mstask: Implement ITask::DeleteTrigger().
[wine.git] / dlls / wined3d / device.c
blobf412cbe88d2700b0a5c0da85c7a0b5cd90aa7426
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(winediag);
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
43 WINED3D_LIGHT_DIRECTIONAL, /* Type */
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
60 switch (primitive_type)
62 case WINED3D_PT_POINTLIST:
63 return GL_POINTS;
65 case WINED3D_PT_LINELIST:
66 return GL_LINES;
68 case WINED3D_PT_LINESTRIP:
69 return GL_LINE_STRIP;
71 case WINED3D_PT_TRIANGLELIST:
72 return GL_TRIANGLES;
74 case WINED3D_PT_TRIANGLESTRIP:
75 return GL_TRIANGLE_STRIP;
77 case WINED3D_PT_TRIANGLEFAN:
78 return GL_TRIANGLE_FAN;
80 case WINED3D_PT_LINELIST_ADJ:
81 return GL_LINES_ADJACENCY_ARB;
83 case WINED3D_PT_LINESTRIP_ADJ:
84 return GL_LINE_STRIP_ADJACENCY_ARB;
86 case WINED3D_PT_TRIANGLELIST_ADJ:
87 return GL_TRIANGLES_ADJACENCY_ARB;
89 case WINED3D_PT_TRIANGLESTRIP_ADJ:
90 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
92 case WINED3D_PT_PATCH:
93 return GL_PATCHES;
95 default:
96 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
97 case WINED3D_PT_UNDEFINED:
98 return ~0u;
102 enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
104 switch (primitive_type)
106 case GL_POINTS:
107 return WINED3D_PT_POINTLIST;
109 case GL_LINES:
110 return WINED3D_PT_LINELIST;
112 case GL_LINE_STRIP:
113 return WINED3D_PT_LINESTRIP;
115 case GL_TRIANGLES:
116 return WINED3D_PT_TRIANGLELIST;
118 case GL_TRIANGLE_STRIP:
119 return WINED3D_PT_TRIANGLESTRIP;
121 case GL_TRIANGLE_FAN:
122 return WINED3D_PT_TRIANGLEFAN;
124 case GL_LINES_ADJACENCY_ARB:
125 return WINED3D_PT_LINELIST_ADJ;
127 case GL_LINE_STRIP_ADJACENCY_ARB:
128 return WINED3D_PT_LINESTRIP_ADJ;
130 case GL_TRIANGLES_ADJACENCY_ARB:
131 return WINED3D_PT_TRIANGLELIST_ADJ;
133 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLESTRIP_ADJ;
136 case GL_PATCHES:
137 return WINED3D_PT_PATCH;
139 default:
140 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
141 case ~0u:
142 return WINED3D_PT_UNDEFINED;
146 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
148 struct wined3d_context **new_array;
150 TRACE("Adding context %p.\n", context);
152 if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
154 ERR("Failed to grow the context array.\n");
155 return FALSE;
158 new_array[device->context_count++] = context;
159 device->contexts = new_array;
160 return TRUE;
163 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
165 struct wined3d_context **new_array;
166 BOOL found = FALSE;
167 UINT i;
169 TRACE("Removing context %p.\n", context);
171 for (i = 0; i < device->context_count; ++i)
173 if (device->contexts[i] == context)
175 found = TRUE;
176 break;
180 if (!found)
182 ERR("Context %p doesn't exist in context array.\n", context);
183 return;
186 if (!--device->context_count)
188 heap_free(device->contexts);
189 device->contexts = NULL;
190 return;
193 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
194 if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
196 ERR("Failed to shrink context array. Oh well.\n");
197 return;
200 device->contexts = new_array;
203 static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
204 const RECT *draw_rect, const RECT *clear_rect)
206 unsigned int width, height, level;
208 level = sub_resource_idx % texture->level_count;
209 width = wined3d_texture_get_level_width(texture, level);
210 height = wined3d_texture_get_level_height(texture, level);
212 /* partial draw rect */
213 if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
214 return FALSE;
216 /* partial clear rect */
217 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
218 || clear_rect->right < width || clear_rect->bottom < height))
219 return FALSE;
221 return TRUE;
224 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
225 UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
226 float depth, DWORD stencil)
228 struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
229 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
230 const struct wined3d_state *state = &device->cs->state;
231 struct wined3d_texture *depth_stencil = NULL;
232 const struct wined3d_gl_info *gl_info;
233 struct wined3d_texture *target = NULL;
234 UINT drawable_width, drawable_height;
235 struct wined3d_color corrected_color;
236 struct wined3d_context *context;
237 GLbitfield clear_mask = 0;
238 BOOL render_offscreen;
239 unsigned int i;
241 if (rtv && rtv->resource->type != WINED3D_RTYPE_BUFFER)
243 target = texture_from_resource(rtv->resource);
244 context = context_acquire(device, target, rtv->sub_resource_idx);
246 else
248 context = context_acquire(device, NULL, 0);
251 if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
252 depth_stencil = texture_from_resource(dsv->resource);
254 if (!context->valid)
256 context_release(context);
257 WARN("Invalid context, skipping clear.\n");
258 return;
260 gl_info = context->gl_info;
262 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
263 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
264 * for the cleared parts, and the untouched parts.
266 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
267 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
268 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
269 * checking all this if the dest surface is in the drawable anyway. */
270 for (i = 0; i < rt_count; ++i)
272 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
274 if (rtv && rtv->format->id != WINED3DFMT_NULL)
276 struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
278 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx,
279 draw_rect, rect_count ? clear_rect : NULL))
280 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
281 else
282 wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
286 if (target)
288 render_offscreen = context->render_offscreen;
289 wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
291 else
293 unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->level_count;
295 render_offscreen = TRUE;
296 drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil, ds_level);
297 drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil, ds_level);
300 if (depth_stencil)
302 DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
303 struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
305 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
306 && !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL))
307 wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location);
308 else
309 wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location);
311 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
313 wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location);
314 wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location);
318 if (!context_apply_clear_state(context, state, rt_count, fb))
320 context_release(context);
321 WARN("Failed to apply clear state, skipping clear.\n");
322 return;
325 /* Only set the values up once, as they are not changing. */
326 if (flags & WINED3DCLEAR_STENCIL)
328 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
330 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
331 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
333 gl_info->gl_ops.gl.p_glStencilMask(~0U);
334 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
335 gl_info->gl_ops.gl.p_glClearStencil(stencil);
336 checkGLcall("glClearStencil");
337 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
340 if (flags & WINED3DCLEAR_ZBUFFER)
342 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
343 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
344 gl_info->gl_ops.gl.p_glClearDepth(depth);
345 checkGLcall("glClearDepth");
346 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
349 if (flags & WINED3DCLEAR_TARGET)
351 for (i = 0; i < rt_count; ++i)
353 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
354 struct wined3d_texture *texture;
356 if (!rtv)
357 continue;
359 if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
361 FIXME("Not supported on buffer resources.\n");
362 continue;
365 texture = texture_from_resource(rtv->resource);
366 wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
367 wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
370 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
372 if (rt_count > 1)
373 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
374 "support, this might cause graphical issues.\n");
376 corrected_color.r = color->r < wined3d_srgb_const1[0]
377 ? color->r * wined3d_srgb_const0[3]
378 : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
379 - wined3d_srgb_const0[2];
380 corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
381 corrected_color.g = color->g < wined3d_srgb_const1[0]
382 ? color->g * wined3d_srgb_const0[3]
383 : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
384 - wined3d_srgb_const0[2];
385 corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
386 corrected_color.b = color->b < wined3d_srgb_const1[0]
387 ? color->b * wined3d_srgb_const0[3]
388 : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
389 - wined3d_srgb_const0[2];
390 corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
391 color = &corrected_color;
394 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
395 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
396 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
397 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
398 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
399 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
400 checkGLcall("glClearColor");
401 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
404 if (!rect_count)
406 if (render_offscreen)
408 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
409 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
411 else
413 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
414 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
416 gl_info->gl_ops.gl.p_glClear(clear_mask);
418 else
420 RECT current_rect;
422 /* Now process each rect in turn. */
423 for (i = 0; i < rect_count; ++i)
425 /* Note that GL uses lower left, width/height. */
426 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
428 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
429 wine_dbgstr_rect(&clear_rect[i]),
430 wine_dbgstr_rect(&current_rect));
432 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
433 * The rectangle is not cleared, no error is returned, but further rectangles are
434 * still cleared if they are valid. */
435 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
437 TRACE("Rectangle with negative dimensions, ignoring.\n");
438 continue;
441 if (render_offscreen)
443 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
444 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
446 else
448 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
449 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
451 gl_info->gl_ops.gl.p_glClear(clear_mask);
454 context->scissor_rect_count = WINED3D_MAX_VIEWPORTS;
455 checkGLcall("clear");
457 if (flags & WINED3DCLEAR_TARGET && target->swapchain && target->swapchain->front_buffer == target)
458 gl_info->gl_ops.gl.p_glFlush();
460 context_release(context);
463 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
465 ULONG refcount = InterlockedIncrement(&device->ref);
467 TRACE("%p increasing refcount to %u.\n", device, refcount);
469 return refcount;
472 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
474 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
476 ERR("Leftover sampler %p.\n", sampler);
479 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
481 ULONG refcount = InterlockedDecrement(&device->ref);
483 TRACE("%p decreasing refcount to %u.\n", device, refcount);
485 if (!refcount)
487 UINT i;
489 wined3d_cs_destroy(device->cs);
491 if (device->recording && wined3d_stateblock_decref(device->recording))
492 ERR("Something's still holding the recording stateblock.\n");
493 device->recording = NULL;
495 state_cleanup(&device->state);
497 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
499 heap_free(device->multistate_funcs[i]);
500 device->multistate_funcs[i] = NULL;
503 if (!list_empty(&device->resources))
505 struct wined3d_resource *resource;
507 ERR("Device released with resources still bound.\n");
509 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
511 ERR("Leftover resource %p with type %s (%#x).\n",
512 resource, debug_d3dresourcetype(resource->type), resource->type);
516 if (device->contexts)
517 ERR("Context array not freed!\n");
518 if (device->hardwareCursor)
519 DestroyCursor(device->hardwareCursor);
520 device->hardwareCursor = 0;
522 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
524 wined3d_decref(device->wined3d);
525 device->wined3d = NULL;
526 heap_free(device);
527 TRACE("Freed device %p.\n", device);
530 return refcount;
533 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
535 TRACE("device %p.\n", device);
537 return device->swapchain_count;
540 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
542 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
544 if (swapchain_idx >= device->swapchain_count)
546 WARN("swapchain_idx %u >= swapchain_count %u.\n",
547 swapchain_idx, device->swapchain_count);
548 return NULL;
551 return device->swapchains[swapchain_idx];
554 static void device_load_logo(struct wined3d_device *device, const char *filename)
556 struct wined3d_color_key color_key;
557 struct wined3d_resource_desc desc;
558 HBITMAP hbm;
559 BITMAP bm;
560 HRESULT hr;
561 HDC dcb = NULL, dcs = NULL;
563 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
565 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
566 return;
568 GetObjectA(hbm, sizeof(BITMAP), &bm);
570 if (!(dcb = CreateCompatibleDC(NULL)))
571 goto out;
572 SelectObject(dcb, hbm);
574 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
575 desc.format = WINED3DFMT_B5G6R5_UNORM;
576 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
577 desc.multisample_quality = 0;
578 desc.usage = WINED3DUSAGE_DYNAMIC;
579 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
580 desc.width = bm.bmWidth;
581 desc.height = bm.bmHeight;
582 desc.depth = 1;
583 desc.size = 0;
584 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1,
585 WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_GET_DC,
586 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
588 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
589 goto out;
592 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
594 wined3d_texture_decref(device->logo_texture);
595 device->logo_texture = NULL;
596 goto out;
598 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
599 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
601 color_key.color_space_low_value = 0;
602 color_key.color_space_high_value = 0;
603 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
605 out:
606 if (dcb) DeleteDC(dcb);
607 if (hbm) DeleteObject(hbm);
610 /* Context activation is done by the caller. */
611 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
613 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
614 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
615 struct wined3d_dummy_textures *textures = &device->dummy_textures;
616 unsigned int i;
617 DWORD color;
619 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
620 color = 0x000000ff;
621 else
622 color = 0x00000000;
624 /* Under DirectX you can sample even if no texture is bound, whereas
625 * OpenGL will only allow that when a valid texture is bound.
626 * We emulate this by creating dummy textures and binding them
627 * to each texture stage when the currently set D3D texture is NULL. */
628 context_active_texture(context, gl_info, 0);
630 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
631 TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
632 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
633 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
634 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
636 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
637 TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
638 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
639 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
640 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
642 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
644 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
645 TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
646 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
647 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
648 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
651 if (gl_info->supported[EXT_TEXTURE3D])
653 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
654 TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
655 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
656 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
657 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
660 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
662 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
663 TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
664 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
665 for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
667 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
668 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
672 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
674 DWORD cube_array_data[6];
676 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
677 TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
678 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
679 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
680 cube_array_data[i] = color;
681 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
682 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
685 if (gl_info->supported[EXT_TEXTURE_ARRAY])
687 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
688 TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
689 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
690 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
691 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
693 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
694 TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
695 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
696 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
697 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
700 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
702 GLuint buffer;
704 GL_EXTCALL(glGenBuffers(1, &buffer));
705 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
706 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
707 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
709 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
710 TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
711 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
712 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
713 GL_EXTCALL(glDeleteBuffers(1, &buffer));
716 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
718 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
719 TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
720 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
721 GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
723 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
724 TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
725 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
726 GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
728 if (gl_info->supported[ARB_CLEAR_TEXTURE])
730 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
731 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
733 else
735 WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
739 checkGLcall("create dummy textures");
741 context_bind_dummy_textures(device, context);
744 /* Context activation is done by the caller. */
745 static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
747 struct wined3d_dummy_textures *dummy_textures = &device->dummy_textures;
748 const struct wined3d_gl_info *gl_info = context->gl_info;
750 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
752 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
753 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
756 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
757 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
759 if (gl_info->supported[EXT_TEXTURE_ARRAY])
761 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
762 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
765 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
766 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
768 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
769 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
771 if (gl_info->supported[EXT_TEXTURE3D])
772 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
774 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
775 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
777 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
778 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
780 checkGLcall("delete dummy textures");
782 memset(dummy_textures, 0, sizeof(*dummy_textures));
785 /* Context activation is done by the caller. */
786 static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
788 struct wined3d_sampler_desc desc;
789 HRESULT hr;
791 desc.address_u = WINED3D_TADDRESS_WRAP;
792 desc.address_v = WINED3D_TADDRESS_WRAP;
793 desc.address_w = WINED3D_TADDRESS_WRAP;
794 memset(desc.border_color, 0, sizeof(desc.border_color));
795 desc.mag_filter = WINED3D_TEXF_POINT;
796 desc.min_filter = WINED3D_TEXF_POINT;
797 desc.mip_filter = WINED3D_TEXF_NONE;
798 desc.lod_bias = 0.0f;
799 desc.min_lod = -1000.0f;
800 desc.max_lod = 1000.0f;
801 desc.mip_base_level = 0;
802 desc.max_anisotropy = 1;
803 desc.compare = FALSE;
804 desc.comparison_func = WINED3D_CMP_NEVER;
805 desc.srgb_decode = TRUE;
807 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
808 * instructions allow access to resources without using samplers.
