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 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_texture_incref(device
->onscreen_depth_stencil
->container
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 /* partial draw rect */
220 if (draw_rect
->left
|| draw_rect
->top
221 || draw_rect
->right
< target
->resource
.width
222 || draw_rect
->bottom
< target
->resource
.height
)
225 /* partial clear rect */
226 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
227 || clear_rect
->right
< target
->resource
.width
228 || clear_rect
->bottom
< target
->resource
.height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 RECT current_rect
, r
;
239 if (ds
->locations
& WINED3D_LOCATION_DISCARDED
)
241 /* Depth buffer was discarded, make it entirely current in its new location since
242 * there is no other place where we would get data anyway. */
243 SetRect(out_rect
, 0, 0, ds
->resource
.width
, ds
->resource
.height
);
247 if (ds
->locations
& location
)
248 SetRect(¤t_rect
, 0, 0,
249 ds
->ds_current_size
.cx
,
250 ds
->ds_current_size
.cy
);
252 SetRectEmpty(¤t_rect
);
254 IntersectRect(&r
, draw_rect
, ¤t_rect
);
255 if (EqualRect(&r
, draw_rect
))
257 /* current_rect ⊇ draw_rect, modify only. */
258 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
262 if (EqualRect(&r
, ¤t_rect
))
264 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
268 /* Full clear, modify only. */
269 *out_rect
= *draw_rect
;
273 IntersectRect(&r
, draw_rect
, clear_rect
);
274 if (EqualRect(&r
, draw_rect
))
276 /* clear_rect ⊇ draw_rect, modify only. */
277 *out_rect
= *draw_rect
;
283 surface_load_ds_location(ds
, context
, location
);
284 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
287 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
288 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
289 float depth
, DWORD stencil
)
291 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
292 struct wined3d_surface
*depth_stencil
= fb
->depth_stencil
293 ? wined3d_rendertarget_view_get_surface(fb
->depth_stencil
) : NULL
;
294 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
295 const struct wined3d_gl_info
*gl_info
;
296 UINT drawable_width
, drawable_height
;
297 struct wined3d_color corrected_color
;
298 struct wined3d_context
*context
;
299 GLbitfield clear_mask
= 0;
300 BOOL render_offscreen
;
304 context
= context_acquire(device
, target
);
307 context_release(context
);
308 WARN("Invalid context, skipping clear.\n");
311 gl_info
= context
->gl_info
;
313 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
314 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
315 * for the cleared parts, and the untouched parts.
317 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
318 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
319 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
320 * checking all this if the dest surface is in the drawable anyway. */
321 for (i
= 0; i
< rt_count
; ++i
)
323 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
324 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(rtv
);
326 if (rt
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
328 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
329 surface_load_location(rt
, context
, rtv
->resource
->draw_binding
);
331 wined3d_surface_prepare(rt
, context
, rtv
->resource
->draw_binding
);
337 render_offscreen
= context
->render_offscreen
;
338 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
342 render_offscreen
= TRUE
;
343 drawable_width
= depth_stencil
->pow2Width
;
344 drawable_height
= depth_stencil
->pow2Height
;
347 if (depth_stencil
&& render_offscreen
)
348 wined3d_surface_prepare(depth_stencil
, context
, depth_stencil
->container
->resource
.draw_binding
);
350 if (flags
& WINED3DCLEAR_ZBUFFER
)
352 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
354 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
355 device_switch_onscreen_ds(device
, context
, depth_stencil
);
356 prepare_ds_clear(depth_stencil
, context
, location
,
357 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
360 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
362 context_release(context
);
363 WARN("Failed to apply clear state, skipping clear.\n");
367 /* Only set the values up once, as they are not changing. */
368 if (flags
& WINED3DCLEAR_STENCIL
)
370 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
372 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
373 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
375 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
376 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
377 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
378 checkGLcall("glClearStencil");
379 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
382 if (flags
& WINED3DCLEAR_ZBUFFER
)
384 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
386 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
388 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
389 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
390 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
391 checkGLcall("glClearDepth");
392 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
395 if (flags
& WINED3DCLEAR_TARGET
)
397 for (i
= 0; i
< rt_count
; ++i
)
399 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
400 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(rtv
);
404 surface_validate_location(rt
, rtv
->resource
->draw_binding
);
405 surface_invalidate_location(rt
, ~rtv
->resource
->draw_binding
);
409 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, &device
->state
, fb
))
412 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
413 "support, this might cause graphical issues.\n");
415 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
416 ? color
->r
* wined3d_srgb_const0
[3]
417 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
418 - wined3d_srgb_const0
[2];
419 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
420 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
421 ? color
->g
* wined3d_srgb_const0
[3]
422 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
423 - wined3d_srgb_const0
[2];
424 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
425 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
426 ? color
->b
* wined3d_srgb_const0
[3]
427 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
428 - wined3d_srgb_const0
[2];
429 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
430 color
= &corrected_color
;
433 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
434 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
435 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
436 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
437 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
438 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
439 checkGLcall("glClearColor");
440 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
445 if (render_offscreen
)
447 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
448 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
452 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
453 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
455 checkGLcall("glScissor");
456 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
457 checkGLcall("glClear");
463 /* Now process each rect in turn. */
464 for (i
= 0; i
< rect_count
; ++i
)
466 /* Note that GL uses lower left, width/height. */
467 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
469 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
470 wine_dbgstr_rect(&clear_rect
[i
]),
471 wine_dbgstr_rect(¤t_rect
));
473 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
474 * The rectangle is not cleared, no error is returned, but further rectangles are
475 * still cleared if they are valid. */
476 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
478 TRACE("Rectangle with negative dimensions, ignoring.\n");
482 if (render_offscreen
)
484 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
485 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
489 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
490 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
492 checkGLcall("glScissor");
494 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
495 checkGLcall("glClear");
499 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
500 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
501 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
503 context_release(context
);
506 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
508 ULONG refcount
= InterlockedIncrement(&device
->ref
);
510 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
515 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
517 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
519 ERR("Leftover sampler %p.\n", sampler
);
522 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
524 ULONG refcount
= InterlockedDecrement(&device
->ref
);
526 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
532 wined3d_cs_destroy(device
->cs
);
534 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
535 FIXME("Something's still holding the recording stateblock.\n");
536 device
->recording
= NULL
;
538 state_cleanup(&device
->state
);
540 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
542 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
543 device
->multistate_funcs
[i
] = NULL
;
546 if (!list_empty(&device
->resources
))
548 struct wined3d_resource
*resource
;
550 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
552 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
554 FIXME("Leftover resource %p with type %s (%#x).\n",
555 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
559 if (device
->contexts
)
560 ERR("Context array not freed!\n");
561 if (device
->hardwareCursor
)
562 DestroyCursor(device
->hardwareCursor
);
563 device
->hardwareCursor
= 0;
565 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
567 wined3d_decref(device
->wined3d
);
568 device
->wined3d
= NULL
;
569 HeapFree(GetProcessHeap(), 0, device
);
570 TRACE("Freed device %p.\n", device
);
576 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
578 TRACE("device %p.\n", device
);
580 return device
->swapchain_count
;
583 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
585 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
587 if (swapchain_idx
>= device
->swapchain_count
)
589 WARN("swapchain_idx %u >= swapchain_count %u.\n",
590 swapchain_idx
, device
->swapchain_count
);
594 return device
->swapchains
[swapchain_idx
];
597 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
599 struct wined3d_color_key color_key
;
600 struct wined3d_resource_desc desc
;
604 HDC dcb
= NULL
, dcs
= NULL
;
606 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
609 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
610 dcb
= CreateCompatibleDC(NULL
);
612 SelectObject(dcb
, hbm
);
616 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
619 memset(&bm
, 0, sizeof(bm
));
624 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
625 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
626 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
627 desc
.multisample_quality
= 0;
628 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
629 desc
.pool
= WINED3D_POOL_DEFAULT
;
630 desc
.width
= bm
.bmWidth
;
631 desc
.height
= bm
.bmHeight
;
634 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
635 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
637 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
643 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
645 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
646 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
648 color_key
.color_space_low_value
= 0;
649 color_key
.color_space_high_value
= 0;
650 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
654 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
655 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
656 struct wined3d_surface
*surface
;
658 /* Fill the surface with a white color to show that wined3d is there */
659 surface
= surface_from_resource(wined3d_texture_get_sub_resource(device
->logo_texture
, 0));
660 surface_color_fill(surface
, &rect
, &c
);
664 if (dcb
) DeleteDC(dcb
);
665 if (hbm
) DeleteObject(hbm
);
668 /* Context activation is done by the caller. */
669 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
671 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
672 unsigned int i
, j
, count
;
673 /* Under DirectX you can sample even if no texture is bound, whereas
674 * OpenGL will only allow that when a valid texture is bound.
675 * We emulate this by creating dummy textures and binding them
676 * to each texture stage when the currently set D3D texture is NULL. */
678 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
679 for (i
= 0; i
< count
; ++i
)
681 static const DWORD color
= 0x000000ff;
683 /* Make appropriate texture active */
684 context_active_texture(context
, gl_info
, i
);
686 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
687 checkGLcall("glGenTextures");
688 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
690 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
691 checkGLcall("glBindTexture");
693 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
694 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
695 checkGLcall("glTexImage2D");
697 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
699 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
700 checkGLcall("glGenTextures");
701 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
703 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
704 checkGLcall("glBindTexture");
706 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
707 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
708 checkGLcall("glTexImage2D");
711 if (gl_info
->supported
[EXT_TEXTURE3D
])
713 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
714 checkGLcall("glGenTextures");
715 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
717 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
718 checkGLcall("glBindTexture");
720 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
721 checkGLcall("glTexImage3D");
724 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
726 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
727 checkGLcall("glGenTextures");
728 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
730 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
731 checkGLcall("glBindTexture");
733 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
735 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
736 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
737 checkGLcall("glTexImage2D");
743 /* Context activation is done by the caller. */
744 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
746 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
748 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
750 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
751 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
754 if (gl_info
->supported
[EXT_TEXTURE3D
])
756 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
757 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
760 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
762 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
763 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
766 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
767 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
769 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
770 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
771 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
772 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
775 /* Context activation is done by the caller. */
776 static void create_default_sampler(struct wined3d_device
*device
)
778 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
781 * In SM4+ shaders there is a separation between resources and samplers. Some of shader
782 * instructions allow to access resources without using samplers.
