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
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
203 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
204 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
206 /* partial draw rect */
207 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
210 /* partial clear rect */
211 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
212 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
218 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
219 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
220 float depth
, DWORD stencil
)
222 struct wined3d_rendertarget_view
*rtv
= rt_count
? fb
->render_targets
[0] : NULL
;
223 struct wined3d_surface
*target
= rtv
? wined3d_rendertarget_view_get_surface(rtv
) : NULL
;
224 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
225 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
226 const struct wined3d_state
*state
= &device
->state
;
227 const struct wined3d_gl_info
*gl_info
;
228 UINT drawable_width
, drawable_height
;
229 struct wined3d_color corrected_color
;
230 struct wined3d_context
*context
;
231 GLbitfield clear_mask
= 0;
232 BOOL render_offscreen
;
236 context
= context_acquire(device
, target
->container
, rtv
->sub_resource_idx
);
238 context
= context_acquire(device
, NULL
, 0);
241 context_release(context
);
242 WARN("Invalid context, skipping clear.\n");
245 gl_info
= context
->gl_info
;
247 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
248 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
249 * for the cleared parts, and the untouched parts.
251 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
252 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
253 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
254 * checking all this if the dest surface is in the drawable anyway. */
255 for (i
= 0; i
< rt_count
; ++i
)
257 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
259 if (rtv
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
261 struct wined3d_texture
*rt
= wined3d_texture_from_resource(rtv
->resource
);
263 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
264 wined3d_texture_load_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
266 wined3d_texture_prepare_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
272 render_offscreen
= context
->render_offscreen
;
273 wined3d_rendertarget_view_get_drawable_size(rtv
, context
, &drawable_width
, &drawable_height
);
277 render_offscreen
= TRUE
;
278 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
279 depth_stencil
->texture_level
);
280 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
281 depth_stencil
->texture_level
);
284 if (depth_stencil
&& render_offscreen
)
285 wined3d_texture_prepare_location(depth_stencil
->container
,
286 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
288 if (flags
& WINED3DCLEAR_ZBUFFER
)
290 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
292 wined3d_texture_load_location(depth_stencil
->container
,
293 dsv
->sub_resource_idx
, context
, location
);
296 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
298 context_release(context
);
299 WARN("Failed to apply clear state, skipping clear.\n");
303 /* Only set the values up once, as they are not changing. */
304 if (flags
& WINED3DCLEAR_STENCIL
)
306 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
308 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
309 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
311 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
312 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
313 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
314 checkGLcall("glClearStencil");
315 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
318 if (flags
& WINED3DCLEAR_ZBUFFER
)
320 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
322 wined3d_texture_validate_location(depth_stencil
->container
, dsv
->sub_resource_idx
, location
);
323 wined3d_texture_invalidate_location(depth_stencil
->container
, dsv
->sub_resource_idx
, ~location
);
325 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
326 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
327 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
328 checkGLcall("glClearDepth");
329 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
332 if (flags
& WINED3DCLEAR_TARGET
)
334 for (i
= 0; i
< rt_count
; ++i
)
336 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
337 struct wined3d_texture
*texture
;
342 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
344 FIXME("Not supported on buffer resources.\n");
348 texture
= texture_from_resource(rtv
->resource
);
349 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
350 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
353 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
356 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
357 "support, this might cause graphical issues.\n");
359 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
360 ? color
->r
* wined3d_srgb_const0
[3]
361 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
362 - wined3d_srgb_const0
[2];
363 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
364 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
365 ? color
->g
* wined3d_srgb_const0
[3]
366 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
367 - wined3d_srgb_const0
[2];
368 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
369 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
370 ? color
->b
* wined3d_srgb_const0
[3]
371 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
372 - wined3d_srgb_const0
[2];
373 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
374 color
= &corrected_color
;
377 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
378 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
379 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
380 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
381 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
382 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
383 checkGLcall("glClearColor");
384 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
389 if (render_offscreen
)
391 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
392 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
396 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
397 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
399 checkGLcall("glScissor");
400 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
401 checkGLcall("glClear");
407 /* Now process each rect in turn. */
408 for (i
= 0; i
< rect_count
; ++i
)
410 /* Note that GL uses lower left, width/height. */
411 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
413 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
414 wine_dbgstr_rect(&clear_rect
[i
]),
415 wine_dbgstr_rect(¤t_rect
));
417 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
418 * The rectangle is not cleared, no error is returned, but further rectangles are
419 * still cleared if they are valid. */
420 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
422 TRACE("Rectangle with negative dimensions, ignoring.\n");
426 if (render_offscreen
)
428 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
429 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
433 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
434 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
436 checkGLcall("glScissor");
438 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
439 checkGLcall("glClear");
443 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
444 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
445 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
447 context_release(context
);
450 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
452 ULONG refcount
= InterlockedIncrement(&device
->ref
);
454 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
459 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
461 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
463 ERR("Leftover sampler %p.\n", sampler
);
466 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
468 ULONG refcount
= InterlockedDecrement(&device
->ref
);
470 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
476 wined3d_cs_destroy(device
->cs
);
478 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
479 ERR("Something's still holding the recording stateblock.\n");
480 device
->recording
= NULL
;
482 state_cleanup(&device
->state
);
484 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
486 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
487 device
->multistate_funcs
[i
] = NULL
;
490 if (!list_empty(&device
->resources
))
492 struct wined3d_resource
*resource
;
494 ERR("Device released with resources still bound.\n");
496 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
498 ERR("Leftover resource %p with type %s (%#x).\n",
499 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
503 if (device
->contexts
)
504 ERR("Context array not freed!\n");
505 if (device
->hardwareCursor
)
506 DestroyCursor(device
->hardwareCursor
);
507 device
->hardwareCursor
= 0;
509 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
511 wined3d_decref(device
->wined3d
);
512 device
->wined3d
= NULL
;
513 HeapFree(GetProcessHeap(), 0, device
);
514 TRACE("Freed device %p.\n", device
);
520 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
522 TRACE("device %p.\n", device
);
524 return device
->swapchain_count
;
527 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
529 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
531 if (swapchain_idx
>= device
->swapchain_count
)
533 WARN("swapchain_idx %u >= swapchain_count %u.\n",
534 swapchain_idx
, device
->swapchain_count
);
538 return device
->swapchains
[swapchain_idx
];
541 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
543 struct wined3d_color_key color_key
;
544 struct wined3d_resource_desc desc
;
548 HDC dcb
= NULL
, dcs
= NULL
;
550 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
553 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
554 dcb
= CreateCompatibleDC(NULL
);
556 SelectObject(dcb
, hbm
);
560 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
563 memset(&bm
, 0, sizeof(bm
));
568 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
569 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
570 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
571 desc
.multisample_quality
= 0;
572 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
573 desc
.pool
= WINED3D_POOL_DEFAULT
;
574 desc
.width
= bm
.bmWidth
;
575 desc
.height
= bm
.bmHeight
;
578 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
579 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
581 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
587 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
589 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
590 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
592 color_key
.color_space_low_value
= 0;
593 color_key
.color_space_high_value
= 0;
594 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
598 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
599 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
600 struct wined3d_surface
*surface
;
602 /* Fill the surface with a white color to show that wined3d is there */
603 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
604 surface_color_fill(surface
, &rect
, &c
);
608 if (dcb
) DeleteDC(dcb
);
609 if (hbm
) DeleteObject(hbm
);
612 /* Context activation is done by the caller. */
613 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
615 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
616 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
620 if (d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
)
625 /* Under DirectX you can sample even if no texture is bound, whereas
626 * OpenGL will only allow that when a valid texture is bound.
627 * We emulate this by creating dummy textures and binding them
628 * to each texture stage when the currently set D3D texture is NULL. */
629 context_active_texture(context
, gl_info
, 0);
631 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d
);
632 checkGLcall("glGenTextures");
633 TRACE("Dummy 2D texture given name %u.\n", device
->dummy_textures
.tex_2d
);
635 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
636 checkGLcall("glBindTexture");
638 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
639 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
640 checkGLcall("glTexImage2D");
642 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
644 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_rect
);
645 checkGLcall("glGenTextures");
646 TRACE("Dummy rectangle texture given name %u.\n", device
->dummy_textures
.tex_rect
);
648 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
649 checkGLcall("glBindTexture");
651 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
652 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
653 checkGLcall("glTexImage2D");
656 if (gl_info
->supported
[EXT_TEXTURE3D
])
658 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_3d
);
659 checkGLcall("glGenTextures");
660 TRACE("Dummy 3D texture given name %u.\n", device
->dummy_textures
.tex_3d
);
662 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
663 checkGLcall("glBindTexture");
665 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0,
666 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
667 checkGLcall("glTexImage3D");
670 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
672 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_cube
);
673 checkGLcall("glGenTextures");
674 TRACE("Dummy cube texture given name %u.\n", device
->dummy_textures
.tex_cube
);
676 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
677 checkGLcall("glBindTexture");
679 for (i
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; i
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++i
)
681 gl_info
->gl_ops
.gl
.p_glTexImage2D(i
, 0, GL_RGBA8
, 1, 1, 0,
682 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
683 checkGLcall("glTexImage2D");
687 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
689 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d_array
);
690 checkGLcall("glGenTextures");
691 TRACE("Dummy 2D array texture given name %u.\n", device
->dummy_textures
.tex_2d_array
);
693 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
694 checkGLcall("glBindTexture");
696 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
697 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
698 checkGLcall("glTexImage3D");
701 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
705 GL_EXTCALL(glGenBuffers(1, &buffer
));
706 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, buffer
));
707 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER
, sizeof(color
), &color
, GL_STATIC_DRAW
));
708 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, 0));
709 checkGLcall("Create buffer object");
711 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_buffer
);
712 checkGLcall("glGenTextures");
713 TRACE("Dummy buffer texture given name %u.\n", device
->dummy_textures
.tex_buffer
);
715 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
716 checkGLcall("glBindTexture");
717 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER
, GL_RGBA8
, buffer
));
718 checkGLcall("glTexBuffer");
720 GL_EXTCALL(glDeleteBuffers(1, &buffer
));
721 checkGLcall("glDeleteBuffers");
724 context_bind_dummy_textures(device
, context
);
727 /* Context activation is done by the caller. */
728 static void destroy_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
730 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
732 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
733 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_buffer
);
735 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
736 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d_array
);
738 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
739 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_cube
);
741 if (gl_info
->supported
[EXT_TEXTURE3D
])
742 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_3d
);
744 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
745 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_rect
);
747 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d
);
749 checkGLcall("Delete dummy textures");
751 memset(&device
->dummy_textures
, 0, sizeof(device
->dummy_textures
));
754 /* Context activation is done by the caller. */
755 static void create_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
757 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
759 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
761 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
762 * instructions allow access to resources without using samplers.
