wined3d: Add IWineD3DDevice_GetBaseVertexIndex to retrieve the base vertex index.
[wine.git] / dlls / wined3d / device.c
blob28116afa8999ba5abbbbc955d9a0e56ed9903791
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 static inline Display *get_display( HDC hdc )
66 Display *display;
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
71 return display;
74 /* static function declarations */
75 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
77 /* helper macros */
78 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
80 #define D3DCREATEOBJECTINSTANCE(object, type) { \
81 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
82 D3DMEMCHECK(object, pp##type); \
83 object->lpVtbl = &IWineD3D##type##_Vtbl; \
84 object->wineD3DDevice = This; \
85 object->parent = parent; \
86 object->ref = 1; \
87 *pp##type = (IWineD3D##type *) object; \
90 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
91 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
92 D3DMEMCHECK(object, pp##type); \
93 object->lpVtbl = &IWineD3D##type##_Vtbl; \
94 object->parent = parent; \
95 object->ref = 1; \
96 object->baseShader.device = (IWineD3DDevice*) This; \
97 list_init(&object->baseShader.linked_programs); \
98 *pp##type = (IWineD3D##type *) object; \
101 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
102 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
103 D3DMEMCHECK(object, pp##type); \
104 object->lpVtbl = &IWineD3D##type##_Vtbl; \
105 object->resource.wineD3DDevice = This; \
106 object->resource.parent = parent; \
107 object->resource.resourceType = d3dtype; \
108 object->resource.ref = 1; \
109 object->resource.pool = Pool; \
110 object->resource.format = Format; \
111 object->resource.usage = Usage; \
112 object->resource.size = _size; \
113 list_init(&object->resource.privateData); \
114 /* Check that we have enough video ram left */ \
115 if (Pool == WINED3DPOOL_DEFAULT) { \
116 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
117 WARN("Out of 'bogus' video memory\n"); \
118 HeapFree(GetProcessHeap(), 0, object); \
119 *pp##type = NULL; \
120 return WINED3DERR_OUTOFVIDEOMEMORY; \
122 globalChangeGlRam(_size); \
124 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
125 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
126 FIXME("Out of memory!\n"); \
127 HeapFree(GetProcessHeap(), 0, object); \
128 *pp##type = NULL; \
129 return WINED3DERR_OUTOFVIDEOMEMORY; \
131 *pp##type = (IWineD3D##type *) object; \
132 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
133 TRACE("(%p) : Created resource %p\n", This, object); \
136 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
137 _basetexture.levels = Levels; \
138 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
139 _basetexture.LOD = 0; \
140 _basetexture.dirty = TRUE; \
143 /**********************************************************
144 * Global variable / Constants follow
145 **********************************************************/
146 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
148 /**********************************************************
149 * IUnknown parts follows
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
156 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
157 if (IsEqualGUID(riid, &IID_IUnknown)
158 || IsEqualGUID(riid, &IID_IWineD3DBase)
159 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
160 IUnknown_AddRef(iface);
161 *ppobj = This;
162 return S_OK;
164 *ppobj = NULL;
165 return E_NOINTERFACE;
168 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
169 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
170 ULONG refCount = InterlockedIncrement(&This->ref);
172 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
173 return refCount;
176 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
177 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
178 ULONG refCount = InterlockedDecrement(&This->ref);
180 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
182 if (!refCount) {
183 if (This->fbo) {
184 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
186 if (This->src_fbo) {
187 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
189 if (This->dst_fbo) {
190 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
193 HeapFree(GetProcessHeap(), 0, This->render_targets);
194 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
195 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
197 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
199 /* TODO: Clean up all the surfaces and textures! */
200 /* NOTE: You must release the parent if the object was created via a callback
201 ** ***************************/
203 /* Release the update stateblock */
204 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
205 if(This->updateStateBlock != This->stateBlock)
206 FIXME("(%p) Something's still holding the Update stateblock\n",This);
208 This->updateStateBlock = NULL;
209 { /* because were not doing proper internal refcounts releasing the primary state block
210 causes recursion with the extra checks in ResourceReleased, to avoid this we have
211 to set this->stateBlock = NULL; first */
212 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
213 This->stateBlock = NULL;
215 /* Release the stateblock */
216 if(IWineD3DStateBlock_Release(stateBlock) > 0){
217 FIXME("(%p) Something's still holding the Update stateblock\n",This);
221 if (This->resources != NULL ) {
222 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
223 dumpResources(This->resources);
226 if(This->contexts) ERR("Context array not freed!\n");
227 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
228 This->haveHardwareCursor = FALSE;
230 IWineD3D_Release(This->wineD3D);
231 This->wineD3D = NULL;
232 HeapFree(GetProcessHeap(), 0, This);
233 TRACE("Freed device %p\n", This);
234 This = NULL;
236 return refCount;
239 /**********************************************************
240 * IWineD3DDevice implementation follows
241 **********************************************************/
242 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
243 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
244 *pParent = This->parent;
245 IUnknown_AddRef(This->parent);
246 return WINED3D_OK;
249 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
250 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
251 GLenum error, glUsage;
252 DWORD vboUsage = object->resource.usage;
253 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
254 WARN("Creating a vbo failed once, not trying again\n");
255 return;
258 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
260 ENTER_GL();
261 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
262 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
264 /* Make sure that the gl error is cleared. Do not use checkGLcall
265 * here because checkGLcall just prints a fixme and continues. However,
266 * if an error during VBO creation occurs we can fall back to non-vbo operation
267 * with full functionality(but performance loss)
269 while(glGetError() != GL_NO_ERROR);
271 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
272 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
273 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
274 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
275 * to check if the rhw and color values are in the correct format.
278 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
279 error = glGetError();
280 if(object->vbo == 0 || error != GL_NO_ERROR) {
281 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
282 goto error;
285 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
286 error = glGetError();
287 if(error != GL_NO_ERROR) {
288 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
289 goto error;
292 /* Don't use static, because dx apps tend to update the buffer
293 * quite often even if they specify 0 usage. Because we always keep the local copy
294 * we never read from the vbo and can create a write only opengl buffer.
296 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
297 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
298 case WINED3DUSAGE_DYNAMIC:
299 TRACE("Gl usage = GL_STREAM_DRAW\n");
300 glUsage = GL_STREAM_DRAW_ARB;
301 break;
302 case WINED3DUSAGE_WRITEONLY:
303 default:
304 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
305 glUsage = GL_DYNAMIC_DRAW_ARB;
306 break;
309 /* Reserve memory for the buffer. The amount of data won't change
310 * so we are safe with calling glBufferData once with a NULL ptr and
311 * calling glBufferSubData on updates
313 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
314 error = glGetError();
315 if(error != GL_NO_ERROR) {
316 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
317 goto error;
320 LEAVE_GL();
322 return;
323 error:
324 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
325 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
326 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
327 object->vbo = 0;
328 object->Flags |= VBFLAG_VBOCREATEFAIL;
329 LEAVE_GL();
330 return;
333 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
334 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
335 IUnknown *parent) {
336 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
337 IWineD3DVertexBufferImpl *object;
338 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
339 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
340 BOOL conv;
342 if(Size == 0) {
343 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
344 *ppVertexBuffer = NULL;
345 return WINED3DERR_INVALIDCALL;
348 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
350 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
351 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
353 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
354 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
356 object->fvf = FVF;
358 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
359 * drawStridedFast (half-life 2).
361 * Basically converting the vertices in the buffer is quite expensive, and observations
362 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
363 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
365 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
366 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
367 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
368 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
369 * dx7 apps.
370 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
371 * more. In this call we can convert dx7 buffers too.
373 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
374 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
375 (dxVersion > 7 || !conv) ) {
376 CreateVBO(object);
378 return WINED3D_OK;
381 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
382 GLenum error, glUsage;
383 TRACE("Creating VBO for Index Buffer %p\n", object);
385 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
386 * restored on the next draw
388 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
390 ENTER_GL();
391 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
392 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
394 while(glGetError());
396 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
397 error = glGetError();
398 if(error != GL_NO_ERROR || object->vbo == 0) {
399 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
400 goto out;
403 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
404 error = glGetError();
405 if(error != GL_NO_ERROR) {
406 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
407 goto out;
410 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
411 * copy no readback will be needed
413 glUsage = GL_STATIC_DRAW_ARB;
414 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
415 error = glGetError();
416 if(error != GL_NO_ERROR) {
417 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
418 goto out;
420 LEAVE_GL();
421 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
422 return;
424 out:
425 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
426 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
427 LEAVE_GL();
428 object->vbo = 0;
431 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
432 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
433 HANDLE *sharedHandle, IUnknown *parent) {
434 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
435 IWineD3DIndexBufferImpl *object;
436 TRACE("(%p) Creating index buffer\n", This);
438 /* Allocate the storage for the device */
439 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
441 if (Pool == WINED3DPOOL_DEFAULT ) { /* We need a local copy for drawStridedSlow */
442 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
445 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
446 CreateIndexBufferVBO(This, object);
449 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
450 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
451 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
453 return WINED3D_OK;
456 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
459 IWineD3DStateBlockImpl *object;
460 int i, j;
461 HRESULT temp_result;
463 D3DCREATEOBJECTINSTANCE(object, StateBlock)
464 object->blockType = Type;
466 for(i = 0; i < LIGHTMAP_SIZE; i++) {
467 list_init(&object->lightMap[i]);
470 /* Special case - Used during initialization to produce a placeholder stateblock
471 so other functions called can update a state block */
472 if (Type == WINED3DSBT_INIT) {
473 /* Don't bother increasing the reference count otherwise a device will never
474 be freed due to circular dependencies */
475 return WINED3D_OK;
478 temp_result = allocate_shader_constants(object);
479 if (WINED3D_OK != temp_result)
480 return temp_result;
482 /* Otherwise, might as well set the whole state block to the appropriate values */
483 if (This->stateBlock != NULL)
484 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
485 else
486 memset(object->streamFreq, 1, sizeof(object->streamFreq));
488 /* Reset the ref and type after kludging it */
489 object->wineD3DDevice = This;
490 object->ref = 1;
491 object->blockType = Type;
493 TRACE("Updating changed flags appropriate for type %d\n", Type);
495 if (Type == WINED3DSBT_ALL) {
497 TRACE("ALL => Pretend everything has changed\n");
498 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
500 /* Lights are not part of the changed / set structure */
501 for(j = 0; j < LIGHTMAP_SIZE; j++) {
502 struct list *e;
503 LIST_FOR_EACH(e, &object->lightMap[j]) {
504 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
505 light->changed = TRUE;
506 light->enabledChanged = TRUE;
509 } else if (Type == WINED3DSBT_PIXELSTATE) {
511 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
512 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
514 object->changed.pixelShader = TRUE;
516 /* Pixel Shader Constants */
517 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
518 object->changed.pixelShaderConstantsF[i] = TRUE;
519 for (i = 0; i < MAX_CONST_B; ++i)
520 object->changed.pixelShaderConstantsB[i] = TRUE;
521 for (i = 0; i < MAX_CONST_I; ++i)
522 object->changed.pixelShaderConstantsI[i] = TRUE;
524 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
525 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
527 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
528 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
529 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
532 for (j = 0 ; j < 16; j++) {
533 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
535 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
539 } else if (Type == WINED3DSBT_VERTEXSTATE) {
541 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
542 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
544 object->changed.vertexShader = TRUE;
546 /* Vertex Shader Constants */
547 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
548 object->changed.vertexShaderConstantsF[i] = TRUE;
549 for (i = 0; i < MAX_CONST_B; ++i)
550 object->changed.vertexShaderConstantsB[i] = TRUE;
551 for (i = 0; i < MAX_CONST_I; ++i)
552 object->changed.vertexShaderConstantsI[i] = TRUE;
554 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
555 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
557 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
558 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
559 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
562 for (j = 0 ; j < 16; j++){
563 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
564 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
568 for(j = 0; j < LIGHTMAP_SIZE; j++) {
569 struct list *e;
570 LIST_FOR_EACH(e, &object->lightMap[j]) {
571 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
572 light->changed = TRUE;
573 light->enabledChanged = TRUE;
576 } else {
577 FIXME("Unrecognized state block type %d\n", Type);
580 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
581 return WINED3D_OK;
584 /* ************************************
585 MSDN:
586 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
588 Discard
589 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
591 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
593 ******************************** */
595 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
597 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
598 unsigned int pow2Width, pow2Height;
599 unsigned int Size = 1;
600 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
601 TRACE("(%p) Create surface\n",This);
603 /** FIXME: Check ranges on the inputs are valid
604 * MSDN
605 * MultisampleQuality
606 * [in] Quality level. The valid range is between zero and one less than the level
607 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
608 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
609 * values of paired render targets, depth stencil surfaces, and the MultiSample type
610 * must all match.
611 *******************************/
615 * TODO: Discard MSDN
616 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
618 * If this flag is set, the contents of the depth stencil buffer will be
619 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
620 * with a different depth surface.
622 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
623 ***************************/
625 if(MultisampleQuality < 0) {
626 FIXME("Invalid multisample level %d\n", MultisampleQuality);
627 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
630 if(MultisampleQuality > 0) {
631 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
632 MultisampleQuality=0;
635 /** FIXME: Check that the format is supported
636 * by the device.
637 *******************************/
639 /* Non-power2 support */
640 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
641 pow2Width = Width;
642 pow2Height = Height;
643 } else {
644 /* Find the nearest pow2 match */
645 pow2Width = pow2Height = 1;
646 while (pow2Width < Width) pow2Width <<= 1;
647 while (pow2Height < Height) pow2Height <<= 1;
650 if (pow2Width > Width || pow2Height > Height) {
651 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
652 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
653 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
654 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
655 This, Width, Height);
656 return WINED3DERR_NOTAVAILABLE;
660 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
661 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
662 * space!
663 *********************************/
664 if (WINED3DFMT_UNKNOWN == Format) {
665 Size = 0;
666 } else if (Format == WINED3DFMT_DXT1) {
667 /* DXT1 is half byte per pixel */
668 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
670 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
671 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
672 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
673 } else {
674 /* The pitch is a multiple of 4 bytes */
675 Size = ((Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
676 Size *= Height;
679 /** Create and initialise the surface resource **/
680 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
681 /* "Standalone" surface */
682 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
684 object->currentDesc.Width = Width;
685 object->currentDesc.Height = Height;
686 object->currentDesc.MultiSampleType = MultiSample;
687 object->currentDesc.MultiSampleQuality = MultisampleQuality;
689 /* Setup some glformat defaults */
690 object->glDescription.glFormat = tableEntry->glFormat;
691 object->glDescription.glFormatInternal = tableEntry->glInternal;
692 object->glDescription.glType = tableEntry->glType;
694 object->glDescription.textureName = 0;
695 object->glDescription.level = Level;
696 object->glDescription.target = GL_TEXTURE_2D;
698 /* Internal data */
699 object->pow2Width = pow2Width;
700 object->pow2Height = pow2Height;
702 /* Flags */
703 object->Flags = SFLAG_DYNLOCK;
704 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
705 object->Flags |= Discard ? SFLAG_DISCARD : 0;
706 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
707 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
710 if (WINED3DFMT_UNKNOWN != Format) {
711 object->bytesPerPixel = tableEntry->bpp;
712 } else {
713 object->bytesPerPixel = 0;
716 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
718 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
720 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
721 * this function is too deep to need to care about things like this.
722 * Levels need to be checked too, and possibly Type since they all affect what can be done.