783 * In GLSL resources are always accessed through sampler or image variables. The default
784 * sampler object is used to emulate the direct resource access when there is no sampler state
788 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
790 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
791 checkGLcall("glGenSamplers");
792 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
793 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
794 checkGLcall("glSamplerParamteri");
798 device
->default_sampler
= 0;
802 /* Context activation is done by the caller. */
803 static void destroy_default_sampler(struct wined3d_device
*device
)
805 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
807 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
809 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
810 checkGLcall("glDeleteSamplers");
813 device
->default_sampler
= 0;
816 static LONG
fullscreen_style(LONG style
)
818 /* Make sure the window is managed, otherwise we won't get keyboard input. */
819 style
|= WS_POPUP
| WS_SYSMENU
;
820 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
825 static LONG
fullscreen_exstyle(LONG exstyle
)
827 /* Filter out window decorations. */
828 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
833 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
835 BOOL filter_messages
;
838 TRACE("Setting up window %p for fullscreen mode.\n", window
);
840 if (device
->style
|| device
->exStyle
)
842 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
843 window
, device
->style
, device
->exStyle
);
846 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
847 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
849 style
= fullscreen_style(device
->style
);
850 exstyle
= fullscreen_exstyle(device
->exStyle
);
852 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
853 device
->style
, device
->exStyle
, style
, exstyle
);
855 filter_messages
= device
->filter_messages
;
856 device
->filter_messages
= TRUE
;
858 SetWindowLongW(window
, GWL_STYLE
, style
);
859 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
860 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
862 device
->filter_messages
= filter_messages
;
865 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
867 BOOL filter_messages
;
870 if (!device
->style
&& !device
->exStyle
) return;
872 style
= GetWindowLongW(window
, GWL_STYLE
);
873 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
875 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
876 * application, and we want to ignore them in the test below, since it's
877 * not the application's fault that they changed. Additionally, we want to
878 * preserve the current status of these flags (i.e. don't restore them) to
879 * more closely emulate the behavior of Direct3D, which leaves these flags
880 * alone when returning to windowed mode. */
881 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
882 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
884 TRACE("Restoring window style of window %p to %08x, %08x.\n",
885 window
, device
->style
, device
->exStyle
);
887 filter_messages
= device
->filter_messages
;
888 device
->filter_messages
= TRUE
;
890 /* Only restore the style if the application didn't modify it during the
891 * fullscreen phase. Some applications change it before calling Reset()
892 * when switching between windowed and fullscreen modes (HL2), some
893 * depend on the original style (Eve Online). */
894 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
896 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
897 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
899 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
901 device
->filter_messages
= filter_messages
;
903 /* Delete the old values. */
908 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
910 TRACE("device %p, window %p.\n", device
, window
);
912 if (!wined3d_register_window(window
, device
))
914 ERR("Failed to register window %p.\n", window
);
918 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
919 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
924 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
926 TRACE("device %p.\n", device
);
928 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
929 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
932 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
934 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
937 if (device
->fb
.render_targets
)
939 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
941 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
943 if (device
->back_buffer_view
)
944 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
947 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
948 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
951 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
952 struct wined3d_swapchain_desc
*swapchain_desc
)
954 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
955 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
956 struct wined3d_swapchain
*swapchain
= NULL
;
957 struct wined3d_context
*context
;
958 DWORD clear_flags
= 0;
961 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
963 if (device
->d3d_initialized
)
964 return WINED3DERR_INVALIDCALL
;
965 if (device
->wined3d
->flags
& WINED3D_NO3D
)
966 return WINED3DERR_INVALIDCALL
;
968 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
969 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
971 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
972 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
974 TRACE("Shader private data couldn't be allocated\n");
977 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
979 TRACE("Blitter private data couldn't be allocated\n");
983 /* Setup the implicit swapchain. This also initializes a context. */
984 TRACE("Creating implicit swapchain\n");
985 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
986 swapchain_desc
, &swapchain
);
989 WARN("Failed to create implicit swapchain\n");
993 if (swapchain_desc
->backbuffer_count
)
995 struct wined3d_rendertarget_view_desc view_desc
;
997 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
998 view_desc
.u
.texture
.level_idx
= 0;
999 view_desc
.u
.texture
.layer_idx
= 0;
1000 view_desc
.u
.texture
.layer_count
= 1;
1001 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
1002 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1004 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1009 device
->swapchain_count
= 1;
1010 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1011 if (!device
->swapchains
)
1013 ERR("Out of memory!\n");
1016 device
->swapchains
[0] = swapchain
;
1017 device_init_swapchain_state(device
, swapchain
);
1019 context
= context_acquire(device
,
1020 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)));
1022 create_dummy_textures(device
, context
);
1023 create_default_sampler(device
);
1025 device
->contexts
[0]->last_was_rhw
= 0;
1027 TRACE("All defaults now set up, leaving 3D init.\n");
1029 context_release(context
);
1031 /* Clear the screen */
1032 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1033 clear_flags
|= WINED3DCLEAR_TARGET
;
1034 if (swapchain_desc
->enable_auto_depth_stencil
)
1035 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1037 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1039 device
->d3d_initialized
= TRUE
;
1041 if (wined3d_settings
.logo
)
1042 device_load_logo(device
, wined3d_settings
.logo
);
1046 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1047 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1048 device
->swapchain_count
= 0;
1049 if (device
->back_buffer_view
)
1050 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1052 wined3d_swapchain_decref(swapchain
);
1053 if (device
->blit_priv
)
1054 device
->blitter
->free_private(device
);
1055 if (device
->shader_priv
)
1056 device
->shader_backend
->shader_free_private(device
);
1061 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1062 struct wined3d_swapchain_desc
*swapchain_desc
)
1064 struct wined3d_swapchain
*swapchain
= NULL
;
1067 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1069 /* Setup the implicit swapchain */
1070 TRACE("Creating implicit swapchain\n");
1071 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1072 swapchain_desc
, &swapchain
);
1075 WARN("Failed to create implicit swapchain\n");
1079 device
->swapchain_count
= 1;
1080 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1081 if (!device
->swapchains
)
1083 ERR("Out of memory!\n");
1086 device
->swapchains
[0] = swapchain
;
1090 wined3d_swapchain_decref(swapchain
);
1094 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1096 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1098 wined3d_sampler_decref(sampler
);
1101 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1103 struct wined3d_resource
*resource
, *cursor
;
1104 const struct wined3d_gl_info
*gl_info
;
1105 struct wined3d_context
*context
;
1106 struct wined3d_surface
*surface
;
1109 TRACE("device %p.\n", device
);
1111 if (!device
->d3d_initialized
)
1112 return WINED3DERR_INVALIDCALL
;
1114 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1115 * it was created. Thus make sure a context is active for the glDelete* calls
1117 context
= context_acquire(device
, NULL
);
1118 gl_info
= context
->gl_info
;
1120 if (device
->logo_texture
)
1121 wined3d_texture_decref(device
->logo_texture
);
1122 if (device
->cursor_texture
)
1123 wined3d_texture_decref(device
->cursor_texture
);
1125 state_unbind_resources(&device
->state
);
1127 /* Unload resources */
1128 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1130 TRACE("Unloading resource %p.\n", resource
);
1132 resource
->resource_ops
->resource_unload(resource
);
1135 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1137 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1138 * private data, it might contain opengl pointers
1140 if (device
->depth_blt_texture
)
1142 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1143 device
->depth_blt_texture
= 0;
1146 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1147 device
->blitter
->free_private(device
);
1148 device
->shader_backend
->shader_free_private(device
);
1149 destroy_dummy_textures(device
, gl_info
);
1150 destroy_default_sampler(device
);
1152 /* Release the context again as soon as possible. In particular,
1153 * releasing the render target views below may release the last reference
1154 * to the swapchain associated with this context, which in turn will
1155 * destroy the context. */
1156 context_release(context
);
1158 /* Release the buffers (with sanity checks)*/
1159 if (device
->onscreen_depth_stencil
)
1161 surface
= device
->onscreen_depth_stencil
;
1162 device
->onscreen_depth_stencil
= NULL
;
1163 wined3d_texture_decref(surface
->container
);
1166 if (device
->fb
.depth_stencil
)
1168 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1170 TRACE("Releasing depth/stencil view %p.\n", view
);
1172 device
->fb
.depth_stencil
= NULL
;
1173 wined3d_rendertarget_view_decref(view
);
1176 if (device
->auto_depth_stencil_view
)
1178 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1180 device
->auto_depth_stencil_view
= NULL
;
1181 if (wined3d_rendertarget_view_decref(view
))
1182 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1185 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1187 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1189 if (device
->back_buffer_view
)
1191 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1192 device
->back_buffer_view
= NULL
;
1195 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1197 TRACE("Releasing the implicit swapchain %u.\n", i
);
1198 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1199 FIXME("Something's still holding the implicit swapchain.\n");
1202 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1203 device
->swapchains
= NULL
;
1204 device
->swapchain_count
= 0;
1206 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1207 device
->fb
.render_targets
= NULL
;
1209 device
->d3d_initialized
= FALSE
;
1214 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1218 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1220 TRACE("Releasing the implicit swapchain %u.\n", i
);
1221 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1222 FIXME("Something's still holding the implicit swapchain.\n");
1225 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1226 device
->swapchains
= NULL
;
1227 device
->swapchain_count
= 0;
1231 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1232 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1233 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1235 * There is no way to deactivate thread safety once it is enabled.
1237 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1239 TRACE("device %p.\n", device
);
1241 /* For now just store the flag (needed in case of ddraw). */
1242 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1245 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1247 TRACE("device %p.\n", device
);
1249 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1250 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1251 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1252 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1254 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1257 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1258 struct wined3d_buffer
*buffer
, UINT offset
)
1260 struct wined3d_stream_output
*stream
;
1261 struct wined3d_buffer
*prev_buffer
;
1263 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1265 if (idx
>= MAX_STREAM_OUT
)
1267 WARN("Invalid stream output %u.\n", idx
);
1271 stream
= &device
->update_state
->stream_output
[idx
];
1272 prev_buffer
= stream
->buffer
;
1275 wined3d_buffer_incref(buffer
);
1276 stream
->buffer
= buffer
;
1277 stream
->offset
= offset
;
1278 if (!device
->recording
)
1279 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1281 wined3d_buffer_decref(prev_buffer
);
1284 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1285 UINT idx
, UINT
*offset
)
1287 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1289 if (idx
>= MAX_STREAM_OUT
)
1291 WARN("Invalid stream output %u.\n", idx
);
1296 *offset
= device
->state
.stream_output
[idx
].offset
;
1297 return device
->state
.stream_output
[idx
].buffer
;
1300 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1301 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1303 struct wined3d_stream_state
*stream
;
1304 struct wined3d_buffer
*prev_buffer
;
1306 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1307 device
, stream_idx
, buffer
, offset
, stride
);
1309 if (stream_idx
>= MAX_STREAMS
)
1311 WARN("Stream index %u out of range.\n", stream_idx
);
1312 return WINED3DERR_INVALIDCALL
;
1314 else if (offset
& 0x3)
1316 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1317 return WINED3DERR_INVALIDCALL
;
1320 stream
= &device
->update_state
->streams
[stream_idx
];
1321 prev_buffer
= stream
->buffer
;
1323 if (device
->recording
)
1324 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1326 if (prev_buffer
== buffer
1327 && stream
->stride
== stride
1328 && stream
->offset
== offset
)
1330 TRACE("Application is setting the old values over, nothing to do.\n");
1334 stream
->buffer
= buffer
;
1337 stream
->stride
= stride
;
1338 stream
->offset
= offset
;
1339 wined3d_buffer_incref(buffer
);
1342 if (!device
->recording
)
1343 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1345 wined3d_buffer_decref(prev_buffer
);
1350 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1351 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1353 const struct wined3d_stream_state
*stream
;
1355 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1356 device
, stream_idx
, buffer
, offset
, stride
);
1358 if (stream_idx
>= MAX_STREAMS
)
1360 WARN("Stream index %u out of range.\n", stream_idx
);
1361 return WINED3DERR_INVALIDCALL
;
1364 stream
= &device
->state
.streams
[stream_idx
];
1365 *buffer
= stream
->buffer
;
1367 *offset
= stream
->offset
;
1368 *stride
= stream
->stride
;
1373 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1375 struct wined3d_stream_state
*stream
;
1376 UINT old_flags
, old_freq
;
1378 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1380 /* Verify input. At least in d3d9 this is invalid. */
1381 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1383 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1384 return WINED3DERR_INVALIDCALL
;
1386 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1388 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1389 return WINED3DERR_INVALIDCALL
;
1393 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1394 return WINED3DERR_INVALIDCALL
;
1397 stream
= &device
->update_state
->streams
[stream_idx
];
1398 old_flags
= stream
->flags
;
1399 old_freq
= stream
->frequency
;
1401 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1402 stream
->frequency
= divider
& 0x7fffff;
1404 if (device
->recording
)
1405 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1406 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1407 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1412 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1413 UINT stream_idx
, UINT
*divider
)
1415 const struct wined3d_stream_state
*stream
;
1417 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1419 stream
= &device
->state
.streams
[stream_idx
];
1420 *divider
= stream
->flags
| stream
->frequency
;
1422 TRACE("Returning %#x.\n", *divider
);
1427 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1428 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1430 TRACE("device %p, state %s, matrix %p.\n",
1431 device
, debug_d3dtstype(d3dts
), matrix
);
1432 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1433 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1434 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1435 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1437 /* Handle recording of state blocks. */
1438 if (device
->recording
)
1440 TRACE("Recording... not performing anything.\n");
1441 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1442 device
->update_state
->transforms
[d3dts
] = *matrix
;
1446 /* If the new matrix is the same as the current one,
1447 * we cut off any further processing. this seems to be a reasonable
1448 * optimization because as was noticed, some apps (warcraft3 for example)
1449 * tend towards setting the same matrix repeatedly for some reason.