763 * In GLSL, resources are always accessed through sampler or image variables. The default
764 * sampler object is used to emulate the direct resource access when there is no sampler state
767 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
768 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
769 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
));
770 checkGLcall("Create default sampler");
772 /* In D3D10+, a NULL sampler maps to the default sampler state. */
773 GL_EXTCALL(glGenSamplers(1, &device
->null_sampler
));
774 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
));
775 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
776 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
777 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
));
778 checkGLcall("Create null sampler");
782 device
->default_sampler
= 0;
783 device
->null_sampler
= 0;
787 /* Context activation is done by the caller. */
788 static void destroy_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
790 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
792 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
794 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
795 GL_EXTCALL(glDeleteSamplers(1, &device
->null_sampler
));
796 checkGLcall("glDeleteSamplers");
799 device
->default_sampler
= 0;
800 device
->null_sampler
= 0;
803 static LONG
fullscreen_style(LONG style
)
805 /* Make sure the window is managed, otherwise we won't get keyboard input. */
806 style
|= WS_POPUP
| WS_SYSMENU
;
807 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
812 static LONG
fullscreen_exstyle(LONG exstyle
)
814 /* Filter out window decorations. */
815 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
820 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
822 BOOL filter_messages
;
825 TRACE("Setting up window %p for fullscreen mode.\n", window
);
827 if (device
->style
|| device
->exStyle
)
829 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
830 window
, device
->style
, device
->exStyle
);
833 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
834 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
836 style
= fullscreen_style(device
->style
);
837 exstyle
= fullscreen_exstyle(device
->exStyle
);
839 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
840 device
->style
, device
->exStyle
, style
, exstyle
);
842 filter_messages
= device
->filter_messages
;
843 device
->filter_messages
= TRUE
;
845 SetWindowLongW(window
, GWL_STYLE
, style
);
846 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
847 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
849 device
->filter_messages
= filter_messages
;
852 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
,
853 const RECT
*window_rect
)
855 unsigned int window_pos_flags
= SWP_FRAMECHANGED
| SWP_NOZORDER
| SWP_NOACTIVATE
;
856 BOOL filter_messages
;
860 if (!device
->style
&& !device
->exStyle
)
863 style
= GetWindowLongW(window
, GWL_STYLE
);
864 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
866 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
867 * application, and we want to ignore them in the test below, since it's
868 * not the application's fault that they changed. Additionally, we want to
869 * preserve the current status of these flags (i.e. don't restore them) to
870 * more closely emulate the behavior of Direct3D, which leaves these flags
871 * alone when returning to windowed mode. */
872 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
873 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
875 TRACE("Restoring window style of window %p to %08x, %08x.\n",
876 window
, device
->style
, device
->exStyle
);
878 filter_messages
= device
->filter_messages
;
879 device
->filter_messages
= TRUE
;
881 /* Only restore the style if the application didn't modify it during the
882 * fullscreen phase. Some applications change it before calling Reset()
883 * when switching between windowed and fullscreen modes (HL2), some
884 * depend on the original style (Eve Online). */
885 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
887 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
888 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
894 window_pos_flags
|= (SWP_NOMOVE
| SWP_NOSIZE
);
895 SetWindowPos(window
, 0, rect
.left
, rect
.top
,
896 rect
.right
- rect
.left
, rect
.bottom
- rect
.top
, window_pos_flags
);
898 device
->filter_messages
= filter_messages
;
900 /* Delete the old values. */
905 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
907 TRACE("device %p, window %p.\n", device
, window
);
909 if (!wined3d_register_window(window
, device
))
911 ERR("Failed to register window %p.\n", window
);
915 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
916 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
921 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
923 TRACE("device %p.\n", device
);
925 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
926 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
929 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
931 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
934 if (device
->fb
.render_targets
)
936 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
938 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
940 if (device
->back_buffer_view
)
941 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
944 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
945 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
948 static void wined3d_device_delete_opengl_contexts_cs(void *object
)
950 struct wined3d_resource
*resource
, *cursor
;
951 struct wined3d_device
*device
= object
;
952 struct wined3d_context
*context
;
953 struct wined3d_shader
*shader
;
955 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
957 TRACE("Unloading resource %p.\n", resource
);
958 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
961 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
963 device
->shader_backend
->shader_destroy(shader
);
966 context
= context_acquire(device
, NULL
, 0);
967 device
->blitter
->free_private(device
);
968 device
->shader_backend
->shader_free_private(device
);
969 destroy_dummy_textures(device
, context
);
970 destroy_default_samplers(device
, context
);
971 context_release(context
);
973 while (device
->context_count
)
975 if (device
->contexts
[0]->swapchain
)
976 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
978 context_destroy(device
, device
->contexts
[0]);
982 static void wined3d_device_delete_opengl_contexts(struct wined3d_device
*device
)
984 wined3d_cs_destroy_object(device
->cs
, wined3d_device_delete_opengl_contexts_cs
, device
);
987 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
989 struct wined3d_context
*context
;
990 struct wined3d_texture
*target
;
993 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
994 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
996 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
1000 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1002 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
1003 device
->shader_backend
->shader_free_private(device
);
1007 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
1008 context
= context_acquire(device
, target
, 0);
1009 create_dummy_textures(device
, context
);
1010 create_default_samplers(device
, context
);
1011 context_release(context
);
1016 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1017 struct wined3d_swapchain_desc
*swapchain_desc
)
1019 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1020 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1021 struct wined3d_swapchain
*swapchain
= NULL
;
1022 DWORD clear_flags
= 0;
1025 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1027 if (device
->d3d_initialized
)
1028 return WINED3DERR_INVALIDCALL
;
1029 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1030 return WINED3DERR_INVALIDCALL
;
1032 if (!(device
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*device
->fb
.render_targets
))))
1033 return E_OUTOFMEMORY
;
1035 /* Setup the implicit swapchain. This also initializes a context. */
1036 TRACE("Creating implicit swapchain\n");
1037 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1038 swapchain_desc
, &swapchain
);
1041 WARN("Failed to create implicit swapchain\n");
1045 if (swapchain_desc
->backbuffer_count
)
1047 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
1048 struct wined3d_view_desc view_desc
;
1050 view_desc
.format_id
= back_buffer
->format
->id
;
1051 view_desc
.flags
= 0;
1052 view_desc
.u
.texture
.level_idx
= 0;
1053 view_desc
.u
.texture
.level_count
= 1;
1054 view_desc
.u
.texture
.layer_idx
= 0;
1055 view_desc
.u
.texture
.layer_count
= 1;
1056 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
1057 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1059 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1064 device
->swapchain_count
= 1;
1065 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1067 ERR("Out of memory!\n");
1070 device
->swapchains
[0] = swapchain
;
1072 if (FAILED(hr
= create_primary_opengl_context(device
, swapchain
)))
1074 device_init_swapchain_state(device
, swapchain
);
1076 device
->contexts
[0]->last_was_rhw
= 0;
1078 TRACE("All defaults now set up, leaving 3D init.\n");
1080 /* Clear the screen */
1081 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1082 clear_flags
|= WINED3DCLEAR_TARGET
;
1083 if (swapchain_desc
->enable_auto_depth_stencil
)
1084 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1086 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1088 device
->d3d_initialized
= TRUE
;
1090 if (wined3d_settings
.logo
)
1091 device_load_logo(device
, wined3d_settings
.logo
);
1095 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1096 device
->swapchain_count
= 0;
1097 if (device
->back_buffer_view
)
1098 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1100 wined3d_swapchain_decref(swapchain
);
1101 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1106 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1107 struct wined3d_swapchain_desc
*swapchain_desc
)
1109 struct wined3d_swapchain
*swapchain
= NULL
;
1112 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1114 /* Setup the implicit swapchain */
1115 TRACE("Creating implicit swapchain\n");
1116 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1117 swapchain_desc
, &swapchain
);
1120 WARN("Failed to create implicit swapchain\n");
1124 device
->swapchain_count
= 1;
1125 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1127 ERR("Out of memory!\n");
1130 device
->swapchains
[0] = swapchain
;
1134 wined3d_swapchain_decref(swapchain
);
1138 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1140 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1142 wined3d_sampler_decref(sampler
);
1145 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1149 TRACE("device %p.\n", device
);
1151 if (!device
->d3d_initialized
)
1152 return WINED3DERR_INVALIDCALL
;
1154 if (device
->logo_texture
)
1155 wined3d_texture_decref(device
->logo_texture
);
1156 if (device
->cursor_texture
)
1157 wined3d_texture_decref(device
->cursor_texture
);
1159 state_unbind_resources(&device
->state
);
1161 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1163 wined3d_device_delete_opengl_contexts(device
);
1165 if (device
->fb
.depth_stencil
)
1167 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1169 TRACE("Releasing depth/stencil view %p.\n", view
);
1171 device
->fb
.depth_stencil
= NULL
;
1172 wined3d_rendertarget_view_decref(view
);
1175 if (device
->auto_depth_stencil_view
)
1177 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1179 device
->auto_depth_stencil_view
= NULL
;
1180 if (wined3d_rendertarget_view_decref(view
))
1181 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1184 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
1186 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1188 if (device
->back_buffer_view
)
1190 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1191 device
->back_buffer_view
= NULL
;
1194 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1196 TRACE("Releasing the implicit swapchain %u.\n", i
);
1197 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1198 FIXME("Something's still holding the implicit swapchain.\n");
1201 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1202 device
->swapchains
= NULL
;
1203 device
->swapchain_count
= 0;
1205 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1206 device
->fb
.render_targets
= NULL
;
1208 device
->d3d_initialized
= FALSE
;
1213 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1217 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1219 TRACE("Releasing the implicit swapchain %u.\n", i
);
1220 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1221 FIXME("Something's still holding the implicit swapchain.\n");
1224 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1225 device
->swapchains
= NULL
;
1226 device
->swapchain_count
= 0;
1230 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1231 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1232 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1234 * There is no way to deactivate thread safety once it is enabled.
1236 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1238 TRACE("device %p.\n", device
);
1240 /* For now just store the flag (needed in case of ddraw). */
1241 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1244 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1246 TRACE("device %p.\n", device
);
1248 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1249 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1250 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1251 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1253 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1256 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1257 struct wined3d_buffer
*buffer
, UINT offset
)
1259 struct wined3d_stream_output
*stream
;
1260 struct wined3d_buffer
*prev_buffer
;
1262 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1264 if (idx
>= MAX_STREAM_OUT
)
1266 WARN("Invalid stream output %u.\n", idx
);
1270 stream
= &device
->update_state
->stream_output
[idx
];
1271 prev_buffer
= stream
->buffer
;
1274 wined3d_buffer_incref(buffer
);
1275 stream
->buffer
= buffer
;
1276 stream
->offset
= offset
;
1277 if (!device
->recording
)
1278 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1280 wined3d_buffer_decref(prev_buffer
);
1283 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1284 UINT idx
, UINT
*offset
)
1286 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1288 if (idx
>= MAX_STREAM_OUT
)
1290 WARN("Invalid stream output %u.\n", idx
);
1295 *offset
= device
->state
.stream_output
[idx
].offset
;
1296 return device
->state
.stream_output
[idx
].buffer
;
1299 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1300 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1302 struct wined3d_stream_state
*stream
;
1303 struct wined3d_buffer
*prev_buffer
;
1305 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1306 device
, stream_idx
, buffer
, offset
, stride
);
1308 if (stream_idx
>= MAX_STREAMS
)
1310 WARN("Stream index %u out of range.\n", stream_idx
);
1311 return WINED3DERR_INVALIDCALL
;
1313 else if (offset
& 0x3)
1315 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1316 return WINED3DERR_INVALIDCALL
;
1319 stream
= &device
->update_state
->streams
[stream_idx
];
1320 prev_buffer
= stream
->buffer
;
1322 if (device
->recording
)
1323 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1325 if (prev_buffer
== buffer
1326 && stream
->stride
== stride
1327 && stream
->offset
== offset
)
1329 TRACE("Application is setting the old values over, nothing to do.\n");
1333 stream
->buffer
= buffer
;
1336 stream
->stride
= stride
;
1337 stream
->offset
= offset
;
1338 wined3d_buffer_incref(buffer
);
1341 if (!device
->recording
)
1342 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1344 wined3d_buffer_decref(prev_buffer
);
1349 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1350 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1352 const struct wined3d_stream_state
*stream
;
1354 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1355 device
, stream_idx
, buffer
, offset
, stride
);
1357 if (stream_idx
>= MAX_STREAMS
)
1359 WARN("Stream index %u out of range.\n", stream_idx
);
1360 return WINED3DERR_INVALIDCALL
;
1363 stream
= &device
->state
.streams
[stream_idx
];
1364 *buffer
= stream
->buffer
;
1366 *offset
= stream
->offset
;
1367 *stride
= stream
->stride
;
1372 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1374 struct wined3d_stream_state
*stream
;
1375 UINT old_flags
, old_freq
;
1377 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1379 /* Verify input. At least in d3d9 this is invalid. */
1380 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1382 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1383 return WINED3DERR_INVALIDCALL
;
1385 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1387 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1388 return WINED3DERR_INVALIDCALL
;
1392 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1393 return WINED3DERR_INVALIDCALL
;
1396 stream
= &device
->update_state
->streams
[stream_idx
];
1397 old_flags
= stream
->flags
;
1398 old_freq
= stream
->frequency
;
1400 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1401 stream
->frequency
= divider
& 0x7fffff;
1403 if (device
->recording
)
1404 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1405 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1406 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1411 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1412 UINT stream_idx
, UINT
*divider
)
1414 const struct wined3d_stream_state
*stream
;
1416 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1418 stream
= &device
->state
.streams
[stream_idx
];
1419 *divider
= stream
->flags
| stream
->frequency
;
1421 TRACE("Returning %#x.\n", *divider
);
1426 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1427 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1429 TRACE("device %p, state %s, matrix %p.\n",
1430 device
, debug_d3dtstype(d3dts
), matrix
);
1431 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1432 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1433 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1434 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1436 /* Handle recording of state blocks. */
1437 if (device
->recording
)
1439 TRACE("Recording... not performing anything.\n");
1440 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1441 device
->update_state
->transforms
[d3dts
] = *matrix
;
1445 /* If the new matrix is the same as the current one,
1446 * we cut off any further processing. this seems to be a reasonable
1447 * optimization because as was noticed, some apps (warcraft3 for example)
1448 * tend towards setting the same matrix repeatedly for some reason.