723 * ****************************************/
724 switch(Pool) {
725 case WINED3DPOOL_SCRATCH:
726 if(!Lockable)
727 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
728 "which are mutually exclusive, setting lockable to TRUE\n");
729 Lockable = TRUE;
730 break;
731 case WINED3DPOOL_SYSTEMMEM:
732 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
733 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
734 case WINED3DPOOL_MANAGED:
735 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
736 "Usage of DYNAMIC which are mutually exclusive, not doing "
737 "anything just telling you.\n");
738 break;
739 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
740 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
741 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
742 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
743 break;
744 default:
745 FIXME("(%p) Unknown pool %d\n", This, Pool);
746 break;
749 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
750 FIXME("Trying to create a render target that isn't in the default pool\n");
753 /* mark the texture as dirty so that it gets loaded first time around*/
754 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
755 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
756 This, Width, Height, Format, debug_d3dformat(Format),
757 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
759 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
760 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
761 This->ddraw_primary = (IWineD3DSurface *) object;
763 /* Look at the implementation and set the correct Vtable */
764 switch(Impl) {
765 case SURFACE_OPENGL:
766 /* Nothing to do, it's set already */
767 break;
769 case SURFACE_GDI:
770 object->lpVtbl = &IWineGDISurface_Vtbl;
771 break;
773 default:
774 /* To be sure to catch this */
775 ERR("Unknown requested surface implementation %d!\n", Impl);
776 IWineD3DSurface_Release((IWineD3DSurface *) object);
777 return WINED3DERR_INVALIDCALL;
780 list_init(&object->renderbuffers);
782 /* Call the private setup routine */
783 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
787 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
788 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
789 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
790 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
792 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
793 IWineD3DTextureImpl *object;
794 unsigned int i;
795 UINT tmpW;
796 UINT tmpH;
797 HRESULT hr;
798 unsigned int pow2Width;
799 unsigned int pow2Height;
802 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
803 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
804 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
806 /* TODO: It should only be possible to create textures for formats
807 that are reported as supported */
808 if (WINED3DFMT_UNKNOWN >= Format) {
809 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
810 return WINED3DERR_INVALIDCALL;
813 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
814 D3DINITIALIZEBASETEXTURE(object->baseTexture);
815 object->width = Width;
816 object->height = Height;
818 /** Non-power2 support **/
819 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
820 pow2Width = Width;
821 pow2Height = Height;
822 } else {
823 /* Find the nearest pow2 match */
824 pow2Width = pow2Height = 1;
825 while (pow2Width < Width) pow2Width <<= 1;
826 while (pow2Height < Height) pow2Height <<= 1;
829 /** FIXME: add support for real non-power-two if it's provided by the video card **/
830 /* Precalculated scaling for 'faked' non power of two texture coords */
831 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
832 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
833 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
835 /* Calculate levels for mip mapping */
836 if (Levels == 0) {
837 TRACE("calculating levels %d\n", object->baseTexture.levels);
838 object->baseTexture.levels++;
839 tmpW = Width;
840 tmpH = Height;
841 while (tmpW > 1 || tmpH > 1) {
842 tmpW = max(1, tmpW >> 1);
843 tmpH = max(1, tmpH >> 1);
844 object->baseTexture.levels++;
846 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
849 /* Generate all the surfaces */
850 tmpW = Width;
851 tmpH = Height;
852 for (i = 0; i < object->baseTexture.levels; i++)
854 /* use the callback to create the texture surface */
855 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
856 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
857 FIXME("Failed to create surface %p\n", object);
858 /* clean up */
859 object->surfaces[i] = NULL;
860 IWineD3DTexture_Release((IWineD3DTexture *)object);
862 *ppTexture = NULL;
863 return hr;
866 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
867 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
868 /* calculate the next mipmap level */
869 tmpW = max(1, tmpW >> 1);
870 tmpH = max(1, tmpH >> 1);
873 TRACE("(%p) : Created texture %p\n", This, object);
874 return WINED3D_OK;
877 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
878 UINT Width, UINT Height, UINT Depth,
879 UINT Levels, DWORD Usage,
880 WINED3DFORMAT Format, WINED3DPOOL Pool,
881 IWineD3DVolumeTexture **ppVolumeTexture,
882 HANDLE *pSharedHandle, IUnknown *parent,
883 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
886 IWineD3DVolumeTextureImpl *object;
887 unsigned int i;
888 UINT tmpW;
889 UINT tmpH;
890 UINT tmpD;
892 /* TODO: It should only be possible to create textures for formats
893 that are reported as supported */
894 if (WINED3DFMT_UNKNOWN >= Format) {
895 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
896 return WINED3DERR_INVALIDCALL;
899 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
900 D3DINITIALIZEBASETEXTURE(object->baseTexture);
902 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
903 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
905 object->width = Width;
906 object->height = Height;
907 object->depth = Depth;
909 /* Calculate levels for mip mapping */
910 if (Levels == 0) {
911 object->baseTexture.levels++;
912 tmpW = Width;
913 tmpH = Height;
914 tmpD = Depth;
915 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
916 tmpW = max(1, tmpW >> 1);
917 tmpH = max(1, tmpH >> 1);
918 tmpD = max(1, tmpD >> 1);
919 object->baseTexture.levels++;
921 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
924 /* Generate all the surfaces */
925 tmpW = Width;
926 tmpH = Height;
927 tmpD = Depth;
929 for (i = 0; i < object->baseTexture.levels; i++)
931 HRESULT hr;
932 /* Create the volume */
933 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
934 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
936 if(FAILED(hr)) {
937 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
938 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
939 *ppVolumeTexture = NULL;
940 return hr;
943 /* Set its container to this object */
944 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
946 /* calcualte the next mipmap level */
947 tmpW = max(1, tmpW >> 1);
948 tmpH = max(1, tmpH >> 1);
949 tmpD = max(1, tmpD >> 1);
952 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
953 TRACE("(%p) : Created volume texture %p\n", This, object);
954 return WINED3D_OK;
957 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
958 UINT Width, UINT Height, UINT Depth,
959 DWORD Usage,
960 WINED3DFORMAT Format, WINED3DPOOL Pool,
961 IWineD3DVolume** ppVolume,
962 HANDLE* pSharedHandle, IUnknown *parent) {
964 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
965 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
966 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
968 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
970 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
971 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
973 object->currentDesc.Width = Width;
974 object->currentDesc.Height = Height;
975 object->currentDesc.Depth = Depth;
976 object->bytesPerPixel = formatDesc->bpp;
978 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
979 object->lockable = TRUE;
980 object->locked = FALSE;
981 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
982 object->dirty = TRUE;
984 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
987 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
988 UINT Levels, DWORD Usage,
989 WINED3DFORMAT Format, WINED3DPOOL Pool,
990 IWineD3DCubeTexture **ppCubeTexture,
991 HANDLE *pSharedHandle, IUnknown *parent,
992 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
994 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
995 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
996 unsigned int i, j;
997 UINT tmpW;
998 HRESULT hr;
999 unsigned int pow2EdgeLength = EdgeLength;
1001 /* TODO: It should only be possible to create textures for formats
1002 that are reported as supported */
1003 if (WINED3DFMT_UNKNOWN >= Format) {
1004 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1005 return WINED3DERR_INVALIDCALL;
1008 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1009 WARN("(%p) : Tried to create not supported cube texture\n", This);
1010 return WINED3DERR_INVALIDCALL;
1013 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1014 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1016 TRACE("(%p) Create Cube Texture\n", This);
1018 /** Non-power2 support **/
1020 /* Find the nearest pow2 match */
1021 pow2EdgeLength = 1;
1022 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1024 object->edgeLength = EdgeLength;
1025 /* TODO: support for native non-power 2 */
1026 /* Precalculated scaling for 'faked' non power of two texture coords */
1027 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1029 /* Calculate levels for mip mapping */
1030 if (Levels == 0) {
1031 object->baseTexture.levels++;
1032 tmpW = EdgeLength;
1033 while (tmpW > 1) {
1034 tmpW = max(1, tmpW >> 1);
1035 object->baseTexture.levels++;
1037 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1040 /* Generate all the surfaces */
1041 tmpW = EdgeLength;
1042 for (i = 0; i < object->baseTexture.levels; i++) {
1044 /* Create the 6 faces */
1045 for (j = 0; j < 6; j++) {
1047 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1048 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1050 if(hr!= WINED3D_OK) {
1051 /* clean up */
1052 int k;
1053 int l;
1054 for (l = 0; l < j; l++) {
1055 IWineD3DSurface_Release(object->surfaces[j][i]);
1057 for (k = 0; k < i; k++) {
1058 for (l = 0; l < 6; l++) {
1059 IWineD3DSurface_Release(object->surfaces[l][j]);
1063 FIXME("(%p) Failed to create surface\n",object);
1064 HeapFree(GetProcessHeap(),0,object);
1065 *ppCubeTexture = NULL;
1066 return hr;
1068 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1069 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1071 tmpW = max(1, tmpW >> 1);
1074 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1075 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1076 return WINED3D_OK;
1079 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1080 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1081 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1082 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1084 /* Just a check to see if we support this type of query */
1085 switch(Type) {
1086 case WINED3DQUERYTYPE_OCCLUSION:
1087 TRACE("(%p) occlusion query\n", This);
1088 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1089 hr = WINED3D_OK;
1090 else
1091 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1092 break;
1094 case WINED3DQUERYTYPE_EVENT:
1095 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1096 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1097 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1099 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1101 hr = WINED3D_OK;
1102 break;
1104 case WINED3DQUERYTYPE_VCACHE:
1105 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1106 case WINED3DQUERYTYPE_VERTEXSTATS:
1107 case WINED3DQUERYTYPE_TIMESTAMP:
1108 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1109 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1110 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1111 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1112 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1113 case WINED3DQUERYTYPE_PIXELTIMINGS:
1114 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1115 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1116 default:
1117 FIXME("(%p) Unhandled query type %d\n", This, Type);
1119 if(NULL == ppQuery || hr != WINED3D_OK) {
1120 return hr;
1123 D3DCREATEOBJECTINSTANCE(object, Query)
1124 object->type = Type;
1125 /* allocated the 'extended' data based on the type of query requested */
1126 switch(Type){
1127 case WINED3DQUERYTYPE_OCCLUSION:
1128 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1129 TRACE("(%p) Allocating data for an occlusion query\n", This);
1130 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1131 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1132 break;
1134 case WINED3DQUERYTYPE_EVENT:
1135 /* TODO: GL_APPLE_fence */
1136 if(GL_SUPPORT(APPLE_FENCE)) {
1137 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1138 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1139 checkGLcall("glGenFencesAPPLE");
1140 } else if(GL_SUPPORT(NV_FENCE)) {
1141 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1142 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1143 checkGLcall("glGenFencesNV");
1145 break;
1147 case WINED3DQUERYTYPE_VCACHE:
1148 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1149 case WINED3DQUERYTYPE_VERTEXSTATS:
1150 case WINED3DQUERYTYPE_TIMESTAMP:
1151 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1152 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1153 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1154 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1155 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1156 case WINED3DQUERYTYPE_PIXELTIMINGS:
1157 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1158 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1159 default:
1160 object->extendedData = 0;
1161 FIXME("(%p) Unhandled query type %d\n",This , Type);
1163 TRACE("(%p) : Created Query %p\n", This, object);
1164 return WINED3D_OK;
1167 /*****************************************************************************
1168 * IWineD3DDeviceImpl_SetupFullscreenWindow
1170 * Helper function that modifies a HWND's Style and ExStyle for proper
1171 * fullscreen use.
1173 * Params:
1174 * iface: Pointer to the IWineD3DDevice interface
1175 * window: Window to setup
1177 *****************************************************************************/
1178 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1181 LONG style, exStyle;
1182 /* Don't do anything if an original style is stored.
1183 * That shouldn't happen
1185 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1186 if (This->style || This->exStyle) {
1187 ERR("(%p): Want to change the window parameters of HWND %p, but "
1188 "another style is stored for restoration afterwards\n", This, window);
1191 /* Get the parameters and save them */
1192 style = GetWindowLongW(window, GWL_STYLE);
1193 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1194 This->style = style;
1195 This->exStyle = exStyle;
1197 /* Filter out window decorations */
1198 style &= ~WS_CAPTION;
1199 style &= ~WS_THICKFRAME;
1200 exStyle &= ~WS_EX_WINDOWEDGE;
1201 exStyle &= ~WS_EX_CLIENTEDGE;
1203 /* Make sure the window is managed, otherwise we won't get keyboard input */
1204 style |= WS_POPUP | WS_SYSMENU;
1206 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1207 This->style, This->exStyle, style, exStyle);
1209 SetWindowLongW(window, GWL_STYLE, style);
1210 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1212 /* Inform the window about the update. */
1213 SetWindowPos(window, HWND_TOP, 0, 0,
1214 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1215 ShowWindow(window, SW_NORMAL);
1218 /*****************************************************************************
1219 * IWineD3DDeviceImpl_RestoreWindow
1221 * Helper function that restores a windows' properties when taking it out
1222 * of fullscreen mode
1224 * Params:
1225 * iface: Pointer to the IWineD3DDevice interface
1226 * window: Window to setup
1228 *****************************************************************************/
1229 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1230 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1232 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1233 * switch, do nothing
1235 if (!This->style && !This->exStyle) return;
1237 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1238 This, window, This->style, This->exStyle);
1240 SetWindowLongW(window, GWL_STYLE, This->style);
1241 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1243 /* Delete the old values */
1244 This->style = 0;
1245 This->exStyle = 0;
1247 /* Inform the window about the update */
1248 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1249 0, 0, 0, 0, /* Pos, Size, ignored */
1250 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1253 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1254 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1255 IUnknown* parent,
1256 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1257 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1260 HDC hDc;
1261 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1262 HRESULT hr = WINED3D_OK;
1263 IUnknown *bufferParent;
1264 Display *display;
1266 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1268 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1269 * does a device hold a reference to a swap chain giving them a lifetime of the device
1270 * or does the swap chain notify the device of its destruction.
1271 *******************************/
1273 /* Check the params */
1274 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1275 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1276 return WINED3DERR_INVALIDCALL;
1277 } else if (pPresentationParameters->BackBufferCount > 1) {
1278 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1281 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1283 /*********************
1284 * Lookup the window Handle and the relating X window handle
1285 ********************/
1287 /* Setup hwnd we are using, plus which display this equates to */
1288 object->win_handle = pPresentationParameters->hDeviceWindow;
1289 if (!object->win_handle) {
1290 object->win_handle = This->createParms.hFocusWindow;
1293 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1294 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1295 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1296 return WINED3DERR_NOTAVAILABLE;
1298 hDc = GetDC(object->win_handle);
1299 display = get_display(hDc);
1300 ReleaseDC(object->win_handle, hDc);
1301 TRACE("Using a display of %p %p\n", display, hDc);
1303 if (NULL == display || NULL == hDc) {
1304 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1305 return WINED3DERR_NOTAVAILABLE;
1308 if (object->win == 0) {
1309 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1310 return WINED3DERR_NOTAVAILABLE;
1313 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1314 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1315 object->orig_fmt = pixelformat_for_depth(GetDeviceCaps(hDc, BITSPIXEL) * GetDeviceCaps(hDc, PLANES));
1317 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1318 * then the corresponding dimension of the client area of the hDeviceWindow
1319 * (or the focus window, if hDeviceWindow is NULL) is taken.
1320 **********************/
1322 if (pPresentationParameters->Windowed &&
1323 ((pPresentationParameters->BackBufferWidth == 0) ||
1324 (pPresentationParameters->BackBufferHeight == 0))) {
1326 RECT Rect;
1327 GetClientRect(object->win_handle, &Rect);
1329 if (pPresentationParameters->BackBufferWidth == 0) {
1330 pPresentationParameters->BackBufferWidth = Rect.right;
1331 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1333 if (pPresentationParameters->BackBufferHeight == 0) {
1334 pPresentationParameters->BackBufferHeight = Rect.bottom;
1335 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1339 /* Put the correct figures in the presentation parameters */
1340 TRACE("Copying across presentation parameters\n");
1341 object->presentParms = *pPresentationParameters;
1343 TRACE("calling rendertarget CB\n");
1344 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1345 parent,
1346 object->presentParms.BackBufferWidth,
1347 object->presentParms.BackBufferHeight,
1348 object->presentParms.BackBufferFormat,
1349 object->presentParms.MultiSampleType,
1350 object->presentParms.MultiSampleQuality,
1351 TRUE /* Lockable */,
1352 &object->frontBuffer,
1353 NULL /* pShared (always null)*/);
1354 if (object->frontBuffer != NULL) {
1355 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1356 } else {
1357 ERR("Failed to create the front buffer\n");
1358 goto error;
1362 * Create an opengl context for the display visual
1363 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1364 * use different properties after that point in time. FIXME: How to handle when requested format
1365 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1366 * it chooses is identical to the one already being used!
1367 **********************************/
1368 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1370 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1371 if(!object->context)
1372 return E_OUTOFMEMORY;
1373 object->num_contexts = 1;
1375 ENTER_GL();
1376 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, display, object->win);
1377 LEAVE_GL();
1379 if (!object->context[0]) {
1380 ERR("Failed to create a new context\n");
1381 hr = WINED3DERR_NOTAVAILABLE;
1382 goto error;
1383 } else {
1384 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld)\n",
1385 object->win_handle, object->context[0]->glCtx, object->win);
1388 /*********************
1389 * Windowed / Fullscreen
1390 *******************/
1393 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1394 * so we should really check to see if there is a fullscreen swapchain already
1395 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1396 **************************************/
1398 if (!pPresentationParameters->Windowed) {
1400 DEVMODEW devmode;
1401 HDC hdc;
1402 int bpp = 0;
1403 RECT clip_rc;
1405 /* Get info on the current display setup */
1406 hdc = GetDC(0);
1407 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1408 ReleaseDC(0, hdc);
1410 /* Change the display settings */
1411 memset(&devmode, 0, sizeof(DEVMODEW));
1412 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1413 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1414 devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth;
1415 devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight;
1416 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1417 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1419 /* For GetDisplayMode */
1420 This->ddraw_width = devmode.dmPelsWidth;
1421 This->ddraw_height = devmode.dmPelsHeight;
1422 This->ddraw_format = pPresentationParameters->BackBufferFormat;
1424 IWineD3DDevice_SetFullscreen(iface, TRUE);
1426 /* And finally clip mouse to our screen */
1427 SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
1428 ClipCursor(&clip_rc);
1431 /*********************
1432 * Create the back, front and stencil buffers
1433 *******************/
1434 if(object->presentParms.BackBufferCount > 0) {
1435 int i;
1437 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1438 if(!object->backBuffer) {
1439 ERR("Out of memory\n");
1440 hr = E_OUTOFMEMORY;
1441 goto error;
1444 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1445 TRACE("calling rendertarget CB\n");
1446 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1447 parent,
1448 object->presentParms.BackBufferWidth,
1449 object->presentParms.BackBufferHeight,
1450 object->presentParms.BackBufferFormat,
1451 object->presentParms.MultiSampleType,
1452 object->presentParms.MultiSampleQuality,
1453 TRUE /* Lockable */,
1454 &object->backBuffer[i],
1455 NULL /* pShared (always null)*/);
1456 if(hr == WINED3D_OK && object->backBuffer[i]) {
1457 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1458 } else {
1459 ERR("Cannot create new back buffer\n");
1460 goto error;
1462 ENTER_GL();
1463 glDrawBuffer(GL_BACK);
1464 checkGLcall("glDrawBuffer(GL_BACK)");
1465 LEAVE_GL();
1467 } else {
1468 object->backBuffer = NULL;
1470 /* Single buffering - draw to front buffer */
1471 ENTER_GL();
1472 glDrawBuffer(GL_FRONT);
1473 checkGLcall("glDrawBuffer(GL_FRONT)");
1474 LEAVE_GL();
1477 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1478 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1479 TRACE("Creating depth stencil buffer\n");
1480 if (This->depthStencilBuffer == NULL ) {
1481 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1482 parent,
1483 object->presentParms.BackBufferWidth,
1484 object->presentParms.BackBufferHeight,
1485 object->presentParms.AutoDepthStencilFormat,
1486 object->presentParms.MultiSampleType,
1487 object->presentParms.MultiSampleQuality,
1488 FALSE /* FIXME: Discard */,
1489 &This->depthStencilBuffer,
1490 NULL /* pShared (always null)*/ );
1491 if (This->depthStencilBuffer != NULL)
1492 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1495 /** TODO: A check on width, height and multisample types
1496 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1497 ****************************/
1498 object->wantsDepthStencilBuffer = TRUE;
1499 } else {
1500 object->wantsDepthStencilBuffer = FALSE;
1503 TRACE("Created swapchain %p\n", object);
1504 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1505 return WINED3D_OK;
1507 error:
1508 if (object->backBuffer) {
1509 int i;
1510 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1511 if(object->backBuffer[i]) {
1512 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1513 IUnknown_Release(bufferParent); /* once for the get parent */
1514 if (IUnknown_Release(bufferParent) > 0) {
1515 FIXME("(%p) Something's still holding the back buffer\n",This);
1519 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1520 object->backBuffer = NULL;
1522 if(object->context[0])
1523 DestroyContext(This, object->context[0]);
1524 if(object->frontBuffer) {
1525 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1526 IUnknown_Release(bufferParent); /* once for the get parent */
1527 if (IUnknown_Release(bufferParent) > 0) {
1528 FIXME("(%p) Something's still holding the front buffer\n",This);
1531 HeapFree(GetProcessHeap(), 0, object);
1532 return hr;
1535 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1536 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1537 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1538 TRACE("(%p)\n", This);
1540 return This->NumberOfSwapChains;
1543 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1544 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1545 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1547 if(iSwapChain < This->NumberOfSwapChains) {
1548 *pSwapChain = This->swapchains[iSwapChain];
1549 IWineD3DSwapChain_AddRef(*pSwapChain);
1550 TRACE("(%p) returning %p\n", This, *pSwapChain);
1551 return WINED3D_OK;
1552 } else {
1553 TRACE("Swapchain out of range\n");
1554 *pSwapChain = NULL;
1555 return WINED3DERR_INVALIDCALL;
1559 /*****
1560 * Vertex Declaration
1561 *****/
1562 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1563 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, size_t element_count) {
1564 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1565 IWineD3DVertexDeclarationImpl *object = NULL;
1566 HRESULT hr = WINED3D_OK;
1568 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1569 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1571 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1573 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1575 return hr;
1578 static size_t ConvertFvfToDeclaration(DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1580 unsigned int idx, idx2;
1581 unsigned int offset;