1451 * From here on we assume that the new matrix is different, wherever it matters. */
1452 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1454 TRACE("The application is setting the same matrix over again.\n");
1458 device
->state
.transforms
[d3dts
] = *matrix
;
1459 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1462 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1463 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1465 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1467 *matrix
= device
->state
.transforms
[state
];
1470 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1471 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1473 const struct wined3d_matrix
*mat
;
1474 struct wined3d_matrix temp
;
1476 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1478 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1479 * below means it will be recorded in a state block change, but it
1480 * works regardless where it is recorded.
1481 * If this is found to be wrong, change to StateBlock. */
1482 if (state
> HIGHEST_TRANSFORMSTATE
)
1484 WARN("Unhandled transform state %#x.\n", state
);
1488 mat
= &device
->update_state
->transforms
[state
];
1489 multiply_matrix(&temp
, mat
, matrix
);
1491 /* Apply change via set transform - will reapply to eg. lights this way. */
1492 wined3d_device_set_transform(device
, state
, &temp
);
1495 /* Note lights are real special cases. Although the device caps state only
1496 * e.g. 8 are supported, you can reference any indexes you want as long as
1497 * that number max are enabled at any one point in time. Therefore since the
1498 * indices can be anything, we need a hashmap of them. However, this causes
1499 * stateblock problems. When capturing the state block, I duplicate the
1500 * hashmap, but when recording, just build a chain pretty much of commands to
1502 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1503 UINT light_idx
, const struct wined3d_light
*light
)
1505 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1506 struct wined3d_light_info
*object
= NULL
;
1510 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1512 /* Check the parameter range. Need for speed most wanted sets junk lights
1513 * which confuse the GL driver. */
1515 return WINED3DERR_INVALIDCALL
;
1517 switch (light
->type
)
1519 case WINED3D_LIGHT_POINT
:
1520 case WINED3D_LIGHT_SPOT
:
1521 case WINED3D_LIGHT_GLSPOT
:
1522 /* Incorrect attenuation values can cause the gl driver to crash.
1523 * Happens with Need for speed most wanted. */
1524 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1526 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1527 return WINED3DERR_INVALIDCALL
;
1531 case WINED3D_LIGHT_DIRECTIONAL
:
1532 case WINED3D_LIGHT_PARALLELPOINT
:
1533 /* Ignores attenuation */
1537 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1538 return WINED3DERR_INVALIDCALL
;
1541 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1543 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1544 if (object
->OriginalIndex
== light_idx
)
1551 TRACE("Adding new light\n");
1552 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1554 return E_OUTOFMEMORY
;
1556 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1557 object
->glIndex
= -1;
1558 object
->OriginalIndex
= light_idx
;
1561 /* Initialize the object. */
1562 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1563 light_idx
, light
->type
,
1564 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1565 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1566 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1567 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1568 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1569 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1570 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1572 /* Update the live definitions if the light is currently assigned a glIndex. */
1573 if (object
->glIndex
!= -1 && !device
->recording
)
1575 if (object
->OriginalParms
.type
!= light
->type
)
1576 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1577 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1580 /* Save away the information. */
1581 object
->OriginalParms
= *light
;
1583 switch (light
->type
)
1585 case WINED3D_LIGHT_POINT
:
1587 object
->position
.x
= light
->position
.x
;
1588 object
->position
.y
= light
->position
.y
;
1589 object
->position
.z
= light
->position
.z
;
1590 object
->position
.w
= 1.0f
;
1591 object
->cutoff
= 180.0f
;
1595 case WINED3D_LIGHT_DIRECTIONAL
:
1597 object
->direction
.x
= -light
->direction
.x
;
1598 object
->direction
.y
= -light
->direction
.y
;
1599 object
->direction
.z
= -light
->direction
.z
;
1600 object
->direction
.w
= 0.0f
;
1601 object
->exponent
= 0.0f
;
1602 object
->cutoff
= 180.0f
;
1605 case WINED3D_LIGHT_SPOT
:
1607 object
->position
.x
= light
->position
.x
;
1608 object
->position
.y
= light
->position
.y
;
1609 object
->position
.z
= light
->position
.z
;
1610 object
->position
.w
= 1.0f
;
1613 object
->direction
.x
= light
->direction
.x
;
1614 object
->direction
.y
= light
->direction
.y
;
1615 object
->direction
.z
= light
->direction
.z
;
1616 object
->direction
.w
= 0.0f
;
1618 /* opengl-ish and d3d-ish spot lights use too different models
1619 * for the light "intensity" as a function of the angle towards
1620 * the main light direction, so we only can approximate very
1621 * roughly. However, spot lights are rather rarely used in games
1622 * (if ever used at all). Furthermore if still used, probably
1623 * nobody pays attention to such details. */
1624 if (!light
->falloff
)
1626 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1627 * equations have the falloff resp. exponent parameter as an
1628 * exponent, so the spot light lighting will always be 1.0 for
1629 * both of them, and we don't have to care for the rest of the
1630 * rather complex calculation. */
1631 object
->exponent
= 0.0f
;
1635 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1638 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1641 if (object
->exponent
> 128.0f
)
1642 object
->exponent
= 128.0f
;
1644 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1648 case WINED3D_LIGHT_PARALLELPOINT
:
1649 object
->position
.x
= light
->position
.x
;
1650 object
->position
.y
= light
->position
.y
;
1651 object
->position
.z
= light
->position
.z
;
1652 object
->position
.w
= 1.0f
;
1656 FIXME("Unrecognized light type %#x.\n", light
->type
);
1662 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1663 UINT light_idx
, struct wined3d_light
*light
)
1665 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1666 struct wined3d_light_info
*light_info
= NULL
;
1669 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1671 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1673 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1674 if (light_info
->OriginalIndex
== light_idx
)
1681 TRACE("Light information requested but light not defined\n");
1682 return WINED3DERR_INVALIDCALL
;
1685 *light
= light_info
->OriginalParms
;
1689 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1691 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1692 struct wined3d_light_info
*light_info
= NULL
;
1695 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1697 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1699 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1700 if (light_info
->OriginalIndex
== light_idx
)
1704 TRACE("Found light %p.\n", light_info
);
1706 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1709 TRACE("Light enabled requested but light not defined, so defining one!\n");
1710 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1712 /* Search for it again! Should be fairly quick as near head of list. */
1713 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1715 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1716 if (light_info
->OriginalIndex
== light_idx
)
1722 FIXME("Adding default lights has failed dismally\n");
1723 return WINED3DERR_INVALIDCALL
;
1729 if (light_info
->glIndex
!= -1)
1731 if (!device
->recording
)
1733 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1734 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1737 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1738 light_info
->glIndex
= -1;
1742 TRACE("Light already disabled, nothing to do\n");
1744 light_info
->enabled
= FALSE
;
1748 light_info
->enabled
= TRUE
;
1749 if (light_info
->glIndex
!= -1)
1751 TRACE("Nothing to do as light was enabled\n");
1756 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1757 /* Find a free GL light. */
1758 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1760 if (!device
->update_state
->lights
[i
])
1762 device
->update_state
->lights
[i
] = light_info
;
1763 light_info
->glIndex
= i
;
1767 if (light_info
->glIndex
== -1)
1769 /* Our tests show that Windows returns D3D_OK in this situation, even with
1770 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1771 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1772 * as well for those lights.
1774 * TODO: Test how this affects rendering. */
1775 WARN("Too many concurrently active lights\n");
1779 /* i == light_info->glIndex */
1780 if (!device
->recording
)
1782 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1783 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1791 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1793 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1794 struct wined3d_light_info
*light_info
= NULL
;
1797 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1799 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1801 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1802 if (light_info
->OriginalIndex
== light_idx
)
1809 TRACE("Light enabled state requested but light not defined.\n");
1810 return WINED3DERR_INVALIDCALL
;
1812 /* true is 128 according to SetLightEnable */
1813 *enable
= light_info
->enabled
? 128 : 0;
1817 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1818 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1820 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1822 /* Validate plane_idx. */
1823 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1825 TRACE("Application has requested clipplane this device doesn't support.\n");
1826 return WINED3DERR_INVALIDCALL
;
1829 if (device
->recording
)
1830 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1832 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1834 TRACE("Application is setting old values over, nothing to do.\n");
1838 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1840 if (!device
->recording
)
1841 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1846 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1847 UINT plane_idx
, struct wined3d_vec4
*plane
)
1849 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1851 /* Validate plane_idx. */
1852 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1854 TRACE("Application has requested clipplane this device doesn't support.\n");
1855 return WINED3DERR_INVALIDCALL
;
1858 *plane
= device
->state
.clip_planes
[plane_idx
];
1863 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1864 const struct wined3d_clip_status
*clip_status
)
1866 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1869 return WINED3DERR_INVALIDCALL
;
1874 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1875 struct wined3d_clip_status
*clip_status
)
1877 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1880 return WINED3DERR_INVALIDCALL
;
1885 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1887 TRACE("device %p, material %p.\n", device
, material
);
1889 device
->update_state
->material
= *material
;
1891 if (device
->recording
)
1892 device
->recording
->changed
.material
= TRUE
;
1894 wined3d_cs_emit_set_material(device
->cs
, material
);
1897 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1899 TRACE("device %p, material %p.\n", device
, material
);
1901 *material
= device
->state
.material
;
1903 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
1904 material
->diffuse
.r
, material
->diffuse
.g
,
1905 material
->diffuse
.b
, material
->diffuse
.a
);
1906 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
1907 material
->ambient
.r
, material
->ambient
.g
,
1908 material
->ambient
.b
, material
->ambient
.a
);
1909 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
1910 material
->specular
.r
, material
->specular
.g
,
1911 material
->specular
.b
, material
->specular
.a
);
1912 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
1913 material
->emissive
.r
, material
->emissive
.g
,
1914 material
->emissive
.b
, material
->emissive
.a
);
1915 TRACE("power %.8e.\n", material
->power
);
1918 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1919 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1921 enum wined3d_format_id prev_format
;
1922 struct wined3d_buffer
*prev_buffer
;
1924 TRACE("device %p, buffer %p, format %s.\n",
1925 device
, buffer
, debug_d3dformat(format_id
));
1927 prev_buffer
= device
->update_state
->index_buffer
;
1928 prev_format
= device
->update_state
->index_format
;
1930 device
->update_state
->index_buffer
= buffer
;
1931 device
->update_state
->index_format
= format_id
;
1933 if (device
->recording
)
1934 device
->recording
->changed
.indices
= TRUE
;
1936 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1940 wined3d_buffer_incref(buffer
);
1941 if (!device
->recording
)
1942 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1944 wined3d_buffer_decref(prev_buffer
);
1947 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1948 enum wined3d_format_id
*format
)
1950 TRACE("device %p, format %p.\n", device
, format
);
1952 *format
= device
->state
.index_format
;
1953 return device
->state
.index_buffer
;
1956 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1958 TRACE("device %p, base_index %d.\n", device
, base_index
);
1960 device
->update_state
->base_vertex_index
= base_index
;
1963 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1965 TRACE("device %p.\n", device
);
1967 return device
->state
.base_vertex_index
;
1970 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1972 TRACE("device %p, viewport %p.\n", device
, viewport
);
1973 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1974 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1976 device
->update_state
->viewport
= *viewport
;
1978 /* Handle recording of state blocks */
1979 if (device
->recording
)
1981 TRACE("Recording... not performing anything\n");
1982 device
->recording
->changed
.viewport
= TRUE
;
1986 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1989 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1991 TRACE("device %p, viewport %p.\n", device
, viewport
);
1993 *viewport
= device
->state
.viewport
;
1996 static void resolve_depth_buffer(struct wined3d_state
*state
)
1998 struct wined3d_texture
*dst_texture
= state
->textures
[0];
1999 struct wined3d_rendertarget_view
*src_view
;
2000 RECT src_rect
, dst_rect
;
2002 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2003 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2006 if (!(src_view
= state
->fb
->depth_stencil
))
2008 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2010 FIXME("Not supported on buffer resources.\n");
2014 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2015 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2016 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, wined3d_texture_from_resource(src_view
->resource
),
2017 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2020 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2021 enum wined3d_render_state state
, DWORD value
)
2025 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2027 if (state
> WINEHIGHEST_RENDER_STATE
)
2029 WARN("Unhandled render state %#x.\n", state
);
2033 old_value
= device
->state
.render_states
[state
];
2034 device
->update_state
->render_states
[state
] = value
;
2036 /* Handle recording of state blocks. */
2037 if (device
->recording
)
2039 TRACE("Recording... not performing anything.\n");
2040 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2044 /* Compared here and not before the assignment to allow proper stateblock recording. */
2045 if (value
== old_value
)
2046 TRACE("Application is setting the old value over, nothing to do.\n");
2048 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2050 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2052 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2053 resolve_depth_buffer(&device
->state
);
2057 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2059 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2061 return device
->state
.render_states
[state
];
2064 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2065 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2069 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2070 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2072 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2073 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2075 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2077 WARN("Invalid sampler %u.\n", sampler_idx
);
2078 return; /* Windows accepts overflowing this array ... we do not. */
2081 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2082 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2084 /* Handle recording of state blocks. */
2085 if (device
->recording
)
2087 TRACE("Recording... not performing anything.\n");
2088 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2092 if (old_value
== value
)
2094 TRACE("Application is setting the old value over, nothing to do.\n");
2098 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2101 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2102 UINT sampler_idx
, enum wined3d_sampler_state state
)
2104 TRACE("device %p, sampler_idx %u, state %s.\n",
2105 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2107 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2108 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2110 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2112 WARN("Invalid sampler %u.\n", sampler_idx
);
2113 return 0; /* Windows accepts overflowing this array ... we do not. */
