wined3d: Merge wined3d_blitter_ops.color_fill() and wined3d_blitter_ops.depth_fill().
[wine.git] / dlls / wined3d / device.c
blobfe2c4ba061b79f845d3bd2fb1a6079d7f4fbfa68
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 default:
93 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
94 case WINED3D_PT_UNDEFINED:
95 return ~0u;
99 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
101 switch (primitive_type)
103 case GL_POINTS:
104 return WINED3D_PT_POINTLIST;
106 case GL_LINES:
107 return WINED3D_PT_LINELIST;
109 case GL_LINE_STRIP:
110 return WINED3D_PT_LINESTRIP;
112 case GL_TRIANGLES:
113 return WINED3D_PT_TRIANGLELIST;
115 case GL_TRIANGLE_STRIP:
116 return WINED3D_PT_TRIANGLESTRIP;
118 case GL_TRIANGLE_FAN:
119 return WINED3D_PT_TRIANGLEFAN;
121 case GL_LINES_ADJACENCY_ARB:
122 return WINED3D_PT_LINELIST_ADJ;
124 case GL_LINE_STRIP_ADJACENCY_ARB:
125 return WINED3D_PT_LINESTRIP_ADJ;
127 case GL_TRIANGLES_ADJACENCY_ARB:
128 return WINED3D_PT_TRIANGLELIST_ADJ;
130 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_TRIANGLESTRIP_ADJ;
133 default:
134 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
135 case ~0u:
136 return WINED3D_PT_UNDEFINED;
140 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
142 struct wined3d_context **new_array;
144 TRACE("Adding context %p.\n", context);
146 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
147 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
148 sizeof(*new_array) * (device->context_count + 1));
150 if (!new_array)
152 ERR("Failed to grow the context array.\n");
153 return FALSE;
156 new_array[device->context_count++] = context;
157 device->contexts = new_array;
158 return TRUE;
161 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
163 struct wined3d_context **new_array;
164 BOOL found = FALSE;
165 UINT i;
167 TRACE("Removing context %p.\n", context);
169 for (i = 0; i < device->context_count; ++i)
171 if (device->contexts[i] == context)
173 found = TRUE;
174 break;
178 if (!found)
180 ERR("Context %p doesn't exist in context array.\n", context);
181 return;
184 if (!--device->context_count)
186 HeapFree(GetProcessHeap(), 0, device->contexts);
187 device->contexts = NULL;
188 return;
191 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
192 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
193 if (!new_array)
195 ERR("Failed to shrink context array. Oh well.\n");
196 return;
199 device->contexts = new_array;
202 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
204 unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
205 unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
207 /* partial draw rect */
208 if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
209 return FALSE;
211 /* partial clear rect */
212 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
213 || clear_rect->right < width || clear_rect->bottom < height))
214 return FALSE;
216 return TRUE;
219 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
220 UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
221 float depth, DWORD stencil)
223 struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
224 struct wined3d_surface *target = rtv ? wined3d_rendertarget_view_get_surface(rtv) : NULL;
225 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
226 struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
227 const struct wined3d_state *state = &device->cs->state;
228 const struct wined3d_gl_info *gl_info;
229 UINT drawable_width, drawable_height;
230 struct wined3d_color corrected_color;
231 struct wined3d_context *context;
232 GLbitfield clear_mask = 0;
233 BOOL render_offscreen;
234 unsigned int i;
236 if (target)
237 context = context_acquire(device, target->container, rtv->sub_resource_idx);
238 else
239 context = context_acquire(device, NULL, 0);
240 if (!context->valid)
242 context_release(context);
243 WARN("Invalid context, skipping clear.\n");
244 return;
246 gl_info = context->gl_info;
248 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
249 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
250 * for the cleared parts, and the untouched parts.
252 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
253 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
254 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
255 * checking all this if the dest surface is in the drawable anyway. */
256 for (i = 0; i < rt_count; ++i)
258 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
260 if (rtv && rtv->format->id != WINED3DFMT_NULL)
262 struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
264 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
265 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
266 else
267 wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
271 if (target)
273 render_offscreen = context->render_offscreen;
274 wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
276 else
278 render_offscreen = TRUE;
279 drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container,
280 depth_stencil->texture_level);
281 drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container,
282 depth_stencil->texture_level);
285 if (depth_stencil && render_offscreen)
286 wined3d_texture_prepare_location(depth_stencil->container,
287 dsv->sub_resource_idx, context, dsv->resource->draw_binding);
289 if (flags & WINED3DCLEAR_ZBUFFER)
291 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
293 wined3d_texture_load_location(depth_stencil->container,
294 dsv->sub_resource_idx, context, location);
297 if (!context_apply_clear_state(context, state, rt_count, fb))
299 context_release(context);
300 WARN("Failed to apply clear state, skipping clear.\n");
301 return;
304 /* Only set the values up once, as they are not changing. */
305 if (flags & WINED3DCLEAR_STENCIL)
307 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
309 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
310 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
312 gl_info->gl_ops.gl.p_glStencilMask(~0U);
313 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
314 gl_info->gl_ops.gl.p_glClearStencil(stencil);
315 checkGLcall("glClearStencil");
316 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
319 if (flags & WINED3DCLEAR_ZBUFFER)
321 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
323 wined3d_texture_validate_location(depth_stencil->container, dsv->sub_resource_idx, location);
324 wined3d_texture_invalidate_location(depth_stencil->container, dsv->sub_resource_idx, ~location);
326 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
327 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
328 gl_info->gl_ops.gl.p_glClearDepth(depth);
329 checkGLcall("glClearDepth");
330 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
333 if (flags & WINED3DCLEAR_TARGET)
335 for (i = 0; i < rt_count; ++i)
337 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
338 struct wined3d_texture *texture;
340 if (!rtv)
341 continue;
343 if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
345 FIXME("Not supported on buffer resources.\n");
346 continue;
349 texture = texture_from_resource(rtv->resource);
350 wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
351 wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
354 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
356 if (rt_count > 1)
357 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
358 "support, this might cause graphical issues.\n");
360 corrected_color.r = color->r < wined3d_srgb_const1[0]
361 ? color->r * wined3d_srgb_const0[3]
362 : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
363 - wined3d_srgb_const0[2];
364 corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
365 corrected_color.g = color->g < wined3d_srgb_const1[0]
366 ? color->g * wined3d_srgb_const0[3]
367 : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
368 - wined3d_srgb_const0[2];
369 corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
370 corrected_color.b = color->b < wined3d_srgb_const1[0]
371 ? color->b * wined3d_srgb_const0[3]
372 : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
373 - wined3d_srgb_const0[2];
374 corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
375 color = &corrected_color;
378 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
379 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
380 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
381 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
382 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
383 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
384 checkGLcall("glClearColor");
385 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
388 if (!rect_count)
390 if (render_offscreen)
392 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
393 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
395 else
397 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
398 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
400 checkGLcall("glScissor");
401 gl_info->gl_ops.gl.p_glClear(clear_mask);
402 checkGLcall("glClear");
404 else
406 RECT current_rect;
408 /* Now process each rect in turn. */
409 for (i = 0; i < rect_count; ++i)
411 /* Note that GL uses lower left, width/height. */
412 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
414 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
415 wine_dbgstr_rect(&clear_rect[i]),
416 wine_dbgstr_rect(&current_rect));
418 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
419 * The rectangle is not cleared, no error is returned, but further rectangles are
420 * still cleared if they are valid. */
421 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
423 TRACE("Rectangle with negative dimensions, ignoring.\n");
424 continue;
427 if (render_offscreen)
429 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
430 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
432 else
434 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
435 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
437 checkGLcall("glScissor");
439 gl_info->gl_ops.gl.p_glClear(clear_mask);
440 checkGLcall("glClear");
444 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
445 && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
446 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
448 context_release(context);
451 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
453 ULONG refcount = InterlockedIncrement(&device->ref);
455 TRACE("%p increasing refcount to %u.\n", device, refcount);
457 return refcount;
460 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
462 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
464 ERR("Leftover sampler %p.\n", sampler);
467 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
469 ULONG refcount = InterlockedDecrement(&device->ref);
471 TRACE("%p decreasing refcount to %u.\n", device, refcount);
473 if (!refcount)
475 UINT i;
477 wined3d_cs_destroy(device->cs);
479 if (device->recording && wined3d_stateblock_decref(device->recording))
480 ERR("Something's still holding the recording stateblock.\n");
481 device->recording = NULL;
483 state_cleanup(&device->state);
485 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
487 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
488 device->multistate_funcs[i] = NULL;
491 if (!list_empty(&device->resources))
493 struct wined3d_resource *resource;
495 ERR("Device released with resources still bound.\n");
497 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
499 ERR("Leftover resource %p with type %s (%#x).\n",
500 resource, debug_d3dresourcetype(resource->type), resource->type);
504 if (device->contexts)
505 ERR("Context array not freed!\n");
506 if (device->hardwareCursor)
507 DestroyCursor(device->hardwareCursor);
508 device->hardwareCursor = 0;
510 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
512 wined3d_decref(device->wined3d);
513 device->wined3d = NULL;
514 HeapFree(GetProcessHeap(), 0, device);
515 TRACE("Freed device %p.\n", device);
518 return refcount;
521 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
523 TRACE("device %p.\n", device);
525 return device->swapchain_count;
528 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
530 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
532 if (swapchain_idx >= device->swapchain_count)
534 WARN("swapchain_idx %u >= swapchain_count %u.\n",
535 swapchain_idx, device->swapchain_count);
536 return NULL;
539 return device->swapchains[swapchain_idx];
542 static void device_load_logo(struct wined3d_device *device, const char *filename)
544 struct wined3d_color_key color_key;
545 struct wined3d_resource_desc desc;
546 HBITMAP hbm;
547 BITMAP bm;
548 HRESULT hr;
549 HDC dcb = NULL, dcs = NULL;
551 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
553 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
554 return;
556 GetObjectA(hbm, sizeof(BITMAP), &bm);
558 if (!(dcb = CreateCompatibleDC(NULL)))
559 goto out;
560 SelectObject(dcb, hbm);
562 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
563 desc.format = WINED3DFMT_B5G6R5_UNORM;
564 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
565 desc.multisample_quality = 0;
566 desc.usage = WINED3DUSAGE_DYNAMIC;
567 desc.pool = WINED3D_POOL_DEFAULT;
568 desc.width = bm.bmWidth;
569 desc.height = bm.bmHeight;
570 desc.depth = 1;
571 desc.size = 0;
572 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1,
573 WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_GET_DC,
574 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
576 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
577 goto out;
580 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
582 wined3d_texture_decref(device->logo_texture);
583 device->logo_texture = NULL;
584 goto out;
586 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
587 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
589 color_key.color_space_low_value = 0;
590 color_key.color_space_high_value = 0;
591 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
593 out:
594 if (dcb) DeleteDC(dcb);
595 if (hbm) DeleteObject(hbm);
598 /* Context activation is done by the caller. */
599 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
601 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
602 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
603 unsigned int i;
604 DWORD color;
606 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
607 color = 0x000000ff;
608 else
609 color = 0x00000000;
611 /* Under DirectX you can sample even if no texture is bound, whereas
612 * OpenGL will only allow that when a valid texture is bound.
613 * We emulate this by creating dummy textures and binding them
614 * to each texture stage when the currently set D3D texture is NULL. */
615 context_active_texture(context, gl_info, 0);
617 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d);
618 checkGLcall("glGenTextures");
619 TRACE("Dummy 2D texture given name %u.\n", device->dummy_textures.tex_2d);
621 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
622 checkGLcall("glBindTexture");
624 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
625 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
626 checkGLcall("glTexImage2D");
628 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
630 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_rect);
631 checkGLcall("glGenTextures");
632 TRACE("Dummy rectangle texture given name %u.\n", device->dummy_textures.tex_rect);
634 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
635 checkGLcall("glBindTexture");
637 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
638 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
639 checkGLcall("glTexImage2D");
642 if (gl_info->supported[EXT_TEXTURE3D])
644 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_3d);
645 checkGLcall("glGenTextures");
646 TRACE("Dummy 3D texture given name %u.\n", device->dummy_textures.tex_3d);
648 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
649 checkGLcall("glBindTexture");
651 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
652 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
653 checkGLcall("glTexImage3D");
656 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
658 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube);
659 checkGLcall("glGenTextures");
660 TRACE("Dummy cube texture given name %u.\n", device->dummy_textures.tex_cube);
662 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
663 checkGLcall("glBindTexture");
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);
669 checkGLcall("glTexImage2D");
673 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
675 DWORD cube_array_data[6];
677 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube_array);
678 checkGLcall("glGenTextures");
679 TRACE("Dummy cube array texture given name %u.\n", device->dummy_textures.tex_cube_array);
681 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
682 checkGLcall("glBindTexture");
684 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
685 cube_array_data[i] = color;
686 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
687 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
688 checkGLcall("glTexImage3D");
691 if (gl_info->supported[EXT_TEXTURE_ARRAY])
693 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_array);
694 checkGLcall("glGenTextures");
695 TRACE("Dummy 2D array texture given name %u.\n", device->dummy_textures.tex_2d_array);
697 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
698 checkGLcall("glBindTexture");
700 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
701 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
702 checkGLcall("glTexImage3D");
705 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
707 GLuint buffer;
709 GL_EXTCALL(glGenBuffers(1, &buffer));
710 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
711 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
712 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
713 checkGLcall("Create buffer object");
715 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_buffer);
716 checkGLcall("glGenTextures");
717 TRACE("Dummy buffer texture given name %u.\n", device->dummy_textures.tex_buffer);
719 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
720 checkGLcall("glBindTexture");
721 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
722 checkGLcall("glTexBuffer");
724 GL_EXTCALL(glDeleteBuffers(1, &buffer));
725 checkGLcall("glDeleteBuffers");
728 context_bind_dummy_textures(device, context);
731 /* Context activation is done by the caller. */
732 static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
734 const struct wined3d_gl_info *gl_info = context->gl_info;
736 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
737 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_buffer);
739 if (gl_info->supported[EXT_TEXTURE_ARRAY])
740 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_array);
742 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
743 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube_array);
745 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
746 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube);
748 if (gl_info->supported[EXT_TEXTURE3D])
749 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_3d);
751 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
752 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_rect);
754 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d);
756 checkGLcall("Delete dummy textures");
758 memset(&device->dummy_textures, 0, sizeof(device->dummy_textures));
761 /* Context activation is done by the caller. */
762 static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
764 struct wined3d_sampler_desc desc;
765 HRESULT hr;
767 desc.address_u = WINED3D_TADDRESS_WRAP;
768 desc.address_v = WINED3D_TADDRESS_WRAP;
769 desc.address_w = WINED3D_TADDRESS_WRAP;
770 memset(desc.border_color, 0, sizeof(desc.border_color));
771 desc.mag_filter = WINED3D_TEXF_POINT;
772 desc.min_filter = WINED3D_TEXF_POINT;
773 desc.mip_filter = WINED3D_TEXF_NONE;
774 desc.lod_bias = 0.0f;
775 desc.min_lod = -1000.0f;
776 desc.max_lod = 1000.0f;
777 desc.mip_base_level = 0;
778 desc.max_anisotropy = 1;
779 desc.compare = FALSE;
780 desc.comparison_func = WINED3D_CMP_NEVER;
781 desc.srgb_decode = TRUE;
783 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
784 * instructions allow access to resources without using samplers.
