2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
203 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
204 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
206 /* partial draw rect */
207 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
210 /* partial clear rect */
211 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
212 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
218 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
219 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
220 float depth
, DWORD stencil
)
222 struct wined3d_rendertarget_view
*rtv
= rt_count
? fb
->render_targets
[0] : NULL
;
223 struct wined3d_surface
*target
= rtv
? wined3d_rendertarget_view_get_surface(rtv
) : NULL
;
224 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
225 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
226 const struct wined3d_state
*state
= &device
->state
;
227 const struct wined3d_gl_info
*gl_info
;
228 UINT drawable_width
, drawable_height
;
229 struct wined3d_color corrected_color
;
230 struct wined3d_context
*context
;
231 GLbitfield clear_mask
= 0;
232 BOOL render_offscreen
;
236 context
= context_acquire(device
, target
->container
, rtv
->sub_resource_idx
);
238 context
= context_acquire(device
, NULL
, 0);
241 context_release(context
);
242 WARN("Invalid context, skipping clear.\n");
245 gl_info
= context
->gl_info
;
247 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
248 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
249 * for the cleared parts, and the untouched parts.
251 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
252 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
253 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
254 * checking all this if the dest surface is in the drawable anyway. */
255 for (i
= 0; i
< rt_count
; ++i
)
257 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
259 if (rtv
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
261 struct wined3d_texture
*rt
= wined3d_texture_from_resource(rtv
->resource
);
263 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
264 wined3d_texture_load_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
266 wined3d_texture_prepare_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
272 render_offscreen
= context
->render_offscreen
;
273 wined3d_rendertarget_view_get_drawable_size(rtv
, context
, &drawable_width
, &drawable_height
);
277 render_offscreen
= TRUE
;
278 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
279 depth_stencil
->texture_level
);
280 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
281 depth_stencil
->texture_level
);
284 if (depth_stencil
&& render_offscreen
)
285 wined3d_texture_prepare_location(depth_stencil
->container
,
286 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
288 if (flags
& WINED3DCLEAR_ZBUFFER
)
290 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
292 wined3d_texture_load_location(depth_stencil
->container
,
293 dsv
->sub_resource_idx
, context
, location
);
296 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
298 context_release(context
);
299 WARN("Failed to apply clear state, skipping clear.\n");
303 /* Only set the values up once, as they are not changing. */
304 if (flags
& WINED3DCLEAR_STENCIL
)
306 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
308 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
309 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
311 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
312 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
313 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
314 checkGLcall("glClearStencil");
315 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
318 if (flags
& WINED3DCLEAR_ZBUFFER
)
320 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
322 wined3d_texture_validate_location(depth_stencil
->container
, dsv
->sub_resource_idx
, location
);
323 wined3d_texture_invalidate_location(depth_stencil
->container
, dsv
->sub_resource_idx
, ~location
);
325 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
326 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
327 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
328 checkGLcall("glClearDepth");
329 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
332 if (flags
& WINED3DCLEAR_TARGET
)
334 for (i
= 0; i
< rt_count
; ++i
)
336 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
337 struct wined3d_texture
*texture
;
342 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
344 FIXME("Not supported on buffer resources.\n");
348 texture
= texture_from_resource(rtv
->resource
);
349 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
350 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
353 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
356 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
357 "support, this might cause graphical issues.\n");
359 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
360 ? color
->r
* wined3d_srgb_const0
[3]
361 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
362 - wined3d_srgb_const0
[2];
363 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
364 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
365 ? color
->g
* wined3d_srgb_const0
[3]
366 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
367 - wined3d_srgb_const0
[2];
368 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
369 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
370 ? color
->b
* wined3d_srgb_const0
[3]
371 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
372 - wined3d_srgb_const0
[2];
373 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
374 color
= &corrected_color
;
377 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
378 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
379 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
380 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
381 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
382 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
383 checkGLcall("glClearColor");
384 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
389 if (render_offscreen
)
391 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
392 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
396 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
397 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
399 checkGLcall("glScissor");
400 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
401 checkGLcall("glClear");
407 /* Now process each rect in turn. */
408 for (i
= 0; i
< rect_count
; ++i
)
410 /* Note that GL uses lower left, width/height. */
411 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
413 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
414 wine_dbgstr_rect(&clear_rect
[i
]),
415 wine_dbgstr_rect(¤t_rect
));
417 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
418 * The rectangle is not cleared, no error is returned, but further rectangles are
419 * still cleared if they are valid. */
420 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
422 TRACE("Rectangle with negative dimensions, ignoring.\n");
426 if (render_offscreen
)
428 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
429 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
433 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
434 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
436 checkGLcall("glScissor");
438 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
439 checkGLcall("glClear");
443 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
444 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
445 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
447 context_release(context
);
450 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
452 ULONG refcount
= InterlockedIncrement(&device
->ref
);
454 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
459 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
461 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
463 ERR("Leftover sampler %p.\n", sampler
);
466 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
468 ULONG refcount
= InterlockedDecrement(&device
->ref
);
470 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
476 wined3d_cs_destroy(device
->cs
);
478 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
479 ERR("Something's still holding the recording stateblock.\n");
480 device
->recording
= NULL
;
482 state_cleanup(&device
->state
);
484 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
486 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
487 device
->multistate_funcs
[i
] = NULL
;
490 if (!list_empty(&device
->resources
))
492 struct wined3d_resource
*resource
;
494 ERR("Device released with resources still bound.\n");
496 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
498 ERR("Leftover resource %p with type %s (%#x).\n",
499 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
503 if (device
->contexts
)
504 ERR("Context array not freed!\n");
505 if (device
->hardwareCursor
)
506 DestroyCursor(device
->hardwareCursor
);
507 device
->hardwareCursor
= 0;
509 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
511 wined3d_decref(device
->wined3d
);
512 device
->wined3d
= NULL
;
513 HeapFree(GetProcessHeap(), 0, device
);
514 TRACE("Freed device %p.\n", device
);
520 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
522 TRACE("device %p.\n", device
);
524 return device
->swapchain_count
;
527 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
529 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
531 if (swapchain_idx
>= device
->swapchain_count
)
533 WARN("swapchain_idx %u >= swapchain_count %u.\n",
534 swapchain_idx
, device
->swapchain_count
);
538 return device
->swapchains
[swapchain_idx
];
541 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
543 struct wined3d_color_key color_key
;
544 struct wined3d_resource_desc desc
;
548 HDC dcb
= NULL
, dcs
= NULL
;
550 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
553 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
554 dcb
= CreateCompatibleDC(NULL
);
556 SelectObject(dcb
, hbm
);
560 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
563 memset(&bm
, 0, sizeof(bm
));
568 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
569 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
570 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
571 desc
.multisample_quality
= 0;
572 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
573 desc
.pool
= WINED3D_POOL_DEFAULT
;
574 desc
.width
= bm
.bmWidth
;
575 desc
.height
= bm
.bmHeight
;
578 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
579 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
581 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
587 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
589 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
590 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
592 color_key
.color_space_low_value
= 0;
593 color_key
.color_space_high_value
= 0;
594 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
598 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
599 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
600 struct wined3d_surface
*surface
;
602 /* Fill the surface with a white color to show that wined3d is there */
603 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
604 surface_color_fill(surface
, &rect
, &c
);
608 if (dcb
) DeleteDC(dcb
);
609 if (hbm
) DeleteObject(hbm
);
612 /* Context activation is done by the caller. */
613 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
615 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
616 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
620 if (d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
)
625 /* Under DirectX you can sample even if no texture is bound, whereas
626 * OpenGL will only allow that when a valid texture is bound.
627 * We emulate this by creating dummy textures and binding them
628 * to each texture stage when the currently set D3D texture is NULL. */
629 context_active_texture(context
, gl_info
, 0);
631 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d
);
632 checkGLcall("glGenTextures");
633 TRACE("Dummy 2D texture given name %u.\n", device
->dummy_textures
.tex_2d
);
635 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
636 checkGLcall("glBindTexture");
638 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
639 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
640 checkGLcall("glTexImage2D");
642 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
644 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_rect
);
645 checkGLcall("glGenTextures");
646 TRACE("Dummy rectangle texture given name %u.\n", device
->dummy_textures
.tex_rect
);
648 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
649 checkGLcall("glBindTexture");
651 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
652 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
653 checkGLcall("glTexImage2D");
656 if (gl_info
->supported
[EXT_TEXTURE3D
])
658 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_3d
);
659 checkGLcall("glGenTextures");
660 TRACE("Dummy 3D texture given name %u.\n", device
->dummy_textures
.tex_3d
);
662 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
663 checkGLcall("glBindTexture");
665 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0,
666 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
667 checkGLcall("glTexImage3D");
670 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
672 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_cube
);
673 checkGLcall("glGenTextures");
674 TRACE("Dummy cube texture given name %u.\n", device
->dummy_textures
.tex_cube
);
676 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
677 checkGLcall("glBindTexture");
679 for (i
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; i
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++i
)
681 gl_info
->gl_ops
.gl
.p_glTexImage2D(i
, 0, GL_RGBA8
, 1, 1, 0,
682 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
683 checkGLcall("glTexImage2D");
687 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
689 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d_array
);
690 checkGLcall("glGenTextures");
691 TRACE("Dummy 2D array texture given name %u.\n", device
->dummy_textures
.tex_2d_array
);
693 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
694 checkGLcall("glBindTexture");
696 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
697 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
698 checkGLcall("glTexImage3D");
701 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
705 GL_EXTCALL(glGenBuffers(1, &buffer
));
706 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, buffer
));
707 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER
, sizeof(color
), &color
, GL_STATIC_DRAW
));
708 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, 0));
709 checkGLcall("Create buffer object");
711 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_buffer
);
712 checkGLcall("glGenTextures");
713 TRACE("Dummy buffer texture given name %u.\n", device
->dummy_textures
.tex_buffer
);
715 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
716 checkGLcall("glBindTexture");
717 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER
, GL_RGBA8
, buffer
));
718 checkGLcall("glTexBuffer");
720 GL_EXTCALL(glDeleteBuffers(1, &buffer
));
721 checkGLcall("glDeleteBuffers");
724 context_bind_dummy_textures(device
, context
);
727 /* Context activation is done by the caller. */
728 static void destroy_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
730 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
732 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
733 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_buffer
);
735 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
736 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d_array
);
738 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
739 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_cube
);
741 if (gl_info
->supported
[EXT_TEXTURE3D
])
742 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_3d
);
744 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
745 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_rect
);
747 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d
);
749 checkGLcall("Delete dummy textures");
751 memset(&device
->dummy_textures
, 0, sizeof(device
->dummy_textures
));
754 /* Context activation is done by the caller. */
755 static void create_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
757 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
759 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
761 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
762 * instructions allow access to resources without using samplers.
