wined3d: Rename WineD3DRectPatch to wined3d_rect_patch.
[wine.git] / dlls / wined3d / device.c
blobf56d027652792c44f7619f75c7d79a73a9a0d2d8
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
70 return GL_POINTS;
72 case WINED3D_PT_LINELIST:
73 return GL_LINES;
75 case WINED3D_PT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3D_PT_TRIANGLELIST:
79 return GL_TRIANGLES;
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3D_PT_POINTLIST;
112 case GL_LINES:
113 return WINED3D_PT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3D_PT_LINESTRIP;
118 case GL_TRIANGLES:
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
139 default:
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180 BOOL use_vshader;
181 unsigned int i;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
207 data.addr = NULL;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
216 else
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
238 if (fixup)
240 if (data.buffer_object)
241 *fixup = TRUE;
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3D_DECL_USAGE_COLOR
244 || element->usage == WINED3D_DECL_USAGE_POSITIONT))
246 static BOOL warned = FALSE;
247 if (!warned)
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251 warned = TRUE;
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
260 if (use_vshader)
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
270 else
272 idx = element->output_slot;
273 stride_used = TRUE;
276 else
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282 stride_used = FALSE;
284 else
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
290 if (stride_used)
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
339 if (buffer->query)
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->data;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->stride;
352 e->stream_idx = 0;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
358 unsigned int i;
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.data)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.data)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.data)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.data)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->tex_coords[i].data)
374 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
418 BOOL fixup = FALSE;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
427 else
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
440 else
442 device->useDrawStridedSlow = FALSE;
445 else
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
455 else
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
475 unsigned int i;
477 if (use_vs(state))
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
486 if (use_ps(state))
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
494 else
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
500 if (ffu_map & 1)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
516 if (!new_array)
518 ERR("Failed to grow the context array.\n");
519 return FALSE;
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
524 return TRUE;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
530 BOOL found = FALSE;
531 UINT i;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
539 found = TRUE;
540 break;
544 if (!found)
546 ERR("Context %p doesn't exist in context array.\n", context);
547 return;
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
554 return;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559 if (!new_array)
561 ERR("Failed to shrink context array. Oh well.\n");
562 return;
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
576 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
577 device->onscreen_depth_stencil->ds_current_size.cx,
578 device->onscreen_depth_stencil->ds_current_size.cy);
579 wined3d_surface_decref(device->onscreen_depth_stencil);
581 device->onscreen_depth_stencil = depth_stencil;
582 wined3d_surface_incref(device->onscreen_depth_stencil);
585 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
587 /* partial draw rect */
588 if (draw_rect->left || draw_rect->top
589 || draw_rect->right < target->resource.width
590 || draw_rect->bottom < target->resource.height)
591 return FALSE;
593 /* partial clear rect */
594 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
595 || clear_rect->right < target->resource.width
596 || clear_rect->bottom < target->resource.height))
597 return FALSE;
599 return TRUE;
602 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
603 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
605 RECT current_rect, r;
607 if (ds->flags & location)
608 SetRect(&current_rect, 0, 0,
609 ds->ds_current_size.cx,
610 ds->ds_current_size.cy);
611 else
612 SetRectEmpty(&current_rect);
614 IntersectRect(&r, draw_rect, &current_rect);
615 if (EqualRect(&r, draw_rect))
617 /* current_rect ⊇ draw_rect, modify only. */
618 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
619 return;
622 if (EqualRect(&r, &current_rect))
624 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
626 if (!clear_rect)
628 /* Full clear, modify only. */
629 *out_rect = *draw_rect;
630 return;
633 IntersectRect(&r, draw_rect, clear_rect);
634 if (EqualRect(&r, draw_rect))
636 /* clear_rect ⊇ draw_rect, modify only. */
637 *out_rect = *draw_rect;
638 return;
642 /* Full load. */
643 surface_load_ds_location(ds, context, location);
644 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
647 /* Do not call while under the GL lock. */
648 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
649 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
650 float depth, DWORD stencil)
652 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
653 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
654 UINT drawable_width, drawable_height;
655 struct wined3d_context *context;
656 GLbitfield clear_mask = 0;
657 BOOL render_offscreen;
658 unsigned int i;
659 RECT ds_rect;
661 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
662 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
663 * for the cleared parts, and the untouched parts.
665 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
666 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
667 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
668 * checking all this if the dest surface is in the drawable anyway. */
669 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
671 for (i = 0; i < rt_count; ++i)
673 struct wined3d_surface *rt = fb->render_targets[i];
674 if (rt)
675 surface_load_location(rt, rt->draw_binding, NULL);
679 context = context_acquire(device, target);
680 if (!context->valid)
682 context_release(context);
683 WARN("Invalid context, skipping clear.\n");
684 return WINED3D_OK;
687 if (target)
689 render_offscreen = context->render_offscreen;
690 target->get_drawable_size(context, &drawable_width, &drawable_height);
692 else
694 render_offscreen = TRUE;
695 drawable_width = fb->depth_stencil->pow2Width;
696 drawable_height = fb->depth_stencil->pow2Height;
699 if (flags & WINED3DCLEAR_ZBUFFER)
701 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
703 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
704 device_switch_onscreen_ds(device, context, fb->depth_stencil);
705 prepare_ds_clear(fb->depth_stencil, context, location,
706 draw_rect, rect_count, clear_rect, &ds_rect);
709 if (!context_apply_clear_state(context, device, rt_count, fb))
711 context_release(context);
712 WARN("Failed to apply clear state, skipping clear.\n");
713 return WINED3D_OK;
716 ENTER_GL();
718 /* Only set the values up once, as they are not changing. */
719 if (flags & WINED3DCLEAR_STENCIL)
721 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
723 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
724 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
726 glStencilMask(~0U);
727 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
728 glClearStencil(stencil);
729 checkGLcall("glClearStencil");
730 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
733 if (flags & WINED3DCLEAR_ZBUFFER)
735 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
737 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
739 glDepthMask(GL_TRUE);
740 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
741 glClearDepth(depth);
742 checkGLcall("glClearDepth");
743 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
746 if (flags & WINED3DCLEAR_TARGET)
748 for (i = 0; i < rt_count; ++i)
750 struct wined3d_surface *rt = fb->render_targets[i];
752 if (rt)
753 surface_modify_location(rt, rt->draw_binding, TRUE);
756 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
757 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
758 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
759 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
760 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
761 glClearColor(color->r, color->g, color->b, color->a);
762 checkGLcall("glClearColor");
763 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
766 if (!clear_rect)
768 if (render_offscreen)
770 glScissor(draw_rect->left, draw_rect->top,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
773 else
775 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
776 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
778 checkGLcall("glScissor");
779 glClear(clear_mask);
780 checkGLcall("glClear");
782 else
784 RECT current_rect;
786 /* Now process each rect in turn. */
787 for (i = 0; i < rect_count; ++i)
789 /* Note that GL uses lower left, width/height. */
790 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
792 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
793 wine_dbgstr_rect(&clear_rect[i]),
794 wine_dbgstr_rect(&current_rect));
796 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
797 * The rectangle is not cleared, no error is returned, but further rectangles are
798 * still cleared if they are valid. */
799 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
801 TRACE("Rectangle with negative dimensions, ignoring.\n");
802 continue;
805 if (render_offscreen)
807 glScissor(current_rect.left, current_rect.top,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
810 else
812 glScissor(current_rect.left, drawable_height - current_rect.bottom,
813 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
815 checkGLcall("glScissor");
817 glClear(clear_mask);
818 checkGLcall("glClear");
822 LEAVE_GL();
824 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
825 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
826 && target->container.u.swapchain->front_buffer == target))
827 wglFlush(); /* Flush to ensure ordering across contexts. */
829 context_release(context);
831 return WINED3D_OK;
834 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
836 ULONG refcount = InterlockedIncrement(&device->ref);
838 TRACE("%p increasing refcount to %u.\n", device, refcount);
840 return refcount;
843 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
845 ULONG refcount = InterlockedDecrement(&device->ref);
847 TRACE("%p decreasing refcount to %u.\n", device, refcount);
849 if (!refcount)
851 struct wined3d_stateblock *stateblock;
852 UINT i;
854 if (wined3d_stateblock_decref(device->updateStateBlock)
855 && device->updateStateBlock != device->stateBlock)
856 FIXME("Something's still holding the update stateblock.\n");
857 device->updateStateBlock = NULL;
859 stateblock = device->stateBlock;
860 device->stateBlock = NULL;
861 if (wined3d_stateblock_decref(stateblock))
862 FIXME("Something's still holding the stateblock.\n");
864 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
866 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
867 device->multistate_funcs[i] = NULL;
870 if (!list_empty(&device->resources))
872 struct wined3d_resource *resource;
874 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
876 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
878 FIXME("Leftover resource %p with type %s (%#x).\n",
879 resource, debug_d3dresourcetype(resource->type), resource->type);
883 if (device->contexts)
884 ERR("Context array not freed!\n");
885 if (device->hardwareCursor)
886 DestroyCursor(device->hardwareCursor);
887 device->hardwareCursor = 0;
889 wined3d_decref(device->wined3d);
890 device->wined3d = NULL;
891 HeapFree(GetProcessHeap(), 0, device);
892 TRACE("Freed device %p.\n", device);
895 return refcount;
898 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
900 TRACE("device %p.\n", device);
902 return device->swapchain_count;
905 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
906 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
908 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
909 device, swapchain_idx, swapchain);
911 if (swapchain_idx >= device->swapchain_count)
913 WARN("swapchain_idx %u >= swapchain_count %u.\n",
914 swapchain_idx, device->swapchain_count);
915 *swapchain = NULL;
917 return WINED3DERR_INVALIDCALL;
920 *swapchain = device->swapchains[swapchain_idx];
921 wined3d_swapchain_incref(*swapchain);
922 TRACE("Returning %p.\n", *swapchain);
924 return WINED3D_OK;
927 static void device_load_logo(struct wined3d_device *device, const char *filename)
929 struct wined3d_color_key color_key;
930 HBITMAP hbm;
931 BITMAP bm;
932 HRESULT hr;
933 HDC dcb = NULL, dcs = NULL;
935 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
936 if(hbm)
938 GetObjectA(hbm, sizeof(BITMAP), &bm);
939 dcb = CreateCompatibleDC(NULL);
940 if(!dcb) goto out;
941 SelectObject(dcb, hbm);
943 else
945 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
946 * couldn't be loaded
948 memset(&bm, 0, sizeof(bm));
949 bm.bmWidth = 32;
950 bm.bmHeight = 32;
953 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
954 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
955 NULL, &wined3d_null_parent_ops, &device->logo_surface);
956 if (FAILED(hr))
958 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
959 goto out;
962 if (dcb)
964 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
965 goto out;
966 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
967 wined3d_surface_releasedc(device->logo_surface, dcs);
969 color_key.color_space_low_value = 0;
970 color_key.color_space_high_value = 0;
971 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
973 else
975 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
976 /* Fill the surface with a white color to show that wined3d is there */
977 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
980 out:
981 if (dcb) DeleteDC(dcb);
982 if (hbm) DeleteObject(hbm);
985 /* Context activation is done by the caller. */
986 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
988 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
989 unsigned int i, j, count;
990 /* Under DirectX you can sample even if no texture is bound, whereas
991 * OpenGL will only allow that when a valid texture is bound.