785 * In GLSL, resources are always accessed through sampler or image variables. The default
786 * sampler object is used to emulate the direct resource access when there is no sampler state
787 * to use.
789 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &device->default_sampler)))
791 ERR("Failed to create default sampler, hr %#x.\n", hr);
792 device->default_sampler = NULL;
795 /* In D3D10+, a NULL sampler maps to the default sampler state. */
796 desc.address_u = WINED3D_TADDRESS_CLAMP;
797 desc.address_v = WINED3D_TADDRESS_CLAMP;
798 desc.address_w = WINED3D_TADDRESS_CLAMP;
799 desc.mag_filter = WINED3D_TEXF_LINEAR;
800 desc.min_filter = WINED3D_TEXF_LINEAR;
801 desc.mip_filter = WINED3D_TEXF_LINEAR;
802 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &device->null_sampler)))
804 ERR("Failed to create null sampler, hr %#x.\n", hr);
805 device->null_sampler = NULL;
809 /* Context activation is done by the caller. */
810 static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
812 wined3d_sampler_decref(device->default_sampler);
813 device->default_sampler = NULL;
814 wined3d_sampler_decref(device->null_sampler);
815 device->null_sampler = NULL;
818 static LONG fullscreen_style(LONG style)
820 /* Make sure the window is managed, otherwise we won't get keyboard input. */
821 style |= WS_POPUP | WS_SYSMENU;
822 style &= ~(WS_CAPTION | WS_THICKFRAME);
824 return style;
827 static LONG fullscreen_exstyle(LONG exstyle)
829 /* Filter out window decorations. */
830 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
832 return exstyle;
835 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
837 BOOL filter_messages;
838 LONG style, exstyle;
840 TRACE("Setting up window %p for fullscreen mode.\n", window);
842 if (device->style || device->exStyle)
844 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
845 window, device->style, device->exStyle);
848 device->style = GetWindowLongW(window, GWL_STYLE);
849 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
851 style = fullscreen_style(device->style);
852 exstyle = fullscreen_exstyle(device->exStyle);
854 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
855 device->style, device->exStyle, style, exstyle);
857 filter_messages = device->filter_messages;
858 device->filter_messages = TRUE;
860 SetWindowLongW(window, GWL_STYLE, style);
861 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
862 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
864 device->filter_messages = filter_messages;
867 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window,
868 const RECT *window_rect)
870 unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
871 BOOL filter_messages;
872 LONG style, exstyle;
873 RECT rect = {0};
875 if (!device->style && !device->exStyle)
876 return;
878 style = GetWindowLongW(window, GWL_STYLE);
879 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
881 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
882 * application, and we want to ignore them in the test below, since it's
883 * not the application's fault that they changed. Additionally, we want to
884 * preserve the current status of these flags (i.e. don't restore them) to
885 * more closely emulate the behavior of Direct3D, which leaves these flags
886 * alone when returning to windowed mode. */
887 device->style ^= (device->style ^ style) & WS_VISIBLE;
888 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
890 TRACE("Restoring window style of window %p to %08x, %08x.\n",
891 window, device->style, device->exStyle);
893 filter_messages = device->filter_messages;
894 device->filter_messages = TRUE;
896 /* Only restore the style if the application didn't modify it during the
897 * fullscreen phase. Some applications change it before calling Reset()
898 * when switching between windowed and fullscreen modes (HL2), some
899 * depend on the original style (Eve Online). */
900 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
902 SetWindowLongW(window, GWL_STYLE, device->style);
903 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
906 if (window_rect)
907 rect = *window_rect;
908 else
909 window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
910 SetWindowPos(window, 0, rect.left, rect.top,
911 rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
913 device->filter_messages = filter_messages;
915 /* Delete the old values. */
916 device->style = 0;
917 device->exStyle = 0;
920 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
922 TRACE("device %p, window %p.\n", device, window);
924 if (!wined3d_register_window(window, device))
926 ERR("Failed to register window %p.\n", window);
927 return E_FAIL;
930 InterlockedExchangePointer((void **)&device->focus_window, window);
931 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
933 return WINED3D_OK;
936 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
938 TRACE("device %p.\n", device);
940 if (device->focus_window) wined3d_unregister_window(device->focus_window);
941 InterlockedExchangePointer((void **)&device->focus_window, NULL);
944 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
946 BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
947 unsigned int i;
949 if (device->fb.render_targets)
951 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
953 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
955 if (device->back_buffer_view)
956 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
959 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
960 wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
963 static void wined3d_device_delete_opengl_contexts_cs(void *object)
965 struct wined3d_resource *resource, *cursor;
966 struct wined3d_device *device = object;
967 struct wined3d_context *context;
968 struct wined3d_shader *shader;
970 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
972 TRACE("Unloading resource %p.\n", resource);
973 wined3d_cs_emit_unload_resource(device->cs, resource);
976 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
978 device->shader_backend->shader_destroy(shader);
981 context = context_acquire(device, NULL, 0);
982 device->blitter->free_private(device);
983 device->shader_backend->shader_free_private(device);
984 destroy_dummy_textures(device, context);
985 destroy_default_samplers(device, context);
986 context_release(context);
988 while (device->context_count)
990 if (device->contexts[0]->swapchain)
991 swapchain_destroy_contexts(device->contexts[0]->swapchain);
992 else
993 context_destroy(device, device->contexts[0]);
997 static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
999 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
1002 static void wined3d_device_create_primary_opengl_context_cs(void *object)
1004 struct wined3d_device *device = object;
1005 struct wined3d_swapchain *swapchain;
1006 struct wined3d_context *context;
1007 struct wined3d_texture *target;
1008 HRESULT hr;
1010 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1011 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1013 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1014 return;
1017 if (FAILED(hr = device->blitter->alloc_private(device)))
1019 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
1020 device->shader_backend->shader_free_private(device);
1021 return;
1024 swapchain = device->swapchains[0];
1025 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1026 context = context_acquire(device, target, 0);
1027 create_dummy_textures(device, context);
1028 create_default_samplers(device, context);
1029 context_release(context);
1032 static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
1034 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
1035 if (!device->swapchains[0]->num_contexts)
1036 return E_FAIL;
1038 return WINED3D_OK;
1041 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1042 struct wined3d_swapchain_desc *swapchain_desc)
1044 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1045 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1046 struct wined3d_swapchain *swapchain = NULL;
1047 DWORD clear_flags = 0;
1048 HRESULT hr;
1050 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1052 if (device->d3d_initialized)
1053 return WINED3DERR_INVALIDCALL;
1054 if (device->wined3d->flags & WINED3D_NO3D)
1055 return WINED3DERR_INVALIDCALL;
1057 if (!(device->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*device->fb.render_targets))))
1058 return E_OUTOFMEMORY;
1060 /* Setup the implicit swapchain. This also initializes a context. */
1061 TRACE("Creating implicit swapchain\n");
1062 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1063 swapchain_desc, &swapchain);
1064 if (FAILED(hr))
1066 WARN("Failed to create implicit swapchain\n");
1067 goto err_out;
1070 if (swapchain_desc->backbuffer_count)
1072 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1073 struct wined3d_view_desc view_desc;
1075 view_desc.format_id = back_buffer->format->id;
1076 view_desc.flags = 0;
1077 view_desc.u.texture.level_idx = 0;
1078 view_desc.u.texture.level_count = 1;
1079 view_desc.u.texture.layer_idx = 0;
1080 view_desc.u.texture.layer_count = 1;
1081 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1082 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1084 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1085 goto err_out;
1089 device->swapchain_count = 1;
1090 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1092 ERR("Out of memory!\n");
1093 goto err_out;
1095 device->swapchains[0] = swapchain;
1097 if (FAILED(hr = wined3d_device_create_primary_opengl_context(device)))
1098 goto err_out;
1099 device_init_swapchain_state(device, swapchain);
1101 device->contexts[0]->last_was_rhw = 0;
1103 TRACE("All defaults now set up, leaving 3D init.\n");
1105 /* Clear the screen */
1106 if (swapchain->back_buffers && swapchain->back_buffers[0])
1107 clear_flags |= WINED3DCLEAR_TARGET;
1108 if (swapchain_desc->enable_auto_depth_stencil)
1109 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1110 if (clear_flags)
1111 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1113 device->d3d_initialized = TRUE;
1115 if (wined3d_settings.logo)
1116 device_load_logo(device, wined3d_settings.logo);
1117 return WINED3D_OK;
1119 err_out:
1120 HeapFree(GetProcessHeap(), 0, device->swapchains);
1121 device->swapchain_count = 0;
1122 if (device->back_buffer_view)
1123 wined3d_rendertarget_view_decref(device->back_buffer_view);
1124 if (swapchain)
1125 wined3d_swapchain_decref(swapchain);
1126 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1128 return hr;
1131 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1132 struct wined3d_swapchain_desc *swapchain_desc)
1134 struct wined3d_swapchain *swapchain = NULL;
1135 HRESULT hr;
1137 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1139 /* Setup the implicit swapchain */
1140 TRACE("Creating implicit swapchain\n");
1141 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1142 swapchain_desc, &swapchain);
1143 if (FAILED(hr))
1145 WARN("Failed to create implicit swapchain\n");
1146 goto err_out;
1149 device->swapchain_count = 1;
1150 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1152 ERR("Out of memory!\n");
1153 goto err_out;
1155 device->swapchains[0] = swapchain;
1156 return WINED3D_OK;
1158 err_out:
1159 wined3d_swapchain_decref(swapchain);
1160 return hr;
1163 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1165 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1167 wined3d_sampler_decref(sampler);
1170 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1172 UINT i;
1174 TRACE("device %p.\n", device);
1176 if (!device->d3d_initialized)
1177 return WINED3DERR_INVALIDCALL;
1179 if (device->logo_texture)
1180 wined3d_texture_decref(device->logo_texture);
1181 if (device->cursor_texture)
1182 wined3d_texture_decref(device->cursor_texture);
1184 state_unbind_resources(&device->state);
1186 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1188 wined3d_device_delete_opengl_contexts(device);
1190 if (device->fb.depth_stencil)
1192 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1194 TRACE("Releasing depth/stencil view %p.\n", view);
1196 device->fb.depth_stencil = NULL;
1197 wined3d_rendertarget_view_decref(view);
1200 if (device->auto_depth_stencil_view)
1202 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1204 device->auto_depth_stencil_view = NULL;
1205 if (wined3d_rendertarget_view_decref(view))
1206 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1209 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1211 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1213 if (device->back_buffer_view)
1215 wined3d_rendertarget_view_decref(device->back_buffer_view);
1216 device->back_buffer_view = NULL;
1219 for (i = 0; i < device->swapchain_count; ++i)
1221 TRACE("Releasing the implicit swapchain %u.\n", i);
1222 if (wined3d_swapchain_decref(device->swapchains[i]))
1223 FIXME("Something's still holding the implicit swapchain.\n");
1226 HeapFree(GetProcessHeap(), 0, device->swapchains);
1227 device->swapchains = NULL;
1228 device->swapchain_count = 0;
1230 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1231 device->fb.render_targets = NULL;
1233 device->d3d_initialized = FALSE;
1235 return WINED3D_OK;
1238 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1240 unsigned int i;
1242 for (i = 0; i < device->swapchain_count; ++i)
1244 TRACE("Releasing the implicit swapchain %u.\n", i);
1245 if (wined3d_swapchain_decref(device->swapchains[i]))
1246 FIXME("Something's still holding the implicit swapchain.\n");
1249 HeapFree(GetProcessHeap(), 0, device->swapchains);
1250 device->swapchains = NULL;
1251 device->swapchain_count = 0;
1252 return WINED3D_OK;
1255 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1256 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1257 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1259 * There is no way to deactivate thread safety once it is enabled.