809 * In GLSL, resources are always accessed through sampler or image variables. The default
810 * sampler object is used to emulate the direct resource access when there is no sampler state
811 * to use.
813 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
815 ERR("Failed to create default sampler, hr %#x.\n", hr);
816 device->default_sampler = NULL;
819 /* In D3D10+, a NULL sampler maps to the default sampler state. */
820 desc.address_u = WINED3D_TADDRESS_CLAMP;
821 desc.address_v = WINED3D_TADDRESS_CLAMP;
822 desc.address_w = WINED3D_TADDRESS_CLAMP;
823 desc.mag_filter = WINED3D_TEXF_LINEAR;
824 desc.min_filter = WINED3D_TEXF_LINEAR;
825 desc.mip_filter = WINED3D_TEXF_LINEAR;
826 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
828 ERR("Failed to create null sampler, hr %#x.\n", hr);
829 device->null_sampler = NULL;
833 /* Context activation is done by the caller. */
834 static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
836 wined3d_sampler_decref(device->default_sampler);
837 device->default_sampler = NULL;
838 wined3d_sampler_decref(device->null_sampler);
839 device->null_sampler = NULL;
842 static LONG fullscreen_style(LONG style)
844 /* Make sure the window is managed, otherwise we won't get keyboard input. */
845 style |= WS_POPUP | WS_SYSMENU;
846 style &= ~(WS_CAPTION | WS_THICKFRAME);
848 return style;
851 static LONG fullscreen_exstyle(LONG exstyle)
853 /* Filter out window decorations. */
854 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
856 return exstyle;
859 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
861 BOOL filter_messages;
862 LONG style, exstyle;
864 TRACE("Setting up window %p for fullscreen mode.\n", window);
866 if (device->style || device->exStyle)
868 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
869 window, device->style, device->exStyle);
872 device->style = GetWindowLongW(window, GWL_STYLE);
873 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
875 style = fullscreen_style(device->style);
876 exstyle = fullscreen_exstyle(device->exStyle);
878 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
879 device->style, device->exStyle, style, exstyle);
881 filter_messages = device->filter_messages;
882 device->filter_messages = TRUE;
884 SetWindowLongW(window, GWL_STYLE, style);
885 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
886 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
888 device->filter_messages = filter_messages;
891 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window,
892 const RECT *window_rect)
894 unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
895 BOOL filter_messages;
896 LONG style, exstyle;
897 RECT rect = {0};
899 if (!device->style && !device->exStyle)
900 return;
902 style = GetWindowLongW(window, GWL_STYLE);
903 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
905 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
906 * application, and we want to ignore them in the test below, since it's
907 * not the application's fault that they changed. Additionally, we want to
908 * preserve the current status of these flags (i.e. don't restore them) to
909 * more closely emulate the behavior of Direct3D, which leaves these flags
910 * alone when returning to windowed mode. */
911 device->style ^= (device->style ^ style) & WS_VISIBLE;
912 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
914 TRACE("Restoring window style of window %p to %08x, %08x.\n",
915 window, device->style, device->exStyle);
917 filter_messages = device->filter_messages;
918 device->filter_messages = TRUE;
920 /* Only restore the style if the application didn't modify it during the
921 * fullscreen phase. Some applications change it before calling Reset()
922 * when switching between windowed and fullscreen modes (HL2), some
923 * depend on the original style (Eve Online). */
924 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
926 SetWindowLongW(window, GWL_STYLE, device->style);
927 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
930 if (window_rect)
931 rect = *window_rect;
932 else
933 window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
934 SetWindowPos(window, 0, rect.left, rect.top,
935 rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
937 device->filter_messages = filter_messages;
939 /* Delete the old values. */
940 device->style = 0;
941 device->exStyle = 0;
944 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
946 TRACE("device %p, window %p.\n", device, window);
948 if (!wined3d_register_window(window, device))
950 ERR("Failed to register window %p.\n", window);
951 return E_FAIL;
954 InterlockedExchangePointer((void **)&device->focus_window, window);
955 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
957 return WINED3D_OK;
960 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
962 TRACE("device %p.\n", device);
964 if (device->focus_window) wined3d_unregister_window(device->focus_window);
965 InterlockedExchangePointer((void **)&device->focus_window, NULL);
968 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
970 BOOL ds_enable = swapchain->desc.enable_auto_depth_stencil;
971 unsigned int i;
973 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
975 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
977 if (device->back_buffer_view)
978 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
980 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
983 static void wined3d_device_delete_opengl_contexts_cs(void *object)
985 struct wined3d_resource *resource, *cursor;
986 struct wined3d_device *device = object;
987 struct wined3d_context *context;
988 struct wined3d_shader *shader;
990 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
992 TRACE("Unloading resource %p.\n", resource);
993 wined3d_cs_emit_unload_resource(device->cs, resource);
996 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
998 device->shader_backend->shader_destroy(shader);
1001 context = context_acquire(device, NULL, 0);
1002 device->blitter->ops->blitter_destroy(device->blitter, context);
1003 device->shader_backend->shader_free_private(device);
1004 destroy_dummy_textures(device, context);
1005 destroy_default_samplers(device, context);
1006 context_release(context);
1008 while (device->context_count)
1010 if (device->contexts[0]->swapchain)
1011 swapchain_destroy_contexts(device->contexts[0]->swapchain);
1012 else
1013 context_destroy(device, device->contexts[0]);
1017 static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
1019 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
1020 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1023 static void wined3d_device_create_primary_opengl_context_cs(void *object)
1025 struct wined3d_device *device = object;
1026 struct wined3d_swapchain *swapchain;
1027 struct wined3d_context *context;
1028 struct wined3d_texture *target;
1029 HRESULT hr;
1031 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1032 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1034 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1035 return;
1038 if (!(device->blitter = wined3d_cpu_blitter_create()))
1040 ERR("Failed to create CPU blitter.\n");
1041 device->shader_backend->shader_free_private(device);
1042 return;
1044 wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
1045 wined3d_arbfp_blitter_create(&device->blitter, device);
1046 wined3d_glsl_blitter_create(&device->blitter, device);
1047 wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
1048 wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
1050 swapchain = device->swapchains[0];
1051 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1052 context = context_acquire(device, target, 0);
1053 create_dummy_textures(device, context);
1054 create_default_samplers(device, context);
1055 context_release(context);
1058 static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
1060 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
1061 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1062 if (!device->swapchains[0]->num_contexts)
1063 return E_FAIL;
1065 return WINED3D_OK;
1068 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1069 struct wined3d_swapchain_desc *swapchain_desc)
1071 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1072 struct wined3d_swapchain *swapchain = NULL;
1073 DWORD clear_flags = 0;
1074 HRESULT hr;
1076 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1078 if (device->d3d_initialized)
1079 return WINED3DERR_INVALIDCALL;
1080 if (device->wined3d->flags & WINED3D_NO3D)
1081 return WINED3DERR_INVALIDCALL;
1083 memset(device->fb.render_targets, 0, sizeof(device->fb.render_targets));
1085 /* Setup the implicit swapchain. This also initializes a context. */
1086 TRACE("Creating implicit swapchain.\n");
1087 if (FAILED(hr = device->device_parent->ops->create_swapchain(device->device_parent,
1088 swapchain_desc, &swapchain)))
1090 WARN("Failed to create implicit swapchain.\n");
1091 goto err_out;
1094 if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_usage & WINED3DUSAGE_RENDERTARGET)
1096 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1097 struct wined3d_view_desc view_desc;
1099 view_desc.format_id = back_buffer->format->id;
1100 view_desc.flags = 0;
1101 view_desc.u.texture.level_idx = 0;
1102 view_desc.u.texture.level_count = 1;
1103 view_desc.u.texture.layer_idx = 0;
1104 view_desc.u.texture.layer_count = 1;
1105 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1106 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1108 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1109 goto err_out;
1113 device->swapchain_count = 1;
1114 if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1116 ERR("Out of memory!\n");
1117 goto err_out;
1119 device->swapchains[0] = swapchain;
1121 if (FAILED(hr = wined3d_device_create_primary_opengl_context(device)))
1122 goto err_out;
1123 device_init_swapchain_state(device, swapchain);
1125 device->contexts[0]->last_was_rhw = 0;
1127 TRACE("All defaults now set up.\n");
1129 /* Clear the screen */
1130 if (device->back_buffer_view)
1131 clear_flags |= WINED3DCLEAR_TARGET;
1132 if (swapchain_desc->enable_auto_depth_stencil)
1133 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1134 if (clear_flags)
1135 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1137 device->d3d_initialized = TRUE;
1139 if (wined3d_settings.logo)
1140 device_load_logo(device, wined3d_settings.logo);
1141 return WINED3D_OK;
1143 err_out:
1144 heap_free(device->swapchains);
1145 device->swapchain_count = 0;
1146 if (device->back_buffer_view)
1147 wined3d_rendertarget_view_decref(device->back_buffer_view);
1148 if (swapchain)
1149 wined3d_swapchain_decref(swapchain);
1151 return hr;
1154 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1155 struct wined3d_swapchain_desc *swapchain_desc)
1157 struct wined3d_swapchain *swapchain = NULL;
1158 HRESULT hr;
1160 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1162 /* Setup the implicit swapchain */
1163 TRACE("Creating implicit swapchain\n");
1164 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1165 swapchain_desc, &swapchain);
1166 if (FAILED(hr))
1168 WARN("Failed to create implicit swapchain\n");
1169 goto err_out;
1172 device->swapchain_count = 1;
1173 if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1175 ERR("Out of memory!\n");
1176 goto err_out;
1178 device->swapchains[0] = swapchain;
1180 if (!(device->blitter = wined3d_cpu_blitter_create()))
1182 ERR("Failed to create CPU blitter.\n");
1183 heap_free(device->swapchains);
1184 device->swapchain_count = 0;
1185 goto err_out;
1188 return WINED3D_OK;
1190 err_out:
1191 wined3d_swapchain_decref(swapchain);
1192 return hr;
1195 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1197 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1199 wined3d_sampler_decref(sampler);
1202 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1204 unsigned int i;
1206 TRACE("device %p.\n", device);
1208 if (!device->d3d_initialized)
1209 return WINED3DERR_INVALIDCALL;
1211 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1213 if (device->logo_texture)
1214 wined3d_texture_decref(device->logo_texture);
1215 if (device->cursor_texture)
1216 wined3d_texture_decref(device->cursor_texture);
1218 state_unbind_resources(&device->state);
1220 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1222 wined3d_device_delete_opengl_contexts(device);
1224 if (device->fb.depth_stencil)
1226 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1228 TRACE("Releasing depth/stencil view %p.\n", view);
1230 device->fb.depth_stencil = NULL;
1231 wined3d_rendertarget_view_decref(view);
1234 if (device->auto_depth_stencil_view)
1236 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1238 device->auto_depth_stencil_view = NULL;
1239 if (wined3d_rendertarget_view_decref(view))
1240 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1243 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1245 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1247 if (device->back_buffer_view)
1249 wined3d_rendertarget_view_decref(device->back_buffer_view);
1250 device->back_buffer_view = NULL;
1253 for (i = 0; i < device->swapchain_count; ++i)
1255 TRACE("Releasing the implicit swapchain %u.\n", i);
1256 if (wined3d_swapchain_decref(device->swapchains[i]))
1257 FIXME("Something's still holding the implicit swapchain.\n");
1260 heap_free(device->swapchains);
1261 device->swapchains = NULL;
1262 device->swapchain_count = 0;
1264 device->d3d_initialized = FALSE;
1266 return WINED3D_OK;
1269 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1271 unsigned int i;
1273 device->blitter->ops->blitter_destroy(device->blitter, NULL);
1275 for (i = 0; i < device->swapchain_count; ++i)
1277 TRACE("Releasing the implicit swapchain %u.\n", i);
1278 if (wined3d_swapchain_decref(device->swapchains[i]))
1279 FIXME("Something's still holding the implicit swapchain.\n");
1282 heap_free(device->swapchains);
1283 device->swapchains = NULL;
1284 device->swapchain_count = 0;
1285 return WINED3D_OK;
1288 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1289 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1290 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1292 * There is no way to deactivate thread safety once it is enabled.