1450 * From here on we assume that the new matrix is different, wherever it matters. */
1451 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1453 TRACE("The application is setting the same matrix over again.\n");
1457 device
->state
.transforms
[d3dts
] = *matrix
;
1458 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1461 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1462 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1464 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1466 *matrix
= device
->state
.transforms
[state
];
1469 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1470 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1472 const struct wined3d_matrix
*mat
;
1473 struct wined3d_matrix temp
;
1475 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1477 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1478 * below means it will be recorded in a state block change, but it
1479 * works regardless where it is recorded.
1480 * If this is found to be wrong, change to StateBlock. */
1481 if (state
> HIGHEST_TRANSFORMSTATE
)
1483 WARN("Unhandled transform state %#x.\n", state
);
1487 mat
= &device
->update_state
->transforms
[state
];
1488 multiply_matrix(&temp
, mat
, matrix
);
1490 /* Apply change via set transform - will reapply to eg. lights this way. */
1491 wined3d_device_set_transform(device
, state
, &temp
);
1494 /* Note lights are real special cases. Although the device caps state only
1495 * e.g. 8 are supported, you can reference any indexes you want as long as
1496 * that number max are enabled at any one point in time. Therefore since the
1497 * indices can be anything, we need a hashmap of them. However, this causes
1498 * stateblock problems. When capturing the state block, I duplicate the
1499 * hashmap, but when recording, just build a chain pretty much of commands to
1501 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1502 UINT light_idx
, const struct wined3d_light
*light
)
1504 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1505 struct wined3d_light_info
*object
= NULL
;
1509 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1511 /* Check the parameter range. Need for speed most wanted sets junk lights
1512 * which confuse the GL driver. */
1514 return WINED3DERR_INVALIDCALL
;
1516 switch (light
->type
)
1518 case WINED3D_LIGHT_POINT
:
1519 case WINED3D_LIGHT_SPOT
:
1520 case WINED3D_LIGHT_GLSPOT
:
1521 /* Incorrect attenuation values can cause the gl driver to crash.
1522 * Happens with Need for speed most wanted. */
1523 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1525 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1526 return WINED3DERR_INVALIDCALL
;
1530 case WINED3D_LIGHT_DIRECTIONAL
:
1531 case WINED3D_LIGHT_PARALLELPOINT
:
1532 /* Ignores attenuation */
1536 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1537 return WINED3DERR_INVALIDCALL
;
1540 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1542 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1543 if (object
->OriginalIndex
== light_idx
)
1550 TRACE("Adding new light\n");
1551 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1553 return E_OUTOFMEMORY
;
1555 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1556 object
->glIndex
= -1;
1557 object
->OriginalIndex
= light_idx
;
1560 /* Initialize the object. */
1561 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1562 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1563 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1564 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1565 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1566 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1567 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1568 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1570 /* Update the live definitions if the light is currently assigned a glIndex. */
1571 if (object
->glIndex
!= -1 && !device
->recording
)
1573 if (object
->OriginalParms
.type
!= light
->type
)
1574 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1575 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1578 /* Save away the information. */
1579 object
->OriginalParms
= *light
;
1581 switch (light
->type
)
1583 case WINED3D_LIGHT_POINT
:
1585 object
->position
.x
= light
->position
.x
;
1586 object
->position
.y
= light
->position
.y
;
1587 object
->position
.z
= light
->position
.z
;
1588 object
->position
.w
= 1.0f
;
1589 object
->cutoff
= 180.0f
;
1593 case WINED3D_LIGHT_DIRECTIONAL
:
1595 object
->direction
.x
= -light
->direction
.x
;
1596 object
->direction
.y
= -light
->direction
.y
;
1597 object
->direction
.z
= -light
->direction
.z
;
1598 object
->direction
.w
= 0.0f
;
1599 object
->exponent
= 0.0f
;
1600 object
->cutoff
= 180.0f
;
1603 case WINED3D_LIGHT_SPOT
:
1605 object
->position
.x
= light
->position
.x
;
1606 object
->position
.y
= light
->position
.y
;
1607 object
->position
.z
= light
->position
.z
;
1608 object
->position
.w
= 1.0f
;
1611 object
->direction
.x
= light
->direction
.x
;
1612 object
->direction
.y
= light
->direction
.y
;
1613 object
->direction
.z
= light
->direction
.z
;
1614 object
->direction
.w
= 0.0f
;
1616 /* opengl-ish and d3d-ish spot lights use too different models
1617 * for the light "intensity" as a function of the angle towards
1618 * the main light direction, so we only can approximate very
1619 * roughly. However, spot lights are rather rarely used in games
1620 * (if ever used at all). Furthermore if still used, probably
1621 * nobody pays attention to such details. */
1622 if (!light
->falloff
)
1624 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1625 * equations have the falloff resp. exponent parameter as an
1626 * exponent, so the spot light lighting will always be 1.0 for
1627 * both of them, and we don't have to care for the rest of the
1628 * rather complex calculation. */
1629 object
->exponent
= 0.0f
;
1633 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1636 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1639 if (object
->exponent
> 128.0f
)
1640 object
->exponent
= 128.0f
;
1642 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1646 case WINED3D_LIGHT_PARALLELPOINT
:
1647 object
->position
.x
= light
->position
.x
;
1648 object
->position
.y
= light
->position
.y
;
1649 object
->position
.z
= light
->position
.z
;
1650 object
->position
.w
= 1.0f
;
1654 FIXME("Unrecognized light type %#x.\n", light
->type
);
1660 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1661 UINT light_idx
, struct wined3d_light
*light
)
1663 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1664 struct wined3d_light_info
*light_info
= NULL
;
1667 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1669 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1671 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1672 if (light_info
->OriginalIndex
== light_idx
)
1679 TRACE("Light information requested but light not defined\n");
1680 return WINED3DERR_INVALIDCALL
;
1683 *light
= light_info
->OriginalParms
;
1687 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1689 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1690 struct wined3d_light_info
*light_info
= NULL
;
1693 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1695 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1697 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1698 if (light_info
->OriginalIndex
== light_idx
)
1702 TRACE("Found light %p.\n", light_info
);
1704 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1707 TRACE("Light enabled requested but light not defined, so defining one!\n");
1708 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1710 /* Search for it again! Should be fairly quick as near head of list. */
1711 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1713 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1714 if (light_info
->OriginalIndex
== light_idx
)
1720 FIXME("Adding default lights has failed dismally\n");
1721 return WINED3DERR_INVALIDCALL
;
1727 if (light_info
->glIndex
!= -1)
1729 if (!device
->recording
)
1731 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1732 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1735 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1736 light_info
->glIndex
= -1;
1740 TRACE("Light already disabled, nothing to do\n");
1742 light_info
->enabled
= FALSE
;
1746 light_info
->enabled
= TRUE
;
1747 if (light_info
->glIndex
!= -1)
1749 TRACE("Nothing to do as light was enabled\n");
1753 unsigned int light_count
= device
->adapter
->d3d_info
.limits
.active_light_count
;
1756 /* Find a free light. */
1757 for (i
= 0; i
< light_count
; ++i
)
1759 if (!device
->update_state
->lights
[i
])
1761 device
->update_state
->lights
[i
] = light_info
;
1762 light_info
->glIndex
= i
;
1766 if (light_info
->glIndex
== -1)
1768 /* Our tests show that Windows returns D3D_OK in this situation, even with
1769 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1770 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1771 * as well for those lights.