763 * In GLSL, resources are always accessed through sampler or image variables. The default
764 * sampler object is used to emulate the direct resource access when there is no sampler state
767 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
768 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
769 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
));
770 checkGLcall("Create default sampler");
772 /* In D3D10+, a NULL sampler maps to the default sampler state. */
773 GL_EXTCALL(glGenSamplers(1, &device
->null_sampler
));
774 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
));
775 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
776 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
777 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
));
778 checkGLcall("Create null sampler");
782 device
->default_sampler
= 0;
783 device
->null_sampler
= 0;
787 /* Context activation is done by the caller. */
788 static void destroy_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
790 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
792 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
794 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
795 GL_EXTCALL(glDeleteSamplers(1, &device
->null_sampler
));
796 checkGLcall("glDeleteSamplers");
799 device
->default_sampler
= 0;
800 device
->null_sampler
= 0;
803 static LONG
fullscreen_style(LONG style
)
805 /* Make sure the window is managed, otherwise we won't get keyboard input. */
806 style
|= WS_POPUP
| WS_SYSMENU
;
807 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
812 static LONG
fullscreen_exstyle(LONG exstyle
)
814 /* Filter out window decorations. */
815 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
820 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
822 BOOL filter_messages
;
825 TRACE("Setting up window %p for fullscreen mode.\n", window
);
827 if (device
->style
|| device
->exStyle
)
829 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
830 window
, device
->style
, device
->exStyle
);
833 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
834 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
836 style
= fullscreen_style(device
->style
);
837 exstyle
= fullscreen_exstyle(device
->exStyle
);
839 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
840 device
->style
, device
->exStyle
, style
, exstyle
);
842 filter_messages
= device
->filter_messages
;
843 device
->filter_messages
= TRUE
;
845 SetWindowLongW(window
, GWL_STYLE
, style
);
846 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
847 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
849 device
->filter_messages
= filter_messages
;
852 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
,
853 const RECT
*window_rect
)
855 unsigned int window_pos_flags
= SWP_FRAMECHANGED
| SWP_NOZORDER
| SWP_NOACTIVATE
;
856 BOOL filter_messages
;
860 if (!device
->style
&& !device
->exStyle
)
863 style
= GetWindowLongW(window
, GWL_STYLE
);
864 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
866 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
867 * application, and we want to ignore them in the test below, since it's
868 * not the application's fault that they changed. Additionally, we want to
869 * preserve the current status of these flags (i.e. don't restore them) to
870 * more closely emulate the behavior of Direct3D, which leaves these flags
871 * alone when returning to windowed mode. */
872 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
873 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
875 TRACE("Restoring window style of window %p to %08x, %08x.\n",
876 window
, device
->style
, device
->exStyle
);
878 filter_messages
= device
->filter_messages
;
879 device
->filter_messages
= TRUE
;
881 /* Only restore the style if the application didn't modify it during the
882 * fullscreen phase. Some applications change it before calling Reset()
883 * when switching between windowed and fullscreen modes (HL2), some
884 * depend on the original style (Eve Online). */
885 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
887 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
888 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
894 window_pos_flags
|= (SWP_NOMOVE
| SWP_NOSIZE
);
895 SetWindowPos(window
, 0, rect
.left
, rect
.top
,
896 rect
.right
- rect
.left
, rect
.bottom
- rect
.top
, window_pos_flags
);
898 device
->filter_messages
= filter_messages
;
900 /* Delete the old values. */
905 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
907 TRACE("device %p, window %p.\n", device
, window
);
909 if (!wined3d_register_window(window
, device
))
911 ERR("Failed to register window %p.\n", window
);
915 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
916 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
921 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
923 TRACE("device %p.\n", device
);
925 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
926 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
929 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
931 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
934 if (device
->fb
.render_targets
)
936 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
938 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
940 if (device
->back_buffer_view
)
941 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
944 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
945 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
948 static void wined3d_device_delete_opengl_contexts_cs(void *object
)
950 struct wined3d_resource
*resource
, *cursor
;
951 struct wined3d_device
*device
= object
;
952 struct wined3d_context
*context
;
953 struct wined3d_shader
*shader
;
955 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
957 TRACE("Unloading resource %p.\n", resource
);
958 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
961 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
963 device
->shader_backend
->shader_destroy(shader
);
966 context
= context_acquire(device
, NULL
, 0);
967 device
->blitter
->free_private(device
);
968 device
->shader_backend
->shader_free_private(device
);
969 destroy_dummy_textures(device
, context
);
970 destroy_default_samplers(device
, context
);
971 context_release(context
);
973 while (device
->context_count
)
975 if (device
->contexts
[0]->swapchain
)
976 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
978 context_destroy(device
, device
->contexts
[0]);
982 static void wined3d_device_delete_opengl_contexts(struct wined3d_device
*device
)
984 wined3d_cs_destroy_object(device
->cs
, wined3d_device_delete_opengl_contexts_cs
, device
);
987 static void wined3d_device_create_primary_opengl_context_cs(void *object
)
989 struct wined3d_device
*device
= object
;
990 struct wined3d_swapchain
*swapchain
;
991 struct wined3d_context
*context
;
992 struct wined3d_texture
*target
;
995 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
996 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
998 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
1002 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1004 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
1005 device
->shader_backend
->shader_free_private(device
);
1009 swapchain
= device
->swapchains
[0];
1010 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
1011 context
= context_acquire(device
, target
, 0);
1012 create_dummy_textures(device
, context
);
1013 create_default_samplers(device
, context
);
1014 context_release(context
);
1017 static HRESULT
wined3d_device_create_primary_opengl_context(struct wined3d_device
*device
)
1019 wined3d_cs_init_object(device
->cs
, wined3d_device_create_primary_opengl_context_cs
, device
);
1020 if (!device
->swapchains
[0]->num_contexts
)
1026 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1027 struct wined3d_swapchain_desc
*swapchain_desc
)
1029 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1030 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1031 struct wined3d_swapchain
*swapchain
= NULL
;
1032 DWORD clear_flags
= 0;
1035 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1037 if (device
->d3d_initialized
)
1038 return WINED3DERR_INVALIDCALL
;
1039 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1040 return WINED3DERR_INVALIDCALL
;
1042 if (!(device
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*device
->fb
.render_targets
))))
1043 return E_OUTOFMEMORY
;
1045 /* Setup the implicit swapchain. This also initializes a context. */
1046 TRACE("Creating implicit swapchain\n");
1047 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1048 swapchain_desc
, &swapchain
);
1051 WARN("Failed to create implicit swapchain\n");
1055 if (swapchain_desc
->backbuffer_count
)
1057 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
1058 struct wined3d_view_desc view_desc
;
1060 view_desc
.format_id
= back_buffer
->format
->id
;
1061 view_desc
.flags
= 0;
1062 view_desc
.u
.texture
.level_idx
= 0;
1063 view_desc
.u
.texture
.level_count
= 1;
1064 view_desc
.u
.texture
.layer_idx
= 0;
1065 view_desc
.u
.texture
.layer_count
= 1;
1066 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
1067 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1069 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1074 device
->swapchain_count
= 1;
1075 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1077 ERR("Out of memory!\n");
1080 device
->swapchains
[0] = swapchain
;
1082 if (FAILED(hr
= wined3d_device_create_primary_opengl_context(device
)))
1084 device_init_swapchain_state(device
, swapchain
);
1086 device
->contexts
[0]->last_was_rhw
= 0;
1088 TRACE("All defaults now set up, leaving 3D init.\n");
1090 /* Clear the screen */
1091 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1092 clear_flags
|= WINED3DCLEAR_TARGET
;
1093 if (swapchain_desc
->enable_auto_depth_stencil
)
1094 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1096 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1098 device
->d3d_initialized
= TRUE
;
1100 if (wined3d_settings
.logo
)
1101 device_load_logo(device
, wined3d_settings
.logo
);
1105 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1106 device
->swapchain_count
= 0;
1107 if (device
->back_buffer_view
)
1108 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1110 wined3d_swapchain_decref(swapchain
);
1111 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1116 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1117 struct wined3d_swapchain_desc
*swapchain_desc
)
1119 struct wined3d_swapchain
*swapchain
= NULL
;
1122 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1124 /* Setup the implicit swapchain */
1125 TRACE("Creating implicit swapchain\n");
1126 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1127 swapchain_desc
, &swapchain
);
1130 WARN("Failed to create implicit swapchain\n");
1134 device
->swapchain_count
= 1;
1135 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1137 ERR("Out of memory!\n");
1140 device
->swapchains
[0] = swapchain
;
1144 wined3d_swapchain_decref(swapchain
);
1148 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1150 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1152 wined3d_sampler_decref(sampler
);
1155 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1159 TRACE("device %p.\n", device
);
1161 if (!device
->d3d_initialized
)
1162 return WINED3DERR_INVALIDCALL
;
1164 if (device
->logo_texture
)
1165 wined3d_texture_decref(device
->logo_texture
);
1166 if (device
->cursor_texture
)
1167 wined3d_texture_decref(device
->cursor_texture
);
1169 state_unbind_resources(&device
->state
);
1171 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1173 wined3d_device_delete_opengl_contexts(device
);
1175 if (device
->fb
.depth_stencil
)
1177 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1179 TRACE("Releasing depth/stencil view %p.\n", view
);
1181 device
->fb
.depth_stencil
= NULL
;
1182 wined3d_rendertarget_view_decref(view
);
1185 if (device
->auto_depth_stencil_view
)
1187 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1189 device
->auto_depth_stencil_view
= NULL
;
1190 if (wined3d_rendertarget_view_decref(view
))
1191 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1194 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
1196 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1198 if (device
->back_buffer_view
)
1200 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1201 device
->back_buffer_view
= NULL
;
1204 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1206 TRACE("Releasing the implicit swapchain %u.\n", i
);
1207 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1208 FIXME("Something's still holding the implicit swapchain.\n");
1211 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1212 device
->swapchains
= NULL
;
1213 device
->swapchain_count
= 0;
1215 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1216 device
->fb
.render_targets
= NULL
;
1218 device
->d3d_initialized
= FALSE
;
1223 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1227 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1229 TRACE("Releasing the implicit swapchain %u.\n", i
);
1230 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1231 FIXME("Something's still holding the implicit swapchain.\n");
1234 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1235 device
->swapchains
= NULL
;
1236 device
->swapchain_count
= 0;
1240 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1241 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1242 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1244 * There is no way to deactivate thread safety once it is enabled.
1246 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1248 TRACE("device %p.\n", device
);
1250 /* For now just store the flag (needed in case of ddraw). */
1251 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1254 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1256 TRACE("device %p.\n", device
);
1258 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1259 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1260 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1261 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1263 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1266 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1267 struct wined3d_buffer
*buffer
, UINT offset
)
1269 struct wined3d_stream_output
*stream
;
1270 struct wined3d_buffer
*prev_buffer
;
1272 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1274 if (idx
>= MAX_STREAM_OUT
)
1276 WARN("Invalid stream output %u.\n", idx
);
1280 stream
= &device
->update_state
->stream_output
[idx
];
1281 prev_buffer
= stream
->buffer
;
1284 wined3d_buffer_incref(buffer
);
1285 stream
->buffer
= buffer
;
1286 stream
->offset
= offset
;
1287 if (!device
->recording
)
1288 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1290 wined3d_buffer_decref(prev_buffer
);
1293 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1294 UINT idx
, UINT
*offset
)
1296 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1298 if (idx
>= MAX_STREAM_OUT
)
1300 WARN("Invalid stream output %u.\n", idx
);
1305 *offset
= device
->state
.stream_output
[idx
].offset
;
1306 return device
->state
.stream_output
[idx
].buffer
;
1309 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1310 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1312 struct wined3d_stream_state
*stream
;
1313 struct wined3d_buffer
*prev_buffer
;
1315 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1316 device
, stream_idx
, buffer
, offset
, stride
);
1318 if (stream_idx
>= MAX_STREAMS
)
1320 WARN("Stream index %u out of range.\n", stream_idx
);
1321 return WINED3DERR_INVALIDCALL
;
1323 else if (offset
& 0x3)
1325 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1326 return WINED3DERR_INVALIDCALL
;
1329 stream
= &device
->update_state
->streams
[stream_idx
];
1330 prev_buffer
= stream
->buffer
;
1332 if (device
->recording
)
1333 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1335 if (prev_buffer
== buffer
1336 && stream
->stride
== stride
1337 && stream
->offset
== offset
)
1339 TRACE("Application is setting the old values over, nothing to do.\n");
1343 stream
->buffer
= buffer
;
1346 stream
->stride
= stride
;
1347 stream
->offset
= offset
;
1348 wined3d_buffer_incref(buffer
);
1351 if (!device
->recording
)
1352 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1354 wined3d_buffer_decref(prev_buffer
);
1359 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1360 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1362 const struct wined3d_stream_state
*stream
;
1364 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1365 device
, stream_idx
, buffer
, offset
, stride
);
1367 if (stream_idx
>= MAX_STREAMS
)
1369 WARN("Stream index %u out of range.\n", stream_idx
);
1370 return WINED3DERR_INVALIDCALL
;
1373 stream
= &device
->state
.streams
[stream_idx
];
1374 *buffer
= stream
->buffer
;
1376 *offset
= stream
->offset
;
1377 *stride
= stream
->stride
;
1382 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1384 struct wined3d_stream_state
*stream
;
1385 UINT old_flags
, old_freq
;
1387 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1389 /* Verify input. At least in d3d9 this is invalid. */
1390 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1392 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1393 return WINED3DERR_INVALIDCALL
;
1395 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1397 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1398 return WINED3DERR_INVALIDCALL
;
1402 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1403 return WINED3DERR_INVALIDCALL
;
1406 stream
= &device
->update_state
->streams
[stream_idx
];
1407 old_flags
= stream
->flags
;
1408 old_freq
= stream
->frequency
;
1410 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1411 stream
->frequency
= divider
& 0x7fffff;
1413 if (device
->recording
)
1414 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1415 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1416 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1421 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1422 UINT stream_idx
, UINT
*divider
)
1424 const struct wined3d_stream_state
*stream
;
1426 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1428 stream
= &device
->state
.streams
[stream_idx
];
1429 *divider
= stream
->flags
| stream
->frequency
;
1431 TRACE("Returning %#x.\n", *divider
);
1436 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1437 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1439 TRACE("device %p, state %s, matrix %p.\n",
1440 device
, debug_d3dtstype(d3dts
), matrix
);
1441 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1442 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1443 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1444 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1446 /* Handle recording of state blocks. */
1447 if (device
->recording
)
1449 TRACE("Recording... not performing anything.\n");
1450 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1451 device
->update_state
->transforms
[d3dts
] = *matrix
;
1455 /* If the new matrix is the same as the current one,
1456 * we cut off any further processing. this seems to be a reasonable
1457 * optimization because as was noticed, some apps (warcraft3 for example)
1458 * tend towards setting the same matrix repeatedly for some reason.