1294 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1296 TRACE("device %p.\n", device);
1298 /* For now just store the flag (needed in case of ddraw). */
1299 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1302 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1304 TRACE("device %p.\n", device);
1306 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1307 wine_dbgstr_longlong(device->adapter->vram_bytes),
1308 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1309 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1311 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1314 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1315 struct wined3d_buffer *buffer, UINT offset)
1317 struct wined3d_stream_output *stream;
1318 struct wined3d_buffer *prev_buffer;
1320 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1322 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1324 WARN("Invalid stream output %u.\n", idx);
1325 return;
1328 stream = &device->update_state->stream_output[idx];
1329 prev_buffer = stream->buffer;
1331 if (buffer)
1332 wined3d_buffer_incref(buffer);
1333 stream->buffer = buffer;
1334 stream->offset = offset;
1335 if (!device->recording)
1336 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1337 if (prev_buffer)
1338 wined3d_buffer_decref(prev_buffer);
1341 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1342 UINT idx, UINT *offset)
1344 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1346 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1348 WARN("Invalid stream output %u.\n", idx);
1349 return NULL;
1352 if (offset)
1353 *offset = device->state.stream_output[idx].offset;
1354 return device->state.stream_output[idx].buffer;
1357 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1358 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1360 struct wined3d_stream_state *stream;
1361 struct wined3d_buffer *prev_buffer;
1363 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1364 device, stream_idx, buffer, offset, stride);
1366 if (stream_idx >= MAX_STREAMS)
1368 WARN("Stream index %u out of range.\n", stream_idx);
1369 return WINED3DERR_INVALIDCALL;
1371 else if (offset & 0x3)
1373 WARN("Offset %u is not 4 byte aligned.\n", offset);
1374 return WINED3DERR_INVALIDCALL;
1377 stream = &device->update_state->streams[stream_idx];
1378 prev_buffer = stream->buffer;
1380 if (device->recording)
1381 device->recording->changed.streamSource |= 1u << stream_idx;
1383 if (prev_buffer == buffer
1384 && stream->stride == stride
1385 && stream->offset == offset)
1387 TRACE("Application is setting the old values over, nothing to do.\n");
1388 return WINED3D_OK;
1391 stream->buffer = buffer;
1392 if (buffer)
1394 stream->stride = stride;
1395 stream->offset = offset;
1396 wined3d_buffer_incref(buffer);
1399 if (!device->recording)
1400 wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1401 if (prev_buffer)
1402 wined3d_buffer_decref(prev_buffer);
1404 return WINED3D_OK;
1407 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1408 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1410 const struct wined3d_stream_state *stream;
1412 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1413 device, stream_idx, buffer, offset, stride);
1415 if (stream_idx >= MAX_STREAMS)
1417 WARN("Stream index %u out of range.\n", stream_idx);
1418 return WINED3DERR_INVALIDCALL;
1421 stream = &device->state.streams[stream_idx];
1422 *buffer = stream->buffer;
1423 if (offset)
1424 *offset = stream->offset;
1425 *stride = stream->stride;
1427 return WINED3D_OK;
1430 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1432 struct wined3d_stream_state *stream;
1433 UINT old_flags, old_freq;
1435 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1437 /* Verify input. At least in d3d9 this is invalid. */
1438 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1440 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1441 return WINED3DERR_INVALIDCALL;
1443 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1445 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1446 return WINED3DERR_INVALIDCALL;
1448 if (!divider)
1450 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1451 return WINED3DERR_INVALIDCALL;
1454 stream = &device->update_state->streams[stream_idx];
1455 old_flags = stream->flags;
1456 old_freq = stream->frequency;
1458 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1459 stream->frequency = divider & 0x7fffff;
1461 if (device->recording)
1462 device->recording->changed.streamFreq |= 1u << stream_idx;
1463 else if (stream->frequency != old_freq || stream->flags != old_flags)
1464 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1466 return WINED3D_OK;
1469 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1470 UINT stream_idx, UINT *divider)
1472 const struct wined3d_stream_state *stream;
1474 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1476 stream = &device->state.streams[stream_idx];
1477 *divider = stream->flags | stream->frequency;
1479 TRACE("Returning %#x.\n", *divider);
1481 return WINED3D_OK;
1484 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1485 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1487 TRACE("device %p, state %s, matrix %p.\n",
1488 device, debug_d3dtstype(d3dts), matrix);
1489 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1490 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1491 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1492 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1494 /* Handle recording of state blocks. */
1495 if (device->recording)
1497 TRACE("Recording... not performing anything.\n");
1498 device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1499 device->update_state->transforms[d3dts] = *matrix;
1500 return;
1503 /* If the new matrix is the same as the current one,
1504 * we cut off any further processing. this seems to be a reasonable
1505 * optimization because as was noticed, some apps (warcraft3 for example)
1506 * tend towards setting the same matrix repeatedly for some reason.
1508 * From here on we assume that the new matrix is different, wherever it matters. */
1509 if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1511 TRACE("The application is setting the same matrix over again.\n");
1512 return;
1515 device->state.transforms[d3dts] = *matrix;
1516 wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1519 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1520 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1522 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1524 *matrix = device->state.transforms[state];
1527 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1528 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1530 const struct wined3d_matrix *mat;
1531 struct wined3d_matrix temp;
1533 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1535 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1536 * below means it will be recorded in a state block change, but it
1537 * works regardless where it is recorded.
1538 * If this is found to be wrong, change to StateBlock. */
1539 if (state > HIGHEST_TRANSFORMSTATE)
1541 WARN("Unhandled transform state %#x.\n", state);
1542 return;
1545 mat = &device->update_state->transforms[state];
1546 multiply_matrix(&temp, mat, matrix);
1548 /* Apply change via set transform - will reapply to eg. lights this way. */
1549 wined3d_device_set_transform(device, state, &temp);
1552 /* Note lights are real special cases. Although the device caps state only
1553 * e.g. 8 are supported, you can reference any indexes you want as long as
1554 * that number max are enabled at any one point in time. Therefore since the
1555 * indices can be anything, we need a hashmap of them. However, this causes
1556 * stateblock problems. When capturing the state block, I duplicate the
1557 * hashmap, but when recording, just build a chain pretty much of commands to
1558 * be replayed. */
1559 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1560 UINT light_idx, const struct wined3d_light *light)
1562 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1563 struct wined3d_light_info *object = NULL;
1564 float rho;
1566 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1568 /* Check the parameter range. Need for speed most wanted sets junk lights
1569 * which confuse the GL driver. */
1570 if (!light)
1571 return WINED3DERR_INVALIDCALL;
1573 switch (light->type)
1575 case WINED3D_LIGHT_POINT:
1576 case WINED3D_LIGHT_SPOT:
1577 case WINED3D_LIGHT_GLSPOT:
1578 /* Incorrect attenuation values can cause the gl driver to crash.
1579 * Happens with Need for speed most wanted. */
1580 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1582 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1583 return WINED3DERR_INVALIDCALL;
1585 break;
1587 case WINED3D_LIGHT_DIRECTIONAL:
1588 case WINED3D_LIGHT_PARALLELPOINT:
1589 /* Ignores attenuation */
1590 break;
1592 default:
1593 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1594 return WINED3DERR_INVALIDCALL;
1597 if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1599 TRACE("Adding new light\n");
1600 if (!(object = heap_alloc_zero(sizeof(*object))))
1601 return E_OUTOFMEMORY;
1603 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1604 object->glIndex = -1;
1605 object->OriginalIndex = light_idx;
1608 /* Initialize the object. */
1609 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1610 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1611 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1612 light_idx, light->type, debug_color(&light->diffuse),
1613 debug_color(&light->specular), debug_color(&light->ambient),
1614 light->position.x, light->position.y, light->position.z,
1615 light->direction.x, light->direction.y, light->direction.z,
1616 light->range, light->falloff, light->theta, light->phi);
1618 /* Save away the information. */
1619 object->OriginalParms = *light;
1621 switch (light->type)
1623 case WINED3D_LIGHT_POINT:
1624 /* Position */
1625 object->position.x = light->position.x;
1626 object->position.y = light->position.y;
1627 object->position.z = light->position.z;
1628 object->position.w = 1.0f;
1629 object->cutoff = 180.0f;
1630 /* FIXME: Range */
1631 break;
1633 case WINED3D_LIGHT_DIRECTIONAL:
1634 /* Direction */
1635 object->direction.x = -light->direction.x;
1636 object->direction.y = -light->direction.y;
1637 object->direction.z = -light->direction.z;
1638 object->direction.w = 0.0f;
1639 object->exponent = 0.0f;
1640 object->cutoff = 180.0f;
1641 break;
1643 case WINED3D_LIGHT_SPOT:
1644 /* Position */
1645 object->position.x = light->position.x;
1646 object->position.y = light->position.y;
1647 object->position.z = light->position.z;
1648 object->position.w = 1.0f;
1650 /* Direction */
1651 object->direction.x = light->direction.x;
1652 object->direction.y = light->direction.y;
1653 object->direction.z = light->direction.z;
1654 object->direction.w = 0.0f;
1656 /* opengl-ish and d3d-ish spot lights use too different models
1657 * for the light "intensity" as a function of the angle towards
1658 * the main light direction, so we only can approximate very
1659 * roughly. However, spot lights are rather rarely used in games
1660 * (if ever used at all). Furthermore if still used, probably
1661 * nobody pays attention to such details. */
1662 if (!light->falloff)
1664 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1665 * equations have the falloff resp. exponent parameter as an
1666 * exponent, so the spot light lighting will always be 1.0 for
1667 * both of them, and we don't have to care for the rest of the
1668 * rather complex calculation. */
1669 object->exponent = 0.0f;
1671 else
1673 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1674 if (rho < 0.0001f)
1675 rho = 0.0001f;
1676 object->exponent = -0.3f / logf(cosf(rho / 2));
1679 if (object->exponent > 128.0f)
1680 object->exponent = 128.0f;
1682 object->cutoff = (float)(light->phi * 90 / M_PI);
1683 /* FIXME: Range */
1684 break;
1686 case WINED3D_LIGHT_PARALLELPOINT:
1687 object->position.x = light->position.x;
1688 object->position.y = light->position.y;
1689 object->position.z = light->position.z;
1690 object->position.w = 1.0f;
1691 break;
1693 default:
1694 FIXME("Unrecognized light type %#x.\n", light->type);
1697 if (!device->recording)
1698 wined3d_cs_emit_set_light(device->cs, object);
1700 return WINED3D_OK;
1703 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1704 UINT light_idx, struct wined3d_light *light)
1706 struct wined3d_light_info *light_info;
1708 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1710 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1712 TRACE("Light information requested but light not defined\n");
1713 return WINED3DERR_INVALIDCALL;
1716 *light = light_info->OriginalParms;
1717 return WINED3D_OK;
1720 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1722 struct wined3d_light_info *light_info;
1724 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1726 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1727 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1729 TRACE("Light enabled requested but light not defined, so defining one!\n");
1730 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1732 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1734 FIXME("Adding default lights has failed dismally\n");
1735 return WINED3DERR_INVALIDCALL;
1739 wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1740 if (!device->recording)
1741 wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1743 return WINED3D_OK;
1746 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1748 struct wined3d_light_info *light_info;
1750 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1752 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1754 TRACE("Light enabled state requested but light not defined.\n");
1755 return WINED3DERR_INVALIDCALL;
1757 /* true is 128 according to SetLightEnable */
1758 *enable = light_info->enabled ? 128 : 0;
1759 return WINED3D_OK;
1762 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1763 UINT plane_idx, const struct wined3d_vec4 *plane)
1765 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1767 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1769 TRACE("Application has requested clipplane this device doesn't support.\n");
1770 return WINED3DERR_INVALIDCALL;
1773 if (device->recording)
1774 device->recording->changed.clipplane |= 1u << plane_idx;
1776 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1778 TRACE("Application is setting old values over, nothing to do.\n");
1779 return WINED3D_OK;
1782 device->update_state->clip_planes[plane_idx] = *plane;
1784 if (!device->recording)
1785 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1787 return WINED3D_OK;
1790 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1791 UINT plane_idx, struct wined3d_vec4 *plane)
1793 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1795 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1797 TRACE("Application has requested clipplane this device doesn't support.\n");
1798 return WINED3DERR_INVALIDCALL;
1801 *plane = device->state.clip_planes[plane_idx];
1803 return WINED3D_OK;
1806 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1807 const struct wined3d_clip_status *clip_status)
1809 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1811 if (!clip_status)
1812 return WINED3DERR_INVALIDCALL;
1814 return WINED3D_OK;
1817 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1818 struct wined3d_clip_status *clip_status)
1820 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1822 if (!clip_status)
1823 return WINED3DERR_INVALIDCALL;
1825 return WINED3D_OK;
1828 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1830 TRACE("device %p, material %p.\n", device, material);
1832 device->update_state->material = *material;
1834 if (device->recording)
1835 device->recording->changed.material = TRUE;
1836 else
1837 wined3d_cs_emit_set_material(device->cs, material);
1840 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1842 TRACE("device %p, material %p.\n", device, material);
1844 *material = device->state.material;
1846 TRACE("diffuse %s\n", debug_color(&material->diffuse));
1847 TRACE("ambient %s\n", debug_color(&material->ambient));
1848 TRACE("specular %s\n", debug_color(&material->specular));
1849 TRACE("emissive %s\n", debug_color(&material->emissive));
1850 TRACE("power %.8e.\n", material->power);
1853 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1854 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1856 enum wined3d_format_id prev_format;
1857 struct wined3d_buffer *prev_buffer;
1858 unsigned int prev_offset;
1860 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1861 device, buffer, debug_d3dformat(format_id), offset);
1863 prev_buffer = device->update_state->index_buffer;
1864 prev_format = device->update_state->index_format;
1865 prev_offset = device->update_state->index_offset;
1867 device->update_state->index_buffer = buffer;
1868 device->update_state->index_format = format_id;
1869 device->update_state->index_offset = offset;
1871 if (device->recording)
1872 device->recording->changed.indices = TRUE;
1874 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1875 return;
1877 if (buffer)
1878 wined3d_buffer_incref(buffer);
1879 if (!device->recording)
1880 wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
1881 if (prev_buffer)
1882 wined3d_buffer_decref(prev_buffer);
1885 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1886 enum wined3d_format_id *format, unsigned int *offset)
1888 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1890 *format = device->state.index_format;
1891 if (offset)
1892 *offset = device->state.index_offset;
1893 return device->state.index_buffer;
1896 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1898 TRACE("device %p, base_index %d.\n", device, base_index);
1900 device->update_state->base_vertex_index = base_index;
1903 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1905 TRACE("device %p.\n", device);
1907 return device->state.base_vertex_index;
1910 void CDECL wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
1911 const struct wined3d_viewport *viewports)
1913 unsigned int i;
1915 TRACE("device %p, viewport_count %u, viewports %p.\n", device, viewport_count, viewports);
1917 for (i = 0; i < viewport_count; ++i)
1919 TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
1920 viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
1923 if (viewport_count)
1924 memcpy(device->update_state->viewports, viewports, viewport_count * sizeof(*viewports));
1925 else
1926 memset(device->update_state->viewports, 0, sizeof(device->update_state->viewports));
1927 device->update_state->viewport_count = viewport_count;
1929 /* Handle recording of state blocks */
1930 if (device->recording)
1932 TRACE("Recording... not performing anything\n");
1933 device->recording->changed.viewport = TRUE;
1934 return;
1937 wined3d_cs_emit_set_viewports(device->cs, viewport_count, viewports);
1940 void CDECL wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count,
1941 struct wined3d_viewport *viewports)
1943 unsigned int count;
1945 TRACE("device %p, viewport_count %p, viewports %p.\n", device, viewport_count, viewports);
1947 count = viewport_count ? min(*viewport_count, device->state.viewport_count) : 1;
1948 if (count && viewports)
1949 memcpy(viewports, device->state.viewports, count * sizeof(*viewports));
1950 if (viewport_count)
1951 *viewport_count = device->state.viewport_count;
1954 static void resolve_depth_buffer(struct wined3d_device *device)
1956 const struct wined3d_state *state = &device->state;
1957 struct wined3d_rendertarget_view *src_view;
1958 struct wined3d_resource *dst_resource;
