource);
5119 if (resource->pool == WINED3D_POOL_MANAGED)
5121 TRACE("Evicting %p.\n", resource);
5122 resource->resource_ops->resource_unload(resource);
5126 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5127 device_invalidate_state(device, STATE_STREAMSRC);
5130 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5131 const struct wined3d_swapchain_desc *swapchain_desc)
5133 struct wined3d_display_mode m;
5134 UINT i, count;
5135 HRESULT hr;
5137 /* All Windowed modes are supported, as is leaving the current mode */
5138 if (swapchain_desc->windowed)
5139 return TRUE;
5140 if (!swapchain_desc->backbuffer_width)
5141 return TRUE;
5142 if (!swapchain_desc->backbuffer_height)
5143 return TRUE;
5145 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5146 for (i = 0; i < count; ++i)
5148 memset(&m, 0, sizeof(m));
5149 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5150 if (FAILED(hr))
5151 ERR("Failed to enumerate adapter mode.\n");
5152 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5153 /* Mode found, it is supported. */
5154 return TRUE;
5156 /* Mode not found -> not supported */
5157 return FALSE;
5160 /* Do not call while under the GL lock. */
5161 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5163 struct wined3d_resource *resource, *cursor;
5164 const struct wined3d_gl_info *gl_info;
5165 struct wined3d_context *context;
5166 struct wined3d_shader *shader;
5168 context = context_acquire(device, NULL);
5169 gl_info = context->gl_info;
5171 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5173 TRACE("Unloading resource %p.\n", resource);
5175 resource->resource_ops->resource_unload(resource);
5178 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5180 device->shader_backend->shader_destroy(shader);
5183 ENTER_GL();
5184 if (device->depth_blt_texture)
5186 glDeleteTextures(1, &device->depth_blt_texture);
5187 device->depth_blt_texture = 0;
5189 if (device->cursorTexture)
5191 glDeleteTextures(1, &device->cursorTexture);
5192 device->cursorTexture = 0;
5194 LEAVE_GL();
5196 device->blitter->free_private(device);
5197 device->frag_pipe->free_private(device);
5198 device->shader_backend->shader_free_private(device);
5199 destroy_dummy_textures(device, gl_info);
5201 context_release(context);
5203 while (device->context_count)
5205 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5208 HeapFree(GetProcessHeap(), 0, swapchain->context);
5209 swapchain->context = NULL;
5212 /* Do not call while under the GL lock. */
5213 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5215 struct wined3d_context *context;
5216 struct wined3d_surface *target;
5217 HRESULT hr;
5219 /* Recreate the primary swapchain's context */
5220 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5221 if (!swapchain->context)
5223 ERR("Failed to allocate memory for swapchain context array.\n");
5224 return E_OUTOFMEMORY;
5227 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5228 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5230 WARN("Failed to create context.\n");
5231 HeapFree(GetProcessHeap(), 0, swapchain->context);
5232 return E_FAIL;
5235 swapchain->context[0] = context;
5236 swapchain->num_contexts = 1;
5237 create_dummy_textures(device, context);
5238 context_release(context);
5240 hr = device->shader_backend->shader_alloc_private(device);
5241 if (FAILED(hr))
5243 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5244 goto err;
5247 hr = device->frag_pipe->alloc_private(device);
5248 if (FAILED(hr))
5250 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5251 device->shader_backend->shader_free_private(device);
5252 goto err;
5255 hr = device->blitter->alloc_private(device);
5256 if (FAILED(hr))
5258 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5259 device->frag_pipe->free_private(device);
5260 device->shader_backend->shader_free_private(device);
5261 goto err;
5264 return WINED3D_OK;
5266 err:
5267 context_acquire(device, NULL);
5268 destroy_dummy_textures(device, context->gl_info);
5269 context_release(context);
5270 context_destroy(device, context);
5271 HeapFree(GetProcessHeap(), 0, swapchain->context);
5272 swapchain->num_contexts = 0;