1460 * From here on we assume that the new matrix is different, wherever it matters. */
1461 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1463 TRACE("The application is setting the same matrix over again.\n");
1467 device
->state
.transforms
[d3dts
] = *matrix
;
1468 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1471 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1472 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1474 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1476 *matrix
= device
->state
.transforms
[state
];
1479 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1480 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1482 const struct wined3d_matrix
*mat
;
1483 struct wined3d_matrix temp
;
1485 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1487 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1488 * below means it will be recorded in a state block change, but it
1489 * works regardless where it is recorded.
1490 * If this is found to be wrong, change to StateBlock. */
1491 if (state
> HIGHEST_TRANSFORMSTATE
)
1493 WARN("Unhandled transform state %#x.\n", state
);
1497 mat
= &device
->update_state
->transforms
[state
];
1498 multiply_matrix(&temp
, mat
, matrix
);
1500 /* Apply change via set transform - will reapply to eg. lights this way. */
1501 wined3d_device_set_transform(device
, state
, &temp
);
1504 /* Note lights are real special cases. Although the device caps state only
1505 * e.g. 8 are supported, you can reference any indexes you want as long as
1506 * that number max are enabled at any one point in time. Therefore since the
1507 * indices can be anything, we need a hashmap of them. However, this causes
1508 * stateblock problems. When capturing the state block, I duplicate the
1509 * hashmap, but when recording, just build a chain pretty much of commands to
1511 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1512 UINT light_idx
, const struct wined3d_light
*light
)
1514 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1515 struct wined3d_light_info
*object
= NULL
;
1519 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1521 /* Check the parameter range. Need for speed most wanted sets junk lights
1522 * which confuse the GL driver. */
1524 return WINED3DERR_INVALIDCALL
;
1526 switch (light
->type
)
1528 case WINED3D_LIGHT_POINT
:
1529 case WINED3D_LIGHT_SPOT
:
1530 case WINED3D_LIGHT_GLSPOT
:
1531 /* Incorrect attenuation values can cause the gl driver to crash.
1532 * Happens with Need for speed most wanted. */
1533 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1535 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1536 return WINED3DERR_INVALIDCALL
;
1540 case WINED3D_LIGHT_DIRECTIONAL
:
1541 case WINED3D_LIGHT_PARALLELPOINT
:
1542 /* Ignores attenuation */
1546 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1547 return WINED3DERR_INVALIDCALL
;
1550 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1552 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1553 if (object
->OriginalIndex
== light_idx
)
1560 TRACE("Adding new light\n");
1561 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1563 return E_OUTOFMEMORY
;
1565 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1566 object
->glIndex
= -1;
1567 object
->OriginalIndex
= light_idx
;
1570 /* Initialize the object. */
1571 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1572 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1573 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1574 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1575 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1576 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1577 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1578 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1580 /* Update the live definitions if the light is currently assigned a glIndex. */
1581 if (object
->glIndex
!= -1 && !device
->recording
)
1583 if (object
->OriginalParms
.type
!= light
->type
)
1584 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1585 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1588 /* Save away the information. */
1589 object
->OriginalParms
= *light
;
1591 switch (light
->type
)
1593 case WINED3D_LIGHT_POINT
:
1595 object
->position
.x
= light
->position
.x
;
1596 object
->position
.y
= light
->position
.y
;
1597 object
->position
.z
= light
->position
.z
;
1598 object
->position
.w
= 1.0f
;
1599 object
->cutoff
= 180.0f
;
1603 case WINED3D_LIGHT_DIRECTIONAL
:
1605 object
->direction
.x
= -light
->direction
.x
;
1606 object
->direction
.y
= -light
->direction
.y
;
1607 object
->direction
.z
= -light
->direction
.z
;
1608 object
->direction
.w
= 0.0f
;
1609 object
->exponent
= 0.0f
;
1610 object
->cutoff
= 180.0f
;
1613 case WINED3D_LIGHT_SPOT
:
1615 object
->position
.x
= light
->position
.x
;
1616 object
->position
.y
= light
->position
.y
;
1617 object
->position
.z
= light
->position
.z
;
1618 object
->position
.w
= 1.0f
;
1621 object
->direction
.x
= light
->direction
.x
;
1622 object
->direction
.y
= light
->direction
.y
;
1623 object
->direction
.z
= light
->direction
.z
;
1624 object
->direction
.w
= 0.0f
;
1626 /* opengl-ish and d3d-ish spot lights use too different models
1627 * for the light "intensity" as a function of the angle towards
1628 * the main light direction, so we only can approximate very
1629 * roughly. However, spot lights are rather rarely used in games
1630 * (if ever used at all). Furthermore if still used, probably
1631 * nobody pays attention to such details. */
1632 if (!light
->falloff
)
1634 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1635 * equations have the falloff resp. exponent parameter as an
1636 * exponent, so the spot light lighting will always be 1.0 for
1637 * both of them, and we don't have to care for the rest of the
1638 * rather complex calculation. */
1639 object
->exponent
= 0.0f
;
1643 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1646 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1649 if (object
->exponent
> 128.0f
)
1650 object
->exponent
= 128.0f
;
1652 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1656 case WINED3D_LIGHT_PARALLELPOINT
:
1657 object
->position
.x
= light
->position
.x
;
1658 object
->position
.y
= light
->position
.y
;
1659 object
->position
.z
= light
->position
.z
;
1660 object
->position
.w
= 1.0f
;
1664 FIXME("Unrecognized light type %#x.\n", light
->type
);
1670 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1671 UINT light_idx
, struct wined3d_light
*light
)
1673 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1674 struct wined3d_light_info
*light_info
= NULL
;
1677 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1679 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1681 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1682 if (light_info
->OriginalIndex
== light_idx
)
1689 TRACE("Light information requested but light not defined\n");
1690 return WINED3DERR_INVALIDCALL
;
1693 *light
= light_info
->OriginalParms
;
1697 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1699 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1700 struct wined3d_light_info
*light_info
= NULL
;
1703 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1705 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1707 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1708 if (light_info
->OriginalIndex
== light_idx
)
1712 TRACE("Found light %p.\n", light_info
);
1714 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1717 TRACE("Light enabled requested but light not defined, so defining one!\n");
1718 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1720 /* Search for it again! Should be fairly quick as near head of list. */
1721 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1723 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1724 if (light_info
->OriginalIndex
== light_idx
)
1730 FIXME("Adding default lights has failed dismally\n");
1731 return WINED3DERR_INVALIDCALL
;
1737 if (light_info
->glIndex
!= -1)
1739 if (!device
->recording
)
1741 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1742 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1745 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1746 light_info
->glIndex
= -1;
1750 TRACE("Light already disabled, nothing to do\n");
1752 light_info
->enabled
= FALSE
;
1756 light_info
->enabled
= TRUE
;
1757 if (light_info
->glIndex
!= -1)
1759 TRACE("Nothing to do as light was enabled\n");
1763 unsigned int light_count
= device
->adapter
->d3d_info
.limits
.active_light_count
;
1766 /* Find a free light. */
1767 for (i
= 0; i
< light_count
; ++i
)
1769 if (!device
->update_state
->lights
[i
])
1771 device
->update_state
->lights
[i
] = light_info
;
1772 light_info
->glIndex
= i
;
1776 if (light_info
->glIndex
== -1)
1778 /* Our tests show that Windows returns D3D_OK in this situation, even with
1779 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1780 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1781 * as well for those lights.