992 * We emulate this by creating dummy textures and binding them
993 * to each texture stage when the currently set D3D texture is NULL. */
994 ENTER_GL();
996 if (gl_info->supported[APPLE_CLIENT_STORAGE])
998 /* The dummy texture does not have client storage backing */
999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1000 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1003 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1004 for (i = 0; i < count; ++i)
1006 DWORD color = 0x000000ff;
1008 /* Make appropriate texture active */
1009 context_active_texture(context, gl_info, i);
1011 glGenTextures(1, &device->dummy_texture_2d[i]);
1012 checkGLcall("glGenTextures");
1013 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1015 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1016 checkGLcall("glBindTexture");
1018 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1019 checkGLcall("glTexImage2D");
1021 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1023 glGenTextures(1, &device->dummy_texture_rect[i]);
1024 checkGLcall("glGenTextures");
1025 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1027 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1028 checkGLcall("glBindTexture");
1030 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1031 checkGLcall("glTexImage2D");
1034 if (gl_info->supported[EXT_TEXTURE3D])
1036 glGenTextures(1, &device->dummy_texture_3d[i]);
1037 checkGLcall("glGenTextures");
1038 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1040 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1041 checkGLcall("glBindTexture");
1043 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1044 checkGLcall("glTexImage3D");
1047 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1049 glGenTextures(1, &device->dummy_texture_cube[i]);
1050 checkGLcall("glGenTextures");
1051 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1053 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1054 checkGLcall("glBindTexture");
1056 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1058 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1059 checkGLcall("glTexImage2D");
1064 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1066 /* Reenable because if supported it is enabled by default */
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1071 LEAVE_GL();
1074 /* Context activation is done by the caller. */
1075 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1077 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1079 ENTER_GL();
1080 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1082 glDeleteTextures(count, device->dummy_texture_cube);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1086 if (gl_info->supported[EXT_TEXTURE3D])
1088 glDeleteTextures(count, device->dummy_texture_3d);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1092 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1094 glDeleteTextures(count, device->dummy_texture_rect);
1095 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1098 glDeleteTextures(count, device->dummy_texture_2d);
1099 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1100 LEAVE_GL();
1102 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1103 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1104 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1105 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1108 static LONG fullscreen_style(LONG style)
1110 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1111 style |= WS_POPUP | WS_SYSMENU;
1112 style &= ~(WS_CAPTION | WS_THICKFRAME);
1114 return style;
1117 static LONG fullscreen_exstyle(LONG exstyle)
1119 /* Filter out window decorations. */
1120 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1122 return exstyle;
1125 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1127 BOOL filter_messages;
1128 LONG style, exstyle;
1130 TRACE("Setting up window %p for fullscreen mode.\n", window);
1132 if (device->style || device->exStyle)
1134 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1135 window, device->style, device->exStyle);
1138 device->style = GetWindowLongW(window, GWL_STYLE);
1139 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1141 style = fullscreen_style(device->style);
1142 exstyle = fullscreen_exstyle(device->exStyle);
1144 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1145 device->style, device->exStyle, style, exstyle);
1147 filter_messages = device->filter_messages;
1148 device->filter_messages = TRUE;
1150 SetWindowLongW(window, GWL_STYLE, style);
1151 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1152 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1154 device->filter_messages = filter_messages;
1157 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1159 BOOL filter_messages;
1160 LONG style, exstyle;
1162 if (!device->style && !device->exStyle) return;
1164 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1165 window, device->style, device->exStyle);
1167 style = GetWindowLongW(window, GWL_STYLE);
1168 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1170 filter_messages = device->filter_messages;
1171 device->filter_messages = TRUE;
1173 /* Only restore the style if the application didn't modify it during the
1174 * fullscreen phase. Some applications change it before calling Reset()
1175 * when switching between windowed and fullscreen modes (HL2), some
1176 * depend on the original style (Eve Online). */
1177 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1179 SetWindowLongW(window, GWL_STYLE, device->style);
1180 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1182 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1184 device->filter_messages = filter_messages;
1186 /* Delete the old values. */
1187 device->style = 0;
1188 device->exStyle = 0;
1191 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1193 TRACE("device %p, window %p.\n", device, window);
1195 if (!wined3d_register_window(window, device))
1197 ERR("Failed to register window %p.\n", window);
1198 return E_FAIL;
1201 device->focus_window = window;
1202 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1204 return WINED3D_OK;
1207 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1209 TRACE("device %p.\n", device);
1211 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1212 device->focus_window = NULL;
1215 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1216 struct wined3d_swapchain_desc *swapchain_desc)
1218 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220 struct wined3d_swapchain *swapchain = NULL;
1221 struct wined3d_context *context;
1222 HRESULT hr;
1223 DWORD state;
1224 unsigned int i;
1226 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1228 if (device->d3d_initialized)
1229 return WINED3DERR_INVALIDCALL;
1230 if (!device->adapter->opengl)
1231 return WINED3DERR_INVALIDCALL;
1233 device->valid_rt_mask = 0;
1234 for (i = 0; i < gl_info->limits.buffers; ++i)
1235 device->valid_rt_mask |= (1 << i);
1236 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1237 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1239 /* Initialize the texture unit mapping to a 1:1 mapping */
1240 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1242 if (state < gl_info->limits.fragment_samplers)
1244 device->texUnitMap[state] = state;
1245 device->rev_tex_unit_map[state] = state;
1247 else
1249 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1250 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1254 /* Setup the implicit swapchain. This also initializes a context. */
1255 TRACE("Creating implicit swapchain\n");
1256 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1257 swapchain_desc, &swapchain);
1258 if (FAILED(hr))
1260 WARN("Failed to create implicit swapchain\n");
1261 goto err_out;
1264 device->swapchain_count = 1;
1265 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1266 if (!device->swapchains)
1268 ERR("Out of memory!\n");
1269 goto err_out;
1271 device->swapchains[0] = swapchain;
1273 if (swapchain->back_buffers && swapchain->back_buffers[0])
1275 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1276 device->fb.render_targets[0] = swapchain->back_buffers[0];
1278 else
1280 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1281 device->fb.render_targets[0] = swapchain->front_buffer;
1283 wined3d_surface_incref(device->fb.render_targets[0]);
1285 /* Depth Stencil support */
1286 device->fb.depth_stencil = device->auto_depth_stencil;
1287 if (device->fb.depth_stencil)
1288 wined3d_surface_incref(device->fb.depth_stencil);
1290 hr = device->shader_backend->shader_alloc_private(device);
1291 if (FAILED(hr))
1293 TRACE("Shader private data couldn't be allocated\n");
1294 goto err_out;
1296 hr = device->frag_pipe->alloc_private(device);
1297 if (FAILED(hr))
1299 TRACE("Fragment pipeline private data couldn't be allocated\n");
1300 goto err_out;
1302 hr = device->blitter->alloc_private(device);
1303 if (FAILED(hr))
1305 TRACE("Blitter private data couldn't be allocated\n");
1306 goto err_out;
1309 /* Set up some starting GL setup */
1311 /* Setup all the devices defaults */
1312 stateblock_init_default_state(device->stateBlock);
1314 context = context_acquire(device, swapchain->front_buffer);
1316 create_dummy_textures(device, context);
1318 ENTER_GL();
1320 /* Initialize the current view state */
1321 device->view_ident = 1;
1322 device->contexts[0]->last_was_rhw = 0;
1324 switch (wined3d_settings.offscreen_rendering_mode)
1326 case ORM_FBO:
1327 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1328 break;
1330 case ORM_BACKBUFFER:
1332 if (context_get_current()->aux_buffers > 0)
1334 TRACE("Using auxiliary buffer for offscreen rendering\n");
1335 device->offscreenBuffer = GL_AUX0;
1337 else
1339 TRACE("Using back buffer for offscreen rendering\n");
1340 device->offscreenBuffer = GL_BACK;
1345 TRACE("All defaults now set up, leaving 3D init.\n");
1346 LEAVE_GL();
1348 context_release(context);
1350 /* Clear the screen */
1351 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1352 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1353 &black, 1.0f, 0);
1355 device->d3d_initialized = TRUE;
1357 if (wined3d_settings.logo)
1358 device_load_logo(device, wined3d_settings.logo);
1359 return WINED3D_OK;
1361 err_out:
1362 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1363 HeapFree(GetProcessHeap(), 0, device->swapchains);
1364 device->swapchain_count = 0;
1365 if (swapchain)
1366 wined3d_swapchain_decref(swapchain);
1367 if (device->blit_priv)
1368 device->blitter->free_private(device);
1369 if (device->fragment_priv)
1370 device->frag_pipe->free_private(device);
1371 if (device->shader_priv)
1372 device->shader_backend->shader_free_private(device);
1374 return hr;
1377 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1378 struct wined3d_swapchain_desc *swapchain_desc)
1380 struct wined3d_swapchain *swapchain = NULL;
1381 HRESULT hr;
1383 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1385 /* Setup the implicit swapchain */
1386 TRACE("Creating implicit swapchain\n");
1387 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1388 swapchain_desc, &swapchain);
1389 if (FAILED(hr))
1391 WARN("Failed to create implicit swapchain\n");
1392 goto err_out;
1395 device->swapchain_count = 1;
1396 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1397 if (!device->swapchains)
1399 ERR("Out of memory!\n");
1400 goto err_out;
1402 device->swapchains[0] = swapchain;
1403 return WINED3D_OK;
1405 err_out:
1406 wined3d_swapchain_decref(swapchain);
1407 return hr;
1410 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1412 struct wined3d_resource *resource, *cursor;
1413 const struct wined3d_gl_info *gl_info;
1414 struct wined3d_context *context;
1415 struct wined3d_surface *surface;
1416 UINT i;
1418 TRACE("device %p.\n", device);
1420 if (!device->d3d_initialized)
1421 return WINED3DERR_INVALIDCALL;
1423 /* Force making the context current again, to verify it is still valid
1424 * (workaround for broken drivers) */
1425 context_set_current(NULL);
1426 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1427 * it was created. Thus make sure a context is active for the glDelete* calls
1429 context = context_acquire(device, NULL);
1430 gl_info = context->gl_info;
1432 if (device->logo_surface)
1433 wined3d_surface_decref(device->logo_surface);
1435 stateblock_unbind_resources(device->stateBlock);
1437 /* Unload resources */
1438 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1440 TRACE("Unloading resource %p.\n", resource);
1442 resource->resource_ops->resource_unload(resource);
1445 TRACE("Deleting high order patches\n");
1446 for (i = 0; i < PATCHMAP_SIZE; ++i)
1448 struct wined3d_rect_patch *patch;
1449 struct list *e1, *e2;
1451 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1453 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1454 wined3d_device_delete_patch(device, patch->Handle);
1458 /* Delete the mouse cursor texture */
1459 if (device->cursorTexture)
1461 ENTER_GL();
1462 glDeleteTextures(1, &device->cursorTexture);
1463 LEAVE_GL();
1464 device->cursorTexture = 0;
1467 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1468 * private data, it might contain opengl pointers
1470 if (device->depth_blt_texture)
1472 ENTER_GL();
1473 glDeleteTextures(1, &device->depth_blt_texture);
1474 LEAVE_GL();
1475 device->depth_blt_texture = 0;
1478 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1479 device->blitter->free_private(device);
1480 device->frag_pipe->free_private(device);
1481 device->shader_backend->shader_free_private(device);
1483 /* Release the buffers (with sanity checks)*/
1484 if (device->onscreen_depth_stencil)
1486 surface = device->onscreen_depth_stencil;
1487 device->onscreen_depth_stencil = NULL;
1488 wined3d_surface_decref(surface);
1491 if (device->fb.depth_stencil)
1493 surface = device->fb.depth_stencil;
1495 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1497 device->fb.depth_stencil = NULL;
1498 wined3d_surface_decref(surface);
1501 if (device->auto_depth_stencil)
1503 surface = device->auto_depth_stencil;
1504 device->auto_depth_stencil = NULL;
1505 if (wined3d_surface_decref(surface))
1506 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1509 for (i = 1; i < gl_info->limits.buffers; ++i)
1511 wined3d_device_set_render_target(device, i, NULL, FALSE);
1514 surface = device->fb.render_targets[0];
1515 TRACE("Setting rendertarget 0 to NULL\n");
1516 device->fb.render_targets[0] = NULL;
1517 TRACE("Releasing the render target at %p\n", surface);
1518 wined3d_surface_decref(surface);
1520 context_release(context);
1522 for (i = 0; i < device->swapchain_count; ++i)
1524 TRACE("Releasing the implicit swapchain %u.\n", i);
1525 if (wined3d_swapchain_decref(device->swapchains[i]))
1526 FIXME("Something's still holding the implicit swapchain.\n");
1529 HeapFree(GetProcessHeap(), 0, device->swapchains);
1530 device->swapchains = NULL;
1531 device->swapchain_count = 0;
1533 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1534 device->fb.render_targets = NULL;
1536 device->d3d_initialized = FALSE;
1538 return WINED3D_OK;
1541 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1543 unsigned int i;
1545 for (i = 0; i < device->swapchain_count; ++i)
1547 TRACE("Releasing the implicit swapchain %u.\n", i);
1548 if (wined3d_swapchain_decref(device->swapchains[i]))
1549 FIXME("Something's still holding the implicit swapchain.\n");
1552 HeapFree(GetProcessHeap(), 0, device->swapchains);
1553 device->swapchains = NULL;
1554 device->swapchain_count = 0;
1555 return WINED3D_OK;
1558 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1559 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1560 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1562 * There is no way to deactivate thread safety once it is enabled.
1564 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1566 TRACE("device %p.\n", device);
1568 /* For now just store the flag (needed in case of ddraw). */
1569 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1572 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1573 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1575 struct wined3d_adapter *adapter = device->adapter;
1576 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1577 DEVMODEW devmode;
1578 LONG ret;
1579 RECT clip_rc;
1581 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1582 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1584 /* Resize the screen even without a window:
1585 * The app could have unset it with SetCooperativeLevel, but not called
1586 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1587 * but we don't have any hwnd
1590 memset(&devmode, 0, sizeof(devmode));
1591 devmode.dmSize = sizeof(devmode);
1592 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1593 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1594 devmode.dmPelsWidth = mode->width;
1595 devmode.dmPelsHeight = mode->height;
1597 devmode.dmDisplayFrequency = mode->refresh_rate;
1598 if (mode->refresh_rate)
1599 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1601 /* Only change the mode if necessary */
1602 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1603 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1604 return WINED3D_OK;
1606 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1607 if (ret != DISP_CHANGE_SUCCESSFUL)
1609 if (devmode.dmDisplayFrequency)
1611 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1612 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1613 devmode.dmDisplayFrequency = 0;
1614 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1616 if(ret != DISP_CHANGE_SUCCESSFUL) {
1617 return WINED3DERR_NOTAVAILABLE;
1621 /* Store the new values */
1622 adapter->screen_size.cx = mode->width;
1623 adapter->screen_size.cy = mode->height;
1624 adapter->screen_format = mode->format_id;
1626 /* And finally clip mouse to our screen */
1627 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1628 ClipCursor(&clip_rc);
1630 return WINED3D_OK;
1633 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1635 TRACE("device %p, wined3d %p.\n", device, wined3d);
1637 *wined3d = device->wined3d;
1638 wined3d_incref(*wined3d);
1640 TRACE("Returning %p.\n", *wined3d);
1642 return WINED3D_OK;
1645 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1647 TRACE("device %p.\n", device);
1649 TRACE("Emulating %d MB, returning %d MB left.\n",
1650 device->adapter->TextureRam / (1024 * 1024),
1651 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1653 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1656 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1657 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1659 struct wined3d_stream_state *stream;
1660 struct wined3d_buffer *prev_buffer;
1662 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1663 device, stream_idx, buffer, offset, stride);
1665 if (stream_idx >= MAX_STREAMS)
1667 WARN("Stream index %u out of range.\n", stream_idx);
1668 return WINED3DERR_INVALIDCALL;
1670 else if (offset & 0x3)
1672 WARN("Offset %u is not 4 byte aligned.\n", offset);
1673 return WINED3DERR_INVALIDCALL;
1676 stream = &device->updateStateBlock->state.streams[stream_idx];
1677 prev_buffer = stream->buffer;
1679 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1681 if (prev_buffer == buffer
1682 && stream->stride == stride
1683 && stream->offset == offset)
1685 TRACE("Application is setting the old values over, nothing to do.\n");
1686 return WINED3D_OK;
1689 stream->buffer = buffer;
1690 if (buffer)
1692 stream->stride = stride;
1693 stream->offset = offset;
1696 /* Handle recording of state blocks. */
1697 if (device->isRecordingState)
1699 TRACE("Recording... not performing anything.\n");
1700 if (buffer)
1701 wined3d_buffer_incref(buffer);
1702 if (prev_buffer)
1703 wined3d_buffer_decref(prev_buffer);
1704 return WINED3D_OK;
1707 if (buffer)
1709 InterlockedIncrement(&buffer->bind_count);
1710 wined3d_buffer_incref(buffer);
1712 if (prev_buffer)
1714 InterlockedDecrement(&prev_buffer->bind_count);
1715 wined3d_buffer_decref(prev_buffer);
1718 device_invalidate_state(device, STATE_STREAMSRC);
1720 return WINED3D_OK;
1723 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1724 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1726 struct wined3d_stream_state *stream;
1728 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1729 device, stream_idx, buffer, offset, stride);
1731 if (stream_idx >= MAX_STREAMS)
1733 WARN("Stream index %u out of range.\n", stream_idx);
1734 return WINED3DERR_INVALIDCALL;
1737 stream = &device->stateBlock->state.streams[stream_idx];
1738 *buffer = stream->buffer;
1739 if (*buffer)
1740 wined3d_buffer_incref(*buffer);
1741 if (offset)
1742 *offset = stream->offset;
1743 *stride = stream->stride;
1745 return WINED3D_OK;
1748 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1750 struct wined3d_stream_state *stream;
1751 UINT old_flags, old_freq;
1753 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1755 /* Verify input. At least in d3d9 this is invalid. */
1756 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1758 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL;
1761 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1763 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1764 return WINED3DERR_INVALIDCALL;
1766 if (!divider)
1768 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1769 return WINED3DERR_INVALIDCALL;
1772 stream = &device->updateStateBlock->state.streams[stream_idx];
1773 old_flags = stream->flags;
1774 old_freq = stream->frequency;
1776 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1777 stream->frequency = divider & 0x7fffff;
1779 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1781 if (stream->frequency != old_freq || stream->flags != old_flags)
1782 device_invalidate_state(device, STATE_STREAMSRC);
1784 return WINED3D_OK;
1787 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1788 UINT stream_idx, UINT *divider)
1790 struct wined3d_stream_state *stream;
1792 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1794 stream = &device->updateStateBlock->state.streams[stream_idx];
1795 *divider = stream->flags | stream->frequency;
1797 TRACE("Returning %#x.\n", *divider);
1799 return WINED3D_OK;
1802 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1803 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1805 TRACE("device %p, state %s, matrix %p.\n",
1806 device, debug_d3dtstype(d3dts), matrix);
1808 /* Handle recording of state blocks. */
1809 if (device->isRecordingState)
1811 TRACE("Recording... not performing anything.\n");
1812 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1813 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1814 return WINED3D_OK;
1817 /* If the new matrix is the same as the current one,
1818 * we cut off any further processing. this seems to be a reasonable
1819 * optimization because as was noticed, some apps (warcraft3 for example)
1820 * tend towards setting the same matrix repeatedly for some reason.
1822 * From here on we assume that the new matrix is different, wherever it matters. */
1823 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1825 TRACE("The application is setting the same matrix over again.\n");
1826 return WINED3D_OK;
1829 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1831 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1832 * where ViewMat = Camera space, WorldMat = world space.