2116 return device
->state
.sampler_states
[sampler_idx
][state
];
2119 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2121 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2123 if (device
->recording
)
2124 device
->recording
->changed
.scissorRect
= TRUE
;
2126 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2128 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2131 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2133 if (device
->recording
)
2135 TRACE("Recording... not performing anything.\n");
2139 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2142 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2144 TRACE("device %p, rect %p.\n", device
, rect
);
2146 *rect
= device
->state
.scissor_rect
;
2147 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2150 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2151 struct wined3d_vertex_declaration
*declaration
)
2153 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2155 TRACE("device %p, declaration %p.\n", device
, declaration
);
2157 if (device
->recording
)
2158 device
->recording
->changed
.vertexDecl
= TRUE
;
2160 if (declaration
== prev
)
2164 wined3d_vertex_declaration_incref(declaration
);
2165 device
->update_state
->vertex_declaration
= declaration
;
2166 if (!device
->recording
)
2167 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2169 wined3d_vertex_declaration_decref(prev
);
2172 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2174 TRACE("device %p.\n", device
);
2176 return device
->state
.vertex_declaration
;
2179 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2181 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2183 TRACE("device %p, shader %p.\n", device
, shader
);
2185 if (device
->recording
)
2186 device
->recording
->changed
.vertexShader
= TRUE
;
2192 wined3d_shader_incref(shader
);
2193 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2194 if (!device
->recording
)
2195 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2197 wined3d_shader_decref(prev
);
2200 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2202 TRACE("device %p.\n", device
);
2204 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2207 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2208 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2210 struct wined3d_buffer
*prev
;
2212 if (idx
>= MAX_CONSTANT_BUFFERS
)
2214 WARN("Invalid constant buffer index %u.\n", idx
);
2218 prev
= device
->update_state
->cb
[type
][idx
];
2223 wined3d_buffer_incref(buffer
);
2224 device
->update_state
->cb
[type
][idx
] = buffer
;
2225 if (!device
->recording
)
2226 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2228 wined3d_buffer_decref(prev
);
2231 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2233 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2235 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2238 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2240 TRACE("device %p, idx %u.\n", device
, idx
);
2242 if (idx
>= MAX_CONSTANT_BUFFERS
)
2244 WARN("Invalid constant buffer index %u.\n", idx
);
2248 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2251 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2252 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2254 struct wined3d_shader_resource_view
*prev
;
2256 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2258 WARN("Invalid view index %u.\n", idx
);
2262 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2267 wined3d_shader_resource_view_incref(view
);
2268 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2269 if (!device
->recording
)
2270 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2272 wined3d_shader_resource_view_decref(prev
);
2275 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2276 UINT idx
, struct wined3d_shader_resource_view
*view
)
2278 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2280 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2283 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2286 TRACE("device %p, idx %u.\n", device
, idx
);
2288 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2290 WARN("Invalid view index %u.\n", idx
);
2294 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2297 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2298 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2300 struct wined3d_sampler
*prev
;
2302 if (idx
>= MAX_SAMPLER_OBJECTS
)
2304 WARN("Invalid sampler index %u.\n", idx
);
2308 prev
= device
->update_state
->sampler
[type
][idx
];
2309 if (sampler
== prev
)
2313 wined3d_sampler_incref(sampler
);
2314 device
->update_state
->sampler
[type
][idx
] = sampler
;
2315 if (!device
->recording
)
2316 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2318 wined3d_sampler_decref(prev
);
2321 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2323 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2325 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2328 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2330 TRACE("device %p, idx %u.\n", device
, idx
);
2332 if (idx
>= MAX_SAMPLER_OBJECTS
)
2334 WARN("Invalid sampler index %u.\n", idx
);
2338 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2341 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2345 for (i
= 0; i
< device
->context_count
; ++i
)
2347 device
->contexts
[i
]->constant_update_mask
|= mask
;
2351 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2352 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2354 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2357 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2358 device
, start_register
, constants
, bool_count
);
2360 if (!constants
|| start_register
>= MAX_CONST_B
)
2361 return WINED3DERR_INVALIDCALL
;
2363 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2364 for (i
= 0; i
< count
; ++i
)
2365 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2367 if (device
->recording
)
2369 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2370 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2374 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2380 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2381 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2383 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2385 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2386 device
, start_register
, constants
, bool_count
);
2388 if (!constants
|| start_register
>= MAX_CONST_B
)
2389 return WINED3DERR_INVALIDCALL
;
2391 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2396 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2397 UINT start_register
, const int *constants
, UINT vector4i_count
)
2399 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2402 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2403 device
, start_register
, constants
, vector4i_count
);
2405 if (!constants
|| start_register
>= MAX_CONST_I
)
2406 return WINED3DERR_INVALIDCALL
;
2408 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2409 for (i
= 0; i
< count
; ++i
)
2410 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2411 constants
[i
* 4], constants
[i
* 4 + 1],
2412 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2414 if (device
->recording
)
2416 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2417 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2421 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2427 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2428 UINT start_register
, int *constants
, UINT vector4i_count
)
2430 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2432 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2433 device
, start_register
, constants
, vector4i_count
);
2435 if (!constants
|| start_register
>= MAX_CONST_I
)
2436 return WINED3DERR_INVALIDCALL
;
2438 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2442 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2443 UINT start_register
, const float *constants
, UINT vector4f_count
)
2446 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2448 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2449 device
, start_register
, constants
, vector4f_count
);
2451 /* Specifically test start_register > limit to catch MAX_UINT overflows
2452 * when adding start_register + vector4f_count. */
2454 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2455 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2456 return WINED3DERR_INVALIDCALL
;
2458 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2459 constants
, vector4f_count
* sizeof(float) * 4);
2462 for (i
= 0; i
< vector4f_count
; ++i
)
2463 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2464 constants
[i
* 4], constants
[i
* 4 + 1],
2465 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2468 if (device
->recording
)
2469 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2470 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2472 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2478 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2479 UINT start_register
, float *constants
, UINT vector4f_count
)
2481 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2482 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2484 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2485 device
, start_register
, constants
, vector4f_count
);
2487 if (!constants
|| count
< 0)
2488 return WINED3DERR_INVALIDCALL
;
2490 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2495 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2497 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2499 TRACE("device %p, shader %p.\n", device
, shader
);
2501 if (device
->recording
)
2502 device
->recording
->changed
.pixelShader
= TRUE
;
2508 wined3d_shader_incref(shader
);
2509 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2510 if (!device
->recording
)
2511 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2513 wined3d_shader_decref(prev
);
2516 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2518 TRACE("device %p.\n", device
);
2520 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2523 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2525 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2527 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2530 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2532 TRACE("device %p, idx %u.\n", device
, idx
);
2534 if (idx
>= MAX_CONSTANT_BUFFERS
)
2536 WARN("Invalid constant buffer index %u.\n", idx
);
2540 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2543 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2544 UINT idx
, struct wined3d_shader_resource_view
*view
)
2546 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2548 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2551 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2554 TRACE("device %p, idx %u.\n", device
, idx
);
2556 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2558 WARN("Invalid view index %u.\n", idx
);
2562 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2565 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2567 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2569 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2572 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2574 TRACE("device %p, idx %u.\n", device
, idx
);
2576 if (idx
>= MAX_SAMPLER_OBJECTS
)
2578 WARN("Invalid sampler index %u.\n", idx
);
2582 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2585 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2586 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2588 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2591 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2592 device
, start_register
, constants
, bool_count
);
2594 if (!constants
|| start_register
>= MAX_CONST_B
)
2595 return WINED3DERR_INVALIDCALL
;
2597 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2598 for (i
= 0; i
< count
; ++i
)
2599 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2601 if (device
->recording
)
2603 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2604 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2608 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2614 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2615 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2617 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2619 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2620 device
, start_register
, constants
, bool_count
);
2622 if (!constants
|| start_register
>= MAX_CONST_B
)
2623 return WINED3DERR_INVALIDCALL
;
2625 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2630 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2631 UINT start_register
, const int *constants
, UINT vector4i_count
)
2633 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2636 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2637 device
, start_register
, constants
, vector4i_count
);
2639 if (!constants
|| start_register
>= MAX_CONST_I
)
2640 return WINED3DERR_INVALIDCALL
;
2642 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2643 for (i
= 0; i
< count
; ++i
)
2644 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2645 constants
[i
* 4], constants
[i
* 4 + 1],
2646 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2648 if (device
->recording
)
2650 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2651 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2655 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2661 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2662 UINT start_register
, int *constants
, UINT vector4i_count
)
2664 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2666 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2667 device
, start_register
, constants
, vector4i_count
);
2669 if (!constants
|| start_register
>= MAX_CONST_I
)
2670 return WINED3DERR_INVALIDCALL
;
2672 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2677 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2678 UINT start_register
, const float *constants
, UINT vector4f_count
)
2681 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2683 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2684 device
, start_register
, constants
, vector4f_count
);
2686 /* Specifically test start_register > limit to catch MAX_UINT overflows
2687 * when adding start_register + vector4f_count. */
2689 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2690 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2691 return WINED3DERR_INVALIDCALL
;
2693 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2694 constants
, vector4f_count
* sizeof(float) * 4);
2697 for (i
= 0; i
< vector4f_count
; ++i
)
2698 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2699 constants
[i
* 4], constants
[i
* 4 + 1],
2700 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2703 if (device
->recording
)
2704 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2705 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2707 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2712 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2713 UINT start_register
, float *constants
, UINT vector4f_count
)
2715 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2716 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2718 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2719 device
, start_register
, constants
, vector4f_count
);
2721 if (!constants
|| count
< 0)
2722 return WINED3DERR_INVALIDCALL
;
2724 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2729 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2731 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2733 TRACE("device %p, shader %p.\n", device
, shader
);
2735 if (device
->recording
|| shader
== prev
)
2738 wined3d_shader_incref(shader
);
2739 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2740 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2742 wined3d_shader_decref(prev
);
2745 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2747 TRACE("device %p.\n", device
);
2749 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2752 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2754 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2756 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2759 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2761 TRACE("device %p, idx %u.\n", device
, idx
);
2763 if (idx
>= MAX_CONSTANT_BUFFERS
)
2765 WARN("Invalid constant buffer index %u.\n", idx
);
2769 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2772 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2773 UINT idx
, struct wined3d_shader_resource_view
*view
)
2775 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2777 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2780 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2783 TRACE("device %p, idx %u.\n", device
, idx
);
2785 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2787 WARN("Invalid view index %u.\n", idx
);
2791 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2794 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2796 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2798 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2801 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2803 TRACE("device %p, idx %u.\n", device
, idx
);
2805 if (idx
>= MAX_SAMPLER_OBJECTS
)
2807 WARN("Invalid sampler index %u.\n", idx
);
2811 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2814 /* Context activation is done by the caller. */
2815 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2816 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2817 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2820 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2821 struct wined3d_viewport vp
;
2829 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2831 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2834 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2836 ERR("Source has no position mask\n");
2837 return WINED3DERR_INVALIDCALL
;
2840 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2842 static BOOL warned
= FALSE
;
2844 * The clipping code is not quite correct. Some things need
2845 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2846 * so disable clipping for now.
