wined3d: Pass a wined3d_device_context to wined3d_cs_emit_set_index_buffer().
[wine.git] / dlls / wined3d / device.c
blobe6bfa90e0268623630fce103366b1d372c1c154f
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(winediag);
39 struct wined3d_matrix_3x3
41 float _11, _12, _13;
42 float _21, _22, _23;
43 float _31, _32, _33;
46 struct light_transformed
48 struct wined3d_color diffuse, specular, ambient;
49 struct wined3d_vec4 position;
50 struct wined3d_vec3 direction;
51 float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi;
54 struct lights_settings
56 struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
57 struct wined3d_color ambient_light;
58 struct wined3d_matrix modelview_matrix;
59 struct wined3d_matrix_3x3 normal_matrix;
60 struct wined3d_vec4 position_transformed;
62 float fog_start, fog_end, fog_density;
64 uint32_t point_light_count : 8;
65 uint32_t spot_light_count : 8;
66 uint32_t directional_light_count : 8;
67 uint32_t parallel_point_light_count : 8;
68 uint32_t lighting : 1;
69 uint32_t legacy_lighting : 1;
70 uint32_t normalise : 1;
71 uint32_t localviewer : 1;
72 uint32_t fog_coord_mode : 2;
73 uint32_t fog_mode : 2;
74 uint32_t padding : 24;
77 /* Define the default light parameters as specified by MSDN. */
78 const struct wined3d_light WINED3D_default_light =
80 WINED3D_LIGHT_DIRECTIONAL, /* Type */
81 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
82 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
83 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
84 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
85 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
86 0.0f, /* Range */
87 0.0f, /* Falloff */
88 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
89 0.0f, /* Theta */
90 0.0f /* Phi */
93 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
95 struct wined3d_context **new_array;
97 TRACE("Adding context %p.\n", context);
99 if (!device->shader_backend->shader_allocate_context_data(context))
101 ERR("Failed to allocate shader backend context data.\n");
102 return FALSE;
104 device->shader_backend->shader_init_context_state(context);
106 if (!device->adapter->fragment_pipe->allocate_context_data(context))
108 ERR("Failed to allocate fragment pipeline context data.\n");
109 device->shader_backend->shader_free_context_data(context);
110 return FALSE;
113 if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
115 ERR("Failed to grow the context array.\n");
116 device->adapter->fragment_pipe->free_context_data(context);
117 device->shader_backend->shader_free_context_data(context);
118 return FALSE;
121 new_array[device->context_count++] = context;
122 device->contexts = new_array;
124 return TRUE;
127 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
129 struct wined3d_context **new_array;
130 BOOL found = FALSE;
131 UINT i;
133 TRACE("Removing context %p.\n", context);
135 device->adapter->fragment_pipe->free_context_data(context);
136 device->shader_backend->shader_free_context_data(context);
138 for (i = 0; i < device->context_count; ++i)
140 if (device->contexts[i] == context)
142 found = TRUE;
143 break;
147 if (!found)
149 ERR("Context %p doesn't exist in context array.\n", context);
150 return;
153 if (!--device->context_count)
155 heap_free(device->contexts);
156 device->contexts = NULL;
157 return;
160 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
161 if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
163 ERR("Failed to shrink context array. Oh well.\n");
164 return;
167 device->contexts = new_array;
170 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
172 ULONG refcount = InterlockedIncrement(&device->ref);
174 TRACE("%p increasing refcount to %u.\n", device, refcount);
176 return refcount;
179 static void device_free_so_desc(struct wine_rb_entry *entry, void *context)
181 struct wined3d_so_desc_entry *s = WINE_RB_ENTRY_VALUE(entry, struct wined3d_so_desc_entry, entry);
183 heap_free(s);
186 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
188 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
190 ERR("Leftover sampler %p.\n", sampler);
193 static void device_leftover_rasterizer_state(struct wine_rb_entry *entry, void *context)
195 struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
197 ERR("Leftover rasterizer state %p.\n", state);
200 static void device_leftover_blend_state(struct wine_rb_entry *entry, void *context)
202 struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
204 ERR("Leftover blend state %p.\n", blend_state);
207 static void device_leftover_depth_stencil_state(struct wine_rb_entry *entry, void *context)
209 struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
211 ERR("Leftover depth/stencil state %p.\n", state);
214 void wined3d_device_cleanup(struct wined3d_device *device)
216 unsigned int i;
218 if (device->swapchain_count)
219 wined3d_device_uninit_3d(device);
221 wined3d_cs_destroy(device->cs);
223 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
225 heap_free(device->multistate_funcs[i]);
226 device->multistate_funcs[i] = NULL;
229 if (!list_empty(&device->resources))
231 struct wined3d_resource *resource;
233 ERR("Device released with resources still bound.\n");
235 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
237 ERR("Leftover resource %p with type %s (%#x).\n",
238 resource, debug_d3dresourcetype(resource->type), resource->type);
242 if (device->contexts)
243 ERR("Context array not freed!\n");
244 if (device->hardwareCursor)
245 DestroyCursor(device->hardwareCursor);
246 device->hardwareCursor = 0;
248 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
249 wine_rb_destroy(&device->rasterizer_states, device_leftover_rasterizer_state, NULL);
250 wine_rb_destroy(&device->blend_states, device_leftover_blend_state, NULL);
251 wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
252 wine_rb_destroy(&device->so_descs, device_free_so_desc, NULL);
254 wined3d_decref(device->wined3d);
255 device->wined3d = NULL;
258 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
260 ULONG refcount = InterlockedDecrement(&device->ref);
262 TRACE("%p decreasing refcount to %u.\n", device, refcount);
264 if (!refcount)
266 device->adapter->adapter_ops->adapter_destroy_device(device);
267 TRACE("Destroyed device %p.\n", device);
270 return refcount;
273 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
275 TRACE("device %p.\n", device);
277 return device->swapchain_count;
280 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
282 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
284 if (swapchain_idx >= device->swapchain_count)
286 WARN("swapchain_idx %u >= swapchain_count %u.\n",
287 swapchain_idx, device->swapchain_count);
288 return NULL;
291 return device->swapchains[swapchain_idx];
294 static void device_load_logo(struct wined3d_device *device, const char *filename)
296 struct wined3d_color_key color_key;
297 struct wined3d_resource_desc desc;
298 HBITMAP hbm;
299 BITMAP bm;
300 HRESULT hr;
301 HDC dcb = NULL, dcs = NULL;
303 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
305 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
306 return;
308 GetObjectA(hbm, sizeof(BITMAP), &bm);
310 if (!(dcb = CreateCompatibleDC(NULL)))
311 goto out;
312 SelectObject(dcb, hbm);
314 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
315 desc.format = WINED3DFMT_B5G6R5_UNORM;
316 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
317 desc.multisample_quality = 0;
318 desc.usage = WINED3DUSAGE_DYNAMIC;
319 desc.bind_flags = 0;
320 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
321 desc.width = bm.bmWidth;
322 desc.height = bm.bmHeight;
323 desc.depth = 1;
324 desc.size = 0;
325 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC,
326 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
328 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
329 goto out;
332 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
334 wined3d_texture_decref(device->logo_texture);
335 device->logo_texture = NULL;
336 goto out;
338 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
339 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
341 color_key.color_space_low_value = 0;
342 color_key.color_space_high_value = 0;
343 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
345 out:
346 if (dcb) DeleteDC(dcb);
347 if (hbm) DeleteObject(hbm);
350 /* Context activation is done by the caller. */
351 static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl,
352 struct wined3d_context_gl *context_gl)
354 struct wined3d_dummy_textures *textures = &device_gl->dummy_textures;
355 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
356 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
357 unsigned int i;
358 DWORD color;
360 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
361 color = 0x000000ff;
362 else
363 color = 0x00000000;
365 /* Under DirectX you can sample even if no texture is bound, whereas
366 * OpenGL will only allow that when a valid texture is bound.
367 * We emulate this by creating dummy textures and binding them
368 * to each texture stage when the currently set D3D texture is NULL. */
369 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
371 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
372 TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
373 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
374 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
375 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
377 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
378 TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
379 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
380 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
381 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
383 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
385 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
386 TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
387 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
388 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
389 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
392 if (gl_info->supported[EXT_TEXTURE3D])
394 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
395 TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
396 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
397 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
398 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
401 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
403 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
404 TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
405 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
406 for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
408 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
409 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
413 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
415 DWORD cube_array_data[6];
417 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
418 TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
419 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
420 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
421 cube_array_data[i] = color;
422 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
423 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
426 if (gl_info->supported[EXT_TEXTURE_ARRAY])
428 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
429 TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
430 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
431 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
432 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
434 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
435 TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
436 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
437 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
438 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
441 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
443 GLuint buffer;
445 GL_EXTCALL(glGenBuffers(1, &buffer));
446 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
447 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
448 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
450 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
451 TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
452 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
453 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
454 GL_EXTCALL(glDeleteBuffers(1, &buffer));
457 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
459 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
460 TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
461 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
462 GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
464 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
465 TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
466 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
467 GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
469 if (gl_info->supported[ARB_CLEAR_TEXTURE])
471 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
472 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
474 else
476 WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
480 checkGLcall("create dummy textures");
482 wined3d_context_gl_bind_dummy_textures(context_gl);
485 /* Context activation is done by the caller. */
486 static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl,
487 struct wined3d_context_gl *context_gl)
489 struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures;
490 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
492 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
494 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
495 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
498 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
499 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
501 if (gl_info->supported[EXT_TEXTURE_ARRAY])
503 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
504 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
507 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
508 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
510 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
511 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
513 if (gl_info->supported[EXT_TEXTURE3D])
514 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
516 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
517 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
519 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
520 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
522 checkGLcall("delete dummy textures");
524 memset(dummy_textures, 0, sizeof(*dummy_textures));
527 /* Context activation is done by the caller. */
528 void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
530 struct wined3d_sampler_desc desc;
531 HRESULT hr;
533 desc.address_u = WINED3D_TADDRESS_WRAP;
534 desc.address_v = WINED3D_TADDRESS_WRAP;
535 desc.address_w = WINED3D_TADDRESS_WRAP;
536 memset(desc.border_color, 0, sizeof(desc.border_color));
537 desc.mag_filter = WINED3D_TEXF_POINT;
538 desc.min_filter = WINED3D_TEXF_POINT;
539 desc.mip_filter = WINED3D_TEXF_NONE;
540 desc.lod_bias = 0.0f;
541 desc.min_lod = -1000.0f;
542 desc.max_lod = 1000.0f;
543 desc.mip_base_level = 0;
544 desc.max_anisotropy = 1;
545 desc.compare = FALSE;
546 desc.comparison_func = WINED3D_CMP_NEVER;
547 desc.srgb_decode = TRUE;
549 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
550 * instructions allow access to resources without using samplers.
551 * In GLSL, resources are always accessed through sampler or image variables. The default
552 * sampler object is used to emulate the direct resource access when there is no sampler state
553 * to use.