1834 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1835 * matrix. The Projection matrix stay projection matrix. */
1837 if (d3dts == WINED3D_TS_VIEW)
1838 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1840 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1841 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1843 return WINED3D_OK;
1847 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1848 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1850 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1852 *matrix = device->stateBlock->state.transforms[state];
1854 return WINED3D_OK;
1857 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1858 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1860 const struct wined3d_matrix *mat = NULL;
1861 struct wined3d_matrix temp;
1863 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1865 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1866 * below means it will be recorded in a state block change, but it
1867 * works regardless where it is recorded.
1868 * If this is found to be wrong, change to StateBlock. */
1869 if (state > HIGHEST_TRANSFORMSTATE)
1871 WARN("Unhandled transform state %#x.\n", state);
1872 return WINED3D_OK;
1875 mat = &device->updateStateBlock->state.transforms[state];
1876 multiply_matrix(&temp, mat, matrix);
1878 /* Apply change via set transform - will reapply to eg. lights this way. */
1879 return wined3d_device_set_transform(device, state, &temp);
1882 /* Note lights are real special cases. Although the device caps state only
1883 * e.g. 8 are supported, you can reference any indexes you want as long as
1884 * that number max are enabled at any one point in time. Therefore since the
1885 * indices can be anything, we need a hashmap of them. However, this causes
1886 * stateblock problems. When capturing the state block, I duplicate the
1887 * hashmap, but when recording, just build a chain pretty much of commands to
1888 * be replayed. */
1889 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1890 UINT light_idx, const struct wined3d_light *light)
1892 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1893 struct wined3d_light_info *object = NULL;
1894 struct list *e;
1895 float rho;
1897 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1899 /* Check the parameter range. Need for speed most wanted sets junk lights
1900 * which confuse the GL driver. */
1901 if (!light)
1902 return WINED3DERR_INVALIDCALL;
1904 switch (light->type)
1906 case WINED3D_LIGHT_POINT:
1907 case WINED3D_LIGHT_SPOT:
1908 case WINED3D_LIGHT_PARALLELPOINT:
1909 case WINED3D_LIGHT_GLSPOT:
1910 /* Incorrect attenuation values can cause the gl driver to crash.
1911 * Happens with Need for speed most wanted. */
1912 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1914 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1915 return WINED3DERR_INVALIDCALL;
1917 break;
1919 case WINED3D_LIGHT_DIRECTIONAL:
1920 /* Ignores attenuation */
1921 break;
1923 default:
1924 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1925 return WINED3DERR_INVALIDCALL;
1928 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1930 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1931 if (object->OriginalIndex == light_idx)
1932 break;
1933 object = NULL;
1936 if (!object)
1938 TRACE("Adding new light\n");
1939 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1940 if (!object)
1942 ERR("Out of memory error when allocating a light\n");
1943 return E_OUTOFMEMORY;
1945 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1946 object->glIndex = -1;
1947 object->OriginalIndex = light_idx;
1950 /* Initialize the object. */
1951 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1952 light_idx, light->type,
1953 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1954 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1955 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1956 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1957 light->direction.x, light->direction.y, light->direction.z);
1958 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1959 light->range, light->falloff, light->theta, light->phi);
1961 /* Save away the information. */
1962 object->OriginalParms = *light;
1964 switch (light->type)
1966 case WINED3D_LIGHT_POINT:
1967 /* Position */
1968 object->lightPosn[0] = light->position.x;
1969 object->lightPosn[1] = light->position.y;
1970 object->lightPosn[2] = light->position.z;
1971 object->lightPosn[3] = 1.0f;
1972 object->cutoff = 180.0f;
1973 /* FIXME: Range */
1974 break;
1976 case WINED3D_LIGHT_DIRECTIONAL:
1977 /* Direction */
1978 object->lightPosn[0] = -light->direction.x;
1979 object->lightPosn[1] = -light->direction.y;
1980 object->lightPosn[2] = -light->direction.z;
1981 object->lightPosn[3] = 0.0f;
1982 object->exponent = 0.0f;
1983 object->cutoff = 180.0f;
1984 break;
1986 case WINED3D_LIGHT_SPOT:
1987 /* Position */
1988 object->lightPosn[0] = light->position.x;
1989 object->lightPosn[1] = light->position.y;
1990 object->lightPosn[2] = light->position.z;
1991 object->lightPosn[3] = 1.0f;
1993 /* Direction */
1994 object->lightDirn[0] = light->direction.x;
1995 object->lightDirn[1] = light->direction.y;
1996 object->lightDirn[2] = light->direction.z;
1997 object->lightDirn[3] = 1.0f;
1999 /* opengl-ish and d3d-ish spot lights use too different models
2000 * for the light "intensity" as a function of the angle towards
2001 * the main light direction, so we only can approximate very
2002 * roughly. However, spot lights are rather rarely used in games
2003 * (if ever used at all). Furthermore if still used, probably
2004 * nobody pays attention to such details. */
2005 if (!light->falloff)
2007 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2008 * equations have the falloff resp. exponent parameter as an
2009 * exponent, so the spot light lighting will always be 1.0 for
2010 * both of them, and we don't have to care for the rest of the
2011 * rather complex calculation. */
2012 object->exponent = 0.0f;
2014 else
2016 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2017 if (rho < 0.0001f)
2018 rho = 0.0001f;
2019 object->exponent = -0.3f / logf(cosf(rho / 2));
2022 if (object->exponent > 128.0f)
2023 object->exponent = 128.0f;
2025 object->cutoff = (float)(light->phi * 90 / M_PI);
2026 /* FIXME: Range */
2027 break;
2029 default:
2030 FIXME("Unrecognized light type %#x.\n", light->type);
2033 /* Update the live definitions if the light is currently assigned a glIndex. */
2034 if (object->glIndex != -1 && !device->isRecordingState)
2035 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2037 return WINED3D_OK;
2040 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2041 UINT light_idx, struct wined3d_light *light)
2043 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2044 struct wined3d_light_info *light_info = NULL;
2045 struct list *e;
2047 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2049 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2051 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2052 if (light_info->OriginalIndex == light_idx)
2053 break;
2054 light_info = NULL;
2057 if (!light_info)
2059 TRACE("Light information requested but light not defined\n");
2060 return WINED3DERR_INVALIDCALL;
2063 *light = light_info->OriginalParms;
2064 return WINED3D_OK;
2067 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2069 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2070 struct wined3d_light_info *light_info = NULL;
2071 struct list *e;
2073 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2075 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2077 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2078 if (light_info->OriginalIndex == light_idx)
2079 break;
2080 light_info = NULL;
2082 TRACE("Found light %p.\n", light_info);
2084 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2085 if (!light_info)
2087 TRACE("Light enabled requested but light not defined, so defining one!\n");
2088 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2090 /* Search for it again! Should be fairly quick as near head of list. */
2091 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2093 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2094 if (light_info->OriginalIndex == light_idx)
2095 break;
2096 light_info = NULL;
2098 if (!light_info)
2100 FIXME("Adding default lights has failed dismally\n");
2101 return WINED3DERR_INVALIDCALL;
2105 if (!enable)
2107 if (light_info->glIndex != -1)
2109 if (!device->isRecordingState)
2110 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2112 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2113 light_info->glIndex = -1;
2115 else
2117 TRACE("Light already disabled, nothing to do\n");
2119 light_info->enabled = FALSE;
2121 else
2123 light_info->enabled = TRUE;
2124 if (light_info->glIndex != -1)
2126 TRACE("Nothing to do as light was enabled\n");
2128 else
2130 unsigned int i;
2131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2132 /* Find a free GL light. */
2133 for (i = 0; i < gl_info->limits.lights; ++i)
2135 if (!device->updateStateBlock->state.lights[i])
2137 device->updateStateBlock->state.lights[i] = light_info;
2138 light_info->glIndex = i;
2139 break;
2142 if (light_info->glIndex == -1)
2144 /* Our tests show that Windows returns D3D_OK in this situation, even with
2145 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2146 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2147 * as well for those lights.
2149 * TODO: Test how this affects rendering. */
2150 WARN("Too many concurrently active lights\n");
2151 return WINED3D_OK;
2154 /* i == light_info->glIndex */
2155 if (!device->isRecordingState)
2156 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2160 return WINED3D_OK;
2163 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2165 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2166 struct wined3d_light_info *light_info = NULL;
2167 struct list *e;
2169 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2171 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2173 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2174 if (light_info->OriginalIndex == light_idx)
2175 break;
2176 light_info = NULL;
2179 if (!light_info)
2181 TRACE("Light enabled state requested but light not defined.\n");
2182 return WINED3DERR_INVALIDCALL;
2184 /* true is 128 according to SetLightEnable */
2185 *enable = light_info->enabled ? 128 : 0;
2186 return WINED3D_OK;
2189 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2191 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2193 /* Validate plane_idx. */
2194 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2196 TRACE("Application has requested clipplane this device doesn't support.\n");
2197 return WINED3DERR_INVALIDCALL;
2200 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2202 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2203 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2204 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2205 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2207 TRACE("Application is setting old values over, nothing to do.\n");
2208 return WINED3D_OK;
2211 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2212 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2213 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2214 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2216 /* Handle recording of state blocks. */
2217 if (device->isRecordingState)
2219 TRACE("Recording... not performing anything.\n");
2220 return WINED3D_OK;
2223 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2225 return WINED3D_OK;
2228 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2230 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2232 /* Validate plane_idx. */
2233 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2235 TRACE("Application has requested clipplane this device doesn't support.\n");
2236 return WINED3DERR_INVALIDCALL;
2239 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2240 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2241 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2242 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2244 return WINED3D_OK;
2247 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2248 const struct wined3d_clip_status *clip_status)
2250 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2252 if (!clip_status)
2253 return WINED3DERR_INVALIDCALL;
2255 return WINED3D_OK;
2258 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2259 struct wined3d_clip_status *clip_status)
2261 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2263 if (!clip_status)
2264 return WINED3DERR_INVALIDCALL;
2266 return WINED3D_OK;
2269 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2271 TRACE("device %p, material %p.\n", device, material);
2273 device->updateStateBlock->changed.material = TRUE;
2274 device->updateStateBlock->state.material = *material;
2276 /* Handle recording of state blocks */
2277 if (device->isRecordingState)
2279 TRACE("Recording... not performing anything.\n");
2280 return WINED3D_OK;
2283 device_invalidate_state(device, STATE_MATERIAL);
2285 return WINED3D_OK;
2288 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2290 TRACE("device %p, material %p.\n", device, material);
2292 *material = device->updateStateBlock->state.material;
2294 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2295 material->diffuse.r, material->diffuse.g,
2296 material->diffuse.b, material->diffuse.a);
2297 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2298 material->ambient.r, material->ambient.g,
2299 material->ambient.b, material->ambient.a);
2300 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2301 material->specular.r, material->specular.g,
2302 material->specular.b, material->specular.a);
2303 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2304 material->emissive.r, material->emissive.g,
2305 material->emissive.b, material->emissive.a);
2306 TRACE("power %.8e.\n", material->power);
2308 return WINED3D_OK;
2311 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2312 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2314 struct wined3d_buffer *prev_buffer;
2316 TRACE("device %p, buffer %p, format %s.\n",
2317 device, buffer, debug_d3dformat(format_id));
2319 prev_buffer = device->updateStateBlock->state.index_buffer;
2321 device->updateStateBlock->changed.indices = TRUE;
2322 device->updateStateBlock->state.index_buffer = buffer;
2323 device->updateStateBlock->state.index_format = format_id;
2325 /* Handle recording of state blocks. */
2326 if (device->isRecordingState)
2328 TRACE("Recording... not performing anything.\n");
2329 if (buffer)
2330 wined3d_buffer_incref(buffer);
2331 if (prev_buffer)
2332 wined3d_buffer_decref(prev_buffer);
2333 return WINED3D_OK;
2336 if (prev_buffer != buffer)
2338 device_invalidate_state(device, STATE_INDEXBUFFER);
2339 if (buffer)
2341 InterlockedIncrement(&buffer->bind_count);
2342 wined3d_buffer_incref(buffer);
2344 if (prev_buffer)
2346 InterlockedDecrement(&prev_buffer->bind_count);
2347 wined3d_buffer_decref(prev_buffer);
2351 return WINED3D_OK;
2354 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2356 TRACE("device %p, buffer %p.\n", device, buffer);
2358 *buffer = device->stateBlock->state.index_buffer;
2360 if (*buffer)
2361 wined3d_buffer_incref(*buffer);
2363 TRACE("Returning %p.\n", *buffer);
2365 return WINED3D_OK;
2368 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2369 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2371 TRACE("device %p, base_index %d.\n", device, base_index);
2373 if (device->updateStateBlock->state.base_vertex_index == base_index)
2375 TRACE("Application is setting the old value over, nothing to do\n");
2376 return WINED3D_OK;
2379 device->updateStateBlock->state.base_vertex_index = base_index;
2381 if (device->isRecordingState)
2383 TRACE("Recording... not performing anything\n");
2384 return WINED3D_OK;
2386 return WINED3D_OK;
2389 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2391 TRACE("device %p.\n", device);
2393 return device->stateBlock->state.base_vertex_index;
2396 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2398 TRACE("device %p, viewport %p.\n", device, viewport);
2399 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2400 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2402 device->updateStateBlock->changed.viewport = TRUE;
2403 device->updateStateBlock->state.viewport = *viewport;
2405 /* Handle recording of state blocks */
2406 if (device->isRecordingState)
2408 TRACE("Recording... not performing anything\n");
2409 return WINED3D_OK;
2412 device_invalidate_state(device, STATE_VIEWPORT);
2414 return WINED3D_OK;
2417 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2419 TRACE("device %p, viewport %p.\n", device, viewport);
2421 *viewport = device->stateBlock->state.viewport;
2423 return WINED3D_OK;
2426 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2427 enum wined3d_render_state state, DWORD value)
2429 DWORD old_value = device->stateBlock->state.render_states[state];
2431 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2433 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2434 device->updateStateBlock->state.render_states[state] = value;
2436 /* Handle recording of state blocks. */
2437 if (device->isRecordingState)
2439 TRACE("Recording... not performing anything.\n");
2440 return WINED3D_OK;
2443 /* Compared here and not before the assignment to allow proper stateblock recording. */
2444 if (value == old_value)
2445 TRACE("Application is setting the old value over, nothing to do.\n");
2446 else
2447 device_invalidate_state(device, STATE_RENDER(state));
2449 return WINED3D_OK;
2452 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2453 enum wined3d_render_state state, DWORD *value)
2455 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2457 *value = device->stateBlock->state.render_states[state];
2459 return WINED3D_OK;
2462 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2463 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2465 DWORD old_value;
2467 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2468 device, sampler_idx, debug_d3dsamplerstate(state), value);
2470 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2471 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2473 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2474 / sizeof(*device->stateBlock->state.sampler_states))
2476 WARN("Invalid sampler %u.\n", sampler_idx);
2477 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2480 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2481 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2482 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2484 /* Handle recording of state blocks. */
2485 if (device->isRecordingState)
2487 TRACE("Recording... not performing anything.\n");
2488 return WINED3D_OK;
2491 if (old_value == value)
2493 TRACE("Application is setting the old value over, nothing to do.\n");
2494 return WINED3D_OK;
2497 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2499 return WINED3D_OK;
2502 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2503 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2505 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2506 device, sampler_idx, debug_d3dsamplerstate(state), value);
2508 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2509 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2511 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2512 / sizeof(*device->stateBlock->state.sampler_states))
2514 WARN("Invalid sampler %u.\n", sampler_idx);
2515 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2518 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2519 TRACE("Returning %#x.\n", *value);
2521 return WINED3D_OK;
2524 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2526 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2528 device->updateStateBlock->changed.scissorRect = TRUE;
2529 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2531 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2532 return WINED3D_OK;
2534 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2536 if (device->isRecordingState)
2538 TRACE("Recording... not performing anything.\n");
2539 return WINED3D_OK;
2542 device_invalidate_state(device, STATE_SCISSORRECT);
2544 return WINED3D_OK;
2547 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2549 TRACE("device %p, rect %p.\n", device, rect);
2551 *rect = device->updateStateBlock->state.scissor_rect;
2552 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2554 return WINED3D_OK;
2557 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2558 struct wined3d_vertex_declaration *declaration)
2560 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2562 TRACE("device %p, declaration %p.\n", device, declaration);
2564 if (declaration)
2565 wined3d_vertex_declaration_incref(declaration);
2566 if (prev)
2567 wined3d_vertex_declaration_decref(prev);
2569 device->updateStateBlock->state.vertex_declaration = declaration;
2570 device->updateStateBlock->changed.vertexDecl = TRUE;
2572 if (device->isRecordingState)
2574 TRACE("Recording... not performing anything.\n");
2575 return WINED3D_OK;
2577 else if (declaration == prev)
2579 /* Checked after the assignment to allow proper stateblock recording. */
2580 TRACE("Application is setting the old declaration over, nothing to do.\n");
2581 return WINED3D_OK;
2584 device_invalidate_state(device, STATE_VDECL);