2847 * (The graphics in Half-Life are broken, and my processvertices
2848 * test crashes with IDirect3DDevice3)
2854 FIXME("Clipping is broken and disabled for now\n");
2860 vertex_size
= get_flexible_vertex_size(DestFVF
);
2861 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2863 WARN("Failed to map buffer, hr %#x.\n", hr
);
2867 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2868 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2869 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2871 TRACE("View mat:\n");
2872 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2873 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2874 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2875 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2877 TRACE("Proj mat:\n");
2878 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2879 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2880 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2881 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2883 TRACE("World mat:\n");
2884 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2885 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2886 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2887 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2889 /* Get the viewport */
2890 wined3d_device_get_viewport(device
, &vp
);
2891 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2892 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2894 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2895 multiply_matrix(&mat
,&proj_mat
,&mat
);
2897 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2899 for (i
= 0; i
< dwCount
; i
+= 1) {
2900 unsigned int tex_index
;
2902 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2903 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2904 /* The position first */
2905 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2906 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2908 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2910 /* Multiplication with world, view and projection matrix. */
2911 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2912 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2913 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2914 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2916 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2918 /* WARNING: The following things are taken from d3d7 and were not yet checked
2919 * against d3d8 or d3d9!
2922 /* Clipping conditions: From msdn
2924 * A vertex is clipped if it does not match the following requirements
2928 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2930 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2931 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2936 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2937 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2940 /* "Normal" viewport transformation (not clipped)
2941 * 1) The values are divided by rhw
2942 * 2) The y axis is negative, so multiply it with -1
2943 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2944 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2945 * 4) Multiply x with Width/2 and add Width/2
2946 * 5) The same for the height
2947 * 6) Add the viewpoint X and Y to the 2D coordinates and
2948 * The minimum Z value to z
2949 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2951 * Well, basically it's simply a linear transformation into viewport
2963 z
*= vp
.max_z
- vp
.min_z
;
2965 x
+= vp
.width
/ 2 + vp
.x
;
2966 y
+= vp
.height
/ 2 + vp
.y
;
2971 /* That vertex got clipped
2972 * Contrary to OpenGL it is not dropped completely, it just
2973 * undergoes a different calculation.
2975 TRACE("Vertex got clipped\n");
2982 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2983 * outside of the main vertex buffer memory. That needs some more
2988 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2991 ( (float *) dest_ptr
)[0] = x
;
2992 ( (float *) dest_ptr
)[1] = y
;
2993 ( (float *) dest_ptr
)[2] = z
;
2994 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2996 dest_ptr
+= 3 * sizeof(float);
2998 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2999 dest_ptr
+= sizeof(float);
3002 if (DestFVF
& WINED3DFVF_PSIZE
)
3003 dest_ptr
+= sizeof(DWORD
);
3005 if (DestFVF
& WINED3DFVF_NORMAL
)
3007 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3008 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3009 /* AFAIK this should go into the lighting information */
3010 FIXME("Didn't expect the destination to have a normal\n");
3011 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3014 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3016 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3017 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3018 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3020 static BOOL warned
= FALSE
;
3023 ERR("No diffuse color in source, but destination has one\n");
3027 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3028 dest_ptr
+= sizeof(DWORD
);
3032 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3036 if (DestFVF
& WINED3DFVF_SPECULAR
)
3038 /* What's the color value in the feedback buffer? */
3039 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3040 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3041 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3043 static BOOL warned
= FALSE
;
3046 ERR("No specular color in source, but destination has one\n");
3050 *(DWORD
*)dest_ptr
= 0xff000000;
3051 dest_ptr
+= sizeof(DWORD
);
3055 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3059 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3061 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3062 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3063 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3065 ERR("No source texture, but destination requests one\n");
3066 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3070 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3075 wined3d_buffer_unmap(dest
);
3079 #undef copy_and_next
3081 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3082 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3083 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3085 struct wined3d_state
*state
= &device
->state
;
3086 struct wined3d_stream_info stream_info
;
3087 const struct wined3d_gl_info
*gl_info
;
3088 struct wined3d_context
*context
;
3089 struct wined3d_shader
*vs
;
3094 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3095 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3096 device
, src_start_idx
, dst_idx
, vertex_count
,
3097 dst_buffer
, declaration
, flags
, dst_fvf
);
3100 FIXME("Output vertex declaration not implemented yet.\n");
3102 /* Need any context to write to the vbo. */
3103 context
= context_acquire(device
, NULL
);
3104 gl_info
= context
->gl_info
;
3106 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3107 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3108 context_stream_info_from_declaration(context
, state
, &stream_info
);
3109 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3111 /* We can't convert FROM a VBO, and vertex buffers used to source into
3112 * process_vertices() are unlikely to ever be used for drawing. Release
3113 * VBOs in those buffers and fix up the stream_info structure.
3115 * Also apply the start index. */
3116 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3118 struct wined3d_stream_info_element
*e
;
3119 struct wined3d_buffer
*buffer
;
3124 e
= &stream_info
.elements
[i
];
3125 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3126 e
->data
.buffer_object
= 0;
3127 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3128 if (buffer
->buffer_object
)
3130 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3131 buffer
->buffer_object
= 0;
3134 e
->data
.addr
+= e
->stride
* src_start_idx
;
3137 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3138 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3140 context_release(context
);
3145 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3146 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3148 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3151 TRACE("device %p, stage %u, state %s, value %#x.\n",
3152 device
, stage
, debug_d3dtexturestate(state
), value
);
3154 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3156 WARN("Invalid state %#x passed.\n", state
);
3160 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3162 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3163 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3167 old_value
= device
->update_state
->texture_states
[stage
][state
];
3168 device
->update_state
->texture_states
[stage
][state
] = value
;
3170 if (device
->recording
)
3172 TRACE("Recording... not performing anything.\n");
3173 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3177 /* Checked after the assignments to allow proper stateblock recording. */
3178 if (old_value
== value
)
3180 TRACE("Application is setting the old value over, nothing to do.\n");
3184 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3187 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3188 UINT stage
, enum wined3d_texture_stage_state state
)
3190 TRACE("device %p, stage %u, state %s.\n",
3191 device
, stage
, debug_d3dtexturestate(state
));
3193 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3195 WARN("Invalid state %#x passed.\n", state
);
3199 return device
->state
.texture_states
[stage
][state
];
3202 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3203 UINT stage
, struct wined3d_texture
*texture
)
3205 struct wined3d_texture
*prev
;
3207 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3209 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3210 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3212 /* Windows accepts overflowing this array... we do not. */
3213 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3215 WARN("Ignoring invalid stage %u.\n", stage
);
3219 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3221 WARN("Rejecting attempt to set scratch texture.\n");
3222 return WINED3DERR_INVALIDCALL
;
3225 if (device
->recording
)
3226 device
->recording
->changed
.textures
|= 1u << stage
;
3228 prev
= device
->update_state
->textures
[stage
];
3229 TRACE("Previous texture %p.\n", prev
);
3231 if (texture
== prev
)
3233 TRACE("App is setting the same texture again, nothing to do.\n");
3237 TRACE("Setting new texture to %p.\n", texture
);
3238 device
->update_state
->textures
[stage
] = texture
;
3241 wined3d_texture_incref(texture
);
3242 if (!device
->recording
)
3243 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3245 wined3d_texture_decref(prev
);
3250 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3252 TRACE("device %p, stage %u.\n", device
, stage
);
3254 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3255 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3257 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3259 WARN("Ignoring invalid stage %u.\n", stage
);
3260 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3263 return device
->state
.textures
[stage
];
3266 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3268 TRACE("device %p, caps %p.\n", device
, caps
);
3270 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3271 device
->create_parms
.device_type
, caps
);
3274 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3275 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3277 struct wined3d_swapchain
*swapchain
;
3279 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3280 device
, swapchain_idx
, mode
, rotation
);
3282 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3283 return WINED3DERR_INVALIDCALL
;
3285 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3288 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3290 struct wined3d_stateblock
*stateblock
;
3293 TRACE("device %p.\n", device
);
3295 if (device
->recording
)
3296 return WINED3DERR_INVALIDCALL
;
3298 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3302 device
->recording
= stateblock
;
3303 device
->update_state
= &stateblock
->state
;
3305 TRACE("Recording stateblock %p.\n", stateblock
);
3310 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3311 struct wined3d_stateblock
**stateblock
)
3313 struct wined3d_stateblock
*object
= device
->recording
;
3315 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3317 if (!device
->recording
)
3319 WARN("Not recording.\n");
3321 return WINED3DERR_INVALIDCALL
;
3324 stateblock_init_contained_states(object
);
3326 *stateblock
= object
;
3327 device
->recording
= NULL
;
3328 device
->update_state
= &device
->state
;
3330 TRACE("Returning stateblock %p.\n", *stateblock
);
3335 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3337 /* At the moment we have no need for any functionality at the beginning
3339 TRACE("device %p.\n", device
);
3341 if (device
->inScene
)
3343 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3344 return WINED3DERR_INVALIDCALL
;
3346 device
->inScene
= TRUE
;
3350 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3352 struct wined3d_context
*context
;
3354 TRACE("device %p.\n", device
);
3356 if (!device
->inScene
)
3358 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3359 return WINED3DERR_INVALIDCALL
;
3362 context
= context_acquire(device
, NULL
);
3363 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3364 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3365 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3367 context_release(context
);
3369 device
->inScene
= FALSE
;
3373 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3374 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3376 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3377 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3379 if (!rect_count
&& rects
)
3381 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3385 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3387 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3390 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3391 /* TODO: What about depth stencil buffers without stencil bits? */
3392 return WINED3DERR_INVALIDCALL
;
3394 else if (flags
& WINED3DCLEAR_TARGET
)
3396 if (ds
->width
< device
->fb
.render_targets
[0]->width
3397 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3399 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3405 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3410 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3411 struct wined3d_query
*predicate
, BOOL value
)
3413 struct wined3d_query
*prev
;
3415 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3417 prev
= device
->update_state
->predicate
;
3420 FIXME("Predicated rendering not implemented.\n");
3421 wined3d_query_incref(predicate
);
3423 device
->update_state
->predicate
= predicate
;
3424 device
->update_state
->predicate_value
= value
;
3425 if (!device
->recording
)
3426 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3428 wined3d_query_decref(prev
);
3431 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3433 TRACE("device %p, value %p.\n", device
, value
);
3435 *value
= device
->state
.predicate_value
;
3436 return device
->state
.predicate
;
3439 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3440 enum wined3d_primitive_type primitive_type
)
3442 GLenum gl_primitive_type
, prev
;
3444 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3446 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3447 prev
= device
->update_state
->gl_primitive_type
;
3448 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3449 if (device
->recording
)
3450 device
->recording
->changed
.primitive_type
= TRUE
;
3451 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3452 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3455 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3456 enum wined3d_primitive_type
*primitive_type
)
3458 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3460 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3462 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3465 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3467 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3469 if (!device
->state
.vertex_declaration
)
3471 WARN("Called without a valid vertex declaration set.\n");
3472 return WINED3DERR_INVALIDCALL
;
3475 if (device
->state
.load_base_vertex_index
)
3477 device
->state
.load_base_vertex_index
= 0;
3478 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3481 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3486 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3487 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3489 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3490 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3492 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3495 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3497 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3499 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3501 if (!device
->state
.index_buffer
)
3503 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3504 * without an index buffer set. (The first time at least...)