1261 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1263 TRACE("device %p.\n", device);
1265 /* For now just store the flag (needed in case of ddraw). */
1266 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1269 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1271 TRACE("device %p.\n", device);
1273 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1274 wine_dbgstr_longlong(device->adapter->vram_bytes),
1275 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1276 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1278 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1281 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1282 struct wined3d_buffer *buffer, UINT offset)
1284 struct wined3d_stream_output *stream;
1285 struct wined3d_buffer *prev_buffer;
1287 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1289 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1291 WARN("Invalid stream output %u.\n", idx);
1292 return;
1295 stream = &device->update_state->stream_output[idx];
1296 prev_buffer = stream->buffer;
1298 if (buffer)
1299 wined3d_buffer_incref(buffer);
1300 stream->buffer = buffer;
1301 stream->offset = offset;
1302 if (!device->recording)
1303 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1304 if (prev_buffer)
1305 wined3d_buffer_decref(prev_buffer);
1308 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1309 UINT idx, UINT *offset)
1311 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1313 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1315 WARN("Invalid stream output %u.\n", idx);
1316 return NULL;
1319 if (offset)
1320 *offset = device->state.stream_output[idx].offset;
1321 return device->state.stream_output[idx].buffer;
1324 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1325 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1327 struct wined3d_stream_state *stream;
1328 struct wined3d_buffer *prev_buffer;
1330 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1331 device, stream_idx, buffer, offset, stride);
1333 if (stream_idx >= MAX_STREAMS)
1335 WARN("Stream index %u out of range.\n", stream_idx);
1336 return WINED3DERR_INVALIDCALL;
1338 else if (offset & 0x3)
1340 WARN("Offset %u is not 4 byte aligned.\n", offset);
1341 return WINED3DERR_INVALIDCALL;
1344 stream = &device->update_state->streams[stream_idx];
1345 prev_buffer = stream->buffer;
1347 if (device->recording)
1348 device->recording->changed.streamSource |= 1u << stream_idx;
1350 if (prev_buffer == buffer
1351 && stream->stride == stride
1352 && stream->offset == offset)
1354 TRACE("Application is setting the old values over, nothing to do.\n");
1355 return WINED3D_OK;
1358 stream->buffer = buffer;
1359 if (buffer)
1361 stream->stride = stride;
1362 stream->offset = offset;
1363 wined3d_buffer_incref(buffer);
1366 if (!device->recording)
1367 wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1368 if (prev_buffer)
1369 wined3d_buffer_decref(prev_buffer);
1371 return WINED3D_OK;
1374 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1375 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1377 const struct wined3d_stream_state *stream;
1379 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1380 device, stream_idx, buffer, offset, stride);
1382 if (stream_idx >= MAX_STREAMS)
1384 WARN("Stream index %u out of range.\n", stream_idx);
1385 return WINED3DERR_INVALIDCALL;
1388 stream = &device->state.streams[stream_idx];
1389 *buffer = stream->buffer;
1390 if (offset)
1391 *offset = stream->offset;
1392 *stride = stream->stride;
1394 return WINED3D_OK;
1397 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1399 struct wined3d_stream_state *stream;
1400 UINT old_flags, old_freq;
1402 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1404 /* Verify input. At least in d3d9 this is invalid. */
1405 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1407 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1408 return WINED3DERR_INVALIDCALL;
1410 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1412 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1413 return WINED3DERR_INVALIDCALL;
1415 if (!divider)
1417 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1418 return WINED3DERR_INVALIDCALL;
1421 stream = &device->update_state->streams[stream_idx];
1422 old_flags = stream->flags;
1423 old_freq = stream->frequency;
1425 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1426 stream->frequency = divider & 0x7fffff;
1428 if (device->recording)
1429 device->recording->changed.streamFreq |= 1u << stream_idx;
1430 else if (stream->frequency != old_freq || stream->flags != old_flags)
1431 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1433 return WINED3D_OK;
1436 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1437 UINT stream_idx, UINT *divider)
1439 const struct wined3d_stream_state *stream;
1441 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1443 stream = &device->state.streams[stream_idx];
1444 *divider = stream->flags | stream->frequency;
1446 TRACE("Returning %#x.\n", *divider);
1448 return WINED3D_OK;
1451 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1452 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1454 TRACE("device %p, state %s, matrix %p.\n",
1455 device, debug_d3dtstype(d3dts), matrix);
1456 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1457 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1458 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1459 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1461 /* Handle recording of state blocks. */
1462 if (device->recording)
1464 TRACE("Recording... not performing anything.\n");
1465 device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1466 device->update_state->transforms[d3dts] = *matrix;
1467 return;
1470 /* If the new matrix is the same as the current one,
1471 * we cut off any further processing. this seems to be a reasonable
1472 * optimization because as was noticed, some apps (warcraft3 for example)
1473 * tend towards setting the same matrix repeatedly for some reason.
1475 * From here on we assume that the new matrix is different, wherever it matters. */
1476 if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1478 TRACE("The application is setting the same matrix over again.\n");
1479 return;
1482 device->state.transforms[d3dts] = *matrix;
1483 wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1486 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1487 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1489 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1491 *matrix = device->state.transforms[state];
1494 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1495 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1497 const struct wined3d_matrix *mat;
1498 struct wined3d_matrix temp;
1500 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1502 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1503 * below means it will be recorded in a state block change, but it
1504 * works regardless where it is recorded.
1505 * If this is found to be wrong, change to StateBlock. */
1506 if (state > HIGHEST_TRANSFORMSTATE)
1508 WARN("Unhandled transform state %#x.\n", state);
1509 return;
1512 mat = &device->update_state->transforms[state];
1513 multiply_matrix(&temp, mat, matrix);
1515 /* Apply change via set transform - will reapply to eg. lights this way. */
1516 wined3d_device_set_transform(device, state, &temp);
1519 /* Note lights are real special cases. Although the device caps state only
1520 * e.g. 8 are supported, you can reference any indexes you want as long as
1521 * that number max are enabled at any one point in time. Therefore since the
1522 * indices can be anything, we need a hashmap of them. However, this causes
1523 * stateblock problems. When capturing the state block, I duplicate the
1524 * hashmap, but when recording, just build a chain pretty much of commands to
1525 * be replayed. */
1526 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1527 UINT light_idx, const struct wined3d_light *light)
1529 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1530 struct wined3d_light_info *object = NULL;
1531 float rho;
1533 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1535 /* Check the parameter range. Need for speed most wanted sets junk lights
1536 * which confuse the GL driver. */
1537 if (!light)
1538 return WINED3DERR_INVALIDCALL;
1540 switch (light->type)
1542 case WINED3D_LIGHT_POINT:
1543 case WINED3D_LIGHT_SPOT:
1544 case WINED3D_LIGHT_GLSPOT:
1545 /* Incorrect attenuation values can cause the gl driver to crash.
1546 * Happens with Need for speed most wanted. */
1547 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1549 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1550 return WINED3DERR_INVALIDCALL;
1552 break;
1554 case WINED3D_LIGHT_DIRECTIONAL:
1555 case WINED3D_LIGHT_PARALLELPOINT:
1556 /* Ignores attenuation */
1557 break;
1559 default:
1560 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1561 return WINED3DERR_INVALIDCALL;
1564 if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1566 TRACE("Adding new light\n");
1567 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1568 if (!object)
1569 return E_OUTOFMEMORY;
1571 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1572 object->glIndex = -1;
1573 object->OriginalIndex = light_idx;
1576 /* Initialize the object. */
1577 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1578 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1579 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1580 light_idx, light->type, debug_color(&light->diffuse),
1581 debug_color(&light->specular), debug_color(&light->ambient),
1582 light->position.x, light->position.y, light->position.z,
1583 light->direction.x, light->direction.y, light->direction.z,
1584 light->range, light->falloff, light->theta, light->phi);
1586 /* Save away the information. */
1587 object->OriginalParms = *light;
1589 switch (light->type)
1591 case WINED3D_LIGHT_POINT:
1592 /* Position */
1593 object->position.x = light->position.x;
1594 object->position.y = light->position.y;
1595 object->position.z = light->position.z;
1596 object->position.w = 1.0f;
1597 object->cutoff = 180.0f;
1598 /* FIXME: Range */
1599 break;
1601 case WINED3D_LIGHT_DIRECTIONAL:
1602 /* Direction */
1603 object->direction.x = -light->direction.x;
1604 object->direction.y = -light->direction.y;
1605 object->direction.z = -light->direction.z;
1606 object->direction.w = 0.0f;
1607 object->exponent = 0.0f;
1608 object->cutoff = 180.0f;
1609 break;
1611 case WINED3D_LIGHT_SPOT:
1612 /* Position */
1613 object->position.x = light->position.x;
1614 object->position.y = light->position.y;
1615 object->position.z = light->position.z;
1616 object->position.w = 1.0f;
1618 /* Direction */
1619 object->direction.x = light->direction.x;
1620 object->direction.y = light->direction.y;
1621 object->direction.z = light->direction.z;
1622 object->direction.w = 0.0f;
1624 /* opengl-ish and d3d-ish spot lights use too different models
1625 * for the light "intensity" as a function of the angle towards
1626 * the main light direction, so we only can approximate very
1627 * roughly. However, spot lights are rather rarely used in games
1628 * (if ever used at all). Furthermore if still used, probably
1629 * nobody pays attention to such details. */
1630 if (!light->falloff)
1632 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1633 * equations have the falloff resp. exponent parameter as an
1634 * exponent, so the spot light lighting will always be 1.0 for
1635 * both of them, and we don't have to care for the rest of the
1636 * rather complex calculation. */
1637 object->exponent = 0.0f;
1639 else
1641 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1642 if (rho < 0.0001f)
1643 rho = 0.0001f;
1644 object->exponent = -0.3f / logf(cosf(rho / 2));
1647 if (object->exponent > 128.0f)
1648 object->exponent = 128.0f;
1650 object->cutoff = (float)(light->phi * 90 / M_PI);
1651 /* FIXME: Range */
1652 break;
1654 case WINED3D_LIGHT_PARALLELPOINT:
1655 object->position.x = light->position.x;
1656 object->position.y = light->position.y;
1657 object->position.z = light->position.z;
1658 object->position.w = 1.0f;
1659 break;
1661 default:
1662 FIXME("Unrecognized light type %#x.\n", light->type);
1665 if (!device->recording)
1666 wined3d_cs_emit_set_light(device->cs, object);
1668 return WINED3D_OK;
1671 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1672 UINT light_idx, struct wined3d_light *light)
1674 struct wined3d_light_info *light_info;
1676 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1678 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1680 TRACE("Light information requested but light not defined\n");
1681 return WINED3DERR_INVALIDCALL;
1684 *light = light_info->OriginalParms;
1685 return WINED3D_OK;
1688 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1690 struct wined3d_light_info *light_info;
1692 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1694 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1695 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1697 TRACE("Light enabled requested but light not defined, so defining one!\n");
1698 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1700 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1702 FIXME("Adding default lights has failed dismally\n");
1703 return WINED3DERR_INVALIDCALL;
1707 wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1708 if (!device->recording)
1709 wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1711 return WINED3D_OK;
1714 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1716 struct wined3d_light_info *light_info;
1718 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1720 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1722 TRACE("Light enabled state requested but light not defined.\n");
1723 return WINED3DERR_INVALIDCALL;
1725 /* true is 128 according to SetLightEnable */
1726 *enable = light_info->enabled ? 128 : 0;
1727 return WINED3D_OK;
1730 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1731 UINT plane_idx, const struct wined3d_vec4 *plane)
1733 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1735 /* Validate plane_idx. */
1736 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1738 TRACE("Application has requested clipplane this device doesn't support.\n");
1739 return WINED3DERR_INVALIDCALL;
1742 if (device->recording)
1743 device->recording->changed.clipplane |= 1u << plane_idx;
1745 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1747 TRACE("Application is setting old values over, nothing to do.\n");
1748 return WINED3D_OK;
1751 device->update_state->clip_planes[plane_idx] = *plane;
1753 if (!device->recording)
1754 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1756 return WINED3D_OK;
1759 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1760 UINT plane_idx, struct wined3d_vec4 *plane)
1762 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1764 /* Validate plane_idx. */
1765 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1767 TRACE("Application has requested clipplane this device doesn't support.\n");
1768 return WINED3DERR_INVALIDCALL;
1771 *plane = device->state.clip_planes[plane_idx];
1773 return WINED3D_OK;
1776 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1777 const struct wined3d_clip_status *clip_status)
1779 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1781 if (!clip_status)
1782 return WINED3DERR_INVALIDCALL;
1784 return WINED3D_OK;
1787 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1788 struct wined3d_clip_status *clip_status)
1790 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1792 if (!clip_status)
1793 return WINED3DERR_INVALIDCALL;
1795 return WINED3D_OK;
1798 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1800 TRACE("device %p, material %p.\n", device, material);
1802 device->update_state->material = *material;
1804 if (device->recording)
1805 device->recording->changed.material = TRUE;
1806 else
1807 wined3d_cs_emit_set_material(device->cs, material);
1810 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1812 TRACE("device %p, material %p.\n", device, material);
1814 *material = device->state.material;
1816 TRACE("diffuse %s\n", debug_color(&material->diffuse));
1817 TRACE("ambient %s\n", debug_color(&material->ambient));
1818 TRACE("specular %s\n", debug_color(&material->specular));
1819 TRACE("emissive %s\n", debug_color(&material->emissive));
1820 TRACE("power %.8e.\n", material->power);
1823 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1824 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1826 enum wined3d_format_id prev_format;
1827 struct wined3d_buffer *prev_buffer;
1828 unsigned int prev_offset;
1830 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1831 device, buffer, debug_d3dformat(format_id), offset);
1833 prev_buffer = device->update_state->index_buffer;
1834 prev_format = device->update_state->index_format;
1835 prev_offset = device->update_state->index_offset;
1837 device->update_state->index_buffer = buffer;
1838 device->update_state->index_format = format_id;
1839 device->update_state->index_offset = offset;
1841 if (device->recording)
1842 device->recording->changed.indices = TRUE;
1844 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1845 return;
1847 if (buffer)
1848 wined3d_buffer_incref(buffer);
1849 if (!device->recording)
1850 wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
1851 if (prev_buffer)
1852 wined3d_buffer_decref(prev_buffer);
1855 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1856 enum wined3d_format_id *format, unsigned int *offset)