5273 return hr;
5276 /* Do not call while under the GL lock. */
5277 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5278 const struct wined3d_swapchain_desc *swapchain_desc,
5279 wined3d_device_reset_cb callback)
5281 struct wined3d_resource *resource, *cursor;
5282 struct wined3d_swapchain *swapchain;
5283 struct wined3d_display_mode mode;
5284 BOOL DisplayModeChanged = FALSE;
5285 BOOL update_desc = FALSE;
5286 HRESULT hr;
5288 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5290 stateblock_unbind_resources(device->stateBlock);
5292 if (device->onscreen_depth_stencil)
5294 wined3d_surface_decref(device->onscreen_depth_stencil);
5295 device->onscreen_depth_stencil = NULL;
5298 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5300 TRACE("Enumerating resource %p.\n", resource);
5301 if (FAILED(hr = callback(resource)))
5302 return hr;
5305 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5306 if (FAILED(hr))
5308 ERR("Failed to get the first implicit swapchain\n");
5309 return hr;
5312 if (!is_display_mode_supported(device, swapchain_desc))
5314 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5315 WARN("Requested mode: %ux%u.\n",
5316 swapchain_desc->backbuffer_width,
5317 swapchain_desc->backbuffer_height);
5318 wined3d_swapchain_decref(swapchain);
5319 return WINED3DERR_INVALIDCALL;
5322 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5323 * on an existing gl context, so there's no real need for recreation.
5325 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5327 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5329 TRACE("New params:\n");
5330 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5331 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5332 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5333 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5334 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5335 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5336 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5337 TRACE("device_window %p\n", swapchain_desc->device_window);
5338 TRACE("windowed %#x\n", swapchain_desc->windowed);
5339 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5340 if (swapchain_desc->enable_auto_depth_stencil)
5341 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5342 TRACE("flags %#x\n", swapchain_desc->flags);
5343 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5344 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5345 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5347 /* No special treatment of these parameters. Just store them */
5348 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5349 swapchain->desc.flags = swapchain_desc->flags;
5350 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5351 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5353 /* What to do about these? */
5354 if (swapchain_desc->backbuffer_count
5355 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5356 FIXME("Cannot change the back buffer count yet.\n");
5358 if (swapchain_desc->device_window
5359 && swapchain_desc->device_window != swapchain->desc.device_window)
5361 TRACE("Changing the device window from %p to %p.\n",
5362 swapchain->desc.device_window, swapchain_desc->device_window);
5363 swapchain->desc.device_window = swapchain_desc->device_window;
5364 swapchain->device_window = swapchain_desc->device_window;
5365 wined3d_swapchain_set_window(swapchain, NULL);
5368 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5370 HRESULT hrc;
5372 TRACE("Creating the depth stencil buffer\n");
5374 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5375 swapchain_desc->backbuffer_width,
5376 swapchain_desc->backbuffer_height,
5377 swapchain_desc->auto_depth_stencil_format,
5378 swapchain_desc->multisample_type,
5379 swapchain_desc->multisample_quality,
5380 FALSE,
5381 &device->auto_depth_stencil);
5382 if (FAILED(hrc))
5384 ERR("Failed to create the depth stencil buffer.\n");
5385 wined3d_swapchain_decref(swapchain);
5386 return WINED3DERR_INVALIDCALL;
5390 if (device->onscreen_depth_stencil)
5392 wined3d_surface_decref(device->onscreen_depth_stencil);