1773 * TODO: Test how this affects rendering. */
1774 WARN("Too many concurrently active lights\n");
1778 /* i == light_info->glIndex */
1779 if (!device
->recording
)
1781 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1782 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1790 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1792 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1793 struct wined3d_light_info
*light_info
= NULL
;
1796 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1798 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1800 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1801 if (light_info
->OriginalIndex
== light_idx
)
1808 TRACE("Light enabled state requested but light not defined.\n");
1809 return WINED3DERR_INVALIDCALL
;
1811 /* true is 128 according to SetLightEnable */
1812 *enable
= light_info
->enabled
? 128 : 0;
1816 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1817 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1819 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1821 /* Validate plane_idx. */
1822 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1824 TRACE("Application has requested clipplane this device doesn't support.\n");
1825 return WINED3DERR_INVALIDCALL
;
1828 if (device
->recording
)
1829 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1831 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1833 TRACE("Application is setting old values over, nothing to do.\n");
1837 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1839 if (!device
->recording
)
1840 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1845 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1846 UINT plane_idx
, struct wined3d_vec4
*plane
)
1848 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1850 /* Validate plane_idx. */
1851 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1853 TRACE("Application has requested clipplane this device doesn't support.\n");
1854 return WINED3DERR_INVALIDCALL
;
1857 *plane
= device
->state
.clip_planes
[plane_idx
];
1862 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1863 const struct wined3d_clip_status
*clip_status
)
1865 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1868 return WINED3DERR_INVALIDCALL
;
1873 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1874 struct wined3d_clip_status
*clip_status
)
1876 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1879 return WINED3DERR_INVALIDCALL
;
1884 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1886 TRACE("device %p, material %p.\n", device
, material
);
1888 device
->update_state
->material
= *material
;
1890 if (device
->recording
)
1891 device
->recording
->changed
.material
= TRUE
;
1893 wined3d_cs_emit_set_material(device
->cs
, material
);
1896 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1898 TRACE("device %p, material %p.\n", device
, material
);
1900 *material
= device
->state
.material
;
1902 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1903 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1904 TRACE("specular %s\n", debug_color(&material
->specular
));
1905 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1906 TRACE("power %.8e.\n", material
->power
);
1909 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1910 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
1912 enum wined3d_format_id prev_format
;
1913 struct wined3d_buffer
*prev_buffer
;
1914 unsigned int prev_offset
;
1916 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1917 device
, buffer
, debug_d3dformat(format_id
), offset
);
1919 prev_buffer
= device
->update_state
->index_buffer
;
1920 prev_format
= device
->update_state
->index_format
;
1921 prev_offset
= device
->update_state
->index_offset
;
1923 device
->update_state
->index_buffer
= buffer
;
1924 device
->update_state
->index_format
= format_id
;
1925 device
->update_state
->index_offset
= offset
;
1927 if (device
->recording
)
1928 device
->recording
->changed
.indices
= TRUE
;
1930 if (prev_buffer
== buffer
&& prev_format
== format_id
&& prev_offset
== offset
)
1934 wined3d_buffer_incref(buffer
);
1935 if (!device
->recording
)
1936 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
, offset
);
1938 wined3d_buffer_decref(prev_buffer
);
1941 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1942 enum wined3d_format_id
*format
, unsigned int *offset
)
1944 TRACE("device %p, format %p, offset %p.\n", device
, format
, offset
);
1946 *format
= device
->state
.index_format
;
1948 *offset
= device
->state
.index_offset
;
1949 return device
->state
.index_buffer
;
1952 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1954 TRACE("device %p, base_index %d.\n", device
, base_index
);
1956 device
->update_state
->base_vertex_index
= base_index
;
1959 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1961 TRACE("device %p.\n", device
);
1963 return device
->state
.base_vertex_index
;
1966 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1968 TRACE("device %p, viewport %p.\n", device
, viewport
);
1969 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1970 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1972 device
->update_state
->viewport
= *viewport
;
1974 /* Handle recording of state blocks */
1975 if (device
->recording
)
1977 TRACE("Recording... not performing anything\n");
1978 device
->recording
->changed
.viewport
= TRUE
;
1982 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1985 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1987 TRACE("device %p, viewport %p.\n", device
, viewport
);
1989 *viewport
= device
->state
.viewport
;
1992 static void resolve_depth_buffer(struct wined3d_state
*state
)
1994 struct wined3d_texture
*dst_texture
= state
->textures
[0];
1995 struct wined3d_rendertarget_view
*src_view
;
1996 RECT src_rect
, dst_rect
;
1998 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
1999 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2002 if (!(src_view
= state
->fb
->depth_stencil
))
2004 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2006 FIXME("Not supported on buffer resources.\n");
2010 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2011 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2012 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
2013 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2016 void CDECL
wined3d_device_set_rasterizer_state(struct wined3d_device
*device
,
2017 struct wined3d_rasterizer_state
*rasterizer_state
)
2019 struct wined3d_rasterizer_state
*prev
;
2021 TRACE("device %p, rasterizer_state %p.\n", device
, rasterizer_state
);
2023 prev
= device
->update_state
->rasterizer_state
;
2024 if (prev
== rasterizer_state
)
2027 if (rasterizer_state
)
2028 wined3d_rasterizer_state_incref(rasterizer_state
);
2029 device
->update_state
->rasterizer_state
= rasterizer_state
;
2030 wined3d_cs_emit_set_rasterizer_state(device
->cs
, rasterizer_state
);
2032 wined3d_rasterizer_state_decref(prev
);
2035 struct wined3d_rasterizer_state
* CDECL
wined3d_device_get_rasterizer_state(struct wined3d_device
*device
)
2037 TRACE("device %p.\n", device
);
2039 return device
->state
.rasterizer_state
;
2042 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2043 enum wined3d_render_state state
, DWORD value
)
2047 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2049 if (state
> WINEHIGHEST_RENDER_STATE
)
2051 WARN("Unhandled render state %#x.\n", state
);
2055 old_value
= device
->state
.render_states
[state
];
2056 device
->update_state
->render_states
[state
] = value
;
2058 /* Handle recording of state blocks. */
2059 if (device
->recording
)
2061 TRACE("Recording... not performing anything.\n");
2062 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2066 /* Compared here and not before the assignment to allow proper stateblock recording. */
2067 if (value
== old_value
)
2068 TRACE("Application is setting the old value over, nothing to do.\n");
2070 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2072 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2074 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2075 resolve_depth_buffer(&device
->state
);
2079 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2081 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2083 return device
->state
.render_states
[state
];
2086 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2087 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2091 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2092 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2094 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2095 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2097 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2099 WARN("Invalid sampler %u.\n", sampler_idx
);
2100 return; /* Windows accepts overflowing this array ... we do not. */
2103 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2104 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2106 /* Handle recording of state blocks. */
2107 if (device
->recording
)
2109 TRACE("Recording... not performing anything.\n");
2110 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2114 if (old_value
== value
)
2116 TRACE("Application is setting the old value over, nothing to do.\n");
2120 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2123 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2124 UINT sampler_idx
, enum wined3d_sampler_state state
)
2126 TRACE("device %p, sampler_idx %u, state %s.\n",
2127 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2129 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2130 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2132 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2134 WARN("Invalid sampler %u.\n", sampler_idx
);
2135 return 0; /* Windows accepts overflowing this array ... we do not. */
2138 return device
->state
.sampler_states
[sampler_idx
][state
];
2141 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2143 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2145 if (device
->recording
)
2146 device
->recording
->changed
.scissorRect
= TRUE
;
2148 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2150 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2153 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2155 if (device
->recording
)
2157 TRACE("Recording... not performing anything.\n");
2161 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2164 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2166 TRACE("device %p, rect %p.\n", device
, rect
);
2168 *rect
= device
->state
.scissor_rect
;
2169 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2172 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2173 struct wined3d_vertex_declaration
*declaration
)
2175 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2177 TRACE("device %p, declaration %p.\n", device
, declaration
);
2179 if (device
->recording
)
2180 device
->recording
->changed
.vertexDecl
= TRUE
;
2182 if (declaration
== prev
)
2186 wined3d_vertex_declaration_incref(declaration
);
2187 device
->update_state
->vertex_declaration
= declaration
;
2188 if (!device
->recording
)
2189 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2191 wined3d_vertex_declaration_decref(prev
);
2194 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2196 TRACE("device %p.\n", device
);
2198 return device
->state
.vertex_declaration
;
2201 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2203 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2205 TRACE("device %p, shader %p.\n", device
, shader
);
2207 if (device
->recording
)
2208 device
->recording
->changed
.vertexShader
= TRUE
;
2214 wined3d_shader_incref(shader
);
2215 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2216 if (!device
->recording
)
2217 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2219 wined3d_shader_decref(prev
);
2222 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2224 TRACE("device %p.\n", device
);
2226 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2229 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2230 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2232 struct wined3d_buffer
*prev
;
2234 if (idx
>= MAX_CONSTANT_BUFFERS
)
2236 WARN("Invalid constant buffer index %u.\n", idx
);
2240 prev
= device
->update_state
->cb
[type
][idx
];
2245 wined3d_buffer_incref(buffer
);
2246 device
->update_state
->cb
[type
][idx
] = buffer
;
2247 if (!device
->recording
)
2248 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2250 wined3d_buffer_decref(prev
);
2253 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2255 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2257 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2260 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2262 TRACE("device %p, idx %u.\n", device
, idx
);
2264 if (idx
>= MAX_CONSTANT_BUFFERS
)
2266 WARN("Invalid constant buffer index %u.\n", idx
);
2270 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2273 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2274 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2276 struct wined3d_shader_resource_view
*prev
;
2278 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2280 WARN("Invalid view index %u.\n", idx
);
2284 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2289 wined3d_shader_resource_view_incref(view
);
2290 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2291 if (!device
->recording
)
2292 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2294 wined3d_shader_resource_view_decref(prev
);
2297 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2298 UINT idx
, struct wined3d_shader_resource_view
*view
)
2300 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2302 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2305 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2308 TRACE("device %p, idx %u.\n", device
, idx
);
2310 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2312 WARN("Invalid view index %u.\n", idx
);
2316 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2319 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2320 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2322 struct wined3d_sampler
*prev
;
2324 if (idx
>= MAX_SAMPLER_OBJECTS
)
2326 WARN("Invalid sampler index %u.\n", idx
);
2330 prev
= device
->update_state
->sampler
[type
][idx
];
2331 if (sampler
== prev
)
2335 wined3d_sampler_incref(sampler
);
2336 device
->update_state
->sampler
[type
][idx
] = sampler
;
2337 if (!device
->recording
)
2338 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2340 wined3d_sampler_decref(prev
);
2343 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2345 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2347 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2350 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2352 TRACE("device %p, idx %u.\n", device
, idx
);
2354 if (idx
>= MAX_SAMPLER_OBJECTS
)
2356 WARN("Invalid sampler index %u.\n", idx
);
2360 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2363 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2364 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2368 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2369 device
, start_idx
, count
, constants
);
2371 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2372 return WINED3DERR_INVALIDCALL
;
2374 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2375 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2376 memcpy(&device
->update_state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2379 for (i
= 0; i
< count
; ++i
)
2380 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2383 if (device
->recording
)
2385 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2386 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2390 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_B
, start_idx
, count
, constants
);
2396 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2397 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2399 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2400 device
, start_idx
, count
, constants
);
2402 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2403 return WINED3DERR_INVALIDCALL
;
2405 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2406 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2407 memcpy(constants
, &device
->state
.vs_consts_b
[start_idx
], count
* sizeof(*constants
));
2412 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2413 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2417 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2418 device
, start_idx
, count
, constants
);
2420 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2421 return WINED3DERR_INVALIDCALL
;
2423 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2424 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2425 memcpy(&device
->update_state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2428 for (i
= 0; i
< count
; ++i
)
2429 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2432 if (device
->recording
)
2434 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2435 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2439 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_I
, start_idx
, count
, constants
);
2445 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2446 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2448 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2449 device
, start_idx
, count
, constants
);
2451 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2452 return WINED3DERR_INVALIDCALL
;
2454 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2455 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2456 memcpy(constants
, &device
->state
.vs_consts_i
[start_idx
], count
* sizeof(*constants
));
2460 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2461 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2463 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2466 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2467 device
, start_idx
, count
, constants
);
2469 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2470 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2471 return WINED3DERR_INVALIDCALL
;
2473 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2476 for (i
= 0; i
< count
; ++i
)
2477 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2480 if (device
->recording
)
2481 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2482 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2484 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_F
, start_idx
, count
, constants
);
2489 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2490 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2492 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2494 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2495 device