1858 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1860 *format = device->state.index_format;
1861 if (offset)
1862 *offset = device->state.index_offset;
1863 return device->state.index_buffer;
1866 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1868 TRACE("device %p, base_index %d.\n", device, base_index);
1870 device->update_state->base_vertex_index = base_index;
1873 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1875 TRACE("device %p.\n", device);
1877 return device->state.base_vertex_index;
1880 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
1882 TRACE("device %p, viewport %p.\n", device, viewport);
1883 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1884 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1886 device->update_state->viewport = *viewport;
1888 /* Handle recording of state blocks */
1889 if (device->recording)
1891 TRACE("Recording... not performing anything\n");
1892 device->recording->changed.viewport = TRUE;
1893 return;
1896 wined3d_cs_emit_set_viewport(device->cs, viewport);
1899 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
1901 TRACE("device %p, viewport %p.\n", device, viewport);
1903 *viewport = device->state.viewport;
1906 static void resolve_depth_buffer(struct wined3d_state *state)
1908 struct wined3d_texture *dst_texture = state->textures[0];
1909 struct wined3d_rendertarget_view *src_view;
1910 RECT src_rect, dst_rect;
1912 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1913 || !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
1914 return;
1916 if (!(src_view = state->fb->depth_stencil))
1917 return;
1918 if (src_view->resource->type == WINED3D_RTYPE_BUFFER)
1920 FIXME("Not supported on buffer resources.\n");
1921 return;
1924 SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height);
1925 SetRect(&src_rect, 0, 0, src_view->width, src_view->height);
1926 wined3d_texture_blt(dst_texture, 0, &dst_rect, texture_from_resource(src_view->resource),
1927 src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
1930 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
1931 struct wined3d_rasterizer_state *rasterizer_state)
1933 struct wined3d_rasterizer_state *prev;
1935 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
1937 prev = device->update_state->rasterizer_state;
1938 if (prev == rasterizer_state)
1939 return;
1941 if (rasterizer_state)
1942 wined3d_rasterizer_state_incref(rasterizer_state);
1943 device->update_state->rasterizer_state = rasterizer_state;
1944 wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
1945 if (prev)
1946 wined3d_rasterizer_state_decref(prev);
1949 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
1951 TRACE("device %p.\n", device);
1953 return device->state.rasterizer_state;
1956 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
1957 enum wined3d_render_state state, DWORD value)
1959 DWORD old_value;
1961 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
1963 if (state > WINEHIGHEST_RENDER_STATE)
1965 WARN("Unhandled render state %#x.\n", state);
1966 return;
1969 old_value = device->state.render_states[state];
1970 device->update_state->render_states[state] = value;
1972 /* Handle recording of state blocks. */
1973 if (device->recording)
1975 TRACE("Recording... not performing anything.\n");
1976 device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
1977 return;
1980 /* Compared here and not before the assignment to allow proper stateblock recording. */
1981 if (value == old_value)
1982 TRACE("Application is setting the old value over, nothing to do.\n");
1983 else
1984 wined3d_cs_emit_set_render_state(device->cs, state, value);
1986 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
1988 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1989 resolve_depth_buffer(&device->state);
1993 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
1995 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
1997 return device->state.render_states[state];
2000 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2001 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2003 DWORD old_value;
2005 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2006 device, sampler_idx, debug_d3dsamplerstate(state), value);
2008 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2009 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2011 if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
2013 WARN("Invalid sampler %u.\n", sampler_idx);
2014 return; /* Windows accepts overflowing this array ... we do not. */
2017 old_value = device->state.sampler_states[sampler_idx][state];
2018 device->update_state->sampler_states[sampler_idx][state] = value;
2020 /* Handle recording of state blocks. */
2021 if (device->recording)
2023 TRACE("Recording... not performing anything.\n");
2024 device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2025 return;
2028 if (old_value == value)
2030 TRACE("Application is setting the old value over, nothing to do.\n");
2031 return;
2034 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
2037 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2038 UINT sampler_idx, enum wined3d_sampler_state state)
2040 TRACE("device %p, sampler_idx %u, state %s.\n",
2041 device, sampler_idx, debug_d3dsamplerstate(state));
2043 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2044 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2046 if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
2048 WARN("Invalid sampler %u.\n", sampler_idx);
2049 return 0; /* Windows accepts overflowing this array ... we do not. */
2052 return device->state.sampler_states[sampler_idx][state];
2055 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2057 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2059 if (device->recording)
2060 device->recording->changed.scissorRect = TRUE;
2062 if (EqualRect(&device->update_state->scissor_rect, rect))
2064 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2065 return;
2067 CopyRect(&device->update_state->scissor_rect, rect);
2069 if (device->recording)
2071 TRACE("Recording... not performing anything.\n");
2072 return;
2075 wined3d_cs_emit_set_scissor_rect(device->cs, rect);
2078 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2080 TRACE("device %p, rect %p.\n", device, rect);
2082 *rect = device->state.scissor_rect;
2083 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2086 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2087 struct wined3d_vertex_declaration *declaration)
2089 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2091 TRACE("device %p, declaration %p.\n", device, declaration);
2093 if (device->recording)
2094 device->recording->changed.vertexDecl = TRUE;
2096 if (declaration == prev)
2097 return;
2099 if (declaration)
2100 wined3d_vertex_declaration_incref(declaration);
2101 device->update_state->vertex_declaration = declaration;
2102 if (!device->recording)
2103 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2104 if (prev)
2105 wined3d_vertex_declaration_decref(prev);
2108 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2110 TRACE("device %p.\n", device);
2112 return device->state.vertex_declaration;
2115 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2117 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2119 TRACE("device %p, shader %p.\n", device, shader);
2121 if (device->recording)
2122 device->recording->changed.vertexShader = TRUE;
2124 if (shader == prev)
2125 return;
2127 if (shader)
2128 wined3d_shader_incref(shader);
2129 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2130 if (!device->recording)
2131 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2132 if (prev)
2133 wined3d_shader_decref(prev);
2136 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2138 TRACE("device %p.\n", device);
2140 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2143 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2144 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2146 struct wined3d_buffer *prev;
2148 if (idx >= MAX_CONSTANT_BUFFERS)
2150 WARN("Invalid constant buffer index %u.\n", idx);
2151 return;
2154 prev = device->update_state->cb[type][idx];
2155 if (buffer == prev)
2156 return;
2158 if (buffer)
2159 wined3d_buffer_incref(buffer);
2160 device->update_state->cb[type][idx] = buffer;
2161 if (!device->recording)
2162 wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2163 if (prev)
2164 wined3d_buffer_decref(prev);
2167 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2169 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2171 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2174 static struct wined3d_buffer *wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2175 enum wined3d_shader_type shader_type, unsigned int idx)
2177 if (idx >= MAX_CONSTANT_BUFFERS)
2179 WARN("Invalid constant buffer index %u.\n", idx);
2180 return NULL;
2183 return device->state.cb[shader_type][idx];
2186 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2188 TRACE("device %p, idx %u.\n", device, idx);
2190 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2193 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2194 enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2196 struct wined3d_shader_resource_view *prev;
2198 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2200 WARN("Invalid view index %u.\n", idx);
2201 return;
2204 prev = device->update_state->shader_resource_view[type][idx];
2205 if (view == prev)
2206 return;
2208 if (view)
2209 wined3d_shader_resource_view_incref(view);
2210 device->update_state->shader_resource_view[type][idx] = view;
2211 if (!device->recording)
2212 wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2213 if (prev)
2214 wined3d_shader_resource_view_decref(prev);
2217 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2218 UINT idx, struct wined3d_shader_resource_view *view)
2220 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2222 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2225 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2226 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2228 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2230 WARN("Invalid view index %u.\n", idx);
2231 return NULL;
2234 return device->state.shader_resource_view[shader_type][idx];
2237 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2238 UINT idx)
2240 TRACE("device %p, idx %u.\n", device, idx);
2242 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2245 static void wined3d_device_set_sampler(struct wined3d_device *device,
2246 enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2248 struct wined3d_sampler *prev;
2250 if (idx >= MAX_SAMPLER_OBJECTS)
2252 WARN("Invalid sampler index %u.\n", idx);
2253 return;
2256 prev = device->update_state->sampler[type][idx];
2257 if (sampler == prev)
2258 return;
2260 if (sampler)
2261 wined3d_sampler_incref(sampler);
2262 device->update_state->sampler[type][idx] = sampler;
2263 if (!device->recording)
2264 wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2265 if (prev)
2266 wined3d_sampler_decref(prev);
2269 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2271 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2273 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2276 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2277 enum wined3d_shader_type shader_type, unsigned int idx)
2279 if (idx >= MAX_SAMPLER_OBJECTS)
2281 WARN("Invalid sampler index %u.\n", idx);
2282 return NULL;
2285 return device->state.sampler[shader_type][idx];
2288 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2290 TRACE("device %p, idx %u.\n", device, idx);
2292 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2295 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2296 unsigned int start_idx, unsigned int count, const BOOL *constants)
2298 unsigned int i;
2300 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2301 device, start_idx, count, constants);
2303 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2304 return WINED3DERR_INVALIDCALL;
2306 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2307 count = WINED3D_MAX_CONSTS_B - start_idx;
2308 memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2309 if (TRACE_ON(d3d))
2311 for (i = 0; i < count; ++i)
2312 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2315 if (device->recording)
2317 for (i = start_idx; i < count + start_idx; ++i)
2318 device->recording->changed.vertexShaderConstantsB |= (1u << i);
2320 else
2322 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2325 return WINED3D_OK;
2328 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2329 unsigned int start_idx, unsigned int count, BOOL *constants)
2331 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2332 device, start_idx, count, constants);
2334 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2335 return WINED3DERR_INVALIDCALL;
2337 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2338 count = WINED3D_MAX_CONSTS_B - start_idx;
2339 memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2341 return WINED3D_OK;
2344 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2345 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2347 unsigned int i;
2349 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2350 device, start_idx, count, constants);
2352 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2353 return WINED3DERR_INVALIDCALL;
2355 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2356 count = WINED3D_MAX_CONSTS_I - start_idx;
2357 memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2358 if (TRACE_ON(d3d))
2360 for (i = 0; i < count; ++i)
2361 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2364 if (device->recording)
2366 for (i = start_idx; i < count + start_idx; ++i)
2367 device->recording->changed.vertexShaderConstantsI |= (1u << i);
2369 else
2371 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2374 return WINED3D_OK;
2377 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2378 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2380 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2381 device, start_idx, count, constants);
2383 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2384 return WINED3DERR_INVALIDCALL;
2386 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2387 count = WINED3D_MAX_CONSTS_I - start_idx;
2388 memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2389 return WINED3D_OK;
2392 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2393 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2395 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2396 unsigned int i;
2398 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2399 device, start_idx, count, constants);
2401 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2402 || count > d3d_info->limits.vs_uniform_count - start_idx)
2403 return WINED3DERR_INVALIDCALL;
2405 memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2406 if (TRACE_ON(d3d))
2408 for (i = 0; i < count; ++i)
2409 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2412 if (device->recording)
2413 memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2414 count * sizeof(*device->recording->changed.vs_consts_f));
2415 else
2416 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2418 return WINED3D_OK;
2421 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2422 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2424 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2426 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2427 device, start_idx, count, constants);
2429 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2430 || count > d3d_info->limits.vs_uniform_count - start_idx)
2431 return WINED3DERR_INVALIDCALL;
2433 memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2435 return WINED3D_OK;
2438 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2440 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2442 TRACE("device %p, shader %p.\n", device, shader);
2444 if (device->recording)
2445 device->recording->changed.pixelShader = TRUE;
2447 if (shader == prev)
2448 return;
2450 if (shader)
2451 wined3d_shader_incref(shader);
2452 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2453 if (!device->recording)
2454 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2455 if (prev)
2456 wined3d_shader_decref(prev);
2459 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2461 TRACE("device %p.\n", device);
2463 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2466 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2468 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2470 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2473 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2475 TRACE("device %p, idx %u.\n", device, idx);
2477 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2480 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2481 UINT idx, struct wined3d_shader_resource_view *view)
2483 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2485 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2488 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2489 UINT idx)
2491 TRACE("device %p, idx %u.\n", device, idx);
2493 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2496 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2498 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2500 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2503 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2505 TRACE("device %p, idx %u.\n", device, idx);
2507 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2510 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2511 unsigned int start_idx, unsigned int count, const BOOL *constants)
2513 unsigned int i;