1582 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1583 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1584 BOOL has_blend_idx = has_blend &&
1585 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1586 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1587 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1588 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1589 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1590 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1591 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1593 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1594 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1596 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1597 WINED3DVERTEXELEMENT *elements = NULL;
1599 unsigned int size;
1600 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1601 if (has_blend_idx) num_blends--;
1603 /* Compute declaration size */
1604 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1605 has_psize + has_diffuse + has_specular + num_textures + 1;
1607 /* convert the declaration */
1608 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1609 if (!elements)
1610 return 0;
1612 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1613 idx = 0;
1614 if (has_pos) {
1615 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1616 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1617 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1619 else {
1620 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1621 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1623 elements[idx].UsageIndex = 0;
1624 idx++;
1626 if (has_blend && (num_blends > 0)) {
1627 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1628 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1629 else
1630 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1631 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1632 elements[idx].UsageIndex = 0;
1633 idx++;
1635 if (has_blend_idx) {
1636 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1637 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1638 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1639 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1640 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1641 else
1642 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1643 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1644 elements[idx].UsageIndex = 0;
1645 idx++;
1647 if (has_normal) {
1648 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1649 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1650 elements[idx].UsageIndex = 0;
1651 idx++;
1653 if (has_psize) {
1654 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1655 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1656 elements[idx].UsageIndex = 0;
1657 idx++;
1659 if (has_diffuse) {
1660 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1661 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1662 elements[idx].UsageIndex = 0;
1663 idx++;
1665 if (has_specular) {
1666 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1667 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1668 elements[idx].UsageIndex = 1;
1669 idx++;
1671 for (idx2 = 0; idx2 < num_textures; idx2++) {
1672 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1673 switch (numcoords) {
1674 case WINED3DFVF_TEXTUREFORMAT1:
1675 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1676 break;
1677 case WINED3DFVF_TEXTUREFORMAT2:
1678 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1679 break;
1680 case WINED3DFVF_TEXTUREFORMAT3:
1681 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1682 break;
1683 case WINED3DFVF_TEXTUREFORMAT4:
1684 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1685 break;
1687 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1688 elements[idx].UsageIndex = idx2;
1689 idx++;
1692 /* Now compute offsets, and initialize the rest of the fields */
1693 for (idx = 0, offset = 0; idx < size-1; idx++) {
1694 elements[idx].Stream = 0;
1695 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1696 elements[idx].Offset = offset;
1697 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1700 *ppVertexElements = elements;
1701 return size;
1704 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1705 WINED3DVERTEXELEMENT* elements = NULL;
1706 size_t size;
1707 DWORD hr;
1709 size = ConvertFvfToDeclaration(Fvf, &elements);
1710 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1712 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1713 HeapFree(GetProcessHeap(), 0, elements);
1714 if (hr != S_OK) return hr;
1716 return WINED3D_OK;
1719 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1720 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1721 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1722 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1723 HRESULT hr = WINED3D_OK;
1724 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1725 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1727 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1729 if (vertex_declaration) {
1730 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1733 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1735 if (WINED3D_OK != hr) {
1736 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1737 IWineD3DVertexShader_Release(*ppVertexShader);
1738 return WINED3DERR_INVALIDCALL;
1741 return WINED3D_OK;
1744 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1745 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1746 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1747 HRESULT hr = WINED3D_OK;
1749 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1750 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1751 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1752 if (WINED3D_OK == hr) {
1753 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1754 } else {
1755 WARN("(%p) : Failed to create pixel shader\n", This);
1758 return hr;
1761 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1762 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1763 IWineD3DPaletteImpl *object;
1764 HRESULT hr;
1765 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1767 /* Create the new object */
1768 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1769 if(!object) {
1770 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1771 return E_OUTOFMEMORY;
1774 object->lpVtbl = &IWineD3DPalette_Vtbl;
1775 object->ref = 1;
1776 object->Flags = Flags;
1777 object->parent = Parent;
1778 object->wineD3DDevice = This;
1779 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1781 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1783 if(!object->hpal) {
1784 HeapFree( GetProcessHeap(), 0, object);
1785 return E_OUTOFMEMORY;
1788 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1789 if(FAILED(hr)) {
1790 IWineD3DPalette_Release((IWineD3DPalette *) object);
1791 return hr;
1794 *Palette = (IWineD3DPalette *) object;
1796 return WINED3D_OK;
1799 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1800 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1801 IWineD3DSwapChainImpl *swapchain;
1802 DWORD state;
1804 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1805 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1807 /* TODO: Test if OpenGL is compiled in and loaded */
1809 /* Initialize the texture unit mapping to a 1:1 mapping */
1810 for(state = 0; state < MAX_SAMPLERS; state++) {
1811 This->texUnitMap[state] = state;
1813 This->oneToOneTexUnitMap = TRUE;
1815 /* Setup the implicit swapchain */
1816 TRACE("Creating implicit swapchain\n");
1817 if (FAILED(D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain)) || !swapchain) {
1818 WARN("Failed to create implicit swapchain\n");
1819 return WINED3DERR_INVALIDCALL;
1822 This->NumberOfSwapChains = 1;
1823 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1824 if(!This->swapchains) {
1825 ERR("Out of memory!\n");
1826 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1827 return E_OUTOFMEMORY;
1829 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1831 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, swapchain->win_handle);
1833 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1834 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1835 This->render_targets[0] = swapchain->backBuffer[0];
1836 This->lastActiveRenderTarget = swapchain->backBuffer[0];
1838 else {
1839 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1840 This->render_targets[0] = swapchain->frontBuffer;
1841 This->lastActiveRenderTarget = swapchain->frontBuffer;
1843 IWineD3DSurface_AddRef(This->render_targets[0]);
1844 This->activeContext = swapchain->context[0];
1846 /* Depth Stencil support */
1847 This->stencilBufferTarget = This->depthStencilBuffer;
1848 if (NULL != This->stencilBufferTarget) {
1849 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1852 /* Set up some starting GL setup */
1853 ENTER_GL();
1855 * Initialize openGL extension related variables
1856 * with Default values
1859 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps(This->wineD3D, swapchain->context[0]->display);
1860 /* Setup all the devices defaults */
1861 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1862 #if 0
1863 IWineD3DImpl_CheckGraphicsMemory();
1864 #endif
1866 { /* Set a default viewport */
1867 WINED3DVIEWPORT vp;
1868 vp.X = 0;
1869 vp.Y = 0;
1870 vp.Width = pPresentationParameters->BackBufferWidth;
1871 vp.Height = pPresentationParameters->BackBufferHeight;
1872 vp.MinZ = 0.0f;
1873 vp.MaxZ = 1.0f;
1874 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1877 /* Initialize the current view state */
1878 This->view_ident = 1;
1879 This->contexts[0]->last_was_rhw = 0;
1880 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1881 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
1883 switch(wined3d_settings.offscreen_rendering_mode) {
1884 case ORM_FBO:
1885 case ORM_PBUFFER:
1886 This->offscreenBuffer = GL_BACK;
1887 break;
1889 case ORM_BACKBUFFER:
1891 if(GL_LIMITS(aux_buffers) > 0) {
1892 TRACE("Using auxilliary buffer for offscreen rendering\n");
1893 This->offscreenBuffer = GL_AUX0;
1894 } else {
1895 TRACE("Using back buffer for offscreen rendering\n");
1896 This->offscreenBuffer = GL_BACK;
1901 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1902 LEAVE_GL();
1904 /* Clear the screen */
1905 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
1906 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
1907 0x00, 1.0, 0);
1909 This->d3d_initialized = TRUE;
1910 return WINED3D_OK;
1913 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1914 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1915 int sampler;
1916 uint i;
1917 TRACE("(%p)\n", This);
1919 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1921 ENTER_GL();
1922 /* I don't think that the interface guarants that the device is destroyed from the same thread
1923 * it was created. Thus make sure a context is active for the glDelete* calls
1925 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1926 LEAVE_GL();
1928 /* Delete the pbuffer context if there is any */
1929 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
1931 /* Delete the mouse cursor texture */
1932 if(This->cursorTexture) {
1933 ENTER_GL();
1934 glDeleteTextures(1, &This->cursorTexture);
1935 LEAVE_GL();
1936 This->cursorTexture = 0;
1939 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
1940 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1943 /* Release the buffers (with sanity checks)*/
1944 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1945 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1946 if(This->depthStencilBuffer != This->stencilBufferTarget)
1947 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1949 This->stencilBufferTarget = NULL;
1951 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1952 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1953 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1955 TRACE("Setting rendertarget to NULL\n");
1956 This->render_targets[0] = NULL;
1958 if (This->depthStencilBuffer) {
1959 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
1960 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
1962 This->depthStencilBuffer = NULL;
1965 for(i=0; i < This->NumberOfSwapChains; i++) {
1966 TRACE("Releasing the implicit swapchain %d\n", i);
1967 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1968 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1972 HeapFree(GetProcessHeap(), 0, This->swapchains);
1973 This->swapchains = NULL;
1974 This->NumberOfSwapChains = 0;
1976 This->d3d_initialized = FALSE;
1977 return WINED3D_OK;
1980 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
1981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1982 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
1984 /* Setup the window for fullscreen mode */
1985 if(fullscreen && !This->ddraw_fullscreen) {
1986 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
1987 } else if(!fullscreen && This->ddraw_fullscreen) {
1988 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
1991 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
1992 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
1993 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
1994 * separately.
1996 This->ddraw_fullscreen = fullscreen;
1999 /* Enables thead safety in the wined3d device and its resources. Called by DirectDraw
2000 * from SetCooperativeLeven if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2001 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2003 * There is no way to deactivate thread safety once it is enabled
2005 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2006 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2007 FIXME("No thread safety in wined3d yet\n");
2009 /*For now just store the flag(needed in case of ddraw) */
2010 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2012 return;
2015 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2016 DEVMODEW devmode;
2017 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2018 LONG ret;
2019 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2020 RECT clip_rc;
2022 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2024 /* Resize the screen even without a window:
2025 * The app could have unset it with SetCooperativeLevel, but not called
2026 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2027 * but we don't have any hwnd
2030 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2031 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2032 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2033 devmode.dmPelsWidth = pMode->Width;
2034 devmode.dmPelsHeight = pMode->Height;
2036 devmode.dmDisplayFrequency = pMode->RefreshRate;
2037 if (pMode->RefreshRate != 0) {
2038 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2041 /* Only change the mode if necessary */
2042 if( (This->ddraw_width == pMode->Width) &&
2043 (This->ddraw_height == pMode->Height) &&
2044 (This->ddraw_format == pMode->Format) &&
2045 (pMode->RefreshRate == 0) ) {
2046 return WINED3D_OK;
2049 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2050 if (ret != DISP_CHANGE_SUCCESSFUL) {
2051 if(devmode.dmDisplayFrequency != 0) {
2052 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2053 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2054 devmode.dmDisplayFrequency = 0;
2055 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2057 if(ret != DISP_CHANGE_SUCCESSFUL) {
2058 return WINED3DERR_NOTAVAILABLE;
2062 /* Store the new values */
2063 This->ddraw_width = pMode->Width;
2064 This->ddraw_height = pMode->Height;
2065 This->ddraw_format = pMode->Format;
2067 /* Only do this with a window of course */
2068 if(This->ddraw_window)
2069 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2071 /* And finally clip mouse to our screen */
2072 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2073 ClipCursor(&clip_rc);
2075 return WINED3D_OK;
2078 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2080 *ppD3D= This->wineD3D;
2081 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2082 IWineD3D_AddRef(*ppD3D);
2083 return WINED3D_OK;
2086 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2087 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2088 * into the video ram as possible and seeing how many fit
2089 * you can also get the correct initial value from nvidia and ATI's driver via X
2090 * texture memory is video memory + AGP memory
2091 *******************/
2092 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2093 static BOOL showfixmes = TRUE;
2094 if (showfixmes) {
2095 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2096 (wined3d_settings.emulated_textureram/(1024*1024)),
2097 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2098 showfixmes = FALSE;
2100 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2101 (wined3d_settings.emulated_textureram/(1024*1024)),
2102 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2103 /* return simulated texture memory left */
2104 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2109 /*****
2110 * Get / Set FVF
2111 *****/
2112 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2113 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2115 /* Update the current state block */
2116 This->updateStateBlock->changed.fvf = TRUE;
2117 This->updateStateBlock->set.fvf = TRUE;
2119 if(This->updateStateBlock->fvf == fvf) {
2120 TRACE("Application is setting the old fvf over, nothing to do\n");
2121 return WINED3D_OK;
2124 This->updateStateBlock->fvf = fvf;
2125 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2126 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2127 return WINED3D_OK;
2131 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2132 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2133 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2134 *pfvf = This->stateBlock->fvf;
2135 return WINED3D_OK;
2138 /*****
2139 * Get / Set Stream Source
2140 *****/
2141 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2142 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2143 IWineD3DVertexBuffer *oldSrc;
2145 if (StreamNumber >= MAX_STREAMS) {
2146 WARN("Stream out of range %d\n", StreamNumber);
2147 return WINED3DERR_INVALIDCALL;
2150 oldSrc = This->stateBlock->streamSource[StreamNumber];
2151 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2153 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2154 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2156 if(oldSrc == pStreamData &&
2157 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2158 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2159 TRACE("Application is setting the old values over, nothing to do\n");
2160 return WINED3D_OK;
2163 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2164 if (pStreamData) {
2165 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2166 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2169 /* Handle recording of state blocks */
2170 if (This->isRecordingState) {
2171 TRACE("Recording... not performing anything\n");
2172 return WINED3D_OK;
2175 /* Need to do a getParent and pass the reffs up */
2176 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2177 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2178 so for now, just count internally */
2179 if (pStreamData != NULL) {
2180 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2181 InterlockedIncrement(&vbImpl->bindCount);
2183 if (oldSrc != NULL) {
2184 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2187 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2189 return WINED3D_OK;
2192 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2193 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2195 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2196 This->stateBlock->streamSource[StreamNumber],
2197 This->stateBlock->streamOffset[StreamNumber],
2198 This->stateBlock->streamStride[StreamNumber]);
2200 if (StreamNumber >= MAX_STREAMS) {
2201 WARN("Stream out of range %d\n", StreamNumber);
2202 return WINED3DERR_INVALIDCALL;
2204 *pStream = This->stateBlock->streamSource[StreamNumber];
2205 *pStride = This->stateBlock->streamStride[StreamNumber];
2206 if (pOffset) {
2207 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2210 if (*pStream != NULL) {
2211 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2213 return WINED3D_OK;
2216 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2218 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2219 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2221 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2222 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2224 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2225 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2226 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2228 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2229 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2230 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2233 return WINED3D_OK;
2236 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2237 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2239 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2240 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2242 TRACE("(%p) : returning %d\n", This, *Divider);
2244 return WINED3D_OK;
2247 /*****
2248 * Get / Set & Multiply Transform
2249 *****/
2250 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2251 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2253 /* Most of this routine, comments included copied from ddraw tree initially: */
2254 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2256 /* Handle recording of state blocks */
2257 if (This->isRecordingState) {
2258 TRACE("Recording... not performing anything\n");
2259 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2260 This->updateStateBlock->set.transform[d3dts] = TRUE;
2261 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2262 return WINED3D_OK;
2266 * If the new matrix is the same as the current one,
2267 * we cut off any further processing. this seems to be a reasonable
2268 * optimization because as was noticed, some apps (warcraft3 for example)
2269 * tend towards setting the same matrix repeatedly for some reason.
2271 * From here on we assume that the new matrix is different, wherever it matters.
2273 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2274 TRACE("The app is setting the same matrix over again\n");
2275 return WINED3D_OK;
2276 } else {
2277 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2281 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2282 where ViewMat = Camera space, WorldMat = world space.
2284 In OpenGL, camera and world space is combined into GL_MODELVIEW
2285 matrix. The Projection matrix stay projection matrix.
2288 /* Capture the times we can just ignore the change for now */
2289 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2290 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2291 /* Handled by the state manager */
2294 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2295 return WINED3D_OK;
2298 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2300 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2301 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2302 return WINED3D_OK;
2305 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2306 WINED3DMATRIX *mat = NULL;
2307 WINED3DMATRIX temp;
2309 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2310 * below means it will be recorded in a state block change, but it
2311 * works regardless where it is recorded.
2312 * If this is found to be wrong, change to StateBlock.
2314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2315 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2317 if (State < HIGHEST_TRANSFORMSTATE)
2319 mat = &This->updateStateBlock->transforms[State];
2320 } else {
2321 FIXME("Unhandled transform state!!\n");
2324 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2326 /* Apply change via set transform - will reapply to eg. lights this way */
2327 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2330 /*****
2331 * Get / Set Light
2332 *****/
2333 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2334 you can reference any indexes you want as long as that number max are enabled at any
2335 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2336 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2337 but when recording, just build a chain pretty much of commands to be replayed. */
2339 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2340 float rho;
2341 PLIGHTINFOEL *object = NULL;
2342 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2343 struct list *e;
2345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2346 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2348 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2349 * the gl driver.
2351 if(!pLight) {
2352 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2353 return WINED3DERR_INVALIDCALL;
2356 switch(pLight->Type) {
2357 case WINED3DLIGHT_POINT:
2358 case WINED3DLIGHT_SPOT:
2359 case WINED3DLIGHT_PARALLELPOINT:
2360 case WINED3DLIGHT_GLSPOT:
2361 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2362 * most wanted
2364 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2365 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2366 return WINED3DERR_INVALIDCALL;
2368 break;
2370 case WINED3DLIGHT_DIRECTIONAL:
2371 /* Ignores attenuation */
2372 break;
2374 default:
2375 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2376 return WINED3DERR_INVALIDCALL;
2379 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2380 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2381 if(object->OriginalIndex == Index) break;
2382 object = NULL;
2385 if(!object) {
2386 TRACE("Adding new light\n");
2387 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2388 if(!object) {
2389 ERR("Out of memory error when allocating a light\n");
2390 return E_OUTOFMEMORY;
2392 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2393 object->glIndex = -1;
2394 object->OriginalIndex = Index;
2395 object->changed = TRUE;
2398 /* Initialize the object */
2399 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2400 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2401 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2402 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2403 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2404 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2405 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2407 /* Save away the information */
2408 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2410 switch (pLight->Type) {
2411 case WINED3DLIGHT_POINT:
2412 /* Position */
2413 object->lightPosn[0] = pLight->Position.x;
2414 object->lightPosn[1] = pLight->Position.y;
2415 object->lightPosn[2] = pLight->Position.z;
2416 object->lightPosn[3] = 1.0f;
2417 object->cutoff = 180.0f;
2418 /* FIXME: Range */
2419 break;
2421 case WINED3DLIGHT_DIRECTIONAL:
2422 /* Direction */
2423 object->lightPosn[0] = -pLight->Direction.x;
2424 object->lightPosn[1] = -pLight->Direction.y;
2425 object->lightPosn[2] = -pLight->Direction.z;
2426 object->lightPosn[3] = 0.0;
2427 object->exponent = 0.0f;
2428 object->cutoff = 180.0f;
2429 break;
2431 case WINED3DLIGHT_SPOT:
2432 /* Position */
2433 object->lightPosn[0] = pLight->Position.x;
2434 object->lightPosn[1] = pLight->Position.y;
2435 object->lightPosn[2] = pLight->Position.z;
2436 object->lightPosn[3] = 1.0;
2438 /* Direction */
2439 object->lightDirn[0] = pLight->Direction.x;
2440 object->lightDirn[1] = pLight->Direction.y;
2441 object->lightDirn[2] = pLight->Direction.z;
2442 object->lightDirn[3] = 1.0;
2445 * opengl-ish and d3d-ish spot lights use too different models for the
2446 * light "intensity" as a function of the angle towards the main light direction,
2447 * so we only can approximate very roughly.
2448 * however spot lights are rather rarely used in games (if ever used at all).
2449 * furthermore if still used, probably nobody pays attention to such details.