555 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
557 ERR("Failed to create default sampler, hr %#x.\n", hr);
558 device->default_sampler = NULL;
561 /* In D3D10+, a NULL sampler maps to the default sampler state. */
562 desc.address_u = WINED3D_TADDRESS_CLAMP;
563 desc.address_v = WINED3D_TADDRESS_CLAMP;
564 desc.address_w = WINED3D_TADDRESS_CLAMP;
565 desc.mag_filter = WINED3D_TEXF_LINEAR;
566 desc.min_filter = WINED3D_TEXF_LINEAR;
567 desc.mip_filter = WINED3D_TEXF_LINEAR;
568 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
570 ERR("Failed to create null sampler, hr %#x.\n", hr);
571 device->null_sampler = NULL;
575 /* Context activation is done by the caller. */
576 void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
578 wined3d_sampler_decref(device->default_sampler);
579 device->default_sampler = NULL;
580 wined3d_sampler_decref(device->null_sampler);
581 device->null_sampler = NULL;
584 static bool wined3d_null_image_vk_init(struct wined3d_image_vk *image, struct wined3d_context_vk *context_vk,
585 VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
587 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
588 VkImageSubresourceRange range;
589 uint32_t flags = 0;
591 static const VkClearColorValue colour = {{0}};
593 TRACE("image %p, context_vk %p, vk_command_buffer %p, type %#x, layer_count %u, sample_count %u.\n",
594 image, context_vk, vk_command_buffer, type, layer_count, sample_count);
596 if (type == VK_IMAGE_TYPE_2D && layer_count >= 6)
597 flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
599 if (!wined3d_context_vk_create_image(context_vk, type,
600 VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_FORMAT_R8G8B8A8_UNORM,
601 1, 1, 1, sample_count, 1, layer_count, flags, image))
603 return false;
606 wined3d_context_vk_reference_image(context_vk, image);
608 range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
609 range.baseMipLevel = 0;
610 range.levelCount = 1;
611 range.baseArrayLayer = 0;
612 range.layerCount = layer_count;
614 wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
615 VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, VK_ACCESS_TRANSFER_WRITE_BIT,
616 VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, image->vk_image, &range);
618 VK_CALL(vkCmdClearColorImage(vk_command_buffer, image->vk_image,
619 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &colour, 1, &range));
621 wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
622 VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, 0,
623 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, image->vk_image, &range);
625 TRACE("Created NULL image 0x%s, memory 0x%s.\n",
626 wine_dbgstr_longlong(image->vk_image), wine_dbgstr_longlong(image->vk_memory));
628 return true;
631 bool wined3d_device_vk_create_null_resources(struct wined3d_device_vk *device_vk,
632 struct wined3d_context_vk *context_vk)
634 struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
635 const struct wined3d_vk_info *vk_info;
636 const struct wined3d_format *format;
637 VkMemoryPropertyFlags memory_type;
638 VkCommandBuffer vk_command_buffer;
639 unsigned int sample_count = 2;
640 VkBufferUsageFlags usage;
642 format = wined3d_get_format(device_vk->d.adapter, WINED3DFMT_R8G8B8A8_UNORM, WINED3D_BIND_SHADER_RESOURCE);
643 while (sample_count && !(sample_count & format->multisample_types))
644 sample_count <<= 1;
646 if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
648 ERR("Failed to get command buffer.\n");
649 return false;
652 vk_info = context_vk->vk_info;
654 usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
655 | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
656 memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
657 if (!wined3d_context_vk_create_bo(context_vk, 16, usage, memory_type, &r->bo))
658 return false;
659 VK_CALL(vkCmdFillBuffer(vk_command_buffer, r->bo.vk_buffer, r->bo.buffer_offset, r->bo.size, 0x00000000u));
660 r->buffer_info.buffer = r->bo.vk_buffer;
661 r->buffer_info.offset = r->bo.buffer_offset;
662 r->buffer_info.range = r->bo.size;
664 if (!wined3d_null_image_vk_init(&r->image_1d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_1D, 1, 1))
666 ERR("Failed to create 1D image.\n");
667 goto fail;
670 if (!wined3d_null_image_vk_init(&r->image_2d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 6, 1))
672 ERR("Failed to create 2D image.\n");
673 goto fail;
676 if (!wined3d_null_image_vk_init(&r->image_2dms, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 1, sample_count))
678 ERR("Failed to create 2D MSAA image.\n");
679 goto fail;
682 if (!wined3d_null_image_vk_init(&r->image_3d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_3D, 1, 1))
684 ERR("Failed to create 3D image.\n");
685 goto fail;
688 return true;
690 fail:
691 if (r->image_2dms.vk_image)
692 wined3d_context_vk_destroy_image(context_vk, &r->image_2dms);
693 if (r->image_2d.vk_image)
694 wined3d_context_vk_destroy_image(context_vk, &r->image_2d);
695 if (r->image_1d.vk_image)
696 wined3d_context_vk_destroy_image(context_vk, &r->image_1d);
697 wined3d_context_vk_reference_bo(context_vk, &r->bo);
698 wined3d_context_vk_destroy_bo(context_vk, &r->bo);
699 return false;
702 void wined3d_device_vk_destroy_null_resources(struct wined3d_device_vk *device_vk,
703 struct wined3d_context_vk *context_vk)
705 struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
707 /* We don't track command buffer references to NULL resources. We easily
708 * could, but it doesn't seem worth it. */
709 wined3d_context_vk_reference_image(context_vk, &r->image_3d);
710 wined3d_context_vk_destroy_image(context_vk, &r->image_3d);
711 wined3d_context_vk_reference_image(context_vk, &r->image_2dms);
712 wined3d_context_vk_destroy_image(context_vk, &r->image_2dms);
713 wined3d_context_vk_reference_image(context_vk, &r->image_2d);
714 wined3d_context_vk_destroy_image(context_vk, &r->image_2d);
715 wined3d_context_vk_reference_image(context_vk, &r->image_1d);
716 wined3d_context_vk_destroy_image(context_vk, &r->image_1d);
717 wined3d_context_vk_reference_bo(context_vk, &r->bo);
718 wined3d_context_vk_destroy_bo(context_vk, &r->bo);
721 bool wined3d_device_vk_create_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
723 struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
724 struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
725 VkBufferViewCreateInfo buffer_create_info;
726 const struct wined3d_vk_info *vk_info;
727 VkImageViewCreateInfo view_desc;
728 VkResult vr;
730 vk_info = context_vk->vk_info;
732 buffer_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
733 buffer_create_info.pNext = NULL;
734 buffer_create_info.flags = 0;
735 buffer_create_info.buffer = r->bo.vk_buffer;
736 buffer_create_info.format = VK_FORMAT_R32_UINT;
737 buffer_create_info.offset = r->bo.buffer_offset;
738 buffer_create_info.range = r->bo.size;
740 if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
741 &buffer_create_info, NULL, &v->vk_view_buffer_uint))) < 0)
743 ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
744 return false;
746 TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_uint));
748 buffer_create_info.format = VK_FORMAT_R32G32B32A32_SFLOAT;
749 if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
750 &buffer_create_info, NULL, &v->vk_view_buffer_float))) < 0)
752 ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
753 goto fail;
755 TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_float));
757 view_desc.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
758 view_desc.pNext = NULL;
759 view_desc.flags = 0;
760 view_desc.image = r->image_1d.vk_image;
761 view_desc.viewType = VK_IMAGE_VIEW_TYPE_1D;
762 view_desc.format = VK_FORMAT_R8G8B8A8_UNORM;
763 view_desc.components.r = VK_COMPONENT_SWIZZLE_ZERO;
764 view_desc.components.g = VK_COMPONENT_SWIZZLE_ZERO;
765 view_desc.components.b = VK_COMPONENT_SWIZZLE_ZERO;
766 view_desc.components.a = VK_COMPONENT_SWIZZLE_ZERO;
767 view_desc.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
768 view_desc.subresourceRange.baseMipLevel = 0;
769 view_desc.subresourceRange.levelCount = 1;
770 view_desc.subresourceRange.baseArrayLayer = 0;
771 view_desc.subresourceRange.layerCount = 1;
772 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_1d.imageView))) < 0)
774 ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr));
775 goto fail;
777 v->vk_info_1d.sampler = VK_NULL_HANDLE;
778 v->vk_info_1d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
779 TRACE("Created 1D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_1d.imageView));
781 view_desc.image = r->image_2d.vk_image;
782 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
783 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d.imageView))) < 0)
785 ERR("Failed to create 2D image view, vr %s.\n", wined3d_debug_vkresult(vr));
786 goto fail;
788 v->vk_info_2d.sampler = VK_NULL_HANDLE;
789 v->vk_info_2d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
790 TRACE("Created 2D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d.imageView));
792 view_desc.image = r->image_2dms.vk_image;
793 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
794 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms.imageView))) < 0)
796 ERR("Failed to create 2D MSAA image view, vr %s.\n", wined3d_debug_vkresult(vr));
797 goto fail;
799 v->vk_info_2dms.sampler = VK_NULL_HANDLE;
800 v->vk_info_2dms.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
801 TRACE("Created 2D MSAA image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms.imageView));
803 view_desc.image = r->image_3d.vk_image;
804 view_desc.viewType = VK_IMAGE_VIEW_TYPE_3D;
805 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_3d.imageView))) < 0)
807 ERR("Failed to create 3D image view, vr %s.\n", wined3d_debug_vkresult(vr));
808 goto fail;
810 v->vk_info_3d.sampler = VK_NULL_HANDLE;
811 v->vk_info_3d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
812 TRACE("Created 3D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_3d.imageView));
814 view_desc.image = r->image_2d.vk_image;
815 view_desc.subresourceRange.layerCount = 6;
816 view_desc.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
817 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_cube.imageView))) < 0)
819 ERR("Failed to create cube image view, vr %s.\n", wined3d_debug_vkresult(vr));
820 goto fail;
822 v->vk_info_cube.sampler = VK_NULL_HANDLE;
823 v->vk_info_cube.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
824 TRACE("Created cube image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_cube.imageView));
826 view_desc.subresourceRange.layerCount = 1;
827 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
828 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d_array.imageView))) < 0)
830 ERR("Failed to create 2D array image view, vr %s.\n", wined3d_debug_vkresult(vr));
831 goto fail;
833 v->vk_info_2d_array.sampler = VK_NULL_HANDLE;
834 v->vk_info_2d_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
835 TRACE("Created 2D array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d_array.imageView));
837 view_desc.image = r->image_2dms.vk_image;
838 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
839 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms_array.imageView))) < 0)
841 ERR("Failed to create 2D MSAA array image view, vr %s.\n", wined3d_debug_vkresult(vr));
842 goto fail;
844 v->vk_info_2dms_array.sampler = VK_NULL_HANDLE;
845 v->vk_info_2dms_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
846 TRACE("Created 2D MSAA array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms_array.imageView));
848 return true;
850 fail:
851 if (v->vk_info_2d_array.imageView)
852 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d_array.imageView, NULL));
853 if (v->vk_info_cube.imageView)
854 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_cube.imageView, NULL));
855 if (v->vk_info_3d.imageView)
856 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_3d.imageView, NULL));
857 if (v->vk_info_2dms.imageView)
858 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2dms.imageView, NULL));
859 if (v->vk_info_2d.imageView)
860 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d.imageView, NULL));
861 if (v->vk_info_1d.imageView)
862 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_1d.imageView, NULL));
863 if (v->vk_view_buffer_float)
864 VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_float, NULL));
865 VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_uint, NULL));
866 return false;
869 void wined3d_device_vk_destroy_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
871 struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
872 uint64_t id = context_vk->current_command_buffer.id;
874 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2dms_array.imageView, id);
875 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2d_array.imageView, id);
876 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_cube.imageView, id);
877 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_3d.imageView, id);
878 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2dms.imageView, id);
879 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2d.imageView, id);
880 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_1d.imageView, id);
882 wined3d_context_vk_destroy_vk_buffer_view(context_vk, v->vk_view_buffer_float, id);
883 wined3d_context_vk_destroy_vk_buffer_view(context_vk, v->vk_view_buffer_uint, id);
886 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
888 unsigned int screensaver_active;
890 TRACE("device %p, window %p.\n", device, window);
892 if (!wined3d_register_window(NULL, window, device, 0))
894 ERR("Failed to register window %p.\n", window);
895 return E_FAIL;
898 InterlockedExchangePointer((void **)&device->focus_window, window);
899 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
900 SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0);
901 if ((device->restore_screensaver = !!screensaver_active))
902 SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0);
904 return WINED3D_OK;
907 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
909 TRACE("device %p.\n", device);
911 if (device->focus_window) wined3d_unregister_window(device->focus_window);
912 InterlockedExchangePointer((void **)&device->focus_window, NULL);
913 if (device->restore_screensaver)
915 SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0);
916 device->restore_screensaver = FALSE;
920 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
922 BOOL ds_enable = swapchain->state.desc.enable_auto_depth_stencil;
923 unsigned int i;
925 for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i)
927 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
929 if (device->back_buffer_view)
930 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
932 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
935 void wined3d_device_delete_opengl_contexts_cs(void *object)
937 struct wined3d_swapchain_gl *swapchain_gl;
938 struct wined3d_device *device = object;
939 struct wined3d_context_gl *context_gl;
940 struct wined3d_device_gl *device_gl;
941 struct wined3d_context *context;
942 struct wined3d_shader *shader;
944 TRACE("device %p.\n", device);
946 device_gl = wined3d_device_gl(device);
948 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
950 device->shader_backend->shader_destroy(shader);
953 context = context_acquire(device, NULL, 0);
954 context_gl = wined3d_context_gl(context);
955 device->blitter->ops->blitter_destroy(device->blitter, context);
956 device->shader_backend->shader_free_private(device, context);
957 wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
958 wined3d_device_destroy_default_samplers(device, context);
959 context_release(context);
961 while (device->context_count)
963 if ((swapchain_gl = wined3d_swapchain_gl(device->contexts[0]->swapchain)))
964 wined3d_swapchain_gl_destroy_contexts(swapchain_gl);
965 else
966 wined3d_context_gl_destroy(wined3d_context_gl(device->contexts[0]));
970 void wined3d_device_create_primary_opengl_context_cs(void *object)
972 struct wined3d_device *device = object;
973 struct wined3d_context_gl *context_gl;
974 struct wined3d_swapchain *swapchain;
975 struct wined3d_context *context;
976 struct wined3d_texture *target;
977 HRESULT hr;
979 TRACE("device %p.\n", device);
981 swapchain = device->swapchains[0];
982 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
983 if (!(context = context_acquire(device, target, 0)))
985 WARN("Failed to acquire context.\n");
986 return;
989 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
990 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
992 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
993 context_release(context);
994 return;
997 if (!(device->blitter = wined3d_cpu_blitter_create()))
999 ERR("Failed to create CPU blitter.\n");
1000 device->shader_backend->shader_free_private(device, NULL);
1001 context_release(context);
1002 return;
1005 context_gl = wined3d_context_gl(context);
1007 wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info);
1008 if (!wined3d_glsl_blitter_create(&device->blitter, device))
1009 wined3d_arbfp_blitter_create(&device->blitter, device);
1010 wined3d_fbo_blitter_create(&device->blitter, context_gl->gl_info);
1011 wined3d_raw_blitter_create(&device->blitter, context_gl->gl_info);
1013 wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
1014 wined3d_device_create_default_samplers(device, context);
1015 context_release(context);
1018 HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
1020 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1021 const struct wined3d_swapchain_desc *swapchain_desc;
1022 struct wined3d_fb_state *fb = &device->cs->c.state->fb;
1023 DWORD clear_flags = 0;
1024 unsigned int i;
1025 HRESULT hr;
1027 TRACE("device %p, swapchain %p.\n", device, swapchain);
1029 if (device->d3d_initialized)
1030 return WINED3DERR_INVALIDCALL;
1032 device->swapchain_count = 1;
1033 if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1035 ERR("Failed to allocate swapchain array.\n");
1036 hr = E_OUTOFMEMORY;
1037 goto err_out;
1039 device->swapchains[0] = swapchain;
1041 for (i = 0; i < ARRAY_SIZE(fb->render_targets); ++i)
1043 if (fb->render_targets[i])
1044 wined3d_rtv_bind_count_dec(fb->render_targets[i]);
1046 memset(fb->render_targets, 0, sizeof(fb->render_targets));
1048 if (FAILED(hr = device->adapter->adapter_ops->adapter_init_3d(device)))
1049 goto err_out;
1050 device->d3d_initialized = TRUE;
1052 swapchain_desc = &swapchain->state.desc;
1053 if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
1055 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1056 struct wined3d_view_desc view_desc;
1058 view_desc.format_id = back_buffer->format->id;
1059 view_desc.flags = 0;
1060 view_desc.u.texture.level_idx = 0;
1061 view_desc.u.texture.level_count = 1;
1062 view_desc.u.texture.layer_idx = 0;
1063 view_desc.u.texture.layer_count = 1;
1064 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1065 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1067 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1068 device->adapter->adapter_ops->adapter_uninit_3d(device);
1069 device->d3d_initialized = FALSE;
1070 goto err_out;
1074 device_init_swapchain_state(device, swapchain);
1076 TRACE("All defaults now set up.\n");
1078 /* Clear the screen. */
1079 if (device->back_buffer_view)
1080 clear_flags |= WINED3DCLEAR_TARGET;
1081 if (swapchain_desc->enable_auto_depth_stencil)
1082 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1083 if (clear_flags)
1084 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1086 if (wined3d_settings.logo)
1087 device_load_logo(device, wined3d_settings.logo);
1089 return WINED3D_OK;
1091 err_out:
1092 heap_free(device->swapchains);
1093 device->swapchains = NULL;
1094 device->swapchain_count = 0;
1096 return hr;
1099 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1101 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1103 wined3d_sampler_decref(sampler);
1106 static void device_free_rasterizer_state(struct wine_rb_entry *entry, void *context)
1108 struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
1110 wined3d_rasterizer_state_decref(state);
1113 static void device_free_blend_state(struct wine_rb_entry *entry, void *context)
1115 struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
1117 wined3d_blend_state_decref(blend_state);
1120 static void device_free_depth_stencil_state(struct wine_rb_entry *entry, void *context)
1122 struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
1124 wined3d_depth_stencil_state_decref(state);
1127 void wined3d_device_uninit_3d(struct wined3d_device *device)
1129 struct wined3d_state *state = device->cs->c.state;
1130 struct wined3d_resource *resource, *cursor;
1131 struct wined3d_rendertarget_view *view;
1132 struct wined3d_texture *texture;
1134 TRACE("device %p.\n", device);
1136 if (!device->d3d_initialized)
1138 ERR("Called while 3D support was not initialised.\n");
1139 return;
1142 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1144 device->swapchain_count = 0;
1146 if ((texture = device->logo_texture))
1148 device->logo_texture = NULL;
1149 wined3d_texture_decref(texture);
1152 if ((texture = device->cursor_texture))
1154 device->cursor_texture = NULL;
1155 wined3d_texture_decref(texture);
1158 wined3d_cs_emit_reset_state(device->cs);
1159 state_cleanup(state);
1161 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1162 wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
1163 wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
1164 wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
1166 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1168 TRACE("Unloading resource %p.\n", resource);
1169 wined3d_cs_emit_unload_resource(device->cs, resource);
1172 device->adapter->adapter_ops->adapter_uninit_3d(device);
1173 device->d3d_initialized = FALSE;
1175 if ((view = device->auto_depth_stencil_view))
1177 device->auto_depth_stencil_view = NULL;
1178 if (wined3d_rendertarget_view_decref(view))
1179 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1182 if ((view = device->back_buffer_view))
1184 device->back_buffer_view = NULL;
1185 wined3d_rendertarget_view_decref(view);
1188 heap_free(device->swapchains);
1189 device->swapchains = NULL;
1191 wined3d_state_reset(state, &device->adapter->d3d_info);
1194 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1195 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1196 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1198 * There is no way to deactivate thread safety once it is enabled.