2585 return WINED3D_OK;
2588 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2589 struct wined3d_vertex_declaration **declaration)
2591 TRACE("device %p, declaration %p.\n", device, declaration);
2593 *declaration = device->stateBlock->state.vertex_declaration;
2594 if (*declaration)
2595 wined3d_vertex_declaration_incref(*declaration);
2597 return WINED3D_OK;
2600 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2602 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2604 TRACE("device %p, shader %p.\n", device, shader);
2606 device->updateStateBlock->state.vertex_shader = shader;
2607 device->updateStateBlock->changed.vertexShader = TRUE;
2609 if (device->isRecordingState)
2611 if (shader)
2612 wined3d_shader_incref(shader);
2613 if (prev)
2614 wined3d_shader_decref(prev);
2615 TRACE("Recording... not performing anything.\n");
2616 return WINED3D_OK;
2619 if (shader == prev)
2621 TRACE("Application is setting the old shader over, nothing to do.\n");
2622 return WINED3D_OK;
2625 if (shader)
2626 wined3d_shader_incref(shader);
2627 if (prev)
2628 wined3d_shader_decref(prev);
2630 device_invalidate_state(device, STATE_VSHADER);
2632 return WINED3D_OK;
2635 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2637 struct wined3d_shader *shader;
2639 TRACE("device %p.\n", device);
2641 shader = device->stateBlock->state.vertex_shader;
2642 if (shader)
2643 wined3d_shader_incref(shader);
2645 TRACE("Returning %p.\n", shader);
2646 return shader;
2649 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2650 UINT start_register, const BOOL *constants, UINT bool_count)
2652 UINT count = min(bool_count, MAX_CONST_B - start_register);
2653 UINT i;
2655 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2656 device, start_register, constants, bool_count);
2658 if (!constants || start_register >= MAX_CONST_B)
2659 return WINED3DERR_INVALIDCALL;
2661 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2662 for (i = 0; i < count; ++i)
2663 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2665 for (i = start_register; i < count + start_register; ++i)
2666 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2668 if (!device->isRecordingState)
2669 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2671 return WINED3D_OK;
2674 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2675 UINT start_register, BOOL *constants, UINT bool_count)
2677 UINT count = min(bool_count, MAX_CONST_B - start_register);
2679 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2680 device, start_register, constants, bool_count);
2682 if (!constants || start_register >= MAX_CONST_B)
2683 return WINED3DERR_INVALIDCALL;
2685 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2687 return WINED3D_OK;
2690 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2691 UINT start_register, const int *constants, UINT vector4i_count)
2693 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2694 UINT i;
2696 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2697 device, start_register, constants, vector4i_count);
2699 if (!constants || start_register >= MAX_CONST_I)
2700 return WINED3DERR_INVALIDCALL;
2702 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2703 for (i = 0; i < count; ++i)
2704 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2705 constants[i * 4], constants[i * 4 + 1],
2706 constants[i * 4 + 2], constants[i * 4 + 3]);
2708 for (i = start_register; i < count + start_register; ++i)
2709 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2711 if (!device->isRecordingState)
2712 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2714 return WINED3D_OK;
2717 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2718 UINT start_register, int *constants, UINT vector4i_count)
2720 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2722 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2723 device, start_register, constants, vector4i_count);
2725 if (!constants || start_register >= MAX_CONST_I)
2726 return WINED3DERR_INVALIDCALL;
2728 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2729 return WINED3D_OK;
2732 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2733 UINT start_register, const float *constants, UINT vector4f_count)
2735 UINT i;
2737 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2738 device, start_register, constants, vector4f_count);
2740 /* Specifically test start_register > limit to catch MAX_UINT overflows
2741 * when adding start_register + vector4f_count. */
2742 if (!constants
2743 || start_register + vector4f_count > device->d3d_vshader_constantF
2744 || start_register > device->d3d_vshader_constantF)
2745 return WINED3DERR_INVALIDCALL;
2747 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2748 constants, vector4f_count * sizeof(float) * 4);
2749 if (TRACE_ON(d3d))
2751 for (i = 0; i < vector4f_count; ++i)
2752 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2753 constants[i * 4], constants[i * 4 + 1],
2754 constants[i * 4 + 2], constants[i * 4 + 3]);
2757 if (!device->isRecordingState)
2759 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2760 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2763 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2764 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2766 return WINED3D_OK;
2769 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2770 UINT start_register, float *constants, UINT vector4f_count)
2772 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2774 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2775 device, start_register, constants, vector4f_count);
2777 if (!constants || count < 0)
2778 return WINED3DERR_INVALIDCALL;
2780 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2782 return WINED3D_OK;
2785 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2787 DWORD i;
2789 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2791 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2795 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2797 DWORD i = device->rev_tex_unit_map[unit];
2798 DWORD j = device->texUnitMap[stage];
2800 device->texUnitMap[stage] = unit;
2801 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2802 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2804 device->rev_tex_unit_map[unit] = stage;
2805 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2806 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2809 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2811 UINT i;
2813 device->fixed_function_usage_map = 0;
2814 for (i = 0; i < MAX_TEXTURES; ++i)
2816 const struct wined3d_state *state = &device->stateBlock->state;
2817 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2818 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2819 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2820 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2821 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2822 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2823 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2824 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2826 /* Not used, and disable higher stages. */
2827 if (color_op == WINED3D_TOP_DISABLE)
2828 break;
2830 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2831 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2832 || ((color_arg3 == WINED3DTA_TEXTURE)
2833 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2834 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2835 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2836 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2837 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2838 device->fixed_function_usage_map |= (1 << i);
2840 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2841 && i < MAX_TEXTURES - 1)
2842 device->fixed_function_usage_map |= (1 << (i + 1));
2846 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2848 unsigned int i, tex;
2849 WORD ffu_map;
2851 device_update_fixed_function_usage_map(device);
2852 ffu_map = device->fixed_function_usage_map;
2854 if (device->max_ffp_textures == gl_info->limits.texture_stages
2855 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2857 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2859 if (!(ffu_map & 1)) continue;
2861 if (device->texUnitMap[i] != i)
2863 device_map_stage(device, i, i);
2864 device_invalidate_state(device, STATE_SAMPLER(i));
2865 device_invalidate_texture_stage(device, i);
2868 return;
2871 /* Now work out the mapping */
2872 tex = 0;
2873 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2875 if (!(ffu_map & 1)) continue;
2877 if (device->texUnitMap[i] != tex)
2879 device_map_stage(device, i, tex);
2880 device_invalidate_state(device, STATE_SAMPLER(i));
2881 device_invalidate_texture_stage(device, i);
2884 ++tex;
2888 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2890 const enum wined3d_sampler_texture_type *sampler_type =
2891 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2892 unsigned int i;
2894 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2896 if (sampler_type[i] && device->texUnitMap[i] != i)
2898 device_map_stage(device, i, i);
2899 device_invalidate_state(device, STATE_SAMPLER(i));
2900 if (i < gl_info->limits.texture_stages)
2901 device_invalidate_texture_stage(device, i);
2906 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2907 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2908 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2910 DWORD current_mapping = device->rev_tex_unit_map[unit];
2912 /* Not currently used */
2913 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2915 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2916 /* Used by a fragment sampler */
2918 if (!pshader_sampler_tokens) {
2919 /* No pixel shader, check fixed function */
2920 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2923 /* Pixel shader, check the shader's sampler map */
2924 return !pshader_sampler_tokens[current_mapping];
2927 /* Used by a vertex sampler */
2928 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2931 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2933 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2934 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2935 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2936 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2937 int i;
2939 if (ps)
2941 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2942 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2943 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2946 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2947 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2948 if (vshader_sampler_type[i])
2950 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2952 /* Already mapped somewhere */
2953 continue;
2956 while (start >= 0)
2958 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2960 device_map_stage(device, vsampler_idx, start);
2961 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2963 --start;
2964 break;
2967 --start;
2973 void device_update_tex_unit_map(struct wined3d_device *device)
2975 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2976 const struct wined3d_state *state = &device->stateBlock->state;
2977 BOOL vs = use_vs(state);
2978 BOOL ps = use_ps(state);
2980 * Rules are:
2981 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2982 * that would be really messy and require shader recompilation
2983 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2984 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2986 if (ps)
2987 device_map_psamplers(device, gl_info);
2988 else
2989 device_map_fixed_function_samplers(device, gl_info);
2991 if (vs)
2992 device_map_vsamplers(device, ps, gl_info);
2995 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2997 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2999 TRACE("device %p, shader %p.\n", device, shader);
3001 device->updateStateBlock->state.pixel_shader = shader;
3002 device->updateStateBlock->changed.pixelShader = TRUE;
3004 if (device->isRecordingState)
3006 if (shader)
3007 wined3d_shader_incref(shader);
3008 if (prev)
3009 wined3d_shader_decref(prev);
3010 TRACE("Recording... not performing anything.\n");
3011 return WINED3D_OK;
3014 if (shader == prev)
3016 TRACE("Application is setting the old shader over, nothing to do.\n");
3017 return WINED3D_OK;
3020 if (shader)
3021 wined3d_shader_incref(shader);
3022 if (prev)
3023 wined3d_shader_decref(prev);
3025 device_invalidate_state(device, STATE_PIXELSHADER);
3027 return WINED3D_OK;
3030 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3032 struct wined3d_shader *shader;
3034 TRACE("device %p.\n", device);
3036 shader = device->stateBlock->state.pixel_shader;
3037 if (shader)
3038 wined3d_shader_incref(shader);
3040 TRACE("Returning %p.\n", shader);
3041 return shader;
3044 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3045 UINT start_register, const BOOL *constants, UINT bool_count)
3047 UINT count = min(bool_count, MAX_CONST_B - start_register);
3048 UINT i;
3050 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3051 device, start_register, constants, bool_count);
3053 if (!constants || start_register >= MAX_CONST_B)
3054 return WINED3DERR_INVALIDCALL;
3056 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3057 for (i = 0; i < count; ++i)
3058 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3060 for (i = start_register; i < count + start_register; ++i)
3061 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3063 if (!device->isRecordingState)
3064 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3066 return WINED3D_OK;
3069 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3070 UINT start_register, BOOL *constants, UINT bool_count)
3072 UINT count = min(bool_count, MAX_CONST_B - start_register);
3074 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3075 device, start_register, constants, bool_count);
3077 if (!constants || start_register >= MAX_CONST_B)
3078 return WINED3DERR_INVALIDCALL;
3080 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3082 return WINED3D_OK;
3085 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3086 UINT start_register, const int *constants, UINT vector4i_count)
3088 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3089 UINT i;
3091 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3092 device, start_register, constants, vector4i_count);
3094 if (!constants || start_register >= MAX_CONST_I)
3095 return WINED3DERR_INVALIDCALL;
3097 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3098 for (i = 0; i < count; ++i)
3099 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3100 constants[i * 4], constants[i * 4 + 1],
3101 constants[i * 4 + 2], constants[i * 4 + 3]);
3103 for (i = start_register; i < count + start_register; ++i)
3104 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3106 if (!device->isRecordingState)
3107 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3109 return WINED3D_OK;
3112 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3113 UINT start_register, int *constants, UINT vector4i_count)
3115 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3117 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3118 device, start_register, constants, vector4i_count);
3120 if (!constants || start_register >= MAX_CONST_I)
3121 return WINED3DERR_INVALIDCALL;
3123 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3125 return WINED3D_OK;
3128 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3129 UINT start_register, const float *constants, UINT vector4f_count)
3131 UINT i;
3133 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3134 device, start_register, constants, vector4f_count);
3136 /* Specifically test start_register > limit to catch MAX_UINT overflows
3137 * when adding start_register + vector4f_count. */
3138 if (!constants
3139 || start_register + vector4f_count > device->d3d_pshader_constantF
3140 || start_register > device->d3d_pshader_constantF)
3141 return WINED3DERR_INVALIDCALL;
3143 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3144 constants, vector4f_count * sizeof(float) * 4);
3145 if (TRACE_ON(d3d))
3147 for (i = 0; i < vector4f_count; ++i)
3148 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3149 constants[i * 4], constants[i * 4 + 1],
3150 constants[i * 4 + 2], constants[i * 4 + 3]);
3153 if (!device->isRecordingState)
3155 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3156 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3159 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3160 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3162 return WINED3D_OK;
3165 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3166 UINT start_register, float *constants, UINT vector4f_count)
3168 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3170 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3171 device, start_register, constants, vector4f_count);
3173 if (!constants || count < 0)
3174 return WINED3DERR_INVALIDCALL;
3176 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3178 return WINED3D_OK;
3181 /* Context activation is done by the caller. */
3182 /* Do not call while under the GL lock. */
3183 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3184 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3185 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3186 DWORD DestFVF)
3188 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3189 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3190 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3191 struct wined3d_viewport vp;
3192 unsigned int i;
3193 BOOL doClip;
3194 DWORD numTextures;
3196 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3198 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3201 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3203 ERR("Source has no position mask\n");
3204 return WINED3DERR_INVALIDCALL;
3207 if (!dest->resource.allocatedMemory)
3208 buffer_get_sysmem(dest, gl_info);
3210 /* Get a pointer into the destination vbo(create one if none exists) and
3211 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3213 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3215 dest->flags |= WINED3D_BUFFER_CREATEBO;
3216 wined3d_buffer_preload(dest);
3219 if (dest->buffer_object)
3221 unsigned char extrabytes = 0;
3222 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3223 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3224 * this may write 4 extra bytes beyond the area that should be written
3226 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3227 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3228 if(!dest_conv_addr) {
3229 ERR("Out of memory\n");
3230 /* Continue without storing converted vertices */
3232 dest_conv = dest_conv_addr;
3235 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3237 static BOOL warned = FALSE;
3239 * The clipping code is not quite correct. Some things need
3240 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3241 * so disable clipping for now.
3242 * (The graphics in Half-Life are broken, and my processvertices
3243 * test crashes with IDirect3DDevice3)
3244 doClip = TRUE;
3246 doClip = FALSE;
3247 if(!warned) {
3248 warned = TRUE;
3249 FIXME("Clipping is broken and disabled for now\n");
3251 } else doClip = FALSE;
3252 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3254 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3255 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3256 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3258 TRACE("View mat:\n");
3259 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3260 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3261 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3262 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3264 TRACE("Proj mat:\n");
3265 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3266 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3267 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3268 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3270 TRACE("World mat:\n");
3271 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3272 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3273 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3274 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3276 /* Get the viewport */
3277 wined3d_device_get_viewport(device, &vp);
3278 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3279 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3281 multiply_matrix(&mat,&view_mat,&world_mat);
3282 multiply_matrix(&mat,&proj_mat,&mat);
3284 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3286 for (i = 0; i < dwCount; i+= 1) {
3287 unsigned int tex_index;
3289 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3290 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3291 /* The position first */
3292 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3293 const float *p = (const float *)(element->data.addr + i * element->stride);
3294 float x, y, z, rhw;
3295 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3297 /* Multiplication with world, view and projection matrix */
3298 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3299 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3300 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3301 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3303 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3305 /* WARNING: The following things are taken from d3d7 and were not yet checked
3306 * against d3d8 or d3d9!