2451 if (pLight->Falloff == 0) {
2452 rho = 6.28f;
2453 } else {
2454 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2456 if (rho < 0.0001) rho = 0.0001f;
2457 object->exponent = -0.3/log(cos(rho/2));
2458 if (object->exponent > 128.0) {
2459 object->exponent = 128.0;
2461 object->cutoff = pLight->Phi*90/M_PI;
2463 /* FIXME: Range */
2464 break;
2466 default:
2467 FIXME("Unrecognized light type %d\n", pLight->Type);
2470 /* Update the live definitions if the light is currently assigned a glIndex */
2471 if (object->glIndex != -1 && !This->isRecordingState) {
2472 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2474 return WINED3D_OK;
2477 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2478 PLIGHTINFOEL *lightInfo = NULL;
2479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2480 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2481 struct list *e;
2482 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2484 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2485 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2486 if(lightInfo->OriginalIndex == Index) break;
2487 lightInfo = NULL;
2490 if (lightInfo == NULL) {
2491 TRACE("Light information requested but light not defined\n");
2492 return WINED3DERR_INVALIDCALL;
2495 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2496 return WINED3D_OK;
2499 /*****
2500 * Get / Set Light Enable
2501 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2502 *****/
2503 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2504 PLIGHTINFOEL *lightInfo = NULL;
2505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2506 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2507 struct list *e;
2508 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2510 /* Tests show true = 128...not clear why */
2511 Enable = Enable? 128: 0;
2513 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2514 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2515 if(lightInfo->OriginalIndex == Index) break;
2516 lightInfo = NULL;
2518 TRACE("Found light: %p\n", lightInfo);
2520 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2521 if (lightInfo == NULL) {
2523 TRACE("Light enabled requested but light not defined, so defining one!\n");
2524 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2526 /* Search for it again! Should be fairly quick as near head of list */
2527 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2528 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2529 if(lightInfo->OriginalIndex == Index) break;
2530 lightInfo = NULL;
2532 if (lightInfo == NULL) {
2533 FIXME("Adding default lights has failed dismally\n");
2534 return WINED3DERR_INVALIDCALL;
2538 lightInfo->enabledChanged = TRUE;
2539 if(!Enable) {
2540 if(lightInfo->glIndex != -1) {
2541 if(!This->isRecordingState) {
2542 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2545 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2546 lightInfo->glIndex = -1;
2547 } else {
2548 TRACE("Light already disabled, nothing to do\n");
2550 } else {
2551 if (lightInfo->glIndex != -1) {
2552 /* nop */
2553 TRACE("Nothing to do as light was enabled\n");
2554 } else {
2555 int i;
2556 /* Find a free gl light */
2557 for(i = 0; i < This->maxConcurrentLights; i++) {
2558 if(This->stateBlock->activeLights[i] == NULL) {
2559 This->stateBlock->activeLights[i] = lightInfo;
2560 lightInfo->glIndex = i;
2561 break;
2564 if(lightInfo->glIndex == -1) {
2565 ERR("Too many concurrently active lights\n");
2566 return WINED3DERR_INVALIDCALL;
2569 /* i == lightInfo->glIndex */
2570 if(!This->isRecordingState) {
2571 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2576 return WINED3D_OK;
2579 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2581 PLIGHTINFOEL *lightInfo = NULL;
2582 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2583 struct list *e;
2584 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2585 TRACE("(%p) : for idx(%d)\n", This, Index);
2587 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2588 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2589 if(lightInfo->OriginalIndex == Index) break;
2590 lightInfo = NULL;
2593 if (lightInfo == NULL) {
2594 TRACE("Light enabled state requested but light not defined\n");
2595 return WINED3DERR_INVALIDCALL;
2597 /* true is 128 according to SetLightEnable */
2598 *pEnable = lightInfo->glIndex != -1 ? 128 : 0;
2599 return WINED3D_OK;
2602 /*****
2603 * Get / Set Clip Planes
2604 *****/
2605 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2607 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2609 /* Validate Index */
2610 if (Index >= GL_LIMITS(clipplanes)) {
2611 TRACE("Application has requested clipplane this device doesn't support\n");
2612 return WINED3DERR_INVALIDCALL;
2615 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2616 This->updateStateBlock->set.clipplane[Index] = TRUE;
2618 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2619 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2620 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2621 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2622 TRACE("Application is setting old values over, nothing to do\n");
2623 return WINED3D_OK;
2626 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2627 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2628 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2629 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2631 /* Handle recording of state blocks */
2632 if (This->isRecordingState) {
2633 TRACE("Recording... not performing anything\n");
2634 return WINED3D_OK;
2637 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2639 return WINED3D_OK;
2642 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2643 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2644 TRACE("(%p) : for idx %d\n", This, Index);
2646 /* Validate Index */
2647 if (Index >= GL_LIMITS(clipplanes)) {
2648 TRACE("Application has requested clipplane this device doesn't support\n");
2649 return WINED3DERR_INVALIDCALL;
2652 pPlane[0] = This->stateBlock->clipplane[Index][0];
2653 pPlane[1] = This->stateBlock->clipplane[Index][1];
2654 pPlane[2] = This->stateBlock->clipplane[Index][2];
2655 pPlane[3] = This->stateBlock->clipplane[Index][3];
2656 return WINED3D_OK;
2659 /*****
2660 * Get / Set Clip Plane Status
2661 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2662 *****/
2663 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2665 FIXME("(%p) : stub\n", This);
2666 if (NULL == pClipStatus) {
2667 return WINED3DERR_INVALIDCALL;
2669 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2670 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2671 return WINED3D_OK;
2674 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2676 FIXME("(%p) : stub\n", This);
2677 if (NULL == pClipStatus) {
2678 return WINED3DERR_INVALIDCALL;
2680 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2681 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2682 return WINED3D_OK;
2685 /*****
2686 * Get / Set Material
2687 *****/
2688 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2691 This->updateStateBlock->changed.material = TRUE;
2692 This->updateStateBlock->set.material = TRUE;
2693 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2695 /* Handle recording of state blocks */
2696 if (This->isRecordingState) {
2697 TRACE("Recording... not performing anything\n");
2698 return WINED3D_OK;
2701 ENTER_GL();
2702 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2703 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2704 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2705 pMaterial->Ambient.b, pMaterial->Ambient.a);
2706 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2707 pMaterial->Specular.b, pMaterial->Specular.a);
2708 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2709 pMaterial->Emissive.b, pMaterial->Emissive.a);
2710 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2712 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2713 checkGLcall("glMaterialfv(GL_AMBIENT)");
2714 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2715 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2717 /* Only change material color if specular is enabled, otherwise it is set to black */
2718 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2719 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2720 checkGLcall("glMaterialfv(GL_SPECULAR");
2721 } else {
2722 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2723 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2724 checkGLcall("glMaterialfv(GL_SPECULAR");
2726 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2727 checkGLcall("glMaterialfv(GL_EMISSION)");
2728 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2729 checkGLcall("glMaterialf(GL_SHININESS");
2731 LEAVE_GL();
2732 return WINED3D_OK;
2735 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2736 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2737 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2738 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2739 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2740 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2741 pMaterial->Ambient.b, pMaterial->Ambient.a);
2742 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2743 pMaterial->Specular.b, pMaterial->Specular.a);
2744 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2745 pMaterial->Emissive.b, pMaterial->Emissive.a);
2746 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2748 return WINED3D_OK;
2751 /*****
2752 * Get / Set Indices
2753 *****/
2754 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
2755 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2756 IWineD3DIndexBuffer *oldIdxs;
2758 TRACE("(%p) : Setting to %p\n", This, pIndexData);
2759 oldIdxs = This->updateStateBlock->pIndexData;
2761 This->updateStateBlock->changed.indices = TRUE;
2762 This->updateStateBlock->set.indices = TRUE;
2763 This->updateStateBlock->pIndexData = pIndexData;
2765 /* Handle recording of state blocks */
2766 if (This->isRecordingState) {
2767 TRACE("Recording... not performing anything\n");
2768 return WINED3D_OK;
2771 if(oldIdxs != pIndexData) {
2772 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
2774 return WINED3D_OK;
2777 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2778 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2780 *ppIndexData = This->stateBlock->pIndexData;
2782 /* up ref count on ppindexdata */
2783 if (*ppIndexData) {
2784 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2785 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2786 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2787 }else{
2788 TRACE("(%p) No index data set\n", This);
2790 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2792 return WINED3D_OK;
2795 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2796 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
2797 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2798 TRACE("(%p)->(%d)\n", This, BaseIndex);
2800 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
2801 TRACE("Application is setting the old value over, nothing to do\n");
2802 return WINED3D_OK;
2805 This->updateStateBlock->baseVertexIndex = BaseIndex;
2807 if (This->isRecordingState) {
2808 TRACE("Recording... not performing anything\n");
2809 return WINED3D_OK;
2811 /* The base vertex index affects the stream sources */
2812 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2813 return WINED3D_OK;
2816 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, UINT* base_index) {
2817 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2818 TRACE("(%p) : base_index %p\n", This, base_index);
2820 *base_index = This->stateBlock->baseVertexIndex;
2822 TRACE("Returning %u\n", *base_index);
2824 return WINED3D_OK;
2827 /*****
2828 * Get / Set Viewports
2829 *****/
2830 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2831 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2833 TRACE("(%p)\n", This);
2834 This->updateStateBlock->changed.viewport = TRUE;
2835 This->updateStateBlock->set.viewport = TRUE;
2836 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2838 /* Handle recording of state blocks */
2839 if (This->isRecordingState) {
2840 TRACE("Recording... not performing anything\n");
2841 return WINED3D_OK;
2844 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
2845 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2847 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
2848 return WINED3D_OK;
2852 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2854 TRACE("(%p)\n", This);
2855 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2856 return WINED3D_OK;
2859 /*****
2860 * Get / Set Render States
2861 * TODO: Verify against dx9 definitions
2862 *****/
2863 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
2865 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2866 DWORD oldValue = This->stateBlock->renderState[State];
2868 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
2870 This->updateStateBlock->changed.renderState[State] = TRUE;
2871 This->updateStateBlock->set.renderState[State] = TRUE;
2872 This->updateStateBlock->renderState[State] = Value;
2874 /* Handle recording of state blocks */
2875 if (This->isRecordingState) {
2876 TRACE("Recording... not performing anything\n");
2877 return WINED3D_OK;
2880 /* Compared here and not before the assignment to allow proper stateblock recording */
2881 if(Value == oldValue) {
2882 TRACE("Application is setting the old value over, nothing to do\n");
2883 } else {
2884 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
2887 return WINED3D_OK;
2890 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
2891 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2892 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
2893 *pValue = This->stateBlock->renderState[State];
2894 return WINED3D_OK;
2897 /*****
2898 * Get / Set Sampler States
2899 * TODO: Verify against dx9 definitions
2900 *****/
2902 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
2903 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2904 DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
2907 * SetSampler is designed to allow for more than the standard up to 8 textures
2908 * and Geforce has stopped supporting more than 6 standard textures in openGL.
2909 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2911 * http://developer.nvidia.com/object/General_FAQ.html#t6
2913 * There are two new settings for GForce
2914 * the sampler one:
2915 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
2916 * and the texture one:
2917 * GL_MAX_TEXTURE_COORDS_ARB.
2918 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
2919 ******************/
2921 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
2922 debug_d3dsamplerstate(Type), Type, Value);
2923 This->updateStateBlock->samplerState[Sampler][Type] = Value;
2924 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
2925 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
2927 /* Handle recording of state blocks */
2928 if (This->isRecordingState) {
2929 TRACE("Recording... not performing anything\n");
2930 return WINED3D_OK;
2933 if(oldValue == Value) {
2934 TRACE("Application is setting the old value over, nothing to do\n");
2935 return WINED3D_OK;
2938 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
2940 return WINED3D_OK;
2943 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
2944 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2945 *Value = This->stateBlock->samplerState[Sampler][Type];
2946 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
2948 return WINED3D_OK;
2951 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
2952 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2954 This->updateStateBlock->set.scissorRect = TRUE;
2955 This->updateStateBlock->changed.scissorRect = TRUE;
2956 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
2957 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
2958 return WINED3D_OK;
2960 CopyRect(&This->updateStateBlock->scissorRect, pRect);
2962 if(This->isRecordingState) {
2963 TRACE("Recording... not performing anything\n");
2964 return WINED3D_OK;
2967 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
2969 return WINED3D_OK;
2972 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
2973 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2975 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
2976 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
2977 return WINED3D_OK;
2980 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
2981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2982 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
2984 TRACE("(%p) : pDecl=%p\n", This, pDecl);
2986 This->updateStateBlock->vertexDecl = pDecl;
2987 This->updateStateBlock->changed.vertexDecl = TRUE;
2988 This->updateStateBlock->set.vertexDecl = TRUE;
2990 if (This->isRecordingState) {
2991 TRACE("Recording... not performing anything\n");
2992 return WINED3D_OK;
2993 } else if(pDecl == oldDecl) {
2994 /* Checked after the assignment to allow proper stateblock recording */
2995 TRACE("Application is setting the old declaration over, nothing to do\n");
2996 return WINED3D_OK;
2999 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3000 return WINED3D_OK;
3003 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3004 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3006 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3008 *ppDecl = This->stateBlock->vertexDecl;
3009 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3010 return WINED3D_OK;
3013 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3015 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3017 This->updateStateBlock->vertexShader = pShader;
3018 This->updateStateBlock->changed.vertexShader = TRUE;
3019 This->updateStateBlock->set.vertexShader = TRUE;
3021 if (This->isRecordingState) {
3022 TRACE("Recording... not performing anything\n");
3023 return WINED3D_OK;
3024 } else if(oldShader == pShader) {
3025 /* Checked here to allow proper stateblock recording */
3026 TRACE("App is setting the old shader over, nothing to do\n");
3027 return WINED3D_OK;
3030 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3032 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3034 return WINED3D_OK;
3037 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3038 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3040 if (NULL == ppShader) {
3041 return WINED3DERR_INVALIDCALL;
3043 *ppShader = This->stateBlock->vertexShader;
3044 if( NULL != *ppShader)
3045 IWineD3DVertexShader_AddRef(*ppShader);
3047 TRACE("(%p) : returning %p\n", This, *ppShader);
3048 return WINED3D_OK;
3051 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3052 IWineD3DDevice *iface,
3053 UINT start,
3054 CONST BOOL *srcData,
3055 UINT count) {
3057 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3058 int i, cnt = min(count, MAX_CONST_B - start);
3060 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3061 iface, srcData, start, count);
3063 if (srcData == NULL || cnt < 0)
3064 return WINED3DERR_INVALIDCALL;
3066 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3067 for (i = 0; i < cnt; i++)
3068 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3070 for (i = start; i < cnt + start; ++i) {
3071 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3072 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3075 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3077 return WINED3D_OK;
3080 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3081 IWineD3DDevice *iface,
3082 UINT start,
3083 BOOL *dstData,
3084 UINT count) {
3086 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3087 int cnt = min(count, MAX_CONST_B - start);
3089 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3090 iface, dstData, start, count);
3092 if (dstData == NULL || cnt < 0)
3093 return WINED3DERR_INVALIDCALL;
3095 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3096 return WINED3D_OK;
3099 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3100 IWineD3DDevice *iface,
3101 UINT start,
3102 CONST int *srcData,
3103 UINT count) {
3105 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3106 int i, cnt = min(count, MAX_CONST_I - start);
3108 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3109 iface, srcData, start, count);
3111 if (srcData == NULL || cnt < 0)
3112 return WINED3DERR_INVALIDCALL;
3114 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3115 for (i = 0; i < cnt; i++)
3116 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3117 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3119 for (i = start; i < cnt + start; ++i) {
3120 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3121 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3124 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3126 return WINED3D_OK;
3129 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3130 IWineD3DDevice *iface,
3131 UINT start,
3132 int *dstData,
3133 UINT count) {
3135 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3136 int cnt = min(count, MAX_CONST_I - start);
3138 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3139 iface, dstData, start, count);
3141 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3142 return WINED3DERR_INVALIDCALL;
3144 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3145 return WINED3D_OK;
3148 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3149 IWineD3DDevice *iface,
3150 UINT start,
3151 CONST float *srcData,
3152 UINT count) {
3154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3155 int i;
3157 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3158 iface, srcData, start, count);
3160 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3161 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3162 return WINED3DERR_INVALIDCALL;
3164 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3165 if(TRACE_ON(d3d)) {
3166 for (i = 0; i < count; i++)
3167 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3168 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3171 for (i = start; i < count + start; ++i) {
3172 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3173 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3174 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3175 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3176 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3178 ptr->idx[ptr->count++] = i;
3179 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3181 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3184 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3186 return WINED3D_OK;
3189 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3190 IWineD3DDevice *iface,
3191 UINT start,
3192 float *dstData,
3193 UINT count) {
3195 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3196 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3198 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3199 iface, dstData, start, count);
3201 if (dstData == NULL || cnt < 0)
3202 return WINED3DERR_INVALIDCALL;
3204 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3205 return WINED3D_OK;
3208 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3209 DWORD i;
3210 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3211 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3215 static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3216 DWORD i, tex;
3217 /* This code can assume that GL_NV_register_combiners are supported, otherwise
3218 * it is never called.
3220 * Rules are:
3221 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3222 * that would be really messy and require shader recompilation
3223 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3224 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3225 * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
3226 * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
3228 if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3229 if(This->oneToOneTexUnitMap) {
3230 TRACE("Not touching 1:1 map\n");
3231 return;
3233 TRACE("Restoring 1:1 texture unit mapping\n");
3234 /* Restore a 1:1 mapping */
3235 for(i = 0; i < MAX_SAMPLERS; i++) {
3236 if(This->texUnitMap[i] != i) {
3237 This->texUnitMap[i] = i;
3238 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3239 markTextureStagesDirty(This, i);
3242 This->oneToOneTexUnitMap = TRUE;
3243 return;
3244 } else {
3245 /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
3246 * First, see if we can succeed at all
3248 tex = 0;
3249 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3250 if(This->stateBlock->textures[i] == NULL) tex++;
3253 if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
3254 FIXME("Too many bound textures to support the combiner settings\n");
3255 return;
3258 /* Now work out the mapping */
3259 tex = 0;
3260 This->oneToOneTexUnitMap = FALSE;
3261 WARN("Non 1:1 mapping UNTESTED!\n");
3262 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3263 /* Skip NULL textures */
3264 if (!This->stateBlock->textures[i]) {
3265 /* Map to -1, so the check below doesn't fail if a non-NULL
3266 * texture is set on this stage */
3267 TRACE("Mapping texture stage %d to -1\n", i);
3268 This->texUnitMap[i] = -1;
3270 continue;
3273 TRACE("Mapping texture stage %d to unit %d\n", i, tex);
3274 if(This->texUnitMap[i] != tex) {
3275 This->texUnitMap[i] = tex;
3276 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3277 markTextureStagesDirty(This, i);
3280 ++tex;
3285 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3287 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3288 This->updateStateBlock->pixelShader = pShader;
3289 This->updateStateBlock->changed.pixelShader = TRUE;
3290 This->updateStateBlock->set.pixelShader = TRUE;
3292 /* Handle recording of state blocks */
3293 if (This->isRecordingState) {
3294 TRACE("Recording... not performing anything\n");
3297 if (This->isRecordingState) {
3298 TRACE("Recording... not performing anything\n");
3299 return WINED3D_OK;
3302 if(pShader == oldShader) {
3303 TRACE("App is setting the old pixel shader over, nothing to do\n");
3304 return WINED3D_OK;
3307 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3308 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3310 /* Rebuild the texture unit mapping if nvrc's are supported */
3311 if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3312 IWineD3DDeviceImpl_FindTexUnitMap(This);
3315 return WINED3D_OK;
3318 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3319 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3321 if (NULL == ppShader) {
3322 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3323 return WINED3DERR_INVALIDCALL;
3326 *ppShader = This->stateBlock->pixelShader;
3327 if (NULL != *ppShader) {
3328 IWineD3DPixelShader_AddRef(*ppShader);
3330 TRACE("(%p) : returning %p\n", This, *ppShader);
3331 return WINED3D_OK;
3334 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3335 IWineD3DDevice *iface,
3336 UINT start,
3337 CONST BOOL *srcData,
3338 UINT count) {
3340 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3341 int i, cnt = min(count, MAX_CONST_B - start);
3343 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3344 iface, srcData, start, count);
3346 if (srcData == NULL || cnt < 0)
3347 return WINED3DERR_INVALIDCALL;
3349 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3350 for (i = 0; i < cnt; i++)
3351 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3353 for (i = start; i < cnt + start; ++i) {
3354 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3355 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3358 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3360 return WINED3D_OK;
3363 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3364 IWineD3DDevice *iface,
3365 UINT start,
3366 BOOL *dstData,
3367 UINT count) {
3369 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3370 int cnt = min(count, MAX_CONST_B - start);
3372 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3373 iface, dstData, start, count);
3375 if (dstData == NULL || cnt < 0)
3376 return WINED3DERR_INVALIDCALL;
3378 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3379 return WINED3D_OK;
3382 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3383 IWineD3DDevice *iface,
3384 UINT start,
3385 CONST int *srcData,
3386 UINT count) {
3388 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3389 int i, cnt = min(count, MAX_CONST_I - start);
3391 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3392 iface, srcData, start, count);
3394 if (srcData == NULL || cnt < 0)
3395 return WINED3DERR_INVALIDCALL;
3397 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3398 for (i = 0; i < cnt; i++)
3399 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3400 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3402 for (i = start; i < cnt + start; ++i) {
3403 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3404 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3407 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3409 return WINED3D_OK;
3412 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3413 IWineD3DDevice *iface,
3414 UINT start,
3415 int *dstData,
3416 UINT count) {
3418 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3419 int cnt = min(count, MAX_CONST_I - start);
3421 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3422 iface, dstData, start, count);
3424 if (dstData == NULL || cnt < 0)
3425 return WINED3DERR_INVALIDCALL;
3427 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3428 return WINED3D_OK;
3431 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3432 IWineD3DDevice *iface,
3433 UINT start,
3434 CONST float *srcData,
3435 UINT count) {
3437 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3438 int i;
3440 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3441 iface, srcData, start, count);
3443 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3444 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3445 return WINED3DERR_INVALIDCALL;
3447 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3448 if(TRACE_ON(d3d)) {
3449 for (i = 0; i < count; i++)
3450 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3451 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3454 for (i = start; i < count + start; ++i) {
3455 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3456 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3457 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3458 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3459 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3461 ptr->idx[ptr->count++] = i;
3462 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3464 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3467 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3469 return WINED3D_OK;
3472 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3473 IWineD3DDevice *iface,
3474 UINT start,
3475 float *dstData,
3476 UINT count) {
3478 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3479 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3481 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3482 iface, dstData, start, count);
3484 if (dstData == NULL || cnt < 0)
3485 return WINED3DERR_INVALIDCALL;
3487 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3488 return WINED3D_OK;
3491 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3492 static HRESULT
3493 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3494 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3495 unsigned int i;
3496 DWORD DestFVF = dest->fvf;
3497 WINED3DVIEWPORT vp;
3498 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3499 BOOL doClip;
3500 int numTextures;
3502 if (lpStrideData->u.s.normal.lpData) {
3503 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3506 if (lpStrideData->u.s.position.lpData == NULL) {
3507 ERR("Source has no position mask\n");
3508 return WINED3DERR_INVALIDCALL;
3511 /* We might access VBOs from this code, so hold the lock */
3512 ENTER_GL();
3514 if (dest->resource.allocatedMemory == NULL) {
3515 /* This may happen if we do direct locking into a vbo. Unlikely,
3516 * but theoretically possible(ddraw processvertices test)
3518 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3519 if(!dest->resource.allocatedMemory) {
3520 LEAVE_GL();
3521 ERR("Out of memory\n");
3522 return E_OUTOFMEMORY;
3524 if(dest->vbo) {
3525 void *src;
3526 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3527 checkGLcall("glBindBufferARB");
3528 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3529 if(src) {
3530 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3532 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3533 checkGLcall("glUnmapBufferARB");
3537 /* Get a pointer into the destination vbo(create one if none exists) and
3538 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3540 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3541 CreateVBO(dest);
3544 if(dest->vbo) {
3545 unsigned char extrabytes = 0;
3546 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3547 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3548 * this may write 4 extra bytes beyond the area that should be written
3550 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3551 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3552 if(!dest_conv_addr) {
3553 ERR("Out of memory\n");
3554 /* Continue without storing converted vertices */
3556 dest_conv = dest_conv_addr;
3559 /* Should I clip?