1200 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1202 TRACE("device %p.\n", device);
1204 /* For now just store the flag (needed in case of ddraw). */
1205 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1208 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1210 const struct wined3d_driver_info *driver_info;
1212 TRACE("device %p.\n", device);
1214 driver_info = &device->adapter->driver_info;
1216 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1217 wine_dbgstr_longlong(driver_info->vram_bytes),
1218 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1219 wine_dbgstr_longlong(driver_info->vram_bytes - device->adapter->vram_bytes_used));
1221 return min(UINT_MAX, driver_info->vram_bytes - device->adapter->vram_bytes_used);
1224 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1225 struct wined3d_buffer *buffer, UINT offset)
1227 struct wined3d_stream_output *stream;
1228 struct wined3d_buffer *prev_buffer;
1230 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1232 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1234 WARN("Invalid stream output %u.\n", idx);
1235 return;
1238 stream = &device->cs->c.state->stream_output[idx];
1239 prev_buffer = stream->buffer;
1241 if (buffer)
1242 wined3d_buffer_incref(buffer);
1243 stream->buffer = buffer;
1244 stream->offset = offset;
1245 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1246 if (prev_buffer)
1247 wined3d_buffer_decref(prev_buffer);
1250 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1251 UINT idx, UINT *offset)
1253 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1255 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1257 WARN("Invalid stream output %u.\n", idx);
1258 return NULL;
1261 if (offset)
1262 *offset = device->cs->c.state->stream_output[idx].offset;
1263 return device->cs->c.state->stream_output[idx].buffer;
1266 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1267 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1269 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1270 device, stream_idx, buffer, offset, stride);
1272 return wined3d_device_context_set_stream_source(&device->cs->c, stream_idx, buffer, offset, stride);
1275 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1276 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1278 const struct wined3d_stream_state *stream;
1280 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1281 device, stream_idx, buffer, offset, stride);
1283 if (stream_idx >= WINED3D_MAX_STREAMS)
1285 WARN("Stream index %u out of range.\n", stream_idx);
1286 return WINED3DERR_INVALIDCALL;
1289 stream = &device->cs->c.state->streams[stream_idx];
1290 *buffer = stream->buffer;
1291 if (offset)
1292 *offset = stream->offset;
1293 *stride = stream->stride;
1295 return WINED3D_OK;
1298 static void wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1300 struct wined3d_stream_state *stream;
1301 UINT old_flags, old_freq;
1303 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1305 stream = &device->cs->c.state->streams[stream_idx];
1306 old_flags = stream->flags;
1307 old_freq = stream->frequency;
1309 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1310 stream->frequency = divider & 0x7fffff;
1311 if (stream->frequency != old_freq || stream->flags != old_flags)
1312 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1315 static void wined3d_device_set_transform(struct wined3d_device *device,
1316 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1318 TRACE("device %p, state %s, matrix %p.\n",
1319 device, debug_d3dtstype(state), matrix);
1320 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1321 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1322 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1323 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1325 /* If the new matrix is the same as the current one,
1326 * we cut off any further processing. this seems to be a reasonable
1327 * optimization because as was noticed, some apps (warcraft3 for example)
1328 * tend towards setting the same matrix repeatedly for some reason.
1330 * From here on we assume that the new matrix is different, wherever it matters. */
1331 if (!memcmp(&device->cs->c.state->transforms[state], matrix, sizeof(*matrix)))
1333 TRACE("The application is setting the same matrix over again.\n");
1334 return;
1337 device->cs->c.state->transforms[state] = *matrix;
1338 wined3d_cs_emit_set_transform(device->cs, state, matrix);
1341 static void wined3d_device_get_transform(const struct wined3d_device *device,
1342 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1344 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1346 *matrix = device->cs->c.state->transforms[state];
1349 /* Note lights are real special cases. Although the device caps state only
1350 * e.g. 8 are supported, you can reference any indexes you want as long as
1351 * that number max are enabled at any one point in time. Therefore since the
1352 * indices can be anything, we need a hashmap of them. However, this causes
1353 * stateblock problems. When capturing the state block, I duplicate the
1354 * hashmap, but when recording, just build a chain pretty much of commands to
1355 * be replayed. */
1356 static void wined3d_device_set_light(struct wined3d_device *device,
1357 UINT light_idx, const struct wined3d_light *light)
1359 struct wined3d_light_info *object = NULL;
1360 float rho;
1362 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1364 if (FAILED(wined3d_light_state_set_light(&device->cs->c.state->light_state, light_idx, light, &object)))
1365 return;
1367 /* Initialize the object. */
1368 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1369 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1370 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1371 light_idx, light->type, debug_color(&light->diffuse),
1372 debug_color(&light->specular), debug_color(&light->ambient),
1373 light->position.x, light->position.y, light->position.z,
1374 light->direction.x, light->direction.y, light->direction.z,
1375 light->range, light->falloff, light->theta, light->phi);
1377 switch (light->type)
1379 case WINED3D_LIGHT_POINT:
1380 /* Position */
1381 object->position.x = light->position.x;
1382 object->position.y = light->position.y;
1383 object->position.z = light->position.z;
1384 object->position.w = 1.0f;
1385 object->cutoff = 180.0f;
1386 /* FIXME: Range */
1387 break;
1389 case WINED3D_LIGHT_DIRECTIONAL:
1390 /* Direction */
1391 object->direction.x = -light->direction.x;
1392 object->direction.y = -light->direction.y;
1393 object->direction.z = -light->direction.z;
1394 object->direction.w = 0.0f;
1395 object->exponent = 0.0f;
1396 object->cutoff = 180.0f;
1397 break;
1399 case WINED3D_LIGHT_SPOT:
1400 /* Position */
1401 object->position.x = light->position.x;
1402 object->position.y = light->position.y;
1403 object->position.z = light->position.z;
1404 object->position.w = 1.0f;
1406 /* Direction */
1407 object->direction.x = light->direction.x;
1408 object->direction.y = light->direction.y;
1409 object->direction.z = light->direction.z;
1410 object->direction.w = 0.0f;
1412 /* opengl-ish and d3d-ish spot lights use too different models
1413 * for the light "intensity" as a function of the angle towards
1414 * the main light direction, so we only can approximate very
1415 * roughly. However, spot lights are rather rarely used in games
1416 * (if ever used at all). Furthermore if still used, probably
1417 * nobody pays attention to such details. */
1418 if (!light->falloff)
1420 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1421 * equations have the falloff resp. exponent parameter as an
1422 * exponent, so the spot light lighting will always be 1.0 for
1423 * both of them, and we don't have to care for the rest of the
1424 * rather complex calculation. */
1425 object->exponent = 0.0f;
1427 else
1429 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1430 if (rho < 0.0001f)
1431 rho = 0.0001f;
1432 object->exponent = -0.3f / logf(cosf(rho / 2));
1435 if (object->exponent > 128.0f)
1436 object->exponent = 128.0f;
1438 object->cutoff = (float)(light->phi * 90 / M_PI);
1439 /* FIXME: Range */
1440 break;
1442 case WINED3D_LIGHT_PARALLELPOINT:
1443 object->position.x = light->position.x;
1444 object->position.y = light->position.y;
1445 object->position.z = light->position.z;
1446 object->position.w = 1.0f;
1447 break;
1449 default:
1450 FIXME("Unrecognized light type %#x.\n", light->type);
1453 wined3d_cs_emit_set_light(device->cs, object);
1456 static void wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1458 struct wined3d_light_state *light_state = &device->cs->c.state->light_state;
1459 struct wined3d_light_info *light_info;
1461 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1463 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1464 if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
1466 TRACE("Light enabled requested but light not defined, so defining one!\n");
1467 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1469 if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
1471 FIXME("Adding default lights has failed dismally\n");
1472 return;
1476 wined3d_light_state_enable_light(light_state, &device->adapter->d3d_info, light_info, enable);
1477 wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1480 static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device,
1481 UINT plane_idx, const struct wined3d_vec4 *plane)
1483 struct wined3d_vec4 *clip_planes = device->cs->c.state->clip_planes;
1485 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1487 if (plane_idx >= device->adapter->d3d_info.limits.max_clip_distances)
1489 TRACE("Application has requested clipplane this device doesn't support.\n");
1490 return WINED3DERR_INVALIDCALL;
1493 if (!memcmp(&clip_planes[plane_idx], plane, sizeof(*plane)))
1495 TRACE("Application is setting old values over, nothing to do.\n");
1496 return WINED3D_OK;
1499 clip_planes[plane_idx] = *plane;
1501 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1503 return WINED3D_OK;
1506 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1507 const struct wined3d_clip_status *clip_status)
1509 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1511 if (!clip_status)
1512 return WINED3DERR_INVALIDCALL;
1514 return WINED3D_OK;
1517 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1518 struct wined3d_clip_status *clip_status)
1520 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1522 if (!clip_status)
1523 return WINED3DERR_INVALIDCALL;
1525 return WINED3D_OK;
1528 static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1530 TRACE("device %p, material %p.\n", device, material);
1532 device->cs->c.state->material = *material;
1533 wined3d_cs_emit_set_material(device->cs, material);
1536 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1537 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1539 struct wined3d_state *state = device->cs->c.state;
1540 enum wined3d_format_id prev_format;
1541 struct wined3d_buffer *prev_buffer;
1542 unsigned int prev_offset;
1544 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1545 device, buffer, debug_d3dformat(format_id), offset);
1547 prev_buffer = state->index_buffer;
1548 prev_format = state->index_format;
1549 prev_offset = state->index_offset;
1551 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1552 return;
1554 if (buffer)
1555 wined3d_buffer_incref(buffer);
1556 state->index_buffer = buffer;
1557 state->index_format = format_id;
1558 state->index_offset = offset;
1559 wined3d_device_context_emit_set_index_buffer(&device->cs->c, buffer, format_id, offset);
1560 if (prev_buffer)
1561 wined3d_buffer_decref(prev_buffer);
1564 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1565 enum wined3d_format_id *format, unsigned int *offset)
1567 const struct wined3d_state *state = device->cs->c.state;
1569 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1571 *format = state->index_format;
1572 if (offset)
1573 *offset = state->index_offset;
1574 return state->index_buffer;
1577 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1579 TRACE("device %p, base_index %d.\n", device, base_index);
1581 device->cs->c.state->base_vertex_index = base_index;
1584 void CDECL wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
1585 const struct wined3d_viewport *viewports)
1587 unsigned int i;
1589 TRACE("device %p, viewport_count %u, viewports %p.\n", device, viewport_count, viewports);
1591 for (i = 0; i < viewport_count; ++i)
1593 TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
1594 viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
1597 wined3d_device_context_set_viewports(&device->cs->c, viewport_count, viewports);
1600 void CDECL wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count,
1601 struct wined3d_viewport *viewports)
1603 const struct wined3d_state *state = device->cs->c.state;
1604 unsigned int count;
1606 TRACE("device %p, viewport_count %p, viewports %p.\n", device, viewport_count, viewports);
1608 count = viewport_count ? min(*viewport_count, state->viewport_count) : 1;
1609 if (count && viewports)
1610 memcpy(viewports, state->viewports, count * sizeof(*viewports));
1611 if (viewport_count)
1612 *viewport_count = state->viewport_count;
1615 static void resolve_depth_buffer(struct wined3d_device *device)
1617 const struct wined3d_state *state = device->cs->c.state;
1618 struct wined3d_rendertarget_view *src_view;
1619 struct wined3d_resource *dst_resource;
1620 struct wined3d_texture *dst_texture;
1622 if (!(dst_texture = state->textures[0]))
1623 return;
1624 dst_resource = &dst_texture->resource;
1625 if (!dst_resource->format->depth_size)
1626 return;
1627 if (!(src_view = state->fb.depth_stencil))
1628 return;
1630 wined3d_device_resolve_sub_resource(device, dst_resource, 0,
1631 src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
1634 void CDECL wined3d_device_set_blend_state(struct wined3d_device *device,
1635 struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
1637 TRACE("device %p, blend_state %p, blend_factor %s, sample_mask %#x.\n",
1638 device, blend_state, debug_color(blend_factor), sample_mask);
1640 wined3d_device_context_set_blend_state(&device->cs->c, blend_state, blend_factor, sample_mask);
1643 struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct wined3d_device *device,
1644 struct wined3d_color *blend_factor, unsigned int *sample_mask)
1646 const struct wined3d_state *state = device->cs->c.state;
1648 TRACE("device %p, blend_factor %p, sample_mask %p.\n", device, blend_factor, sample_mask);
1650 *blend_factor = state->blend_factor;
1651 *sample_mask = state->sample_mask;
1652 return state->blend_state;
1655 void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device,
1656 struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref)
1658 TRACE("device %p, depth_stencil_state %p, stencil_ref %u.\n", device, depth_stencil_state, stencil_ref);
1660 wined3d_device_context_set_depth_stencil_state(&device->cs->c, depth_stencil_state, stencil_ref);
1663 struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device,
1664 unsigned int *stencil_ref)
1666 const struct wined3d_state *state = device->cs->c.state;
1668 TRACE("device %p, stencil_ref %p.\n", device, stencil_ref);
1670 *stencil_ref = state->stencil_ref;
1671 return state->depth_stencil_state;
1674 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
1675 struct wined3d_rasterizer_state *rasterizer_state)
1677 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
1679 wined3d_device_context_set_rasterizer_state(&device->cs->c, rasterizer_state);
1682 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
1684 TRACE("device %p.\n", device);
1686 return device->cs->c.state->rasterizer_state;
1689 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
1690 enum wined3d_render_state state, DWORD value)
1692 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
1694 if (state > WINEHIGHEST_RENDER_STATE)
1696 WARN("Unhandled render state %#x.\n", state);
1697 return;
1700 if (value == device->cs->c.state->render_states[state])
1701 TRACE("Application is setting the old value over, nothing to do.\n");
1702 else
1704 device->cs->c.state->render_states[state] = value;
1705 wined3d_cs_emit_set_render_state(device->cs, state, value);
1708 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
1710 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1711 resolve_depth_buffer(device);
1715 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
1717 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
1719 return device->cs->c.state->render_states[state];
1722 static void wined3d_device_set_sampler_state(struct wined3d_device *device,
1723 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
1725 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1726 device, sampler_idx, debug_d3dsamplerstate(state), value);
1728 if (value == device->cs->c.state->sampler_states[sampler_idx][state])
1730 TRACE("Application is setting the old value over, nothing to do.\n");
1731 return;
1734 device->cs->c.state->sampler_states[sampler_idx][state] = value;
1735 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
1738 void CDECL wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count,