, start_idx
, count
, constants
);
2497 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2498 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2499 return WINED3DERR_INVALIDCALL
;
2501 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2506 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2508 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2510 TRACE("device %p, shader %p.\n", device
, shader
);
2512 if (device
->recording
)
2513 device
->recording
->changed
.pixelShader
= TRUE
;
2519 wined3d_shader_incref(shader
);
2520 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2521 if (!device
->recording
)
2522 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2524 wined3d_shader_decref(prev
);
2527 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2529 TRACE("device %p.\n", device
);
2531 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2534 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2536 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2538 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2541 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2543 TRACE("device %p, idx %u.\n", device
, idx
);
2545 if (idx
>= MAX_CONSTANT_BUFFERS
)
2547 WARN("Invalid constant buffer index %u.\n", idx
);
2551 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2554 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2555 UINT idx
, struct wined3d_shader_resource_view
*view
)
2557 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2559 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2562 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2565 TRACE("device %p, idx %u.\n", device
, idx
);
2567 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2569 WARN("Invalid view index %u.\n", idx
);
2573 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2576 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2578 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2580 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2583 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2585 TRACE("device %p, idx %u.\n", device
, idx
);
2587 if (idx
>= MAX_SAMPLER_OBJECTS
)
2589 WARN("Invalid sampler index %u.\n", idx
);
2593 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2596 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2597 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2601 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2602 device
, start_idx
, count
, constants
);
2604 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2605 return WINED3DERR_INVALIDCALL
;
2607 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2608 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2609 memcpy(&device
->update_state
->ps_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2612 for (i
= 0; i
< count
; ++i
)
2613 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2616 if (device
->recording
)
2618 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2619 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2623 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_B
, start_idx
, count
, constants
);
2629 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2630 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2632 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2633 device
, start_idx
, count
, constants
);
2635 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2636 return WINED3DERR_INVALIDCALL
;
2638 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2639 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2640 memcpy(constants
, &device
->state
.ps_consts_b
[start_idx
], count
* sizeof(*constants
));
2645 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2646 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2650 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2651 device
, start_idx
, count
, constants
);
2653 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2654 return WINED3DERR_INVALIDCALL
;
2656 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2657 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2658 memcpy(&device
->update_state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2661 for (i
= 0; i
< count
; ++i
)
2662 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2665 if (device
->recording
)
2667 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2668 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2672 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_I
, start_idx
, count
, constants
);
2678 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2679 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2681 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2682 device
, start_idx
, count
, constants
);
2684 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2685 return WINED3DERR_INVALIDCALL
;
2687 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2688 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2689 memcpy(constants
, &device
->state
.ps_consts_i
[start_idx
], count
* sizeof(*constants
));
2694 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2695 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2697 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2700 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2701 device
, start_idx
, count
, constants
);
2703 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2704 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2705 return WINED3DERR_INVALIDCALL
;
2707 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2710 for (i
= 0; i
< count
; ++i
)
2711 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2714 if (device
->recording
)
2715 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2716 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2718 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_F
, start_idx
, count
, constants
);
2723 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2724 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2726 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2728 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2729 device
, start_idx
, count
, constants
);
2731 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2732 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2733 return WINED3DERR_INVALIDCALL
;
2735 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2740 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2742 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2744 TRACE("device %p, shader %p.\n", device
, shader
);
2746 if (device
->recording
|| shader
== prev
)
2749 wined3d_shader_incref(shader
);
2750 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2751 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2753 wined3d_shader_decref(prev
);
2756 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2758 TRACE("device %p.\n", device
);
2760 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2763 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2765 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2767 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2770 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2772 TRACE("device %p, idx %u.\n", device
, idx
);
2774 if (idx
>= MAX_CONSTANT_BUFFERS
)
2776 WARN("Invalid constant buffer index %u.\n", idx
);
2780 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2783 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2784 UINT idx
, struct wined3d_shader_resource_view
*view
)
2786 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2788 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2791 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2794 TRACE("device %p, idx %u.\n", device
, idx
);
2796 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2798 WARN("Invalid view index %u.\n", idx
);
2802 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2805 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2807 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2809 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2812 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2814 TRACE("device %p, idx %u.\n", device
, idx
);
2816 if (idx
>= MAX_SAMPLER_OBJECTS
)
2818 WARN("Invalid sampler index %u.\n", idx
);
2822 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2825 void CDECL
wined3d_device_set_compute_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2827 struct wined3d_shader
*prev
;
2829 TRACE("device %p, shader %p.\n", device
, shader
);
2831 prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
];
2832 if (device
->recording
|| shader
== prev
)
2835 wined3d_shader_incref(shader
);
2836 device
->update_state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
] = shader
;
2837 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_COMPUTE
, shader
);
2839 wined3d_shader_decref(prev
);
2842 void CDECL
wined3d_device_set_cs_cb(struct wined3d_device
*device
, unsigned int idx
, struct wined3d_buffer
*buffer
)
2844 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2846 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_COMPUTE
, idx
, buffer
);
2849 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device
*device
,
2850 enum wined3d_pipeline pipeline
, unsigned int idx
, struct wined3d_unordered_access_view
*uav
)
2852 struct wined3d_unordered_access_view
*prev
;
2854 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2856 WARN("Invalid UAV index %u.\n", idx
);
2860 prev
= device
->update_state
->unordered_access_view
[pipeline
][idx
];
2865 wined3d_unordered_access_view_incref(uav
);
2866 device
->update_state
->unordered_access_view
[pipeline
][idx
] = uav
;
2867 if (!device
->recording
)
2868 wined3d_cs_emit_set_unordered_access_view(device
->cs
, pipeline
, idx
, uav
);
2870 wined3d_unordered_access_view_decref(prev
);
2873 void CDECL
wined3d_device_set_cs_uav(struct wined3d_device
*device
, unsigned int idx
,
2874 struct wined3d_unordered_access_view
*uav
)
2876 TRACE("device %p, idx %u, uav %p.\n", device
, idx
, uav
);
2878 wined3d_device_set_pipeline_unordered_access_view(device
, WINED3D_PIPELINE_COMPUTE
, idx
, uav
);
2881 void CDECL
wined3d_device_set_unordered_access_view(struct wined3d_device
*device
,
2882 unsigned int idx
, struct wined3d_unordered_access_view
*uav
)
2884 TRACE("device %p, idx %u, uav %p.\n", device
, idx
, uav
);
2886 wined3d_device_set_pipeline_unordered_access_view(device
, WINED3D_PIPELINE_GRAPHICS
, idx
, uav
);
2889 /* Context activation is done by the caller. */
2890 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2891 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2892 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2895 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2896 struct wined3d_map_desc map_desc
;
2897 struct wined3d_box box
= {0};
2898 struct wined3d_viewport vp
;
2906 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2908 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2911 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2913 ERR("Source has no position mask\n");
2914 return WINED3DERR_INVALIDCALL
;
2917 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2919 static BOOL warned
= FALSE
;
2921 * The clipping code is not quite correct. Some things need
2922 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2923 * so disable clipping for now.
2924 * (The graphics in Half-Life are broken, and my processvertices
2925 * test crashes with IDirect3DDevice3)
2931 FIXME("Clipping is broken and disabled for now\n");
2937 vertex_size
= get_flexible_vertex_size(DestFVF
);
2938 box
.left
= dwDestIndex
* vertex_size
;
2939 box
.right
= box
.left
+ dwCount
* vertex_size
;
2940 if (FAILED(hr
= wined3d_resource_map(&dest
->resource
, 0, &map_desc
, &box
, 0)))
2942 WARN("Failed to map buffer, hr %#x.\n", hr
);
2945 dest_ptr
= map_desc
.data
;
2947 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2948 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2949 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2951 TRACE("View mat:\n");
2952 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2953 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2954 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2955 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2957 TRACE("Proj mat:\n");
2958 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2959 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2960 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2961 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2963 TRACE("World mat:\n");
2964 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2965 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2966 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2967 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2969 /* Get the viewport */
2970 wined3d_device_get_viewport(device
, &vp
);
2971 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2972 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2974 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2975 multiply_matrix(&mat
,&proj_mat
,&mat
);
2977 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2979 for (i
= 0; i
< dwCount
; i
+= 1) {
2980 unsigned int tex_index
;
2982 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2983 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2984 /* The position first */
2985 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2986 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2988 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2990 /* Multiplication with world, view and projection matrix. */
2991 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2992 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2993 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2994 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2996 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2998 /* WARNING: The following things are taken from d3d7 and were not yet checked
2999 * against d3d8 or d3d9!
3002 /* Clipping conditions: From msdn
3004 * A vertex is clipped if it does not match the following requirements
3008 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3010 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3011 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3016 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3017 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3020 /* "Normal" viewport transformation (not clipped)
3021 * 1) The values are divided by rhw
3022 * 2) The y axis is negative, so multiply it with -1
3023 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3024 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3025 * 4) Multiply x with Width/2 and add Width/2
3026 * 5) The same for the height
3027 * 6) Add the viewpoint X and Y to the 2D coordinates and
3028 * The minimum Z value to z
3029 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3031 * Well, basically it's simply a linear transformation into viewport
3043 z
*= vp
.max_z
- vp
.min_z
;
3045 x
+= vp
.width
/ 2 + vp
.x
;
3046 y
+= vp
.height
/ 2 + vp
.y
;
3051 /* That vertex got clipped
3052 * Contrary to OpenGL it is not dropped completely, it just
3053 * undergoes a different calculation.
3055 TRACE("Vertex got clipped\n");
3062 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3063 * outside of the main vertex buffer memory. That needs some more
3068 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3071 ( (float *) dest_ptr
)[0] = x
;
3072 ( (float *) dest_ptr
)[1] = y
;
3073 ( (float *) dest_ptr
)[2] = z
;
3074 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3076 dest_ptr
+= 3 * sizeof(float);
3078 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3079 dest_ptr
+= sizeof(float);
3082 if (DestFVF
& WINED3DFVF_PSIZE
)
3083 dest_ptr
+= sizeof(DWORD
);
3085 if (DestFVF
& WINED3DFVF_NORMAL
)
3087 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3088 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3089 /* AFAIK this should go into the lighting information */
3090 FIXME("Didn't expect the destination to have a normal\n");
3091 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3094 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3096 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3097 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3098 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3100 static BOOL warned
= FALSE
;
3103 ERR("No diffuse color in source, but destination has one\n");
3107 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3108 dest_ptr
+= sizeof(DWORD
);
3112 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3116 if (DestFVF
& WINED3DFVF_SPECULAR
)
3118 /* What's the color value in the feedback buffer? */
3119 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3120 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3121 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3123 static BOOL warned
= FALSE
;
3126 ERR("No specular color in source, but destination has one\n");
3130 *(DWORD
*)dest_ptr
= 0xff000000;
3131 dest_ptr
+= sizeof(DWORD
);
3135 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3139 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3141 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3142 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3143 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3145 ERR("No source texture, but destination requests one\n");
3146 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3150 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3155 wined3d_resource_unmap(&dest
->resource
, 0);
3159 #undef copy_and_next
3161 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3162 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3163 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3165 struct wined3d_state
*state
= &device
->state
;
3166 struct wined3d_stream_info stream_info
;
3167 const struct wined3d_gl_info
*gl_info
;
3168 struct wined3d_context
*context
;
3169 struct wined3d_shader
*vs
;
3174 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3175 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3176 device
, src_start_idx
, dst_idx
, vertex_count
,
3177 dst_buffer
, declaration
, flags
, dst_fvf
);
3180 FIXME("Output vertex declaration not implemented yet.\n");
3182 /* Need any context to write to the vbo. */
3183 context
= context_acquire(device
, NULL
, 0);
3184 gl_info
= context
->gl_info
;
3186 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3187 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3188 context_stream_info_from_declaration(context
, state
, &stream_info
);
3189 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3191 /* We can't convert FROM a VBO, and vertex buffers used to source into
3192 * process_vertices() are unlikely to ever be used for drawing. Release
3193 * VBOs in those buffers and fix up the stream_info structure.