5393 device->onscreen_depth_stencil = NULL;
5396 /* Reset the depth stencil */
5397 if (swapchain_desc->enable_auto_depth_stencil)
5398 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5399 else
5400 wined3d_device_set_depth_stencil(device, NULL);
5402 TRACE("Resetting stateblock\n");
5403 wined3d_stateblock_decref(device->updateStateBlock);
5404 wined3d_stateblock_decref(device->stateBlock);
5406 if (swapchain_desc->windowed)
5408 mode.width = swapchain->orig_width;
5409 mode.height = swapchain->orig_height;
5410 mode.refresh_rate = 0;
5411 mode.format_id = swapchain->desc.backbuffer_format;
5413 else
5415 mode.width = swapchain_desc->backbuffer_width;
5416 mode.height = swapchain_desc->backbuffer_height;
5417 mode.refresh_rate = swapchain_desc->refresh_rate;
5418 mode.format_id = swapchain_desc->backbuffer_format;
5421 /* Should Width == 800 && Height == 0 set 800x600? */
5422 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5423 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5424 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5426 if (!swapchain_desc->windowed)
5427 DisplayModeChanged = TRUE;
5429 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5430 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5431 update_desc = TRUE;
5434 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5435 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5437 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5438 update_desc = TRUE;
5441 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5442 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5444 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5445 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5446 update_desc = TRUE;
5449 if (update_desc)
5451 UINT i;
5453 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5454 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5455 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5456 if (FAILED(hr))
5458 wined3d_swapchain_decref(swapchain);
5459 return hr;
5462 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5464 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5465 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5466 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5467 if (FAILED(hr))
5469 wined3d_swapchain_decref(swapchain);
5470 return hr;
5473 if (device->auto_depth_stencil)
5475 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5476 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5477 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5478 if (FAILED(hr))
5480 wined3d_swapchain_decref(swapchain);
5481 return hr;
5486 if (device->d3d_initialized)
5487 delete_opengl_contexts(device, swapchain);
5489 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5490 || DisplayModeChanged)
5492 wined3d_device_set_display_mode(device, 0, &mode);
5494 if (!swapchain_desc->windowed)
5496 if (swapchain->desc.windowed)
5498 HWND focus_window = device->create_parms.focus_window;
5499 if (!focus_window)
5500 focus_window = swapchain_desc->device_window;
5501 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5503 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5504 wined3d_swapchain_decref(swapchain);
5505 return hr;
5508 /* switch from windowed to fs */
5509 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5510 swapchain_desc->backbuffer_width,
5511 swapchain_desc->backbuffer_height);
5513 else
5515 /* Fullscreen -> fullscreen mode change */
5516 MoveWindow(swapchain->device_window, 0, 0,
5517 swapchain_desc->backbuffer_width,
5518 swapchain_desc->backbuffer_height,
5519 TRUE);
5522 else if (!swapchain->desc.windowed)
5524 /* Fullscreen -> windowed switch */
5525 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5526 wined3d_device_release_focus_window(device);
5528 swapchain->desc.windowed = swapchain_desc->windowed;
5530 else if (!swapchain_desc->windowed)
5532 DWORD style = device->style;
5533 DWORD exStyle = device->exStyle;
5534 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5535 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5536 * Reset to clear up their mess. Guild Wars also loses the device during that.