1739 const RECT *rects)
1741 unsigned int i;
1743 TRACE("device %p, rect_count %u, rects %p.\n", device, rect_count, rects);
1745 for (i = 0; i < rect_count; ++i)
1747 TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
1750 wined3d_device_context_set_scissor_rects(&device->cs->c, rect_count, rects);
1753 void CDECL wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count, RECT *rects)
1755 const struct wined3d_state *state = device->cs->c.state;
1756 unsigned int count;
1758 TRACE("device %p, rect_count %p, rects %p.\n", device, rect_count, rects);
1760 count = rect_count ? min(*rect_count, state->scissor_rect_count) : 1;
1761 if (count && rects)
1762 memcpy(rects, state->scissor_rects, count * sizeof(*rects));
1763 if (rect_count)
1764 *rect_count = state->scissor_rect_count;
1767 void CDECL wined3d_device_set_state(struct wined3d_device *device, struct wined3d_state *state)
1769 struct wined3d_device_context *context = &device->cs->c;
1770 const struct wined3d_light_info *light;
1771 unsigned int i, j;
1773 TRACE("device %p, state %p.\n", device, state);
1775 device->cs->c.state = state;
1776 wined3d_cs_emit_set_feature_level(device->cs, state->feature_level);
1778 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
1780 wined3d_device_context_emit_set_rendertarget_view(context, i, state->fb.render_targets[i]);
1783 wined3d_device_context_emit_set_depth_stencil_view(context, state->fb.depth_stencil);
1784 wined3d_cs_emit_set_vertex_declaration(device->cs, state->vertex_declaration);
1786 for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
1788 wined3d_cs_emit_set_stream_output(device->cs, i,
1789 state->stream_output[i].buffer, state->stream_output[i].offset);
1792 for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
1794 wined3d_device_context_emit_set_stream_source(context, i, state->streams[i].buffer,
1795 state->streams[i].offset, state->streams[i].stride);
1798 wined3d_device_context_emit_set_index_buffer(context, state->index_buffer,
1799 state->index_format, state->index_offset);
1801 wined3d_device_context_emit_set_predication(context, state->predicate, state->predicate_value);
1803 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
1805 wined3d_device_context_emit_set_shader(context, i, state->shader[i]);
1806 for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
1807 wined3d_device_context_emit_set_constant_buffer(context, i, j, state->cb[i][j]);
1808 for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
1810 wined3d_device_context_emit_set_sampler(context, i, j, state->sampler[i][j]);
1812 for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
1814 wined3d_device_context_emit_set_shader_resource_view(context, i, j, state->shader_resource_view[i][j]);
1818 for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
1820 for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
1822 wined3d_device_context_emit_set_unordered_access_view(context, i, j,
1823 state->unordered_access_view[i][j], ~0);
1827 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F,
1828 0, WINED3D_MAX_VS_CONSTS_F, state->vs_consts_f);
1829 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I,
1830 0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
1831 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B,
1832 0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
1834 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F,
1835 0, WINED3D_MAX_PS_CONSTS_F, state->ps_consts_f);
1836 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I,
1837 0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
1838 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B,
1839 0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
1841 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
1843 wined3d_cs_emit_set_texture(device->cs, i, state->textures[i]);
1844 for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
1846 wined3d_cs_emit_set_sampler_state(device->cs, i, j, state->sampler_states[i][j]);
1850 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
1852 for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
1854 wined3d_cs_emit_set_texture_state(device->cs, i, j, state->texture_states[i][j]);
1858 for (i = 0; i < WINED3D_HIGHEST_TRANSFORM_STATE + 1; ++i)
1860 wined3d_cs_emit_set_transform(device->cs, i, state->transforms + i);
1863 for (i = 0; i < WINED3D_MAX_CLIP_DISTANCES; ++i)
1865 wined3d_cs_emit_set_clip_plane(device->cs, i, state->clip_planes + i);
1868 wined3d_cs_emit_set_material(device->cs, &state->material);
1870 wined3d_device_context_emit_set_viewports(context, state->viewport_count, state->viewports);
1871 wined3d_device_context_emit_set_scissor_rects(context, state->scissor_rect_count, state->scissor_rects);
1873 for (i = 0; i < LIGHTMAP_SIZE; ++i)
1875 LIST_FOR_EACH_ENTRY(light, &state->light_state.light_map[i], struct wined3d_light_info, entry)
1877 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
1878 wined3d_cs_emit_set_light_enable(device->cs, light->OriginalIndex, light->glIndex != -1);
1882 for (i = 0; i < WINEHIGHEST_RENDER_STATE + 1; ++i)
1884 wined3d_cs_emit_set_render_state(device->cs, i, state->render_states[i]);
1887 wined3d_device_context_emit_set_blend_state(context, state->blend_state, &state->blend_factor, state->sample_mask);
1888 wined3d_device_context_emit_set_depth_stencil_state(context, state->depth_stencil_state, state->stencil_ref);
1889 wined3d_device_context_emit_set_rasterizer_state(context, state->rasterizer_state);
1892 struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
1894 TRACE("device %p.\n", device);
1896 return device->cs->c.state;
1899 struct wined3d_device_context * CDECL wined3d_device_get_immediate_context(struct wined3d_device *device)
1901 TRACE("device %p.\n", device);
1903 return &device->cs->c;
1906 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
1907 struct wined3d_vertex_declaration *declaration)
1909 struct wined3d_state *state = device->cs->c.state;
1910 struct wined3d_vertex_declaration *prev;
1912 TRACE("device %p, declaration %p.\n", device, declaration);
1914 prev = state->vertex_declaration;
1915 if (declaration == prev)
1916 return;
1918 if (declaration)
1919 wined3d_vertex_declaration_incref(declaration);
1920 state->vertex_declaration = declaration;
1921 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
1922 if (prev)
1923 wined3d_vertex_declaration_decref(prev);
1926 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
1928 TRACE("device %p.\n", device);
1930 return device->cs->c.state->vertex_declaration;
1933 void CDECL wined3d_device_context_set_shader(struct wined3d_device_context *context,
1934 enum wined3d_shader_type type, struct wined3d_shader *shader)
1936 struct wined3d_state *state = context->state;
1937 struct wined3d_shader *prev;
1939 TRACE("context %p, type %#x, shader %p.\n", context, type, shader);
1941 prev = state->shader[type];
1942 if (shader == prev)
1943 return;
1945 if (shader)
1946 wined3d_shader_incref(shader);
1947 state->shader[type] = shader;
1948 wined3d_device_context_emit_set_shader(context, type, shader);
1949 if (prev)
1950 wined3d_shader_decref(prev);
1953 void CDECL wined3d_device_context_set_constant_buffer(struct wined3d_device_context *context,
1954 enum wined3d_shader_type type, unsigned int idx, struct wined3d_buffer *buffer)
1956 struct wined3d_state *state = context->state;
1957 struct wined3d_buffer *prev;
1959 TRACE("context %p, type %#x, idx %u, buffer %p.\n", context, type, idx, buffer);
1961 if (idx >= MAX_CONSTANT_BUFFERS)
1963 WARN("Invalid constant buffer index %u.\n", idx);
1964 return;
1967 prev = state->cb[type][idx];
1968 if (buffer == prev)
1969 return;
1971 if (buffer)
1972 wined3d_buffer_incref(buffer);
1973 state->cb[type][idx] = buffer;
1974 wined3d_device_context_emit_set_constant_buffer(context, type, idx, buffer);
1975 if (prev)
1976 wined3d_buffer_decref(prev);
1979 void CDECL wined3d_device_context_set_blend_state(struct wined3d_device_context *context,
1980 struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
1982 struct wined3d_state *state = context->state;
1983 struct wined3d_blend_state *prev;
1985 TRACE("context %p, blend_state %p, blend_factor %p, sample_mask %#x.\n",
1986 context, blend_state, blend_factor, sample_mask);
1988 prev = state->blend_state;
1989 if (prev == blend_state && !memcmp(blend_factor, &state->blend_factor, sizeof(*blend_factor))
1990 && sample_mask == state->sample_mask)
1991 return;
1993 if (blend_state)
1994 wined3d_blend_state_incref(blend_state);
1995 state->blend_state = blend_state;
1996 state->blend_factor = *blend_factor;
1997 state->sample_mask = sample_mask;
1998 wined3d_device_context_emit_set_blend_state(context, blend_state, blend_factor, sample_mask);
1999 if (prev)
2000 wined3d_blend_state_decref(prev);
2003 void CDECL wined3d_device_context_set_depth_stencil_state(struct wined3d_device_context *context,
2004 struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref)
2006 struct wined3d_state *state = context->state;
2007 struct wined3d_depth_stencil_state *prev;
2009 TRACE("context %p, depth_stencil_state %p, stencil_ref %u.\n", context, depth_stencil_state, stencil_ref);
2011 prev = state->depth_stencil_state;
2012 if (prev == depth_stencil_state && state->stencil_ref == stencil_ref)
2013 return;
2015 if (depth_stencil_state)
2016 wined3d_depth_stencil_state_incref(depth_stencil_state);
2017 state->depth_stencil_state = depth_stencil_state;
2018 state->stencil_ref = stencil_ref;
2019 wined3d_device_context_emit_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
2020 if (prev)
2021 wined3d_depth_stencil_state_decref(prev);
2024 void CDECL wined3d_device_context_set_rasterizer_state(struct wined3d_device_context *context,
2025 struct wined3d_rasterizer_state *rasterizer_state)
2027 struct wined3d_state *state = context->state;
2028 struct wined3d_rasterizer_state *prev;
2030 TRACE("context %p, rasterizer_state %p.\n", context, rasterizer_state);
2032 prev = state->rasterizer_state;
2033 if (prev == rasterizer_state)
2034 return;
2036 if (rasterizer_state)
2037 wined3d_rasterizer_state_incref(rasterizer_state);
2038 state->rasterizer_state = rasterizer_state;
2039 wined3d_device_context_emit_set_rasterizer_state(context, rasterizer_state);
2040 if (prev)
2041 wined3d_rasterizer_state_decref(prev);
2044 void CDECL wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
2045 const struct wined3d_viewport *viewports)
2047 struct wined3d_state *state = context->state;
2048 unsigned int i;
2050 TRACE("context %p, viewport_count %u, viewports %p.\n", context, viewport_count, viewports);
2052 for (i = 0; i < viewport_count; ++i)
2054 TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
2055 viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
2058 if (viewport_count)
2059 memcpy(state->viewports, viewports, viewport_count * sizeof(*viewports));
2060 else
2061 memset(state->viewports, 0, sizeof(state->viewports));
2062 state->viewport_count = viewport_count;
2064 wined3d_device_context_emit_set_viewports(context, viewport_count, viewports);
2067 void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_context *context, unsigned int rect_count,
2068 const RECT *rects)
2070 struct wined3d_state *state = context->state;
2071 unsigned int i;
2073 TRACE("context %p, rect_count %u, rects %p.\n", context, rect_count, rects);
2075 for (i = 0; i < rect_count; ++i)
2077 TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
2080 if (state->scissor_rect_count == rect_count
2081 && !memcmp(state->scissor_rects, rects, rect_count * sizeof(*rects)))
2083 TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
2084 return;
2087 if (rect_count)
2088 memcpy(state->scissor_rects, rects, rect_count * sizeof(*rects));
2089 else
2090 memset(state->scissor_rects, 0, sizeof(state->scissor_rects));
2091 state->scissor_rect_count = rect_count;
2093 wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
2096 void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
2097 enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view)
2099 struct wined3d_state *state = context->state;
2100 const struct wined3d_rendertarget_view *dsv;
2101 struct wined3d_shader_resource_view *prev;
2103 TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view);
2105 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2107 WARN("Invalid view index %u.\n", idx);
2108 return;
2111 prev = state->shader_resource_view[type][idx];
2112 if (view == prev)
2113 return;
2115 if (view && (wined3d_is_srv_rtv_bound(view)
2116 || ((dsv = state->fb.depth_stencil)
2117 && dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
2119 WARN("Application is trying to bind resource which is attached as render target.\n");
2120 view = NULL;
2123 if (view)
2125 wined3d_shader_resource_view_incref(view);
2126 wined3d_srv_bind_count_inc(view);
2129 state->shader_resource_view[type][idx] = view;
2130 wined3d_device_context_emit_set_shader_resource_view(context, type, idx, view);
2131 if (prev)
2133 wined3d_srv_bind_count_dec(prev);
2134 wined3d_shader_resource_view_decref(prev);
2138 void CDECL wined3d_device_context_set_sampler(struct wined3d_device_context *context,
2139 enum wined3d_shader_type type, unsigned int idx, struct wined3d_sampler *sampler)
2141 struct wined3d_state *state = context->state;
2142 struct wined3d_sampler *prev;
2144 TRACE("context %p, type %#x, idx %u, sampler %p.\n", context, type, idx, sampler);
2146 if (idx >= MAX_SAMPLER_OBJECTS)
2148 WARN("Invalid sampler index %u.\n", idx);
2149 return;
2152 prev = state->sampler[type][idx];
2153 if (sampler == prev)
2154 return;
2156 if (sampler)
2157 wined3d_sampler_incref(sampler);
2158 state->sampler[type][idx] = sampler;
2159 wined3d_device_context_emit_set_sampler(context, type, idx, sampler);
2160 if (prev)
2161 wined3d_sampler_decref(prev);
2164 void CDECL wined3d_device_context_set_unordered_access_view(struct wined3d_device_context *context,
2165 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
2166 unsigned int initial_count)
2168 struct wined3d_state *state = context->state;
2169 struct wined3d_unordered_access_view *prev;
2171 TRACE("context %p, pipeline %#x, idx %u, uav %p, initial_count %u.\n", context, pipeline, idx, uav, initial_count);
2173 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2175 WARN("Invalid UAV index %u.\n", idx);
2176 return;
2179 prev = state->unordered_access_view[pipeline][idx];
2180 if (uav == prev && initial_count == ~0u)
2181 return;
2183 if (uav)
2184 wined3d_unordered_access_view_incref(uav);
2185 state->unordered_access_view[pipeline][idx] = uav;
2186 wined3d_device_context_emit_set_unordered_access_view(context, pipeline, idx, uav, initial_count);
2187 if (prev)
2188 wined3d_unordered_access_view_decref(prev);
2191 static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_context *context,
2192 const struct wined3d_rendertarget_view *view, BOOL dsv)
2194 struct wined3d_state *state = context->state;
2196 if (view && wined3d_is_rtv_srv_bound(view))
2198 const struct wined3d_resource *resource = view->resource;
2199 const struct wined3d_shader_resource_view *srv;
2200 unsigned int i, j;
2202 WARN("Application sets bound resource as render target.\n");
2204 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
2205 for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
2206 if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
2207 && ((!dsv && wined3d_is_srv_rtv_bound(srv))
2208 || (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
2209 wined3d_device_context_set_shader_resource_view(context, i, j, NULL);
2213 HRESULT CDECL wined3d_device_context_set_rendertarget_view(struct wined3d_device_context *context,
2214 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
2216 struct wined3d_state *state = context->state;
2217 struct wined3d_rendertarget_view *prev;
2218 unsigned int max_rt_count;
2220 TRACE("context %p, view_idx %u, view %p, set_viewport %#x.\n",
2221 context, view_idx, view, set_viewport);
2223 max_rt_count = context->device->adapter->d3d_info.limits.max_rt_count;
2224 if (view_idx >= max_rt_count)
2226 WARN("Only %u render targets are supported.\n", max_rt_count);
2227 return WINED3DERR_INVALIDCALL;
2230 if (view && !(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
2232 WARN("View resource %p doesn't have render target bind flags.\n", view->resource);
2233 return WINED3DERR_INVALIDCALL;
2236 /* Set the viewport and scissor rectangles, if requested. Tests show that
2237 * stateblock recording is ignored, the change goes directly into the
2238 * primary stateblock. */
2239 if (!view_idx && set_viewport)
2241 state->viewports[0].x = 0;
2242 state->viewports[0].y = 0;
2243 state->viewports[0].width = view->width;
2244 state->viewports[0].height = view->height;
2245 state->viewports[0].min_z = 0.0f;
2246 state->viewports[0].max_z = 1.0f;
2247 state->viewport_count = 1;
2248 wined3d_device_context_emit_set_viewports(context, 1, state->viewports);
2250 SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height);
2251 state->scissor_rect_count = 1;
2252 wined3d_device_context_emit_set_scissor_rects(context, 1, state->scissor_rects);
2255 prev = state->fb.render_targets[view_idx];