1959 struct wined3d_texture *dst_texture;
1961 if (!(dst_texture = state->textures[0]))
1962 return;
1963 dst_resource = &dst_texture->resource;
1964 if (!(dst_resource->format_flags & WINED3DFMT_FLAG_DEPTH))
1965 return;
1966 if (!(src_view = state->fb->depth_stencil))
1967 return;
1969 wined3d_device_resolve_sub_resource(device, dst_resource, 0,
1970 src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
1973 void CDECL wined3d_device_set_blend_state(struct wined3d_device *device, struct wined3d_blend_state *blend_state)
1975 struct wined3d_blend_state *prev;
1977 TRACE("device %p, blend_state %p.\n", device, blend_state);
1979 prev = device->update_state->blend_state;
1980 if (prev == blend_state)
1981 return;
1983 if (blend_state)
1984 wined3d_blend_state_incref(blend_state);
1985 device->update_state->blend_state = blend_state;
1986 wined3d_cs_emit_set_blend_state(device->cs, blend_state);
1987 if (prev)
1988 wined3d_blend_state_decref(prev);
1991 struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct wined3d_device *device)
1993 TRACE("device %p.\n", device);
1995 return device->state.blend_state;
1998 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
1999 struct wined3d_rasterizer_state *rasterizer_state)
2001 struct wined3d_rasterizer_state *prev;
2003 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
2005 prev = device->update_state->rasterizer_state;
2006 if (prev == rasterizer_state)
2007 return;
2009 if (rasterizer_state)
2010 wined3d_rasterizer_state_incref(rasterizer_state);
2011 device->update_state->rasterizer_state = rasterizer_state;
2012 wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
2013 if (prev)
2014 wined3d_rasterizer_state_decref(prev);
2017 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
2019 TRACE("device %p.\n", device);
2021 return device->state.rasterizer_state;
2024 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2025 enum wined3d_render_state state, DWORD value)
2027 DWORD old_value;
2029 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2031 if (state > WINEHIGHEST_RENDER_STATE)
2033 WARN("Unhandled render state %#x.\n", state);
2034 return;
2037 old_value = device->state.render_states[state];
2038 device->update_state->render_states[state] = value;
2040 /* Handle recording of state blocks. */
2041 if (device->recording)
2043 TRACE("Recording... not performing anything.\n");
2044 device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
2045 return;
2048 /* Compared here and not before the assignment to allow proper stateblock recording. */
2049 if (value == old_value)
2050 TRACE("Application is setting the old value over, nothing to do.\n");
2051 else
2052 wined3d_cs_emit_set_render_state(device->cs, state, value);
2054 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2056 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2057 resolve_depth_buffer(device);
2061 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2063 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2065 return device->state.render_states[state];
2068 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2069 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2071 DWORD old_value;
2073 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2074 device, sampler_idx, debug_d3dsamplerstate(state), value);
2076 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2077 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2079 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2081 WARN("Invalid sampler %u.\n", sampler_idx);
2082 return; /* Windows accepts overflowing this array ... we do not. */
2085 old_value = device->state.sampler_states[sampler_idx][state];
2086 device->update_state->sampler_states[sampler_idx][state] = value;
2088 /* Handle recording of state blocks. */
2089 if (device->recording)
2091 TRACE("Recording... not performing anything.\n");
2092 device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2093 return;
2096 if (old_value == value)
2098 TRACE("Application is setting the old value over, nothing to do.\n");
2099 return;
2102 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
2105 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2106 UINT sampler_idx, enum wined3d_sampler_state state)
2108 TRACE("device %p, sampler_idx %u, state %s.\n",
2109 device, sampler_idx, debug_d3dsamplerstate(state));
2111 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2112 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2114 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2116 WARN("Invalid sampler %u.\n", sampler_idx);
2117 return 0; /* Windows accepts overflowing this array ... we do not. */
2120 return device->state.sampler_states[sampler_idx][state];
2123 void CDECL wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count,
2124 const RECT *rects)
2126 unsigned int i;
2128 TRACE("device %p, rect_count %u, rects %p.\n", device, rect_count, rects);
2130 for (i = 0; i < rect_count; ++i)
2132 TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
2135 if (device->recording)
2136 device->recording->changed.scissorRect = TRUE;
2138 if (device->update_state->scissor_rect_count == rect_count
2139 && !memcmp(device->update_state->scissor_rects, rects, rect_count * sizeof(*rects)))
2141 TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
2142 return;
2145 if (rect_count)
2146 memcpy(device->update_state->scissor_rects, rects, rect_count * sizeof(*rects));
2147 else
2148 memset(device->update_state->scissor_rects, 0, sizeof(device->update_state->scissor_rects));
2149 device->update_state->scissor_rect_count = rect_count;
2151 if (device->recording)
2153 TRACE("Recording... not performing anything.\n");
2154 return;
2157 wined3d_cs_emit_set_scissor_rects(device->cs, rect_count, rects);
2160 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2162 TRACE("device %p, rect %p.\n", device, rect);
2164 *rect = device->state.scissor_rects[0];
2165 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2168 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2169 struct wined3d_vertex_declaration *declaration)
2171 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2173 TRACE("device %p, declaration %p.\n", device, declaration);
2175 if (device->recording)
2176 device->recording->changed.vertexDecl = TRUE;
2178 if (declaration == prev)
2179 return;
2181 if (declaration)
2182 wined3d_vertex_declaration_incref(declaration);
2183 device->update_state->vertex_declaration = declaration;
2184 if (!device->recording)
2185 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2186 if (prev)
2187 wined3d_vertex_declaration_decref(prev);
2190 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2192 TRACE("device %p.\n", device);
2194 return device->state.vertex_declaration;
2197 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2199 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2201 TRACE("device %p, shader %p.\n", device, shader);
2203 if (device->recording)
2204 device->recording->changed.vertexShader = TRUE;
2206 if (shader == prev)
2207 return;
2209 if (shader)
2210 wined3d_shader_incref(shader);
2211 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2212 if (!device->recording)
2213 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2214 if (prev)
2215 wined3d_shader_decref(prev);
2218 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2220 TRACE("device %p.\n", device);
2222 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2225 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2226 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2228 struct wined3d_buffer *prev;
2230 if (idx >= MAX_CONSTANT_BUFFERS)
2232 WARN("Invalid constant buffer index %u.\n", idx);
2233 return;
2236 prev = device->update_state->cb[type][idx];
2237 if (buffer == prev)
2238 return;
2240 if (buffer)
2241 wined3d_buffer_incref(buffer);
2242 device->update_state->cb[type][idx] = buffer;
2243 if (!device->recording)
2244 wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2245 if (prev)
2246 wined3d_buffer_decref(prev);
2249 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2251 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2253 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2256 static struct wined3d_buffer *wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2257 enum wined3d_shader_type shader_type, unsigned int idx)
2259 if (idx >= MAX_CONSTANT_BUFFERS)
2261 WARN("Invalid constant buffer index %u.\n", idx);
2262 return NULL;
2265 return device->state.cb[shader_type][idx];
2268 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2270 TRACE("device %p, idx %u.\n", device, idx);
2272 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2275 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2276 enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2278 struct wined3d_shader_resource_view *prev;
2280 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2282 WARN("Invalid view index %u.\n", idx);
2283 return;
2286 prev = device->update_state->shader_resource_view[type][idx];
2287 if (view == prev)
2288 return;
2290 if (view)
2291 wined3d_shader_resource_view_incref(view);
2292 device->update_state->shader_resource_view[type][idx] = view;
2293 if (!device->recording)
2294 wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2295 if (prev)
2296 wined3d_shader_resource_view_decref(prev);
2299 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2300 UINT idx, struct wined3d_shader_resource_view *view)
2302 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2304 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2307 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2308 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2310 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2312 WARN("Invalid view index %u.\n", idx);
2313 return NULL;
2316 return device->state.shader_resource_view[shader_type][idx];
2319 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2320 UINT idx)
2322 TRACE("device %p, idx %u.\n", device, idx);
2324 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2327 static void wined3d_device_set_sampler(struct wined3d_device *device,
2328 enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2330 struct wined3d_sampler *prev;
2332 if (idx >= MAX_SAMPLER_OBJECTS)
2334 WARN("Invalid sampler index %u.\n", idx);
2335 return;
2338 prev = device->update_state->sampler[type][idx];
2339 if (sampler == prev)
2340 return;
2342 if (sampler)
2343 wined3d_sampler_incref(sampler);
2344 device->update_state->sampler[type][idx] = sampler;
2345 if (!device->recording)
2346 wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2347 if (prev)
2348 wined3d_sampler_decref(prev);
2351 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2353 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2355 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2358 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2359 enum wined3d_shader_type shader_type, unsigned int idx)
2361 if (idx >= MAX_SAMPLER_OBJECTS)
2363 WARN("Invalid sampler index %u.\n", idx);
2364 return NULL;
2367 return device->state.sampler[shader_type][idx];
2370 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2372 TRACE("device %p, idx %u.\n", device, idx);
2374 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2377 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2378 unsigned int start_idx, unsigned int count, const BOOL *constants)
2380 unsigned int i;
2382 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2383 device, start_idx, count, constants);
2385 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2386 return WINED3DERR_INVALIDCALL;
2388 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2389 count = WINED3D_MAX_CONSTS_B - start_idx;
2390 memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2391 if (TRACE_ON(d3d))
2393 for (i = 0; i < count; ++i)
2394 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2397 if (device->recording)
2399 for (i = start_idx; i < count + start_idx; ++i)
2400 device->recording->changed.vertexShaderConstantsB |= (1u << i);
2402 else
2404 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2407 return WINED3D_OK;
2410 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2411 unsigned int start_idx, unsigned int count, BOOL *constants)
2413 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2414 device, start_idx, count, constants);
2416 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2417 return WINED3DERR_INVALIDCALL;
2419 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2420 count = WINED3D_MAX_CONSTS_B - start_idx;
2421 memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2423 return WINED3D_OK;
2426 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2427 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2429 unsigned int i;
2431 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2432 device, start_idx, count, constants);
2434 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2435 return WINED3DERR_INVALIDCALL;
2437 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2438 count = WINED3D_MAX_CONSTS_I - start_idx;
2439 memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2440 if (TRACE_ON(d3d))
2442 for (i = 0; i < count; ++i)
2443 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2446 if (device->recording)
2448 for (i = start_idx; i < count + start_idx; ++i)
2449 device->recording->changed.vertexShaderConstantsI |= (1u << i);
2451 else
2453 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2456 return WINED3D_OK;
2459 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2460 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2462 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2463 device, start_idx, count, constants);
2465 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2466 return WINED3DERR_INVALIDCALL;
2468 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2469 count = WINED3D_MAX_CONSTS_I - start_idx;
2470 memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2471 return WINED3D_OK;
2474 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2475 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2477 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2478 unsigned int i;
2480 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2481 device, start_idx, count, constants);
2483 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2484 || count > d3d_info->limits.vs_uniform_count - start_idx)
2485 return WINED3DERR_INVALIDCALL;
2487 memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2488 if (TRACE_ON(d3d))
2490 for (i = 0; i < count; ++i)
2491 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2494 if (device->recording)
2495 memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2496 count * sizeof(*device->recording->changed.vs_consts_f));
2497 else
2498 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2500 return WINED3D_OK;
2503 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2504 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2506 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2508 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2509 device, start_idx, count, constants);
2511 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2512 || count > d3d_info->limits.vs_uniform_count - start_idx)
2513 return WINED3DERR_INVALIDCALL;
2515 memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2517 return WINED3D_OK;
2520 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2522 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2524 TRACE("device %p, shader %p.\n", device, shader);
2526 if (device->recording)
2527 device->recording->changed.pixelShader = TRUE;
2529 if (shader == prev)
2530 return;
2532 if (shader)
2533 wined3d_shader_incref(shader);
2534 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2535 if (!device->recording)
2536 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2537 if (prev)
2538 wined3d_shader_decref(prev);
2541 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2543 TRACE("device %p.\n", device);
2545 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2548 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2550 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2552 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2555 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2557 TRACE("device %p, idx %u.\n", device, idx);
2559 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2562 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2563 UINT idx, struct wined3d_shader_resource_view *view)
2565 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2567 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2570 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2571 UINT idx)
2573 TRACE("device %p, idx %u.\n", device, idx);
2575 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2578 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2580 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2582 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2585 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2587 TRACE("device %p, idx %u.\n", device, idx);
2589 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2592 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2593 unsigned int start_idx, unsigned int count, const BOOL *constants)
2595 unsigned int i;
2597 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2598 device, start_idx, count, constants);
2600 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2601 return WINED3DERR_INVALIDCALL;
2603 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2604 count = WINED3D_MAX_CONSTS_B - start_idx;
2605 memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2606 if (TRACE_ON(d3d))
2608 for (i = 0; i < count; ++i)
2609 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2612 if (device->recording)
2614 for (i = start_idx; i < count + start_idx; ++i)
2615 device->recording->changed.pixelShaderConstantsB |= (1u << i);
2617 else
2619 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2622 return WINED3D_OK;
2625 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2626 unsigned int start_idx, unsigned int count, BOOL *constants)
2628 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2629 device, start_idx, count, constants);
2631 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2632 return WINED3DERR_INVALIDCALL;
2634 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2635 count = WINED3D_MAX_CONSTS_B - start_idx;
2636 memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2638 return WINED3D_OK;
2641 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2642 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2644 unsigned int i;
2646 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2647 device, start_idx, count, constants);
2649 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2650 return WINED3DERR_INVALIDCALL;
2652 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2653 count = WINED3D_MAX_CONSTS_I - start_idx;
2654 memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2655 if (TRACE_ON(d3d))
2657 for (i = 0; i < count; ++i)
2658 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2661 if (device->recording)
2663 for (i = start_idx; i < count + start_idx; ++i)
2664 device->recording->changed.pixelShaderConstantsI |= (1u << i);
2666 else
2668 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2671 return WINED3D_OK;
2674 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2675 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2677 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2678 device, start_idx, count, constants);
2680 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2681 return WINED3DERR_INVALIDCALL;
2683 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2684 count = WINED3D_MAX_CONSTS_I - start_idx;