5538 device->style = 0;
5539 device->exStyle = 0;
5540 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5541 swapchain_desc->backbuffer_width,
5542 swapchain_desc->backbuffer_height);
5543 device->style = style;
5544 device->exStyle = exStyle;
5547 /* Note: No parent needed for initial internal stateblock */
5548 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5549 if (FAILED(hr))
5550 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5551 else
5552 TRACE("Created stateblock %p.\n", device->stateBlock);
5553 device->updateStateBlock = device->stateBlock;
5554 wined3d_stateblock_incref(device->updateStateBlock);
5556 stateblock_init_default_state(device->stateBlock);
5558 swapchain_update_render_to_fbo(swapchain);
5559 swapchain_update_draw_bindings(swapchain);
5561 if (device->d3d_initialized)
5562 hr = create_primary_opengl_context(device, swapchain);
5563 wined3d_swapchain_decref(swapchain);
5565 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5566 * first use
5568 return hr;
5571 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5573 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5575 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5577 return WINED3D_OK;
5581 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5582 struct wined3d_device_creation_parameters *parameters)
5584 TRACE("device %p, parameters %p.\n", device, parameters);
5586 *parameters = device->create_parms;
5587 return WINED3D_OK;
5590 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5591 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5593 struct wined3d_swapchain *swapchain;
5595 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5596 device, swapchain_idx, flags, ramp);
5598 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5600 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5601 wined3d_swapchain_decref(swapchain);
5605 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5606 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5608 struct wined3d_swapchain *swapchain;
5610 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5611 device, swapchain_idx, ramp);
5613 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5615 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5616 wined3d_swapchain_decref(swapchain);
5620 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5622 TRACE("device %p, resource %p.\n", device, resource);
5624 list_add_head(&device->resources, &resource->resource_list_entry);
5627 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5629 TRACE("device %p, resource %p.\n", device, resource);
5631 list_remove(&resource->resource_list_entry);
5634 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5636 enum wined3d_resource_type type = resource->type;
5637 unsigned int i;
5639 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5641 context_resource_released(device, resource, type);
5643 switch (type)
5645 case WINED3D_RTYPE_SURFACE:
5647 struct wined3d_surface *surface = surface_from_resource(resource);
5649 if (!device->d3d_initialized) break;
5651 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5653 if (device->fb.render_targets[i] == surface)
5655 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5656 device->fb.render_targets[i] = NULL;
5660 if (device->fb.depth_stencil == surface)
5662 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5663 device->fb.depth_stencil = NULL;
5666 break;
5668 case WINED3D_RTYPE_TEXTURE:
5669 case WINED3D_RTYPE_CUBE_TEXTURE:
5670 case WINED3D_RTYPE_VOLUME_TEXTURE:
5671 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5673 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5675 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5677 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5678 texture, device->stateBlock, i);
5679 device->stateBlock->state.textures[i] = NULL;
5682 if (device->updateStateBlock != device->stateBlock
5683 && device->updateStateBlock->state.textures[i] == texture)
5685 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5686 texture, device->updateStateBlock, i);
5687 device->updateStateBlock->state.textures[i] = NULL;
5690 break;
5692 case WINED3D_RTYPE_BUFFER:
5694 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5696 for (i = 0; i < MAX_STREAMS; ++i)
5698 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5700 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5701 buffer, device->stateBlock, i);
5702 device->stateBlock->state.streams[i].buffer = NULL;
5705 if (device->updateStateBlock != device->stateBlock
5706 && device->updateStateBlock->state.streams[i].buffer == buffer)
5708 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5709 buffer, device->updateStateBlock, i);
5710 device->updateStateBlock->state.streams[i].buffer = NULL;
5715 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5717 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5718 buffer, device->stateBlock);
5719 device->stateBlock->state.index_buffer = NULL;
5722 if (device->updateStateBlock != device->stateBlock
5723 && device->updateStateBlock->state.index_buffer == buffer)
5725 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5726 buffer, device->updateStateBlock);
5727 device->updateStateBlock->state.index_buffer = NULL;
5730 break;
5732 default:
5733 break;
5736 /* Remove the resource from the resourceStore */
5737 device_resource_remove(device, resource);
5739 TRACE("Resource released.\n");
5742 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5743 HDC dc, struct wined3d_surface **surface)