2515 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2516 device, start_idx, count, constants);
2518 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2519 return WINED3DERR_INVALIDCALL;
2521 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2522 count = WINED3D_MAX_CONSTS_B - start_idx;
2523 memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2524 if (TRACE_ON(d3d))
2526 for (i = 0; i < count; ++i)
2527 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2530 if (device->recording)
2532 for (i = start_idx; i < count + start_idx; ++i)
2533 device->recording->changed.pixelShaderConstantsB |= (1u << i);
2535 else
2537 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2540 return WINED3D_OK;
2543 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2544 unsigned int start_idx, unsigned int count, BOOL *constants)
2546 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2547 device, start_idx, count, constants);
2549 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2550 return WINED3DERR_INVALIDCALL;
2552 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2553 count = WINED3D_MAX_CONSTS_B - start_idx;
2554 memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2556 return WINED3D_OK;
2559 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2560 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2562 unsigned int i;
2564 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2565 device, start_idx, count, constants);
2567 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2568 return WINED3DERR_INVALIDCALL;
2570 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2571 count = WINED3D_MAX_CONSTS_I - start_idx;
2572 memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2573 if (TRACE_ON(d3d))
2575 for (i = 0; i < count; ++i)
2576 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2579 if (device->recording)
2581 for (i = start_idx; i < count + start_idx; ++i)
2582 device->recording->changed.pixelShaderConstantsI |= (1u << i);
2584 else
2586 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2589 return WINED3D_OK;
2592 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2593 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2595 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2596 device, start_idx, count, constants);
2598 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2599 return WINED3DERR_INVALIDCALL;
2601 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2602 count = WINED3D_MAX_CONSTS_I - start_idx;
2603 memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2605 return WINED3D_OK;
2608 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2609 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2611 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2612 unsigned int i;
2614 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2615 device, start_idx, count, constants);
2617 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2618 || count > d3d_info->limits.ps_uniform_count - start_idx)
2619 return WINED3DERR_INVALIDCALL;
2621 memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2622 if (TRACE_ON(d3d))
2624 for (i = 0; i < count; ++i)
2625 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2628 if (device->recording)
2629 memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2630 count * sizeof(*device->recording->changed.ps_consts_f));
2631 else
2632 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2634 return WINED3D_OK;
2637 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2638 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2640 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2642 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2643 device, start_idx, count, constants);
2645 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2646 || count > d3d_info->limits.ps_uniform_count - start_idx)
2647 return WINED3DERR_INVALIDCALL;
2649 memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2651 return WINED3D_OK;
2654 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2656 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2658 TRACE("device %p, shader %p.\n", device, shader);
2660 if (device->recording || shader == prev)
2661 return;
2662 if (shader)
2663 wined3d_shader_incref(shader);
2664 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2665 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2666 if (prev)
2667 wined3d_shader_decref(prev);
2670 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2672 TRACE("device %p.\n", device);
2674 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2677 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2679 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2681 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2684 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2686 TRACE("device %p, idx %u.\n", device, idx);
2688 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2691 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2692 UINT idx, struct wined3d_shader_resource_view *view)
2694 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2696 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2699 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2700 UINT idx)
2702 TRACE("device %p, idx %u.\n", device, idx);
2704 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2707 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2709 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2711 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2714 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2716 TRACE("device %p, idx %u.\n", device, idx);
2718 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2721 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2723 struct wined3d_shader *prev;
2725 TRACE("device %p, shader %p.\n", device, shader);
2727 prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2728 if (device->recording || shader == prev)
2729 return;
2730 if (shader)
2731 wined3d_shader_incref(shader);
2732 device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2733 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
2734 if (prev)
2735 wined3d_shader_decref(prev);
2738 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2740 TRACE("device %p.\n", device);
2742 return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2745 void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2747 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2749 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
2752 struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
2754 TRACE("device %p, idx %u.\n", device, idx);
2756 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2759 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2760 unsigned int idx, struct wined3d_shader_resource_view *view)
2762 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2764 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2767 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2768 unsigned int idx)
2770 TRACE("device %p, idx %u.\n", device, idx);
2772 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2775 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2776 unsigned int idx, struct wined3d_sampler *sampler)
2778 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2780 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
2783 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
2785 TRACE("device %p, idx %u.\n", device, idx);
2787 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2790 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
2791 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav)
2793 struct wined3d_unordered_access_view *prev;
2795 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2797 WARN("Invalid UAV index %u.\n", idx);
2798 return;
2801 prev = device->update_state->unordered_access_view[pipeline][idx];
2802 if (uav == prev)
2803 return;
2805 if (uav)
2806 wined3d_unordered_access_view_incref(uav);
2807 device->update_state->unordered_access_view[pipeline][idx] = uav;
2808 if (!device->recording)
2809 wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav);
2810 if (prev)
2811 wined3d_unordered_access_view_decref(prev);
2814 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
2815 struct wined3d_unordered_access_view *uav)
2817 TRACE("device %p, idx %u, uav %p.\n", device, idx, uav);
2819 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav);
2822 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
2823 unsigned int idx, struct wined3d_unordered_access_view *uav)
2825 TRACE("device %p, idx %u, uav %p.\n", device, idx, uav);
2827 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav);
2830 /* Context activation is done by the caller. */
2831 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2832 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
2833 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
2834 DWORD DestFVF)
2836 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
2837 struct wined3d_map_desc map_desc;
2838 struct wined3d_box box = {0};
2839 struct wined3d_viewport vp;
2840 UINT vertex_size;
2841 unsigned int i;
2842 BYTE *dest_ptr;
2843 BOOL doClip;
2844 DWORD numTextures;
2845 HRESULT hr;
2847 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
2849 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2852 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
2854 ERR("Source has no position mask\n");
2855 return WINED3DERR_INVALIDCALL;
2858 if (device->state.render_states[WINED3D_RS_CLIPPING])
2860 static BOOL warned = FALSE;
2862 * The clipping code is not quite correct. Some things need
2863 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2864 * so disable clipping for now.
2865 * (The graphics in Half-Life are broken, and my processvertices
2866 * test crashes with IDirect3DDevice3)
2867 doClip = TRUE;
2869 doClip = FALSE;
2870 if(!warned) {
2871 warned = TRUE;
2872 FIXME("Clipping is broken and disabled for now\n");
2875 else
2876 doClip = FALSE;
2878 vertex_size = get_flexible_vertex_size(DestFVF);
2879 box.left = dwDestIndex * vertex_size;
2880 box.right = box.left + dwCount * vertex_size;
2881 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, 0)))
2883 WARN("Failed to map buffer, hr %#x.\n", hr);
2884 return hr;
2886 dest_ptr = map_desc.data;
2888 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
2889 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
2890 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
2892 TRACE("View mat:\n");
2893 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
2894 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
2895 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
2896 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
2898 TRACE("Proj mat:\n");
2899 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
2900 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
2901 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
2902 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
2904 TRACE("World mat:\n");
2905 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
2906 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
2907 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
2908 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
2910 /* Get the viewport */
2911 wined3d_device_get_viewport(device, &vp);
2912 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2913 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
2915 multiply_matrix(&mat,&view_mat,&world_mat);
2916 multiply_matrix(&mat,&proj_mat,&mat);
2918 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2920 for (i = 0; i < dwCount; i+= 1) {
2921 unsigned int tex_index;
2923 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
2924 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
2925 /* The position first */
2926 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
2927 const float *p = (const float *)(element->data.addr + i * element->stride);
2928 float x, y, z, rhw;
2929 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
2931 /* Multiplication with world, view and projection matrix. */
2932 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
2933 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
2934 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
2935 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
2937 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
2939 /* WARNING: The following things are taken from d3d7 and were not yet checked
2940 * against d3d8 or d3d9!
2943 /* Clipping conditions: From msdn
2945 * A vertex is clipped if it does not match the following requirements
2946 * -rhw < x <= rhw
2947 * -rhw < y <= rhw
2948 * 0 < z <= rhw
2949 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2951 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2952 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2956 if( !doClip ||
2957 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
2958 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
2959 ( rhw > eps ) ) ) {
2961 /* "Normal" viewport transformation (not clipped)
2962 * 1) The values are divided by rhw
2963 * 2) The y axis is negative, so multiply it with -1
2964 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2965 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2966 * 4) Multiply x with Width/2 and add Width/2
2967 * 5) The same for the height
2968 * 6) Add the viewpoint X and Y to the 2D coordinates and
2969 * The minimum Z value to z
2970 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2972 * Well, basically it's simply a linear transformation into viewport
2973 * coordinates
2976 x /= rhw;
2977 y /= rhw;
2978 z /= rhw;
2980 y *= -1;
2982 x *= vp.width / 2;
2983 y *= vp.height / 2;
2984 z *= vp.max_z - vp.min_z;
2986 x += vp.width / 2 + vp.x;
2987 y += vp.height / 2 + vp.y;
2988 z += vp.min_z;
2990 rhw = 1 / rhw;
2991 } else {
2992 /* That vertex got clipped
2993 * Contrary to OpenGL it is not dropped completely, it just
2994 * undergoes a different calculation.
2996 TRACE("Vertex got clipped\n");
2997 x += rhw;
2998 y += rhw;
3000 x /= 2;
3001 y /= 2;
3003 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3004 * outside of the main vertex buffer memory. That needs some more
3005 * investigation...
3009 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3012 ( (float *) dest_ptr)[0] = x;
3013 ( (float *) dest_ptr)[1] = y;
3014 ( (float *) dest_ptr)[2] = z;
3015 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3017 dest_ptr += 3 * sizeof(float);
3019 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3020 dest_ptr += sizeof(float);
3023 if (DestFVF & WINED3DFVF_PSIZE)
3024 dest_ptr += sizeof(DWORD);
3026 if (DestFVF & WINED3DFVF_NORMAL)
3028 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3029 const float *normal = (const float *)(element->data.addr + i * element->stride);
3030 /* AFAIK this should go into the lighting information */
3031 FIXME("Didn't expect the destination to have a normal\n");
3032 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3035 if (DestFVF & WINED3DFVF_DIFFUSE)
3037 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3038 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3039 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3041 static BOOL warned = FALSE;
3043 if(!warned) {
3044 ERR("No diffuse color in source, but destination has one\n");
3045 warned = TRUE;
3048 *( (DWORD *) dest_ptr) = 0xffffffff;
3049 dest_ptr += sizeof(DWORD);
3051 else
3053 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3057 if (DestFVF & WINED3DFVF_SPECULAR)
3059 /* What's the color value in the feedback buffer? */
3060 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3061 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3062 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3064 static BOOL warned = FALSE;
3066 if(!warned) {
3067 ERR("No specular color in source, but destination has one\n");
3068 warned = TRUE;
3071 *(DWORD *)dest_ptr = 0xff000000;
3072 dest_ptr += sizeof(DWORD);
3074 else
3076 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3080 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3082 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3083 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3084 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3086 ERR("No source texture, but destination requests one\n");
3087 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3089 else
3091 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3096 wined3d_resource_unmap(&dest->resource, 0);
3098 return WINED3D_OK;
3100 #undef copy_and_next
3102 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3103 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3104 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3106 struct wined3d_state *state = &device->state;
3107 struct wined3d_stream_info stream_info;
3108 struct wined3d_resource *resource;
3109 struct wined3d_box box = {0};
3110 struct wined3d_shader *vs;
3111 unsigned int i;
3112 HRESULT hr;
3113 WORD map;
3115 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3116 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3117 device, src_start_idx, dst_idx, vertex_count,
3118 dst_buffer, declaration, flags, dst_fvf);
3120 if (declaration)
3121 FIXME("Output vertex declaration not implemented yet.\n");
3123 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3124 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3125 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3126 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3128 /* We can't convert FROM a VBO, and vertex buffers used to source into
3129 * process_vertices() are unlikely to ever be used for drawing. Release
3130 * VBOs in those buffers and fix up the stream_info structure.