3505 * D3D8 simply dies, but I doubt it can do much harm to return
3506 * D3DERR_INVALIDCALL there as well. */
3507 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3508 return WINED3DERR_INVALIDCALL
;
3511 if (!device
->state
.vertex_declaration
)
3513 WARN("Called without a valid vertex declaration set.\n");
3514 return WINED3DERR_INVALIDCALL
;
3517 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3518 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3520 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3521 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3524 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3529 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3530 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3532 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3533 device
, start_idx
, index_count
, start_instance
, instance_count
);
3535 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3538 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3539 static HRESULT
device_update_volume(struct wined3d_device
*device
,
3540 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
3542 struct wined3d_const_bo_address data
;
3543 struct wined3d_map_desc src
;
3545 struct wined3d_context
*context
;
3547 TRACE("device %p, src_volume %p, dst_volume %p.\n",
3548 device
, src_volume
, dst_volume
);
3550 if (src_volume
->resource
.format
!= dst_volume
->resource
.format
)
3552 FIXME("Source and destination formats do not match.\n");
3553 return WINED3DERR_INVALIDCALL
;
3555 if (src_volume
->resource
.width
!= dst_volume
->resource
.width
3556 || src_volume
->resource
.height
!= dst_volume
->resource
.height
3557 || src_volume
->resource
.depth
!= dst_volume
->resource
.depth
)
3559 FIXME("Source and destination sizes do not match.\n");
3560 return WINED3DERR_INVALIDCALL
;
3563 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3566 context
= context_acquire(device
, NULL
);
3568 /* Only a prepare, since we're uploading the entire volume. */
3569 wined3d_texture_prepare_texture(dst_volume
->container
, context
, FALSE
);
3570 wined3d_texture_bind_and_dirtify(dst_volume
->container
, context
, FALSE
);
3572 data
.buffer_object
= 0;
3573 data
.addr
= src
.data
;
3574 wined3d_volume_upload_data(dst_volume
, context
, &data
);
3575 wined3d_volume_invalidate_location(dst_volume
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3577 context_release(context
);
3579 hr
= wined3d_volume_unmap(src_volume
);
3584 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3585 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3587 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3588 unsigned int layer_count
, level_count
, i
, j
;
3589 enum wined3d_resource_type type
;
3591 struct wined3d_context
*context
;
3593 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3595 /* Verify that the source and destination textures are non-NULL. */
3596 if (!src_texture
|| !dst_texture
)
3598 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3599 return WINED3DERR_INVALIDCALL
;
3602 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3604 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3605 return WINED3DERR_INVALIDCALL
;
3607 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3609 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3610 return WINED3DERR_INVALIDCALL
;
3613 /* Verify that the source and destination textures are the same type. */
3614 type
= src_texture
->resource
.type
;
3615 if (dst_texture
->resource
.type
!= type
)
3617 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3618 return WINED3DERR_INVALIDCALL
;
3621 layer_count
= src_texture
->layer_count
;
3622 if (layer_count
!= dst_texture
->layer_count
)
3624 WARN("Source and destination have different layer counts.\n");
3625 return WINED3DERR_INVALIDCALL
;
3628 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3629 wined3d_texture_get_level_count(dst_texture
));
3631 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3632 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3633 if (type
== WINED3D_RTYPE_VOLUME
)
3635 src_size
= max(src_size
, src_texture
->resource
.depth
);
3636 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3638 while (src_size
> dst_size
)
3644 /* Make sure that the destination texture is loaded. */
3645 context
= context_acquire(device
, NULL
);
3646 wined3d_texture_load(dst_texture
, context
, FALSE
);
3647 context_release(context
);
3649 /* Update every surface level of the texture. */
3652 case WINED3D_RTYPE_TEXTURE_2D
:
3654 unsigned int src_levels
= src_texture
->level_count
;
3655 unsigned int dst_levels
= dst_texture
->level_count
;
3656 struct wined3d_surface
*src_surface
;
3657 struct wined3d_surface
*dst_surface
;
3659 for (i
= 0; i
< layer_count
; ++i
)
3661 for (j
= 0; j
< level_count
; ++j
)
3663 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
,
3664 i
* src_levels
+ j
+ src_skip_levels
));
3665 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
,
3666 i
* dst_levels
+ j
));
3667 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3669 WARN("Failed to update surface, hr %#x.\n", hr
);
3677 case WINED3D_RTYPE_TEXTURE_3D
:
3679 for (i
= 0; i
< level_count
; ++i
)
3681 hr
= device_update_volume(device
,
3682 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
,
3683 i
+ src_skip_levels
)),
3684 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
3687 WARN("Failed to update volume, hr %#x.\n", hr
);
3695 FIXME("Unsupported texture type %#x.\n", type
);
3696 return WINED3DERR_INVALIDCALL
;
3702 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3704 const struct wined3d_state
*state
= &device
->state
;
3705 struct wined3d_texture
*texture
;
3708 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3710 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3712 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3714 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3715 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3717 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3719 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3720 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3723 texture
= state
->textures
[i
];
3724 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3726 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3728 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3731 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3733 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3736 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3737 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3739 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3744 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3745 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3747 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3748 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3750 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3752 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3753 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3757 /* return a sensible default */
3760 TRACE("returning D3D_OK\n");
3764 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3768 TRACE("device %p, software %#x.\n", device
, software
);
3772 FIXME("device %p, software %#x stub!\n", device
, software
);
3776 device
->softwareVertexProcessing
= software
;
3779 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3783 TRACE("device %p.\n", device
);
3787 TRACE("device %p stub!\n", device
);
3791 return device
->softwareVertexProcessing
;
3794 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3795 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3797 struct wined3d_swapchain
*swapchain
;
3799 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3800 device
, swapchain_idx
, raster_status
);
3802 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3803 return WINED3DERR_INVALIDCALL
;
3805 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3808 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3812 TRACE("device %p, segments %.8e.\n", device
, segments
);
3814 if (segments
!= 0.0f
)
3818 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3826 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3830 TRACE("device %p.\n", device
);
3834 FIXME("device %p stub!\n", device
);
3841 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3842 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3844 struct wined3d_surface
*dst_surface
, *src_surface
;
3845 struct wined3d_texture
*dst_texture
, *src_texture
;
3846 RECT dst_rect
, src_rect
;
3847 unsigned int i
, count
;
3850 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3852 if (src_resource
== dst_resource
)
3854 WARN("Source and destination are the same resource.\n");
3858 if (src_resource
->type
!= dst_resource
->type
)
3860 WARN("Resource types (%s / %s) don't match.\n",
3861 debug_d3dresourcetype(dst_resource
->type
),
3862 debug_d3dresourcetype(src_resource
->type
));
3866 if (src_resource
->width
!= dst_resource
->width
3867 || src_resource
->height
!= dst_resource
->height
3868 || src_resource
->depth
!= dst_resource
->depth
)
3870 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3871 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3872 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3876 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3878 WARN("Resource formats (%s / %s) don't match.\n",
3879 debug_d3dformat(dst_resource
->format
->id
),
3880 debug_d3dformat(src_resource
->format
->id
));
3884 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3886 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3890 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3891 src_texture
= wined3d_texture_from_resource(src_resource
);
3893 if (src_texture
->layer_count
!= dst_texture
->layer_count
3894 || src_texture
->level_count
!= dst_texture
->level_count
)
3896 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3897 dst_texture
->layer_count
, dst_texture
->level_count
,
3898 src_texture
->layer_count
, src_texture
->level_count
);
3902 count
= dst_texture
->layer_count
* dst_texture
->level_count
;
3903 for (i
= 0; i
< count
; ++i
)
3905 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3906 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3908 SetRect(&dst_rect
, 0, 0, dst_surface
->resource
.width
, dst_surface
->resource
.height
);
3909 SetRect(&src_rect
, 0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
);
3910 if (FAILED(hr
= wined3d_surface_blt(dst_surface
, &dst_rect
,
3911 src_surface
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3912 ERR("Failed to blit, sub-resource %u, hr %#x.\n", i
, hr
);
3916 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3917 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3918 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3919 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3921 struct wined3d_surface
*dst_surface
, *src_surface
;
3922 struct wined3d_texture
*dst_texture
, *src_texture
;
3923 struct wined3d_resource
*tmp
;
3924 RECT dst_rect
, src_rect
;
3927 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3928 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3929 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3930 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3932 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3934 WARN("Source and destination are the same sub-resource.\n");
3935 return WINED3DERR_INVALIDCALL
;
3938 if (src_resource
->type
!= dst_resource
->type
)
3940 WARN("Resource types (%s / %s) don't match.\n",
3941 debug_d3dresourcetype(dst_resource
->type
),
3942 debug_d3dresourcetype(src_resource
->type
));
3943 return WINED3DERR_INVALIDCALL
;
3946 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3948 WARN("Resource formats (%s / %s) don't match.\n",
3949 debug_d3dformat(dst_resource
->format
->id
),
3950 debug_d3dformat(src_resource
->format
->id
));
3951 return WINED3DERR_INVALIDCALL
;
3954 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3956 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3957 return WINED3DERR_INVALIDCALL
;
3960 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3961 if (!(tmp
= wined3d_texture_get_sub_resource(dst_texture
, dst_sub_resource_idx
)))
3963 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3964 return WINED3DERR_INVALIDCALL
;
3966 dst_surface
= surface_from_resource(tmp
);
3968 src_texture
= wined3d_texture_from_resource(src_resource
);
3969 if (!(tmp
= wined3d_texture_get_sub_resource(src_texture
, src_sub_resource_idx
)))