2685 memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2687 return WINED3D_OK;
2690 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2691 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2693 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2694 unsigned int i;
2696 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2697 device, start_idx, count, constants);
2699 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2700 || count > d3d_info->limits.ps_uniform_count - start_idx)
2701 return WINED3DERR_INVALIDCALL;
2703 memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2704 if (TRACE_ON(d3d))
2706 for (i = 0; i < count; ++i)
2707 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2710 if (device->recording)
2711 memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2712 count * sizeof(*device->recording->changed.ps_consts_f));
2713 else
2714 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2716 return WINED3D_OK;
2719 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2720 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2722 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2724 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2725 device, start_idx, count, constants);
2727 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2728 || count > d3d_info->limits.ps_uniform_count - start_idx)
2729 return WINED3DERR_INVALIDCALL;
2731 memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2733 return WINED3D_OK;
2736 void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2738 struct wined3d_shader *prev;
2740 TRACE("device %p, shader %p.\n", device, shader);
2742 prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
2743 if (shader == prev)
2744 return;
2745 if (shader)
2746 wined3d_shader_incref(shader);
2747 device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
2748 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
2749 if (prev)
2750 wined3d_shader_decref(prev);
2753 struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
2755 TRACE("device %p.\n", device);
2757 return device->state.shader[WINED3D_SHADER_TYPE_HULL];
2760 void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2762 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2764 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
2767 struct wined3d_buffer * CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
2769 TRACE("device %p, idx %u.\n", device, idx);
2771 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx);
2774 void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
2775 unsigned int idx, struct wined3d_shader_resource_view *view)
2777 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2779 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
2782 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
2783 unsigned int idx)
2785 TRACE("device %p, idx %u.\n", device, idx);
2787 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
2790 void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
2791 unsigned int idx, struct wined3d_sampler *sampler)
2793 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2795 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
2798 struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
2800 TRACE("device %p, idx %u.\n", device, idx);
2802 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
2805 void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2807 struct wined3d_shader *prev;
2809 TRACE("device %p, shader %p.\n", device, shader);
2811 prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2812 if (shader == prev)
2813 return;
2814 if (shader)
2815 wined3d_shader_incref(shader);
2816 device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
2817 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
2818 if (prev)
2819 wined3d_shader_decref(prev);
2822 struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
2824 TRACE("device %p.\n", device);
2826 return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
2829 void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2831 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2833 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx, buffer);
2836 struct wined3d_buffer * CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
2838 TRACE("device %p, idx %u.\n", device, idx);
2840 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2843 void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
2844 unsigned int idx, struct wined3d_shader_resource_view *view)
2846 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2848 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
2851 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
2852 unsigned int idx)
2854 TRACE("device %p, idx %u.\n", device, idx);
2856 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2859 void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
2860 unsigned int idx, struct wined3d_sampler *sampler)
2862 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2864 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
2867 struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
2869 TRACE("device %p, idx %u.\n", device, idx);
2871 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2874 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2876 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2878 TRACE("device %p, shader %p.\n", device, shader);
2880 if (device->recording || shader == prev)
2881 return;
2882 if (shader)
2883 wined3d_shader_incref(shader);
2884 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2885 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2886 if (prev)
2887 wined3d_shader_decref(prev);
2890 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2892 TRACE("device %p.\n", device);
2894 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2897 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2899 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2901 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2904 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2906 TRACE("device %p, idx %u.\n", device, idx);
2908 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2911 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2912 UINT idx, struct wined3d_shader_resource_view *view)
2914 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2916 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2919 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2920 UINT idx)
2922 TRACE("device %p, idx %u.\n", device, idx);
2924 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2927 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2929 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2931 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2934 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2936 TRACE("device %p, idx %u.\n", device, idx);
2938 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2941 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2943 struct wined3d_shader *prev;
2945 TRACE("device %p, shader %p.\n", device, shader);
2947 prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2948 if (device->recording || shader == prev)
2949 return;
2950 if (shader)
2951 wined3d_shader_incref(shader);
2952 device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2953 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
2954 if (prev)
2955 wined3d_shader_decref(prev);
2958 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2960 TRACE("device %p.\n", device);
2962 return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2965 void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2967 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2969 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
2972 struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
2974 TRACE("device %p, idx %u.\n", device, idx);
2976 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2979 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2980 unsigned int idx, struct wined3d_shader_resource_view *view)
2982 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2984 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2987 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2988 unsigned int idx)
2990 TRACE("device %p, idx %u.\n", device, idx);
2992 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2995 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2996 unsigned int idx, struct wined3d_sampler *sampler)
2998 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
3000 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
3003 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
3005 TRACE("device %p, idx %u.\n", device, idx);
3007 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
3010 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
3011 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
3012 unsigned int initial_count)
3014 struct wined3d_unordered_access_view *prev;
3016 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
3018 WARN("Invalid UAV index %u.\n", idx);
3019 return;
3022 prev = device->update_state->unordered_access_view[pipeline][idx];
3023 if (uav == prev && initial_count == ~0u)
3024 return;
3026 if (uav)
3027 wined3d_unordered_access_view_incref(uav);
3028 device->update_state->unordered_access_view[pipeline][idx] = uav;
3029 if (!device->recording)
3030 wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
3031 if (prev)
3032 wined3d_unordered_access_view_decref(prev);
3035 static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
3036 const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
3038 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
3040 WARN("Invalid UAV index %u.\n", idx);
3041 return NULL;
3044 return device->state.unordered_access_view[pipeline][idx];
3047 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
3048 struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3050 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3052 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
3055 struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
3056 unsigned int idx)
3058 TRACE("device %p, idx %u.\n", device, idx);
3060 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
3063 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
3064 unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3066 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3068 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
3071 struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
3072 const struct wined3d_device *device, unsigned int idx)
3074 TRACE("device %p, idx %u.\n", device, idx);
3076 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
3079 /* Context activation is done by the caller. */
3080 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3081 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3082 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3083 DWORD DestFVF)
3085 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3086 struct wined3d_map_desc map_desc;
3087 struct wined3d_box box = {0};
3088 struct wined3d_viewport vp;
3089 UINT vertex_size;
3090 unsigned int i;
3091 BYTE *dest_ptr;
3092 BOOL doClip;
3093 DWORD numTextures;
3094 HRESULT hr;
3096 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3098 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3101 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3103 ERR("Source has no position mask\n");
3104 return WINED3DERR_INVALIDCALL;
3107 if (device->state.render_states[WINED3D_RS_CLIPPING])
3109 static BOOL warned = FALSE;
3111 * The clipping code is not quite correct. Some things need
3112 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3113 * so disable clipping for now.
3114 * (The graphics in Half-Life are broken, and my processvertices
3115 * test crashes with IDirect3DDevice3)
3116 doClip = TRUE;
3118 doClip = FALSE;
3119 if(!warned) {
3120 warned = TRUE;
3121 FIXME("Clipping is broken and disabled for now\n");
3124 else
3125 doClip = FALSE;
3127 vertex_size = get_flexible_vertex_size(DestFVF);
3128 box.left = dwDestIndex * vertex_size;
3129 box.right = box.left + dwCount * vertex_size;
3130 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
3132 WARN("Failed to map buffer, hr %#x.\n", hr);
3133 return hr;
3135 dest_ptr = map_desc.data;
3137 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3138 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3139 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3141 TRACE("View mat:\n");
3142 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3143 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3144 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3145 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3147 TRACE("Proj mat:\n");
3148 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3149 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3150 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3151 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3153 TRACE("World mat:\n");
3154 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3155 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3156 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3157 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3159 /* Get the viewport */
3160 wined3d_device_get_viewports(device, NULL, &vp);
3161 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3162 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3164 multiply_matrix(&mat,&view_mat,&world_mat);
3165 multiply_matrix(&mat,&proj_mat,&mat);
3167 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3169 for (i = 0; i < dwCount; i+= 1) {
3170 unsigned int tex_index;
3172 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3173 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3174 /* The position first */
3175 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3176 const float *p = (const float *)(element->data.addr + i * element->stride);
3177 float x, y, z, rhw;
3178 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3180 /* Multiplication with world, view and projection matrix. */
3181 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3182 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3183 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3184 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3186 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3188 /* WARNING: The following things are taken from d3d7 and were not yet checked
3189 * against d3d8 or d3d9!
3192 /* Clipping conditions: From msdn
3194 * A vertex is clipped if it does not match the following requirements
3195 * -rhw < x <= rhw
3196 * -rhw < y <= rhw
3197 * 0 < z <= rhw
3198 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3200 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3201 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3205 if( !doClip ||
3206 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3207 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3208 ( rhw > eps ) ) ) {
3210 /* "Normal" viewport transformation (not clipped)
3211 * 1) The values are divided by rhw
3212 * 2) The y axis is negative, so multiply it with -1
3213 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3214 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3215 * 4) Multiply x with Width/2 and add Width/2
3216 * 5) The same for the height
3217 * 6) Add the viewpoint X and Y to the 2D coordinates and
3218 * The minimum Z value to z
3219 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3221 * Well, basically it's simply a linear transformation into viewport
3222 * coordinates
3225 x /= rhw;
3226 y /= rhw;
3227 z /= rhw;
3229 y *= -1;
3231 x *= vp.width / 2;
3232 y *= vp.height / 2;
3233 z *= vp.max_z - vp.min_z;
3235 x += vp.width / 2 + vp.x;
3236 y += vp.height / 2 + vp.y;
3237 z += vp.min_z;
3239 rhw = 1 / rhw;
3240 } else {
3241 /* That vertex got clipped
3242 * Contrary to OpenGL it is not dropped completely, it just
3243 * undergoes a different calculation.
3245 TRACE("Vertex got clipped\n");
3246 x += rhw;
3247 y += rhw;
3249 x /= 2;
3250 y /= 2;
3252 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3253 * outside of the main vertex buffer memory. That needs some more
3254 * investigation...
3258 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3261 ( (float *) dest_ptr)[0] = x;
3262 ( (float *) dest_ptr)[1] = y;
3263 ( (float *) dest_ptr)[2] = z;
3264 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3266 dest_ptr += 3 * sizeof(float);
3268 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3269 dest_ptr += sizeof(float);
3272 if (DestFVF & WINED3DFVF_PSIZE)
3273 dest_ptr += sizeof(DWORD);
3275 if (DestFVF & WINED3DFVF_NORMAL)
3277 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3278 const float *normal = (const float *)(element->data.addr + i * element->stride);
3279 /* AFAIK this should go into the lighting information */
3280 FIXME("Didn't expect the destination to have a normal\n");
3281 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3284 if (DestFVF & WINED3DFVF_DIFFUSE)
3286 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3287 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3288 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3290 static BOOL warned = FALSE;
3292 if(!warned) {
3293 ERR("No diffuse color in source, but destination has one\n");
3294 warned = TRUE;
3297 *( (DWORD *) dest_ptr) = 0xffffffff;
3298 dest_ptr += sizeof(DWORD);
3300 else
3302 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3306 if (DestFVF & WINED3DFVF_SPECULAR)
3308 /* What's the color value in the feedback buffer? */
3309 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3310 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3311 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3313 static BOOL warned = FALSE;
3315 if(!warned) {
3316 ERR("No specular color in source, but destination has one\n");
3317 warned = TRUE;
3320 *(DWORD *)dest_ptr = 0xff000000;
3321 dest_ptr += sizeof(DWORD);
3323 else
3325 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3329 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3331 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3332 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3333 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3335 ERR("No source texture, but destination requests one\n");
3336 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3338 else
3340 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3345 wined3d_resource_unmap(&dest->resource, 0);
3347 return WINED3D_OK;
3349 #undef copy_and_next
3351 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3352 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3353 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3355 struct wined3d_state *state = &device->state;
3356 struct wined3d_stream_info stream_info;
3357 struct wined3d_resource *resource;
3358 struct wined3d_box box = {0};
3359 struct wined3d_shader *vs;
3360 unsigned int i;
3361 HRESULT hr;
3362 WORD map;
3364 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3365 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3366 device, src_start_idx, dst_idx, vertex_count,
3367 dst_buffer, declaration, flags, dst_fvf);
3369 if (declaration)
3370 FIXME("Output vertex declaration not implemented yet.\n");
3372 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3373 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3374 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3375 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3377 /* We can't convert FROM a VBO, and vertex buffers used to source into
3378 * process_vertices() are unlikely to ever be used for drawing. Release
3379 * VBOs in those buffers and fix up the stream_info structure.