3132 * Also apply the start index. */
3133 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3135 struct wined3d_stream_info_element *e;
3136 struct wined3d_map_desc map_desc;
3138 if (!(map & 1))
3139 continue;
3141 e = &stream_info.elements[i];
3142 resource = &state->streams[e->stream_idx].buffer->resource;
3143 box.left = src_start_idx * e->stride;
3144 box.right = box.left + vertex_count * e->stride;
3145 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READONLY)))
3146 ERR("Failed to map resource.\n");
3147 e->data.buffer_object = 0;
3148 e->data.addr += (ULONG_PTR)map_desc.data;
3151 hr = process_vertices_strided(device, dst_idx, vertex_count,
3152 &stream_info, dst_buffer, flags, dst_fvf);
3154 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3156 if (!(map & 1))
3157 continue;
3159 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3160 if (FAILED(wined3d_resource_unmap(resource, 0)))
3161 ERR("Failed to unmap resource.\n");
3164 return hr;
3167 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3168 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3170 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3171 DWORD old_value;
3173 TRACE("device %p, stage %u, state %s, value %#x.\n",
3174 device, stage, debug_d3dtexturestate(state), value);
3176 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3178 WARN("Invalid state %#x passed.\n", state);
3179 return;
3182 if (stage >= d3d_info->limits.ffp_blend_stages)
3184 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3185 stage, d3d_info->limits.ffp_blend_stages - 1);
3186 return;
3189 old_value = device->update_state->texture_states[stage][state];
3190 device->update_state->texture_states[stage][state] = value;
3192 if (device->recording)
3194 TRACE("Recording... not performing anything.\n");
3195 device->recording->changed.textureState[stage] |= 1u << state;
3196 return;
3199 /* Checked after the assignments to allow proper stateblock recording. */
3200 if (old_value == value)
3202 TRACE("Application is setting the old value over, nothing to do.\n");
3203 return;
3206 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3209 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3210 UINT stage, enum wined3d_texture_stage_state state)
3212 TRACE("device %p, stage %u, state %s.\n",
3213 device, stage, debug_d3dtexturestate(state));
3215 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3217 WARN("Invalid state %#x passed.\n", state);
3218 return 0;
3221 return device->state.texture_states[stage][state];
3224 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3225 UINT stage, struct wined3d_texture *texture)
3227 struct wined3d_texture *prev;
3229 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3231 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3232 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3234 /* Windows accepts overflowing this array... we do not. */
3235 if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
3237 WARN("Ignoring invalid stage %u.\n", stage);
3238 return WINED3D_OK;
3241 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3243 WARN("Rejecting attempt to set scratch texture.\n");
3244 return WINED3DERR_INVALIDCALL;
3247 if (device->recording)
3248 device->recording->changed.textures |= 1u << stage;
3250 prev = device->update_state->textures[stage];
3251 TRACE("Previous texture %p.\n", prev);
3253 if (texture == prev)
3255 TRACE("App is setting the same texture again, nothing to do.\n");
3256 return WINED3D_OK;
3259 TRACE("Setting new texture to %p.\n", texture);
3260 device->update_state->textures[stage] = texture;
3262 if (texture)
3263 wined3d_texture_incref(texture);
3264 if (!device->recording)
3265 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3266 if (prev)
3267 wined3d_texture_decref(prev);
3269 return WINED3D_OK;
3272 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3274 TRACE("device %p, stage %u.\n", device, stage);
3276 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3277 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3279 if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
3281 WARN("Ignoring invalid stage %u.\n", stage);
3282 return NULL; /* Windows accepts overflowing this array ... we do not. */
3285 return device->state.textures[stage];
3288 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3290 TRACE("device %p, caps %p.\n", device, caps);
3292 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3293 device->create_parms.device_type, caps);
3296 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3297 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3299 struct wined3d_swapchain *swapchain;
3301 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3302 device, swapchain_idx, mode, rotation);
3304 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3305 return WINED3DERR_INVALIDCALL;
3307 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3310 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3312 struct wined3d_stateblock *stateblock;
3313 HRESULT hr;
3315 TRACE("device %p.\n", device);
3317 if (device->recording)
3318 return WINED3DERR_INVALIDCALL;
3320 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3321 if (FAILED(hr))
3322 return hr;
3324 device->recording = stateblock;
3325 device->update_state = &stateblock->state;
3327 TRACE("Recording stateblock %p.\n", stateblock);
3329 return WINED3D_OK;
3332 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3333 struct wined3d_stateblock **stateblock)
3335 struct wined3d_stateblock *object = device->recording;
3337 TRACE("device %p, stateblock %p.\n", device, stateblock);
3339 if (!device->recording)
3341 WARN("Not recording.\n");
3342 *stateblock = NULL;
3343 return WINED3DERR_INVALIDCALL;
3346 stateblock_init_contained_states(object);
3348 *stateblock = object;
3349 device->recording = NULL;
3350 device->update_state = &device->state;
3352 TRACE("Returning stateblock %p.\n", *stateblock);
3354 return WINED3D_OK;
3357 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3359 /* At the moment we have no need for any functionality at the beginning
3360 * of a scene. */
3361 TRACE("device %p.\n", device);
3363 if (device->inScene)
3365 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3366 return WINED3DERR_INVALIDCALL;
3368 device->inScene = TRUE;
3369 return WINED3D_OK;
3372 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3374 struct wined3d_context *context;
3376 TRACE("device %p.\n", device);
3378 if (!device->inScene)
3380 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3381 return WINED3DERR_INVALIDCALL;
3384 context = context_acquire(device, NULL, 0);
3385 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3386 context->gl_info->gl_ops.gl.p_glFlush();
3387 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3388 * fails. */
3389 context_release(context);
3391 device->inScene = FALSE;
3392 return WINED3D_OK;
3395 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3396 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3398 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3399 device, rect_count, rects, flags, debug_color(color), depth, stencil);
3401 if (!rect_count && rects)
3403 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3404 return WINED3D_OK;
3407 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3409 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3410 if (!ds)
3412 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3413 /* TODO: What about depth stencil buffers without stencil bits? */
3414 return WINED3DERR_INVALIDCALL;
3416 else if (flags & WINED3DCLEAR_TARGET)
3418 if (ds->width < device->fb.render_targets[0]->width
3419 || ds->height < device->fb.render_targets[0]->height)
3421 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3422 return WINED3D_OK;
3427 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3429 return WINED3D_OK;
3432 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
3433 struct wined3d_query *predicate, BOOL value)
3435 struct wined3d_query *prev;
3437 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3439 prev = device->update_state->predicate;
3440 if (predicate)
3442 FIXME("Predicated rendering not implemented.\n");
3443 wined3d_query_incref(predicate);
3445 device->update_state->predicate = predicate;
3446 device->update_state->predicate_value = value;
3447 if (!device->recording)
3448 wined3d_cs_emit_set_predication(device->cs, predicate, value);
3449 if (prev)
3450 wined3d_query_decref(prev);
3453 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
3455 TRACE("device %p, value %p.\n", device, value);
3457 *value = device->state.predicate_value;
3458 return device->state.predicate;
3461 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
3462 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3464 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3465 device, group_count_x, group_count_y, group_count_z);
3467 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3470 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3471 enum wined3d_primitive_type primitive_type)
3473 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3475 device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3478 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3479 enum wined3d_primitive_type *primitive_type)
3481 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3483 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3485 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3488 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3490 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3492 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, 0,
3493 start_vertex, vertex_count, 0, 0, FALSE);
3495 return WINED3D_OK;
3498 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
3499 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3501 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3502 device, start_vertex, vertex_count, start_instance, instance_count);
3504 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, 0,
3505 start_vertex, vertex_count, start_instance, instance_count, FALSE);
3508 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3510 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3512 if (!device->state.index_buffer)
3514 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3515 * without an index buffer set. (The first time at least...)
3516 * D3D8 simply dies, but I doubt it can do much harm to return
3517 * D3DERR_INVALIDCALL there as well. */
3518 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3519 return WINED3DERR_INVALIDCALL;
3522 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type,
3523 device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3525 return WINED3D_OK;
3528 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3529 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3531 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3532 device, start_idx, index_count, start_instance, instance_count);
3534 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.base_vertex_index,
3535 start_idx, index_count, start_instance, instance_count, TRUE);
3538 static HRESULT wined3d_device_update_texture_3d(struct wined3d_device *device,
3539 struct wined3d_texture *src_texture, unsigned int src_level,
3540 struct wined3d_texture *dst_texture, unsigned int level_count)
3542 struct wined3d_const_bo_address data;
3543 struct wined3d_context *context;
3544 struct wined3d_map_desc src;
3545 HRESULT hr = WINED3D_OK;
3546 unsigned int i;
3548 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3549 device, src_texture, src_level, dst_texture, level_count);
3551 if (src_texture->resource.format != dst_texture->resource.format)
3553 WARN("Source and destination formats do not match.\n");
3554 return WINED3DERR_INVALIDCALL;
3557 if (wined3d_texture_get_level_width(src_texture, src_level) != dst_texture->resource.width
3558 || wined3d_texture_get_level_height(src_texture, src_level) != dst_texture->resource.height
3559 || wined3d_texture_get_level_depth(src_texture, src_level) != dst_texture->resource.depth)
3561 WARN("Source and destination dimensions do not match.\n");
3562 return WINED3DERR_INVALIDCALL;
3565 context = context_acquire(device, NULL, 0);
3567 /* Only a prepare, since we're uploading entire volumes. */
3568 wined3d_texture_prepare_texture(dst_texture, context, FALSE);
3569 wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
3571 for (i = 0; i < level_count; ++i)
3573 if (FAILED(hr = wined3d_resource_map(&src_texture->resource,
3574 src_level + i, &src, NULL, WINED3D_MAP_READONLY)))
3575 goto done;
3577 data.buffer_object = 0;
3578 data.addr = src.data;
3579 wined3d_texture_upload_data(dst_texture, i, context, NULL, &data, src.row_pitch, src.slice_pitch);
3580 wined3d_texture_invalidate_location(dst_texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
3582 if (FAILED(hr = wined3d_resource_unmap(&src_texture->resource, src_level + i)))
3583 goto done;
3586 done:
3587 context_release(context);
3588 return hr;
3591 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3592 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3594 unsigned int src_size, dst_size, src_skip_levels = 0;
3595 unsigned int layer_count, level_count, i, j;
3596 enum wined3d_resource_type type;
3597 HRESULT hr;
3598 struct wined3d_context *context;
3600 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3602 /* Verify that the source and destination textures are non-NULL. */
3603 if (!src_texture || !dst_texture)
3605 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3606 return WINED3DERR_INVALIDCALL;
3609 if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
3611 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3612 return WINED3DERR_INVALIDCALL;
3614 if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
3616 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3617 return WINED3DERR_INVALIDCALL;
3620 /* Verify that the source and destination textures are the same type. */
3621 type = src_texture->resource.type;
3622 if (dst_texture->resource.type != type)
3624 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3625 return WINED3DERR_INVALIDCALL;
3628 layer_count = src_texture->layer_count;
3629 if (layer_count != dst_texture->layer_count)
3631 WARN("Source and destination have different layer counts.\n");
3632 return WINED3DERR_INVALIDCALL;
3635 level_count = min(wined3d_texture_get_level_count(src_texture),
3636 wined3d_texture_get_level_count(dst_texture));
3638 src_size = max(src_texture->resource.width, src_texture->resource.height);
3639 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3640 if (type == WINED3D_RTYPE_TEXTURE_3D)
3642 src_size = max(src_size, src_texture->resource.depth);
3643 dst_size = max(dst_size, dst_texture->resource.depth);
3645 while (src_size > dst_size)
3647 src_size >>= 1;
3648 ++src_skip_levels;
3651 /* Make sure that the destination texture is loaded. */
3652 context = context_acquire(device, NULL, 0);
3653 wined3d_texture_load(dst_texture, context, FALSE);
3654 context_release(context);
3656 /* Update every surface level of the texture. */
3657 switch (type)
3659 case WINED3D_RTYPE_TEXTURE_2D:
3661 unsigned int src_levels = src_texture->level_count;
3662 unsigned int dst_levels = dst_texture->level_count;
3663 struct wined3d_surface *src_surface;
3664 struct wined3d_surface *dst_surface;
3666 for (i = 0; i < layer_count; ++i)
3668 for (j = 0; j < level_count; ++j)
3670 src_surface = src_texture->sub_resources[i * src_levels + j + src_skip_levels].u.surface;
3671 dst_surface = dst_texture->sub_resources[i * dst_levels + j].u.surface;
3672 if (FAILED(hr = surface_upload_from_surface(dst_surface, NULL, src_surface, NULL)))
3674 WARN("Failed to update surface, hr %#x.\n", hr);
3675 return hr;
3679 return WINED3D_OK;
3682 case WINED3D_RTYPE_TEXTURE_3D:
3683 if (FAILED(hr = wined3d_device_update_texture_3d(device,
3684 src_texture, src_skip_levels, dst_texture, level_count)))
3685 WARN("Failed to update 3D texture, hr %#x.\n", hr);
3686 return hr;
3688 default:
3689 FIXME("Unsupported texture type %#x.\n", type);
3690 return WINED3DERR_INVALIDCALL;
3694 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3696 const struct wined3d_state *state = &device->state;
3697 struct wined3d_texture *texture;
3698 DWORD i;
3700 TRACE("device %p, num_passes %p.\n", device, num_passes);
3702 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3704 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3706 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3707 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3709 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3711 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3712 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3715 texture = state->textures[i];
3716 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3718 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3720 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3721 return E_FAIL;
3723 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3725 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3726 return E_FAIL;
3728 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3729 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3731 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3732 return E_FAIL;
3736 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3737 || state->render_states[WINED3D_RS_STENCILENABLE])
3739 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3740 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3742 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3744 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3745 return WINED3DERR_CONFLICTINGRENDERSTATE;
3749 /* return a sensible default */
3750 *num_passes = 1;
3752 TRACE("returning D3D_OK\n");
3753 return WINED3D_OK;
3756 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3758 static BOOL warned;
3760 TRACE("device %p, software %#x.\n", device, software);
3762 if (!warned)
3764 FIXME("device %p, software %#x stub!\n", device, software);
3765 warned = TRUE;
3768 device->softwareVertexProcessing = software;
3771 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3773 static BOOL warned;
3775 TRACE("device %p.\n", device);
3777 if (!warned)
3779 TRACE("device %p stub!\n", device);
3780 warned = TRUE;
3783 return device->softwareVertexProcessing;
3786 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3787 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3789 struct wined3d_swapchain *swapchain;
3791 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3792 device, swapchain_idx, raster_status);
3794 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3795 return WINED3DERR_INVALIDCALL;
3797 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3800 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
3802 static BOOL warned;
3804 TRACE("device %p, segments %.8e.\n", device, segments);
3806 if (segments != 0.0f)
3808 if (!warned)
3810 FIXME("device %p, segments %.8e stub!\n", device, segments);