5745 struct wined3d_resource *resource;
5747 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5749 if (!dc)
5750 return WINED3DERR_INVALIDCALL;
5752 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5754 if (resource->type == WINED3D_RTYPE_SURFACE)
5756 struct wined3d_surface *s = surface_from_resource(resource);
5758 if (s->hDC == dc)
5760 TRACE("Found surface %p for dc %p.\n", s, dc);
5761 *surface = s;
5762 return WINED3D_OK;
5767 return WINED3DERR_INVALIDCALL;
5770 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5771 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5772 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5774 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5775 const struct fragment_pipeline *fragment_pipeline;
5776 struct wined3d_display_mode mode;
5777 struct shader_caps shader_caps;
5778 struct fragment_caps ffp_caps;
5779 unsigned int i;
5780 HRESULT hr;
5782 device->ref = 1;
5783 device->wined3d = wined3d;
5784 wined3d_incref(device->wined3d);
5785 device->adapter = wined3d->adapter_count ? adapter : NULL;
5786 device->device_parent = device_parent;
5787 list_init(&device->resources);
5788 list_init(&device->shaders);
5789 device->surface_alignment = surface_alignment;
5791 /* Get the initial screen setup for ddraw. */
5792 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5793 if (FAILED(hr))
5795 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5796 wined3d_decref(device->wined3d);
5797 return hr;
5799 adapter->screen_size.cx = mode.width;
5800 adapter->screen_size.cy = mode.height;
5801 adapter->screen_format = mode.format_id;
5803 /* Save the creation parameters. */
5804 device->create_parms.adapter_idx = adapter_idx;
5805 device->create_parms.device_type = device_type;
5806 device->create_parms.focus_window = focus_window;
5807 device->create_parms.flags = flags;
5809 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5811 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5812 device->shader_backend = adapter->shader_backend;
5814 if (device->shader_backend)
5816 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5817 device->vshader_version = shader_caps.VertexShaderVersion;
5818 device->pshader_version = shader_caps.PixelShaderVersion;
5819 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5820 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5821 device->vs_clipping = shader_caps.VSClipping;
5823 fragment_pipeline = adapter->fragment_pipe;
5824 device->frag_pipe = fragment_pipeline;
5825 if (fragment_pipeline)
5827 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5828 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5830 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5831 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5832 if (FAILED(hr))
5834 ERR("Failed to compile state table, hr %#x.\n", hr);
5835 wined3d_decref(device->wined3d);
5836 return hr;
5839 device->blitter = adapter->blitter;
5841 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5842 if (FAILED(hr))
5844 WARN("Failed to create stateblock.\n");
5845 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5847 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5849 wined3d_decref(device->wined3d);
5850 return hr;
5853 TRACE("Created stateblock %p.\n", device->stateBlock);
5854 device->updateStateBlock = device->stateBlock;
5855 wined3d_stateblock_incref(device->updateStateBlock);
5857 return WINED3D_OK;
5861 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5863 DWORD rep = device->StateTable[state].representative;
5864 struct wined3d_context *context;
5865 DWORD idx;
5866 BYTE shift;
5867 UINT i;
5869 for (i = 0; i < device->context_count; ++i)
5871 context = device->contexts[i];
5872 if(isStateDirty(context, rep)) continue;
5874 context->dirtyArray[context->numDirtyEntries++] = rep;
5875 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5876 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5877 context->isStateDirty[idx] |= (1 << shift);
5881 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5883 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5884 *width = context->current_rt->pow2Width;
5885 *height = context->current_rt->pow2Height;
5888 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5890 const struct wined3d_swapchain *swapchain = context->swapchain;
5891 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5892 * current context's drawable, which is the size of the back buffer of the swapchain
5893 * the active context belongs to. */
5894 *width = swapchain->desc.backbuffer_width;
5895 *height = swapchain->desc.backbuffer_height;
5898 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5899 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5901 if (device->filter_messages)
5903 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5904 window, message, wparam, lparam);
5905 if (unicode)
5906 return DefWindowProcW(window, message, wparam, lparam);
5907 else
5908 return DefWindowProcA(window, message, wparam, lparam);
5911 if (message == WM_DESTROY)
5913 TRACE("unregister window %p.\n", window);
5914 wined3d_unregister_window(window);
5916 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5917 ERR("Window %p is not the focus window for device %p.\n", window, device);
5919 else if (message == WM_DISPLAYCHANGE)
5921 device->device_parent->ops->mode_changed(device->device_parent);
5924 if (unicode)
5925 return CallWindowProcW(proc, window, message, wparam, lparam);
5926 else
5927 return CallWindowProcA(proc, window, message, wparam, lparam);