3560 * a) WINED3DRS_CLIPPING is enabled
3561 * b) WINED3DVOP_CLIP is passed
3563 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3564 static BOOL warned = FALSE;
3566 * The clipping code is not quite correct. Some things need
3567 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3568 * so disable clipping for now.
3569 * (The graphics in Half-Life are broken, and my processvertices
3570 * test crashes with IDirect3DDevice3)
3571 doClip = TRUE;
3573 doClip = FALSE;
3574 if(!warned) {
3575 warned = TRUE;
3576 FIXME("Clipping is broken and disabled for now\n");
3578 } else doClip = FALSE;
3579 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3581 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3582 WINED3DTS_VIEW,
3583 &view_mat);
3584 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3585 WINED3DTS_PROJECTION,
3586 &proj_mat);
3587 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3588 WINED3DTS_WORLDMATRIX(0),
3589 &world_mat);
3591 TRACE("View mat:\n");
3592 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);
3593 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);
3594 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);
3595 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);
3597 TRACE("Proj mat:\n");
3598 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);
3599 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);
3600 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);
3601 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);
3603 TRACE("World mat:\n");
3604 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);
3605 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);
3606 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);
3607 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);
3609 /* Get the viewport */
3610 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3611 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3612 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3614 multiply_matrix(&mat,&view_mat,&world_mat);
3615 multiply_matrix(&mat,&proj_mat,&mat);
3617 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3619 for (i = 0; i < dwCount; i+= 1) {
3620 unsigned int tex_index;
3622 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3623 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3624 /* The position first */
3625 float *p =
3626 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
3627 float x, y, z, rhw;
3628 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3630 /* Multiplication with world, view and projection matrix */
3631 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
3632 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
3633 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
3634 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
3636 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3638 /* WARNING: The following things are taken from d3d7 and were not yet checked
3639 * against d3d8 or d3d9!
3642 /* Clipping conditions: From
3643 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
3645 * A vertex is clipped if it does not match the following requirements
3646 * -rhw < x <= rhw
3647 * -rhw < y <= rhw
3648 * 0 < z <= rhw
3649 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3651 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3652 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3656 if( !doClip ||
3657 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3658 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3659 ( rhw > eps ) ) ) {
3661 /* "Normal" viewport transformation (not clipped)
3662 * 1) The values are divided by rhw
3663 * 2) The y axis is negative, so multiply it with -1
3664 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3665 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3666 * 4) Multiply x with Width/2 and add Width/2
3667 * 5) The same for the height
3668 * 6) Add the viewpoint X and Y to the 2D coordinates and
3669 * The minimum Z value to z
3670 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3672 * Well, basically it's simply a linear transformation into viewport
3673 * coordinates
3676 x /= rhw;
3677 y /= rhw;
3678 z /= rhw;
3680 y *= -1;
3682 x *= vp.Width / 2;
3683 y *= vp.Height / 2;
3684 z *= vp.MaxZ - vp.MinZ;
3686 x += vp.Width / 2 + vp.X;
3687 y += vp.Height / 2 + vp.Y;
3688 z += vp.MinZ;
3690 rhw = 1 / rhw;
3691 } else {
3692 /* That vertex got clipped
3693 * Contrary to OpenGL it is not dropped completely, it just
3694 * undergoes a different calculation.
3696 TRACE("Vertex got clipped\n");
3697 x += rhw;
3698 y += rhw;
3700 x /= 2;
3701 y /= 2;
3703 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3704 * outside of the main vertex buffer memory. That needs some more
3705 * investigation...
3709 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3712 ( (float *) dest_ptr)[0] = x;
3713 ( (float *) dest_ptr)[1] = y;
3714 ( (float *) dest_ptr)[2] = z;
3715 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3717 dest_ptr += 3 * sizeof(float);
3719 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3720 dest_ptr += sizeof(float);
3723 if(dest_conv) {
3724 float w = 1 / rhw;
3725 ( (float *) dest_conv)[0] = x * w;
3726 ( (float *) dest_conv)[1] = y * w;
3727 ( (float *) dest_conv)[2] = z * w;
3728 ( (float *) dest_conv)[3] = w;
3730 dest_conv += 3 * sizeof(float);
3732 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3733 dest_conv += sizeof(float);
3737 if (DestFVF & WINED3DFVF_PSIZE) {
3738 dest_ptr += sizeof(DWORD);
3739 if(dest_conv) dest_conv += sizeof(DWORD);
3741 if (DestFVF & WINED3DFVF_NORMAL) {
3742 float *normal =
3743 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
3744 /* AFAIK this should go into the lighting information */
3745 FIXME("Didn't expect the destination to have a normal\n");
3746 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3747 if(dest_conv) {
3748 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3752 if (DestFVF & WINED3DFVF_DIFFUSE) {
3753 DWORD *color_d =
3754 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
3755 if(!color_d) {
3756 static BOOL warned = FALSE;
3758 if(!warned) {
3759 ERR("No diffuse color in source, but destination has one\n");
3760 warned = TRUE;
3763 *( (DWORD *) dest_ptr) = 0xffffffff;
3764 dest_ptr += sizeof(DWORD);
3766 if(dest_conv) {
3767 *( (DWORD *) dest_conv) = 0xffffffff;
3768 dest_conv += sizeof(DWORD);
3771 else {
3772 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3773 if(dest_conv) {
3774 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3775 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3776 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3777 dest_conv += sizeof(DWORD);
3782 if (DestFVF & WINED3DFVF_SPECULAR) {
3783 /* What's the color value in the feedback buffer? */
3784 DWORD *color_s =
3785 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
3786 if(!color_s) {
3787 static BOOL warned = FALSE;
3789 if(!warned) {
3790 ERR("No specular color in source, but destination has one\n");
3791 warned = TRUE;
3794 *( (DWORD *) dest_ptr) = 0xFF000000;
3795 dest_ptr += sizeof(DWORD);
3797 if(dest_conv) {
3798 *( (DWORD *) dest_conv) = 0xFF000000;
3799 dest_conv += sizeof(DWORD);
3802 else {
3803 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3804 if(dest_conv) {
3805 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3806 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3807 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3808 dest_conv += sizeof(DWORD);
3813 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3814 float *tex_coord =
3815 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
3816 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
3817 if(!tex_coord) {
3818 ERR("No source texture, but destination requests one\n");
3819 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3820 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3822 else {
3823 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3824 if(dest_conv) {
3825 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3831 if(dest_conv) {
3832 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3833 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3834 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3835 dwCount * get_flexible_vertex_size(DestFVF),
3836 dest_conv_addr));
3837 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3838 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3841 LEAVE_GL();
3843 return WINED3D_OK;
3845 #undef copy_and_next
3847 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
3848 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3849 WineDirect3DVertexStridedData strided;
3850 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
3851 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
3853 if(pVertexDecl) {
3854 ERR("Output vertex declaration not implemented yet\n");
3857 /* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
3858 * and this call is quite performance critical, so don't call needlessly
3860 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
3861 ENTER_GL();
3862 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3863 LEAVE_GL();
3866 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3867 * control the streamIsUP flag, thus restore it afterwards.
3869 This->stateBlock->streamIsUP = FALSE;
3870 memset(&strided, 0, sizeof(strided));
3871 if(This->stateBlock->vertexDecl) {
3872 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
3873 } else {
3874 primitiveConvertToStridedData(iface, &strided, &vbo);
3876 This->stateBlock->streamIsUP = streamWasUP;
3878 if(vbo || SrcStartIndex) {
3879 unsigned int i;
3880 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcesVerticse are
3881 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
3883 * Also get the start index in, but only loop over all elements if there's something to add at all.
3885 #define FIXSRC(type) \
3886 if(strided.u.s.type.VBO) { \
3887 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
3888 strided.u.s.type.VBO = 0; \
3889 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
3890 ENTER_GL(); \
3891 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
3892 vb->vbo = 0; \
3893 LEAVE_GL(); \
3895 if(strided.u.s.type.lpData) { \
3896 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
3898 FIXSRC(position);
3899 FIXSRC(blendWeights);
3900 FIXSRC(blendMatrixIndices);
3901 FIXSRC(normal);
3902 FIXSRC(pSize);
3903 FIXSRC(diffuse);
3904 FIXSRC(specular);
3905 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
3906 FIXSRC(texCoords[i]);
3908 FIXSRC(position2);
3909 FIXSRC(normal2);
3910 FIXSRC(tangent);
3911 FIXSRC(binormal);
3912 FIXSRC(tessFactor);
3913 FIXSRC(fog);
3914 FIXSRC(depth);
3915 FIXSRC(sample);
3916 #undef FIXSRC
3919 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
3922 /*****
3923 * Get / Set Texture Stage States
3924 * TODO: Verify against dx9 definitions
3925 *****/
3926 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
3927 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3928 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
3930 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
3932 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
3934 if (Stage >= MAX_TEXTURES) {
3935 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
3936 return WINED3D_OK;
3939 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
3940 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
3941 This->updateStateBlock->textureState[Stage][Type] = Value;
3943 if (This->isRecordingState) {
3944 TRACE("Recording... not performing anything\n");
3945 return WINED3D_OK;
3948 /* Checked after the assignments to allow proper stateblock recording */
3949 if(oldValue == Value) {
3950 TRACE("App is setting the old value over, nothing to do\n");
3951 return WINED3D_OK;
3954 if(Stage > This->stateBlock->lowest_disabled_stage &&
3955 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
3956 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
3957 * Changes in other states are important on disabled stages too
3959 return WINED3D_OK;
3962 if(Type == WINED3DTSS_COLOROP) {
3963 int i;
3965 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
3966 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
3967 * they have to be disabled
3969 * The current stage is dirtified below.
3971 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
3972 TRACE("Additionally dirtifying stage %d\n", i);
3973 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3975 This->stateBlock->lowest_disabled_stage = Stage;
3976 TRACE("New lowest disabled: %d\n", Stage);
3977 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
3978 /* Previously disabled stage enabled. Stages above it may need enabling
3979 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
3980 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
3982 * Again stage Stage doesn't need to be dirtified here, it is handled below.
3985 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
3986 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
3987 break;
3989 TRACE("Additionally dirtifying stage %d due to enable\n", i);
3990 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3992 This->stateBlock->lowest_disabled_stage = i;
3993 TRACE("New lowest disabled: %d\n", i);
3995 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
3996 /* TODO: Built a stage -> texture unit mapping for register combiners */
4000 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4002 /* Rebuild the stage -> gl texture unit mapping if register combiners are supported
4003 * If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
4004 * will call FindTexUnitMap too.
4006 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4007 IWineD3DDeviceImpl_FindTexUnitMap(This);
4009 return WINED3D_OK;
4012 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4013 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4014 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4015 *pValue = This->updateStateBlock->textureState[Stage][Type];
4016 return WINED3D_OK;
4019 /*****
4020 * Get / Set Texture
4021 *****/
4022 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4024 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4025 IWineD3DBaseTexture *oldTexture;
4027 oldTexture = This->updateStateBlock->textures[Stage];
4028 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4030 #if 0 /* TODO: check so vertex textures */
4031 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4032 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4033 return WINED3D_OK;
4035 #endif
4037 if(pTexture != NULL) {
4038 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4040 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4041 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4042 return WINED3DERR_INVALIDCALL;
4044 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4047 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4048 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4050 This->updateStateBlock->set.textures[Stage] = TRUE;
4051 This->updateStateBlock->changed.textures[Stage] = TRUE;
4052 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4053 This->updateStateBlock->textures[Stage] = pTexture;
4055 /* Handle recording of state blocks */
4056 if (This->isRecordingState) {
4057 TRACE("Recording... not performing anything\n");
4058 return WINED3D_OK;
4061 if(oldTexture == pTexture) {
4062 TRACE("App is setting the same texture again, nothing to do\n");
4063 return WINED3D_OK;
4066 /** NOTE: MSDN says that setTexture increases the reference count,
4067 * and the the application must set the texture back to null (or have a leaky application),
4068 * This means we should pass the refcount up to the parent
4069 *******************************/
4070 if (NULL != This->updateStateBlock->textures[Stage]) {
4071 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4072 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4074 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4075 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4076 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4077 * so the COLOROP and ALPHAOP have to be dirtified.
4079 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4080 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4082 if(bindCount == 1) {
4083 new->baseTexture.sampler = Stage;
4085 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4089 if (NULL != oldTexture) {
4090 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4091 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4093 IWineD3DBaseTexture_Release(oldTexture);
4094 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4095 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4096 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4099 if(bindCount && old->baseTexture.sampler == Stage) {
4100 int i;
4101 /* Have to do a search for the other sampler(s) where the texture is bound to
4102 * Shouldn't happen as long as apps bind a texture only to one stage
4104 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4105 for(i = 0; i < GL_LIMITS(sampler_stages); i++) {
4106 if(This->updateStateBlock->textures[i] == oldTexture) {
4107 old->baseTexture.sampler = i;
4108 break;
4114 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4116 /* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
4117 * pixel shader is used
4119 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4120 IWineD3DDeviceImpl_FindTexUnitMap(This);
4123 return WINED3D_OK;
4126 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4127 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4128 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4130 *ppTexture=This->stateBlock->textures[Stage];
4131 if (*ppTexture)
4132 IWineD3DBaseTexture_AddRef(*ppTexture);
4134 return WINED3D_OK;
4137 /*****
4138 * Get Back Buffer
4139 *****/
4140 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4141 IWineD3DSurface **ppBackBuffer) {
4142 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4143 IWineD3DSwapChain *swapChain;
4144 HRESULT hr;
4146 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4148 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4149 if (hr == WINED3D_OK) {
4150 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4151 IWineD3DSwapChain_Release(swapChain);
4152 } else {
4153 *ppBackBuffer = NULL;
4155 return hr;
4158 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4159 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4160 WARN("(%p) : stub, calling idirect3d for now\n", This);
4161 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4164 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4166 IWineD3DSwapChain *swapChain;
4167 HRESULT hr;
4169 if(iSwapChain > 0) {
4170 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4171 if (hr == WINED3D_OK) {
4172 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4173 IWineD3DSwapChain_Release(swapChain);
4174 } else {
4175 FIXME("(%p) Error getting display mode\n", This);
4177 } else {
4178 /* Don't read the real display mode,
4179 but return the stored mode instead. X11 can't change the color
4180 depth, and some apps are pretty angry if they SetDisplayMode from
4181 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4183 Also don't relay to the swapchain because with ddraw it's possible
4184 that there isn't a swapchain at all */
4185 pMode->Width = This->ddraw_width;
4186 pMode->Height = This->ddraw_height;
4187 pMode->Format = This->ddraw_format;
4188 pMode->RefreshRate = 0;
4189 hr = WINED3D_OK;
4192 return hr;
4195 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4196 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4197 TRACE("(%p)->(%p)\n", This, hWnd);
4199 if(This->ddraw_fullscreen) {
4200 if(This->ddraw_window && This->ddraw_window != hWnd) {
4201 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4203 if(hWnd && This->ddraw_window != hWnd) {
4204 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4208 This->ddraw_window = hWnd;
4209 return WINED3D_OK;
4212 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4213 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4214 TRACE("(%p)->(%p)\n", This, hWnd);
4216 *hWnd = This->ddraw_window;
4217 return WINED3D_OK;
4220 /*****
4221 * Stateblock related functions
4222 *****/
4224 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4225 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4226 IWineD3DStateBlockImpl *object;
4227 HRESULT temp_result;
4228 int i;
4230 TRACE("(%p)\n", This);
4232 if (This->isRecordingState) {
4233 return WINED3DERR_INVALIDCALL;
4236 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4237 if (NULL == object ) {
4238 FIXME("(%p)Error allocating memory for stateblock\n", This);
4239 return E_OUTOFMEMORY;
4241 TRACE("(%p) created object %p\n", This, object);
4242 object->wineD3DDevice= This;
4243 /** FIXME: object->parent = parent; **/
4244 object->parent = NULL;
4245 object->blockType = WINED3DSBT_ALL;
4246 object->ref = 1;
4247 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4249 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4250 list_init(&object->lightMap[i]);
4253 temp_result = allocate_shader_constants(object);
4254 if (WINED3D_OK != temp_result)
4255 return temp_result;
4257 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4258 This->updateStateBlock = object;
4259 This->isRecordingState = TRUE;
4261 TRACE("(%p) recording stateblock %p\n",This , object);
4262 return WINED3D_OK;
4265 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4266 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4268 if (!This->isRecordingState) {
4269 FIXME("(%p) not recording! returning error\n", This);
4270 *ppStateBlock = NULL;
4271 return WINED3DERR_INVALIDCALL;
4274 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4275 This->isRecordingState = FALSE;
4276 This->updateStateBlock = This->stateBlock;
4277 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4278 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4279 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4280 return WINED3D_OK;
4283 /*****
4284 * Scene related functions
4285 *****/
4286 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4287 /* At the moment we have no need for any functionality at the beginning
4288 of a scene */
4289 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4290 TRACE("(%p)\n", This);
4292 if(This->inScene) {
4293 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4294 return WINED3DERR_INVALIDCALL;
4296 This->inScene = TRUE;
4297 return WINED3D_OK;
4300 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4302 TRACE("(%p)\n", This);
4304 if(!This->inScene) {
4305 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4306 return WINED3DERR_INVALIDCALL;
4309 ENTER_GL();
4310 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
4311 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4313 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4314 glFlush();
4315 checkGLcall("glFlush");
4316 LEAVE_GL();
4318 This->inScene = FALSE;
4319 return WINED3D_OK;
4322 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4323 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4324 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4325 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4326 IWineD3DSwapChain *swapChain = NULL;
4327 int i;
4328 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4330 TRACE("(%p) Presenting the frame\n", This);
4332 for(i = 0 ; i < swapchains ; i ++) {
4334 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4335 TRACE("presentinng chain %d, %p\n", i, swapChain);
4336 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4337 IWineD3DSwapChain_Release(swapChain);
4340 return WINED3D_OK;
4343 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4344 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4346 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4348 GLbitfield glMask = 0;
4349 unsigned int i;
4350 CONST WINED3DRECT* curRect;
4352 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4353 Count, pRects, Flags, Color, Z, Stencil);
4355 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4356 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4357 /* TODO: What about depth stencil buffers without stencil bits? */
4358 return WINED3DERR_INVALIDCALL;
4361 ENTER_GL();
4362 /* This is for offscreen rendering as well as for multithreading, thus activate the set render target
4363 * and not the last active one.