3811 warned = TRUE;
3815 return WINED3D_OK;
3818 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
3820 static BOOL warned;
3822 TRACE("device %p.\n", device);
3824 if (!warned)
3826 FIXME("device %p stub!\n", device);
3827 warned = TRUE;
3830 return 0.0f;
3833 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
3834 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
3836 struct wined3d_texture *dst_texture, *src_texture;
3837 struct wined3d_box box;
3838 unsigned int i, j;
3840 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
3842 if (src_resource == dst_resource)
3844 WARN("Source and destination are the same resource.\n");
3845 return;
3848 if (src_resource->type != dst_resource->type)
3850 WARN("Resource types (%s / %s) don't match.\n",
3851 debug_d3dresourcetype(dst_resource->type),
3852 debug_d3dresourcetype(src_resource->type));
3853 return;
3856 if (src_resource->width != dst_resource->width
3857 || src_resource->height != dst_resource->height
3858 || src_resource->depth != dst_resource->depth)
3860 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3861 dst_resource->width, dst_resource->height, dst_resource->depth,
3862 src_resource->width, src_resource->height, src_resource->depth);
3863 return;
3866 if (src_resource->format->id != dst_resource->format->id)
3868 WARN("Resource formats (%s / %s) don't match.\n",
3869 debug_d3dformat(dst_resource->format->id),
3870 debug_d3dformat(src_resource->format->id));
3871 return;
3874 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
3876 box.left = 0;
3877 box.top = 0;
3878 box.right = src_resource->size;
3879 box.bottom = 1;
3880 box.front = 0;
3881 box.back = 1;
3883 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
3884 src_resource, 0, &box, 0, NULL, WINED3D_TEXF_POINT);
3885 return;
3888 if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
3890 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
3891 return;
3894 dst_texture = texture_from_resource(dst_resource);
3895 src_texture = texture_from_resource(src_resource);
3897 if (src_texture->layer_count != dst_texture->layer_count
3898 || src_texture->level_count != dst_texture->level_count)
3900 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3901 dst_texture->layer_count, dst_texture->level_count,
3902 src_texture->layer_count, src_texture->level_count);
3903 return;
3906 for (i = 0; i < dst_texture->level_count; ++i)
3908 box.left = 0;
3909 box.top = 0;
3910 box.right = wined3d_texture_get_level_width(dst_texture, i);
3911 box.bottom = wined3d_texture_get_level_height(dst_texture, i);
3912 box.front = 0;
3913 box.back = wined3d_texture_get_level_depth(dst_texture, i);
3915 for (j = 0; j < dst_texture->layer_count; ++j)
3917 unsigned int idx = j * dst_texture->level_count + i;
3919 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
3920 src_resource, idx, &box, 0, NULL, WINED3D_TEXF_POINT);
3925 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
3926 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
3927 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
3928 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
3930 struct wined3d_box dst_box, b;
3932 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3933 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3934 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
3935 src_resource, src_sub_resource_idx, debug_box(src_box));
3937 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
3939 WARN("Source and destination are the same sub-resource.\n");
3940 return WINED3DERR_INVALIDCALL;
3943 if (src_resource->type != dst_resource->type)
3945 WARN("Resource types (%s / %s) don't match.\n",
3946 debug_d3dresourcetype(dst_resource->type),
3947 debug_d3dresourcetype(src_resource->type));
3948 return WINED3DERR_INVALIDCALL;
3951 if (src_resource->format->id != dst_resource->format->id)
3953 WARN("Resource formats (%s / %s) don't match.\n",
3954 debug_d3dformat(dst_resource->format->id),
3955 debug_d3dformat(src_resource->format->id));
3956 return WINED3DERR_INVALIDCALL;
3959 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
3961 if (dst_sub_resource_idx)
3963 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
3964 return WINED3DERR_INVALIDCALL;
3967 if (src_sub_resource_idx)
3969 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
3970 return WINED3DERR_INVALIDCALL;
3973 if (!src_box)
3975 b.left = 0;
3976 b.top = 0;
3977 b.right = src_resource->size;
3978 b.bottom = 1;
3979 b.front = 0;
3980 b.back = 1;
3981 src_box = &b;
3983 else if ((src_box->left >= src_box->right
3984 || src_box->top >= src_box->bottom
3985 || src_box->front >= src_box->back))
3987 WARN("Invalid box %s specified.\n", debug_box(src_box));
3988 return WINED3DERR_INVALIDCALL;
3991 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
3992 || src_box->right - src_box->left > dst_resource->size - dst_x)
3994 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
3995 dst_x, src_box->left, src_box->right - src_box->left);
3996 return WINED3DERR_INVALIDCALL;
3999 dst_box.left = dst_x;
4000 dst_box.top = 0;
4001 dst_box.right = dst_x + (src_box->right - src_box->left);
4002 dst_box.bottom = 1;
4003 dst_box.front = 0;
4004 dst_box.back = 1;
4006 else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
4008 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4009 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4010 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4012 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4014 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4015 return WINED3DERR_INVALIDCALL;
4018 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4020 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4021 return WINED3DERR_INVALIDCALL;
4024 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4026 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4027 return WINED3DERR_INVALIDCALL;
4030 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4032 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4033 return WINED3DERR_INVALIDCALL;
4036 if (!src_box)
4039 b.left = 0;
4040 b.top = 0;
4041 b.right = wined3d_texture_get_level_width(src_texture, src_level);
4042 b.bottom = wined3d_texture_get_level_height(src_texture, src_level);
4043 b.front = 0;
4044 b.back = 1;
4045 src_box = &b;
4047 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4049 WARN("Invalid source box %s.\n", debug_box(src_box));
4050 return WINED3DERR_INVALIDCALL;
4053 dst_box.left = dst_x;
4054 dst_box.top = dst_y;
4055 dst_box.right = dst_x + (src_box->right - src_box->left);
4056 dst_box.bottom = dst_y + (src_box->bottom - src_box->top);
4057 dst_box.front = 0;
4058 dst_box.back = 1;
4059 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
4060 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4062 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4063 return WINED3DERR_INVALIDCALL;
4066 else
4068 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
4069 return WINED3DERR_INVALIDCALL;
4072 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4073 src_resource, src_sub_resource_idx, src_box, 0, NULL, WINED3D_TEXF_POINT);
4075 return WINED3D_OK;
4078 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
4079 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4080 unsigned int depth_pitch)
4082 unsigned int width, height, depth;
4083 struct wined3d_box b;
4085 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4086 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4088 if (resource->type == WINED3D_RTYPE_BUFFER)
4090 if (sub_resource_idx > 0)
4092 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4093 return;
4096 width = resource->size;
4097 height = 1;
4098 depth = 1;
4100 else if (resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D)
4102 struct wined3d_texture *texture = texture_from_resource(resource);
4103 unsigned int level;
4105 if (sub_resource_idx >= texture->level_count * texture->layer_count)
4107 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4108 return;
4111 level = sub_resource_idx % texture->level_count;
4112 width = wined3d_texture_get_level_width(texture, level);
4113 height = wined3d_texture_get_level_height(texture, level);
4114 depth = wined3d_texture_get_level_depth(texture, level);
4116 else
4118 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4119 return;
4122 if (!box)
4124 b.left = 0;
4125 b.top = 0;
4126 b.right = width;
4127 b.bottom = height;
4128 b.front = 0;
4129 b.back = depth;
4130 box = &b;
4132 else if (box->left >= box->right || box->right > width
4133 || box->top >= box->bottom || box->bottom > height
4134 || box->front >= box->back || box->back > depth)
4136 WARN("Invalid box %s specified.\n", debug_box(box));
4137 return;
4140 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4143 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4144 struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
4145 const struct wined3d_color *color, float depth, DWORD stencil)
4147 const struct wined3d_blitter_ops *blitter;
4148 struct wined3d_resource *resource;
4149 enum wined3d_blit_op blit_op;
4150 RECT r;
4152 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4153 device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4155 if (!flags)
4156 return WINED3D_OK;
4158 resource = view->resource;
4159 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
4161 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4162 return WINED3DERR_INVALIDCALL;
4165 if (view->depth > 1)
4167 FIXME("Layered clears not implemented.\n");
4168 return WINED3DERR_INVALIDCALL;
4171 if (!rect)
4173 SetRect(&r, 0, 0, view->width, view->height);
4174 rect = &r;
4176 else
4178 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4179 struct wined3d_texture *texture = texture_from_resource(view->resource);
4180 HRESULT hr;
4182 if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
4183 view->sub_resource_idx % texture->level_count, &b)))
4184 return hr;
4187 if (flags & WINED3DCLEAR_TARGET)
4188 blit_op = WINED3D_BLIT_OP_COLOR_FILL;
4189 else
4190 blit_op = WINED3D_BLIT_OP_DEPTH_FILL;
4192 if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
4193 blit_op, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
4195 FIXME("No blitter is capable of performing the requested fill operation.\n");
4196 return WINED3DERR_INVALIDCALL;
4199 blitter->blitter_clear(device, view, rect, flags, color, depth, stencil);
4201 return WINED3D_OK;
4204 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
4205 unsigned int view_idx)
4207 TRACE("device %p, view_idx %u.\n", device, view_idx);
4209 if (view_idx >= device->adapter->gl_info.limits.buffers)
4211 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4212 return NULL;
4215 return device->fb.render_targets[view_idx];
4218 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
4220 TRACE("device %p.\n", device);
4222 return device->fb.depth_stencil;
4225 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
4226 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4228 struct wined3d_rendertarget_view *prev;
4230 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4231 device, view_idx, view, set_viewport);
4233 if (view_idx >= device->adapter->gl_info.limits.buffers)
4235 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4236 return WINED3DERR_INVALIDCALL;
4239 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4241 WARN("View resource %p doesn't have render target usage.\n", view->resource);
4242 return WINED3DERR_INVALIDCALL;
4245 /* Set the viewport and scissor rectangles, if requested. Tests show that
4246 * stateblock recording is ignored, the change goes directly into the
4247 * primary stateblock. */
4248 if (!view_idx && set_viewport)
4250 struct wined3d_state *state = &device->state;
4252 state->viewport.x = 0;
4253 state->viewport.y = 0;
4254 state->viewport.width = view->width;
4255 state->viewport.height = view->height;
4256 state->viewport.min_z = 0.0f;
4257 state->viewport.max_z = 1.0f;
4258 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4260 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4261 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4265 prev = device->fb.render_targets[view_idx];
4266 if (view == prev)
4267 return WINED3D_OK;
4269 if (view)
4270 wined3d_rendertarget_view_incref(view);
4271 device->fb.render_targets[view_idx] = view;
4272 wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
4273 /* Release after the assignment, to prevent device_resource_released()
4274 * from seeing the surface as still in use. */
4275 if (prev)
4276 wined3d_rendertarget_view_decref(prev);
4278 return WINED3D_OK;
4281 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
4283 struct wined3d_rendertarget_view *prev;
4285 TRACE("device %p, view %p.\n", device, view);
4287 prev = device->fb.depth_stencil;
4288 if (prev == view)
4290 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4291 return;
4294 if ((device->fb.depth_stencil = view))
4295 wined3d_rendertarget_view_incref(view);
4296 wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
4297 if (prev)
4298 wined3d_rendertarget_view_decref(prev);
4301 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4302 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4304 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4305 struct wined3d_sub_resource_data data;
4306 struct wined3d_resource_desc desc;
4307 struct wined3d_map_desc map_desc;
4308 struct wined3d_texture *texture;
4309 HRESULT hr;
4311 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READONLY)))
4313 ERR("Failed to map source texture.\n");
4314 return NULL;
4317 data.data = map_desc.data;
4318 data.row_pitch = map_desc.row_pitch;
4319 data.slice_pitch = map_desc.slice_pitch;
4321 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4322 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4323 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4324 desc.multisample_quality = 0;
4325 desc.usage = WINED3DUSAGE_DYNAMIC;
4326 desc.pool = WINED3D_POOL_DEFAULT;
4327 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4328 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4329 desc.depth = 1;
4330 desc.size = 0;
4332 hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
4333 &data, NULL, &wined3d_null_parent_ops, &texture);
4334 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4335 if (FAILED(hr))
4337 ERR("Failed to create cursor texture.\n");
4338 return NULL;
4341 return texture;
4344 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4345 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4347 unsigned int texture_level = sub_resource_idx % texture->level_count;
4348 unsigned int cursor_width, cursor_height;
4349 struct wined3d_display_mode mode;
4350 struct wined3d_map_desc map_desc;
4351 HRESULT hr;
4353 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4354 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4356 if (sub_resource_idx >= texture->level_count * texture->layer_count
4357 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4358 return WINED3DERR_INVALIDCALL;
4360 if (device->cursor_texture)
4362 wined3d_texture_decref(device->cursor_texture);
4363 device->cursor_texture = NULL;
4366 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4368 WARN("Texture %p has invalid format %s.\n",
4369 texture, debug_d3dformat(texture->resource.format->id));
4370 return WINED3DERR_INVALIDCALL;
4373 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4375 ERR("Failed to get display mode, hr %#x.\n", hr);
4376 return WINED3DERR_INVALIDCALL;
4379 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4380 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4381 if (cursor_width > mode.width || cursor_height > mode.height)
4383 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4384 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4385 return WINED3DERR_INVALIDCALL;
4388 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4390 /* Do not store the surface's pointer because the application may
4391 * release it after setting the cursor image. Windows doesn't
4392 * addref the set surface, so we can't do this either without
4393 * creating circular refcount dependencies. */
4394 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4396 ERR("Failed to create cursor texture.\n");
4397 return WINED3DERR_INVALIDCALL;
4400 if (cursor_width == 32 && cursor_height == 32)
4402 UINT mask_size = cursor_width * cursor_height / 8;
4403 ICONINFO cursor_info;
4404 DWORD *mask_bits;
4405 HCURSOR cursor;
4407 /* 32-bit user32 cursors ignore the alpha channel if it's all
4408 * zeroes, and use the mask instead. Fill the mask with all ones
4409 * to ensure we still get a fully transparent cursor. */
4410 if (!(mask_bits = HeapAlloc(GetProcessHeap(), 0, mask_size)))
4411 return E_OUTOFMEMORY;
4412 memset(mask_bits, 0xff, mask_size);
4414 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4415 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4416 cursor_info.fIcon = FALSE;
4417 cursor_info.xHotspot = x_hotspot;
4418 cursor_info.yHotspot = y_hotspot;
4419 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4420 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4421 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4423 /* Create our cursor and clean up. */
4424 cursor = CreateIconIndirect(&cursor_info);
4425 if (cursor_info.hbmMask)
4426 DeleteObject(cursor_info.hbmMask);
4427 if (cursor_info.hbmColor)
4428 DeleteObject(cursor_info.hbmColor);
4429 if (device->hardwareCursor)
4430 DestroyCursor(device->hardwareCursor);
4431 device->hardwareCursor = cursor;
4432 if (device->bCursorVisible)
4433 SetCursor(cursor);
4435 HeapFree(GetProcessHeap(), 0, mask_bits);
4438 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4439 device->cursorWidth = cursor_width;
4440 device->cursorHeight = cursor_height;
4441 device->xHotSpot = x_hotspot;
4442 device->yHotSpot = y_hotspot;
4444 return WINED3D_OK;
4447 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4448 int x_screen_space, int y_screen_space, DWORD flags)
4450 TRACE("device %p, x %d, y %d, flags %#x.\n",
4451 device, x_screen_space, y_screen_space, flags);
4453 device->xScreenSpace = x_screen_space;
4454 device->yScreenSpace = y_screen_space;
4456 if (device->hardwareCursor)
4458 POINT pt;
4460 GetCursorPos( &pt );
4461 if (x_screen_space == pt.x && y_screen_space == pt.y)
4462 return;
4463 SetCursorPos( x_screen_space, y_screen_space );
4465 /* Switch to the software cursor if position diverges from the hardware one. */
4466 GetCursorPos( &pt );
4467 if (x_screen_space != pt.x || y_screen_space != pt.y)
4469 if (device->bCursorVisible) SetCursor( NULL );
4470 DestroyCursor( device->hardwareCursor );
4471 device->hardwareCursor = 0;
4476 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4478 BOOL oldVisible = device->bCursorVisible;
4480 TRACE("device %p, show %#x.\n", device, show);
4483 * When ShowCursor is first called it should make the cursor appear at the OS's last
4484 * known cursor position.