1783 * TODO: Test how this affects rendering. */
1784 WARN("Too many concurrently active lights\n");
1788 /* i == light_info->glIndex */
1789 if (!device
->recording
)
1791 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1792 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1800 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1802 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1803 struct wined3d_light_info
*light_info
= NULL
;
1806 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1808 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1810 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1811 if (light_info
->OriginalIndex
== light_idx
)
1818 TRACE("Light enabled state requested but light not defined.\n");
1819 return WINED3DERR_INVALIDCALL
;
1821 /* true is 128 according to SetLightEnable */
1822 *enable
= light_info
->enabled
? 128 : 0;
1826 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1827 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1829 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1831 /* Validate plane_idx. */
1832 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1834 TRACE("Application has requested clipplane this device doesn't support.\n");
1835 return WINED3DERR_INVALIDCALL
;
1838 if (device
->recording
)
1839 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1841 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1843 TRACE("Application is setting old values over, nothing to do.\n");
1847 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1849 if (!device
->recording
)
1850 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1855 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1856 UINT plane_idx
, struct wined3d_vec4
*plane
)
1858 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1860 /* Validate plane_idx. */
1861 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1863 TRACE("Application has requested clipplane this device doesn't support.\n");
1864 return WINED3DERR_INVALIDCALL
;
1867 *plane
= device
->state
.clip_planes
[plane_idx
];
1872 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1873 const struct wined3d_clip_status
*clip_status
)
1875 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1878 return WINED3DERR_INVALIDCALL
;
1883 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1884 struct wined3d_clip_status
*clip_status
)
1886 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1889 return WINED3DERR_INVALIDCALL
;
1894 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1896 TRACE("device %p, material %p.\n", device
, material
);
1898 device
->update_state
->material
= *material
;
1900 if (device
->recording
)
1901 device
->recording
->changed
.material
= TRUE
;
1903 wined3d_cs_emit_set_material(device
->cs
, material
);
1906 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1908 TRACE("device %p, material %p.\n", device
, material
);
1910 *material
= device
->state
.material
;
1912 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1913 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1914 TRACE("specular %s\n", debug_color(&material
->specular
));
1915 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1916 TRACE("power %.8e.\n", material
->power
);
1919 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1920 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
1922 enum wined3d_format_id prev_format
;
1923 struct wined3d_buffer
*prev_buffer
;
1924 unsigned int prev_offset
;
1926 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1927 device
, buffer
, debug_d3dformat(format_id
), offset
);
1929 prev_buffer
= device
->update_state
->index_buffer
;
1930 prev_format
= device
->update_state
->index_format
;
1931 prev_offset
= device
->update_state
->index_offset
;
1933 device
->update_state
->index_buffer
= buffer
;
1934 device
->update_state
->index_format
= format_id
;
1935 device
->update_state
->index_offset
= offset
;
1937 if (device
->recording
)
1938 device
->recording
->changed
.indices
= TRUE
;
1940 if (prev_buffer
== buffer
&& prev_format
== format_id
&& prev_offset
== offset
)
1944 wined3d_buffer_incref(buffer
);
1945 if (!device
->recording
)
1946 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
, offset
);
1948 wined3d_buffer_decref(prev_buffer
);
1951 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1952 enum wined3d_format_id
*format
, unsigned int *offset
)
1954 TRACE("device %p, format %p, offset %p.\n", device
, format
, offset
);
1956 *format
= device
->state
.index_format
;
1958 *offset
= device
->state
.index_offset
;
1959 return device
->state
.index_buffer
;
1962 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1964 TRACE("device %p, base_index %d.\n", device
, base_index
);
1966 device
->update_state
->base_vertex_index
= base_index
;
1969 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1971 TRACE("device %p.\n", device
);
1973 return device
->state
.base_vertex_index
;
1976 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1978 TRACE("device %p, viewport %p.\n", device
, viewport
);
1979 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1980 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1982 device
->update_state
->viewport
= *viewport
;
1984 /* Handle recording of state blocks */
1985 if (device
->recording
)
1987 TRACE("Recording... not performing anything\n");
1988 device
->recording
->changed
.viewport
= TRUE
;
1992 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1995 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1997 TRACE("device %p, viewport %p.\n", device
, viewport
);
1999 *viewport
= device
->state
.viewport
;
2002 static void resolve_depth_buffer(struct wined3d_state
*state
)
2004 struct wined3d_texture
*dst_texture
= state
->textures
[0];
2005 struct wined3d_rendertarget_view
*src_view
;
2006 RECT src_rect
, dst_rect
;
2008 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2009 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2012 if (!(src_view
= state
->fb
->depth_stencil
))
2014 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2016 FIXME("Not supported on buffer resources.\n");
2020 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2021 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2022 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
2023 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2026 void CDECL
wined3d_device_set_rasterizer_state(struct wined3d_device
*device
,
2027 struct wined3d_rasterizer_state
*rasterizer_state
)
2029 struct wined3d_rasterizer_state
*prev
;
2031 TRACE("device %p, rasterizer_state %p.\n", device
, rasterizer_state
);
2033 prev
= device
->update_state
->rasterizer_state
;
2034 if (prev
== rasterizer_state
)
2037 if (rasterizer_state
)
2038 wined3d_rasterizer_state_incref(rasterizer_state
);
2039 device
->update_state
->rasterizer_state
= rasterizer_state
;
2040 wined3d_cs_emit_set_rasterizer_state(device
->cs
, rasterizer_state
);
2042 wined3d_rasterizer_state_decref(prev
);
2045 struct wined3d_rasterizer_state
* CDECL
wined3d_device_get_rasterizer_state(struct wined3d_device
*device
)
2047 TRACE("device %p.\n", device
);
2049 return device
->state
.rasterizer_state
;
2052 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2053 enum wined3d_render_state state
, DWORD value
)
2057 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2059 if (state
> WINEHIGHEST_RENDER_STATE
)
2061 WARN("Unhandled render state %#x.\n", state
);
2065 old_value
= device
->state
.render_states
[state
];
2066 device
->update_state
->render_states
[state
] = value
;
2068 /* Handle recording of state blocks. */
2069 if (device
->recording
)
2071 TRACE("Recording... not performing anything.\n");
2072 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2076 /* Compared here and not before the assignment to allow proper stateblock recording. */
2077 if (value
== old_value
)
2078 TRACE("Application is setting the old value over, nothing to do.\n");
2080 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2082 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2084 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2085 resolve_depth_buffer(&device
->state
);
2089 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2091 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2093 return device
->state
.render_states
[state
];
2096 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2097 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2101 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2102 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2104 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2105 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2107 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2109 WARN("Invalid sampler %u.\n", sampler_idx
);
2110 return; /* Windows accepts overflowing this array ... we do not. */
2113 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2114 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2116 /* Handle recording of state blocks. */
2117 if (device
->recording
)
2119 TRACE("Recording... not performing anything.\n");
2120 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2124 if (old_value
== value
)
2126 TRACE("Application is setting the old value over, nothing to do.\n");
2130 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2133 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2134 UINT sampler_idx
, enum wined3d_sampler_state state
)
2136 TRACE("device %p, sampler_idx %u, state %s.\n",
2137 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2139 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2140 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2142 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2144 WARN("Invalid sampler %u.\n", sampler_idx
);
2145 return 0; /* Windows accepts overflowing this array ... we do not. */
2148 return device
->state
.sampler_states
[sampler_idx
][state
];
2151 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2153 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2155 if (device
->recording
)
2156 device
->recording
->changed
.scissorRect
= TRUE
;
2158 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2160 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2163 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2165 if (device
->recording
)
2167 TRACE("Recording... not performing anything.\n");
2171 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2174 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2176 TRACE("device %p, rect %p.\n", device
, rect
);
2178 *rect
= device
->state
.scissor_rect
;
2179 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2182 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2183 struct wined3d_vertex_declaration
*declaration
)
2185 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2187 TRACE("device %p, declaration %p.\n", device
, declaration
);
2189 if (device
->recording
)
2190 device
->recording
->changed
.vertexDecl
= TRUE
;
2192 if (declaration
== prev
)
2196 wined3d_vertex_declaration_incref(declaration
);
2197 device
->update_state
->vertex_declaration
= declaration
;
2198 if (!device
->recording
)
2199 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2201 wined3d_vertex_declaration_decref(prev
);
2204 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2206 TRACE("device %p.\n", device
);
2208 return device
->state
.vertex_declaration
;
2211 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2213 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2215 TRACE("device %p, shader %p.\n", device
, shader
);
2217 if (device
->recording
)
2218 device
->recording
->changed
.vertexShader
= TRUE
;
2224 wined3d_shader_incref(shader
);
2225 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2226 if (!device
->recording
)
2227 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2229 wined3d_shader_decref(prev
);
2232 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2234 TRACE("device %p.\n", device
);
2236 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2239 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2240 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2242 struct wined3d_buffer
*prev
;
2244 if (idx
>= MAX_CONSTANT_BUFFERS
)
2246 WARN("Invalid constant buffer index %u.\n", idx
);
2250 prev
= device
->update_state
->cb
[type
][idx
];
2255 wined3d_buffer_incref(buffer
);
2256 device
->update_state
->cb
[type
][idx
] = buffer
;
2257 if (!device
->recording
)
2258 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2260 wined3d_buffer_decref(prev
);
2263 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2265 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2267 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2270 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2272 TRACE("device %p, idx %u.\n", device
, idx
);
2274 if (idx
>= MAX_CONSTANT_BUFFERS
)
2276 WARN("Invalid constant buffer index %u.\n", idx
);
2280 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2283 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2284 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2286 struct wined3d_shader_resource_view
*prev
;
2288 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2290 WARN("Invalid view index %u.\n", idx
);
2294 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2299 wined3d_shader_resource_view_incref(view
);
2300 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2301 if (!device
->recording
)
2302 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2304 wined3d_shader_resource_view_decref(prev
);
2307 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2308 UINT idx
, struct wined3d_shader_resource_view
*view
)
2310 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2312 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2315 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2318 TRACE("device %p, idx %u.\n", device
, idx
);
2320 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2322 WARN("Invalid view index %u.\n", idx
);
2326 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2329 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2330 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2332 struct wined3d_sampler
*prev
;
2334 if (idx
>= MAX_SAMPLER_OBJECTS
)
2336 WARN("Invalid sampler index %u.\n", idx
);
2340 prev
= device
->update_state
->sampler
[type
][idx
];
2341 if (sampler
== prev
)
2345 wined3d_sampler_incref(sampler
);
2346 device
->update_state
->sampler
[type
][idx
] = sampler
;
2347 if (!device
->recording
)
2348 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2350 wined3d_sampler_decref(prev
);
2353 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2355 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2357 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2360 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2362 TRACE("device %p, idx %u.\n", device
, idx
);
2364 if (idx
>= MAX_SAMPLER_OBJECTS
)
2366 WARN("Invalid sampler index %u.\n", idx
);
2370 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2373 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2374 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2378 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2379 device
, start_idx
, count
, constants
);
2381 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2382 return WINED3DERR_INVALIDCALL
;
2384 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2385 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2386 memcpy(&device
->update_state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2389 for (i
= 0; i
< count
; ++i
)
2390 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2393 if (device
->recording
)
2395 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2396 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2400 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_B
, start_idx
, count
, constants
);
2406 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2407 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2409 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2410 device
, start_idx
, count
, constants
);
2412 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2413 return WINED3DERR_INVALIDCALL
;
2415 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2416 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2417 memcpy(constants
, &device
->state
.vs_consts_b
[start_idx
], count
* sizeof(*constants
));
2422 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2423 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2427 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2428 device
, start_idx
, count
, constants
);
2430 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2431 return WINED3DERR_INVALIDCALL
;
2433 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2434 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2435 memcpy(&device
->update_state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2438 for (i
= 0; i
< count
; ++i
)
2439 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2442 if (device
->recording
)
2444 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2445 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2449 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_I
, start_idx
, count
, constants
);
2455 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2456 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2458 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2459 device
, start_idx
, count
, constants
);
2461 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2462 return WINED3DERR_INVALIDCALL
;
2464 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2465 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2466 memcpy(constants
, &device
->state
.vs_consts_i
[start_idx
], count
* sizeof(*constants
));
2470 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2471 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2473 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2476 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2477 device
, start_idx
, count
, constants
);
2479 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2480 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2481 return WINED3DERR_INVALIDCALL
;
2483 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2486 for (i
= 0; i
< count
; ++i
)
2487 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2490 if (device
->recording
)
2491 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2492 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2494 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_F
, start_idx
, count
, constants
);
2499 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2500 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2502 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2504 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2505 device