3381 * Also apply the start index. */
3382 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3384 struct wined3d_stream_info_element *e;
3385 struct wined3d_map_desc map_desc;
3387 if (!(map & 1))
3388 continue;
3390 e = &stream_info.elements[i];
3391 resource = &state->streams[e->stream_idx].buffer->resource;
3392 box.left = src_start_idx * e->stride;
3393 box.right = box.left + vertex_count * e->stride;
3394 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
3395 ERR("Failed to map resource.\n");
3396 e->data.buffer_object = 0;
3397 e->data.addr += (ULONG_PTR)map_desc.data;
3400 hr = process_vertices_strided(device, dst_idx, vertex_count,
3401 &stream_info, dst_buffer, flags, dst_fvf);
3403 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3405 if (!(map & 1))
3406 continue;
3408 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3409 if (FAILED(wined3d_resource_unmap(resource, 0)))
3410 ERR("Failed to unmap resource.\n");
3413 return hr;
3416 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3417 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3419 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3420 DWORD old_value;
3422 TRACE("device %p, stage %u, state %s, value %#x.\n",
3423 device, stage, debug_d3dtexturestate(state), value);
3425 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3427 WARN("Invalid state %#x passed.\n", state);
3428 return;
3431 if (stage >= d3d_info->limits.ffp_blend_stages)
3433 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3434 stage, d3d_info->limits.ffp_blend_stages - 1);
3435 return;
3438 old_value = device->update_state->texture_states[stage][state];
3439 device->update_state->texture_states[stage][state] = value;
3441 if (device->recording)
3443 TRACE("Recording... not performing anything.\n");
3444 device->recording->changed.textureState[stage] |= 1u << state;
3445 return;
3448 /* Checked after the assignments to allow proper stateblock recording. */
3449 if (old_value == value)
3451 TRACE("Application is setting the old value over, nothing to do.\n");
3452 return;
3455 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3458 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3459 UINT stage, enum wined3d_texture_stage_state state)
3461 TRACE("device %p, stage %u, state %s.\n",
3462 device, stage, debug_d3dtexturestate(state));
3464 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3466 WARN("Invalid state %#x passed.\n", state);
3467 return 0;
3470 return device->state.texture_states[stage][state];
3473 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3474 UINT stage, struct wined3d_texture *texture)
3476 struct wined3d_texture *prev;
3478 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3480 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3481 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3483 /* Windows accepts overflowing this array... we do not. */
3484 if (stage >= ARRAY_SIZE(device->state.textures))
3486 WARN("Ignoring invalid stage %u.\n", stage);
3487 return WINED3D_OK;
3490 if (texture && texture->resource.usage & WINED3DUSAGE_SCRATCH)
3492 WARN("Rejecting attempt to set scratch texture.\n");
3493 return WINED3DERR_INVALIDCALL;
3496 if (device->recording)
3497 device->recording->changed.textures |= 1u << stage;
3499 prev = device->update_state->textures[stage];
3500 TRACE("Previous texture %p.\n", prev);
3502 if (texture == prev)
3504 TRACE("App is setting the same texture again, nothing to do.\n");
3505 return WINED3D_OK;
3508 TRACE("Setting new texture to %p.\n", texture);
3509 device->update_state->textures[stage] = texture;
3511 if (texture)
3512 wined3d_texture_incref(texture);
3513 if (!device->recording)
3514 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3515 if (prev)
3516 wined3d_texture_decref(prev);
3518 return WINED3D_OK;
3521 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3523 TRACE("device %p, stage %u.\n", device, stage);
3525 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3526 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3528 if (stage >= ARRAY_SIZE(device->state.textures))
3530 WARN("Ignoring invalid stage %u.\n", stage);
3531 return NULL; /* Windows accepts overflowing this array ... we do not. */
3534 return device->state.textures[stage];
3537 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3539 TRACE("device %p, caps %p.\n", device, caps);
3541 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3542 device->create_parms.device_type, caps);
3545 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3546 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3548 struct wined3d_swapchain *swapchain;
3550 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3551 device, swapchain_idx, mode, rotation);
3553 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3554 return WINED3DERR_INVALIDCALL;
3556 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3559 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3561 struct wined3d_stateblock *stateblock;
3562 HRESULT hr;
3564 TRACE("device %p.\n", device);
3566 if (device->recording)
3567 return WINED3DERR_INVALIDCALL;
3569 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3570 if (FAILED(hr))
3571 return hr;
3573 device->recording = stateblock;
3574 device->update_state = &stateblock->state;
3576 TRACE("Recording stateblock %p.\n", stateblock);
3578 return WINED3D_OK;
3581 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3582 struct wined3d_stateblock **stateblock)
3584 struct wined3d_stateblock *object = device->recording;
3586 TRACE("device %p, stateblock %p.\n", device, stateblock);
3588 if (!device->recording)
3590 WARN("Not recording.\n");
3591 *stateblock = NULL;
3592 return WINED3DERR_INVALIDCALL;
3595 stateblock_init_contained_states(object);
3597 *stateblock = object;
3598 device->recording = NULL;
3599 device->update_state = &device->state;
3601 TRACE("Returning stateblock %p.\n", *stateblock);
3603 return WINED3D_OK;
3606 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3608 /* At the moment we have no need for any functionality at the beginning
3609 * of a scene. */
3610 TRACE("device %p.\n", device);
3612 if (device->inScene)
3614 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3615 return WINED3DERR_INVALIDCALL;
3617 device->inScene = TRUE;
3618 return WINED3D_OK;
3621 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3623 TRACE("device %p.\n", device);
3625 if (!device->inScene)
3627 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3628 return WINED3DERR_INVALIDCALL;
3631 wined3d_cs_emit_flush(device->cs);
3633 device->inScene = FALSE;
3634 return WINED3D_OK;
3637 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3638 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3640 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3641 device, rect_count, rects, flags, debug_color(color), depth, stencil);
3643 if (!rect_count && rects)
3645 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3646 return WINED3D_OK;
3649 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3651 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3652 if (!ds)
3654 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3655 /* TODO: What about depth stencil buffers without stencil bits? */
3656 return WINED3DERR_INVALIDCALL;
3658 else if (flags & WINED3DCLEAR_TARGET)
3660 if (ds->width < device->fb.render_targets[0]->width
3661 || ds->height < device->fb.render_targets[0]->height)
3663 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3664 return WINED3D_OK;
3669 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3671 return WINED3D_OK;
3674 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
3675 struct wined3d_query *predicate, BOOL value)
3677 struct wined3d_query *prev;
3679 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3681 prev = device->update_state->predicate;
3682 if (predicate)
3684 FIXME("Predicated rendering not implemented.\n");
3685 wined3d_query_incref(predicate);
3687 device->update_state->predicate = predicate;
3688 device->update_state->predicate_value = value;
3689 if (!device->recording)
3690 wined3d_cs_emit_set_predication(device->cs, predicate, value);
3691 if (prev)
3692 wined3d_query_decref(prev);
3695 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
3697 TRACE("device %p, value %p.\n", device, value);
3699 if (value)
3700 *value = device->state.predicate_value;
3701 return device->state.predicate;
3704 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
3705 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3707 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3708 device, group_count_x, group_count_y, group_count_z);
3710 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3713 void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
3714 struct wined3d_buffer *buffer, unsigned int offset)
3716 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3718 wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
3721 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3722 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
3724 TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
3725 device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
3727 device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3728 device->state.gl_patch_vertices = patch_vertex_count;
3731 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3732 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
3734 TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
3735 device, primitive_type, patch_vertex_count);
3737 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3738 if (patch_vertex_count)
3739 *patch_vertex_count = device->state.gl_patch_vertices;
3741 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
3744 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3746 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3748 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3749 0, start_vertex, vertex_count, 0, 0, FALSE);
3751 return WINED3D_OK;
3754 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
3755 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3757 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3758 device, start_vertex, vertex_count, start_instance, instance_count);
3760 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3761 0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
3764 void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
3765 struct wined3d_buffer *buffer, unsigned int offset)
3767 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3769 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3770 buffer, offset, FALSE);
3773 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3775 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3777 if (!device->state.index_buffer)
3779 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3780 * without an index buffer set. (The first time at least...)
3781 * D3D8 simply dies, but I doubt it can do much harm to return
3782 * D3DERR_INVALIDCALL there as well. */
3783 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3784 return WINED3DERR_INVALIDCALL;
3787 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3788 device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3790 return WINED3D_OK;
3793 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3794 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3796 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3797 device, start_idx, index_count, start_instance, instance_count);
3799 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3800 device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
3803 void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
3804 struct wined3d_buffer *buffer, unsigned int offset)
3806 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3808 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3809 buffer, offset, TRUE);
3812 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3813 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3815 unsigned int src_size, dst_size, src_skip_levels = 0;
3816 unsigned int src_level_count, dst_level_count;
3817 unsigned int layer_count, level_count, i, j;
3818 unsigned int width, height, depth;
3819 enum wined3d_resource_type type;
3820 struct wined3d_box box;
3822 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3824 /* Verify that the source and destination textures are non-NULL. */
3825 if (!src_texture || !dst_texture)
3827 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3828 return WINED3DERR_INVALIDCALL;
3831 if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
3832 || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
3834 WARN("Source resource is GPU accessible or a scratch resource.\n");
3835 return WINED3DERR_INVALIDCALL;
3837 if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
3839 WARN("Destination resource is CPU accessible.\n");
3840 return WINED3DERR_INVALIDCALL;
3843 /* Verify that the source and destination textures are the same type. */
3844 type = src_texture->resource.type;
3845 if (dst_texture->resource.type != type)
3847 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3848 return WINED3DERR_INVALIDCALL;
3851 layer_count = src_texture->layer_count;
3852 if (layer_count != dst_texture->layer_count)
3854 WARN("Source and destination have different layer counts.\n");
3855 return WINED3DERR_INVALIDCALL;
3858 if (src_texture->resource.format != dst_texture->resource.format)
3860 WARN("Source and destination formats do not match.\n");
3861 return WINED3DERR_INVALIDCALL;
3864 src_level_count = src_texture->level_count;
3865 dst_level_count = dst_texture->level_count;
3866 level_count = min(src_level_count, dst_level_count);
3868 src_size = max(src_texture->resource.width, src_texture->resource.height);
3869 src_size = max(src_size, src_texture->resource.depth);
3870 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3871 dst_size = max(dst_size, dst_texture->resource.depth);
3872 while (src_size > dst_size)
3874 src_size >>= 1;
3875 ++src_skip_levels;
3878 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
3879 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
3880 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
3882 WARN("Source and destination dimensions do not match.\n");
3883 return WINED3DERR_INVALIDCALL;
3886 /* Update every surface level of the texture. */
3887 for (i = 0; i < level_count; ++i)
3889 width = wined3d_texture_get_level_width(dst_texture, i);
3890 height = wined3d_texture_get_level_height(dst_texture, i);
3891 depth = wined3d_texture_get_level_depth(dst_texture, i);
3892 wined3d_box_set(&box, 0, 0, width, height, 0, depth);
3894 for (j = 0; j < layer_count; ++j)
3896 wined3d_cs_emit_blt_sub_resource(device->cs,
3897 &dst_texture->resource, j * dst_level_count + i, &box,
3898 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
3899 0, NULL, WINED3D_TEXF_POINT);
3903 return WINED3D_OK;
3906 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3908 const struct wined3d_state *state = &device->state;
3909 struct wined3d_texture *texture;
3910 DWORD i;
3912 TRACE("device %p, num_passes %p.\n", device, num_passes);
3914 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3916 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3918 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3919 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3921 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3923 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3924 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3927 texture = state->textures[i];
3928 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3930 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3932 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3933 return E_FAIL;
3935 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3937 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3938 return E_FAIL;
3940 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3941 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3943 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3944 return E_FAIL;
3948 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3949 || state->render_states[WINED3D_RS_STENCILENABLE])
3951 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3952 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3954 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3956 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3957 return WINED3DERR_CONFLICTINGRENDERSTATE;
3961 /* return a sensible default */
3962 *num_passes = 1;
3964 TRACE("returning D3D_OK\n");
3965 return WINED3D_OK;
3968 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3970 static BOOL warned;
3972 TRACE("device %p, software %#x.\n", device, software);
3974 if (!warned)
3976 FIXME("device %p, software %#x stub!\n", device, software);
3977 warned = TRUE;
3980 device->softwareVertexProcessing = software;
3983 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3985 static BOOL warned;
3987 TRACE("device %p.\n", device);
3989 if (!warned)
3991 TRACE("device %p stub!\n", device);
3992 warned = TRUE;
3995 return device->softwareVertexProcessing;
3998 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3999 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4001 struct wined3d_swapchain *swapchain;
4003 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4004 device, swapchain_idx, raster_status);
4006 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4007 return WINED3DERR_INVALIDCALL;
4009 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4012 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4014 static BOOL warned;
4016 TRACE("device %p, segments %.8e.\n", device, segments);
4018 if (segments != 0.0f)
4020 if (!warned)
4022 FIXME("device %p, segments %.8e stub!\n", device, segments);
4023 warned = TRUE;
4027 return WINED3D_OK;
4030 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4032 static BOOL warned;
4034 TRACE("device %p.\n", device);
4036 if (!warned)
4038 FIXME("device %p stub!\n", device);
4039 warned = TRUE;
4042 return 0.0f;
4045 void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
4046 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
4048 TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
4049 device, dst_buffer, offset, uav);
4051 wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
4054 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
4055 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4057 struct wined3d_texture *dst_texture, *src_texture;
4058 struct wined3d_box box;
4059 unsigned int i, j;
4061 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4063 if (src_resource == dst_resource)
4065 WARN("Source and destination are the same resource.\n");
4066 return;
4069 if (src_resource->type != dst_resource->type)
4071 WARN("Resource types (%s / %s) don't match.\n",
4072 debug_d3dresourcetype(dst_resource->type),
4073 debug_d3dresourcetype(src_resource->type));
4074 return;
4077 if (src_resource->width != dst_resource->width
4078 || src_resource->height != dst_resource->height
4079 || src_resource->depth != dst_resource->depth)
4081 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4082 dst_resource->width, dst_resource->height, dst_resource->depth,