3195 * Also apply the start index. */
3196 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3198 struct wined3d_stream_info_element
*e
;
3199 struct wined3d_buffer
*buffer
;
3204 e
= &stream_info
.elements
[i
];
3205 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3206 e
->data
.buffer_object
= 0;
3207 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3208 if (buffer
->buffer_object
)
3210 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3211 buffer
->buffer_object
= 0;
3212 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
3215 e
->data
.addr
+= e
->stride
* src_start_idx
;
3218 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3219 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3221 context_release(context
);
3226 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3227 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3229 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3232 TRACE("device %p, stage %u, state %s, value %#x.\n",
3233 device
, stage
, debug_d3dtexturestate(state
), value
);
3235 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3237 WARN("Invalid state %#x passed.\n", state
);
3241 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3243 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3244 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3248 old_value
= device
->update_state
->texture_states
[stage
][state
];
3249 device
->update_state
->texture_states
[stage
][state
] = value
;
3251 if (device
->recording
)
3253 TRACE("Recording... not performing anything.\n");
3254 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3258 /* Checked after the assignments to allow proper stateblock recording. */
3259 if (old_value
== value
)
3261 TRACE("Application is setting the old value over, nothing to do.\n");
3265 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3268 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3269 UINT stage
, enum wined3d_texture_stage_state state
)
3271 TRACE("device %p, stage %u, state %s.\n",
3272 device
, stage
, debug_d3dtexturestate(state
));
3274 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3276 WARN("Invalid state %#x passed.\n", state
);
3280 return device
->state
.texture_states
[stage
][state
];
3283 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3284 UINT stage
, struct wined3d_texture
*texture
)
3286 struct wined3d_texture
*prev
;
3288 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3290 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3291 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3293 /* Windows accepts overflowing this array... we do not. */
3294 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3296 WARN("Ignoring invalid stage %u.\n", stage
);
3300 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3302 WARN("Rejecting attempt to set scratch texture.\n");
3303 return WINED3DERR_INVALIDCALL
;
3306 if (device
->recording
)
3307 device
->recording
->changed
.textures
|= 1u << stage
;
3309 prev
= device
->update_state
->textures
[stage
];
3310 TRACE("Previous texture %p.\n", prev
);
3312 if (texture
== prev
)
3314 TRACE("App is setting the same texture again, nothing to do.\n");
3318 TRACE("Setting new texture to %p.\n", texture
);
3319 device
->update_state
->textures
[stage
] = texture
;
3322 wined3d_texture_incref(texture
);
3323 if (!device
->recording
)
3324 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3326 wined3d_texture_decref(prev
);
3331 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3333 TRACE("device %p, stage %u.\n", device
, stage
);
3335 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3336 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3338 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3340 WARN("Ignoring invalid stage %u.\n", stage
);
3341 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3344 return device
->state
.textures
[stage
];
3347 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3349 TRACE("device %p, caps %p.\n", device
, caps
);
3351 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3352 device
->create_parms
.device_type
, caps
);
3355 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3356 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3358 struct wined3d_swapchain
*swapchain
;
3360 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3361 device
, swapchain_idx
, mode
, rotation
);
3363 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3364 return WINED3DERR_INVALIDCALL
;
3366 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3369 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3371 struct wined3d_stateblock
*stateblock
;
3374 TRACE("device %p.\n", device
);
3376 if (device
->recording
)
3377 return WINED3DERR_INVALIDCALL
;
3379 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3383 device
->recording
= stateblock
;
3384 device
->update_state
= &stateblock
->state
;
3386 TRACE("Recording stateblock %p.\n", stateblock
);
3391 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3392 struct wined3d_stateblock
**stateblock
)
3394 struct wined3d_stateblock
*object
= device
->recording
;
3396 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3398 if (!device
->recording
)
3400 WARN("Not recording.\n");
3402 return WINED3DERR_INVALIDCALL
;
3405 stateblock_init_contained_states(object
);
3407 *stateblock
= object
;
3408 device
->recording
= NULL
;
3409 device
->update_state
= &device
->state
;
3411 TRACE("Returning stateblock %p.\n", *stateblock
);
3416 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3418 /* At the moment we have no need for any functionality at the beginning
3420 TRACE("device %p.\n", device
);
3422 if (device
->inScene
)
3424 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3425 return WINED3DERR_INVALIDCALL
;
3427 device
->inScene
= TRUE
;
3431 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3433 struct wined3d_context
*context
;
3435 TRACE("device %p.\n", device
);
3437 if (!device
->inScene
)
3439 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3440 return WINED3DERR_INVALIDCALL
;
3443 context
= context_acquire(device
, NULL
, 0);
3444 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3445 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3446 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3448 context_release(context
);
3450 device
->inScene
= FALSE
;
3454 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3455 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3457 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3458 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3460 if (!rect_count
&& rects
)
3462 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3466 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3468 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3471 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3472 /* TODO: What about depth stencil buffers without stencil bits? */
3473 return WINED3DERR_INVALIDCALL
;
3475 else if (flags
& WINED3DCLEAR_TARGET
)
3477 if (ds
->width
< device
->fb
.render_targets
[0]->width
3478 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3480 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3486 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3491 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3492 struct wined3d_query
*predicate
, BOOL value
)
3494 struct wined3d_query
*prev
;
3496 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3498 prev
= device
->update_state
->predicate
;
3501 FIXME("Predicated rendering not implemented.\n");
3502 wined3d_query_incref(predicate
);
3504 device
->update_state
->predicate
= predicate
;
3505 device
->update_state
->predicate_value
= value
;
3506 if (!device
->recording
)
3507 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3509 wined3d_query_decref(prev
);
3512 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3514 TRACE("device %p, value %p.\n", device
, value
);
3516 *value
= device
->state
.predicate_value
;
3517 return device
->state
.predicate
;
3520 void CDECL
wined3d_device_dispatch_compute(struct wined3d_device
*device
,
3521 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
3523 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3524 device
, group_count_x
, group_count_y
, group_count_z
);
3526 wined3d_cs_emit_dispatch(device
->cs
, group_count_x
, group_count_y
, group_count_z
);
3529 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3530 enum wined3d_primitive_type primitive_type
)
3532 GLenum gl_primitive_type
, prev
;
3534 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3536 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3537 prev
= device
->update_state
->gl_primitive_type
;
3538 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3539 if (device
->recording
)
3540 device
->recording
->changed
.primitive_type
= TRUE
;
3541 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3542 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3545 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3546 enum wined3d_primitive_type
*primitive_type
)
3548 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3550 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3552 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3555 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3557 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3559 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, 0, 0, FALSE
);
3564 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3565 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3567 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3568 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3570 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3573 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3575 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3577 if (!device
->state
.index_buffer
)
3579 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3580 * without an index buffer set. (The first time at least...)
3581 * D3D8 simply dies, but I doubt it can do much harm to return
3582 * D3DERR_INVALIDCALL there as well. */
3583 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3584 return WINED3DERR_INVALIDCALL
;
3587 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
, start_idx
, index_count
, 0, 0, TRUE
);
3592 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3593 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3595 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3596 device
, start_idx
, index_count
, start_instance
, instance_count
);
3598 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
,
3599 start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3602 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3603 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3604 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3606 struct wined3d_const_bo_address data
;
3607 struct wined3d_context
*context
;
3608 struct wined3d_map_desc src
;
3609 HRESULT hr
= WINED3D_OK
;
3612 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3613 device
, src_texture
, src_level
, dst_texture
, level_count
);
3615 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3617 WARN("Source and destination formats do not match.\n");
3618 return WINED3DERR_INVALIDCALL
;
3621 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3622 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3623 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3625 WARN("Source and destination dimensions do not match.\n");
3626 return WINED3DERR_INVALIDCALL
;
3629 context
= context_acquire(device
, NULL
, 0);
3631 /* Only a prepare, since we're uploading entire volumes. */
3632 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3633 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3635 for (i
= 0; i
< level_count
; ++i
)
3637 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3638 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3641 data
.buffer_object
= 0;
3642 data
.addr
= src
.data
;
3643 wined3d_texture_upload_data(dst_texture
, i
, context
, NULL
, &data
, src
.row_pitch
, src
.slice_pitch
);
3644 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3646 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3651 context_release(context
);
3655 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3656 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3658 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3659 unsigned int layer_count
, level_count
, i
, j
;
3660 enum wined3d_resource_type type
;
3662 struct wined3d_context
*context
;
3664 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3666 /* Verify that the source and destination textures are non-NULL. */
3667 if (!src_texture
|| !dst_texture
)
3669 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3670 return WINED3DERR_INVALIDCALL
;
3673 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3675 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3676 return WINED3DERR_INVALIDCALL
;
3678 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3680 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3681 return WINED3DERR_INVALIDCALL
;
3684 /* Verify that the source and destination textures are the same type. */
3685 type
= src_texture
->resource
.type
;
3686 if (dst_texture
->resource
.type
!= type
)
3688 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3689 return WINED3DERR_INVALIDCALL
;
3692 layer_count
= src_texture
->layer_count
;
3693 if (layer_count
!= dst_texture
->layer_count
)
3695 WARN("Source and destination have different layer counts.\n");
3696 return WINED3DERR_INVALIDCALL
;
3699 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3700 wined3d_texture_get_level_count(dst_texture
));
3702 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3703 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3704 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3706 src_size
= max(src_size
, src_texture
->resource
.depth
);
3707 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3709 while (src_size
> dst_size
)
3715 /* Make sure that the destination texture is loaded. */
3716 context
= context_acquire(device
, NULL
, 0);
3717 wined3d_texture_load(dst_texture
, context
, FALSE
);
3718 context_release(context
);
3720 /* Update every surface level of the texture. */
3723 case WINED3D_RTYPE_TEXTURE_2D
:
3725 unsigned int src_levels
= src_texture
->level_count
;
3726 unsigned int dst_levels
= dst_texture
->level_count
;
3727 struct wined3d_surface
*src_surface
;
3728 struct wined3d_surface
*dst_surface
;
3730 for (i
= 0; i
< layer_count
; ++i
)
3732 for (j
= 0; j
< level_count
; ++j
)
3734 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3735 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3736 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3738 WARN("Failed to update surface, hr %#x.\n", hr
);
3746 case WINED3D_RTYPE_TEXTURE_3D
:
3747 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3748 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3749 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3753 FIXME("Unsupported texture type %#x.\n", type
);
3754 return WINED3DERR_INVALIDCALL
;
3758 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3760 const struct wined3d_state
*state
= &device
->state
;
3761 struct wined3d_texture
*texture
;
3764 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3766 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3768 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3770 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3771 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3773 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3775 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3776 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3779 texture
= state
->textures
[i
];
3780 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3782 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3784 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3787 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3789 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3792 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3793 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3795 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3800 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3801 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3803 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3804 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3806 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3808 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3809 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3813 /* return a sensible default */
3816 TRACE("returning D3D_OK\n");
3820 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3824 TRACE("device %p, software %#x.\n", device
, software
);
3828 FIXME("device %p, software %#x stub!\n", device
, software
);
3832 device
->softwareVertexProcessing
= software
;
3835 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3839 TRACE("device %p.\n", device
);
3843 TRACE("device %p stub!\n", device
);
3847 return device
->softwareVertexProcessing
;
3850 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3851 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3853 struct wined3d_swapchain
*swapchain
;
3855 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3856 device
, swapchain_idx
, raster_status
);
3858 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3859 return WINED3DERR_INVALIDCALL
;
3861 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3864 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3868 TRACE("device %p, segments %.8e.\n", device
, segments
);
3870 if (segments
!= 0.0f
)
3874 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3882 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3886 TRACE("device %p.\n", device