, start_idx
, count
, constants
);
2507 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2508 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2509 return WINED3DERR_INVALIDCALL
;
2511 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2516 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2518 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2520 TRACE("device %p, shader %p.\n", device
, shader
);
2522 if (device
->recording
)
2523 device
->recording
->changed
.pixelShader
= TRUE
;
2529 wined3d_shader_incref(shader
);
2530 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2531 if (!device
->recording
)
2532 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2534 wined3d_shader_decref(prev
);
2537 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2539 TRACE("device %p.\n", device
);
2541 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2544 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2546 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2548 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2551 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2553 TRACE("device %p, idx %u.\n", device
, idx
);
2555 if (idx
>= MAX_CONSTANT_BUFFERS
)
2557 WARN("Invalid constant buffer index %u.\n", idx
);
2561 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2564 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2565 UINT idx
, struct wined3d_shader_resource_view
*view
)
2567 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2569 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2572 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2575 TRACE("device %p, idx %u.\n", device
, idx
);
2577 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2579 WARN("Invalid view index %u.\n", idx
);
2583 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2586 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2588 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2590 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2593 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2595 TRACE("device %p, idx %u.\n", device
, idx
);
2597 if (idx
>= MAX_SAMPLER_OBJECTS
)
2599 WARN("Invalid sampler index %u.\n", idx
);
2603 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2606 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2607 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2611 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2612 device
, start_idx
, count
, constants
);
2614 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2615 return WINED3DERR_INVALIDCALL
;
2617 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2618 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2619 memcpy(&device
->update_state
->ps_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2622 for (i
= 0; i
< count
; ++i
)
2623 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2626 if (device
->recording
)
2628 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2629 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2633 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_B
, start_idx
, count
, constants
);
2639 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2640 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2642 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2643 device
, start_idx
, count
, constants
);
2645 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2646 return WINED3DERR_INVALIDCALL
;
2648 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2649 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2650 memcpy(constants
, &device
->state
.ps_consts_b
[start_idx
], count
* sizeof(*constants
));
2655 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2656 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2660 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2661 device
, start_idx
, count
, constants
);
2663 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2664 return WINED3DERR_INVALIDCALL
;
2666 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2667 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2668 memcpy(&device
->update_state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2671 for (i
= 0; i
< count
; ++i
)
2672 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2675 if (device
->recording
)
2677 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2678 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2682 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_I
, start_idx
, count
, constants
);
2688 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2689 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2691 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2692 device
, start_idx
, count
, constants
);
2694 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2695 return WINED3DERR_INVALIDCALL
;
2697 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2698 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2699 memcpy(constants
, &device
->state
.ps_consts_i
[start_idx
], count
* sizeof(*constants
));
2704 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2705 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2707 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2710 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2711 device
, start_idx
, count
, constants
);
2713 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2714 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2715 return WINED3DERR_INVALIDCALL
;
2717 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2720 for (i
= 0; i
< count
; ++i
)
2721 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2724 if (device
->recording
)
2725 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2726 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2728 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_F
, start_idx
, count
, constants
);
2733 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2734 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2736 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2738 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2739 device
, start_idx
, count
, constants
);
2741 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2742 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2743 return WINED3DERR_INVALIDCALL
;
2745 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2750 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2752 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2754 TRACE("device %p, shader %p.\n", device
, shader
);
2756 if (device
->recording
|| shader
== prev
)
2759 wined3d_shader_incref(shader
);
2760 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2761 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2763 wined3d_shader_decref(prev
);
2766 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2768 TRACE("device %p.\n", device
);
2770 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2773 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2775 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2777 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2780 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2782 TRACE("device %p, idx %u.\n", device
, idx
);
2784 if (idx
>= MAX_CONSTANT_BUFFERS
)
2786 WARN("Invalid constant buffer index %u.\n", idx
);
2790 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2793 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2794 UINT idx
, struct wined3d_shader_resource_view
*view
)
2796 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2798 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2801 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2804 TRACE("device %p, idx %u.\n", device
, idx
);
2806 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2808 WARN("Invalid view index %u.\n", idx
);
2812 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2815 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2817 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2819 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2822 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2824 TRACE("device %p, idx %u.\n", device
, idx
);
2826 if (idx
>= MAX_SAMPLER_OBJECTS
)
2828 WARN("Invalid sampler index %u.\n", idx
);
2832 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2835 void CDECL
wined3d_device_set_compute_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2837 struct wined3d_shader
*prev
;
2839 TRACE("device %p, shader %p.\n", device
, shader
);
2841 prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
];
2842 if (device
->recording
|| shader
== prev
)
2845 wined3d_shader_incref(shader
);
2846 device
->update_state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
] = shader
;
2847 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_COMPUTE
, shader
);
2849 wined3d_shader_decref(prev
);
2852 void CDECL
wined3d_device_set_cs_cb(struct wined3d_device
*device
, unsigned int idx
, struct wined3d_buffer
*buffer
)
2854 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2856 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_COMPUTE
, idx
, buffer
);
2859 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device
*device
,
2860 enum wined3d_pipeline pipeline
, unsigned int idx
, struct wined3d_unordered_access_view
*uav
)
2862 struct wined3d_unordered_access_view
*prev
;
2864 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2866 WARN("Invalid UAV index %u.\n", idx
);
2870 prev
= device
->update_state
->unordered_access_view
[pipeline
][idx
];
2875 wined3d_unordered_access_view_incref(uav
);
2876 device
->update_state
->unordered_access_view
[pipeline
][idx
] = uav
;
2877 if (!device
->recording
)
2878 wined3d_cs_emit_set_unordered_access_view(device
->cs
, pipeline
, idx
, uav
);
2880 wined3d_unordered_access_view_decref(prev
);
2883 void CDECL
wined3d_device_set_cs_uav(struct wined3d_device
*device
, unsigned int idx
,
2884 struct wined3d_unordered_access_view
*uav
)
2886 TRACE("device %p, idx %u, uav %p.\n", device
, idx
, uav
);
2888 wined3d_device_set_pipeline_unordered_access_view(device
, WINED3D_PIPELINE_COMPUTE
, idx
, uav
);
2891 void CDECL
wined3d_device_set_unordered_access_view(struct wined3d_device
*device
,
2892 unsigned int idx
, struct wined3d_unordered_access_view
*uav
)
2894 TRACE("device %p, idx %u, uav %p.\n", device
, idx
, uav
);
2896 wined3d_device_set_pipeline_unordered_access_view(device
, WINED3D_PIPELINE_GRAPHICS
, idx
, uav
);
2899 /* Context activation is done by the caller. */
2900 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2901 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2902 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2905 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2906 struct wined3d_map_desc map_desc
;
2907 struct wined3d_box box
= {0};
2908 struct wined3d_viewport vp
;
2916 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2918 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2921 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2923 ERR("Source has no position mask\n");
2924 return WINED3DERR_INVALIDCALL
;
2927 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2929 static BOOL warned
= FALSE
;
2931 * The clipping code is not quite correct. Some things need
2932 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2933 * so disable clipping for now.
2934 * (The graphics in Half-Life are broken, and my processvertices
2935 * test crashes with IDirect3DDevice3)
2941 FIXME("Clipping is broken and disabled for now\n");
2947 vertex_size
= get_flexible_vertex_size(DestFVF
);
2948 box
.left
= dwDestIndex
* vertex_size
;
2949 box
.right
= box
.left
+ dwCount
* vertex_size
;
2950 if (FAILED(hr
= wined3d_resource_map(&dest
->resource
, 0, &map_desc
, &box
, 0)))
2952 WARN("Failed to map buffer, hr %#x.\n", hr
);
2955 dest_ptr
= map_desc
.data
;
2957 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2958 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2959 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2961 TRACE("View mat:\n");
2962 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2963 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2964 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2965 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2967 TRACE("Proj mat:\n");
2968 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2969 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2970 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2971 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2973 TRACE("World mat:\n");
2974 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2975 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2976 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2977 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2979 /* Get the viewport */
2980 wined3d_device_get_viewport(device
, &vp
);
2981 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2982 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2984 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2985 multiply_matrix(&mat
,&proj_mat
,&mat
);
2987 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2989 for (i
= 0; i
< dwCount
; i
+= 1) {
2990 unsigned int tex_index
;
2992 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2993 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2994 /* The position first */
2995 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2996 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2998 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3000 /* Multiplication with world, view and projection matrix. */
3001 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
3002 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
3003 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
3004 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
3006 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3008 /* WARNING: The following things are taken from d3d7 and were not yet checked
3009 * against d3d8 or d3d9!
3012 /* Clipping conditions: From msdn
3014 * A vertex is clipped if it does not match the following requirements
3018 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3020 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3021 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3026 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3027 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3030 /* "Normal" viewport transformation (not clipped)
3031 * 1) The values are divided by rhw
3032 * 2) The y axis is negative, so multiply it with -1
3033 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3034 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3035 * 4) Multiply x with Width/2 and add Width/2
3036 * 5) The same for the height
3037 * 6) Add the viewpoint X and Y to the 2D coordinates and
3038 * The minimum Z value to z
3039 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3041 * Well, basically it's simply a linear transformation into viewport
3053 z
*= vp
.max_z
- vp
.min_z
;
3055 x
+= vp
.width
/ 2 + vp
.x
;
3056 y
+= vp
.height
/ 2 + vp
.y
;
3061 /* That vertex got clipped
3062 * Contrary to OpenGL it is not dropped completely, it just
3063 * undergoes a different calculation.
3065 TRACE("Vertex got clipped\n");
3072 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3073 * outside of the main vertex buffer memory. That needs some more
3078 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3081 ( (float *) dest_ptr
)[0] = x
;
3082 ( (float *) dest_ptr
)[1] = y
;
3083 ( (float *) dest_ptr
)[2] = z
;
3084 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3086 dest_ptr
+= 3 * sizeof(float);
3088 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3089 dest_ptr
+= sizeof(float);
3092 if (DestFVF
& WINED3DFVF_PSIZE
)
3093 dest_ptr
+= sizeof(DWORD
);
3095 if (DestFVF
& WINED3DFVF_NORMAL
)
3097 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3098 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3099 /* AFAIK this should go into the lighting information */
3100 FIXME("Didn't expect the destination to have a normal\n");
3101 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3104 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3106 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3107 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3108 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3110 static BOOL warned
= FALSE
;
3113 ERR("No diffuse color in source, but destination has one\n");
3117 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3118 dest_ptr
+= sizeof(DWORD
);
3122 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3126 if (DestFVF
& WINED3DFVF_SPECULAR
)
3128 /* What's the color value in the feedback buffer? */
3129 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3130 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3131 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3133 static BOOL warned
= FALSE
;
3136 ERR("No specular color in source, but destination has one\n");
3140 *(DWORD
*)dest_ptr
= 0xff000000;
3141 dest_ptr
+= sizeof(DWORD
);
3145 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3149 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3151 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3152 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3153 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3155 ERR("No source texture, but destination requests one\n");
3156 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3160 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3165 wined3d_resource_unmap(&dest
->resource
, 0);
3169 #undef copy_and_next
3171 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3172 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3173 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3175 struct wined3d_state
*state
= &device
->state
;
3176 struct wined3d_stream_info stream_info
;
3177 const struct wined3d_gl_info
*gl_info
;
3178 struct wined3d_context
*context
;
3179 struct wined3d_shader
*vs
;
3184 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3185 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3186 device
, src_start_idx
, dst_idx
, vertex_count
,
3187 dst_buffer
, declaration
, flags
, dst_fvf
);
3190 FIXME("Output vertex declaration not implemented yet.\n");
3192 /* Need any context to write to the vbo. */
3193 context
= context_acquire(device
, NULL
, 0);
3194 gl_info
= context
->gl_info
;
3196 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3197 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3198 context_stream_info_from_declaration(context
, state
, &stream_info
);
3199 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3201 /* We can't convert FROM a VBO, and vertex buffers used to source into
3202 * process_vertices() are unlikely to ever be used for drawing. Release
3203 * VBOs in those buffers and fix up the stream_info structure.