3309 /* Clipping conditions: From msdn
3311 * A vertex is clipped if it does not match the following requirements
3312 * -rhw < x <= rhw
3313 * -rhw < y <= rhw
3314 * 0 < z <= rhw
3315 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3317 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3318 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3322 if( !doClip ||
3323 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3324 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3325 ( rhw > eps ) ) ) {
3327 /* "Normal" viewport transformation (not clipped)
3328 * 1) The values are divided by rhw
3329 * 2) The y axis is negative, so multiply it with -1
3330 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3331 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3332 * 4) Multiply x with Width/2 and add Width/2
3333 * 5) The same for the height
3334 * 6) Add the viewpoint X and Y to the 2D coordinates and
3335 * The minimum Z value to z
3336 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3338 * Well, basically it's simply a linear transformation into viewport
3339 * coordinates
3342 x /= rhw;
3343 y /= rhw;
3344 z /= rhw;
3346 y *= -1;
3348 x *= vp.width / 2;
3349 y *= vp.height / 2;
3350 z *= vp.max_z - vp.min_z;
3352 x += vp.width / 2 + vp.x;
3353 y += vp.height / 2 + vp.y;
3354 z += vp.min_z;
3356 rhw = 1 / rhw;
3357 } else {
3358 /* That vertex got clipped
3359 * Contrary to OpenGL it is not dropped completely, it just
3360 * undergoes a different calculation.
3362 TRACE("Vertex got clipped\n");
3363 x += rhw;
3364 y += rhw;
3366 x /= 2;
3367 y /= 2;
3369 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3370 * outside of the main vertex buffer memory. That needs some more
3371 * investigation...
3375 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3378 ( (float *) dest_ptr)[0] = x;
3379 ( (float *) dest_ptr)[1] = y;
3380 ( (float *) dest_ptr)[2] = z;
3381 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3383 dest_ptr += 3 * sizeof(float);
3385 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3386 dest_ptr += sizeof(float);
3389 if(dest_conv) {
3390 float w = 1 / rhw;
3391 ( (float *) dest_conv)[0] = x * w;
3392 ( (float *) dest_conv)[1] = y * w;
3393 ( (float *) dest_conv)[2] = z * w;
3394 ( (float *) dest_conv)[3] = w;
3396 dest_conv += 3 * sizeof(float);
3398 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3399 dest_conv += sizeof(float);
3403 if (DestFVF & WINED3DFVF_PSIZE) {
3404 dest_ptr += sizeof(DWORD);
3405 if(dest_conv) dest_conv += sizeof(DWORD);
3407 if (DestFVF & WINED3DFVF_NORMAL)
3409 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3410 const float *normal = (const float *)(element->data.addr + i * element->stride);
3411 /* AFAIK this should go into the lighting information */
3412 FIXME("Didn't expect the destination to have a normal\n");
3413 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3414 if(dest_conv) {
3415 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3419 if (DestFVF & WINED3DFVF_DIFFUSE)
3421 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3422 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3423 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3425 static BOOL warned = FALSE;
3427 if(!warned) {
3428 ERR("No diffuse color in source, but destination has one\n");
3429 warned = TRUE;
3432 *( (DWORD *) dest_ptr) = 0xffffffff;
3433 dest_ptr += sizeof(DWORD);
3435 if(dest_conv) {
3436 *( (DWORD *) dest_conv) = 0xffffffff;
3437 dest_conv += sizeof(DWORD);
3440 else {
3441 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3442 if(dest_conv) {
3443 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3444 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3445 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3446 dest_conv += sizeof(DWORD);
3451 if (DestFVF & WINED3DFVF_SPECULAR)
3453 /* What's the color value in the feedback buffer? */
3454 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3455 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3456 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3458 static BOOL warned = FALSE;
3460 if(!warned) {
3461 ERR("No specular color in source, but destination has one\n");
3462 warned = TRUE;
3465 *( (DWORD *) dest_ptr) = 0xFF000000;
3466 dest_ptr += sizeof(DWORD);
3468 if(dest_conv) {
3469 *( (DWORD *) dest_conv) = 0xFF000000;
3470 dest_conv += sizeof(DWORD);
3473 else {
3474 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3475 if(dest_conv) {
3476 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3477 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3478 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3479 dest_conv += sizeof(DWORD);
3484 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3486 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3487 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3488 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3490 ERR("No source texture, but destination requests one\n");
3491 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3492 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3494 else {
3495 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3496 if(dest_conv) {
3497 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3503 if (dest_conv)
3505 ENTER_GL();
3507 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3508 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3509 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3510 dwCount * get_flexible_vertex_size(DestFVF),
3511 dest_conv_addr));
3512 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3514 LEAVE_GL();
3516 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3519 return WINED3D_OK;
3521 #undef copy_and_next
3523 /* Do not call while under the GL lock. */
3524 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3525 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3526 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3528 struct wined3d_state *state = &device->stateBlock->state;
3529 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3530 struct wined3d_stream_info stream_info;
3531 const struct wined3d_gl_info *gl_info;
3532 struct wined3d_context *context;
3533 struct wined3d_shader *vs;
3534 HRESULT hr;
3536 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3537 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3538 device, src_start_idx, dst_idx, vertex_count,
3539 dst_buffer, declaration, flags, dst_fvf);
3541 if (declaration)
3542 FIXME("Output vertex declaration not implemented yet.\n");
3544 /* Need any context to write to the vbo. */
3545 context = context_acquire(device, NULL);
3546 gl_info = context->gl_info;
3548 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3549 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3550 * restore it afterwards. */
3551 vs = state->vertex_shader;
3552 state->vertex_shader = NULL;
3553 state->user_stream = FALSE;
3554 device_stream_info_from_declaration(device, &stream_info, &vbo);
3555 state->user_stream = streamWasUP;
3556 state->vertex_shader = vs;
3558 if (vbo || src_start_idx)
3560 unsigned int i;
3561 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3562 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3564 * Also get the start index in, but only loop over all elements if there's something to add at all.
3566 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3568 struct wined3d_stream_info_element *e;
3570 if (!(stream_info.use_map & (1 << i))) continue;
3572 e = &stream_info.elements[i];
3573 if (e->data.buffer_object)
3575 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3576 e->data.buffer_object = 0;
3577 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3578 ENTER_GL();
3579 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3580 vb->buffer_object = 0;
3581 LEAVE_GL();
3583 if (e->data.addr)
3584 e->data.addr += e->stride * src_start_idx;
3588 hr = process_vertices_strided(device, dst_idx, vertex_count,
3589 &stream_info, dst_buffer, flags, dst_fvf);
3591 context_release(context);
3593 return hr;
3596 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3597 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3599 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3600 DWORD old_value;
3602 TRACE("device %p, stage %u, state %s, value %#x.\n",
3603 device, stage, debug_d3dtexturestate(state), value);
3605 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3607 WARN("Invalid state %#x passed.\n", state);
3608 return WINED3D_OK;
3611 if (stage >= gl_info->limits.texture_stages)
3613 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3614 stage, gl_info->limits.texture_stages - 1);
3615 return WINED3D_OK;
3618 old_value = device->updateStateBlock->state.texture_states[stage][state];
3619 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3620 device->updateStateBlock->state.texture_states[stage][state] = value;
3622 if (device->isRecordingState)
3624 TRACE("Recording... not performing anything.\n");
3625 return WINED3D_OK;
3628 /* Checked after the assignments to allow proper stateblock recording. */
3629 if (old_value == value)
3631 TRACE("Application is setting the old value over, nothing to do.\n");
3632 return WINED3D_OK;
3635 if (stage > device->stateBlock->state.lowest_disabled_stage
3636 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3637 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3639 /* Colorop change above lowest disabled stage? That won't change
3640 * anything in the GL setup. Changes in other states are important on
3641 * disabled stages too. */
3642 return WINED3D_OK;
3645 if (state == WINED3D_TSS_COLOR_OP)
3647 unsigned int i;
3649 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3651 /* Previously enabled stage disabled now. Make sure to dirtify
3652 * all enabled stages above stage, they have to be disabled.
3654 * The current stage is dirtified below. */
3655 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3657 TRACE("Additionally dirtifying stage %u.\n", i);
3658 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3660 device->stateBlock->state.lowest_disabled_stage = stage;
3661 TRACE("New lowest disabled: %u.\n", stage);
3663 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3665 /* Previously disabled stage enabled. Stages above it may need
3666 * enabling. Stage must be lowest_disabled_stage here, if it's
3667 * bigger success is returned above, and stages below the lowest
3668 * disabled stage can't be enabled (because they are enabled
3669 * already).
3671 * Again stage stage doesn't need to be dirtified here, it is
3672 * handled below. */
3673 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3675 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3676 break;
3677 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3678 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3680 device->stateBlock->state.lowest_disabled_stage = i;
3681 TRACE("New lowest disabled: %u.\n", i);
3685 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3687 return WINED3D_OK;
3690 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3691 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3693 TRACE("device %p, stage %u, state %s, value %p.\n",
3694 device, stage, debug_d3dtexturestate(state), value);
3696 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3698 WARN("Invalid state %#x passed.\n", state);
3699 return WINED3D_OK;
3702 *value = device->updateStateBlock->state.texture_states[stage][state];
3703 TRACE("Returning %#x.\n", *value);
3705 return WINED3D_OK;
3708 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3709 UINT stage, struct wined3d_texture *texture)
3711 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3712 struct wined3d_texture *prev;
3714 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3716 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3717 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3719 /* Windows accepts overflowing this array... we do not. */
3720 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3722 WARN("Ignoring invalid stage %u.\n", stage);
3723 return WINED3D_OK;
3726 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3728 WARN("Rejecting attempt to set scratch texture.\n");
3729 return WINED3DERR_INVALIDCALL;
3732 device->updateStateBlock->changed.textures |= 1 << stage;
3734 prev = device->updateStateBlock->state.textures[stage];
3735 TRACE("Previous texture %p.\n", prev);
3737 if (texture == prev)
3739 TRACE("App is setting the same texture again, nothing to do.\n");
3740 return WINED3D_OK;
3743 TRACE("Setting new texture to %p.\n", texture);
3744 device->updateStateBlock->state.textures[stage] = texture;
3746 if (device->isRecordingState)
3748 TRACE("Recording... not performing anything\n");
3750 if (texture) wined3d_texture_incref(texture);
3751 if (prev) wined3d_texture_decref(prev);
3753 return WINED3D_OK;
3756 if (texture)
3758 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3760 wined3d_texture_incref(texture);
3762 if (!prev || texture->target != prev->target)
3763 device_invalidate_state(device, STATE_PIXELSHADER);
3765 if (!prev && stage < gl_info->limits.texture_stages)
3767 /* The source arguments for color and alpha ops have different
3768 * meanings when a NULL texture is bound, so the COLOR_OP and
3769 * ALPHA_OP have to be dirtified. */
3770 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3771 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3774 if (bind_count == 1)
3775 texture->sampler = stage;
3778 if (prev)
3780 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3782 wined3d_texture_decref(prev);
3784 if (!texture && stage < gl_info->limits.texture_stages)
3786 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3787 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3790 if (bind_count && prev->sampler == stage)
3792 unsigned int i;
3794 /* Search for other stages the texture is bound to. Shouldn't
3795 * happen if applications bind textures to a single stage only. */
3796 TRACE("Searching for other stages the texture is bound to.\n");
3797 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3799 if (device->updateStateBlock->state.textures[i] == prev)
3801 TRACE("Texture is also bound to stage %u.\n", i);
3802 prev->sampler = i;
3803 break;
3809 device_invalidate_state(device, STATE_SAMPLER(stage));
3811 return WINED3D_OK;
3814 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3815 UINT stage, struct wined3d_texture **texture)
3817 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3819 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3820 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3822 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3824 WARN("Ignoring invalid stage %u.\n", stage);
3825 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3828 *texture = device->stateBlock->state.textures[stage];
3829 if (*texture)
3830 wined3d_texture_incref(*texture);
3832 TRACE("Returning %p.\n", *texture);
3834 return WINED3D_OK;
3837 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3838 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3840 struct wined3d_swapchain *swapchain;
3841 HRESULT hr;
3843 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3844 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3846 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3847 if (FAILED(hr))
3849 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3850 return hr;
3853 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3854 wined3d_swapchain_decref(swapchain);
3855 if (FAILED(hr))
3857 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3858 return hr;
3861 return WINED3D_OK;
3864 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3866 TRACE("device %p, caps %p.\n", device, caps);
3868 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3869 device->create_parms.device_type, caps);
3872 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3873 UINT swapchain_idx, struct wined3d_display_mode *mode)
3875 struct wined3d_swapchain *swapchain;
3876 HRESULT hr;
3878 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3880 if (swapchain_idx)
3882 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3883 if (SUCCEEDED(hr))
3885 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3886 wined3d_swapchain_decref(swapchain);
3889 else
3891 const struct wined3d_adapter *adapter = device->adapter;
3893 /* Don't read the real display mode, but return the stored mode
3894 * instead. X11 can't change the color depth, and some apps are
3895 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3896 * that GetDisplayMode still returns 24 bpp.