2256 if (view == prev)
2257 return WINED3D_OK;
2259 if (view)
2261 wined3d_rendertarget_view_incref(view);
2262 wined3d_rtv_bind_count_inc(view);
2264 state->fb.render_targets[view_idx] = view;
2265 wined3d_device_context_emit_set_rendertarget_view(context, view_idx, view);
2266 /* Release after the assignment, to prevent device_resource_released()
2267 * from seeing the surface as still in use. */
2268 if (prev)
2270 wined3d_rtv_bind_count_dec(prev);
2271 wined3d_rendertarget_view_decref(prev);
2274 wined3d_device_context_unbind_srv_for_rtv(context, view, FALSE);
2276 return WINED3D_OK;
2279 HRESULT CDECL wined3d_device_context_set_depth_stencil_view(struct wined3d_device_context *context,
2280 struct wined3d_rendertarget_view *view)
2282 struct wined3d_fb_state *fb = &context->state->fb;
2283 struct wined3d_rendertarget_view *prev;
2285 TRACE("context %p, view %p.\n", context, view);
2287 if (view && !(view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
2289 WARN("View resource %p has incompatible %s bind flags.\n",
2290 view->resource, wined3d_debug_bind_flags(view->resource->bind_flags));
2291 return WINED3DERR_INVALIDCALL;
2294 prev = fb->depth_stencil;
2295 if (prev == view)
2297 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
2298 return WINED3D_OK;
2301 if ((fb->depth_stencil = view))
2302 wined3d_rendertarget_view_incref(view);
2303 wined3d_device_context_emit_set_depth_stencil_view(context, view);
2304 if (prev)
2305 wined3d_rendertarget_view_decref(prev);
2306 wined3d_device_context_unbind_srv_for_rtv(context, view, TRUE);
2308 return WINED3D_OK;
2311 void CDECL wined3d_device_context_set_predication(struct wined3d_device_context *context,
2312 struct wined3d_query *predicate, BOOL value)
2314 struct wined3d_state *state = context->state;
2315 struct wined3d_query *prev;
2317 TRACE("context %p, predicate %p, value %#x.\n", context, predicate, value);
2319 prev = state->predicate;
2320 if (predicate)
2322 FIXME("Predicated rendering not implemented.\n");
2323 wined3d_query_incref(predicate);
2325 state->predicate = predicate;
2326 state->predicate_value = value;
2327 wined3d_device_context_emit_set_predication(context, predicate, value);
2328 if (prev)
2329 wined3d_query_decref(prev);
2332 HRESULT CDECL wined3d_device_context_set_stream_source(struct wined3d_device_context *context,
2333 unsigned int stream_idx, struct wined3d_buffer *buffer, unsigned int offset, unsigned int stride)
2335 struct wined3d_stream_state *stream;
2336 struct wined3d_buffer *prev_buffer;
2338 TRACE("context %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
2339 context, stream_idx, buffer, offset, stride);
2341 if (stream_idx >= WINED3D_MAX_STREAMS)
2343 WARN("Stream index %u out of range.\n", stream_idx);
2344 return WINED3DERR_INVALIDCALL;
2346 else if (offset & 0x3)
2348 WARN("Offset %u is not 4 byte aligned.\n", offset);
2349 return WINED3DERR_INVALIDCALL;
2352 stream = &context->state->streams[stream_idx];
2353 prev_buffer = stream->buffer;
2355 if (prev_buffer == buffer
2356 && stream->stride == stride
2357 && stream->offset == offset)
2359 TRACE("Application is setting the old values over, nothing to do.\n");
2360 return WINED3D_OK;
2363 stream->buffer = buffer;
2364 stream->stride = stride;
2365 stream->offset = offset;
2366 if (buffer)
2367 wined3d_buffer_incref(buffer);
2368 wined3d_device_context_emit_set_stream_source(context, stream_idx, buffer, offset, stride);
2369 if (prev_buffer)
2370 wined3d_buffer_decref(prev_buffer);
2372 return WINED3D_OK;
2375 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2377 TRACE("device %p, shader %p.\n", device, shader);
2379 return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, shader);
2382 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2384 TRACE("device %p.\n", device);
2386 return device->cs->c.state->shader[WINED3D_SHADER_TYPE_VERTEX];
2389 void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device,
2390 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2392 TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer);
2394 return wined3d_device_context_set_constant_buffer(&device->cs->c, type, idx, buffer);
2397 struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2398 enum wined3d_shader_type shader_type, unsigned int idx)
2400 TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx);
2402 if (idx >= MAX_CONSTANT_BUFFERS)
2404 WARN("Invalid constant buffer index %u.\n", idx);
2405 return NULL;
2408 return device->cs->c.state->cb[shader_type][idx];
2411 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2412 UINT idx, struct wined3d_shader_resource_view *view)
2414 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2416 wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2419 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2420 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2422 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2424 WARN("Invalid view index %u.\n", idx);
2425 return NULL;
2428 return device->cs->c.state->shader_resource_view[shader_type][idx];
2431 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2432 UINT idx)
2434 TRACE("device %p, idx %u.\n", device, idx);
2436 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2439 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2441 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2443 wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2446 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2447 enum wined3d_shader_type shader_type, unsigned int idx)
2449 if (idx >= MAX_SAMPLER_OBJECTS)
2451 WARN("Invalid sampler index %u.\n", idx);
2452 return NULL;
2455 return device->cs->c.state->sampler[shader_type][idx];
2458 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2460 TRACE("device %p, idx %u.\n", device, idx);
2462 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2465 static void wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2466 unsigned int start_idx, unsigned int count, const BOOL *constants)
2468 unsigned int i;
2470 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2471 device, start_idx, count, constants);
2473 memcpy(&device->cs->c.state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2474 if (TRACE_ON(d3d))
2476 for (i = 0; i < count; ++i)
2477 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2480 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2483 static void wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2484 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2486 unsigned int i;
2488 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2489 device, start_idx, count, constants);
2491 memcpy(&device->cs->c.state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2492 if (TRACE_ON(d3d))
2494 for (i = 0; i < count; ++i)
2495 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2498 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2501 static void wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2502 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2504 unsigned int i;
2506 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2507 device, start_idx, count, constants);
2509 memcpy(&device->cs->c.state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2510 if (TRACE_ON(d3d))
2512 for (i = 0; i < count; ++i)
2513 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2516 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2519 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2521 TRACE("device %p, shader %p.\n", device, shader);
2523 return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, shader);
2526 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2528 TRACE("device %p.\n", device);
2530 return device->cs->c.state->shader[WINED3D_SHADER_TYPE_PIXEL];
2533 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2534 UINT idx, struct wined3d_shader_resource_view *view)
2536 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2538 wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2541 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2542 UINT idx)
2544 TRACE("device %p, idx %u.\n", device, idx);
2546 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2549 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2551 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2553 wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2556 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2558 TRACE("device %p, idx %u.\n", device, idx);
2560 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2563 static void wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2564 unsigned int start_idx, unsigned int count, const BOOL *constants)
2566 unsigned int i;
2568 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2569 device, start_idx, count, constants);
2571 memcpy(&device->cs->c.state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2572 if (TRACE_ON(d3d))
2574 for (i = 0; i < count; ++i)
2575 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2578 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2581 static void wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2582 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2584 unsigned int i;
2586 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2587 device, start_idx, count, constants);
2589 memcpy(&device->cs->c.state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2590 if (TRACE_ON(d3d))
2592 for (i = 0; i < count; ++i)
2593 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2596 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2599 static void wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2600 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2602 unsigned int i;
2604 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2605 device, start_idx, count, constants);
2607 memcpy(&device->cs->c.state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2608 if (TRACE_ON(d3d))
2610 for (i = 0; i < count; ++i)
2611 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2614 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2617 void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2619 TRACE("device %p, shader %p.\n", device, shader);
2621 return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_HULL, shader);
2624 struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
2626 TRACE("device %p.\n", device);
2628 return device->cs->c.state->shader[WINED3D_SHADER_TYPE_HULL];
2631 void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
2632 unsigned int idx, struct wined3d_shader_resource_view *view)
2634 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2636 wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, view);
2639 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
2640 unsigned int idx)
2642 TRACE("device %p, idx %u.\n", device, idx);
2644 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
2647 void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
2648 unsigned int idx, struct wined3d_sampler *sampler)
2650 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2652 wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_HULL, idx, sampler);
2655 struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
2657 TRACE("device %p, idx %u.\n", device, idx);
2659 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
2662 void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2664 TRACE("device %p, shader %p.\n", device, shader);
2666 return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, shader);
2669 struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
2671 TRACE("device %p.\n", device);
2673 return device->cs->c.state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2676 void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
2677 unsigned int idx, struct wined3d_shader_resource_view *view)
2679 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2681 wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
2684 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
2685 unsigned int idx)
2687 TRACE("device %p, idx %u.\n", device, idx);
2689 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2692 void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
2693 unsigned int idx, struct wined3d_sampler *sampler)
2695 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2697 wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
2700 struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
2702 TRACE("device %p, idx %u.\n", device, idx);
2704 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2707 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2709 TRACE("device %p, shader %p.\n", device, shader);
2711 return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2714 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2716 TRACE("device %p.\n", device);
2718 return device->cs->c.state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2721 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2722 UINT idx, struct wined3d_shader_resource_view *view)
2724 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2726 wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2729 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2730 UINT idx)
2732 TRACE("device %p, idx %u.\n", device, idx);
2734 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2737 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2739 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2741 wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2744 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2746 TRACE("device %p, idx %u.\n", device, idx);
2748 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2751 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2753 TRACE("device %p, shader %p.\n", device, shader);
2755 return wined3d_device_context_set_shader(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, shader);
2758 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2760 TRACE("device %p.\n", device);
2762 return device->cs->c.state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2765 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2766 unsigned int idx, struct wined3d_shader_resource_view *view)
2768 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2770 wined3d_device_context_set_shader_resource_view(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2773 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2774 unsigned int idx)
2776 TRACE("device %p, idx %u.\n", device, idx);
2778 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2781 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2782 unsigned int idx, struct wined3d_sampler *sampler)
2784 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2786 wined3d_device_context_set_sampler(&device->cs->c, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
2789 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
2791 TRACE("device %p, idx %u.\n", device, idx);
2793 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2796 static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
2797 const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
2799 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2801 WARN("Invalid UAV index %u.\n", idx);
2802 return NULL;
2805 return device->cs->c.state->unordered_access_view[pipeline][idx];
2808 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
2809 struct wined3d_unordered_access_view *uav, unsigned int initial_count)
2811 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
2813 wined3d_device_context_set_unordered_access_view(&device->cs->c, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
2816 struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
2817 unsigned int idx)
2819 TRACE("device %p, idx %u.\n", device, idx);
2821 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
2824 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
2825 unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
2827 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
2829 wined3d_device_context_set_unordered_access_view(&device->cs->c, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
2832 struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
2833 const struct wined3d_device *device, unsigned int idx)
2835 TRACE("device %p, idx %u.\n", device, idx);
2837 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
2840 void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency)
2842 unsigned int i;
2844 if (!latency)
2845 latency = 3;
2847 device->max_frame_latency = latency;
2848 for (i = 0; i < device->swapchain_count; ++i)
2849 swapchain_set_max_frame_latency(device->swapchains[i], device);
2852 unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device)
2854 return device->max_frame_latency;
2857 static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf)
2859 unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2860 unsigned int i, size = 0;
2862 if (fvf & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2863 if (fvf & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2864 if (fvf & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2865 if (fvf & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2866 switch (fvf & WINED3DFVF_POSITION_MASK)