3971 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3972 return WINED3DERR_INVALIDCALL
;
3974 src_surface
= surface_from_resource(tmp
);
3978 if (src_box
->front
>= src_box
->back
)
3980 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3981 return WINED3DERR_INVALIDCALL
;
3984 src_rect
.left
= src_box
->left
;
3985 src_rect
.top
= src_box
->top
;
3986 src_rect
.right
= src_box
->right
;
3987 src_rect
.bottom
= src_box
->bottom
;
3993 src_rect
.right
= src_surface
->resource
.width
;
3994 src_rect
.bottom
= src_surface
->resource
.height
;
3997 dst_rect
.left
= dst_x
;
3998 dst_rect
.top
= dst_y
;
3999 dst_rect
.right
= dst_x
+ (src_rect
.right
- src_rect
.left
);
4000 dst_rect
.bottom
= dst_y
+ (src_rect
.bottom
- src_rect
.top
);
4002 if (FAILED(hr
= wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4003 WARN("Failed to blit, hr %#x.\n", hr
);
4008 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4009 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4010 unsigned int depth_pitch
)
4012 struct wined3d_resource
*sub_resource
;
4013 const struct wined3d_gl_info
*gl_info
;
4014 struct wined3d_const_bo_address addr
;
4015 struct wined3d_context
*context
;
4016 struct wined3d_texture
*texture
;
4017 struct wined3d_surface
*surface
;
4021 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4022 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4024 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4026 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4029 if (sub_resource_idx
> 0)
4031 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4035 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4036 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4041 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4043 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4047 texture
= wined3d_texture_from_resource(resource
);
4048 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4050 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4053 surface
= surface_from_resource(sub_resource
);
4059 if (box
->left
>= box
->right
|| box
->right
> sub_resource
->width
4060 || box
->top
>= box
->bottom
|| box
->bottom
> sub_resource
->height
4061 || box
->front
>= box
->back
)
4063 WARN("Invalid box %s specified.\n", debug_box(box
));
4067 src_rect
.right
= box
->right
- box
->left
;
4068 src_rect
.bottom
= box
->bottom
- box
->top
;
4069 dst_point
.x
= box
->left
;
4070 dst_point
.y
= box
->top
;
4074 src_rect
.right
= sub_resource
->width
;
4075 src_rect
.bottom
= sub_resource
->height
;
4080 addr
.buffer_object
= 0;
4083 context
= context_acquire(resource
->device
, NULL
);
4084 gl_info
= context
->gl_info
;
4086 /* Only load the surface for partial updates. */
4087 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== sub_resource
->width
4088 && src_rect
.bottom
== sub_resource
->height
)
4089 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4091 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4092 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4094 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4095 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4097 context_release(context
);
4099 surface_validate_location(surface
, WINED3D_LOCATION_TEXTURE_RGB
);
4100 surface_invalidate_location(surface
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4103 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4104 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, const struct wined3d_color
*color
)
4106 struct wined3d_resource
*resource
;
4109 TRACE("device %p, view %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4110 device
, view
, wine_dbgstr_rect(rect
), color
->r
, color
->g
, color
->b
, color
->a
);
4112 resource
= view
->resource
;
4113 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4115 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4116 return WINED3DERR_INVALIDCALL
;
4119 if (view
->depth
> 1)
4121 FIXME("Layered clears not implemented.\n");
4122 return WINED3DERR_INVALIDCALL
;
4127 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4131 resource
= wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource
), view
->sub_resource_idx
);
4133 return surface_color_fill(surface_from_resource(resource
), rect
, color
);
4136 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4137 unsigned int view_idx
)
4139 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4141 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4143 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4147 return device
->fb
.render_targets
[view_idx
];
4150 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4152 TRACE("device %p.\n", device
);
4154 return device
->fb
.depth_stencil
;
4157 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4158 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4160 struct wined3d_rendertarget_view
*prev
;
4162 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4163 device
, view_idx
, view
, set_viewport
);
4165 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4167 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4168 return WINED3DERR_INVALIDCALL
;
4171 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4173 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4174 return WINED3DERR_INVALIDCALL
;
4177 /* Set the viewport and scissor rectangles, if requested. Tests show that
4178 * stateblock recording is ignored, the change goes directly into the
4179 * primary stateblock. */
4180 if (!view_idx
&& set_viewport
)
4182 struct wined3d_state
*state
= &device
->state
;
4184 state
->viewport
.x
= 0;
4185 state
->viewport
.y
= 0;
4186 state
->viewport
.width
= view
->width
;
4187 state
->viewport
.height
= view
->height
;
4188 state
->viewport
.min_z
= 0.0f
;
4189 state
->viewport
.max_z
= 1.0f
;
4190 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4192 state
->scissor_rect
.top
= 0;
4193 state
->scissor_rect
.left
= 0;
4194 state
->scissor_rect
.right
= view
->width
;
4195 state
->scissor_rect
.bottom
= view
->height
;
4196 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4200 prev
= device
->fb
.render_targets
[view_idx
];
4205 wined3d_rendertarget_view_incref(view
);
4206 device
->fb
.render_targets
[view_idx
] = view
;
4207 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4208 /* Release after the assignment, to prevent device_resource_released()
4209 * from seeing the surface as still in use. */
4211 wined3d_rendertarget_view_decref(prev
);
4216 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4218 struct wined3d_rendertarget_view
*prev
;
4220 TRACE("device %p, view %p.\n", device
, view
);
4222 prev
= device
->fb
.depth_stencil
;
4225 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4229 if ((device
->fb
.depth_stencil
= view
))
4230 wined3d_rendertarget_view_incref(view
);
4231 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4233 wined3d_rendertarget_view_decref(prev
);
4236 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4237 struct wined3d_surface
*cursor_image
)
4239 struct wined3d_sub_resource_data data
;
4240 struct wined3d_resource_desc desc
;
4241 struct wined3d_map_desc map_desc
;
4242 struct wined3d_texture
*texture
;
4245 if (FAILED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4247 ERR("Failed to map source surface.\n");
4251 data
.data
= map_desc
.data
;
4252 data
.row_pitch
= map_desc
.row_pitch
;
4253 data
.slice_pitch
= map_desc
.slice_pitch
;
4255 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4256 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4257 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4258 desc
.multisample_quality
= 0;
4259 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4260 desc
.pool
= WINED3D_POOL_DEFAULT
;
4261 desc
.width
= cursor_image
->resource
.width
;
4262 desc
.height
= cursor_image
->resource
.height
;
4266 hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4267 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4268 wined3d_surface_unmap(cursor_image
);
4271 ERR("Failed to create cursor texture.\n");
4278 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4279 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4281 struct wined3d_display_mode mode
;
4282 struct wined3d_map_desc map_desc
;
4283 struct wined3d_resource
*sub_resource
;
4284 struct wined3d_surface
*cursor_image
;
4287 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4288 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4290 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
))
4291 || sub_resource
->type
!= WINED3D_RTYPE_SURFACE
)
4292 return WINED3DERR_INVALIDCALL
;
4294 cursor_image
= surface_from_resource(sub_resource
);
4296 if (device
->cursor_texture
)
4298 wined3d_texture_decref(device
->cursor_texture
);
4299 device
->cursor_texture
= NULL
;
4302 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4304 WARN("Texture %p has invalid format %s.\n",
4305 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4306 return WINED3DERR_INVALIDCALL
;
4309 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4311 ERR("Failed to get display mode, hr %#x.\n", hr
);
4312 return WINED3DERR_INVALIDCALL
;
4315 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4317 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4318 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4319 mode
.width
, mode
.height
);
4320 return WINED3DERR_INVALIDCALL
;
4323 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4325 /* Do not store the surface's pointer because the application may
4326 * release it after setting the cursor image. Windows doesn't
4327 * addref the set surface, so we can't do this either without
4328 * creating circular refcount dependencies. */
4329 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, cursor_image
)))
4331 ERR("Failed to create cursor texture.\n");
4332 return WINED3DERR_INVALIDCALL
;
4335 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4337 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4338 ICONINFO cursor_info
;
4342 /* 32-bit user32 cursors ignore the alpha channel if it's all
4343 * zeroes, and use the mask instead. Fill the mask with all ones
4344 * to ensure we still get a fully transparent cursor. */
4345 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4346 return E_OUTOFMEMORY
;
4347 memset(mask_bits
, 0xff, mask_size
);
4349 wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4350 cursor_info
.fIcon
= FALSE
;
4351 cursor_info
.xHotspot
= x_hotspot
;
4352 cursor_info
.yHotspot
= y_hotspot
;
4353 cursor_info
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
,
4354 cursor_image
->resource
.height
, 1, 1, mask_bits
);
4355 cursor_info
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
,
4356 cursor_image
->resource
.height
, 1, 32, map_desc
.data
);
4357 wined3d_surface_unmap(cursor_image
);
4359 /* Create our cursor and clean up. */
4360 cursor
= CreateIconIndirect(&cursor_info
);
4361 if (cursor_info
.hbmMask
)
4362 DeleteObject(cursor_info
.hbmMask
);
4363 if (cursor_info
.hbmColor
)
4364 DeleteObject(cursor_info
.hbmColor
);
4365 if (device
->hardwareCursor
)
4366 DestroyCursor(device
->hardwareCursor
);
4367 device
->hardwareCursor
= cursor
;
4368 if (device
->bCursorVisible
)
4371 HeapFree(GetProcessHeap(), 0, mask_bits
);
4374 TRACE("New cursor dimensions are %ux%u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4375 device
->cursorWidth
= cursor_image
->resource
.width
;
4376 device
->cursorHeight
= cursor_image
->resource
.height
;
4377 device
->xHotSpot
= x_hotspot
;
4378 device
->yHotSpot
= y_hotspot
;
4383 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4384 int x_screen_space
, int y_screen_space
, DWORD flags
)
4386 TRACE("device %p, x %d, y %d, flags %#x.\n",
4387 device
, x_screen_space
, y_screen_space
, flags
);
4389 device
->xScreenSpace
= x_screen_space
;
4390 device
->yScreenSpace
= y_screen_space
;
4392 if (device
->hardwareCursor
)
4396 GetCursorPos( &pt
);
4397 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4399 SetCursorPos( x_screen_space
, y_screen_space
);
4401 /* Switch to the software cursor if position diverges from the hardware one. */
4402 GetCursorPos( &pt
);
4403 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4405 if (device
->bCursorVisible
) SetCursor( NULL
);
4406 DestroyCursor( device
->hardwareCursor
);
4407 device
->hardwareCursor
= 0;
4412 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4414 BOOL oldVisible
= device
->bCursorVisible
;
4416 TRACE("device %p, show %#x.\n", device
, show
);
4419 * When ShowCursor is first called it should make the cursor appear at the OS's last
4420 * known cursor position.