3205 * Also apply the start index. */
3206 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3208 struct wined3d_stream_info_element
*e
;
3209 struct wined3d_buffer
*buffer
;
3214 e
= &stream_info
.elements
[i
];
3215 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3216 e
->data
.buffer_object
= 0;
3217 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3218 if (buffer
->buffer_object
)
3220 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3221 buffer
->buffer_object
= 0;
3222 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
3225 e
->data
.addr
+= e
->stride
* src_start_idx
;
3228 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3229 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3231 context_release(context
);
3236 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3237 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3239 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3242 TRACE("device %p, stage %u, state %s, value %#x.\n",
3243 device
, stage
, debug_d3dtexturestate(state
), value
);
3245 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3247 WARN("Invalid state %#x passed.\n", state
);
3251 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3253 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3254 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3258 old_value
= device
->update_state
->texture_states
[stage
][state
];
3259 device
->update_state
->texture_states
[stage
][state
] = value
;
3261 if (device
->recording
)
3263 TRACE("Recording... not performing anything.\n");
3264 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3268 /* Checked after the assignments to allow proper stateblock recording. */
3269 if (old_value
== value
)
3271 TRACE("Application is setting the old value over, nothing to do.\n");
3275 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3278 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3279 UINT stage
, enum wined3d_texture_stage_state state
)
3281 TRACE("device %p, stage %u, state %s.\n",
3282 device
, stage
, debug_d3dtexturestate(state
));
3284 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3286 WARN("Invalid state %#x passed.\n", state
);
3290 return device
->state
.texture_states
[stage
][state
];
3293 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3294 UINT stage
, struct wined3d_texture
*texture
)
3296 struct wined3d_texture
*prev
;
3298 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3300 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3301 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3303 /* Windows accepts overflowing this array... we do not. */
3304 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3306 WARN("Ignoring invalid stage %u.\n", stage
);
3310 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3312 WARN("Rejecting attempt to set scratch texture.\n");
3313 return WINED3DERR_INVALIDCALL
;
3316 if (device
->recording
)
3317 device
->recording
->changed
.textures
|= 1u << stage
;
3319 prev
= device
->update_state
->textures
[stage
];
3320 TRACE("Previous texture %p.\n", prev
);
3322 if (texture
== prev
)
3324 TRACE("App is setting the same texture again, nothing to do.\n");
3328 TRACE("Setting new texture to %p.\n", texture
);
3329 device
->update_state
->textures
[stage
] = texture
;
3332 wined3d_texture_incref(texture
);
3333 if (!device
->recording
)
3334 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3336 wined3d_texture_decref(prev
);
3341 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3343 TRACE("device %p, stage %u.\n", device
, stage
);
3345 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3346 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3348 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3350 WARN("Ignoring invalid stage %u.\n", stage
);
3351 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3354 return device
->state
.textures
[stage
];
3357 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3359 TRACE("device %p, caps %p.\n", device
, caps
);
3361 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3362 device
->create_parms
.device_type
, caps
);
3365 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3366 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3368 struct wined3d_swapchain
*swapchain
;
3370 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3371 device
, swapchain_idx
, mode
, rotation
);
3373 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3374 return WINED3DERR_INVALIDCALL
;
3376 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3379 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3381 struct wined3d_stateblock
*stateblock
;
3384 TRACE("device %p.\n", device
);
3386 if (device
->recording
)
3387 return WINED3DERR_INVALIDCALL
;
3389 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3393 device
->recording
= stateblock
;
3394 device
->update_state
= &stateblock
->state
;
3396 TRACE("Recording stateblock %p.\n", stateblock
);
3401 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3402 struct wined3d_stateblock
**stateblock
)
3404 struct wined3d_stateblock
*object
= device
->recording
;
3406 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3408 if (!device
->recording
)
3410 WARN("Not recording.\n");
3412 return WINED3DERR_INVALIDCALL
;
3415 stateblock_init_contained_states(object
);
3417 *stateblock
= object
;
3418 device
->recording
= NULL
;
3419 device
->update_state
= &device
->state
;
3421 TRACE("Returning stateblock %p.\n", *stateblock
);
3426 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3428 /* At the moment we have no need for any functionality at the beginning
3430 TRACE("device %p.\n", device
);
3432 if (device
->inScene
)
3434 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3435 return WINED3DERR_INVALIDCALL
;
3437 device
->inScene
= TRUE
;
3441 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3443 struct wined3d_context
*context
;
3445 TRACE("device %p.\n", device
);
3447 if (!device
->inScene
)
3449 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3450 return WINED3DERR_INVALIDCALL
;
3453 context
= context_acquire(device
, NULL
, 0);
3454 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3455 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3456 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3458 context_release(context
);
3460 device
->inScene
= FALSE
;
3464 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3465 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3467 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3468 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3470 if (!rect_count
&& rects
)
3472 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3476 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3478 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3481 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3482 /* TODO: What about depth stencil buffers without stencil bits? */
3483 return WINED3DERR_INVALIDCALL
;
3485 else if (flags
& WINED3DCLEAR_TARGET
)
3487 if (ds
->width
< device
->fb
.render_targets
[0]->width
3488 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3490 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3496 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3501 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3502 struct wined3d_query
*predicate
, BOOL value
)
3504 struct wined3d_query
*prev
;
3506 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3508 prev
= device
->update_state
->predicate
;
3511 FIXME("Predicated rendering not implemented.\n");
3512 wined3d_query_incref(predicate
);
3514 device
->update_state
->predicate
= predicate
;
3515 device
->update_state
->predicate_value
= value
;
3516 if (!device
->recording
)
3517 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3519 wined3d_query_decref(prev
);
3522 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3524 TRACE("device %p, value %p.\n", device
, value
);
3526 *value
= device
->state
.predicate_value
;
3527 return device
->state
.predicate
;
3530 void CDECL
wined3d_device_dispatch_compute(struct wined3d_device
*device
,
3531 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
3533 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3534 device
, group_count_x
, group_count_y
, group_count_z
);
3536 wined3d_cs_emit_dispatch(device
->cs
, group_count_x
, group_count_y
, group_count_z
);
3539 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3540 enum wined3d_primitive_type primitive_type
)
3542 GLenum gl_primitive_type
, prev
;
3544 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3546 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3547 prev
= device
->update_state
->gl_primitive_type
;
3548 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3549 if (device
->recording
)
3550 device
->recording
->changed
.primitive_type
= TRUE
;
3551 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3552 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3555 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3556 enum wined3d_primitive_type
*primitive_type
)
3558 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3560 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3562 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3565 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3567 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3569 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, 0, 0, FALSE
);
3574 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3575 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3577 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3578 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3580 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3583 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3585 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3587 if (!device
->state
.index_buffer
)
3589 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3590 * without an index buffer set. (The first time at least...)
3591 * D3D8 simply dies, but I doubt it can do much harm to return
3592 * D3DERR_INVALIDCALL there as well. */
3593 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3594 return WINED3DERR_INVALIDCALL
;
3597 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
, start_idx
, index_count
, 0, 0, TRUE
);
3602 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3603 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3605 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3606 device
, start_idx
, index_count
, start_instance
, instance_count
);
3608 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
,
3609 start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3612 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3613 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3614 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3616 struct wined3d_const_bo_address data
;
3617 struct wined3d_context
*context
;
3618 struct wined3d_map_desc src
;
3619 HRESULT hr
= WINED3D_OK
;
3622 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3623 device
, src_texture
, src_level
, dst_texture
, level_count
);
3625 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3627 WARN("Source and destination formats do not match.\n");
3628 return WINED3DERR_INVALIDCALL
;
3631 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3632 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3633 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3635 WARN("Source and destination dimensions do not match.\n");
3636 return WINED3DERR_INVALIDCALL
;
3639 context
= context_acquire(device
, NULL
, 0);
3641 /* Only a prepare, since we're uploading entire volumes. */
3642 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3643 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3645 for (i
= 0; i
< level_count
; ++i
)
3647 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3648 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3651 data
.buffer_object
= 0;
3652 data
.addr
= src
.data
;
3653 wined3d_texture_upload_data(dst_texture
, i
, context
, NULL
, &data
, src
.row_pitch
, src
.slice_pitch
);
3654 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3656 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3661 context_release(context
);
3665 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3666 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3668 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3669 unsigned int layer_count
, level_count
, i
, j
;
3670 enum wined3d_resource_type type
;
3672 struct wined3d_context
*context
;
3674 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3676 /* Verify that the source and destination textures are non-NULL. */
3677 if (!src_texture
|| !dst_texture
)
3679 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3680 return WINED3DERR_INVALIDCALL
;
3683 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3685 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3686 return WINED3DERR_INVALIDCALL
;
3688 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3690 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3691 return WINED3DERR_INVALIDCALL
;
3694 /* Verify that the source and destination textures are the same type. */
3695 type
= src_texture
->resource
.type
;
3696 if (dst_texture
->resource
.type
!= type
)
3698 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3699 return WINED3DERR_INVALIDCALL
;
3702 layer_count
= src_texture
->layer_count
;
3703 if (layer_count
!= dst_texture
->layer_count
)
3705 WARN("Source and destination have different layer counts.\n");
3706 return WINED3DERR_INVALIDCALL
;
3709 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3710 wined3d_texture_get_level_count(dst_texture
));
3712 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3713 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3714 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3716 src_size
= max(src_size
, src_texture
->resource
.depth
);
3717 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3719 while (src_size
> dst_size
)
3725 /* Make sure that the destination texture is loaded. */
3726 context
= context_acquire(device
, NULL
, 0);
3727 wined3d_texture_load(dst_texture
, context
, FALSE
);
3728 context_release(context
);
3730 /* Update every surface level of the texture. */
3733 case WINED3D_RTYPE_TEXTURE_2D
:
3735 unsigned int src_levels
= src_texture
->level_count
;
3736 unsigned int dst_levels
= dst_texture
->level_count
;
3737 struct wined3d_surface
*src_surface
;
3738 struct wined3d_surface
*dst_surface
;
3740 for (i
= 0; i
< layer_count
; ++i
)
3742 for (j
= 0; j
< level_count
; ++j
)
3744 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3745 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3746 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3748 WARN("Failed to update surface, hr %#x.\n", hr
);
3756 case WINED3D_RTYPE_TEXTURE_3D
:
3757 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3758 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3759 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3763 FIXME("Unsupported texture type %#x.\n", type
);
3764 return WINED3DERR_INVALIDCALL
;
3768 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3770 const struct wined3d_state
*state
= &device
->state
;
3771 struct wined3d_texture
*texture
;
3774 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3776 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3778 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3780 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3781 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3783 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3785 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3786 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3789 texture
= state
->textures
[i
];
3790 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3792 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3794 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3797 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3799 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3802 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3803 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3805 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3810 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3811 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3813 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3814 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3816 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3818 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3819 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3823 /* return a sensible default */
3826 TRACE("returning D3D_OK\n");
3830 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3834 TRACE("device %p, software %#x.\n", device
, software
);
3838 FIXME("device %p, software %#x stub!\n", device
, software
);
3842 device
->softwareVertexProcessing
= software
;
3845 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3849 TRACE("device %p.\n", device
);
3853 TRACE("device %p stub!\n", device
);
3857 return device
->softwareVertexProcessing
;
3860 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3861 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3863 struct wined3d_swapchain
*swapchain
;
3865 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3866 device
, swapchain_idx
, raster_status
);
3868 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3869 return WINED3DERR_INVALIDCALL
;
3871 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3874 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3878 TRACE("device %p, segments %.8e.\n", device
, segments
);
3880 if (segments
!= 0.0f
)
3884 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3892 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3896 TRACE("device %p.\n", device