4083 src_resource->width, src_resource->height, src_resource->depth);
4084 return;
4087 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4088 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4090 WARN("Resource formats %s and %s are incompatible.\n",
4091 debug_d3dformat(dst_resource->format->id),
4092 debug_d3dformat(src_resource->format->id));
4093 return;
4096 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4098 wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
4099 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
4100 src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4101 return;
4104 dst_texture = texture_from_resource(dst_resource);
4105 src_texture = texture_from_resource(src_resource);
4107 if (src_texture->layer_count != dst_texture->layer_count
4108 || src_texture->level_count != dst_texture->level_count)
4110 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4111 dst_texture->layer_count, dst_texture->level_count,
4112 src_texture->layer_count, src_texture->level_count);
4113 return;
4116 for (i = 0; i < dst_texture->level_count; ++i)
4118 wined3d_box_set(&box, 0, 0,
4119 wined3d_texture_get_level_width(dst_texture, i),
4120 wined3d_texture_get_level_height(dst_texture, i),
4121 0, wined3d_texture_get_level_depth(dst_texture, i));
4122 for (j = 0; j < dst_texture->layer_count; ++j)
4124 unsigned int idx = j * dst_texture->level_count + i;
4126 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
4127 src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4132 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
4133 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4134 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4135 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
4137 struct wined3d_box dst_box, b;
4139 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4140 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4141 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4142 src_resource, src_sub_resource_idx, debug_box(src_box));
4144 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4146 WARN("Source and destination are the same sub-resource.\n");
4147 return WINED3DERR_INVALIDCALL;
4150 if (src_resource->type != dst_resource->type)
4152 WARN("Resource types (%s / %s) don't match.\n",
4153 debug_d3dresourcetype(dst_resource->type),
4154 debug_d3dresourcetype(src_resource->type));
4155 return WINED3DERR_INVALIDCALL;
4158 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4159 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4161 WARN("Resource formats %s and %s are incompatible.\n",
4162 debug_d3dformat(dst_resource->format->id),
4163 debug_d3dformat(src_resource->format->id));
4164 return WINED3DERR_INVALIDCALL;
4167 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4169 if (dst_sub_resource_idx)
4171 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4172 return WINED3DERR_INVALIDCALL;
4175 if (src_sub_resource_idx)
4177 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4178 return WINED3DERR_INVALIDCALL;
4181 if (!src_box)
4183 unsigned int dst_w;
4185 dst_w = dst_resource->size - dst_x;
4186 wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4187 src_box = &b;
4189 else if ((src_box->left >= src_box->right
4190 || src_box->top >= src_box->bottom
4191 || src_box->front >= src_box->back))
4193 WARN("Invalid box %s specified.\n", debug_box(src_box));
4194 return WINED3DERR_INVALIDCALL;
4197 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4198 || src_box->right - src_box->left > dst_resource->size - dst_x)
4200 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4201 dst_x, src_box->left, src_box->right - src_box->left);
4202 return WINED3DERR_INVALIDCALL;
4205 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4207 else
4209 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4210 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4211 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4213 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4215 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4216 return WINED3DERR_INVALIDCALL;
4219 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4221 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4222 return WINED3DERR_INVALIDCALL;
4225 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4227 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4228 return WINED3DERR_INVALIDCALL;
4231 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4233 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4234 return WINED3DERR_INVALIDCALL;
4237 if (!src_box)
4239 unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level;
4241 src_w = wined3d_texture_get_level_width(src_texture, src_level);
4242 src_h = wined3d_texture_get_level_height(src_texture, src_level);
4243 src_d = wined3d_texture_get_level_depth(src_texture, src_level);
4245 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4246 dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
4247 dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
4248 dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z;
4250 wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d));
4251 src_box = &b;
4253 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4255 WARN("Invalid source box %s.\n", debug_box(src_box));
4256 return WINED3DERR_INVALIDCALL;
4259 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4260 dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front));
4261 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
4262 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4264 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4265 return WINED3DERR_INVALIDCALL;
4269 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4270 src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4272 return WINED3D_OK;
4275 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
4276 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4277 unsigned int depth_pitch)
4279 unsigned int width, height, depth;
4280 struct wined3d_box b;
4282 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4283 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4285 if (resource->type == WINED3D_RTYPE_BUFFER)
4287 if (sub_resource_idx > 0)
4289 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4290 return;
4293 width = resource->size;
4294 height = 1;
4295 depth = 1;
4297 else
4299 struct wined3d_texture *texture = texture_from_resource(resource);
4300 unsigned int level;
4302 if (sub_resource_idx >= texture->level_count * texture->layer_count)
4304 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4305 return;
4308 level = sub_resource_idx % texture->level_count;
4309 width = wined3d_texture_get_level_width(texture, level);
4310 height = wined3d_texture_get_level_height(texture, level);
4311 depth = wined3d_texture_get_level_depth(texture, level);
4314 if (!box)
4316 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
4317 box = &b;
4319 else if (box->left >= box->right || box->right > width
4320 || box->top >= box->bottom || box->bottom > height
4321 || box->front >= box->back || box->back > depth)
4323 WARN("Invalid box %s specified.\n", debug_box(box));
4324 return;
4327 wined3d_resource_wait_idle(resource);
4329 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4332 void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device,
4333 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
4334 struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
4335 enum wined3d_format_id format_id)
4337 struct wined3d_texture *dst_texture, *src_texture;
4338 unsigned int dst_level, src_level;
4339 RECT dst_rect, src_rect;
4341 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, "
4342 "src_resource %p, src_sub_resource_idx %u, format %s.\n",
4343 device, dst_resource, dst_sub_resource_idx,
4344 src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
4346 if (wined3d_format_is_typeless(dst_resource->format)
4347 || wined3d_format_is_typeless(src_resource->format))
4349 FIXME("Unhandled multisample resolve, dst_format %s, src_format %s, format %s.\n",
4350 debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
4351 debug_d3dformat(format_id));
4352 return;
4354 if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4356 WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
4357 return;
4359 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4361 WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
4362 return;
4365 dst_texture = texture_from_resource(dst_resource);
4366 src_texture = texture_from_resource(src_resource);
4368 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4369 SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
4370 wined3d_texture_get_level_height(dst_texture, dst_level));
4371 src_level = src_sub_resource_idx % src_texture->level_count;
4372 SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
4373 wined3d_texture_get_level_height(src_texture, src_level));
4374 wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
4375 src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
4378 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4379 struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
4380 const struct wined3d_color *color, float depth, DWORD stencil)
4382 struct wined3d_resource *resource;
4383 RECT r;
4385 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4386 device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4388 if (!flags)
4389 return WINED3D_OK;
4391 resource = view->resource;
4392 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
4394 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4395 return WINED3DERR_INVALIDCALL;
4398 if (view->layer_count > 1)
4400 FIXME("Layered clears not implemented.\n");
4401 return WINED3DERR_INVALIDCALL;
4404 if (!rect)
4406 SetRect(&r, 0, 0, view->width, view->height);
4407 rect = &r;
4409 else
4411 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4412 struct wined3d_texture *texture = texture_from_resource(view->resource);
4413 HRESULT hr;
4415 if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
4416 view->sub_resource_idx % texture->level_count, &b)))
4417 return hr;
4420 wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
4422 return WINED3D_OK;
4425 void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
4426 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4428 TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
4430 wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
4433 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
4434 unsigned int view_idx)
4436 TRACE("device %p, view_idx %u.\n", device, view_idx);
4438 if (view_idx >= device->adapter->gl_info.limits.buffers)
4440 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4441 return NULL;
4444 return device->fb.render_targets[view_idx];
4447 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
4449 TRACE("device %p.\n", device);
4451 return device->fb.depth_stencil;
4454 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
4455 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4457 struct wined3d_rendertarget_view *prev;
4459 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4460 device, view_idx, view, set_viewport);
4462 if (view_idx >= device->adapter->gl_info.limits.buffers)
4464 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4465 return WINED3DERR_INVALIDCALL;
4468 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4470 WARN("View resource %p doesn't have render target usage.\n", view->resource);
4471 return WINED3DERR_INVALIDCALL;
4474 /* Set the viewport and scissor rectangles, if requested. Tests show that
4475 * stateblock recording is ignored, the change goes directly into the
4476 * primary stateblock. */
4477 if (!view_idx && set_viewport)
4479 struct wined3d_state *state = &device->state;
4481 state->viewports[0].x = 0;
4482 state->viewports[0].y = 0;
4483 state->viewports[0].width = view->width;
4484 state->viewports[0].height = view->height;
4485 state->viewports[0].min_z = 0.0f;
4486 state->viewports[0].max_z = 1.0f;
4487 state->viewport_count = 1;
4488 wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports);
4490 SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height);
4491 state->scissor_rect_count = 1;
4492 wined3d_cs_emit_set_scissor_rects(device->cs, 1, state->scissor_rects);
4495 prev = device->fb.render_targets[view_idx];
4496 if (view == prev)
4497 return WINED3D_OK;
4499 if (view)
4500 wined3d_rendertarget_view_incref(view);
4501 device->fb.render_targets[view_idx] = view;
4502 wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
4503 /* Release after the assignment, to prevent device_resource_released()
4504 * from seeing the surface as still in use. */
4505 if (prev)
4506 wined3d_rendertarget_view_decref(prev);
4508 return WINED3D_OK;
4511 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
4513 struct wined3d_rendertarget_view *prev;
4515 TRACE("device %p, view %p.\n", device, view);
4517 prev = device->fb.depth_stencil;
4518 if (prev == view)
4520 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4521 return;
4524 if ((device->fb.depth_stencil = view))
4525 wined3d_rendertarget_view_incref(view);
4526 wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
4527 if (prev)
4528 wined3d_rendertarget_view_decref(prev);
4531 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4532 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4534 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4535 struct wined3d_sub_resource_data data;
4536 struct wined3d_resource_desc desc;
4537 struct wined3d_map_desc map_desc;
4538 struct wined3d_texture *texture;
4539 HRESULT hr;
4541 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
4543 ERR("Failed to map source texture.\n");
4544 return NULL;
4547 data.data = map_desc.data;
4548 data.row_pitch = map_desc.row_pitch;
4549 data.slice_pitch = map_desc.slice_pitch;
4551 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4552 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4553 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4554 desc.multisample_quality = 0;
4555 desc.usage = WINED3DUSAGE_DYNAMIC;
4556 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
4557 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4558 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4559 desc.depth = 1;
4560 desc.size = 0;
4562 hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
4563 &data, NULL, &wined3d_null_parent_ops, &texture);
4564 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4565 if (FAILED(hr))
4567 ERR("Failed to create cursor texture.\n");
4568 return NULL;
4571 return texture;
4574 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4575 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4577 unsigned int texture_level = sub_resource_idx % texture->level_count;
4578 unsigned int cursor_width, cursor_height;
4579 struct wined3d_display_mode mode;
4580 struct wined3d_map_desc map_desc;
4581 HRESULT hr;
4583 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4584 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4586 if (sub_resource_idx >= texture->level_count * texture->layer_count
4587 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4588 return WINED3DERR_INVALIDCALL;
4590 if (device->cursor_texture)
4592 wined3d_texture_decref(device->cursor_texture);
4593 device->cursor_texture = NULL;
4596 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4598 WARN("Texture %p has invalid format %s.\n",
4599 texture, debug_d3dformat(texture->resource.format->id));
4600 return WINED3DERR_INVALIDCALL;
4603 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4605 ERR("Failed to get display mode, hr %#x.\n", hr);
4606 return WINED3DERR_INVALIDCALL;
4609 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4610 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4611 if (cursor_width > mode.width || cursor_height > mode.height)
4613 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4614 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4615 return WINED3DERR_INVALIDCALL;
4618 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4620 /* Do not store the surface's pointer because the application may
4621 * release it after setting the cursor image. Windows doesn't
4622 * addref the set surface, so we can't do this either without
4623 * creating circular refcount dependencies. */
4624 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4626 ERR("Failed to create cursor texture.\n");
4627 return WINED3DERR_INVALIDCALL;
4630 if (cursor_width == 32 && cursor_height == 32)
4632 UINT mask_size = cursor_width * cursor_height / 8;
4633 ICONINFO cursor_info;
4634 DWORD *mask_bits;
4635 HCURSOR cursor;
4637 /* 32-bit user32 cursors ignore the alpha channel if it's all
4638 * zeroes, and use the mask instead. Fill the mask with all ones
4639 * to ensure we still get a fully transparent cursor. */
4640 if (!(mask_bits = heap_alloc(mask_size)))
4641 return E_OUTOFMEMORY;
4642 memset(mask_bits, 0xff, mask_size);
4644 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4645 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
4646 cursor_info.fIcon = FALSE;
4647 cursor_info.xHotspot = x_hotspot;
4648 cursor_info.yHotspot = y_hotspot;
4649 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4650 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4651 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4653 /* Create our cursor and clean up. */
4654 cursor = CreateIconIndirect(&cursor_info);
4655 if (cursor_info.hbmMask)
4656 DeleteObject(cursor_info.hbmMask);
4657 if (cursor_info.hbmColor)
4658 DeleteObject(cursor_info.hbmColor);
4659 if (device->hardwareCursor)
4660 DestroyCursor(device->hardwareCursor);
4661 device->hardwareCursor = cursor;
4662 if (device->bCursorVisible)
4663 SetCursor(cursor);
4665 heap_free(mask_bits);
4668 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4669 device->cursorWidth = cursor_width;
4670 device->cursorHeight = cursor_height;
4671 device->xHotSpot = x_hotspot;
4672 device->yHotSpot = y_hotspot;
4674 return WINED3D_OK;
4677 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4678 int x_screen_space, int y_screen_space, DWORD flags)
4680 TRACE("device %p, x %d, y %d, flags %#x.\n",
4681 device, x_screen_space, y_screen_space, flags);
4683 device->xScreenSpace = x_screen_space;
4684 device->yScreenSpace = y_screen_space;
4686 if (device->hardwareCursor)
4688 POINT pt;
4690 GetCursorPos( &pt );
4691 if (x_screen_space == pt.x && y_screen_space == pt.y)
4692 return;
4693 SetCursorPos( x_screen_space, y_screen_space );
4695 /* Switch to the software cursor if position diverges from the hardware one. */
4696 GetCursorPos( &pt );
4697 if (x_screen_space != pt.x || y_screen_space != pt.y)
4699 if (device->bCursorVisible) SetCursor( NULL );
4700 DestroyCursor( device->hardwareCursor );
4701 device->hardwareCursor = 0;
4706 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4708 BOOL oldVisible = device->bCursorVisible;
4710 TRACE("device %p, show %#x.\n", device, show);
4713 * When ShowCursor is first called it should make the cursor appear at the OS's last
4714 * known cursor position.