3898 * Also don't relay to the swapchain because with ddraw it's possible
3899 * that there isn't a swapchain at all. */
3900 mode->width = adapter->screen_size.cx;
3901 mode->height = adapter->screen_size.cy;
3902 mode->format_id = adapter->screen_format;
3903 mode->refresh_rate = 0;
3904 hr = WINED3D_OK;
3907 return hr;
3910 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3912 struct wined3d_stateblock *stateblock;
3913 HRESULT hr;
3915 TRACE("device %p.\n", device);
3917 if (device->isRecordingState)
3918 return WINED3DERR_INVALIDCALL;
3920 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3921 if (FAILED(hr))
3922 return hr;
3924 wined3d_stateblock_decref(device->updateStateBlock);
3925 device->updateStateBlock = stateblock;
3926 device->isRecordingState = TRUE;
3928 TRACE("Recording stateblock %p.\n", stateblock);
3930 return WINED3D_OK;
3933 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3934 struct wined3d_stateblock **stateblock)
3936 struct wined3d_stateblock *object = device->updateStateBlock;
3938 TRACE("device %p, stateblock %p.\n", device, stateblock);
3940 if (!device->isRecordingState)
3942 WARN("Not recording.\n");
3943 *stateblock = NULL;
3944 return WINED3DERR_INVALIDCALL;
3947 stateblock_init_contained_states(object);
3949 *stateblock = object;
3950 device->isRecordingState = FALSE;
3951 device->updateStateBlock = device->stateBlock;
3952 wined3d_stateblock_incref(device->updateStateBlock);
3954 TRACE("Returning stateblock %p.\n", *stateblock);
3956 return WINED3D_OK;
3959 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3961 /* At the moment we have no need for any functionality at the beginning
3962 * of a scene. */
3963 TRACE("device %p.\n", device);
3965 if (device->inScene)
3967 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3968 return WINED3DERR_INVALIDCALL;
3970 device->inScene = TRUE;
3971 return WINED3D_OK;
3974 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3976 struct wined3d_context *context;
3978 TRACE("device %p.\n", device);
3980 if (!device->inScene)
3982 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3983 return WINED3DERR_INVALIDCALL;
3986 context = context_acquire(device, NULL);
3987 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3988 wglFlush();
3989 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3990 * fails. */
3991 context_release(context);
3993 device->inScene = FALSE;
3994 return WINED3D_OK;
3997 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3998 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4000 UINT i;
4002 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4003 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4004 dst_window_override, dirty_region);
4006 for (i = 0; i < device->swapchain_count; ++i)
4008 wined3d_swapchain_present(device->swapchains[i], src_rect,
4009 dst_rect, dst_window_override, dirty_region, 0);
4012 return WINED3D_OK;
4015 /* Do not call while under the GL lock. */
4016 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4017 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4019 RECT draw_rect;
4021 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4022 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
4024 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4026 struct wined3d_surface *ds = device->fb.depth_stencil;
4027 if (!ds)
4029 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4030 /* TODO: What about depth stencil buffers without stencil bits? */
4031 return WINED3DERR_INVALIDCALL;
4033 else if (flags & WINED3DCLEAR_TARGET)
4035 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4036 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4038 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4039 return WINED3D_OK;
4044 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4046 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4047 &device->fb, rect_count, rects,
4048 &draw_rect, flags, color, depth, stencil);
4051 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4052 enum wined3d_primitive_type primitive_type)
4054 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4056 device->updateStateBlock->changed.primitive_type = TRUE;
4057 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4060 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4061 enum wined3d_primitive_type *primitive_type)
4063 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4065 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4067 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4070 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4072 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4074 if (!device->stateBlock->state.vertex_declaration)
4076 WARN("Called without a valid vertex declaration set.\n");
4077 return WINED3DERR_INVALIDCALL;
4080 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4081 if (device->stateBlock->state.user_stream)
4083 device_invalidate_state(device, STATE_INDEXBUFFER);
4084 device->stateBlock->state.user_stream = FALSE;
4087 if (device->stateBlock->state.load_base_vertex_index)
4089 device->stateBlock->state.load_base_vertex_index = 0;
4090 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4093 /* Account for the loading offset due to index buffers. Instead of
4094 * reloading all sources correct it with the startvertex parameter. */
4095 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4096 return WINED3D_OK;
4099 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4101 struct wined3d_buffer *index_buffer;
4102 UINT index_size = 2;
4103 GLuint vbo;
4104 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4106 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4108 index_buffer = device->stateBlock->state.index_buffer;
4109 if (!index_buffer)
4111 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4112 * without an index buffer set. (The first time at least...)
4113 * D3D8 simply dies, but I doubt it can do much harm to return
4114 * D3DERR_INVALIDCALL there as well. */
4115 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4116 return WINED3DERR_INVALIDCALL;
4119 if (!device->stateBlock->state.vertex_declaration)
4121 WARN("Called without a valid vertex declaration set.\n");
4122 return WINED3DERR_INVALIDCALL;
4125 if (device->stateBlock->state.user_stream)
4127 device_invalidate_state(device, STATE_INDEXBUFFER);
4128 device->stateBlock->state.user_stream = FALSE;
4130 vbo = index_buffer->buffer_object;
4132 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4133 index_size = 2;
4134 else
4135 index_size = 4;
4137 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4138 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4140 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4141 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4144 drawPrimitive(device, index_count, start_idx, index_size,
4145 vbo ? NULL : index_buffer->resource.allocatedMemory);
4147 return WINED3D_OK;
4150 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4151 const void *stream_data, UINT stream_stride)
4153 struct wined3d_stream_state *stream;
4154 struct wined3d_buffer *vb;
4156 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4157 device, vertex_count, stream_data, stream_stride);
4159 if (!device->stateBlock->state.vertex_declaration)
4161 WARN("Called without a valid vertex declaration set.\n");
4162 return WINED3DERR_INVALIDCALL;
4165 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4166 stream = &device->stateBlock->state.streams[0];
4167 vb = stream->buffer;
4168 stream->buffer = (struct wined3d_buffer *)stream_data;
4169 if (vb)
4170 wined3d_buffer_decref(vb);
4171 stream->offset = 0;
4172 stream->stride = stream_stride;
4173 device->stateBlock->state.user_stream = TRUE;
4174 if (device->stateBlock->state.load_base_vertex_index)
4176 device->stateBlock->state.load_base_vertex_index = 0;
4177 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4180 /* TODO: Only mark dirty if drawing from a different UP address */
4181 device_invalidate_state(device, STATE_STREAMSRC);
4183 drawPrimitive(device, vertex_count, 0, 0, NULL);
4185 /* MSDN specifies stream zero settings must be set to NULL */
4186 stream->buffer = NULL;
4187 stream->stride = 0;
4189 /* stream zero settings set to null at end, as per the msdn. No need to
4190 * mark dirty here, the app has to set the new stream sources or use UP
4191 * drawing again. */
4192 return WINED3D_OK;
4195 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4196 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4197 const void *stream_data, UINT stream_stride)
4199 struct wined3d_stream_state *stream;
4200 struct wined3d_buffer *vb, *ib;
4201 UINT index_size;
4203 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4204 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4206 if (!device->stateBlock->state.vertex_declaration)
4208 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4209 return WINED3DERR_INVALIDCALL;
4212 if (index_data_format_id == WINED3DFMT_R16_UINT)
4213 index_size = 2;
4214 else
4215 index_size = 4;
4217 stream = &device->stateBlock->state.streams[0];
4218 vb = stream->buffer;
4219 stream->buffer = (struct wined3d_buffer *)stream_data;
4220 if (vb)
4221 wined3d_buffer_decref(vb);
4222 stream->offset = 0;
4223 stream->stride = stream_stride;
4224 device->stateBlock->state.user_stream = TRUE;
4226 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4227 device->stateBlock->state.base_vertex_index = 0;
4228 if (device->stateBlock->state.load_base_vertex_index)
4230 device->stateBlock->state.load_base_vertex_index = 0;
4231 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4233 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4234 device_invalidate_state(device, STATE_STREAMSRC);
4235 device_invalidate_state(device, STATE_INDEXBUFFER);
4237 drawPrimitive(device, index_count, 0, index_size, index_data);
4239 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4240 stream->buffer = NULL;
4241 stream->stride = 0;
4242 ib = device->stateBlock->state.index_buffer;
4243 if (ib)
4245 wined3d_buffer_decref(ib);
4246 device->stateBlock->state.index_buffer = NULL;
4248 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4249 * SetStreamSource to specify a vertex buffer
4252 return WINED3D_OK;
4255 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4256 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4258 /* Mark the state dirty until we have nicer tracking. It's fine to change
4259 * baseVertexIndex because that call is only called by ddraw which does
4260 * not need that value. */
4261 device_invalidate_state(device, STATE_VDECL);
4262 device_invalidate_state(device, STATE_STREAMSRC);
4263 device_invalidate_state(device, STATE_INDEXBUFFER);
4265 device->stateBlock->state.base_vertex_index = 0;
4266 device->up_strided = strided_data;
4267 drawPrimitive(device, vertex_count, 0, 0, NULL);
4268 device->up_strided = NULL;
4270 /* Invalidate the states again to make sure the values from the stateblock
4271 * are properly applied in the next regular draw. Note that the application-
4272 * provided strided data has ovwritten pretty much the entire vertex and
4273 * and index stream related states */
4274 device_invalidate_state(device, STATE_VDECL);
4275 device_invalidate_state(device, STATE_STREAMSRC);
4276 device_invalidate_state(device, STATE_INDEXBUFFER);
4277 return WINED3D_OK;
4280 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4281 UINT index_count, const struct wined3d_strided_data *strided_data,
4282 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4284 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4286 /* Mark the state dirty until we have nicer tracking
4287 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4288 * that value.
4290 device_invalidate_state(device, STATE_VDECL);
4291 device_invalidate_state(device, STATE_STREAMSRC);
4292 device_invalidate_state(device, STATE_INDEXBUFFER);
4294 device->stateBlock->state.user_stream = TRUE;
4295 device->stateBlock->state.base_vertex_index = 0;
4296 device->up_strided = strided_data;
4297 drawPrimitive(device, index_count, 0, index_size, index_data);
4298 device->up_strided = NULL;
4300 device_invalidate_state(device, STATE_VDECL);
4301 device_invalidate_state(device, STATE_STREAMSRC);
4302 device_invalidate_state(device, STATE_INDEXBUFFER);
4303 return WINED3D_OK;
4306 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4307 static HRESULT device_update_volume(struct wined3d_device *device,
4308 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4310 struct wined3d_mapped_box src;
4311 struct wined3d_mapped_box dst;
4312 HRESULT hr;
4314 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4315 device, src_volume, dst_volume);
4317 /* TODO: Implement direct loading into the gl volume instead of using
4318 * memcpy and dirtification to improve loading performance. */
4319 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4320 if (FAILED(hr)) return hr;
4321 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4322 if (FAILED(hr))
4324 wined3d_volume_unmap(src_volume);
4325 return hr;
4328 memcpy(dst.data, src.data, dst_volume->resource.size);
4330 hr = wined3d_volume_unmap(dst_volume);
4331 if (FAILED(hr))
4332 wined3d_volume_unmap(src_volume);
4333 else
4334 hr = wined3d_volume_unmap(src_volume);
4336 return hr;
4339 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4340 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4342 enum wined3d_resource_type type;
4343 unsigned int level_count, i;
4344 HRESULT hr;
4346 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4348 /* Verify that the source and destination textures are non-NULL. */
4349 if (!src_texture || !dst_texture)
4351 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4352 return WINED3DERR_INVALIDCALL;
4355 if (src_texture == dst_texture)
4357 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4358 return WINED3DERR_INVALIDCALL;
4361 /* Verify that the source and destination textures are the same type. */
4362 type = src_texture->resource.type;
4363 if (dst_texture->resource.type != type)
4365 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4366 return WINED3DERR_INVALIDCALL;
4369 /* Check that both textures have the identical numbers of levels. */
4370 level_count = wined3d_texture_get_level_count(src_texture);
4371 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4373 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4374 return WINED3DERR_INVALIDCALL;
4377 /* Make sure that the destination texture is loaded. */
4378 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4380 /* Update every surface level of the texture. */
4381 switch (type)
4383 case WINED3D_RTYPE_TEXTURE:
4385 struct wined3d_surface *src_surface;
4386 struct wined3d_surface *dst_surface;
4388 for (i = 0; i < level_count; ++i)
4390 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4391 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4392 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4393 if (FAILED(hr))
4395 WARN("Failed to update surface, hr %#x.\n", hr);
4396 return hr;
4399 break;
4402 case WINED3D_RTYPE_CUBE_TEXTURE:
4404 struct wined3d_surface *src_surface;
4405 struct wined3d_surface *dst_surface;
4407 for (i = 0; i < level_count * 6; ++i)
4409 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4410 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4411 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4412 if (FAILED(hr))
4414 WARN("Failed to update surface, hr %#x.\n", hr);
4415 return hr;
4418 break;
4421 case WINED3D_RTYPE_VOLUME_TEXTURE:
4423 for (i = 0; i < level_count; ++i)
4425 hr = device_update_volume(device,
4426 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4427 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4428 if (FAILED(hr))
4430 WARN("Failed to update volume, hr %#x.\n", hr);
4431 return hr;
4434 break;
4437 default:
4438 FIXME("Unsupported texture type %#x.\n", type);
4439 return WINED3DERR_INVALIDCALL;
4442 return WINED3D_OK;
4445 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4446 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4448 struct wined3d_swapchain *swapchain;
4449 HRESULT hr;
4451 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4453 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4454 if (FAILED(hr)) return hr;
4456 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4457 wined3d_swapchain_decref(swapchain);
4459 return hr;
4462 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4464 const struct wined3d_state *state = &device->stateBlock->state;
4465 struct wined3d_texture *texture;
4466 DWORD i;
4468 TRACE("device %p, num_passes %p.\n", device, num_passes);
4470 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4472 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4474 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4475 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4477 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4479 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4480 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4483 texture = state->textures[i];
4484 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4486 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4488 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4489 return E_FAIL;
4491 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4493 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4494 return E_FAIL;
4496 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4497 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4499 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4500 return E_FAIL;
4504 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4505 || state->render_states[WINED3D_RS_STENCILENABLE])
4507 struct wined3d_surface *ds = device->fb.depth_stencil;
4508 struct wined3d_surface *target = device->fb.render_targets[0];
4510 if(ds && target
4511 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4513 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4514 return WINED3DERR_CONFLICTINGRENDERSTATE;
4518 /* return a sensible default */
4519 *num_passes = 1;
4521 TRACE("returning D3D_OK\n");
4522 return WINED3D_OK;
4525 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4527 static BOOL warned;
4529 TRACE("device %p, software %#x.\n", device, software);
4531 if (!warned)
4533 FIXME("device %p, software %#x stub!\n", device, software);
4534 warned = TRUE;
4537 device->softwareVertexProcessing = software;
4539 return WINED3D_OK;
4542 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4544 static BOOL warned;
4546 TRACE("device %p.\n", device);
4548 if (!warned)
4550 TRACE("device %p stub!\n", device);
4551 warned = TRUE;
4554 return device->softwareVertexProcessing;
4557 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4558 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4560 struct wined3d_swapchain *swapchain;
4561 HRESULT hr;
4563 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4564 device, swapchain_idx, raster_status);
4566 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4567 if (FAILED(hr))
4569 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4570 return hr;
4573 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4574 wined3d_swapchain_decref(swapchain);
4575 if (FAILED(hr))
4577 WARN("Failed to get raster status, hr %#x.\n", hr);
4578 return hr;
4581 return WINED3D_OK;
4584 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4586 static BOOL warned;
4588 TRACE("device %p, segments %.8e.\n", device, segments);
4590 if (segments != 0.0f)
4592 if (!warned)
4594 FIXME("device %p, segments %.8e stub!\n", device, segments);
4595 warned = TRUE;
4599 return WINED3D_OK;
4602 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4604 static BOOL warned;
4606 TRACE("device %p.\n", device);
4608 if (!warned)
4610 FIXME("device %p stub!\n", device);
4611 warned = TRUE;
4614 return 0.0f;
4617 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4618 struct wined3d_surface *src_surface, const RECT *src_rect,
4619 struct wined3d_surface *dst_surface, const POINT *dst_point)
4621 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4622 device, src_surface, wine_dbgstr_rect(src_rect),
4623 dst_surface, wine_dbgstr_point(dst_point));
4625 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4627 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4628 src_surface, dst_surface);
4629 return WINED3DERR_INVALIDCALL;
4632 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4635 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4636 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4638 struct wined3d_rect_patch *patch;
4639 GLenum old_primitive_type;
4640 unsigned int i;
4641 struct list *e;
4642 BOOL found;
4644 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4645 device, handle, num_segs, rect_patch_info);
4647 if (!(handle || rect_patch_info))
4649 /* TODO: Write a test for the return value, thus the FIXME */
4650 FIXME("Both handle and rect_patch_info are NULL.\n");
4651 return WINED3DERR_INVALIDCALL;
4654 if (handle)
4656 i = PATCHMAP_HASHFUNC(handle);
4657 found = FALSE;
4658 LIST_FOR_EACH(e, &device->patches[i])
4660 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4661 if (patch->Handle == handle)
4663 found = TRUE;
4664 break;
4668 if (!found)
4670 TRACE("Patch does not exist. Creating a new one\n");
4671 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4672 patch->Handle = handle;
4673 list_add_head(&device->patches[i], &patch->entry);
4674 } else {
4675 TRACE("Found existing patch %p\n", patch);
4678 else
4680 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4681 * attributes we have to tesselate, read back, and draw. This needs a patch
4682 * management structure instance. Create one.