);
3890 FIXME("device %p stub!\n", device
);
3897 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3898 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3900 struct wined3d_texture
*dst_texture
, *src_texture
;
3901 RECT dst_rect
, src_rect
;
3905 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3907 if (src_resource
== dst_resource
)
3909 WARN("Source and destination are the same resource.\n");
3913 if (src_resource
->type
!= dst_resource
->type
)
3915 WARN("Resource types (%s / %s) don't match.\n",
3916 debug_d3dresourcetype(dst_resource
->type
),
3917 debug_d3dresourcetype(src_resource
->type
));
3921 if (src_resource
->width
!= dst_resource
->width
3922 || src_resource
->height
!= dst_resource
->height
3923 || src_resource
->depth
!= dst_resource
->depth
)
3925 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3926 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3927 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3931 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3933 WARN("Resource formats (%s / %s) don't match.\n",
3934 debug_d3dformat(dst_resource
->format
->id
),
3935 debug_d3dformat(src_resource
->format
->id
));
3939 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3941 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3942 buffer_from_resource(src_resource
), 0,
3943 dst_resource
->size
)))
3944 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3948 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3950 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3954 dst_texture
= texture_from_resource(dst_resource
);
3955 src_texture
= texture_from_resource(src_resource
);
3957 if (src_texture
->layer_count
!= dst_texture
->layer_count
3958 || src_texture
->level_count
!= dst_texture
->level_count
)
3960 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3961 dst_texture
->layer_count
, dst_texture
->level_count
,
3962 src_texture
->layer_count
, src_texture
->level_count
);
3966 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3968 SetRect(&dst_rect
, 0, 0,
3969 wined3d_texture_get_level_width(dst_texture
, i
),
3970 wined3d_texture_get_level_height(dst_texture
, i
));
3971 SetRect(&src_rect
, 0, 0,
3972 wined3d_texture_get_level_width(src_texture
, i
),
3973 wined3d_texture_get_level_height(dst_texture
, i
));
3974 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3976 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3978 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3979 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3980 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3985 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3986 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3987 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3988 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3990 struct wined3d_texture
*dst_texture
, *src_texture
;
3991 RECT dst_rect
, src_rect
;
3994 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3995 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3996 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3997 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3999 if (src_box
&& (src_box
->left
>= src_box
->right
4000 || src_box
->top
>= src_box
->bottom
4001 || src_box
->front
>= src_box
->back
))
4003 WARN("Invalid box %s specified.\n", debug_box(src_box
));
4004 return WINED3DERR_INVALIDCALL
;
4007 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
4009 WARN("Source and destination are the same sub-resource.\n");
4010 return WINED3DERR_INVALIDCALL
;
4013 if (src_resource
->type
!= dst_resource
->type
)
4015 WARN("Resource types (%s / %s) don't match.\n",
4016 debug_d3dresourcetype(dst_resource
->type
),
4017 debug_d3dresourcetype(src_resource
->type
));
4018 return WINED3DERR_INVALIDCALL
;
4021 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
4023 WARN("Resource formats (%s / %s) don't match.\n",
4024 debug_d3dformat(dst_resource
->format
->id
),
4025 debug_d3dformat(src_resource
->format
->id
));
4026 return WINED3DERR_INVALIDCALL
;
4029 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
4031 unsigned int src_offset
, size
;
4033 if (dst_sub_resource_idx
)
4035 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
4036 return WINED3DERR_INVALIDCALL
;
4038 if (src_sub_resource_idx
)
4040 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
4041 return WINED3DERR_INVALIDCALL
;
4046 src_offset
= src_box
->left
;
4047 size
= src_box
->right
- src_box
->left
;
4052 size
= src_resource
->size
;
4055 if (src_offset
> src_resource
->size
4056 || size
> src_resource
->size
- src_offset
4057 || dst_x
> dst_resource
->size
4058 || size
> dst_resource
->size
- dst_x
)
4060 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4061 dst_x
, src_offset
, size
);
4062 return WINED3DERR_INVALIDCALL
;
4065 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4066 buffer_from_resource(src_resource
), src_offset
, size
);
4069 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4071 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4072 return WINED3DERR_INVALIDCALL
;
4075 dst_texture
= texture_from_resource(dst_resource
);
4076 src_texture
= texture_from_resource(src_resource
);
4080 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4084 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4086 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4087 wined3d_texture_get_level_height(src_texture
, level
));
4090 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4091 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4093 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4094 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4095 WARN("Failed to blit, hr %#x.\n", hr
);
4100 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4101 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4102 unsigned int depth_pitch
)
4104 unsigned int width
, height
, depth
, level
;
4105 struct wined3d_const_bo_address addr
;
4106 struct wined3d_context
*context
;
4107 struct wined3d_texture
*texture
;
4109 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4110 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4112 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4114 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4116 if (sub_resource_idx
> 0)
4118 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4122 context
= context_acquire(resource
->device
, NULL
, 0);
4123 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
4125 ERR("Failed to load buffer location.\n");
4126 context_release(context
);
4130 wined3d_buffer_upload_data(buffer
, context
, box
, data
);
4131 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
4132 context_release(context
);
4137 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
&& resource
->type
!= WINED3D_RTYPE_TEXTURE_3D
)
4139 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4143 texture
= texture_from_resource(resource
);
4144 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
4146 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4150 level
= sub_resource_idx
% texture
->level_count
;
4151 width
= wined3d_texture_get_level_width(texture
, level
);
4152 height
= wined3d_texture_get_level_height(texture
, level
);
4153 depth
= wined3d_texture_get_level_depth(texture
, level
);
4155 if (box
&& (box
->left
>= box
->right
|| box
->right
> width
4156 || box
->top
>= box
->bottom
|| box
->bottom
> height
4157 || box
->front
>= box
->back
|| box
->back
> depth
))
4159 WARN("Invalid box %s specified.\n", debug_box(box
));
4163 addr
.buffer_object
= 0;
4166 context
= context_acquire(resource
->device
, NULL
, 0);
4168 /* Only load the sub-resource for partial updates. */
4169 if (!box
|| (!box
->left
&& !box
->top
&& !box
->front
4170 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
))
4171 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4173 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4174 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4176 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, box
, &addr
, row_pitch
, depth_pitch
);
4178 context_release(context
);
4180 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4181 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4184 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4185 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4186 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4188 const struct blit_shader
*blitter
;
4189 struct wined3d_resource
*resource
;
4190 enum wined3d_blit_op blit_op
;
4193 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4194 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4199 resource
= view
->resource
;
4200 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4202 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4203 return WINED3DERR_INVALIDCALL
;
4206 if (view
->depth
> 1)
4208 FIXME("Layered clears not implemented.\n");
4209 return WINED3DERR_INVALIDCALL
;
4214 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4218 if (flags
& WINED3DCLEAR_TARGET
)
4219 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4221 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4223 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4224 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4226 FIXME("No blitter is capable of performing the requested fill operation.\n");
4227 return WINED3DERR_INVALIDCALL
;
4230 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4231 return blitter
->color_fill(device
, view
, rect
, color
);
4233 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4236 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4237 unsigned int view_idx
)
4239 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4241 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4243 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4247 return device
->fb
.render_targets
[view_idx
];
4250 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4252 TRACE("device %p.\n", device
);
4254 return device
->fb
.depth_stencil
;
4257 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4258 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4260 struct wined3d_rendertarget_view
*prev
;
4262 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4263 device
, view_idx
, view
, set_viewport
);
4265 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4267 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4268 return WINED3DERR_INVALIDCALL
;
4271 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4273 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4274 return WINED3DERR_INVALIDCALL
;
4277 /* Set the viewport and scissor rectangles, if requested. Tests show that
4278 * stateblock recording is ignored, the change goes directly into the
4279 * primary stateblock. */
4280 if (!view_idx
&& set_viewport
)
4282 struct wined3d_state
*state
= &device
->state
;
4284 state
->viewport
.x
= 0;
4285 state
->viewport
.y
= 0;
4286 state
->viewport
.width
= view
->width
;
4287 state
->viewport
.height
= view
->height
;
4288 state
->viewport
.min_z
= 0.0f
;
4289 state
->viewport
.max_z
= 1.0f
;
4290 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4292 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4293 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4297 prev
= device
->fb
.render_targets
[view_idx
];
4302 wined3d_rendertarget_view_incref(view
);
4303 device
->fb
.render_targets
[view_idx
] = view
;
4304 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4305 /* Release after the assignment, to prevent device_resource_released()
4306 * from seeing the surface as still in use. */
4308 wined3d_rendertarget_view_decref(prev
);
4313 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4315 struct wined3d_rendertarget_view
*prev
;
4317 TRACE("device %p, view %p.\n", device
, view
);
4319 prev
= device
->fb
.depth_stencil
;
4322 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4326 if ((device
->fb
.depth_stencil
= view
))
4327 wined3d_rendertarget_view_incref(view
);
4328 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4330 wined3d_rendertarget_view_decref(prev
);
4333 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4334 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4336 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4337 struct wined3d_sub_resource_data data
;
4338 struct wined3d_resource_desc desc
;
4339 struct wined3d_map_desc map_desc
;
4340 struct wined3d_texture
*texture
;
4343 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4345 ERR("Failed to map source texture.\n");
4349 data
.data
= map_desc
.data
;
4350 data
.row_pitch
= map_desc
.row_pitch
;
4351 data
.slice_pitch
= map_desc
.slice_pitch
;
4353 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4354 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4355 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4356 desc
.multisample_quality
= 0;
4357 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4358 desc
.pool
= WINED3D_POOL_DEFAULT
;
4359 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4360 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4364 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4365 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4366 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4369 ERR("Failed to create cursor texture.\n");
4376 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4377 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4379 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4380 unsigned int cursor_width
, cursor_height
;
4381 struct wined3d_display_mode mode
;
4382 struct wined3d_map_desc map_desc
;
4385 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4386 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4388 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4389 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4390 return WINED3DERR_INVALIDCALL
;
4392 if (device
->cursor_texture
)
4394 wined3d_texture_decref(device
->cursor_texture
);
4395 device
->cursor_texture
= NULL
;
4398 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4400 WARN("Texture %p has invalid format %s.\n",
4401 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4402 return WINED3DERR_INVALIDCALL
;
4405 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4407 ERR("Failed to get display mode, hr %#x.\n", hr
);
4408 return WINED3DERR_INVALIDCALL
;
4411 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4412 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4413 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4415 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4416 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4417 return WINED3DERR_INVALIDCALL
;
4420 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4422 /* Do not store the surface's pointer because the application may
4423 * release it after setting the cursor image. Windows doesn't
4424 * addref the set surface, so we can't do this either without
4425 * creating circular refcount dependencies. */
4426 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4428 ERR("Failed to create cursor texture.\n");
4429 return WINED3DERR_INVALIDCALL
;
4432 if (cursor_width
== 32 && cursor_height
== 32)
4434 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4435 ICONINFO cursor_info
;
4439 /* 32-bit user32 cursors ignore the alpha channel if it's all
4440 * zeroes, and use the mask instead. Fill the mask with all ones
4441 * to ensure we still get a fully transparent cursor. */
4442 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4443 return E_OUTOFMEMORY
;
4444 memset(mask_bits
, 0xff, mask_size
);
4446 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4447 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4448 cursor_info
.fIcon
= FALSE
;
4449 cursor_info
.xHotspot
= x_hotspot
;
4450 cursor_info
.yHotspot
= y_hotspot
;
4451 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4452 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4453 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4455 /* Create our cursor and clean up. */
4456 cursor
= CreateIconIndirect(&cursor_info
);
4457 if (cursor_info
.hbmMask
)
4458 DeleteObject(cursor_info
.hbmMask
);
4459 if (cursor_info
.hbmColor
)
4460 DeleteObject(cursor_info
.hbmColor
);
4461 if (device
->hardwareCursor
)
4462 DestroyCursor(device
->hardwareCursor
);
4463 device
->hardwareCursor
= cursor
;
4464 if (device
->bCursorVisible
)
4467 HeapFree(GetProcessHeap(), 0, mask_bits
);
4470 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4471 device
->cursorWidth
= cursor_width
;
4472 device
->cursorHeight
= cursor_height
;
4473 device
->xHotSpot
= x_hotspot
;
4474 device
->yHotSpot
= y_hotspot
;
4479 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4480 int x_screen_space
, int y_screen_space
, DWORD flags
)
4482 TRACE("device %p, x %d, y %d, flags %#x.\n",
4483 device
, x_screen_space
, y_screen_space
, flags
);
4485 device
->xScreenSpace
= x_screen_space
;
4486 device
->yScreenSpace
= y_screen_space
;
4488 if (device
->hardwareCursor
)
4492 GetCursorPos( &pt
);
4493 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4495 SetCursorPos( x_screen_space
, y_screen_space
);
4497 /* Switch to the software cursor if position diverges from the hardware one. */
4498 GetCursorPos( &pt
);
4499 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4501 if (device
->bCursorVisible
) SetCursor( NULL
);
4502 DestroyCursor( device
->hardwareCursor
);
4503 device
->hardwareCursor
= 0;
4508 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4510 BOOL oldVisible
= device
->bCursorVisible
;
4512 TRACE("device %p, show %#x.\n", device
, show
);
4515 * When ShowCursor is first called it should make the cursor appear at the OS's last
4516 * known cursor position.