4422 if (show
&& !oldVisible
)
4426 device
->xScreenSpace
= pt
.x
;
4427 device
->yScreenSpace
= pt
.y
;
4430 if (device
->hardwareCursor
)
4432 device
->bCursorVisible
= show
;
4434 SetCursor(device
->hardwareCursor
);
4438 else if (device
->cursor_texture
)
4440 device
->bCursorVisible
= show
;
4446 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4448 struct wined3d_resource
*resource
, *cursor
;
4450 TRACE("device %p.\n", device
);
4452 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4454 TRACE("Checking resource %p for eviction.\n", resource
);
4456 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4458 TRACE("Evicting %p.\n", resource
);
4459 resource
->resource_ops
->resource_unload(resource
);
4463 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4464 device_invalidate_state(device
, STATE_STREAMSRC
);
4467 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4469 struct wined3d_resource
*resource
, *cursor
;
4470 const struct wined3d_gl_info
*gl_info
;
4471 struct wined3d_context
*context
;
4472 struct wined3d_shader
*shader
;
4474 context
= context_acquire(device
, NULL
);
4475 gl_info
= context
->gl_info
;
4477 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4479 TRACE("Unloading resource %p.\n", resource
);
4481 resource
->resource_ops
->resource_unload(resource
);
4484 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4486 device
->shader_backend
->shader_destroy(shader
);
4489 if (device
->depth_blt_texture
)
4491 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4492 device
->depth_blt_texture
= 0;
4495 device
->blitter
->free_private(device
);
4496 device
->shader_backend
->shader_free_private(device
);
4497 destroy_dummy_textures(device
, gl_info
);
4498 destroy_default_sampler(device
);
4500 context_release(context
);
4502 while (device
->context_count
)
4504 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4507 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4508 swapchain
->context
= NULL
;
4511 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4513 struct wined3d_context
*context
;
4514 struct wined3d_surface
*target
;
4517 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4518 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4520 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4524 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4526 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4527 device
->shader_backend
->shader_free_private(device
);
4531 /* Recreate the primary swapchain's context */
4532 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4533 if (!swapchain
->context
)
4535 ERR("Failed to allocate memory for swapchain context array.\n");
4536 device
->blitter
->free_private(device
);
4537 device
->shader_backend
->shader_free_private(device
);
4538 return E_OUTOFMEMORY
;
4541 target
= swapchain
->back_buffers
4542 ? surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0))
4543 : surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
4544 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4546 WARN("Failed to create context.\n");
4547 device
->blitter
->free_private(device
);
4548 device
->shader_backend
->shader_free_private(device
);
4549 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4553 swapchain
->context
[0] = context
;
4554 swapchain
->num_contexts
= 1;
4555 create_dummy_textures(device
, context
);
4556 create_default_sampler(device
);
4557 context_release(context
);
4562 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4563 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4564 wined3d_device_reset_cb callback
, BOOL reset_state
)
4566 struct wined3d_rendertarget_view_desc view_desc
;
4567 struct wined3d_resource
*resource
, *cursor
;
4568 struct wined3d_swapchain
*swapchain
;
4569 struct wined3d_display_mode m
;
4570 BOOL DisplayModeChanged
;
4571 HRESULT hr
= WINED3D_OK
;
4574 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4575 device
, swapchain_desc
, mode
, callback
, reset_state
);
4577 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4579 ERR("Failed to get the first implicit swapchain.\n");
4580 return WINED3DERR_INVALIDCALL
;
4582 DisplayModeChanged
= swapchain
->reapply_mode
;
4586 if (device
->logo_texture
)
4588 wined3d_texture_decref(device
->logo_texture
);
4589 device
->logo_texture
= NULL
;
4591 if (device
->cursor_texture
)
4593 wined3d_texture_decref(device
->cursor_texture
);
4594 device
->cursor_texture
= NULL
;
4596 state_unbind_resources(&device
->state
);
4599 if (device
->fb
.render_targets
)
4601 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4603 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4606 wined3d_device_set_depth_stencil_view(device
, NULL
);
4608 if (device
->onscreen_depth_stencil
)
4610 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4611 device
->onscreen_depth_stencil
= 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
);
4663 DisplayModeChanged
= TRUE
;
4666 else if (swapchain_desc
->windowed
)
4668 m
= swapchain
->original_mode
;
4672 m
.width
= swapchain_desc
->backbuffer_width
;
4673 m
.height
= swapchain_desc
->backbuffer_height
;
4674 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4675 m
.format_id
= swapchain_desc
->backbuffer_format
;
4676 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4678 if ((m
.width
!= swapchain
->desc
.backbuffer_width
4679 || m
.height
!= swapchain
->desc
.backbuffer_height
))
4680 DisplayModeChanged
= TRUE
;
4683 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4684 || DisplayModeChanged
)
4686 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4688 WARN("Failed to set display mode, hr %#x.\n", hr
);
4689 return WINED3DERR_INVALIDCALL
;
4692 if (!swapchain_desc
->windowed
)
4694 if (swapchain
->desc
.windowed
)
4696 HWND focus_window
= device
->create_parms
.focus_window
;
4698 focus_window
= swapchain_desc
->device_window
;
4699 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4701 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4705 /* switch from windowed to fs */
4706 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4707 swapchain_desc
->backbuffer_width
,
4708 swapchain_desc
->backbuffer_height
);
4712 /* Fullscreen -> fullscreen mode change */
4713 MoveWindow(swapchain
->device_window
, 0, 0,
4714 swapchain_desc
->backbuffer_width
,
4715 swapchain_desc
->backbuffer_height
,
4718 swapchain
->d3d_mode
= m
;
4720 else if (!swapchain
->desc
.windowed
)
4722 /* Fullscreen -> windowed switch */
4723 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4724 wined3d_device_release_focus_window(device
);
4726 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4728 else if (!swapchain_desc
->windowed
)
4730 DWORD style
= device
->style
;
4731 DWORD exStyle
= device
->exStyle
;
4732 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4733 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4734 * Reset to clear up their mess. Guild Wars also loses the device during that.
4737 device
->exStyle
= 0;
4738 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4739 swapchain_desc
->backbuffer_width
,
4740 swapchain_desc
->backbuffer_height
);
4741 device
->style
= style
;
4742 device
->exStyle
= exStyle
;
4745 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4746 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4747 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4750 if (device
->auto_depth_stencil_view
)
4752 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4753 device
->auto_depth_stencil_view
= NULL
;
4755 if (swapchain
->desc
.enable_auto_depth_stencil
)
4757 struct wined3d_resource_desc texture_desc
;
4758 struct wined3d_texture
*texture
;
4760 TRACE("Creating the depth stencil buffer\n");
4762 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4763 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4764 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4765 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4766 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4767 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4768 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4769 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4770 texture_desc
.depth
= 1;
4771 texture_desc
.size
= 0;
4773 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4774 device
->device_parent
, &texture_desc
, &texture
)))
4776 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4777 return WINED3DERR_INVALIDCALL
;
4780 view_desc
.format_id
= texture
->resource
.format
->id
;
4781 view_desc
.u
.texture
.level_idx
= 0;
4782 view_desc
.u
.texture
.layer_idx
= 0;
4783 view_desc
.u
.texture
.layer_count
= 1;
4784 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4785 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4786 wined3d_texture_decref(texture
);
4789 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4793 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4796 if (device
->back_buffer_view
)
4798 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4799 device
->back_buffer_view
= NULL
;
4801 if (swapchain
->desc
.backbuffer_count
)
4803 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
4804 view_desc
.u
.texture
.level_idx
= 0;
4805 view_desc
.u
.texture
.layer_idx
= 0;
4806 view_desc
.u
.texture
.layer_count
= 1;
4807 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
4808 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4810 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4815 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4819 TRACE("Resetting stateblock.\n");
4820 if (device
->recording
)
4822 wined3d_stateblock_decref(device
->recording
);
4823 device
->recording
= NULL
;
4825 wined3d_cs_emit_reset_state(device
->cs
);
4826 state_cleanup(&device
->state
);
4828 if (device
->d3d_initialized
)
4829 delete_opengl_contexts(device
, swapchain
);
4831 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4832 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4833 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4834 device
->update_state
= &device
->state
;
4836 device_init_swapchain_state(device
, swapchain
);
4838 else if (device
->back_buffer_view
)
4840 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4841 struct wined3d_state
*state
= &device
->state
;
4843 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4845 /* Note the min_z / max_z is not reset. */
4846 state
->viewport
.x
= 0;
4847 state
->viewport
.y
= 0;
4848 state
->viewport
.width
= view
->width
;
4849 state
->viewport
.height
= view
->height
;
4850 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4852 state
->scissor_rect
.top
= 0;
4853 state
->scissor_rect
.left
= 0;
4854 state
->scissor_rect
.right
= view
->width
;
4855 state
->scissor_rect
.bottom
= view
->height
;
4856 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4859 if (reset_state
&& device
->d3d_initialized
)
4860 hr
= create_primary_opengl_context(device
, swapchain
);
4862 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4868 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4870 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4872 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4878 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4879 struct wined3d_device_creation_parameters
*parameters
)
4881 TRACE("device %p, parameters %p.\n", device
, parameters
);
4883 *parameters
= device
->create_parms
;
4886 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4888 TRACE("device %p.\n", device
);
4890 return device
->wined3d
;
4893 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4894 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4896 struct wined3d_swapchain
*swapchain
;
4898 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4899 device
, swapchain_idx
, flags
, ramp
);
4901 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4902 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4905 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4906 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4908 struct wined3d_swapchain
*swapchain
;
4910 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4911 device
, swapchain_idx
, ramp
);
4913 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4914 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4917 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4919 TRACE("device %p, resource %p.\n", device
, resource
);
4921 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4924 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4926 TRACE("device %p, resource %p.\n", device
, resource
);
4928 list_remove(&resource
->resource_list_entry
);
4931 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4933 enum wined3d_resource_type type
= resource
->type
;
4936 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4938 context_resource_released(device
, resource
, type
);
4942 case WINED3D_RTYPE_SURFACE
:
4944 struct wined3d_surface
*surface
= surface_from_resource(resource
);
4946 if (!device
->d3d_initialized
) break;
4948 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4950 if (wined3d_rendertarget_view_get_surface(device
->fb
.render_targets
[i
]) == surface
)
4952 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
4953 device
->fb
.render_targets
[i
] = NULL
;
4957 if (wined3d_rendertarget_view_get_surface(device
->fb
.depth_stencil
) == surface
)
4959 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
4960 device
->fb
.depth_stencil
= NULL
;
4965 case WINED3D_RTYPE_TEXTURE_2D
:
4966 case WINED3D_RTYPE_TEXTURE_3D
:
4967 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4969 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
4971 if (device
->state
.textures
[i
] == texture
)
4973 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4974 device
->state
.textures
[i
] = NULL
;
4977 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4979 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4980 texture
, device
->recording
, i
);
4981 device
->update_state
->textures
[i
] = NULL
;
4986 case WINED3D_RTYPE_BUFFER
:
4988 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4990 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4992 if (device
->state
.streams
[i
].buffer
== buffer
)
4994 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4995 device
->state
.streams
[i
].buffer
= NULL
;
4998 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5000 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5001 buffer
, device
->recording
, i
);
5002 device
->update_state
->streams
[i
].buffer
= NULL
;
5006 if (device
->state
.index_buffer
== buffer
)
5008 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5009 device
->state
.index_buffer
= NULL
;
5012 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5014 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5015 buffer
, device
->recording
);
5016 device
->update_state
->index_buffer
= NULL
;
5025 /* Remove the resource from the resourceStore */
5026 device_resource_remove(device
, resource
);
5028 TRACE("Resource released.\n");
5031 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5033 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5035 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5038 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
5043 wined3d_sampler_compare
,
5046 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5047 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5048 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5050 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5051 const struct fragment_pipeline
*fragment_pipeline
;
5052 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5057 device
->wined3d
= wined3d
;
5058 wined3d_incref(device
->wined3d
);
5059 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5060 device
->device_parent
= device_parent
;
5061 list_init(&device
->resources
);
5062 list_init(&device
->shaders
);
5063 device
->surface_alignment
= surface_alignment
;
5065 /* Save the creation parameters. */
5066 device
->create_parms
.adapter_idx
= adapter_idx
;
5067 device
->create_parms
.device_type
= device_type
;
5068 device
->create_parms
.focus_window
= focus_window
;
5069 device
->create_parms
.flags
= flags
;
5071 device
->shader_backend
= adapter
->shader_backend
;
5073 vertex_pipeline
= adapter
->vertex_pipe
;
5075 fragment_pipeline
= adapter
->fragment_pipe
;
5077 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
5079 ERR("Failed to initialize sampler rbtree.\n");
5080 return E_OUTOFMEMORY
;
5083 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5084 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5085 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5086 fragment_pipeline
, misc_state_template
)))
5088 ERR("Failed to compile state table, hr %#x.\n", hr
);
5089 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5090 wined3d_decref(device
->wined3d
);
5094 device
->blitter
= adapter
->blitter
;
5096 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5097 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
5099 ERR("Failed to initialize device state, hr %#x.\n", hr
);
5102 device
->update_state
= &device
->state
;
5104 if (!(device
->cs
= wined3d_cs_create(device
)))
5106 WARN("Failed to create command stream.\n");
5107 state_cleanup(&device
->state
);
5115 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5117 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5119 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5120 wined3d_decref(device
->wined3d
);
5125 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5127 DWORD rep
= device
->StateTable
[state
].representative
;
5128 struct wined3d_context
*context
;
5133 for (i
= 0; i
< device
->context_count
; ++i
)
5135 context
= device
->contexts
[i
];
5136 if(isStateDirty(context
, rep
)) continue;
5138 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5139 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5140 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5141 context
->isStateDirty
[idx
] |= (1u << shift
);
5145 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5146 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5148 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5150 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5151 window
, message
, wparam
, lparam
);
5153 return DefWindowProcW(window
, message
, wparam
, lparam
);
5155 return DefWindowProcA(window
, message
, wparam
, lparam
);
5158 if (message
== WM_DESTROY
)
5160 TRACE("unregister window %p.\n", window
);
5161 wined3d_unregister_window(window
);
5163 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5164 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5166 else if (message
== WM_DISPLAYCHANGE
)
5168 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5170 else if (message
== WM_ACTIVATEAPP
)
5174 for (i
= 0; i
< device
->swapchain_count
; i
++)
5175 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5177 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5179 else if (message
== WM_SYSCOMMAND
)
5181 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5184 DefWindowProcW(window
, message
, wparam
, lparam
);
5186 DefWindowProcA(window
, message
, wparam
, lparam
);
5191 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5193 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);