4684 * A possible improvement is to check if a vertex shader is used, and if not directly
4685 * draw the patch.
4687 FIXME("Drawing an uncached patch. This is slow\n");
4688 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4691 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4692 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4693 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4695 HRESULT hr;
4696 TRACE("Tesselation density or patch info changed, retesselating\n");
4698 if (rect_patch_info)
4699 patch->rect_patch_info = *rect_patch_info;
4701 patch->numSegs[0] = num_segs[0];
4702 patch->numSegs[1] = num_segs[1];
4703 patch->numSegs[2] = num_segs[2];
4704 patch->numSegs[3] = num_segs[3];
4706 hr = tesselate_rectpatch(device, patch);
4707 if (FAILED(hr))
4709 WARN("Patch tesselation failed.\n");
4711 /* Do not release the handle to store the params of the patch */
4712 if (!handle)
4713 HeapFree(GetProcessHeap(), 0, patch);
4715 return hr;
4719 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4720 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4721 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4722 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4724 /* Destroy uncached patches */
4725 if (!handle)
4727 HeapFree(GetProcessHeap(), 0, patch->mem);
4728 HeapFree(GetProcessHeap(), 0, patch);
4730 return WINED3D_OK;
4733 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4734 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4736 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4737 device, handle, segment_count, patch_info);
4739 return WINED3D_OK;
4742 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4744 struct wined3d_rect_patch *patch;
4745 struct list *e;
4746 int i;
4748 TRACE("device %p, handle %#x.\n", device, handle);
4750 i = PATCHMAP_HASHFUNC(handle);
4751 LIST_FOR_EACH(e, &device->patches[i])
4753 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4754 if (patch->Handle == handle)
4756 TRACE("Deleting patch %p\n", patch);
4757 list_remove(&patch->entry);
4758 HeapFree(GetProcessHeap(), 0, patch->mem);
4759 HeapFree(GetProcessHeap(), 0, patch);
4760 return WINED3D_OK;
4764 /* TODO: Write a test for the return value */
4765 FIXME("Attempt to destroy nonexistent patch\n");
4766 return WINED3DERR_INVALIDCALL;
4769 /* Do not call while under the GL lock. */
4770 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4771 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4773 RECT r;
4775 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4776 device, surface, wine_dbgstr_rect(rect),
4777 color->r, color->g, color->b, color->a);
4779 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4781 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4782 return WINED3DERR_INVALIDCALL;
4785 if (!rect)
4787 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4788 rect = &r;
4791 return surface_color_fill(surface, rect, color);
4794 /* Do not call while under the GL lock. */
4795 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4796 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4798 struct wined3d_resource *resource;
4799 HRESULT hr;
4800 RECT rect;
4802 resource = rendertarget_view->resource;
4803 if (resource->type != WINED3D_RTYPE_SURFACE)
4805 FIXME("Only supported on surface resources\n");
4806 return;
4809 SetRect(&rect, 0, 0, resource->width, resource->height);
4810 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4811 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4814 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4815 UINT render_target_idx, struct wined3d_surface **render_target)
4817 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4818 device, render_target_idx, render_target);
4820 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4822 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4823 return WINED3DERR_INVALIDCALL;
4826 *render_target = device->fb.render_targets[render_target_idx];
4827 TRACE("Returning render target %p.\n", *render_target);
4829 if (!*render_target)
4830 return WINED3DERR_NOTFOUND;
4832 wined3d_surface_incref(*render_target);
4834 return WINED3D_OK;
4837 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4838 struct wined3d_surface **depth_stencil)
4840 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4842 *depth_stencil = device->fb.depth_stencil;
4843 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4845 if (!*depth_stencil)
4846 return WINED3DERR_NOTFOUND;
4848 wined3d_surface_incref(*depth_stencil);
4850 return WINED3D_OK;
4853 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4854 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4856 struct wined3d_surface *prev;
4858 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4859 device, render_target_idx, render_target, set_viewport);
4861 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4863 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4864 return WINED3DERR_INVALIDCALL;
4867 prev = device->fb.render_targets[render_target_idx];
4868 if (render_target == prev)
4870 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4871 return WINED3D_OK;
4874 /* Render target 0 can't be set to NULL. */
4875 if (!render_target && !render_target_idx)
4877 WARN("Trying to set render target 0 to NULL.\n");
4878 return WINED3DERR_INVALIDCALL;
4881 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4883 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4884 return WINED3DERR_INVALIDCALL;
4887 if (render_target)
4888 wined3d_surface_incref(render_target);
4889 device->fb.render_targets[render_target_idx] = render_target;
4890 /* Release after the assignment, to prevent device_resource_released()
4891 * from seeing the surface as still in use. */
4892 if (prev)
4893 wined3d_surface_decref(prev);
4895 /* Render target 0 is special. */
4896 if (!render_target_idx && set_viewport)
4898 /* Set the viewport and scissor rectangles, if requested. Tests show
4899 * that stateblock recording is ignored, the change goes directly
4900 * into the primary stateblock. */
4901 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4902 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4903 device->stateBlock->state.viewport.x = 0;
4904 device->stateBlock->state.viewport.y = 0;
4905 device->stateBlock->state.viewport.max_z = 1.0f;
4906 device->stateBlock->state.viewport.min_z = 0.0f;
4907 device_invalidate_state(device, STATE_VIEWPORT);
4909 device->stateBlock->state.scissor_rect.top = 0;
4910 device->stateBlock->state.scissor_rect.left = 0;
4911 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4912 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4913 device_invalidate_state(device, STATE_SCISSORRECT);
4916 device_invalidate_state(device, STATE_FRAMEBUFFER);
4918 return WINED3D_OK;
4921 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4923 struct wined3d_surface *prev = device->fb.depth_stencil;
4925 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4926 device, depth_stencil, prev);
4928 if (prev == depth_stencil)
4930 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4931 return WINED3D_OK;
4934 if (prev)
4936 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4937 || prev->flags & SFLAG_DISCARD)
4939 surface_modify_ds_location(prev, SFLAG_LOST,
4940 prev->resource.width, prev->resource.height);
4941 if (prev == device->onscreen_depth_stencil)
4943 wined3d_surface_decref(device->onscreen_depth_stencil);
4944 device->onscreen_depth_stencil = NULL;
4949 device->fb.depth_stencil = depth_stencil;
4950 if (depth_stencil)
4951 wined3d_surface_incref(depth_stencil);
4953 if (!prev != !depth_stencil)
4955 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4956 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4957 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4958 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4959 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4961 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4963 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4965 if (prev)
4966 wined3d_surface_decref(prev);
4968 device_invalidate_state(device, STATE_FRAMEBUFFER);
4970 return WINED3D_OK;
4973 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4974 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4976 struct wined3d_mapped_rect mapped_rect;
4978 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4979 device, x_hotspot, y_hotspot, cursor_image);
4981 /* some basic validation checks */
4982 if (device->cursorTexture)
4984 struct wined3d_context *context = context_acquire(device, NULL);
4985 ENTER_GL();
4986 glDeleteTextures(1, &device->cursorTexture);
4987 LEAVE_GL();
4988 context_release(context);
4989 device->cursorTexture = 0;
4992 if (cursor_image)
4994 struct wined3d_mapped_rect rect;
4996 /* MSDN: Cursor must be A8R8G8B8 */
4997 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4999 WARN("surface %p has an invalid format.\n", cursor_image);
5000 return WINED3DERR_INVALIDCALL;
5003 /* MSDN: Cursor must be smaller than the display mode */
5004 if (cursor_image->resource.width > device->adapter->screen_size.cx
5005 || cursor_image->resource.height > device->adapter->screen_size.cy)
5007 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5008 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5009 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5010 return WINED3DERR_INVALIDCALL;
5013 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5015 /* Do not store the surface's pointer because the application may
5016 * release it after setting the cursor image. Windows doesn't
5017 * addref the set surface, so we can't do this either without
5018 * creating circular refcount dependencies. Copy out the gl texture
5019 * instead. */
5020 device->cursorWidth = cursor_image->resource.width;
5021 device->cursorHeight = cursor_image->resource.height;
5022 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5024 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5025 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5026 struct wined3d_context *context;
5027 char *mem, *bits = rect.data;
5028 GLint intfmt = format->glInternal;
5029 GLint gl_format = format->glFormat;
5030 GLint type = format->glType;
5031 INT height = device->cursorHeight;
5032 INT width = device->cursorWidth;
5033 INT bpp = format->byte_count;
5034 INT i;
5036 /* Reformat the texture memory (pitch and width can be
5037 * different) */
5038 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5039 for(i = 0; i < height; i++)
5040 memcpy(&mem[width * bpp * i], &bits[rect.row_pitch * i], width * bpp);
5041 wined3d_surface_unmap(cursor_image);
5043 context = context_acquire(device, NULL);
5045 ENTER_GL();
5047 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5049 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5050 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5053 invalidate_active_texture(device, context);
5054 /* Create a new cursor texture */
5055 glGenTextures(1, &device->cursorTexture);
5056 checkGLcall("glGenTextures");
5057 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5058 /* Copy the bitmap memory into the cursor texture */
5059 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5060 checkGLcall("glTexImage2D");
5061 HeapFree(GetProcessHeap(), 0, mem);
5063 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5065 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5066 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5069 LEAVE_GL();
5071 context_release(context);
5073 else
5075 FIXME("A cursor texture was not returned.\n");
5076 device->cursorTexture = 0;
5079 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5081 /* Draw a hardware cursor */
5082 ICONINFO cursorInfo;
5083 HCURSOR cursor;
5084 /* Create and clear maskBits because it is not needed for
5085 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5086 * chunks. */
5087 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5088 (cursor_image->resource.width * cursor_image->resource.height / 8));
5089 wined3d_surface_map(cursor_image, &mapped_rect, NULL,
5090 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5091 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5093 cursorInfo.fIcon = FALSE;
5094 cursorInfo.xHotspot = x_hotspot;
5095 cursorInfo.yHotspot = y_hotspot;
5096 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5097 1, 1, maskBits);
5098 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5099 1, 32, mapped_rect.data);
5100 wined3d_surface_unmap(cursor_image);
5101 /* Create our cursor and clean up. */
5102 cursor = CreateIconIndirect(&cursorInfo);
5103 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5104 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5105 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5106 device->hardwareCursor = cursor;
5107 if (device->bCursorVisible) SetCursor( cursor );
5108 HeapFree(GetProcessHeap(), 0, maskBits);
5112 device->xHotSpot = x_hotspot;
5113 device->yHotSpot = y_hotspot;
5114 return WINED3D_OK;
5117 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5118 int x_screen_space, int y_screen_space, DWORD flags)
5120 TRACE("device %p, x %d, y %d, flags %#x.\n",
5121 device, x_screen_space, y_screen_space, flags);
5123 device->xScreenSpace = x_screen_space;
5124 device->yScreenSpace = y_screen_space;
5126 if (device->hardwareCursor)
5128 POINT pt;
5130 GetCursorPos( &pt );
5131 if (x_screen_space == pt.x && y_screen_space == pt.y)
5132 return;
5133 SetCursorPos( x_screen_space, y_screen_space );
5135 /* Switch to the software cursor if position diverges from the hardware one. */
5136 GetCursorPos( &pt );
5137 if (x_screen_space != pt.x || y_screen_space != pt.y)
5139 if (device->bCursorVisible) SetCursor( NULL );
5140 DestroyCursor( device->hardwareCursor );
5141 device->hardwareCursor = 0;
5146 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5148 BOOL oldVisible = device->bCursorVisible;
5150 TRACE("device %p, show %#x.\n", device, show);
5153 * When ShowCursor is first called it should make the cursor appear at the OS's last
5154 * known cursor position.
5156 if (show && !oldVisible)
5158 POINT pt;
5159 GetCursorPos(&pt);
5160 device->xScreenSpace = pt.x;
5161 device->yScreenSpace = pt.y;
5164 if (device->hardwareCursor)
5166 device->bCursorVisible = show;
5167 if (show)
5168 SetCursor(device->hardwareCursor);
5169 else
5170 SetCursor(NULL);
5172 else
5174 if (device->cursorTexture)
5175 device->bCursorVisible = show;
5178 return oldVisible;
5181 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5183 struct wined3d_resource *resource, *cursor;
5185 TRACE("device %p.\n", device);
5187 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5189 TRACE("Checking resource %p for eviction.\n", resource);
5191 if (resource->pool == WINED3D_POOL_MANAGED)
5193 TRACE("Evicting %p.\n", resource);
5194 resource->resource_ops->resource_unload(resource);
5198 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5199 device_invalidate_state(device, STATE_STREAMSRC);
5202 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5203 const struct wined3d_swapchain_desc *swapchain_desc)
5205 struct wined3d_display_mode m;
5206 UINT i, count;
5207 HRESULT hr;
5209 /* All Windowed modes are supported, as is leaving the current mode */
5210 if (swapchain_desc->windowed)
5211 return TRUE;
5212 if (!swapchain_desc->backbuffer_width)
5213 return TRUE;
5214 if (!swapchain_desc->backbuffer_height)
5215 return TRUE;
5217 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5218 for (i = 0; i < count; ++i)
5220 memset(&m, 0, sizeof(m));
5221 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5222 if (FAILED(hr))
5223 ERR("Failed to enumerate adapter mode.\n");
5224 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5225 /* Mode found, it is supported. */
5226 return TRUE;
5228 /* Mode not found -> not supported */
5229 return FALSE;
5232 /* Do not call while under the GL lock. */
5233 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5235 struct wined3d_resource *resource, *cursor;
5236 const struct wined3d_gl_info *gl_info;
5237 struct wined3d_context *context;
5238 struct wined3d_shader *shader;
5240 context = context_acquire(device, NULL);
5241 gl_info = context->gl_info;
5243 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5245 TRACE("Unloading resource %p.\n", resource);
5247 resource->resource_ops->resource_unload(resource);
5250 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5252 device->shader_backend->shader_destroy(shader);
5255 ENTER_GL();
5256 if (device->depth_blt_texture)
5258 glDeleteTextures(1, &device->depth_blt_texture);
5259 device->depth_blt_texture = 0;
5261 if (device->cursorTexture)
5263 glDeleteTextures(1, &device->cursorTexture);
5264 device->cursorTexture = 0;
5266 LEAVE_GL();
5268 device->blitter->free_private(device);
5269 device->frag_pipe->free_private(device);
5270 device->shader_backend->shader_free_private(device);
5271 destroy_dummy_textures(device, gl_info);
5273 context_release(context);
5275 while (device->context_count)
5277 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5280 HeapFree(GetProcessHeap(), 0, swapchain->context);
5281 swapchain->context = NULL;
5284 /* Do not call while under the GL lock. */
5285 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5287 struct wined3d_context *context;
5288 struct wined3d_surface *target;
5289 HRESULT hr;
5291 /* Recreate the primary swapchain's context */
5292 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5293 if (!swapchain->context)
5295 ERR("Failed to allocate memory for swapchain context array.\n");
5296 return E_OUTOFMEMORY;
5299 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5300 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5302 WARN("Failed to create context.\n");
5303 HeapFree(GetProcessHeap(), 0, swapchain->context);
5304 return E_FAIL;
5307 swapchain->context[0] = context;
5308 swapchain->num_contexts = 1;
5309 create_dummy_textures(device, context);
5310 context_release(context);
5312 hr = device->shader_backend->shader_alloc_private(device);
5313 if (FAILED(hr))
5315 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5316 goto err;
5319 hr = device->frag_pipe->alloc_private(device);
5320 if (FAILED(hr))
5322 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5323 device->shader_backend->shader_free_private(device);
5324 goto err;
5327 hr = device->blitter->alloc_private(device);
5328 if (FAILED(hr))
5330 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5331 device->frag_pipe->free_private(device);
5332 device->shader_backend->shader_free_private(device);
5333 goto err;
5336 return WINED3D_OK;
5338 err:
5339 context_acquire(device, NULL);
5340 destroy_dummy_textures(device, context->gl_info);
5341 context_release(context);
5342 context_destroy(device, context);
5343 HeapFree(GetProcessHeap(), 0, swapchain->context);
5344 swapchain->num_contexts = 0;
5345 return hr;
5348 /* Do not call while under the GL lock. */
5349 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5350 const struct wined3d_swapchain_desc *swapchain_desc,
5351 wined3d_device_reset_cb callback)
5353 struct wined3d_resource *resource, *cursor;
5354 struct wined3d_swapchain *swapchain;
5355 struct wined3d_display_mode mode;
5356 BOOL DisplayModeChanged = FALSE;
5357 BOOL update_desc = FALSE;
5358 HRESULT hr;
5360 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5362 stateblock_unbind_resources(device->stateBlock);
5364 if (device->onscreen_depth_stencil)
5366 wined3d_surface_decref(device->onscreen_depth_stencil);
5367 device->onscreen_depth_stencil = NULL;
5370 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5372 TRACE("Enumerating resource %p.\n", resource);
5373 if (FAILED(hr = callback(resource)))
5374 return hr;
5377 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5378 if (FAILED(hr))
5380 ERR("Failed to get the first implicit swapchain\n");
5381 return hr;
5384 if (!is_display_mode_supported(device, swapchain_desc))
5386 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5387 WARN("Requested mode: %ux%u.\n",
5388 swapchain_desc->backbuffer_width,
5389 swapchain_desc->backbuffer_height);
5390 wined3d_swapchain_decref(swapchain);
5391 return WINED3DERR_INVALIDCALL;
5394 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5395 * on an existing gl context, so there's no real need for recreation.