2868 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2869 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2870 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2871 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2872 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2873 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2874 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2875 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2876 default: FIXME("Unexpected position mask %#x.\n", fvf & WINED3DFVF_POSITION_MASK);
2878 for (i = 0; i < texcoord_count; ++i)
2880 size += GET_TEXCOORD_SIZE_FROM_FVF(fvf, i) * sizeof(float);
2883 return size;
2886 static void wined3d_format_get_colour(const struct wined3d_format *format,
2887 const void *data, struct wined3d_color *colour)
2889 float *output = &colour->r;
2890 const uint32_t *u32_data;
2891 const uint16_t *u16_data;
2892 const float *f32_data;
2893 unsigned int i;
2895 static const struct wined3d_color default_colour = {0.0f, 0.0f, 0.0f, 1.0f};
2896 static unsigned int warned;
2898 switch (format->id)
2900 case WINED3DFMT_B8G8R8A8_UNORM:
2901 u32_data = data;
2902 wined3d_color_from_d3dcolor(colour, *u32_data);
2903 break;
2905 case WINED3DFMT_R8G8B8A8_UNORM:
2906 u32_data = data;
2907 colour->r = (*u32_data & 0xffu) / 255.0f;
2908 colour->g = ((*u32_data >> 8) & 0xffu) / 255.0f;
2909 colour->b = ((*u32_data >> 16) & 0xffu) / 255.0f;
2910 colour->a = ((*u32_data >> 24) & 0xffu) / 255.0f;
2911 break;
2913 case WINED3DFMT_R16G16_UNORM:
2914 case WINED3DFMT_R16G16B16A16_UNORM:
2915 u16_data = data;
2916 *colour = default_colour;
2917 for (i = 0; i < format->component_count; ++i)
2918 output[i] = u16_data[i] / 65535.0f;
2919 break;
2921 case WINED3DFMT_R32_FLOAT:
2922 case WINED3DFMT_R32G32_FLOAT:
2923 case WINED3DFMT_R32G32B32_FLOAT:
2924 case WINED3DFMT_R32G32B32A32_FLOAT:
2925 f32_data = data;
2926 *colour = default_colour;
2927 for (i = 0; i < format->component_count; ++i)
2928 output[i] = f32_data[i];
2929 break;
2931 default:
2932 *colour = default_colour;
2933 if (!warned++)
2934 FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format->id));
2935 break;
2939 static void wined3d_colour_from_mcs(struct wined3d_color *colour, enum wined3d_material_color_source mcs,
2940 const struct wined3d_color *material_colour, unsigned int index,
2941 const struct wined3d_stream_info *stream_info)
2943 const struct wined3d_stream_info_element *element = NULL;
2945 switch (mcs)
2947 case WINED3D_MCS_MATERIAL:
2948 *colour = *material_colour;
2949 return;
2951 case WINED3D_MCS_COLOR1:
2952 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
2954 colour->r = colour->g = colour->b = colour->a = 1.0f;
2955 return;
2957 element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
2958 break;
2960 case WINED3D_MCS_COLOR2:
2961 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
2963 colour->r = colour->g = colour->b = colour->a = 0.0f;
2964 return;
2966 element = &stream_info->elements[WINED3D_FFP_SPECULAR];
2967 break;
2969 default:
2970 colour->r = colour->g = colour->b = colour->a = 0.0f;
2971 ERR("Invalid material colour source %#x.\n", mcs);
2972 return;
2975 wined3d_format_get_colour(element->format, &element->data.addr[index * element->stride], colour);
2978 static float wined3d_clamp(float value, float min_value, float max_value)
2980 return value < min_value ? min_value : value > max_value ? max_value : value;
2983 static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
2985 return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z;
2988 static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
2990 v0->x -= v1->x;
2991 v0->y -= v1->y;
2992 v0->z -= v1->z;
2995 static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s)
2997 v->x *= s;
2998 v->y *= s;
2999 v->z *= s;
3002 static void wined3d_vec3_normalise(struct wined3d_vec3 *v)
3004 float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v));
3006 if (isfinite(rnorm))
3007 wined3d_vec3_scale(v, rnorm);
3010 static void wined3d_vec3_transform(struct wined3d_vec3 *dst,
3011 const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m)
3013 struct wined3d_vec3 tmp;
3015 tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31;
3016 tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32;
3017 tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33;
3019 *dst = tmp;
3022 static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src,
3023 float min_value, float max_value)
3025 dst->r = wined3d_clamp(src->r, min_value, max_value);
3026 dst->g = wined3d_clamp(src->g, min_value, max_value);
3027 dst->b = wined3d_clamp(src->b, min_value, max_value);
3028 dst->a = wined3d_clamp(src->a, min_value, max_value);
3031 static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c)
3033 dst->r += src->r * c;
3034 dst->g += src->g * c;
3035 dst->b += src->b * c;
3038 static void init_transformed_lights(struct lights_settings *ls,
3039 const struct wined3d_state *state, BOOL legacy_lighting, BOOL compute_lighting)
3041 const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
3042 const struct wined3d_light_info *light_info;
3043 struct light_transformed *light;
3044 struct wined3d_vec4 vec4;
3045 unsigned int light_count;
3046 unsigned int i, index;
3048 memset(ls, 0, sizeof(*ls));
3050 ls->lighting = !!compute_lighting;
3051 ls->fog_mode = state->render_states[WINED3D_RS_FOGVERTEXMODE];
3052 ls->fog_coord_mode = state->render_states[WINED3D_RS_RANGEFOGENABLE]
3053 ? WINED3D_FFP_VS_FOG_RANGE : WINED3D_FFP_VS_FOG_DEPTH;
3054 ls->fog_start = wined3d_get_float_state(state, WINED3D_RS_FOGSTART);
3055 ls->fog_end = wined3d_get_float_state(state, WINED3D_RS_FOGEND);
3056 ls->fog_density = wined3d_get_float_state(state, WINED3D_RS_FOGDENSITY);
3058 if (ls->fog_mode == WINED3D_FOG_NONE && !compute_lighting)
3059 return;
3061 multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW],
3062 &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
3064 if (!compute_lighting)
3065 return;
3067 compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix);
3069 wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]);
3070 ls->legacy_lighting = !!legacy_lighting;
3071 ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS];
3072 ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
3074 for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i)
3076 LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry)
3078 if (!light_info->enabled)
3079 continue;
3081 switch (light_info->OriginalParms.type)
3083 case WINED3D_LIGHT_DIRECTIONAL:
3084 ++ls->directional_light_count;
3085 break;
3087 case WINED3D_LIGHT_POINT:
3088 ++ls->point_light_count;
3089 break;
3091 case WINED3D_LIGHT_SPOT:
3092 ++ls->spot_light_count;
3093 break;
3095 case WINED3D_LIGHT_PARALLELPOINT:
3096 ++ls->parallel_point_light_count;
3097 break;
3099 default:
3100 FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
3101 continue;
3103 lights[index++] = light_info;
3104 if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS)
3105 break;
3109 light_count = index;
3110 for (i = 0, index = 0; i < light_count; ++i)
3112 light_info = lights[i];
3113 if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL)
3114 continue;
3116 light = &ls->lights[index];
3117 wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
3118 light->direction = *(struct wined3d_vec3 *)&vec4;
3119 wined3d_vec3_normalise(&light->direction);
3121 light->diffuse = light_info->OriginalParms.diffuse;
3122 light->ambient = light_info->OriginalParms.ambient;
3123 light->specular = light_info->OriginalParms.specular;
3124 ++index;
3127 for (i = 0; i < light_count; ++i)
3129 light_info = lights[i];
3130 if (light_info->OriginalParms.type != WINED3D_LIGHT_POINT)
3131 continue;
3133 light = &ls->lights[index];
3135 wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
3136 light->range = light_info->OriginalParms.range;
3137 light->c_att = light_info->OriginalParms.attenuation0;
3138 light->l_att = light_info->OriginalParms.attenuation1;
3139 light->q_att = light_info->OriginalParms.attenuation2;
3141 light->diffuse = light_info->OriginalParms.diffuse;
3142 light->ambient = light_info->OriginalParms.ambient;
3143 light->specular = light_info->OriginalParms.specular;
3144 ++index;
3147 for (i = 0; i < light_count; ++i)
3149 light_info = lights[i];
3150 if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT)
3151 continue;
3153 light = &ls->lights[index];
3155 wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
3156 wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
3157 light->direction = *(struct wined3d_vec3 *)&vec4;
3158 wined3d_vec3_normalise(&light->direction);
3159 light->range = light_info->OriginalParms.range;
3160 light->falloff = light_info->OriginalParms.falloff;
3161 light->c_att = light_info->OriginalParms.attenuation0;
3162 light->l_att = light_info->OriginalParms.attenuation1;
3163 light->q_att = light_info->OriginalParms.attenuation2;
3164 light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f);
3165 light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f);
3167 light->diffuse = light_info->OriginalParms.diffuse;
3168 light->ambient = light_info->OriginalParms.ambient;
3169 light->specular = light_info->OriginalParms.specular;
3170 ++index;
3173 for (i = 0; i < light_count; ++i)
3175 light_info = lights[i];
3176 if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT)
3177 continue;
3179 light = &ls->lights[index];
3181 wined3d_vec4_transform(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
3182 *(struct wined3d_vec3 *)&light->position = *(struct wined3d_vec3 *)&vec4;
3183 wined3d_vec3_normalise((struct wined3d_vec3 *)&light->position);
3184 light->diffuse = light_info->OriginalParms.diffuse;
3185 light->ambient = light_info->OriginalParms.ambient;
3186 light->specular = light_info->OriginalParms.specular;
3187 ++index;
3191 static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
3192 const struct wined3d_vec3 *dir, float att, float material_shininess,
3193 const struct wined3d_vec3 *normal_transformed,
3194 const struct wined3d_vec3 *position_transformed_normalised,
3195 const struct light_transformed *light, const struct lights_settings *ls)
3197 struct wined3d_vec3 vec3;
3198 float t, c;
3200 c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f);
3201 wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att);
3203 vec3 = *dir;
3204 if (ls->localviewer)
3205 wined3d_vec3_subtract(&vec3, position_transformed_normalised);
3206 else
3207 vec3.z -= 1.0f;
3208 wined3d_vec3_normalise(&vec3);
3209 t = wined3d_vec3_dot(normal_transformed, &vec3);
3210 if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f)
3211 && wined3d_vec3_dot(dir, normal_transformed) > 0.0f)
3212 wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess));
3215 static void light_set_vertex_data(struct lights_settings *ls,
3216 const struct wined3d_vec4 *position)
3218 if (ls->fog_mode == WINED3D_FOG_NONE && !ls->lighting)
3219 return;
3221 wined3d_vec4_transform(&ls->position_transformed, position, &ls->modelview_matrix);
3222 wined3d_vec3_scale((struct wined3d_vec3 *)&ls->position_transformed, 1.0f / ls->position_transformed.w);
3225 static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse,
3226 struct wined3d_color *specular, struct lights_settings *ls, const struct wined3d_vec3 *normal,
3227 float material_shininess)
3229 struct wined3d_vec3 position_transformed_normalised;
3230 struct wined3d_vec3 normal_transformed = {0.0f};
3231 const struct light_transformed *light;
3232 struct wined3d_vec3 dir, dst;
3233 unsigned int i, index;
3234 float att;
3236 position_transformed_normalised = *(const struct wined3d_vec3 *)&ls->position_transformed;
3237 wined3d_vec3_normalise(&position_transformed_normalised);
3239 if (normal)
3241 wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix);
3242 if (ls->normalise)
3243 wined3d_vec3_normalise(&normal_transformed);
3246 diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f;
3247 *specular = *diffuse;
3248 *ambient = ls->ambient_light;
3250 index = 0;
3251 for (i = 0; i < ls->directional_light_count; ++i, ++index)
3253 light = &ls->lights[index];
3255 wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
3256 if (normal)
3257 update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess,
3258 &normal_transformed, &position_transformed_normalised, light, ls);
3261 for (i = 0; i < ls->point_light_count; ++i, ++index)
3263 light = &ls->lights[index];
3264 dir.x = light->position.x - ls->position_transformed.x;
3265 dir.y = light->position.y - ls->position_transformed.y;
3266 dir.z = light->position.z - ls->position_transformed.z;
3268 dst.z = wined3d_vec3_dot(&dir, &dir);
3269 dst.y = sqrtf(dst.z);
3270 dst.x = 1.0f;
3271 if (ls->legacy_lighting)
3273 dst.y = (light->range - dst.y) / light->range;
3274 if (!(dst.y > 0.0f))
3275 continue;
3276 dst.z = dst.y * dst.y;
3278 else
3280 if (!(dst.y <= light->range))
3281 continue;
3283 att = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
3284 if (!ls->legacy_lighting)
3285 att = 1.0f / att;
3287 wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
3288 if (normal)
3290 wined3d_vec3_normalise(&dir);
3291 update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
3292 &normal_transformed, &position_transformed_normalised, light, ls);
3296 for (i = 0; i < ls->spot_light_count; ++i, ++index)
3298 float t;
3300 light = &ls->lights[index];
3302 dir.x = light->position.x - ls->position_transformed.x;
3303 dir.y = light->position.y - ls->position_transformed.y;
3304 dir.z = light->position.z - ls->position_transformed.z;
3306 dst.z = wined3d_vec3_dot(&dir, &dir);
3307 dst.y = sqrtf(dst.z);
3308 dst.x = 1.0f;
3310 if (ls->legacy_lighting)
3312 dst.y = (light->range - dst.y) / light->range;
3313 if (!(dst.y > 0.0f))
3314 continue;
3315 dst.z = dst.y * dst.y;
3317 else
3319 if (!(dst.y <= light->range))
3320 continue;
3322 wined3d_vec3_normalise(&dir);
3323 t = -wined3d_vec3_dot(&dir, &light->direction);
3324 if (t > light->cos_htheta)
3325 att = 1.0f;
3326 else if (t <= light->cos_hphi)
3327 att = 0.0f;
3328 else
3329 att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff);
3331 t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
3332 if (ls->legacy_lighting)
3333 att *= t;
3334 else
3335 att /= t;
3337 wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
3339 if (normal)
3340 update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
3341 &normal_transformed, &position_transformed_normalised, light, ls);
3344 for (i = 0; i < ls->parallel_point_light_count; ++i, ++index)
3346 light = &ls->lights[index];
3348 wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
3349 if (normal)
3350 update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position,
3351 1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls);
3355 static float wined3d_calculate_fog_factor(float fog_coord, const struct lights_settings *ls)
3357 switch (ls->fog_mode)
3359 case WINED3D_FOG_NONE:
3360 return fog_coord;
3361 case WINED3D_FOG_LINEAR:
3362 return (ls->fog_end - fog_coord) / (ls->fog_end - ls->fog_start);
3363 case WINED3D_FOG_EXP:
3364 return expf(-fog_coord * ls->fog_density);
3365 case WINED3D_FOG_EXP2:
3366 return expf(-fog_coord * fog_coord * ls->fog_density * ls->fog_density);
3367 default:
3368 ERR("Unhandled fog mode %#x.\n", ls->fog_mode);
3369 return 0.0f;
3373 static void update_fog_factor(float *fog_factor, struct lights_settings *ls)
3375 float fog_coord;
3377 if (ls->fog_mode == WINED3D_FOG_NONE)
3378 return;
3380 switch (ls->fog_coord_mode)
3382 case WINED3D_FFP_VS_FOG_RANGE:
3383 fog_coord = sqrtf(wined3d_vec3_dot((const struct wined3d_vec3 *)&ls->position_transformed,
3384 (const struct wined3d_vec3 *)&ls->position_transformed));
3385 break;
3387 case WINED3D_FFP_VS_FOG_DEPTH:
3388 fog_coord = fabsf(ls->position_transformed.z);
3389 break;
3391 default:
3392 ERR("Unhandled fog coordinate mode %#x.\n", ls->fog_coord_mode);
3393 return;
3395 *fog_factor = wined3d_calculate_fog_factor(fog_coord, ls);
3398 /* Context activation is done by the caller. */
3399 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3400 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3401 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf)
3403 enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source;
3404 const struct wined3d_color *material_specular_state_colour;
3405 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3406 const struct wined3d_state *state = device->cs->c.state;
3407 const struct wined3d_format *output_colour_format;
3408 static const struct wined3d_color black;
3409 struct wined3d_map_desc map_desc;
3410 struct wined3d_box box = {0};
3411 struct wined3d_viewport vp;
3412 unsigned int texture_count;
3413 struct lights_settings ls;
3414 unsigned int vertex_size;
3415 BOOL do_clip, lighting;
3416 float min_z, max_z;
3417 unsigned int i;
3418 BYTE *dest_ptr;
3419 HRESULT hr;
3421 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3423 ERR("Source has no position mask.\n");
3424 return WINED3DERR_INVALIDCALL;
3427 if (state->render_states[WINED3D_RS_CLIPPING])
3429 static BOOL warned = FALSE;
3431 * The clipping code is not quite correct. Some things need
3432 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3433 * so disable clipping for now.