);
3900 FIXME("device %p stub!\n", device
);
3907 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3908 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3910 struct wined3d_texture
*dst_texture
, *src_texture
;
3911 RECT dst_rect
, src_rect
;
3915 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3917 if (src_resource
== dst_resource
)
3919 WARN("Source and destination are the same resource.\n");
3923 if (src_resource
->type
!= dst_resource
->type
)
3925 WARN("Resource types (%s / %s) don't match.\n",
3926 debug_d3dresourcetype(dst_resource
->type
),
3927 debug_d3dresourcetype(src_resource
->type
));
3931 if (src_resource
->width
!= dst_resource
->width
3932 || src_resource
->height
!= dst_resource
->height
3933 || src_resource
->depth
!= dst_resource
->depth
)
3935 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3936 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3937 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3941 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3943 WARN("Resource formats (%s / %s) don't match.\n",
3944 debug_d3dformat(dst_resource
->format
->id
),
3945 debug_d3dformat(src_resource
->format
->id
));
3949 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3951 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3952 buffer_from_resource(src_resource
), 0,
3953 dst_resource
->size
)))
3954 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3958 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3960 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3964 dst_texture
= texture_from_resource(dst_resource
);
3965 src_texture
= texture_from_resource(src_resource
);
3967 if (src_texture
->layer_count
!= dst_texture
->layer_count
3968 || src_texture
->level_count
!= dst_texture
->level_count
)
3970 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3971 dst_texture
->layer_count
, dst_texture
->level_count
,
3972 src_texture
->layer_count
, src_texture
->level_count
);
3976 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3978 SetRect(&dst_rect
, 0, 0,
3979 wined3d_texture_get_level_width(dst_texture
, i
),
3980 wined3d_texture_get_level_height(dst_texture
, i
));
3981 SetRect(&src_rect
, 0, 0,
3982 wined3d_texture_get_level_width(src_texture
, i
),
3983 wined3d_texture_get_level_height(dst_texture
, i
));
3984 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3986 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3988 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3989 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3990 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3995 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3996 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3997 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3998 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
4000 struct wined3d_texture
*dst_texture
, *src_texture
;
4001 RECT dst_rect
, src_rect
;
4004 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4005 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4006 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
4007 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
4009 if (src_box
&& (src_box
->left
>= src_box
->right
4010 || src_box
->top
>= src_box
->bottom
4011 || src_box
->front
>= src_box
->back
))
4013 WARN("Invalid box %s specified.\n", debug_box(src_box
));
4014 return WINED3DERR_INVALIDCALL
;
4017 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
4019 WARN("Source and destination are the same sub-resource.\n");
4020 return WINED3DERR_INVALIDCALL
;
4023 if (src_resource
->type
!= dst_resource
->type
)
4025 WARN("Resource types (%s / %s) don't match.\n",
4026 debug_d3dresourcetype(dst_resource
->type
),
4027 debug_d3dresourcetype(src_resource
->type
));
4028 return WINED3DERR_INVALIDCALL
;
4031 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
4033 WARN("Resource formats (%s / %s) don't match.\n",
4034 debug_d3dformat(dst_resource
->format
->id
),
4035 debug_d3dformat(src_resource
->format
->id
));
4036 return WINED3DERR_INVALIDCALL
;
4039 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
4041 unsigned int src_offset
, size
;
4043 if (dst_sub_resource_idx
)
4045 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
4046 return WINED3DERR_INVALIDCALL
;
4048 if (src_sub_resource_idx
)
4050 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
4051 return WINED3DERR_INVALIDCALL
;
4056 src_offset
= src_box
->left
;
4057 size
= src_box
->right
- src_box
->left
;
4062 size
= src_resource
->size
;
4065 if (src_offset
> src_resource
->size
4066 || size
> src_resource
->size
- src_offset
4067 || dst_x
> dst_resource
->size
4068 || size
> dst_resource
->size
- dst_x
)
4070 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4071 dst_x
, src_offset
, size
);
4072 return WINED3DERR_INVALIDCALL
;
4075 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4076 buffer_from_resource(src_resource
), src_offset
, size
);
4079 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4081 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4082 return WINED3DERR_INVALIDCALL
;
4085 dst_texture
= texture_from_resource(dst_resource
);
4086 src_texture
= texture_from_resource(src_resource
);
4090 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4094 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4096 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4097 wined3d_texture_get_level_height(src_texture
, level
));
4100 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4101 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4103 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4104 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4105 WARN("Failed to blit, hr %#x.\n", hr
);
4110 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4111 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4112 unsigned int depth_pitch
)
4114 unsigned int width
, height
, depth
, level
;
4115 struct wined3d_const_bo_address addr
;
4116 struct wined3d_context
*context
;
4117 struct wined3d_texture
*texture
;
4119 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4120 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4122 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4124 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4126 if (sub_resource_idx
> 0)
4128 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4132 context
= context_acquire(resource
->device
, NULL
, 0);
4133 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
4135 ERR("Failed to load buffer location.\n");
4136 context_release(context
);
4140 wined3d_buffer_upload_data(buffer
, context
, box
, data
);
4141 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_BUFFER
);
4142 context_release(context
);
4147 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
&& resource
->type
!= WINED3D_RTYPE_TEXTURE_3D
)
4149 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4153 texture
= texture_from_resource(resource
);
4154 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
4156 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4160 level
= sub_resource_idx
% texture
->level_count
;
4161 width
= wined3d_texture_get_level_width(texture
, level
);
4162 height
= wined3d_texture_get_level_height(texture
, level
);
4163 depth
= wined3d_texture_get_level_depth(texture
, level
);
4165 if (box
&& (box
->left
>= box
->right
|| box
->right
> width
4166 || box
->top
>= box
->bottom
|| box
->bottom
> height
4167 || box
->front
>= box
->back
|| box
->back
> depth
))
4169 WARN("Invalid box %s specified.\n", debug_box(box
));
4173 addr
.buffer_object
= 0;
4176 context
= context_acquire(resource
->device
, NULL
, 0);
4178 /* Only load the sub-resource for partial updates. */
4179 if (!box
|| (!box
->left
&& !box
->top
&& !box
->front
4180 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
))
4181 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4183 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4184 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4186 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, box
, &addr
, row_pitch
, depth_pitch
);
4188 context_release(context
);
4190 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4191 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4194 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4195 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4196 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4198 const struct blit_shader
*blitter
;
4199 struct wined3d_resource
*resource
;
4200 enum wined3d_blit_op blit_op
;
4203 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4204 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4209 resource
= view
->resource
;
4210 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4212 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4213 return WINED3DERR_INVALIDCALL
;
4216 if (view
->depth
> 1)
4218 FIXME("Layered clears not implemented.\n");
4219 return WINED3DERR_INVALIDCALL
;
4224 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4228 if (flags
& WINED3DCLEAR_TARGET
)
4229 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4231 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4233 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4234 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4236 FIXME("No blitter is capable of performing the requested fill operation.\n");
4237 return WINED3DERR_INVALIDCALL
;
4240 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4241 return blitter
->color_fill(device
, view
, rect
, color
);
4243 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4246 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4247 unsigned int view_idx
)
4249 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4251 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4253 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4257 return device
->fb
.render_targets
[view_idx
];
4260 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4262 TRACE("device %p.\n", device
);
4264 return device
->fb
.depth_stencil
;
4267 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4268 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4270 struct wined3d_rendertarget_view
*prev
;
4272 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4273 device
, view_idx
, view
, set_viewport
);
4275 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4277 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4278 return WINED3DERR_INVALIDCALL
;
4281 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4283 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4284 return WINED3DERR_INVALIDCALL
;
4287 /* Set the viewport and scissor rectangles, if requested. Tests show that
4288 * stateblock recording is ignored, the change goes directly into the
4289 * primary stateblock. */
4290 if (!view_idx
&& set_viewport
)
4292 struct wined3d_state
*state
= &device
->state
;
4294 state
->viewport
.x
= 0;
4295 state
->viewport
.y
= 0;
4296 state
->viewport
.width
= view
->width
;
4297 state
->viewport
.height
= view
->height
;
4298 state
->viewport
.min_z
= 0.0f
;
4299 state
->viewport
.max_z
= 1.0f
;
4300 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4302 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4303 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4307 prev
= device
->fb
.render_targets
[view_idx
];
4312 wined3d_rendertarget_view_incref(view
);
4313 device
->fb
.render_targets
[view_idx
] = view
;
4314 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4315 /* Release after the assignment, to prevent device_resource_released()
4316 * from seeing the surface as still in use. */
4318 wined3d_rendertarget_view_decref(prev
);
4323 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4325 struct wined3d_rendertarget_view
*prev
;
4327 TRACE("device %p, view %p.\n", device
, view
);
4329 prev
= device
->fb
.depth_stencil
;
4332 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4336 if ((device
->fb
.depth_stencil
= view
))
4337 wined3d_rendertarget_view_incref(view
);
4338 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4340 wined3d_rendertarget_view_decref(prev
);
4343 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4344 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4346 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4347 struct wined3d_sub_resource_data data
;
4348 struct wined3d_resource_desc desc
;
4349 struct wined3d_map_desc map_desc
;
4350 struct wined3d_texture
*texture
;
4353 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4355 ERR("Failed to map source texture.\n");
4359 data
.data
= map_desc
.data
;
4360 data
.row_pitch
= map_desc
.row_pitch
;
4361 data
.slice_pitch
= map_desc
.slice_pitch
;
4363 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4364 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4365 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4366 desc
.multisample_quality
= 0;
4367 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4368 desc
.pool
= WINED3D_POOL_DEFAULT
;
4369 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4370 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4374 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4375 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4376 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4379 ERR("Failed to create cursor texture.\n");
4386 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4387 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4389 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4390 unsigned int cursor_width
, cursor_height
;
4391 struct wined3d_display_mode mode
;
4392 struct wined3d_map_desc map_desc
;
4395 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4396 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4398 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4399 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4400 return WINED3DERR_INVALIDCALL
;
4402 if (device
->cursor_texture
)
4404 wined3d_texture_decref(device
->cursor_texture
);
4405 device
->cursor_texture
= NULL
;
4408 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4410 WARN("Texture %p has invalid format %s.\n",
4411 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4412 return WINED3DERR_INVALIDCALL
;
4415 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4417 ERR("Failed to get display mode, hr %#x.\n", hr
);
4418 return WINED3DERR_INVALIDCALL
;
4421 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4422 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4423 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4425 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4426 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4427 return WINED3DERR_INVALIDCALL
;
4430 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4432 /* Do not store the surface's pointer because the application may
4433 * release it after setting the cursor image. Windows doesn't
4434 * addref the set surface, so we can't do this either without
4435 * creating circular refcount dependencies. */
4436 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4438 ERR("Failed to create cursor texture.\n");
4439 return WINED3DERR_INVALIDCALL
;
4442 if (cursor_width
== 32 && cursor_height
== 32)
4444 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4445 ICONINFO cursor_info
;
4449 /* 32-bit user32 cursors ignore the alpha channel if it's all
4450 * zeroes, and use the mask instead. Fill the mask with all ones
4451 * to ensure we still get a fully transparent cursor. */
4452 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4453 return E_OUTOFMEMORY
;
4454 memset(mask_bits
, 0xff, mask_size
);
4456 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4457 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4458 cursor_info
.fIcon
= FALSE
;
4459 cursor_info
.xHotspot
= x_hotspot
;
4460 cursor_info
.yHotspot
= y_hotspot
;
4461 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4462 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4463 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4465 /* Create our cursor and clean up. */
4466 cursor
= CreateIconIndirect(&cursor_info
);
4467 if (cursor_info
.hbmMask
)
4468 DeleteObject(cursor_info
.hbmMask
);
4469 if (cursor_info
.hbmColor
)
4470 DeleteObject(cursor_info
.hbmColor
);
4471 if (device
->hardwareCursor
)
4472 DestroyCursor(device
->hardwareCursor
);
4473 device
->hardwareCursor
= cursor
;
4474 if (device
->bCursorVisible
)
4477 HeapFree(GetProcessHeap(), 0, mask_bits
);
4480 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4481 device
->cursorWidth
= cursor_width
;
4482 device
->cursorHeight
= cursor_height
;
4483 device
->xHotSpot
= x_hotspot
;
4484 device
->yHotSpot
= y_hotspot
;
4489 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4490 int x_screen_space
, int y_screen_space
, DWORD flags
)
4492 TRACE("device %p, x %d, y %d, flags %#x.\n",
4493 device
, x_screen_space
, y_screen_space
, flags
);
4495 device
->xScreenSpace
= x_screen_space
;
4496 device
->yScreenSpace
= y_screen_space
;
4498 if (device
->hardwareCursor
)
4502 GetCursorPos( &pt
);
4503 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4505 SetCursorPos( x_screen_space
, y_screen_space
);
4507 /* Switch to the software cursor if position diverges from the hardware one. */
4508 GetCursorPos( &pt
);
4509 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4511 if (device
->bCursorVisible
) SetCursor( NULL
);
4512 DestroyCursor( device
->hardwareCursor
);
4513 device
->hardwareCursor
= 0;
4518 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4520 BOOL oldVisible
= device
->bCursorVisible
;
4522 TRACE("device %p, show %#x.\n", device
, show
);
4525 * When ShowCursor is first called it should make the cursor appear at the OS's last
4526 * known cursor position.