4366 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4367 apply_fbo_state(iface);
4370 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
4372 glEnable(GL_SCISSOR_TEST);
4373 checkGLcall("glEnable GL_SCISSOR_TEST");
4374 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
4375 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
4377 if (Count > 0 && pRects) {
4378 curRect = pRects;
4379 } else {
4380 curRect = NULL;
4383 /* Only set the values up once, as they are not changing */
4384 if (Flags & WINED3DCLEAR_STENCIL) {
4385 glClearStencil(Stencil);
4386 checkGLcall("glClearStencil");
4387 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4388 glStencilMask(0xFFFFFFFF);
4391 if (Flags & WINED3DCLEAR_ZBUFFER) {
4392 glDepthMask(GL_TRUE);
4393 glClearDepth(Z);
4394 checkGLcall("glClearDepth");
4395 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4396 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4399 if (Flags & WINED3DCLEAR_TARGET) {
4400 TRACE("Clearing screen with glClear to color %x\n", Color);
4401 glClearColor(D3DCOLOR_R(Color),
4402 D3DCOLOR_G(Color),
4403 D3DCOLOR_B(Color),
4404 D3DCOLOR_A(Color));
4405 checkGLcall("glClearColor");
4407 /* Clear ALL colors! */
4408 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4409 glMask = glMask | GL_COLOR_BUFFER_BIT;
4412 if (!curRect) {
4413 /* In drawable flag is set below */
4415 glScissor(This->stateBlock->viewport.X,
4416 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4417 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4418 This->stateBlock->viewport.Width,
4419 This->stateBlock->viewport.Height);
4420 checkGLcall("glScissor");
4421 glClear(glMask);
4422 checkGLcall("glClear");
4423 } else {
4424 if(!(target->Flags & SFLAG_INDRAWABLE) &&
4425 !(wined3d_settings.offscreen_rendering_mode == ORM_FBO && This->render_offscreen && target->Flags & SFLAG_INTEXTURE)) {
4427 if(curRect[0].x1 > 0 || curRect[0].y1 > 0 ||
4428 curRect[0].x2 < target->currentDesc.Width ||
4429 curRect[0].y2 < target->currentDesc.Height) {
4430 TRACE("Partial clear, and surface not in drawable. Blitting texture to drawable\n");
4431 blt_to_drawable(This, target);
4435 /* Now process each rect in turn */
4436 for (i = 0; i < Count; i++) {
4437 /* Note gl uses lower left, width/height */
4438 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4439 curRect[i].x1, curRect[i].y1, curRect[i].x2, curRect[i].y2,
4440 curRect[i].x1, (target->currentDesc.Height - curRect[i].y2),
4441 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4443 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4444 * The rectangle is not cleared, no error is returned, but further rectanlges are
4445 * still cleared if they are valid
4447 if(curRect[i].x1 > curRect[i].x2 || curRect[i].y1 > curRect[i].y2) {
4448 TRACE("Rectangle with negative dimensions, ignoring\n");
4449 continue;
4452 if(This->render_offscreen) {
4453 glScissor(curRect[i].x1, curRect[i].y1,
4454 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4455 } else {
4456 glScissor(curRect[i].x1, target->currentDesc.Height - curRect[i].y2,
4457 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4459 checkGLcall("glScissor");
4461 glClear(glMask);
4462 checkGLcall("glClear");
4466 /* Restore the old values (why..?) */
4467 if (Flags & WINED3DCLEAR_STENCIL) {
4468 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4470 if (Flags & WINED3DCLEAR_TARGET) {
4471 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4472 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4473 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4474 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4475 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4478 LEAVE_GL();
4480 /* Dirtify the target surface for now. If the surface is locked regularily, and an up to date sysmem copy exists,
4481 * it is most likely more efficient to perform a clear on the sysmem copy too isntead of downloading it
4483 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4484 target->Flags |= SFLAG_INTEXTURE;
4485 target->Flags &= ~SFLAG_INSYSMEM;
4486 } else {
4487 target->Flags |= SFLAG_INDRAWABLE;
4488 target->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INSYSMEM);
4490 return WINED3D_OK;
4493 /*****
4494 * Drawing functions
4495 *****/
4496 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4497 UINT PrimitiveCount) {
4499 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4501 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4502 debug_d3dprimitivetype(PrimitiveType),
4503 StartVertex, PrimitiveCount);
4505 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4506 if(This->stateBlock->streamIsUP) {
4507 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4508 This->stateBlock->streamIsUP = FALSE;
4511 if(This->stateBlock->loadBaseVertexIndex != 0) {
4512 This->stateBlock->loadBaseVertexIndex = 0;
4513 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4515 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4516 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4517 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4518 return WINED3D_OK;
4521 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4522 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4523 WINED3DPRIMITIVETYPE PrimitiveType,
4524 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4526 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4527 UINT idxStride = 2;
4528 IWineD3DIndexBuffer *pIB;
4529 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4530 GLuint vbo;
4532 pIB = This->stateBlock->pIndexData;
4533 if (!pIB) {
4534 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4535 * without an index buffer set. (The first time at least...)
4536 * D3D8 simply dies, but I doubt it can do much harm to return
4537 * D3DERR_INVALIDCALL there as well. */
4538 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
4539 return WINED3DERR_INVALIDCALL;
4542 if(This->stateBlock->streamIsUP) {
4543 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4544 This->stateBlock->streamIsUP = FALSE;
4546 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
4548 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
4549 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4550 minIndex, NumVertices, startIndex, primCount);
4552 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4553 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4554 idxStride = 2;
4555 } else {
4556 idxStride = 4;
4559 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4560 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4561 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4564 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
4565 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4567 return WINED3D_OK;
4570 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4571 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4572 UINT VertexStreamZeroStride) {
4573 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4575 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4576 debug_d3dprimitivetype(PrimitiveType),
4577 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4579 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4580 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4581 This->stateBlock->streamOffset[0] = 0;
4582 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4583 This->stateBlock->streamIsUP = TRUE;
4584 This->stateBlock->loadBaseVertexIndex = 0;
4586 /* TODO: Only mark dirty if drawing from a different UP address */
4587 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4589 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4590 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4592 /* MSDN specifies stream zero settings must be set to NULL */
4593 This->stateBlock->streamStride[0] = 0;
4594 This->stateBlock->streamSource[0] = NULL;
4596 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4597 * the new stream sources or use UP drawing again
4599 return WINED3D_OK;
4602 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4603 UINT MinVertexIndex, UINT NumVertices,
4604 UINT PrimitiveCount, CONST void* pIndexData,
4605 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4606 UINT VertexStreamZeroStride) {
4607 int idxStride;
4608 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4610 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4611 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4612 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4613 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4615 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4616 idxStride = 2;
4617 } else {
4618 idxStride = 4;
4621 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4622 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4623 This->stateBlock->streamIsUP = TRUE;
4624 This->stateBlock->streamOffset[0] = 0;
4625 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4627 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4628 This->stateBlock->baseVertexIndex = 0;
4629 This->stateBlock->loadBaseVertexIndex = 0;
4630 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4631 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4632 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4634 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4636 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4637 This->stateBlock->streamSource[0] = NULL;
4638 This->stateBlock->streamStride[0] = 0;
4639 This->stateBlock->pIndexData = NULL;
4640 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4641 * SetStreamSource to specify a vertex buffer
4644 return WINED3D_OK;
4647 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4648 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4650 /* Mark the state dirty until we have nicer tracking
4651 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4652 * that value.
4654 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4655 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4656 This->stateBlock->baseVertexIndex = 0;
4657 This->up_strided = DrawPrimStrideData;
4658 This->stateBlock->streamIsUP = TRUE;
4659 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
4660 This->up_strided = NULL;
4661 return WINED3D_OK;
4663 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4664 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4665 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4666 HRESULT hr = WINED3D_OK;
4667 WINED3DRESOURCETYPE sourceType;
4668 WINED3DRESOURCETYPE destinationType;
4669 int i ,levels;
4671 /* TODO: think about moving the code into IWineD3DBaseTexture */
4673 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4675 /* verify that the source and destination textures aren't NULL */
4676 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4677 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4678 This, pSourceTexture, pDestinationTexture);
4679 hr = WINED3DERR_INVALIDCALL;
4682 if (pSourceTexture == pDestinationTexture) {
4683 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4684 This, pSourceTexture, pDestinationTexture);
4685 hr = WINED3DERR_INVALIDCALL;
4687 /* Verify that the source and destination textures are the same type */
4688 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4689 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4691 if (sourceType != destinationType) {
4692 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
4693 This);
4694 hr = WINED3DERR_INVALIDCALL;
4697 /* check that both textures have the identical numbers of levels */
4698 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4699 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4700 hr = WINED3DERR_INVALIDCALL;
4703 if (WINED3D_OK == hr) {
4705 /* Make sure that the destination texture is loaded */
4706 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4708 /* Update every surface level of the texture */
4709 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4711 switch (sourceType) {
4712 case WINED3DRTYPE_TEXTURE:
4714 IWineD3DSurface *srcSurface;
4715 IWineD3DSurface *destSurface;
4717 for (i = 0 ; i < levels ; ++i) {
4718 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4719 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4720 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4721 IWineD3DSurface_Release(srcSurface);
4722 IWineD3DSurface_Release(destSurface);
4723 if (WINED3D_OK != hr) {
4724 WARN("(%p) : Call to update surface failed\n", This);
4725 return hr;
4729 break;
4730 case WINED3DRTYPE_CUBETEXTURE:
4732 IWineD3DSurface *srcSurface;
4733 IWineD3DSurface *destSurface;
4734 WINED3DCUBEMAP_FACES faceType;
4736 for (i = 0 ; i < levels ; ++i) {
4737 /* Update each cube face */
4738 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4739 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4740 if (WINED3D_OK != hr) {
4741 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4742 } else {
4743 TRACE("Got srcSurface %p\n", srcSurface);
4745 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4746 if (WINED3D_OK != hr) {
4747 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4748 } else {
4749 TRACE("Got desrSurface %p\n", destSurface);
4751 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4752 IWineD3DSurface_Release(srcSurface);
4753 IWineD3DSurface_Release(destSurface);
4754 if (WINED3D_OK != hr) {
4755 WARN("(%p) : Call to update surface failed\n", This);
4756 return hr;
4761 break;
4762 #if 0 /* TODO: Add support for volume textures */
4763 case WINED3DRTYPE_VOLUMETEXTURE:
4765 IWineD3DVolume srcVolume = NULL;
4766 IWineD3DSurface destVolume = NULL;
4768 for (i = 0 ; i < levels ; ++i) {
4769 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4770 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4771 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4772 IWineD3DVolume_Release(srcSurface);
4773 IWineD3DVolume_Release(destSurface);
4774 if (WINED3D_OK != hr) {
4775 WARN("(%p) : Call to update volume failed\n", This);
4776 return hr;
4780 break;
4781 #endif
4782 default:
4783 FIXME("(%p) : Unsupported source and destination type\n", This);
4784 hr = WINED3DERR_INVALIDCALL;
4788 return hr;
4791 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
4792 IWineD3DSwapChain *swapChain;
4793 HRESULT hr;
4794 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4795 if(hr == WINED3D_OK) {
4796 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
4797 IWineD3DSwapChain_Release(swapChain);
4799 return hr;
4802 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
4803 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4804 /* return a sensible default */
4805 *pNumPasses = 1;
4806 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
4807 FIXME("(%p) : stub\n", This);
4808 return WINED3D_OK;
4811 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
4812 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4813 int j;
4814 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4815 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4816 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4817 return WINED3DERR_INVALIDCALL;
4819 for (j = 0; j < 256; ++j) {
4820 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
4821 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
4822 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
4823 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
4825 TRACE("(%p) : returning\n", This);
4826 return WINED3D_OK;
4829 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
4830 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4831 int j;
4832 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4833 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4834 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4835 return WINED3DERR_INVALIDCALL;
4837 for (j = 0; j < 256; ++j) {
4838 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
4839 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
4840 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
4841 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
4843 TRACE("(%p) : returning\n", This);
4844 return WINED3D_OK;
4847 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
4848 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4849 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4850 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4851 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4852 return WINED3DERR_INVALIDCALL;
4854 /*TODO: stateblocks */
4855 This->currentPalette = PaletteNumber;
4856 TRACE("(%p) : returning\n", This);
4857 return WINED3D_OK;
4860 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
4861 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4862 if (PaletteNumber == NULL) {
4863 WARN("(%p) : returning Invalid Call\n", This);
4864 return WINED3DERR_INVALIDCALL;
4866 /*TODO: stateblocks */
4867 *PaletteNumber = This->currentPalette;
4868 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
4869 return WINED3D_OK;
4872 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
4873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4874 static BOOL showFixmes = TRUE;
4875 if (showFixmes) {
4876 FIXME("(%p) : stub\n", This);
4877 showFixmes = FALSE;
4880 This->softwareVertexProcessing = bSoftware;
4881 return WINED3D_OK;
4885 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
4886 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4887 static BOOL showFixmes = TRUE;
4888 if (showFixmes) {
4889 FIXME("(%p) : stub\n", This);
4890 showFixmes = FALSE;
4892 return This->softwareVertexProcessing;
4896 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
4897 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4898 IWineD3DSwapChain *swapChain;
4899 HRESULT hr;
4901 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
4903 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4904 if(hr == WINED3D_OK){
4905 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
4906 IWineD3DSwapChain_Release(swapChain);
4907 }else{
4908 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
4910 return hr;
4914 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
4915 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4916 static BOOL showfixmes = TRUE;
4917 if(nSegments != 0.0f) {
4918 if( showfixmes) {
4919 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
4920 showfixmes = FALSE;
4923 return WINED3D_OK;
4926 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
4927 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4928 static BOOL showfixmes = TRUE;
4929 if( showfixmes) {
4930 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
4931 showfixmes = FALSE;
4933 return 0.0f;
4936 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
4937 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4938 /** TODO: remove casts to IWineD3DSurfaceImpl
4939 * NOTE: move code to surface to accomplish this
4940 ****************************************/
4941 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
4942 int srcWidth, srcHeight;
4943 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
4944 WINED3DFORMAT destFormat, srcFormat;
4945 UINT destSize;
4946 int srcLeft, destLeft, destTop;
4947 WINED3DPOOL srcPool, destPool;
4948 int offset = 0;
4949 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
4950 glDescriptor *glDescription = NULL;
4952 WINED3DSURFACE_DESC winedesc;
4954 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
4955 memset(&winedesc, 0, sizeof(winedesc));
4956 winedesc.Width = &srcSurfaceWidth;
4957 winedesc.Height = &srcSurfaceHeight;
4958 winedesc.Pool = &srcPool;
4959 winedesc.Format = &srcFormat;
4961 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
4963 winedesc.Width = &destSurfaceWidth;
4964 winedesc.Height = &destSurfaceHeight;
4965 winedesc.Pool = &destPool;
4966 winedesc.Format = &destFormat;
4967 winedesc.Size = &destSize;
4969 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
4971 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
4972 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
4973 return WINED3DERR_INVALIDCALL;
4976 if (destFormat == WINED3DFMT_UNKNOWN) {
4977 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
4978 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
4980 /* Get the update surface description */
4981 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
4984 ENTER_GL();
4986 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4988 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
4989 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4990 checkGLcall("glActiveTextureARB");
4993 /* Make sure the surface is loaded and up to date */
4994 IWineD3DSurface_PreLoad(pDestinationSurface);
4996 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
4998 /* this needs to be done in lines if the sourceRect != the sourceWidth */
4999 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5000 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5001 srcLeft = pSourceRect ? pSourceRect->left : 0;
5002 destLeft = pDestPoint ? pDestPoint->x : 0;
5003 destTop = pDestPoint ? pDestPoint->y : 0;
5006 /* This function doesn't support compressed textures
5007 the pitch is just bytesPerPixel * width */
5008 if(srcWidth != srcSurfaceWidth || srcLeft ){
5009 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5010 offset += srcLeft * pSrcSurface->bytesPerPixel;
5011 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5013 /* TODO DXT formats */
5015 if(pSourceRect != NULL && pSourceRect->top != 0){
5016 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5018 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5019 ,This
5020 ,glDescription->level
5021 ,destLeft
5022 ,destTop
5023 ,srcWidth
5024 ,srcHeight
5025 ,glDescription->glFormat
5026 ,glDescription->glType
5027 ,IWineD3DSurface_GetData(pSourceSurface)
5030 /* Sanity check */
5031 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5033 /* need to lock the surface to get the data */
5034 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5037 /* TODO: Cube and volume support */
5038 if(rowoffset != 0){
5039 /* not a whole row so we have to do it a line at a time */
5040 int j;
5042 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5043 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5045 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5047 glTexSubImage2D(glDescription->target
5048 ,glDescription->level
5049 ,destLeft
5051 ,srcWidth
5053 ,glDescription->glFormat
5054 ,glDescription->glType
5055 ,data /* could be quicker using */
5057 data += rowoffset;
5060 } else { /* Full width, so just write out the whole texture */
5062 if (WINED3DFMT_DXT1 == destFormat ||
5063 WINED3DFMT_DXT2 == destFormat ||
5064 WINED3DFMT_DXT3 == destFormat ||
5065 WINED3DFMT_DXT4 == destFormat ||
5066 WINED3DFMT_DXT5 == destFormat) {
5067 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5068 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5069 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5070 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5071 } if (destFormat != srcFormat) {
5072 FIXME("Updating mixed format compressed texture is not curretly support\n");
5073 } else {
5074 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5075 glDescription->level,
5076 glDescription->glFormatInternal,
5077 srcWidth,
5078 srcHeight,
5080 destSize,
5081 IWineD3DSurface_GetData(pSourceSurface));
5083 } else {
5084 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5088 } else {
5089 glTexSubImage2D(glDescription->target
5090 ,glDescription->level
5091 ,destLeft
5092 ,destTop
5093 ,srcWidth
5094 ,srcHeight
5095 ,glDescription->glFormat
5096 ,glDescription->glType
5097 ,IWineD3DSurface_GetData(pSourceSurface)
5101 checkGLcall("glTexSubImage2D");
5103 LEAVE_GL();
5105 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags &= ~SFLAG_INSYSMEM;
5106 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_INTEXTURE;
5107 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5109 return WINED3D_OK;
5112 /* Implementation details at http://developer.nvidia.com/attach/6494
5114 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5115 hmm.. no longer supported use