3434 * (The graphics in Half-Life are broken, and my processvertices
3435 * test crashes with IDirect3DDevice3)
3436 do_clip = TRUE;
3438 do_clip = FALSE;
3439 if (!warned)
3441 warned = TRUE;
3442 FIXME("Clipping is broken and disabled for now\n");
3445 else
3446 do_clip = FALSE;
3448 vertex_size = wined3d_get_flexible_vertex_size(dst_fvf);
3449 box.left = dwDestIndex * vertex_size;
3450 box.right = box.left + dwCount * vertex_size;
3451 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
3453 WARN("Failed to map buffer, hr %#x.\n", hr);
3454 return hr;
3456 dest_ptr = map_desc.data;
3458 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3459 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3460 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3462 TRACE("View mat:\n");
3463 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3464 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3465 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3466 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3468 TRACE("Proj mat:\n");
3469 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3470 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3471 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3472 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3474 TRACE("World mat:\n");
3475 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3476 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3477 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3478 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3480 /* Get the viewport */
3481 wined3d_device_get_viewports(device, NULL, &vp);
3482 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3483 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3485 multiply_matrix(&mat,&view_mat,&world_mat);
3486 multiply_matrix(&mat,&proj_mat,&mat);
3488 texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3490 lighting = state->render_states[WINED3D_RS_LIGHTING]
3491 && (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
3492 wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
3493 &ambient_source, &specular_source, state, stream_info);
3494 output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0);
3495 material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE]
3496 ? &state->material.specular : &black;
3497 init_transformed_lights(&ls, state, device->adapter->d3d_info.wined3d_creation_flags
3498 & WINED3D_LEGACY_FFP_LIGHTING, lighting);
3500 wined3d_viewport_get_z_range(&vp, &min_z, &max_z);
3502 for (i = 0; i < dwCount; ++i)
3504 const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION];
3505 const float *p = (const float *)&position_element->data.addr[i * position_element->stride];
3506 struct wined3d_color ambient, diffuse, specular;
3507 struct wined3d_vec4 position;
3508 unsigned int tex_index;
3510 position.x = p[0];
3511 position.y = p[1];
3512 position.z = p[2];
3513 position.w = 1.0f;
3515 light_set_vertex_data(&ls, &position);
3517 if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3518 ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3519 /* The position first */
3520 float x, y, z, rhw;
3521 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3523 /* Multiplication with world, view and projection matrix. */
3524 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3525 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3526 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3527 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3529 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3531 /* WARNING: The following things are taken from d3d7 and were not yet checked
3532 * against d3d8 or d3d9!
3535 /* Clipping conditions: From msdn
3537 * A vertex is clipped if it does not match the following requirements
3538 * -rhw < x <= rhw
3539 * -rhw < y <= rhw
3540 * 0 < z <= rhw
3541 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3543 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3544 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3548 if (!do_clip || (-rhw - eps < x && -rhw - eps < y && -eps < z && x <= rhw + eps
3549 && y <= rhw + eps && z <= rhw + eps && rhw > eps))
3551 /* "Normal" viewport transformation (not clipped)
3552 * 1) The values are divided by rhw
3553 * 2) The y axis is negative, so multiply it with -1
3554 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3555 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3556 * 4) Multiply x with Width/2 and add Width/2
3557 * 5) The same for the height
3558 * 6) Add the viewpoint X and Y to the 2D coordinates and
3559 * The minimum Z value to z
3560 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3562 * Well, basically it's simply a linear transformation into viewport
3563 * coordinates
3566 x /= rhw;
3567 y /= rhw;
3568 z /= rhw;
3570 y *= -1;
3572 x *= vp.width / 2;
3573 y *= vp.height / 2;
3574 z *= max_z - min_z;
3576 x += vp.width / 2 + vp.x;
3577 y += vp.height / 2 + vp.y;
3578 z += min_z;
3580 rhw = 1 / rhw;
3581 } else {
3582 /* That vertex got clipped
3583 * Contrary to OpenGL it is not dropped completely, it just
3584 * undergoes a different calculation.
3586 TRACE("Vertex got clipped\n");
3587 x += rhw;
3588 y += rhw;
3590 x /= 2;
3591 y /= 2;
3593 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3594 * outside of the main vertex buffer memory. That needs some more
3595 * investigation...
3599 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3602 ( (float *) dest_ptr)[0] = x;
3603 ( (float *) dest_ptr)[1] = y;
3604 ( (float *) dest_ptr)[2] = z;
3605 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3607 dest_ptr += 3 * sizeof(float);
3609 if ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3610 dest_ptr += sizeof(float);
3613 if (dst_fvf & WINED3DFVF_PSIZE)
3614 dest_ptr += sizeof(DWORD);
3616 if (dst_fvf & WINED3DFVF_NORMAL)
3618 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3619 const float *normal = (const float *)(element->data.addr + i * element->stride);
3620 /* AFAIK this should go into the lighting information */
3621 FIXME("Didn't expect the destination to have a normal\n");
3622 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3625 if (lighting)
3627 const struct wined3d_stream_info_element *element;
3628 struct wined3d_vec3 *normal;
3630 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3632 element = &stream_info->elements[WINED3D_FFP_NORMAL];
3633 normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride];
3635 else
3637 normal = NULL;
3639 compute_light(&ambient, &diffuse, &specular, &ls, normal,
3640 state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f);
3643 if (dst_fvf & WINED3DFVF_DIFFUSE)
3645 struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour;
3647 wined3d_colour_from_mcs(&material_diffuse, diffuse_source,
3648 &state->material.diffuse, i, stream_info);
3650 if (lighting)
3652 wined3d_colour_from_mcs(&material_ambient, ambient_source,
3653 &state->material.ambient, i, stream_info);
3654 wined3d_colour_from_mcs(&material_emissive, emissive_source,
3655 &state->material.emissive, i, stream_info);
3657 diffuse_colour.r = ambient.r * material_ambient.r
3658 + diffuse.r * material_diffuse.r + material_emissive.r;
3659 diffuse_colour.g = ambient.g * material_ambient.g
3660 + diffuse.g * material_diffuse.g + material_emissive.g;
3661 diffuse_colour.b = ambient.b * material_ambient.b
3662 + diffuse.b * material_diffuse.b + material_emissive.b;
3663 diffuse_colour.a = material_diffuse.a;
3665 else
3667 diffuse_colour = material_diffuse;
3669 wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f);
3670 *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &diffuse_colour);
3671 dest_ptr += sizeof(DWORD);
3674 if (dst_fvf & WINED3DFVF_SPECULAR)
3676 struct wined3d_color material_specular, specular_colour;
3678 wined3d_colour_from_mcs(&material_specular, specular_source,
3679 material_specular_state_colour, i, stream_info);
3681 if (lighting)
3683 specular_colour.r = specular.r * material_specular.r;
3684 specular_colour.g = specular.g * material_specular.g;
3685 specular_colour.b = specular.b * material_specular.b;
3686 specular_colour.a = ls.legacy_lighting ? 0.0f : material_specular.a;
3688 else
3690 specular_colour = material_specular;
3692 update_fog_factor(&specular_colour.a, &ls);
3693 wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f);
3694 *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &specular_colour);
3695 dest_ptr += sizeof(DWORD);
3698 for (tex_index = 0; tex_index < texture_count; ++tex_index)
3700 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3701 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3702 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3704 ERR("No source texture, but destination requests one\n");
3705 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float);
3707 else
3709 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float));
3714 wined3d_resource_unmap(&dest->resource, 0);
3716 return WINED3D_OK;
3718 #undef copy_and_next
3720 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3721 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3722 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3724 struct wined3d_state *state = device->cs->c.state;
3725 struct wined3d_stream_info stream_info;
3726 struct wined3d_resource *resource;
3727 struct wined3d_box box = {0};
3728 struct wined3d_shader *vs;
3729 unsigned int i, j;
3730 HRESULT hr;
3731 WORD map;
3733 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3734 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3735 device, src_start_idx, dst_idx, vertex_count,
3736 dst_buffer, declaration, flags, dst_fvf);
3738 if (declaration)
3739 FIXME("Output vertex declaration not implemented yet.\n");
3741 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3742 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3743 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->d3d_info);
3744 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3746 /* We can't convert FROM a VBO, and vertex buffers used to source into
3747 * process_vertices() are unlikely to ever be used for drawing. Release
3748 * VBOs in those buffers and fix up the stream_info structure.