4716 if (show && !oldVisible)
4718 POINT pt;
4719 GetCursorPos(&pt);
4720 device->xScreenSpace = pt.x;
4721 device->yScreenSpace = pt.y;
4724 if (device->hardwareCursor)
4726 device->bCursorVisible = show;
4727 if (show)
4728 SetCursor(device->hardwareCursor);
4729 else
4730 SetCursor(NULL);
4732 else if (device->cursor_texture)
4734 device->bCursorVisible = show;
4737 return oldVisible;
4740 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4742 struct wined3d_resource *resource, *cursor;
4744 TRACE("device %p.\n", device);
4746 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4748 TRACE("Checking resource %p for eviction.\n", resource);
4750 if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
4752 TRACE("Evicting %p.\n", resource);
4753 wined3d_cs_emit_unload_resource(device->cs, resource);
4758 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4759 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4760 wined3d_device_reset_cb callback, BOOL reset_state)
4762 struct wined3d_resource *resource, *cursor;
4763 struct wined3d_swapchain *swapchain;
4764 struct wined3d_view_desc view_desc;
4765 BOOL backbuffer_resized;
4766 HRESULT hr = WINED3D_OK;
4767 unsigned int i;
4769 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4770 device, swapchain_desc, mode, callback, reset_state);
4772 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4774 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4776 ERR("Failed to get the first implicit swapchain.\n");
4777 return WINED3DERR_INVALIDCALL;
4780 if (reset_state)
4782 if (device->logo_texture)
4784 wined3d_texture_decref(device->logo_texture);
4785 device->logo_texture = NULL;
4787 if (device->cursor_texture)
4789 wined3d_texture_decref(device->cursor_texture);
4790 device->cursor_texture = NULL;
4792 state_unbind_resources(&device->state);
4795 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4797 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4799 wined3d_device_set_depth_stencil_view(device, NULL);
4801 if (reset_state)
4803 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4805 TRACE("Enumerating resource %p.\n", resource);
4806 if (FAILED(hr = callback(resource)))
4807 return hr;
4811 TRACE("New params:\n");
4812 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4813 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4814 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4815 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4816 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4817 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4818 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4819 TRACE("device_window %p\n", swapchain_desc->device_window);
4820 TRACE("windowed %#x\n", swapchain_desc->windowed);
4821 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4822 if (swapchain_desc->enable_auto_depth_stencil)
4823 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4824 TRACE("flags %#x\n", swapchain_desc->flags);
4825 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4826 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4828 if (swapchain_desc->backbuffer_usage && swapchain_desc->backbuffer_usage != WINED3DUSAGE_RENDERTARGET)
4829 FIXME("Got unexpected backbuffer usage %#x.\n", swapchain_desc->backbuffer_usage);
4831 if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
4832 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
4833 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
4834 FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
4836 /* No special treatment of these parameters. Just store them */
4837 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4838 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4839 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4840 swapchain->desc.flags = swapchain_desc->flags;
4841 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4842 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4844 if (swapchain_desc->device_window
4845 && swapchain_desc->device_window != swapchain->desc.device_window)
4847 TRACE("Changing the device window from %p to %p.\n",
4848 swapchain->desc.device_window, swapchain_desc->device_window);
4849 swapchain->desc.device_window = swapchain_desc->device_window;
4850 swapchain->device_window = swapchain_desc->device_window;
4851 wined3d_swapchain_set_window(swapchain, NULL);
4854 backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4855 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4857 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4858 || swapchain->reapply_mode || mode
4859 || (!swapchain_desc->windowed && backbuffer_resized))
4861 if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4862 return hr;
4864 else if (!swapchain_desc->windowed)
4866 DWORD style = device->style;
4867 DWORD exStyle = device->exStyle;
4868 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4869 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4870 * Reset to clear up their mess. Guild Wars also loses the device during that.
4872 device->style = 0;
4873 device->exStyle = 0;
4874 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4875 swapchain_desc->backbuffer_width,
4876 swapchain_desc->backbuffer_height);
4877 device->style = style;
4878 device->exStyle = exStyle;
4881 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4882 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4883 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4884 return hr;
4886 if (device->auto_depth_stencil_view)
4888 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4889 device->auto_depth_stencil_view = NULL;
4891 if (swapchain->desc.enable_auto_depth_stencil)
4893 struct wined3d_resource_desc texture_desc;
4894 struct wined3d_texture *texture;
4895 DWORD flags = 0;
4897 TRACE("Creating the depth stencil buffer.\n");
4899 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4900 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4901 texture_desc.multisample_type = swapchain->desc.multisample_type;
4902 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4903 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4904 texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
4905 texture_desc.width = swapchain->desc.backbuffer_width;
4906 texture_desc.height = swapchain->desc.backbuffer_height;
4907 texture_desc.depth = 1;
4908 texture_desc.size = 0;
4910 if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4911 flags |= WINED3D_TEXTURE_CREATE_GET_DC;
4913 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4914 device->device_parent, &texture_desc, flags, &texture)))
4916 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4917 return WINED3DERR_INVALIDCALL;
4920 view_desc.format_id = texture->resource.format->id;
4921 view_desc.flags = 0;
4922 view_desc.u.texture.level_idx = 0;
4923 view_desc.u.texture.level_count = 1;
4924 view_desc.u.texture.layer_idx = 0;
4925 view_desc.u.texture.layer_count = 1;
4926 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4927 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4928 wined3d_texture_decref(texture);
4929 if (FAILED(hr))
4931 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4932 return hr;
4935 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4938 if (device->back_buffer_view)
4940 wined3d_rendertarget_view_decref(device->back_buffer_view);
4941 device->back_buffer_view = NULL;
4943 if (swapchain->desc.backbuffer_count && swapchain->desc.backbuffer_usage & WINED3DUSAGE_RENDERTARGET)
4945 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4947 view_desc.format_id = back_buffer->format->id;
4948 view_desc.flags = 0;
4949 view_desc.u.texture.level_idx = 0;
4950 view_desc.u.texture.level_count = 1;
4951 view_desc.u.texture.layer_idx = 0;
4952 view_desc.u.texture.layer_count = 1;
4953 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
4954 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4956 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4957 return hr;
4961 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
4963 if (reset_state)
4965 TRACE("Resetting stateblock.\n");
4966 if (device->recording)
4968 wined3d_stateblock_decref(device->recording);
4969 device->recording = NULL;
4971 wined3d_cs_emit_reset_state(device->cs);
4972 state_cleanup(&device->state);
4974 if (device->d3d_initialized)
4975 wined3d_device_delete_opengl_contexts(device);
4977 memset(&device->state, 0, sizeof(device->state));
4978 state_init(&device->state, &device->fb, &device->adapter->gl_info,
4979 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4980 device->update_state = &device->state;
4982 device_init_swapchain_state(device, swapchain);
4983 if (wined3d_settings.logo)
4984 device_load_logo(device, wined3d_settings.logo);
4986 else if (device->back_buffer_view)
4988 struct wined3d_rendertarget_view *view = device->back_buffer_view;
4989 struct wined3d_state *state = &device->state;
4991 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
4993 /* Note the min_z / max_z is not reset. */
4994 state->viewports[0].x = 0;
4995 state->viewports[0].y = 0;
4996 state->viewports[0].width = view->width;
4997 state->viewports[0].height = view->height;
4998 state->viewport_count = 1;
4999 wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports);
5001 SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height);
5002 state->scissor_rect_count = 1;
5003 wined3d_cs_emit_set_scissor_rects(device->cs, 1, state->scissor_rects);
5006 if (device->d3d_initialized)
5008 if (reset_state)
5009 hr = wined3d_device_create_primary_opengl_context(device);
5012 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5013 * first use
5015 return hr;
5018 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5020 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5022 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5024 return WINED3D_OK;
5028 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5029 struct wined3d_device_creation_parameters *parameters)
5031 TRACE("device %p, parameters %p.\n", device, parameters);
5033 *parameters = device->create_parms;
5036 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
5038 TRACE("device %p.\n", device);
5040 return device->wined3d;
5043 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5044 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5046 struct wined3d_swapchain *swapchain;
5048 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5049 device, swapchain_idx, flags, ramp);
5051 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5052 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5055 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5056 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5058 struct wined3d_swapchain *swapchain;
5060 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5061 device, swapchain_idx, ramp);
5063 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5064 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5067 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5069 TRACE("device %p, resource %p.\n", device, resource);
5071 wined3d_not_from_cs(device->cs);
5073 list_add_head(&device->resources, &resource->resource_list_entry);
5076 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5078 TRACE("device %p, resource %p.\n", device, resource);
5080 wined3d_not_from_cs(device->cs);
5082 list_remove(&resource->resource_list_entry);
5085 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5087 enum wined3d_resource_type type = resource->type;
5088 struct wined3d_rendertarget_view *rtv;
5089 unsigned int i;
5091 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5093 if (device->d3d_initialized)
5095 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5097 if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
5098 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5101 if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
5102 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5105 switch (type)
5107 case WINED3D_RTYPE_TEXTURE_1D:
5108 case WINED3D_RTYPE_TEXTURE_2D:
5109 case WINED3D_RTYPE_TEXTURE_3D:
5110 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5112 if (&device->state.textures[i]->resource == resource)
5114 ERR("Texture resource %p is still in use, stage %u.\n", resource, i);
5115 device->state.textures[i] = NULL;
5118 if (device->recording && &device->update_state->textures[i]->resource == resource)
5120 ERR("Texture resource %p is still in use by recording stateblock %p, stage %u.\n",
5121 resource, device->recording, i);
5122 device->update_state->textures[i] = NULL;
5125 break;
5127 case WINED3D_RTYPE_BUFFER:
5128 for (i = 0; i < MAX_STREAMS; ++i)
5130 if (&device->state.streams[i].buffer->resource == resource)
5132 ERR("Buffer resource %p is still in use, stream %u.\n", resource, i);
5133 device->state.streams[i].buffer = NULL;
5136 if (device->recording && &device->update_state->streams[i].buffer->resource == resource)
5138 ERR("Buffer resource %p is still in use by stateblock %p, stream %u.\n",
5139 resource, device->recording, i);
5140 device->update_state->streams[i].buffer = NULL;
5144 if (&device->state.index_buffer->resource == resource)
5146 ERR("Buffer resource %p is still in use as index buffer.\n", resource);
5147 device->state.index_buffer = NULL;
5150 if (device->recording && &device->update_state->index_buffer->resource == resource)
5152 ERR("Buffer resource %p is still in use by stateblock %p as index buffer.\n",
5153 resource, device->recording);
5154 device->update_state->index_buffer = NULL;
5156 break;
5158 default:
5159 break;
5162 /* Remove the resource from the resourceStore */
5163 device_resource_remove(device, resource);
5165 TRACE("Resource released.\n");
5168 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5170 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5172 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5175 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5176 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5177 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5179 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5180 const struct fragment_pipeline *fragment_pipeline;
5181 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5182 unsigned int i;
5183 HRESULT hr;
5185 device->ref = 1;
5186 device->wined3d = wined3d;
5187 wined3d_incref(device->wined3d);
5188 device->adapter = wined3d->adapter_count ? adapter : NULL;
5189 device->device_parent = device_parent;
5190 list_init(&device->resources);
5191 list_init(&device->shaders);
5192 device->surface_alignment = surface_alignment;
5194 /* Save the creation parameters. */
5195 device->create_parms.adapter_idx = adapter_idx;
5196 device->create_parms.device_type = device_type;
5197 device->create_parms.focus_window = focus_window;
5198 device->create_parms.flags = flags;
5200 device->shader_backend = adapter->shader_backend;
5202 vertex_pipeline = adapter->vertex_pipe;
5204 fragment_pipeline = adapter->fragment_pipe;
5206 wine_rb_init(&device->samplers, wined3d_sampler_compare);
5208 if (vertex_pipeline->vp_states && fragment_pipeline->states
5209 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5210 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5211 fragment_pipeline, misc_state_template)))
5213 ERR("Failed to compile state table, hr %#x.\n", hr);
5214 wine_rb_destroy(&device->samplers, NULL, NULL);
5215 wined3d_decref(device->wined3d);
5216 return hr;
5219 state_init(&device->state, &device->fb, &adapter->gl_info,
5220 &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
5221 device->update_state = &device->state;
5223 if (!(device->cs = wined3d_cs_create(device)))
5225 WARN("Failed to create command stream.\n");
5226 state_cleanup(&device->state);
5227 hr = E_FAIL;
5228 goto err;
5231 return WINED3D_OK;
5233 err:
5234 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5236 heap_free(device->multistate_funcs[i]);
5238 wine_rb_destroy(&device->samplers, NULL, NULL);
5239 wined3d_decref(device->wined3d);
5240 return hr;
5243 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5245 DWORD rep = device->StateTable[state].representative;
5246 struct wined3d_context *context;
5247 DWORD idx;
5248 BYTE shift;
5249 UINT i;
5251 wined3d_from_cs(device->cs);
5253 if (STATE_IS_COMPUTE(state))
5255 for (i = 0; i < device->context_count; ++i)
5256 context_invalidate_compute_state(device->contexts[i], state);
5257 return;
5260 for (i = 0; i < device->context_count; ++i)
5262 context = device->contexts[i];
5263 if(isStateDirty(context, rep)) continue;
5265 context->dirtyArray[context->numDirtyEntries++] = rep;
5266 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5267 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5268 context->isStateDirty[idx] |= (1u << shift);
5272 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5273 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5275 if (device->filter_messages && message != WM_DISPLAYCHANGE)
5277 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5278 window, message, wparam, lparam);
5279 if (unicode)
5280 return DefWindowProcW(window, message, wparam, lparam);
5281 else
5282 return DefWindowProcA(window, message, wparam, lparam);
5285 if (message == WM_DESTROY)
5287 TRACE("unregister window %p.\n", window);
5288 wined3d_unregister_window(window);
5290 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5291 ERR("Window %p is not the focus window for device %p.\n", window, device);
5293 else if (message == WM_DISPLAYCHANGE)
5295 device->device_parent->ops->mode_changed(device->device_parent);
5297 else if (message == WM_ACTIVATEAPP)
5299 UINT i;
5301 for (i = 0; i < device->swapchain_count; i++)
5302 wined3d_swapchain_activate(device->swapchains[i], wparam);
5304 device->device_parent->ops->activate(device->device_parent, wparam);
5306 else if (message == WM_SYSCOMMAND)
5308 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5310 if (unicode)
5311 DefWindowProcW(window, message, wparam, lparam);
5312 else
5313 DefWindowProcA(window, message, wparam, lparam);
5317 if (unicode)
5318 return CallWindowProcW(proc, window, message, wparam, lparam);
5319 else
5320 return CallWindowProcA(proc, window, message, wparam, lparam);