4528 if (show
&& !oldVisible
)
4532 device
->xScreenSpace
= pt
.x
;
4533 device
->yScreenSpace
= pt
.y
;
4536 if (device
->hardwareCursor
)
4538 device
->bCursorVisible
= show
;
4540 SetCursor(device
->hardwareCursor
);
4544 else if (device
->cursor_texture
)
4546 device
->bCursorVisible
= show
;
4552 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4554 struct wined3d_resource
*resource
, *cursor
;
4556 TRACE("device %p.\n", device
);
4558 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4560 TRACE("Checking resource %p for eviction.\n", resource
);
4562 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4564 TRACE("Evicting %p.\n", resource
);
4565 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4570 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4571 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4572 wined3d_device_reset_cb callback
, BOOL reset_state
)
4574 struct wined3d_resource
*resource
, *cursor
;
4575 struct wined3d_swapchain
*swapchain
;
4576 struct wined3d_view_desc view_desc
;
4577 BOOL backbuffer_resized
;
4578 HRESULT hr
= WINED3D_OK
;
4581 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4582 device
, swapchain_desc
, mode
, callback
, reset_state
);
4584 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4586 ERR("Failed to get the first implicit swapchain.\n");
4587 return WINED3DERR_INVALIDCALL
;
4592 if (device
->logo_texture
)
4594 wined3d_texture_decref(device
->logo_texture
);
4595 device
->logo_texture
= NULL
;
4597 if (device
->cursor_texture
)
4599 wined3d_texture_decref(device
->cursor_texture
);
4600 device
->cursor_texture
= NULL
;
4602 state_unbind_resources(&device
->state
);
4605 if (device
->fb
.render_targets
)
4607 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4609 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4612 wined3d_device_set_depth_stencil_view(device
, NULL
);
4616 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4618 TRACE("Enumerating resource %p.\n", resource
);
4619 if (FAILED(hr
= callback(resource
)))
4624 TRACE("New params:\n");
4625 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4626 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4627 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4628 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4629 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4630 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4631 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4632 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4633 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4634 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4635 if (swapchain_desc
->enable_auto_depth_stencil
)
4636 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4637 TRACE("flags %#x\n", swapchain_desc
->flags
);
4638 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4639 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4640 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4642 /* No special treatment of these parameters. Just store them */
4643 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4644 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4645 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4646 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4647 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4648 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4649 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4651 if (swapchain_desc
->device_window
4652 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4654 TRACE("Changing the device window from %p to %p.\n",
4655 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4656 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4657 swapchain
->device_window
= swapchain_desc
->device_window
;
4658 wined3d_swapchain_set_window(swapchain
, NULL
);
4661 backbuffer_resized
= swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
4662 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
;
4664 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4665 || swapchain
->reapply_mode
|| mode
4666 || (!swapchain_desc
->windowed
&& backbuffer_resized
))
4668 if (FAILED(hr
= wined3d_swapchain_set_fullscreen(swapchain
, swapchain_desc
, mode
)))
4671 else if (!swapchain_desc
->windowed
)
4673 DWORD style
= device
->style
;
4674 DWORD exStyle
= device
->exStyle
;
4675 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4676 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4677 * Reset to clear up their mess. Guild Wars also loses the device during that.
4680 device
->exStyle
= 0;
4681 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4682 swapchain_desc
->backbuffer_width
,
4683 swapchain_desc
->backbuffer_height
);
4684 device
->style
= style
;
4685 device
->exStyle
= exStyle
;
4688 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4689 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4690 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4693 if (device
->auto_depth_stencil_view
)
4695 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4696 device
->auto_depth_stencil_view
= NULL
;
4698 if (swapchain
->desc
.enable_auto_depth_stencil
)
4700 struct wined3d_resource_desc texture_desc
;
4701 struct wined3d_texture
*texture
;
4704 TRACE("Creating the depth stencil buffer.\n");
4706 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4707 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4708 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4709 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4710 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4711 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4712 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4713 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4714 texture_desc
.depth
= 1;
4715 texture_desc
.size
= 0;
4717 if (swapchain_desc
->flags
& WINED3D_SWAPCHAIN_GDI_COMPATIBLE
)
4718 flags
|= WINED3D_TEXTURE_CREATE_GET_DC
;
4720 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4721 device
->device_parent
, &texture_desc
, flags
, &texture
)))
4723 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4724 return WINED3DERR_INVALIDCALL
;
4727 view_desc
.format_id
= texture
->resource
.format
->id
;
4728 view_desc
.flags
= 0;
4729 view_desc
.u
.texture
.level_idx
= 0;
4730 view_desc
.u
.texture
.level_count
= 1;
4731 view_desc
.u
.texture
.layer_idx
= 0;
4732 view_desc
.u
.texture
.layer_count
= 1;
4733 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4734 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4735 wined3d_texture_decref(texture
);
4738 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4742 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4745 if (device
->back_buffer_view
)
4747 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4748 device
->back_buffer_view
= NULL
;
4750 if (swapchain
->desc
.backbuffer_count
)
4752 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
4754 view_desc
.format_id
= back_buffer
->format
->id
;
4755 view_desc
.flags
= 0;
4756 view_desc
.u
.texture
.level_idx
= 0;
4757 view_desc
.u
.texture
.level_count
= 1;
4758 view_desc
.u
.texture
.layer_idx
= 0;
4759 view_desc
.u
.texture
.layer_count
= 1;
4760 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
4761 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4763 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4768 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4772 TRACE("Resetting stateblock.\n");
4773 if (device
->recording
)
4775 wined3d_stateblock_decref(device
->recording
);
4776 device
->recording
= NULL
;
4778 wined3d_cs_emit_reset_state(device
->cs
);
4779 state_cleanup(&device
->state
);
4781 if (device
->d3d_initialized
)
4782 wined3d_device_delete_opengl_contexts(device
);
4784 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4785 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4786 device
->update_state
= &device
->state
;
4788 device_init_swapchain_state(device
, swapchain
);
4790 else if (device
->back_buffer_view
)
4792 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4793 struct wined3d_state
*state
= &device
->state
;
4795 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4797 /* Note the min_z / max_z is not reset. */
4798 state
->viewport
.x
= 0;
4799 state
->viewport
.y
= 0;
4800 state
->viewport
.width
= view
->width
;
4801 state
->viewport
.height
= view
->height
;
4802 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4804 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4805 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4808 if (device
->d3d_initialized
)
4811 hr
= wined3d_device_create_primary_opengl_context(device
);
4812 swapchain_update_swap_interval(swapchain
);
4815 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4821 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4823 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4825 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4831 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4832 struct wined3d_device_creation_parameters
*parameters
)
4834 TRACE("device %p, parameters %p.\n", device
, parameters
);
4836 *parameters
= device
->create_parms
;
4839 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4841 TRACE("device %p.\n", device
);
4843 return device
->wined3d
;
4846 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4847 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4849 struct wined3d_swapchain
*swapchain
;
4851 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4852 device
, swapchain_idx
, flags
, ramp
);
4854 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4855 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4858 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4859 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4861 struct wined3d_swapchain
*swapchain
;
4863 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4864 device
, swapchain_idx
, ramp
);
4866 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4867 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4870 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4872 TRACE("device %p, resource %p.\n", device
, resource
);
4874 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4877 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4879 TRACE("device %p, resource %p.\n", device
, resource
);
4881 list_remove(&resource
->resource_list_entry
);
4884 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4886 enum wined3d_resource_type type
= resource
->type
;
4887 struct wined3d_rendertarget_view
*rtv
;
4890 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4892 if (device
->d3d_initialized
)
4894 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4896 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4897 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4900 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
4901 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
4906 case WINED3D_RTYPE_TEXTURE_2D
:
4907 case WINED3D_RTYPE_TEXTURE_3D
:
4908 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4910 struct wined3d_texture
*texture
= texture_from_resource(resource
);
4912 if (device
->state
.textures
[i
] == texture
)
4914 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4915 device
->state
.textures
[i
] = NULL
;
4918 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4920 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4921 texture
, device
->recording
, i
);
4922 device
->update_state
->textures
[i
] = NULL
;
4927 case WINED3D_RTYPE_BUFFER
:
4929 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4931 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4933 if (device
->state
.streams
[i
].buffer
== buffer
)
4935 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4936 device
->state
.streams
[i
].buffer
= NULL
;
4939 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4941 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4942 buffer
, device
->recording
, i
);
4943 device
->update_state
->streams
[i
].buffer
= NULL
;
4947 if (device
->state
.index_buffer
== buffer
)
4949 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4950 device
->state
.index_buffer
= NULL
;
4953 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4955 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4956 buffer
, device
->recording
);
4957 device
->update_state
->index_buffer
= NULL
;
4966 /* Remove the resource from the resourceStore */
4967 device_resource_remove(device
, resource
);
4969 TRACE("Resource released.\n");
4972 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
4974 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
4976 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
4979 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
4980 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
4981 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
4983 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
4984 const struct fragment_pipeline
*fragment_pipeline
;
4985 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
4990 device
->wined3d
= wined3d
;
4991 wined3d_incref(device
->wined3d
);
4992 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
4993 device
->device_parent
= device_parent
;
4994 list_init(&device
->resources
);
4995 list_init(&device
->shaders
);
4996 device
->surface_alignment
= surface_alignment
;
4998 /* Save the creation parameters. */
4999 device
->create_parms
.adapter_idx
= adapter_idx
;
5000 device
->create_parms
.device_type
= device_type
;
5001 device
->create_parms
.focus_window
= focus_window
;
5002 device
->create_parms
.flags
= flags
;
5004 device
->shader_backend
= adapter
->shader_backend
;
5006 vertex_pipeline
= adapter
->vertex_pipe
;
5008 fragment_pipeline
= adapter
->fragment_pipe
;
5010 wine_rb_init(&device
->samplers
, wined3d_sampler_compare
);
5012 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5013 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5014 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5015 fragment_pipeline
, misc_state_template
)))
5017 ERR("Failed to compile state table, hr %#x.\n", hr
);
5018 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5019 wined3d_decref(device
->wined3d
);
5023 device
->blitter
= adapter
->blitter
;
5025 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5026 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5027 device
->update_state
= &device
->state
;
5029 if (!(device
->cs
= wined3d_cs_create(device
)))
5031 WARN("Failed to create command stream.\n");
5032 state_cleanup(&device
->state
);
5040 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5042 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5044 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5045 wined3d_decref(device
->wined3d
);
5049 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5051 DWORD rep
= device
->StateTable
[state
].representative
;
5052 struct wined3d_context
*context
;
5057 if (STATE_IS_COMPUTE(state
))
5059 for (i
= 0; i
< device
->context_count
; ++i
)
5060 context_invalidate_compute_state(device
->contexts
[i
], state
);
5064 for (i
= 0; i
< device
->context_count
; ++i
)
5066 context
= device
->contexts
[i
];
5067 if(isStateDirty(context
, rep
)) continue;
5069 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5070 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5071 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5072 context
->isStateDirty
[idx
] |= (1u << shift
);
5076 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5077 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5079 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5081 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5082 window
, message
, wparam
, lparam
);
5084 return DefWindowProcW(window
, message
, wparam
, lparam
);
5086 return DefWindowProcA(window
, message
, wparam
, lparam
);
5089 if (message
== WM_DESTROY
)
5091 TRACE("unregister window %p.\n", window
);
5092 wined3d_unregister_window(window
);
5094 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5095 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5097 else if (message
== WM_DISPLAYCHANGE
)
5099 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5101 else if (message
== WM_ACTIVATEAPP
)
5105 for (i
= 0; i
< device
->swapchain_count
; i
++)
5106 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5108 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5110 else if (message
== WM_SYSCOMMAND
)
5112 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5115 DefWindowProcW(window
, message
, wparam
, lparam
);
5117 DefWindowProcA(window
, message
, wparam
, lparam
);
5122 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5124 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);