4486 if (show && !oldVisible)
4488 POINT pt;
4489 GetCursorPos(&pt);
4490 device->xScreenSpace = pt.x;
4491 device->yScreenSpace = pt.y;
4494 if (device->hardwareCursor)
4496 device->bCursorVisible = show;
4497 if (show)
4498 SetCursor(device->hardwareCursor);
4499 else
4500 SetCursor(NULL);
4502 else if (device->cursor_texture)
4504 device->bCursorVisible = show;
4507 return oldVisible;
4510 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4512 struct wined3d_resource *resource, *cursor;
4514 TRACE("device %p.\n", device);
4516 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4518 TRACE("Checking resource %p for eviction.\n", resource);
4520 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4522 TRACE("Evicting %p.\n", resource);
4523 wined3d_cs_emit_unload_resource(device->cs, resource);
4528 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4529 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4530 wined3d_device_reset_cb callback, BOOL reset_state)
4532 struct wined3d_resource *resource, *cursor;
4533 struct wined3d_swapchain *swapchain;
4534 struct wined3d_view_desc view_desc;
4535 BOOL backbuffer_resized;
4536 HRESULT hr = WINED3D_OK;
4537 unsigned int i;
4539 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4540 device, swapchain_desc, mode, callback, reset_state);
4542 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4544 ERR("Failed to get the first implicit swapchain.\n");
4545 return WINED3DERR_INVALIDCALL;
4548 if (reset_state)
4550 if (device->logo_texture)
4552 wined3d_texture_decref(device->logo_texture);
4553 device->logo_texture = NULL;
4555 if (device->cursor_texture)
4557 wined3d_texture_decref(device->cursor_texture);
4558 device->cursor_texture = NULL;
4560 state_unbind_resources(&device->state);
4563 if (device->fb.render_targets)
4565 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4567 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4570 wined3d_device_set_depth_stencil_view(device, NULL);
4572 if (reset_state)
4574 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4576 TRACE("Enumerating resource %p.\n", resource);
4577 if (FAILED(hr = callback(resource)))
4578 return hr;
4582 TRACE("New params:\n");
4583 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4584 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4585 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4586 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4587 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4588 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4589 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4590 TRACE("device_window %p\n", swapchain_desc->device_window);
4591 TRACE("windowed %#x\n", swapchain_desc->windowed);
4592 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4593 if (swapchain_desc->enable_auto_depth_stencil)
4594 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4595 TRACE("flags %#x\n", swapchain_desc->flags);
4596 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4597 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4598 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4600 /* No special treatment of these parameters. Just store them */
4601 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4602 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4603 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4604 swapchain->desc.flags = swapchain_desc->flags;
4605 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4606 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4607 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4609 if (swapchain_desc->device_window
4610 && swapchain_desc->device_window != swapchain->desc.device_window)
4612 TRACE("Changing the device window from %p to %p.\n",
4613 swapchain->desc.device_window, swapchain_desc->device_window);
4614 swapchain->desc.device_window = swapchain_desc->device_window;
4615 swapchain->device_window = swapchain_desc->device_window;
4616 wined3d_swapchain_set_window(swapchain, NULL);
4619 backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4620 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4622 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4623 || swapchain->reapply_mode || mode
4624 || (!swapchain_desc->windowed && backbuffer_resized))
4626 if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4627 return hr;
4629 else if (!swapchain_desc->windowed)
4631 DWORD style = device->style;
4632 DWORD exStyle = device->exStyle;
4633 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4634 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4635 * Reset to clear up their mess. Guild Wars also loses the device during that.
4637 device->style = 0;
4638 device->exStyle = 0;
4639 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4640 swapchain_desc->backbuffer_width,
4641 swapchain_desc->backbuffer_height);
4642 device->style = style;
4643 device->exStyle = exStyle;
4646 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4647 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4648 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4649 return hr;
4651 if (device->auto_depth_stencil_view)
4653 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4654 device->auto_depth_stencil_view = NULL;
4656 if (swapchain->desc.enable_auto_depth_stencil)
4658 struct wined3d_resource_desc texture_desc;
4659 struct wined3d_texture *texture;
4660 DWORD flags = 0;
4662 TRACE("Creating the depth stencil buffer.\n");
4664 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4665 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4666 texture_desc.multisample_type = swapchain->desc.multisample_type;
4667 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4668 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4669 texture_desc.pool = WINED3D_POOL_DEFAULT;
4670 texture_desc.width = swapchain->desc.backbuffer_width;
4671 texture_desc.height = swapchain->desc.backbuffer_height;
4672 texture_desc.depth = 1;
4673 texture_desc.size = 0;
4675 if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4676 flags |= WINED3D_TEXTURE_CREATE_GET_DC;
4678 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4679 device->device_parent, &texture_desc, flags, &texture)))
4681 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4682 return WINED3DERR_INVALIDCALL;
4685 view_desc.format_id = texture->resource.format->id;
4686 view_desc.flags = 0;
4687 view_desc.u.texture.level_idx = 0;
4688 view_desc.u.texture.level_count = 1;
4689 view_desc.u.texture.layer_idx = 0;
4690 view_desc.u.texture.layer_count = 1;
4691 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4692 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4693 wined3d_texture_decref(texture);
4694 if (FAILED(hr))
4696 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4697 return hr;
4700 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4703 if (device->back_buffer_view)
4705 wined3d_rendertarget_view_decref(device->back_buffer_view);
4706 device->back_buffer_view = NULL;
4708 if (swapchain->desc.backbuffer_count)
4710 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4712 view_desc.format_id = back_buffer->format->id;
4713 view_desc.flags = 0;
4714 view_desc.u.texture.level_idx = 0;
4715 view_desc.u.texture.level_count = 1;
4716 view_desc.u.texture.layer_idx = 0;
4717 view_desc.u.texture.layer_count = 1;
4718 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
4719 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4721 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4722 return hr;
4726 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
4728 if (reset_state)
4730 TRACE("Resetting stateblock.\n");
4731 if (device->recording)
4733 wined3d_stateblock_decref(device->recording);
4734 device->recording = NULL;
4736 wined3d_cs_emit_reset_state(device->cs);
4737 state_cleanup(&device->state);
4739 if (device->d3d_initialized)
4740 wined3d_device_delete_opengl_contexts(device);
4742 memset(&device->state, 0, sizeof(device->state));
4743 state_init(&device->state, &device->fb, &device->adapter->gl_info,
4744 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4745 device->update_state = &device->state;
4747 device_init_swapchain_state(device, swapchain);
4748 if (wined3d_settings.logo)
4749 device_load_logo(device, wined3d_settings.logo);
4751 else if (device->back_buffer_view)
4753 struct wined3d_rendertarget_view *view = device->back_buffer_view;
4754 struct wined3d_state *state = &device->state;
4756 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
4758 /* Note the min_z / max_z is not reset. */
4759 state->viewport.x = 0;
4760 state->viewport.y = 0;
4761 state->viewport.width = view->width;
4762 state->viewport.height = view->height;
4763 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4765 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4766 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4769 if (device->d3d_initialized)
4771 if (reset_state)
4772 hr = wined3d_device_create_primary_opengl_context(device);
4773 swapchain_update_swap_interval(swapchain);
4776 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4777 * first use
4779 return hr;
4782 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
4784 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
4786 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
4788 return WINED3D_OK;
4792 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
4793 struct wined3d_device_creation_parameters *parameters)
4795 TRACE("device %p, parameters %p.\n", device, parameters);
4797 *parameters = device->create_parms;
4800 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
4802 TRACE("device %p.\n", device);
4804 return device->wined3d;
4807 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
4808 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
4810 struct wined3d_swapchain *swapchain;
4812 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4813 device, swapchain_idx, flags, ramp);
4815 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4816 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
4819 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
4820 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
4822 struct wined3d_swapchain *swapchain;
4824 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4825 device, swapchain_idx, ramp);
4827 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4828 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
4831 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
4833 TRACE("device %p, resource %p.\n", device, resource);
4835 list_add_head(&device->resources, &resource->resource_list_entry);
4838 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
4840 TRACE("device %p, resource %p.\n", device, resource);
4842 list_remove(&resource->resource_list_entry);
4845 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
4847 enum wined3d_resource_type type = resource->type;
4848 struct wined3d_rendertarget_view *rtv;
4849 unsigned int i;
4851 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
4853 if (device->d3d_initialized)
4855 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4857 if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
4858 ERR("Resource %p is still in use as render target %u.\n", resource, i);
4861 if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
4862 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
4865 switch (type)
4867 case WINED3D_RTYPE_TEXTURE_2D:
4868 case WINED3D_RTYPE_TEXTURE_3D:
4869 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4871 struct wined3d_texture *texture = texture_from_resource(resource);
4873 if (device->state.textures[i] == texture)
4875 ERR("Texture %p is still in use, stage %u.\n", texture, i);
4876 device->state.textures[i] = NULL;
4879 if (device->recording && device->update_state->textures[i] == texture)
4881 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4882 texture, device->recording, i);
4883 device->update_state->textures[i] = NULL;
4886 break;
4888 case WINED3D_RTYPE_BUFFER:
4890 struct wined3d_buffer *buffer = buffer_from_resource(resource);
4892 for (i = 0; i < MAX_STREAMS; ++i)
4894 if (device->state.streams[i].buffer == buffer)
4896 ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
4897 device->state.streams[i].buffer = NULL;
4900 if (device->recording && device->update_state->streams[i].buffer == buffer)
4902 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4903 buffer, device->recording, i);
4904 device->update_state->streams[i].buffer = NULL;
4908 if (device->state.index_buffer == buffer)
4910 ERR("Buffer %p is still in use as index buffer.\n", buffer);
4911 device->state.index_buffer = NULL;
4914 if (device->recording && device->update_state->index_buffer == buffer)
4916 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4917 buffer, device->recording);
4918 device->update_state->index_buffer = NULL;
4921 break;
4923 default:
4924 break;
4927 /* Remove the resource from the resourceStore */
4928 device_resource_remove(device, resource);
4930 TRACE("Resource released.\n");
4933 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
4935 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
4937 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
4940 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
4941 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
4942 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
4944 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4945 const struct fragment_pipeline *fragment_pipeline;
4946 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
4947 unsigned int i;
4948 HRESULT hr;
4950 device->ref = 1;
4951 device->wined3d = wined3d;
4952 wined3d_incref(device->wined3d);
4953 device->adapter = wined3d->adapter_count ? adapter : NULL;
4954 device->device_parent = device_parent;
4955 list_init(&device->resources);
4956 list_init(&device->shaders);
4957 device->surface_alignment = surface_alignment;
4959 /* Save the creation parameters. */
4960 device->create_parms.adapter_idx = adapter_idx;
4961 device->create_parms.device_type = device_type;
4962 device->create_parms.focus_window = focus_window;
4963 device->create_parms.flags = flags;
4965 device->shader_backend = adapter->shader_backend;
4967 vertex_pipeline = adapter->vertex_pipe;
4969 fragment_pipeline = adapter->fragment_pipe;
4971 wine_rb_init(&device->samplers, wined3d_sampler_compare);
4973 if (vertex_pipeline->vp_states && fragment_pipeline->states
4974 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
4975 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
4976 fragment_pipeline, misc_state_template)))
4978 ERR("Failed to compile state table, hr %#x.\n", hr);
4979 wine_rb_destroy(&device->samplers, NULL, NULL);
4980 wined3d_decref(device->wined3d);
4981 return hr;
4984 device->blitter = adapter->blitter;
4986 state_init(&device->state, &device->fb, &adapter->gl_info,
4987 &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4988 device->update_state = &device->state;
4990 if (!(device->cs = wined3d_cs_create(device)))
4992 WARN("Failed to create command stream.\n");
4993 state_cleanup(&device->state);
4994 hr = E_FAIL;
4995 goto err;
4998 return WINED3D_OK;
5000 err:
5001 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5003 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5005 wine_rb_destroy(&device->samplers, NULL, NULL);
5006 wined3d_decref(device->wined3d);
5007 return hr;
5010 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5012 DWORD rep = device->StateTable[state].representative;
5013 struct wined3d_context *context;
5014 DWORD idx;
5015 BYTE shift;
5016 UINT i;
5018 if (STATE_IS_COMPUTE(state))
5020 for (i = 0; i < device->context_count; ++i)
5021 context_invalidate_compute_state(device->contexts[i], state);
5022 return;
5025 for (i = 0; i < device->context_count; ++i)
5027 context = device->contexts[i];
5028 if(isStateDirty(context, rep)) continue;
5030 context->dirtyArray[context->numDirtyEntries++] = rep;
5031 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5032 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5033 context->isStateDirty[idx] |= (1u << shift);
5037 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5038 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5040 if (device->filter_messages && message != WM_DISPLAYCHANGE)
5042 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5043 window, message, wparam, lparam);
5044 if (unicode)
5045 return DefWindowProcW(window, message, wparam, lparam);
5046 else
5047 return DefWindowProcA(window, message, wparam, lparam);
5050 if (message == WM_DESTROY)
5052 TRACE("unregister window %p.\n", window);
5053 wined3d_unregister_window(window);
5055 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5056 ERR("Window %p is not the focus window for device %p.\n", window, device);
5058 else if (message == WM_DISPLAYCHANGE)
5060 device->device_parent->ops->mode_changed(device->device_parent);
5062 else if (message == WM_ACTIVATEAPP)
5064 UINT i;
5066 for (i = 0; i < device->swapchain_count; i++)
5067 wined3d_swapchain_activate(device->swapchains[i], wparam);
5069 device->device_parent->ops->activate(device->device_parent, wparam);
5071 else if (message == WM_SYSCOMMAND)
5073 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5075 if (unicode)
5076 DefWindowProcW(window, message, wparam, lparam);
5077 else
5078 DefWindowProcA(window, message, wparam, lparam);
5082 if (unicode)
5083 return CallWindowProcW(proc, window, message, wparam, lparam);
5084 else
5085 return CallWindowProcA(proc, window, message, wparam, lparam);