5116 OpenGL evaluators or tessellate surfaces within your application.
5119 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5120 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5121 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5122 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5123 FIXME("(%p) : Stub\n", This);
5124 return WINED3D_OK;
5128 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5129 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5131 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5132 FIXME("(%p) : Stub\n", This);
5133 return WINED3D_OK;
5136 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5138 TRACE("(%p) Handle(%d)\n", This, Handle);
5139 FIXME("(%p) : Stub\n", This);
5140 return WINED3D_OK;
5143 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5144 HRESULT hr;
5145 IWineD3DSwapChain *swapchain;
5147 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5148 if (SUCCEEDED(hr)) {
5149 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5150 return swapchain;
5153 return NULL;
5156 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5157 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5159 if (!*fbo) {
5160 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5161 checkGLcall("glGenFramebuffersEXT()");
5163 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5164 checkGLcall("glBindFramebuffer()");
5167 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5168 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5169 GLenum texttarget, target;
5170 GLint old_binding;
5172 texttarget = surface_impl->glDescription.target;
5173 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5174 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5176 IWineD3DSurface_PreLoad(surface);
5178 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5179 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5180 glBindTexture(target, old_binding);
5182 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, surface_impl->glDescription.textureName, 0));
5184 checkGLcall("attach_surface_fbo");
5187 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5188 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5189 IWineD3DSwapChain *swapchain;
5191 swapchain = get_swapchain(surface);
5192 if (swapchain) {
5193 GLenum buffer;
5195 TRACE("Surface %p is onscreen\n", surface);
5197 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5198 buffer = surface_get_gl_buffer(surface, swapchain);
5199 glDrawBuffer(buffer);
5200 checkGLcall("glDrawBuffer()");
5201 } else {
5202 TRACE("Surface %p is offscreen\n", surface);
5203 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5204 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5207 if (rect) {
5208 glEnable(GL_SCISSOR_TEST);
5209 if(!swapchain) {
5210 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5211 } else {
5212 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5213 rect->x2 - rect->x1, rect->y2 - rect->y1);
5215 checkGLcall("glScissor");
5216 } else {
5217 glDisable(GL_SCISSOR_TEST);
5219 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5221 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5222 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5224 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5225 glClear(GL_COLOR_BUFFER_BIT);
5226 checkGLcall("glClear");
5228 if (This->render_offscreen) {
5229 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5230 } else {
5231 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5232 checkGLcall("glBindFramebuffer()");
5235 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5236 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5237 glDrawBuffer(GL_BACK);
5238 checkGLcall("glDrawBuffer()");
5242 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5243 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5244 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5245 WINEDDBLTFX BltFx;
5246 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
5248 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5249 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5250 return WINED3DERR_INVALIDCALL;
5253 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5254 color_fill_fbo(iface, pSurface, pRect, color);
5255 return WINED3D_OK;
5256 } else {
5257 /* Just forward this to the DirectDraw blitting engine */
5258 memset(&BltFx, 0, sizeof(BltFx));
5259 BltFx.dwSize = sizeof(BltFx);
5260 BltFx.u5.dwFillColor = color;
5261 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
5265 /* rendertarget and deptth stencil functions */
5266 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5269 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5270 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5271 return WINED3DERR_INVALIDCALL;
5274 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5275 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5276 /* Note inc ref on returned surface */
5277 if(*ppRenderTarget != NULL)
5278 IWineD3DSurface_AddRef(*ppRenderTarget);
5279 return WINED3D_OK;
5282 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5284 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5285 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5286 IWineD3DSwapChainImpl *Swapchain;
5287 HRESULT hr;
5289 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5291 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5292 if(hr != WINED3D_OK) {
5293 ERR("Can't get the swapchain\n");
5294 return hr;
5297 /* Make sure to release the swapchain */
5298 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5300 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5301 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5302 return WINED3DERR_INVALIDCALL;
5304 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5305 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5306 return WINED3DERR_INVALIDCALL;
5309 if(Swapchain->frontBuffer != Front) {
5310 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5312 if(Swapchain->frontBuffer)
5313 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5314 Swapchain->frontBuffer = Front;
5316 if(Swapchain->frontBuffer) {
5317 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5321 if(Back && !Swapchain->backBuffer) {
5322 /* We need memory for the back buffer array - only one back buffer this way */
5323 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5324 if(!Swapchain->backBuffer) {
5325 ERR("Out of memory\n");
5326 return E_OUTOFMEMORY;
5330 if(Swapchain->backBuffer[0] != Back) {
5331 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5333 /* What to do about the context here in the case of multithreading? Not sure.
5334 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
5336 ENTER_GL();
5337 if(!Swapchain->backBuffer[0]) {
5338 /* GL was told to draw to the front buffer at creation,
5339 * undo that
5341 glDrawBuffer(GL_BACK);
5342 checkGLcall("glDrawBuffer(GL_BACK)");
5343 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5344 Swapchain->presentParms.BackBufferCount = 1;
5345 } else if (!Back) {
5346 /* That makes problems - disable for now */
5347 /* glDrawBuffer(GL_FRONT); */
5348 checkGLcall("glDrawBuffer(GL_FRONT)");
5349 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5350 Swapchain->presentParms.BackBufferCount = 0;
5352 LEAVE_GL();
5354 if(Swapchain->backBuffer[0])
5355 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5356 Swapchain->backBuffer[0] = Back;
5358 if(Swapchain->backBuffer[0]) {
5359 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5360 } else {
5361 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5366 return WINED3D_OK;
5369 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5370 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5371 *ppZStencilSurface = This->depthStencilBuffer;
5372 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5374 if(*ppZStencilSurface != NULL) {
5375 /* Note inc ref on returned surface */
5376 IWineD3DSurface_AddRef(*ppZStencilSurface);
5378 return WINED3D_OK;
5381 /* TODO: Handle stencil attachments */
5382 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5383 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5384 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5386 TRACE("Set depth stencil to %p\n", depth_stencil);
5388 if (depth_stencil_impl) {
5389 if (depth_stencil_impl->current_renderbuffer) {
5390 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
5391 checkGLcall("glFramebufferRenderbufferEXT()");
5392 } else {
5393 GLenum texttarget, target;
5394 GLint old_binding = 0;
5396 texttarget = depth_stencil_impl->glDescription.target;
5397 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5398 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5400 IWineD3DSurface_PreLoad(depth_stencil);
5402 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5403 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5404 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5405 glBindTexture(target, old_binding);
5407 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5408 checkGLcall("glFramebufferTexture2DEXT()");
5410 } else {
5411 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5412 checkGLcall("glFramebufferTexture2DEXT()");
5416 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5418 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5420 TRACE("Set render target %u to %p\n", idx, render_target);
5422 if (rtimpl) {
5423 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
5424 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5425 } else {
5426 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5427 checkGLcall("glFramebufferTexture2DEXT()");
5429 This->draw_buffers[idx] = GL_NONE;
5433 static void check_fbo_status(IWineD3DDevice *iface) {
5434 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5435 GLenum status;
5437 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
5438 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
5439 TRACE("FBO complete\n");
5440 } else {
5441 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
5443 /* Dump the FBO attachments */
5444 if (status == GL_FRAMEBUFFER_UNSUPPORTED_EXT) {
5445 IWineD3DSurfaceImpl *attachment;
5446 int i;
5448 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5449 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
5450 if (attachment) {
5451 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
5452 attachment->pow2Width, attachment->pow2Height);
5455 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
5456 if (attachment) {
5457 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
5458 attachment->pow2Width, attachment->pow2Height);
5464 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
5465 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5466 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
5467 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
5469 if (!ds_impl) return FALSE;
5471 if (ds_impl->current_renderbuffer) {
5472 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
5473 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
5476 return (rt_impl->pow2Width != ds_impl->pow2Width ||
5477 rt_impl->pow2Height != ds_impl->pow2Height);
5480 void apply_fbo_state(IWineD3DDevice *iface) {
5481 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5482 unsigned int i;
5484 if (This->render_offscreen) {
5485 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5487 /* Apply render targets */
5488 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5489 IWineD3DSurface *render_target = This->render_targets[i];
5490 if (This->fbo_color_attachments[i] != render_target) {
5491 set_render_target_fbo(iface, i, render_target);
5492 This->fbo_color_attachments[i] = render_target;
5496 /* Apply depth targets */
5497 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
5498 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
5499 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
5501 if (This->stencilBufferTarget) {
5502 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
5504 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
5505 This->fbo_depth_attachment = This->stencilBufferTarget;
5508 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5509 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5510 checkGLcall("glDrawBuffers()");
5511 } else {
5512 glDrawBuffer(This->draw_buffers[0]);
5513 checkGLcall("glDrawBuffer()");
5515 } else {
5516 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5519 check_fbo_status(iface);
5522 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
5523 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
5524 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5525 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
5526 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
5527 GLenum gl_filter;
5529 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
5530 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
5531 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
5532 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
5534 glDisable(GL_SCISSOR_TEST);
5535 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5537 switch (filter) {
5538 case WINED3DTEXF_LINEAR:
5539 gl_filter = GL_LINEAR;
5540 break;
5542 default:
5543 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
5544 case WINED3DTEXF_NONE:
5545 case WINED3DTEXF_POINT:
5546 gl_filter = GL_NEAREST;
5547 break;
5550 /* Attach src surface to src fbo */
5551 src_swapchain = get_swapchain(src_surface);
5552 if (src_swapchain) {
5553 GLenum buffer;
5555 TRACE("Source surface %p is onscreen\n", src_surface);
5557 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
5558 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
5559 glReadBuffer(buffer);
5560 checkGLcall("glReadBuffer()");
5562 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
5563 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
5564 } else {
5565 TRACE("Source surface %p is offscreen\n", src_surface);
5566 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
5567 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
5568 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
5569 checkGLcall("glReadBuffer()");
5572 /* Attach dst surface to dst fbo */
5573 dst_swapchain = get_swapchain(dst_surface);
5574 if (dst_swapchain) {
5575 GLenum buffer;
5577 TRACE("Destination surface %p is onscreen\n", dst_surface);
5579 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
5580 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
5581 glDrawBuffer(buffer);
5582 checkGLcall("glDrawBuffer()");
5584 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
5585 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
5586 } else {
5587 TRACE("Destination surface %p is offscreen\n", dst_surface);
5588 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
5589 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
5590 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
5591 checkGLcall("glDrawBuffer()");
5594 if (flip) {
5595 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5596 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
5597 checkGLcall("glBlitFramebuffer()");
5598 } else {
5599 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5600 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
5601 checkGLcall("glBlitFramebuffer()");
5604 if (This->render_offscreen) {
5605 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5606 } else {
5607 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5608 checkGLcall("glBindFramebuffer()");
5611 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
5612 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
5613 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
5614 glDrawBuffer(GL_BACK);
5615 checkGLcall("glDrawBuffer()");
5619 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5620 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5621 WINED3DVIEWPORT viewport;
5623 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5625 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5626 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5627 return WINED3DERR_INVALIDCALL;
5630 /* MSDN says that null disables the render target
5631 but a device must always be associated with a render target
5632 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5634 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5635 for more details
5637 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5638 FIXME("Trying to set render target 0 to NULL\n");
5639 return WINED3DERR_INVALIDCALL;
5641 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5642 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5643 return WINED3DERR_INVALIDCALL;
5646 /* If we are trying to set what we already have, don't bother */
5647 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5648 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5649 return WINED3D_OK;
5651 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5652 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5653 This->render_targets[RenderTargetIndex] = pRenderTarget;
5655 /* Render target 0 is special */
5656 if(RenderTargetIndex == 0) {
5657 /* Finally, reset the viewport as the MSDN states. */
5658 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5659 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5660 viewport.X = 0;
5661 viewport.Y = 0;
5662 viewport.MaxZ = 1.0f;
5663 viewport.MinZ = 0.0f;
5664 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5665 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
5666 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
5668 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
5670 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
5671 * ctx properly.
5672 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
5673 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
5675 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
5677 return WINED3D_OK;
5680 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5681 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5682 HRESULT hr = WINED3D_OK;
5683 IWineD3DSurface *tmp;
5685 TRACE("(%p) Swapping z-buffer\n",This);
5687 if (pNewZStencil == This->stencilBufferTarget) {
5688 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5689 } else {
5690 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5691 * depending on the renter target implementation being used.
5692 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5693 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5694 * stencil buffer and incure an extra memory overhead
5695 ******************************************************/
5697 tmp = This->stencilBufferTarget;
5698 This->stencilBufferTarget = pNewZStencil;
5699 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5700 /* should we be calling the parent or the wined3d surface? */
5701 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5702 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5703 hr = WINED3D_OK;
5705 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
5706 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5707 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
5708 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
5709 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5713 return hr;
5716 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
5717 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
5718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5719 /* TODO: the use of Impl is deprecated. */
5720 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
5721 WINED3DLOCKED_RECT lockedRect;
5723 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
5725 /* some basic validation checks */
5726 if(This->cursorTexture) {
5727 ENTER_GL();
5728 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5729 glDeleteTextures(1, &This->cursorTexture);
5730 LEAVE_GL();
5731 This->cursorTexture = 0;
5734 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
5735 This->haveHardwareCursor = TRUE;
5736 else
5737 This->haveHardwareCursor = FALSE;
5739 if(pCursorBitmap) {
5740 WINED3DLOCKED_RECT rect;
5742 /* MSDN: Cursor must be A8R8G8B8 */
5743 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
5744 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
5745 return WINED3DERR_INVALIDCALL;
5748 /* MSDN: Cursor must be smaller than the display mode */
5749 if(pSur->currentDesc.Width > This->ddraw_width ||
5750 pSur->currentDesc.Height > This->ddraw_height) {
5751 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
5752 return WINED3DERR_INVALIDCALL;
5755 if (!This->haveHardwareCursor) {
5756 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5758 /* Do not store the surface's pointer because the application may
5759 * release it after setting the cursor image. Windows doesn't
5760 * addref the set surface, so we can't do this either without
5761 * creating circular refcount dependencies. Copy out the gl texture
5762 * instead.
5764 This->cursorWidth = pSur->currentDesc.Width;
5765 This->cursorHeight = pSur->currentDesc.Height;
5766 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
5768 const PixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8);
5769 char *mem, *bits = (char *)rect.pBits;
5770 GLint intfmt = tableEntry->glInternal;
5771 GLint format = tableEntry->glFormat;
5772 GLint type = tableEntry->glType;
5773 INT height = This->cursorHeight;
5774 INT width = This->cursorWidth;
5775 INT bpp = tableEntry->bpp;
5776 INT i;
5778 /* Reformat the texture memory (pitch and width can be
5779 * different) */
5780 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5781 for(i = 0; i < height; i++)
5782 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5783 IWineD3DSurface_UnlockRect(pCursorBitmap);
5784 ENTER_GL();
5786 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5787 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5788 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5791 /* Make sure that a proper texture unit is selected */
5792 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5793 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5794 checkGLcall("glActiveTextureARB");
5796 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5797 /* Create a new cursor texture */
5798 glGenTextures(1, &This->cursorTexture);
5799 checkGLcall("glGenTextures");
5800 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
5801 checkGLcall("glBindTexture");
5802 /* Copy the bitmap memory into the cursor texture */
5803 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
5804 HeapFree(GetProcessHeap(), 0, mem);
5805 checkGLcall("glTexImage2D");
5807 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5808 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5809 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5812 LEAVE_GL();
5814 else
5816 FIXME("A cursor texture was not returned.\n");
5817 This->cursorTexture = 0;
5820 else
5822 /* Draw a hardware cursor */
5823 ICONINFO cursorInfo;
5824 HCURSOR cursor;
5825 /* Create and clear maskBits because it is not needed for
5826 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5827 * chunks. */
5828 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5829 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
5830 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
5831 WINED3DLOCK_NO_DIRTY_UPDATE |
5832 WINED3DLOCK_READONLY
5834 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
5835 pSur->currentDesc.Height);
5837 cursorInfo.fIcon = FALSE;
5838 cursorInfo.xHotspot = XHotSpot;
5839 cursorInfo.yHotspot = YHotSpot;
5840 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
5841 pSur->currentDesc.Height, 1,
5842 1, &maskBits);
5843 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
5844 pSur->currentDesc.Height, 1,
5845 32, lockedRect.pBits);
5846 IWineD3DSurface_UnlockRect(pCursorBitmap);
5847 /* Create our cursor and clean up. */
5848 cursor = CreateIconIndirect(&cursorInfo);
5849 SetCursor(cursor);
5850 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5851 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5852 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
5853 This->hardwareCursor = cursor;
5854 HeapFree(GetProcessHeap(), 0, maskBits);
5858 This->xHotSpot = XHotSpot;
5859 This->yHotSpot = YHotSpot;
5860 return WINED3D_OK;
5863 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
5864 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5865 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
5867 This->xScreenSpace = XScreenSpace;
5868 This->yScreenSpace = YScreenSpace;
5870 return;
5874 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
5875 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5876 BOOL oldVisible = This->bCursorVisible;
5877 POINT pt;
5879 TRACE("(%p) : visible(%d)\n", This, bShow);
5882 * When ShowCursor is first called it should make the cursor appear at the OS's last
5883 * known cursor position. Because of this, some applications just repetitively call
5884 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
5886 GetCursorPos(&pt);
5887 This->xScreenSpace = pt.x;
5888 This->yScreenSpace = pt.y;
5890 if (This->haveHardwareCursor) {
5891 This->bCursorVisible = bShow;
5892 if (bShow)
5893 SetCursor(This->hardwareCursor);
5894 else
5895 SetCursor(NULL);
5897 else
5899 if (This->cursorTexture)
5900 This->bCursorVisible = bShow;
5903 return oldVisible;
5906 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
5907 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5908 TRACE("(%p) : state (%u)\n", This, This->state);
5909 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
5910 switch (This->state) {
5911 case WINED3D_OK:
5912 return WINED3D_OK;
5913 case WINED3DERR_DEVICELOST:
5915 ResourceList *resourceList = This->resources;
5916 while (NULL != resourceList) {
5917 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
5918 return WINED3DERR_DEVICENOTRESET;
5919 resourceList = resourceList->next;
5921 return WINED3DERR_DEVICELOST;
5923 case WINED3DERR_DRIVERINTERNALERROR:
5924 return WINED3DERR_DRIVERINTERNALERROR;
5927 /* Unknown state */
5928 return WINED3DERR_DRIVERINTERNALERROR;
5932 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
5933 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5934 /** FIXME: Resource tracking needs to be done,
5935 * The closes we can do to this is set the priorities of all managed textures low
5936 * and then reset them.
5937 ***********************************************************/
5938 FIXME("(%p) : stub\n", This);
5939 return WINED3D_OK;
5942 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
5943 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
5945 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5946 if(surface->Flags & SFLAG_DIBSECTION) {
5947 /* Release the DC */
5948 SelectObject(surface->hDC, surface->dib.holdbitmap);
5949 DeleteDC(surface->hDC);
5950 /* Release the DIB section */
5951 DeleteObject(surface->dib.DIBsection);
5952 surface->dib.bitmap_data = NULL;
5953 surface->resource.allocatedMemory = NULL;
5954 surface->Flags &= ~SFLAG_DIBSECTION;
5956 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
5957 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
5958 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
5959 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5960 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5961 } else {
5962 surface->pow2Width = surface->pow2Height = 1;
5963 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5964 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5966 if(surface->glDescription.textureName) {
5967 ENTER_GL();
5968 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5969 glDeleteTextures(1, &surface->glDescription.textureName);
5970 LEAVE_GL();
5971 surface->glDescription.textureName = 0;
5972 surface->Flags &= ~SFLAG_CLIENT;
5974 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
5975 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
5976 surface->Flags |= SFLAG_NONPOW2;
5977 } else {
5978 surface->Flags &= ~SFLAG_NONPOW2;
5980 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
5981 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
5984 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
5985 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5986 IWineD3DSwapChainImpl *swapchain;
5987 HRESULT hr;
5988 BOOL DisplayModeChanged = FALSE;
5989 WINED3DDISPLAYMODE mode;
5990 TRACE("(%p)\n", This);
5992 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
5993 if(FAILED(hr)) {
5994 ERR("Failed to get the first implicit swapchain\n");
5995 return hr;
5998 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5999 * on an existing gl context, so there's no real need for recreation.