4518 if (show
&& !oldVisible
)
4522 device
->xScreenSpace
= pt
.x
;
4523 device
->yScreenSpace
= pt
.y
;
4526 if (device
->hardwareCursor
)
4528 device
->bCursorVisible
= show
;
4530 SetCursor(device
->hardwareCursor
);
4534 else if (device
->cursor_texture
)
4536 device
->bCursorVisible
= show
;
4542 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4544 struct wined3d_resource
*resource
, *cursor
;
4546 TRACE("device %p.\n", device
);
4548 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4550 TRACE("Checking resource %p for eviction.\n", resource
);
4552 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4554 TRACE("Evicting %p.\n", resource
);
4555 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4560 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4561 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4562 wined3d_device_reset_cb callback
, BOOL reset_state
)
4564 struct wined3d_resource
*resource
, *cursor
;
4565 struct wined3d_swapchain
*swapchain
;
4566 struct wined3d_view_desc view_desc
;
4567 BOOL backbuffer_resized
;
4568 HRESULT hr
= WINED3D_OK
;
4571 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4572 device
, swapchain_desc
, mode
, callback
, reset_state
);
4574 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4576 ERR("Failed to get the first implicit swapchain.\n");
4577 return WINED3DERR_INVALIDCALL
;
4582 if (device
->logo_texture
)
4584 wined3d_texture_decref(device
->logo_texture
);
4585 device
->logo_texture
= NULL
;
4587 if (device
->cursor_texture
)
4589 wined3d_texture_decref(device
->cursor_texture
);
4590 device
->cursor_texture
= NULL
;
4592 state_unbind_resources(&device
->state
);
4595 if (device
->fb
.render_targets
)
4597 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4599 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4602 wined3d_device_set_depth_stencil_view(device
, NULL
);
4606 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4608 TRACE("Enumerating resource %p.\n", resource
);
4609 if (FAILED(hr
= callback(resource
)))
4614 TRACE("New params:\n");
4615 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4616 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4617 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4618 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4619 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4620 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4621 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4622 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4623 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4624 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4625 if (swapchain_desc
->enable_auto_depth_stencil
)
4626 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4627 TRACE("flags %#x\n", swapchain_desc
->flags
);
4628 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4629 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4630 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4632 /* No special treatment of these parameters. Just store them */
4633 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4634 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4635 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4636 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4637 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4638 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4639 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4641 if (swapchain_desc
->device_window
4642 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4644 TRACE("Changing the device window from %p to %p.\n",
4645 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4646 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4647 swapchain
->device_window
= swapchain_desc
->device_window
;
4648 wined3d_swapchain_set_window(swapchain
, NULL
);
4651 backbuffer_resized
= swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
4652 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
;
4654 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4655 || swapchain
->reapply_mode
|| mode
4656 || (!swapchain_desc
->windowed
&& backbuffer_resized
))
4658 if (FAILED(hr
= wined3d_swapchain_set_fullscreen(swapchain
, swapchain_desc
, mode
)))
4661 else if (!swapchain_desc
->windowed
)
4663 DWORD style
= device
->style
;
4664 DWORD exStyle
= device
->exStyle
;
4665 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4666 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4667 * Reset to clear up their mess. Guild Wars also loses the device during that.
4670 device
->exStyle
= 0;
4671 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4672 swapchain_desc
->backbuffer_width
,
4673 swapchain_desc
->backbuffer_height
);
4674 device
->style
= style
;
4675 device
->exStyle
= exStyle
;
4678 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4679 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4680 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4683 if (device
->auto_depth_stencil_view
)
4685 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4686 device
->auto_depth_stencil_view
= NULL
;
4688 if (swapchain
->desc
.enable_auto_depth_stencil
)
4690 struct wined3d_resource_desc texture_desc
;
4691 struct wined3d_texture
*texture
;
4694 TRACE("Creating the depth stencil buffer.\n");
4696 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4697 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4698 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4699 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4700 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4701 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4702 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4703 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4704 texture_desc
.depth
= 1;
4705 texture_desc
.size
= 0;
4707 if (swapchain_desc
->flags
& WINED3D_SWAPCHAIN_GDI_COMPATIBLE
)
4708 flags
|= WINED3D_TEXTURE_CREATE_GET_DC
;
4710 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4711 device
->device_parent
, &texture_desc
, flags
, &texture
)))
4713 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4714 return WINED3DERR_INVALIDCALL
;
4717 view_desc
.format_id
= texture
->resource
.format
->id
;
4718 view_desc
.flags
= 0;
4719 view_desc
.u
.texture
.level_idx
= 0;
4720 view_desc
.u
.texture
.level_count
= 1;
4721 view_desc
.u
.texture
.layer_idx
= 0;
4722 view_desc
.u
.texture
.layer_count
= 1;
4723 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4724 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4725 wined3d_texture_decref(texture
);
4728 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4732 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4735 if (device
->back_buffer_view
)
4737 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4738 device
->back_buffer_view
= NULL
;
4740 if (swapchain
->desc
.backbuffer_count
)
4742 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
4744 view_desc
.format_id
= back_buffer
->format
->id
;
4745 view_desc
.flags
= 0;
4746 view_desc
.u
.texture
.level_idx
= 0;
4747 view_desc
.u
.texture
.level_count
= 1;
4748 view_desc
.u
.texture
.layer_idx
= 0;
4749 view_desc
.u
.texture
.layer_count
= 1;
4750 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
4751 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4753 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4758 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4762 TRACE("Resetting stateblock.\n");
4763 if (device
->recording
)
4765 wined3d_stateblock_decref(device
->recording
);
4766 device
->recording
= NULL
;
4768 wined3d_cs_emit_reset_state(device
->cs
);
4769 state_cleanup(&device
->state
);
4771 if (device
->d3d_initialized
)
4772 wined3d_device_delete_opengl_contexts(device
);
4774 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4775 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4776 device
->update_state
= &device
->state
;
4778 device_init_swapchain_state(device
, swapchain
);
4780 else if (device
->back_buffer_view
)
4782 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4783 struct wined3d_state
*state
= &device
->state
;
4785 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4787 /* Note the min_z / max_z is not reset. */
4788 state
->viewport
.x
= 0;
4789 state
->viewport
.y
= 0;
4790 state
->viewport
.width
= view
->width
;
4791 state
->viewport
.height
= view
->height
;
4792 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4794 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4795 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4798 if (device
->d3d_initialized
)
4801 hr
= create_primary_opengl_context(device
, swapchain
);
4802 swapchain_update_swap_interval(swapchain
);
4805 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4811 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4813 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4815 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4821 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4822 struct wined3d_device_creation_parameters
*parameters
)
4824 TRACE("device %p, parameters %p.\n", device
, parameters
);
4826 *parameters
= device
->create_parms
;
4829 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4831 TRACE("device %p.\n", device
);
4833 return device
->wined3d
;
4836 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4837 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4839 struct wined3d_swapchain
*swapchain
;
4841 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4842 device
, swapchain_idx
, flags
, ramp
);
4844 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4845 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4848 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4849 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4851 struct wined3d_swapchain
*swapchain
;
4853 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4854 device
, swapchain_idx
, ramp
);
4856 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4857 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4860 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4862 TRACE("device %p, resource %p.\n", device
, resource
);
4864 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4867 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4869 TRACE("device %p, resource %p.\n", device
, resource
);
4871 list_remove(&resource
->resource_list_entry
);
4874 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4876 enum wined3d_resource_type type
= resource
->type
;
4877 struct wined3d_rendertarget_view
*rtv
;
4880 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4882 if (device
->d3d_initialized
)
4884 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4886 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4887 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4890 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
4891 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
4896 case WINED3D_RTYPE_TEXTURE_2D
:
4897 case WINED3D_RTYPE_TEXTURE_3D
:
4898 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4900 struct wined3d_texture
*texture
= texture_from_resource(resource
);
4902 if (device
->state
.textures
[i
] == texture
)
4904 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4905 device
->state
.textures
[i
] = NULL
;
4908 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4910 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4911 texture
, device
->recording
, i
);
4912 device
->update_state
->textures
[i
] = NULL
;
4917 case WINED3D_RTYPE_BUFFER
:
4919 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4921 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4923 if (device
->state
.streams
[i
].buffer
== buffer
)
4925 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4926 device
->state
.streams
[i
].buffer
= NULL
;
4929 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4931 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4932 buffer
, device
->recording
, i
);
4933 device
->update_state
->streams
[i
].buffer
= NULL
;
4937 if (device
->state
.index_buffer
== buffer
)
4939 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4940 device
->state
.index_buffer
= NULL
;
4943 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4945 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4946 buffer
, device
->recording
);
4947 device
->update_state
->index_buffer
= NULL
;
4956 /* Remove the resource from the resourceStore */
4957 device_resource_remove(device
, resource
);
4959 TRACE("Resource released.\n");
4962 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
4964 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
4966 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
4969 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
4970 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
4971 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
4973 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
4974 const struct fragment_pipeline
*fragment_pipeline
;
4975 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
4980 device
->wined3d
= wined3d
;
4981 wined3d_incref(device
->wined3d
);
4982 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
4983 device
->device_parent
= device_parent
;
4984 list_init(&device
->resources
);
4985 list_init(&device
->shaders
);
4986 device
->surface_alignment
= surface_alignment
;
4988 /* Save the creation parameters. */
4989 device
->create_parms
.adapter_idx
= adapter_idx
;
4990 device
->create_parms
.device_type
= device_type
;
4991 device
->create_parms
.focus_window
= focus_window
;
4992 device
->create_parms
.flags
= flags
;
4994 device
->shader_backend
= adapter
->shader_backend
;
4996 vertex_pipeline
= adapter
->vertex_pipe
;
4998 fragment_pipeline
= adapter
->fragment_pipe
;
5000 wine_rb_init(&device
->samplers
, wined3d_sampler_compare
);
5002 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5003 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5004 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5005 fragment_pipeline
, misc_state_template
)))
5007 ERR("Failed to compile state table, hr %#x.\n", hr
);
5008 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5009 wined3d_decref(device
->wined3d
);
5013 device
->blitter
= adapter
->blitter
;
5015 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5016 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5017 device
->update_state
= &device
->state
;
5019 if (!(device
->cs
= wined3d_cs_create(device
)))
5021 WARN("Failed to create command stream.\n");
5022 state_cleanup(&device
->state
);
5030 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5032 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5034 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5035 wined3d_decref(device
->wined3d
);
5039 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5041 DWORD rep
= device
->StateTable
[state
].representative
;
5042 struct wined3d_context
*context
;
5047 if (STATE_IS_COMPUTE(state
))
5049 for (i
= 0; i
< device
->context_count
; ++i
)
5050 context_invalidate_compute_state(device
->contexts
[i
], state
);
5054 for (i
= 0; i
< device
->context_count
; ++i
)
5056 context
= device
->contexts
[i
];
5057 if(isStateDirty(context
, rep
)) continue;
5059 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5060 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5061 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5062 context
->isStateDirty
[idx
] |= (1u << shift
);
5066 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5067 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5069 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5071 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5072 window
, message
, wparam
, lparam
);
5074 return DefWindowProcW(window
, message
, wparam
, lparam
);
5076 return DefWindowProcA(window
, message
, wparam
, lparam
);
5079 if (message
== WM_DESTROY
)
5081 TRACE("unregister window %p.\n", window
);
5082 wined3d_unregister_window(window
);
5084 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5085 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5087 else if (message
== WM_DISPLAYCHANGE
)
5089 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5091 else if (message
== WM_ACTIVATEAPP
)
5095 for (i
= 0; i
< device
->swapchain_count
; i
++)
5096 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5098 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5100 else if (message
== WM_SYSCOMMAND
)
5102 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5105 DefWindowProcW(window
, message
, wparam
, lparam
);
5107 DefWindowProcA(window
, message
, wparam
, lparam
);
5112 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5114 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);