5397 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5399 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5401 TRACE("New params:\n");
5402 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5403 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5404 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5405 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5406 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5407 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5408 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5409 TRACE("device_window %p\n", swapchain_desc->device_window);
5410 TRACE("windowed %#x\n", swapchain_desc->windowed);
5411 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5412 if (swapchain_desc->enable_auto_depth_stencil)
5413 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5414 TRACE("flags %#x\n", swapchain_desc->flags);
5415 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5416 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5417 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5419 /* No special treatment of these parameters. Just store them */
5420 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5421 swapchain->desc.flags = swapchain_desc->flags;
5422 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5423 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5425 /* What to do about these? */
5426 if (swapchain_desc->backbuffer_count
5427 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5428 FIXME("Cannot change the back buffer count yet.\n");
5430 if (swapchain_desc->device_window
5431 && swapchain_desc->device_window != swapchain->desc.device_window)
5432 FIXME("Cannot change the device window yet.\n");
5434 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5436 HRESULT hrc;
5438 TRACE("Creating the depth stencil buffer\n");
5440 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5441 swapchain_desc->backbuffer_width,
5442 swapchain_desc->backbuffer_height,
5443 swapchain_desc->auto_depth_stencil_format,
5444 swapchain_desc->multisample_type,
5445 swapchain_desc->multisample_quality,
5446 FALSE,
5447 &device->auto_depth_stencil);
5448 if (FAILED(hrc))
5450 ERR("Failed to create the depth stencil buffer.\n");
5451 wined3d_swapchain_decref(swapchain);
5452 return WINED3DERR_INVALIDCALL;
5456 if (device->onscreen_depth_stencil)
5458 wined3d_surface_decref(device->onscreen_depth_stencil);
5459 device->onscreen_depth_stencil = NULL;
5462 /* Reset the depth stencil */
5463 if (swapchain_desc->enable_auto_depth_stencil)
5464 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5465 else
5466 wined3d_device_set_depth_stencil(device, NULL);
5468 TRACE("Resetting stateblock\n");
5469 wined3d_stateblock_decref(device->updateStateBlock);
5470 wined3d_stateblock_decref(device->stateBlock);
5472 if (swapchain_desc->windowed)
5474 mode.width = swapchain->orig_width;
5475 mode.height = swapchain->orig_height;
5476 mode.refresh_rate = 0;
5477 mode.format_id = swapchain->desc.backbuffer_format;
5479 else
5481 mode.width = swapchain_desc->backbuffer_width;
5482 mode.height = swapchain_desc->backbuffer_height;
5483 mode.refresh_rate = swapchain_desc->refresh_rate;
5484 mode.format_id = swapchain_desc->backbuffer_format;
5487 /* Should Width == 800 && Height == 0 set 800x600? */
5488 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5489 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5490 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5492 if (!swapchain_desc->windowed)
5493 DisplayModeChanged = TRUE;
5495 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5496 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5497 update_desc = TRUE;
5500 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5501 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5503 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5504 update_desc = TRUE;
5507 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5508 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5510 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5511 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5512 update_desc = TRUE;
5515 if (update_desc)
5517 UINT i;
5519 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5520 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5521 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5522 if (FAILED(hr))
5524 wined3d_swapchain_decref(swapchain);
5525 return hr;
5528 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5530 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5531 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5532 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5533 if (FAILED(hr))
5535 wined3d_swapchain_decref(swapchain);
5536 return hr;
5539 if (device->auto_depth_stencil)
5541 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5542 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5543 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5544 if (FAILED(hr))
5546 wined3d_swapchain_decref(swapchain);
5547 return hr;
5552 if (device->d3d_initialized)
5553 delete_opengl_contexts(device, swapchain);
5555 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5556 || DisplayModeChanged)
5558 wined3d_device_set_display_mode(device, 0, &mode);
5560 if (!swapchain_desc->windowed)
5562 if (swapchain->desc.windowed)
5564 HWND focus_window = device->create_parms.focus_window;
5565 if (!focus_window)
5566 focus_window = swapchain_desc->device_window;
5567 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5569 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5570 wined3d_swapchain_decref(swapchain);
5571 return hr;
5574 /* switch from windowed to fs */
5575 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5576 swapchain_desc->backbuffer_width,
5577 swapchain_desc->backbuffer_height);
5579 else
5581 /* Fullscreen -> fullscreen mode change */
5582 MoveWindow(swapchain->device_window, 0, 0,
5583 swapchain_desc->backbuffer_width,
5584 swapchain_desc->backbuffer_height,
5585 TRUE);
5588 else if (!swapchain->desc.windowed)
5590 /* Fullscreen -> windowed switch */
5591 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5592 wined3d_device_release_focus_window(device);
5594 swapchain->desc.windowed = swapchain_desc->windowed;
5596 else if (!swapchain_desc->windowed)
5598 DWORD style = device->style;
5599 DWORD exStyle = device->exStyle;
5600 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5601 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5602 * Reset to clear up their mess. Guild Wars also loses the device during that.
5604 device->style = 0;
5605 device->exStyle = 0;
5606 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5607 swapchain_desc->backbuffer_width,
5608 swapchain_desc->backbuffer_height);
5609 device->style = style;
5610 device->exStyle = exStyle;
5613 /* Note: No parent needed for initial internal stateblock */
5614 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5615 if (FAILED(hr))
5616 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5617 else
5618 TRACE("Created stateblock %p.\n", device->stateBlock);
5619 device->updateStateBlock = device->stateBlock;
5620 wined3d_stateblock_incref(device->updateStateBlock);
5622 stateblock_init_default_state(device->stateBlock);
5624 swapchain_update_render_to_fbo(swapchain);
5625 swapchain_update_draw_bindings(swapchain);
5627 if (device->d3d_initialized)
5628 hr = create_primary_opengl_context(device, swapchain);
5629 wined3d_swapchain_decref(swapchain);
5631 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5632 * first use
5634 return hr;
5637 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5639 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5641 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5643 return WINED3D_OK;
5647 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5648 struct wined3d_device_creation_parameters *parameters)
5650 TRACE("device %p, parameters %p.\n", device, parameters);
5652 *parameters = device->create_parms;
5653 return WINED3D_OK;
5656 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5657 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5659 struct wined3d_swapchain *swapchain;
5661 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5662 device, swapchain_idx, flags, ramp);
5664 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5666 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5667 wined3d_swapchain_decref(swapchain);
5671 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5672 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5674 struct wined3d_swapchain *swapchain;
5676 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5677 device, swapchain_idx, ramp);
5679 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5681 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5682 wined3d_swapchain_decref(swapchain);
5686 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5688 TRACE("device %p, resource %p.\n", device, resource);
5690 list_add_head(&device->resources, &resource->resource_list_entry);
5693 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5695 TRACE("device %p, resource %p.\n", device, resource);
5697 list_remove(&resource->resource_list_entry);
5700 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5702 enum wined3d_resource_type type = resource->type;
5703 unsigned int i;
5705 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5707 context_resource_released(device, resource, type);
5709 switch (type)
5711 case WINED3D_RTYPE_SURFACE:
5713 struct wined3d_surface *surface = surface_from_resource(resource);
5715 if (!device->d3d_initialized) break;
5717 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5719 if (device->fb.render_targets[i] == surface)
5721 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5722 device->fb.render_targets[i] = NULL;
5726 if (device->fb.depth_stencil == surface)
5728 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5729 device->fb.depth_stencil = NULL;
5732 break;
5734 case WINED3D_RTYPE_TEXTURE:
5735 case WINED3D_RTYPE_CUBE_TEXTURE:
5736 case WINED3D_RTYPE_VOLUME_TEXTURE:
5737 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5739 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5741 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5743 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5744 texture, device->stateBlock, i);
5745 device->stateBlock->state.textures[i] = NULL;
5748 if (device->updateStateBlock != device->stateBlock
5749 && device->updateStateBlock->state.textures[i] == texture)
5751 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5752 texture, device->updateStateBlock, i);
5753 device->updateStateBlock->state.textures[i] = NULL;
5756 break;
5758 case WINED3D_RTYPE_BUFFER:
5760 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5762 for (i = 0; i < MAX_STREAMS; ++i)
5764 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5766 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5767 buffer, device->stateBlock, i);
5768 device->stateBlock->state.streams[i].buffer = NULL;
5771 if (device->updateStateBlock != device->stateBlock
5772 && device->updateStateBlock->state.streams[i].buffer == buffer)
5774 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5775 buffer, device->updateStateBlock, i);
5776 device->updateStateBlock->state.streams[i].buffer = NULL;
5781 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5783 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5784 buffer, device->stateBlock);
5785 device->stateBlock->state.index_buffer = NULL;
5788 if (device->updateStateBlock != device->stateBlock
5789 && device->updateStateBlock->state.index_buffer == buffer)
5791 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5792 buffer, device->updateStateBlock);
5793 device->updateStateBlock->state.index_buffer = NULL;
5796 break;
5798 default:
5799 break;
5802 /* Remove the resource from the resourceStore */
5803 device_resource_remove(device, resource);
5805 TRACE("Resource released.\n");
5808 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5809 HDC dc, struct wined3d_surface **surface)
5811 struct wined3d_resource *resource;
5813 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5815 if (!dc)
5816 return WINED3DERR_INVALIDCALL;
5818 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5820 if (resource->type == WINED3D_RTYPE_SURFACE)
5822 struct wined3d_surface *s = surface_from_resource(resource);
5824 if (s->hDC == dc)
5826 TRACE("Found surface %p for dc %p.\n", s, dc);
5827 *surface = s;
5828 return WINED3D_OK;
5833 return WINED3DERR_INVALIDCALL;
5836 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5837 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5838 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5840 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5841 const struct fragment_pipeline *fragment_pipeline;
5842 struct wined3d_display_mode mode;
5843 struct shader_caps shader_caps;
5844 struct fragment_caps ffp_caps;
5845 unsigned int i;
5846 HRESULT hr;
5848 device->ref = 1;
5849 device->wined3d = wined3d;
5850 wined3d_incref(device->wined3d);
5851 device->adapter = wined3d->adapter_count ? adapter : NULL;
5852 device->device_parent = device_parent;
5853 list_init(&device->resources);
5854 list_init(&device->shaders);
5855 device->surface_alignment = surface_alignment;
5857 /* Get the initial screen setup for ddraw. */
5858 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5859 if (FAILED(hr))
5861 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5862 wined3d_decref(device->wined3d);
5863 return hr;
5865 adapter->screen_size.cx = mode.width;
5866 adapter->screen_size.cy = mode.height;
5867 adapter->screen_format = mode.format_id;
5869 /* Save the creation parameters. */
5870 device->create_parms.adapter_idx = adapter_idx;
5871 device->create_parms.device_type = device_type;
5872 device->create_parms.focus_window = focus_window;
5873 device->create_parms.flags = flags;
5875 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5877 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5878 device->shader_backend = adapter->shader_backend;
5880 if (device->shader_backend)
5882 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5883 device->vshader_version = shader_caps.VertexShaderVersion;
5884 device->pshader_version = shader_caps.PixelShaderVersion;
5885 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5886 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5887 device->vs_clipping = shader_caps.VSClipping;
5889 fragment_pipeline = adapter->fragment_pipe;
5890 device->frag_pipe = fragment_pipeline;
5891 if (fragment_pipeline)
5893 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5894 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5896 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5897 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5898 if (FAILED(hr))
5900 ERR("Failed to compile state table, hr %#x.\n", hr);
5901 wined3d_decref(device->wined3d);
5902 return hr;
5905 device->blitter = adapter->blitter;
5907 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5908 if (FAILED(hr))
5910 WARN("Failed to create stateblock.\n");
5911 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5913 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5915 wined3d_decref(device->wined3d);
5916 return hr;
5919 TRACE("Created stateblock %p.\n", device->stateBlock);
5920 device->updateStateBlock = device->stateBlock;
5921 wined3d_stateblock_incref(device->updateStateBlock);
5923 return WINED3D_OK;
5927 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5929 DWORD rep = device->StateTable[state].representative;
5930 struct wined3d_context *context;
5931 DWORD idx;
5932 BYTE shift;
5933 UINT i;
5935 for (i = 0; i < device->context_count; ++i)
5937 context = device->contexts[i];
5938 if(isStateDirty(context, rep)) continue;
5940 context->dirtyArray[context->numDirtyEntries++] = rep;
5941 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5942 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5943 context->isStateDirty[idx] |= (1 << shift);
5947 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5949 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5950 *width = context->current_rt->pow2Width;
5951 *height = context->current_rt->pow2Height;
5954 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5956 const struct wined3d_swapchain *swapchain = context->swapchain;
5957 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5958 * current context's drawable, which is the size of the back buffer of the swapchain
5959 * the active context belongs to. */
5960 *width = swapchain->desc.backbuffer_width;
5961 *height = swapchain->desc.backbuffer_height;
5964 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5965 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5967 wined3d_mutex_lock();
5969 if (device->filter_messages)
5971 wined3d_mutex_unlock();
5973 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5974 window, message, wparam, lparam);
5975 if (unicode)
5976 return DefWindowProcW(window, message, wparam, lparam);
5977 else
5978 return DefWindowProcA(window, message, wparam, lparam);
5981 if (message == WM_DESTROY)
5983 TRACE("unregister window %p.\n", window);
5984 wined3d_unregister_window(window);
5986 if (device->focus_window == window) device->focus_window = NULL;
5987 else ERR("Window %p is not the focus window for device %p.\n", window, device);
5989 else if (message == WM_DISPLAYCHANGE)
5991 device->device_parent->ops->mode_changed(device->device_parent);
5994 wined3d_mutex_unlock();
5996 if (unicode)
5997 return CallWindowProcW(proc, window, message, wparam, lparam);
5998 else
5999 return CallWindowProcA(proc, window, message, wparam, lparam);