6001 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6003 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6005 TRACE("New params:\n");
6006 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6007 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6008 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6009 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6010 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6011 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6012 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6013 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6014 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6015 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6016 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6017 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6018 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6020 /* No special treatment of these parameters. Just store them */
6021 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6022 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6023 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6024 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6026 /* What to do about these? */
6027 if(pPresentationParameters->BackBufferCount != 0 &&
6028 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6029 ERR("Cannot change the back buffer count yet\n");
6031 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6032 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6033 ERR("Cannot change the back buffer format yet\n");
6035 if(pPresentationParameters->hDeviceWindow != NULL &&
6036 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6037 ERR("Cannot change the device window yet\n");
6039 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6040 ERR("What do do about a changed auto depth stencil parameter?\n");
6043 if(pPresentationParameters->Windowed) {
6044 mode.Width = swapchain->orig_width;
6045 mode.Height = swapchain->orig_height;
6046 mode.RefreshRate = 0;
6047 mode.Format = swapchain->presentParms.BackBufferFormat;
6048 } else {
6049 mode.Width = pPresentationParameters->BackBufferWidth;
6050 mode.Height = pPresentationParameters->BackBufferHeight;
6051 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6052 mode.Format = swapchain->presentParms.BackBufferFormat;
6055 /* Should Width == 800 && Height == 0 set 800x600? */
6056 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6057 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6058 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6060 WINED3DVIEWPORT vp;
6061 int i;
6063 vp.X = 0;
6064 vp.Y = 0;
6065 vp.Width = pPresentationParameters->BackBufferWidth;
6066 vp.Height = pPresentationParameters->BackBufferHeight;
6067 vp.MinZ = 0;
6068 vp.MaxZ = 1;
6070 if(!pPresentationParameters->Windowed) {
6071 DisplayModeChanged = TRUE;
6073 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6074 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6076 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6077 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6078 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6081 /* Now set the new viewport */
6082 IWineD3DDevice_SetViewport(iface, &vp);
6085 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6086 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6087 DisplayModeChanged) {
6089 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6090 if(!pPresentationParameters->Windowed) {
6091 IWineD3DDevice_SetFullscreen(iface, TRUE);
6094 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6096 /* Switching out of fullscreen mode? First set the original res, then change the window */
6097 if(pPresentationParameters->Windowed) {
6098 IWineD3DDevice_SetFullscreen(iface, FALSE);
6100 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6103 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6104 return WINED3D_OK;
6107 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6108 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6109 /** FIXME: always true at the moment **/
6110 if(!bEnableDialogs) {
6111 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6113 return WINED3D_OK;
6117 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6118 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6119 TRACE("(%p) : pParameters %p\n", This, pParameters);
6121 *pParameters = This->createParms;
6122 return WINED3D_OK;
6125 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6126 IWineD3DSwapChain *swapchain;
6127 HRESULT hrc = WINED3D_OK;
6129 TRACE("Relaying to swapchain\n");
6131 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6132 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6133 IWineD3DSwapChain_Release(swapchain);
6135 return;
6138 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6139 IWineD3DSwapChain *swapchain;
6140 HRESULT hrc = WINED3D_OK;
6142 TRACE("Relaying to swapchain\n");
6144 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6145 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6146 IWineD3DSwapChain_Release(swapchain);
6148 return;
6152 /** ********************************************************
6153 * Notification functions
6154 ** ********************************************************/
6155 /** This function must be called in the release of a resource when ref == 0,
6156 * the contents of resource must still be correct,
6157 * any handels to other resource held by the caller must be closed
6158 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6159 *****************************************************/
6160 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6162 ResourceList* resourceList;
6164 TRACE("(%p) : resource %p\n", This, resource);
6165 /* add a new texture to the frot of the linked list */
6166 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6167 resourceList->resource = resource;
6169 /* Get the old head */
6170 resourceList->next = This->resources;
6172 This->resources = resourceList;
6173 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6175 return;
6178 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6180 ResourceList* resourceList = NULL;
6181 ResourceList* previousResourceList = NULL;
6183 TRACE("(%p) : resource %p\n", This, resource);
6185 resourceList = This->resources;
6187 while (resourceList != NULL) {
6188 if(resourceList->resource == resource) break;
6189 previousResourceList = resourceList;
6190 resourceList = resourceList->next;
6193 if (resourceList == NULL) {
6194 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6195 return;
6196 } else {
6197 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6199 /* make sure we don't leave a hole in the list */
6200 if (previousResourceList != NULL) {
6201 previousResourceList->next = resourceList->next;
6202 } else {
6203 This->resources = resourceList->next;
6206 return;
6210 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6211 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6212 int counter;
6214 TRACE("(%p) : resource %p\n", This, resource);
6215 switch(IWineD3DResource_GetType(resource)){
6216 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6217 case WINED3DRTYPE_SURFACE: {
6218 unsigned int i;
6220 /* Cleanup any FBO attachments */
6221 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6222 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
6223 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6224 set_render_target_fbo(iface, i, NULL);
6225 This->fbo_color_attachments[i] = NULL;
6228 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
6229 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6230 set_depth_stencil_fbo(iface, NULL);
6231 This->fbo_depth_attachment = NULL;
6234 break;
6237 case WINED3DRTYPE_TEXTURE:
6238 case WINED3DRTYPE_CUBETEXTURE:
6239 case WINED3DRTYPE_VOLUMETEXTURE:
6240 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
6241 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6242 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6243 This->stateBlock->textures[counter] = NULL;
6245 if (This->updateStateBlock != This->stateBlock ){
6246 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6247 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6248 This->updateStateBlock->textures[counter] = NULL;
6252 break;
6253 case WINED3DRTYPE_VOLUME:
6254 /* TODO: nothing really? */
6255 break;
6256 case WINED3DRTYPE_VERTEXBUFFER:
6257 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6259 int streamNumber;
6260 TRACE("Cleaning up stream pointers\n");
6262 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6263 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6264 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6266 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6267 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6268 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6269 This->updateStateBlock->streamSource[streamNumber] = 0;
6270 /* Set changed flag? */
6273 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6274 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6275 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6276 This->stateBlock->streamSource[streamNumber] = 0;
6279 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6280 else { /* This shouldn't happen */
6281 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6283 #endif
6287 break;
6288 case WINED3DRTYPE_INDEXBUFFER:
6289 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6290 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6291 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6292 This->updateStateBlock->pIndexData = NULL;
6295 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6296 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6297 This->stateBlock->pIndexData = NULL;
6301 break;
6302 default:
6303 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6304 break;
6308 /* Remove the resoruce from the resourceStore */
6309 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6311 TRACE("Resource released\n");
6315 /**********************************************************
6316 * IWineD3DDevice VTbl follows
6317 **********************************************************/
6319 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6321 /*** IUnknown methods ***/
6322 IWineD3DDeviceImpl_QueryInterface,
6323 IWineD3DDeviceImpl_AddRef,
6324 IWineD3DDeviceImpl_Release,
6325 /*** IWineD3DDevice methods ***/
6326 IWineD3DDeviceImpl_GetParent,
6327 /*** Creation methods**/
6328 IWineD3DDeviceImpl_CreateVertexBuffer,
6329 IWineD3DDeviceImpl_CreateIndexBuffer,
6330 IWineD3DDeviceImpl_CreateStateBlock,
6331 IWineD3DDeviceImpl_CreateSurface,
6332 IWineD3DDeviceImpl_CreateTexture,
6333 IWineD3DDeviceImpl_CreateVolumeTexture,
6334 IWineD3DDeviceImpl_CreateVolume,
6335 IWineD3DDeviceImpl_CreateCubeTexture,
6336 IWineD3DDeviceImpl_CreateQuery,
6337 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6338 IWineD3DDeviceImpl_CreateVertexDeclaration,
6339 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
6340 IWineD3DDeviceImpl_CreateVertexShader,
6341 IWineD3DDeviceImpl_CreatePixelShader,
6342 IWineD3DDeviceImpl_CreatePalette,
6343 /*** Odd functions **/
6344 IWineD3DDeviceImpl_Init3D,
6345 IWineD3DDeviceImpl_Uninit3D,
6346 IWineD3DDeviceImpl_SetFullscreen,
6347 IWineD3DDeviceImpl_SetMultithreaded,
6348 IWineD3DDeviceImpl_EvictManagedResources,
6349 IWineD3DDeviceImpl_GetAvailableTextureMem,
6350 IWineD3DDeviceImpl_GetBackBuffer,
6351 IWineD3DDeviceImpl_GetCreationParameters,
6352 IWineD3DDeviceImpl_GetDeviceCaps,
6353 IWineD3DDeviceImpl_GetDirect3D,
6354 IWineD3DDeviceImpl_GetDisplayMode,
6355 IWineD3DDeviceImpl_SetDisplayMode,
6356 IWineD3DDeviceImpl_GetHWND,
6357 IWineD3DDeviceImpl_SetHWND,
6358 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6359 IWineD3DDeviceImpl_GetRasterStatus,
6360 IWineD3DDeviceImpl_GetSwapChain,
6361 IWineD3DDeviceImpl_Reset,
6362 IWineD3DDeviceImpl_SetDialogBoxMode,
6363 IWineD3DDeviceImpl_SetCursorProperties,
6364 IWineD3DDeviceImpl_SetCursorPosition,
6365 IWineD3DDeviceImpl_ShowCursor,
6366 IWineD3DDeviceImpl_TestCooperativeLevel,
6367 /*** Getters and setters **/
6368 IWineD3DDeviceImpl_SetClipPlane,
6369 IWineD3DDeviceImpl_GetClipPlane,
6370 IWineD3DDeviceImpl_SetClipStatus,
6371 IWineD3DDeviceImpl_GetClipStatus,
6372 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6373 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6374 IWineD3DDeviceImpl_SetDepthStencilSurface,
6375 IWineD3DDeviceImpl_GetDepthStencilSurface,
6376 IWineD3DDeviceImpl_SetFVF,
6377 IWineD3DDeviceImpl_GetFVF,
6378 IWineD3DDeviceImpl_SetGammaRamp,
6379 IWineD3DDeviceImpl_GetGammaRamp,
6380 IWineD3DDeviceImpl_SetIndices,
6381 IWineD3DDeviceImpl_GetIndices,
6382 IWineD3DDeviceImpl_SetBaseVertexIndex,
6383 IWineD3DDeviceImpl_GetBaseVertexIndex,
6384 IWineD3DDeviceImpl_SetLight,
6385 IWineD3DDeviceImpl_GetLight,
6386 IWineD3DDeviceImpl_SetLightEnable,
6387 IWineD3DDeviceImpl_GetLightEnable,
6388 IWineD3DDeviceImpl_SetMaterial,
6389 IWineD3DDeviceImpl_GetMaterial,
6390 IWineD3DDeviceImpl_SetNPatchMode,
6391 IWineD3DDeviceImpl_GetNPatchMode,
6392 IWineD3DDeviceImpl_SetPaletteEntries,
6393 IWineD3DDeviceImpl_GetPaletteEntries,
6394 IWineD3DDeviceImpl_SetPixelShader,
6395 IWineD3DDeviceImpl_GetPixelShader,
6396 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6397 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6398 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6399 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6400 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6401 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6402 IWineD3DDeviceImpl_SetRenderState,
6403 IWineD3DDeviceImpl_GetRenderState,
6404 IWineD3DDeviceImpl_SetRenderTarget,
6405 IWineD3DDeviceImpl_GetRenderTarget,
6406 IWineD3DDeviceImpl_SetFrontBackBuffers,
6407 IWineD3DDeviceImpl_SetSamplerState,
6408 IWineD3DDeviceImpl_GetSamplerState,
6409 IWineD3DDeviceImpl_SetScissorRect,
6410 IWineD3DDeviceImpl_GetScissorRect,
6411 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6412 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6413 IWineD3DDeviceImpl_SetStreamSource,
6414 IWineD3DDeviceImpl_GetStreamSource,
6415 IWineD3DDeviceImpl_SetStreamSourceFreq,
6416 IWineD3DDeviceImpl_GetStreamSourceFreq,
6417 IWineD3DDeviceImpl_SetTexture,
6418 IWineD3DDeviceImpl_GetTexture,
6419 IWineD3DDeviceImpl_SetTextureStageState,
6420 IWineD3DDeviceImpl_GetTextureStageState,
6421 IWineD3DDeviceImpl_SetTransform,
6422 IWineD3DDeviceImpl_GetTransform,
6423 IWineD3DDeviceImpl_SetVertexDeclaration,
6424 IWineD3DDeviceImpl_GetVertexDeclaration,
6425 IWineD3DDeviceImpl_SetVertexShader,
6426 IWineD3DDeviceImpl_GetVertexShader,
6427 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6428 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6429 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6430 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6431 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6432 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6433 IWineD3DDeviceImpl_SetViewport,
6434 IWineD3DDeviceImpl_GetViewport,
6435 IWineD3DDeviceImpl_MultiplyTransform,
6436 IWineD3DDeviceImpl_ValidateDevice,
6437 IWineD3DDeviceImpl_ProcessVertices,
6438 /*** State block ***/
6439 IWineD3DDeviceImpl_BeginStateBlock,
6440 IWineD3DDeviceImpl_EndStateBlock,
6441 /*** Scene management ***/
6442 IWineD3DDeviceImpl_BeginScene,
6443 IWineD3DDeviceImpl_EndScene,
6444 IWineD3DDeviceImpl_Present,
6445 IWineD3DDeviceImpl_Clear,
6446 /*** Drawing ***/
6447 IWineD3DDeviceImpl_DrawPrimitive,
6448 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6449 IWineD3DDeviceImpl_DrawPrimitiveUP,
6450 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6451 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6452 IWineD3DDeviceImpl_DrawRectPatch,
6453 IWineD3DDeviceImpl_DrawTriPatch,
6454 IWineD3DDeviceImpl_DeletePatch,
6455 IWineD3DDeviceImpl_ColorFill,
6456 IWineD3DDeviceImpl_UpdateTexture,
6457 IWineD3DDeviceImpl_UpdateSurface,
6458 IWineD3DDeviceImpl_GetFrontBufferData,
6459 /*** object tracking ***/
6460 IWineD3DDeviceImpl_ResourceReleased
6464 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6465 WINED3DRS_ALPHABLENDENABLE ,
6466 WINED3DRS_ALPHAFUNC ,
6467 WINED3DRS_ALPHAREF ,
6468 WINED3DRS_ALPHATESTENABLE ,
6469 WINED3DRS_BLENDOP ,
6470 WINED3DRS_COLORWRITEENABLE ,
6471 WINED3DRS_DESTBLEND ,
6472 WINED3DRS_DITHERENABLE ,
6473 WINED3DRS_FILLMODE ,
6474 WINED3DRS_FOGDENSITY ,
6475 WINED3DRS_FOGEND ,
6476 WINED3DRS_FOGSTART ,
6477 WINED3DRS_LASTPIXEL ,
6478 WINED3DRS_SHADEMODE ,
6479 WINED3DRS_SRCBLEND ,
6480 WINED3DRS_STENCILENABLE ,
6481 WINED3DRS_STENCILFAIL ,
6482 WINED3DRS_STENCILFUNC ,
6483 WINED3DRS_STENCILMASK ,
6484 WINED3DRS_STENCILPASS ,
6485 WINED3DRS_STENCILREF ,
6486 WINED3DRS_STENCILWRITEMASK ,
6487 WINED3DRS_STENCILZFAIL ,
6488 WINED3DRS_TEXTUREFACTOR ,
6489 WINED3DRS_WRAP0 ,
6490 WINED3DRS_WRAP1 ,
6491 WINED3DRS_WRAP2 ,
6492 WINED3DRS_WRAP3 ,
6493 WINED3DRS_WRAP4 ,
6494 WINED3DRS_WRAP5 ,
6495 WINED3DRS_WRAP6 ,
6496 WINED3DRS_WRAP7 ,
6497 WINED3DRS_ZENABLE ,
6498 WINED3DRS_ZFUNC ,
6499 WINED3DRS_ZWRITEENABLE
6502 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6503 WINED3DTSS_ADDRESSW ,
6504 WINED3DTSS_ALPHAARG0 ,
6505 WINED3DTSS_ALPHAARG1 ,
6506 WINED3DTSS_ALPHAARG2 ,
6507 WINED3DTSS_ALPHAOP ,
6508 WINED3DTSS_BUMPENVLOFFSET ,
6509 WINED3DTSS_BUMPENVLSCALE ,
6510 WINED3DTSS_BUMPENVMAT00 ,
6511 WINED3DTSS_BUMPENVMAT01 ,
6512 WINED3DTSS_BUMPENVMAT10 ,
6513 WINED3DTSS_BUMPENVMAT11 ,
6514 WINED3DTSS_COLORARG0 ,
6515 WINED3DTSS_COLORARG1 ,
6516 WINED3DTSS_COLORARG2 ,
6517 WINED3DTSS_COLOROP ,
6518 WINED3DTSS_RESULTARG ,
6519 WINED3DTSS_TEXCOORDINDEX ,
6520 WINED3DTSS_TEXTURETRANSFORMFLAGS
6523 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6524 WINED3DSAMP_ADDRESSU ,
6525 WINED3DSAMP_ADDRESSV ,
6526 WINED3DSAMP_ADDRESSW ,
6527 WINED3DSAMP_BORDERCOLOR ,
6528 WINED3DSAMP_MAGFILTER ,
6529 WINED3DSAMP_MINFILTER ,
6530 WINED3DSAMP_MIPFILTER ,
6531 WINED3DSAMP_MIPMAPLODBIAS ,
6532 WINED3DSAMP_MAXMIPLEVEL ,
6533 WINED3DSAMP_MAXANISOTROPY ,
6534 WINED3DSAMP_SRGBTEXTURE ,
6535 WINED3DSAMP_ELEMENTINDEX
6538 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6539 WINED3DRS_AMBIENT ,
6540 WINED3DRS_AMBIENTMATERIALSOURCE ,
6541 WINED3DRS_CLIPPING ,
6542 WINED3DRS_CLIPPLANEENABLE ,
6543 WINED3DRS_COLORVERTEX ,
6544 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6545 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6546 WINED3DRS_FOGDENSITY ,
6547 WINED3DRS_FOGEND ,
6548 WINED3DRS_FOGSTART ,
6549 WINED3DRS_FOGTABLEMODE ,
6550 WINED3DRS_FOGVERTEXMODE ,
6551 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6552 WINED3DRS_LIGHTING ,
6553 WINED3DRS_LOCALVIEWER ,
6554 WINED3DRS_MULTISAMPLEANTIALIAS ,
6555 WINED3DRS_MULTISAMPLEMASK ,
6556 WINED3DRS_NORMALIZENORMALS ,
6557 WINED3DRS_PATCHEDGESTYLE ,
6558 WINED3DRS_POINTSCALE_A ,
6559 WINED3DRS_POINTSCALE_B ,
6560 WINED3DRS_POINTSCALE_C ,
6561 WINED3DRS_POINTSCALEENABLE ,
6562 WINED3DRS_POINTSIZE ,
6563 WINED3DRS_POINTSIZE_MAX ,
6564 WINED3DRS_POINTSIZE_MIN ,
6565 WINED3DRS_POINTSPRITEENABLE ,
6566 WINED3DRS_RANGEFOGENABLE ,
6567 WINED3DRS_SPECULARMATERIALSOURCE ,
6568 WINED3DRS_TWEENFACTOR ,
6569 WINED3DRS_VERTEXBLEND
6572 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6573 WINED3DTSS_TEXCOORDINDEX ,
6574 WINED3DTSS_TEXTURETRANSFORMFLAGS
6577 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6578 WINED3DSAMP_DMAPOFFSET
6581 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
6582 DWORD rep = StateTable[state].representative;
6583 DWORD idx;
6584 BYTE shift;
6585 UINT i;
6586 WineD3DContext *context;
6588 if(!rep) return;
6589 for(i = 0; i < This->numContexts; i++) {
6590 context = This->contexts[i];
6591 if(isStateDirty(context, rep)) continue;
6593 context->dirtyArray[context->numDirtyEntries++] = rep;
6594 idx = rep >> 5;
6595 shift = rep & 0x1f;
6596 context->isStateDirty[idx] |= (1 << shift);