3750 * Also apply the start index. */
3751 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3753 struct wined3d_stream_info_element *e;
3754 struct wined3d_map_desc map_desc;
3756 if (!(map & 1))
3757 continue;
3759 e = &stream_info.elements[i];
3760 resource = &state->streams[e->stream_idx].buffer->resource;
3761 box.left = src_start_idx * e->stride;
3762 box.right = box.left + vertex_count * e->stride;
3763 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
3765 ERR("Failed to map resource.\n");
3766 for (j = 0, map = stream_info.use_map; map && j < i; map >>= 1, ++j)
3768 if (!(map & 1))
3769 continue;
3771 e = &stream_info.elements[j];
3772 resource = &state->streams[e->stream_idx].buffer->resource;
3773 if (FAILED(wined3d_resource_unmap(resource, 0)))
3774 ERR("Failed to unmap resource.\n");
3776 return WINED3DERR_INVALIDCALL;
3778 e->data.buffer_object = 0;
3779 e->data.addr += (ULONG_PTR)map_desc.data;
3782 hr = process_vertices_strided(device, dst_idx, vertex_count,
3783 &stream_info, dst_buffer, flags, dst_fvf);
3785 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3787 if (!(map & 1))
3788 continue;
3790 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3791 if (FAILED(wined3d_resource_unmap(resource, 0)))
3792 ERR("Failed to unmap resource.\n");
3795 return hr;
3798 static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3799 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3801 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3803 TRACE("device %p, stage %u, state %s, value %#x.\n",
3804 device, stage, debug_d3dtexturestate(state), value);
3806 if (stage >= d3d_info->limits.ffp_blend_stages)
3808 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3809 stage, d3d_info->limits.ffp_blend_stages - 1);
3810 return;
3813 if (value == device->cs->c.state->texture_states[stage][state])
3815 TRACE("Application is setting the old value over, nothing to do.\n");
3816 return;
3819 device->cs->c.state->texture_states[stage][state] = value;
3821 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3824 static void wined3d_device_set_texture(struct wined3d_device *device,
3825 UINT stage, struct wined3d_texture *texture)
3827 struct wined3d_state *state = device->cs->c.state;
3828 struct wined3d_texture *prev;
3830 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3832 /* Windows accepts overflowing this array... we do not. */
3833 if (stage >= ARRAY_SIZE(state->textures))
3835 WARN("Ignoring invalid stage %u.\n", stage);
3836 return;
3839 prev = state->textures[stage];
3840 TRACE("Previous texture %p.\n", prev);
3842 if (texture == prev)
3844 TRACE("App is setting the same texture again, nothing to do.\n");
3845 return;
3848 TRACE("Setting new texture to %p.\n", texture);
3849 state->textures[stage] = texture;
3851 if (texture)
3852 wined3d_texture_incref(texture);
3853 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3854 if (prev)
3855 wined3d_texture_decref(prev);
3857 return;
3860 void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
3861 struct wined3d_stateblock *stateblock)
3863 BOOL set_blend_state = FALSE, set_depth_stencil_state = FALSE, set_rasterizer_state = FALSE;
3864 const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
3865 const struct wined3d_saved_states *changed = &stateblock->changed;
3866 const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
3867 unsigned int i, j, start, idx;
3868 struct wined3d_range range;
3869 uint32_t map;
3871 TRACE("device %p, stateblock %p.\n", device, stateblock);
3873 if (changed->vertexShader)
3874 wined3d_device_set_vertex_shader(device, state->vs);
3875 if (changed->pixelShader)
3876 wined3d_device_set_pixel_shader(device, state->ps);
3878 for (start = 0; ; start = range.offset + range.size)
3880 if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
3881 break;
3883 wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]);
3886 map = changed->vertexShaderConstantsI;
3887 for (start = 0; ; start = range.offset + range.size)
3889 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
3890 break;
3892 wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]);
3895 map = changed->vertexShaderConstantsB;
3896 for (start = 0; ; start = range.offset + range.size)
3898 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
3899 break;
3901 wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]);
3904 for (start = 0; ; start = range.offset + range.size)
3906 if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
3907 break;
3909 wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]);
3912 map = changed->pixelShaderConstantsI;
3913 for (start = 0; ; start = range.offset + range.size)
3915 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
3916 break;
3918 wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]);
3921 map = changed->pixelShaderConstantsB;
3922 for (start = 0; ; start = range.offset + range.size)
3924 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
3925 break;
3927 wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
3930 if (changed->lights)
3932 for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
3934 const struct wined3d_light_info *light;
3936 LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
3938 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
3939 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
3944 for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
3946 map = changed->renderState[i];
3947 while (map)
3949 j = wined3d_bit_scan(&map);
3950 idx = i * word_bit_count + j;
3952 switch (idx)
3954 case WINED3D_RS_BLENDFACTOR:
3955 case WINED3D_RS_MULTISAMPLEMASK:
3956 case WINED3D_RS_ALPHABLENDENABLE:
3957 case WINED3D_RS_SRCBLEND:
3958 case WINED3D_RS_DESTBLEND:
3959 case WINED3D_RS_BLENDOP:
3960 case WINED3D_RS_SEPARATEALPHABLENDENABLE:
3961 case WINED3D_RS_SRCBLENDALPHA:
3962 case WINED3D_RS_DESTBLENDALPHA:
3963 case WINED3D_RS_BLENDOPALPHA:
3964 case WINED3D_RS_COLORWRITEENABLE:
3965 case WINED3D_RS_COLORWRITEENABLE1:
3966 case WINED3D_RS_COLORWRITEENABLE2:
3967 case WINED3D_RS_COLORWRITEENABLE3:
3968 set_blend_state = TRUE;
3969 break;
3971 case WINED3D_RS_BACK_STENCILFAIL:
3972 case WINED3D_RS_BACK_STENCILFUNC:
3973 case WINED3D_RS_BACK_STENCILPASS:
3974 case WINED3D_RS_BACK_STENCILZFAIL:
3975 case WINED3D_RS_STENCILENABLE:
3976 case WINED3D_RS_STENCILFAIL:
3977 case WINED3D_RS_STENCILFUNC:
3978 case WINED3D_RS_STENCILREF:
3979 case WINED3D_RS_STENCILMASK:
3980 case WINED3D_RS_STENCILPASS:
3981 case WINED3D_RS_STENCILWRITEMASK:
3982 case WINED3D_RS_STENCILZFAIL:
3983 case WINED3D_RS_TWOSIDEDSTENCILMODE:
3984 case WINED3D_RS_ZENABLE:
3985 case WINED3D_RS_ZFUNC:
3986 case WINED3D_RS_ZWRITEENABLE:
3987 set_depth_stencil_state = TRUE;
3988 break;
3990 case WINED3D_RS_FILLMODE:
3991 case WINED3D_RS_CULLMODE:
3992 case WINED3D_RS_SLOPESCALEDEPTHBIAS:
3993 case WINED3D_RS_DEPTHBIAS:
3994 case WINED3D_RS_SCISSORTESTENABLE:
3995 case WINED3D_RS_ANTIALIASEDLINEENABLE:
3996 set_rasterizer_state = TRUE;
3997 break;
3999 default:
4000 wined3d_device_set_render_state(device, idx, state->rs[idx]);
4001 break;
4006 if (set_rasterizer_state)
4008 struct wined3d_rasterizer_state *rasterizer_state;
4009 struct wined3d_rasterizer_state_desc desc;
4010 struct wine_rb_entry *entry;
4011 union
4013 DWORD d;
4014 float f;
4015 } bias;
4017 memset(&desc, 0, sizeof(desc));
4018 desc.fill_mode = state->rs[WINED3D_RS_FILLMODE];
4019 desc.cull_mode = state->rs[WINED3D_RS_CULLMODE];
4020 bias.d = state->rs[WINED3D_RS_DEPTHBIAS];
4021 desc.depth_bias = bias.f;
4022 bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
4023 desc.scale_bias = bias.f;
4024 desc.depth_clip = TRUE;
4025 desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
4026 desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE];
4028 if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
4030 rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
4031 wined3d_device_set_rasterizer_state(device, rasterizer_state);
4033 else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL,
4034 &wined3d_null_parent_ops, &rasterizer_state)))
4036 wined3d_device_set_rasterizer_state(device, rasterizer_state);
4037 if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1)
4039 ERR("Failed to insert rasterizer state.\n");
4040 wined3d_rasterizer_state_decref(rasterizer_state);
4045 if (set_blend_state || changed->alpha_to_coverage
4046 || wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y))
4048 struct wined3d_blend_state *blend_state;
4049 struct wined3d_blend_state_desc desc;
4050 struct wine_rb_entry *entry;
4051 struct wined3d_color colour;
4052 unsigned int sample_mask;
4054 memset(&desc, 0, sizeof(desc));
4055 desc.alpha_to_coverage = state->alpha_to_coverage;
4056 desc.independent = FALSE;
4057 if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC)
4058 desc.alpha_to_coverage = TRUE;
4059 desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE];
4060 desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND];
4061 desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND];
4062 desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP];
4063 if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE])
4065 desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA];
4066 desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA];
4067 desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA];
4069 else
4071 desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND];
4072 desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND];
4073 desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP];
4075 desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE];
4076 desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1];
4077 desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2];
4078 desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3];
4079 if (desc.rt[1].writemask != desc.rt[0].writemask
4080 || desc.rt[2].writemask != desc.rt[0].writemask
4081 || desc.rt[3].writemask != desc.rt[0].writemask)
4083 desc.independent = TRUE;
4084 for (i = 1; i < 4; ++i)
4086 desc.rt[i].enable = desc.rt[0].enable;
4087 desc.rt[i].src = desc.rt[0].src;
4088 desc.rt[i].dst = desc.rt[0].dst;
4089 desc.rt[i].op = desc.rt[0].op;
4090 desc.rt[i].src_alpha = desc.rt[0].src_alpha;
4091 desc.rt[i].dst_alpha = desc.rt[0].dst_alpha;
4092 desc.rt[i].op_alpha = desc.rt[0].op_alpha;
4096 if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR))
4097 wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]);
4098 else
4099 wined3d_device_get_blend_state(device, &colour, &sample_mask);
4101 if ((entry = wine_rb_get(&device->blend_states, &desc)))
4103 blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
4104 wined3d_device_set_blend_state(device, blend_state, &colour, state->rs[WINED3D_RS_MULTISAMPLEMASK]);
4106 else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL,
4107 &wined3d_null_parent_ops, &blend_state)))
4109 wined3d_device_set_blend_state(device, blend_state, &colour, state->rs[WINED3D_RS_MULTISAMPLEMASK]);
4110 if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1)
4112 ERR("Failed to insert blend state.\n");
4113 wined3d_blend_state_decref(blend_state);
4118 if (set_depth_stencil_state)
4120 struct wined3d_depth_stencil_state *depth_stencil_state;
4121 struct wined3d_depth_stencil_state_desc desc;
4122 struct wine_rb_entry *entry;
4123 unsigned int stencil_ref;
4125 memset(&desc, 0, sizeof(desc));
4126 switch (state->rs[WINED3D_RS_ZENABLE])
4128 case WINED3D_ZB_FALSE:
4129 desc.depth = FALSE;
4130 break;
4132 case WINED3D_ZB_USEW:
4133 FIXME("W buffer is not well handled.\n");
4134 case WINED3D_ZB_TRUE:
4135 desc.depth = TRUE;
4136 break;
4138 default:
4139 FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
4141 desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
4142 desc.depth_func = state->rs[WINED3D_RS_ZFUNC];
4143 desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
4144 desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
4145 desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
4146 desc.front.fail_op = state->rs[WINED3D_RS_STENCILFAIL];
4147 desc.front.depth_fail_op = state->rs[WINED3D_RS_STENCILZFAIL];
4148 desc.front.pass_op = state->rs[WINED3D_RS_STENCILPASS];
4149 desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
4151 if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
4153 desc.back.fail_op = state->rs[WINED3D_RS_BACK_STENCILFAIL];
4154 desc.back.depth_fail_op = state->rs[WINED3D_RS_BACK_STENCILZFAIL];
4155 desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
4156 desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
4158 else
4160 desc.back = desc.front;
4163 if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
4164 stencil_ref = state->rs[WINED3D_RS_STENCILREF];
4165 else
4166 wined3d_device_get_depth_stencil_state(device, &stencil_ref);
4168 if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
4170 depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
4171 wined3d_device_set_depth_stencil_state(device, depth_stencil_state, stencil_ref);
4173 else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL,
4174 &wined3d_null_parent_ops, &depth_stencil_state)))
4176 wined3d_device_set_depth_stencil_state(device, depth_stencil_state, stencil_ref);
4177 if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1)
4179 ERR("Failed to insert depth/stencil state.\n");
4180 wined3d_depth_stencil_state_decref(depth_stencil_state);
4185 for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
4187 map = changed->textureState[i];
4188 while (map)
4190 j = wined3d_bit_scan(&map);
4191 wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
4195 for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
4197 map = changed->samplerState[i];
4198 while (map)
4200 j = wined3d_bit_scan(&map);
4201 wined3d_device_set_sampler_state(device, i, j, state->sampler_states[i][j]);
4205 if (changed->transforms)
4207 for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
4209 map = changed->transform[i];
4210 while (map)
4212 j = wined3d_bit_scan(&map);
4213 idx = i * word_bit_count + j;
4214 wined3d_device_set_transform(device, idx, &state->transforms[idx]);
4219 if (changed->indices)
4220 wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0);
4221 wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
4222 if (changed->vertexDecl)
4223 wined3d_device_set_vertex_declaration(device, state->vertex_declaration);
4224 if (changed->material)
4225 wined3d_device_set_material(device, &state->material);
4226 if (changed->viewport)
4227 wined3d_device_set_viewports(device, 1, &state->viewport);
4228 if (changed->scissorRect)
4229 wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect);
4231 map = changed->streamSource;
4232 while (map)
4234 i = wined3d_bit_scan(&map);
4235 wined3d_device_set_stream_source(device, i, state->streams[i].buffer,
4236 state->streams[i].offset, state->streams[i].stride);
4238 map = changed->streamFreq;
4239 while (map)
4241 i = wined3d_bit_scan(&map);
4242 wined3d_device_set_stream_source_freq(device, i,
4243 state->streams[i].frequency | state->streams[i].flags);
4246 map = changed->textures;
4247 while (map)
4249 i = wined3d_bit_scan(&map);
4250 wined3d_device_set_texture(device, i, state->textures[i]);
4253 map = changed->clipplane;
4254 while (map)
4256 i = wined3d_bit_scan(&map);
4257 wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
4260 memset(&stateblock->changed, 0, sizeof(stateblock->changed));
4262 TRACE("Applied stateblock %p.\n", stateblock);
4265 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps)
4267 TRACE("device %p, caps %p.\n", device, caps);
4269 return wined3d_get_device_caps(device->adapter, device->create_parms.device_type, caps);
4272 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
4273 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
4275 struct wined3d_swapchain *swapchain;
4277 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
4278 device, swapchain_idx, mode, rotation);
4280 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4281 return WINED3DERR_INVALIDCALL;
4283 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
4286 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
4288 /* At the moment we have no need for any functionality at the beginning
4289 * of a scene. */
4290 TRACE("device %p.\n", device);
4292 if (device->inScene)
4294 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
4295 return WINED3DERR_INVALIDCALL;
4297 device->inScene = TRUE;
4298 return WINED3D_OK;
4301 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
4303 TRACE("device %p.\n", device);
4305 if (!device->inScene)
4307 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
4308 return WINED3DERR_INVALIDCALL;
4311 device->inScene = FALSE;
4312 return WINED3D_OK;
4315 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4316 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4318 struct wined3d_fb_state *fb = &device->cs->c.state->fb;
4320 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
4321 device, rect_count, rects, flags, debug_color(color), depth, stencil);
4323 if (!rect_count && rects)
4325 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
4326 return WINED3D_OK;
4329 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4331 struct wined3d_rendertarget_view *ds = fb->depth_stencil;
4332 if (!ds)
4334 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4335 /* TODO: What about depth stencil buffers without stencil bits? */
4336 return WINED3DERR_INVALIDCALL;
4338 else if (flags & WINED3DCLEAR_TARGET)
4340 if (ds->width < fb->render_targets[0]->width
4341 || ds->height < fb->render_targets[0]->height)
4343 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4344 return WINED3D_OK;
4349 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
4351 return WINED3D_OK;
4354 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
4355 struct wined3d_query *predicate, BOOL value)
4357 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
4359 wined3d_device_context_set_predication(&device->cs->c, predicate, value);
4362 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
4364 struct wined3d_state *state = device->cs->c.state;
4366 TRACE("device %p, value %p.\n", device, value);
4368 if (value)
4369 *value = state->predicate_value;
4370 return state->predicate;
4373 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
4374 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
4376 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
4377 device, group_count_x, group_count_y, group_count_z);
4379 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
4382 void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
4383 struct wined3d_buffer *buffer, unsigned int offset)
4385 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
4387 wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
4390 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4391 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
4393 struct wined3d_state *state = device->cs->c.state;
4395 TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
4396 device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
4398 state->primitive_type = primitive_type;
4399 state->patch_vertex_count = patch_vertex_count;
4402 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4403 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
4405 const struct wined3d_state *state = device->cs->c.state;
4407 TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
4408 device, primitive_type, patch_vertex_count);
4410 *primitive_type = state->primitive_type;
4411 if (patch_vertex_count)
4412 *patch_vertex_count = state->patch_vertex_count;
4414 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
4417 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4419 struct wined3d_state *state = device->cs->c.state;
4421 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4423 wined3d_cs_emit_draw(device->cs, state->primitive_type,
4424 state->patch_vertex_count, 0, start_vertex, vertex_count, 0, 0, false);
4426 return WINED3D_OK;
4429 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
4430 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
4432 struct wined3d_state *state = device->cs->c.state;
4434 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
4435 device, start_vertex, vertex_count, start_instance, instance_count);
4437 wined3d_cs_emit_draw(device->cs, state->primitive_type, state->patch_vertex_count,
4438 0, start_vertex, vertex_count, start_instance, instance_count, false);
4441 void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
4442 struct wined3d_buffer *buffer, unsigned int offset)
4444 struct wined3d_state *state = device->cs->c.state;
4446 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
4448 wined3d_cs_emit_draw_indirect(device->cs, state->primitive_type,
4449 state->patch_vertex_count, buffer, offset, false);
4452 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4454 struct wined3d_state *state = device->cs->c.state;
4456 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4458 if (!state->index_buffer)
4460 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4461 * without an index buffer set. (The first time at least...)
4462 * D3D8 simply dies, but I doubt it can do much harm to return
4463 * D3DERR_INVALIDCALL there as well. */
4464 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4465 return WINED3DERR_INVALIDCALL;
4468 wined3d_cs_emit_draw(device->cs, state->primitive_type, state->patch_vertex_count,
4469 state->base_vertex_index, start_idx, index_count, 0, 0, true);
4471 return WINED3D_OK;
4474 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
4475 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
4477 struct wined3d_state *state = device->cs->c.state;
4479 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4480 device, start_idx, index_count, start_instance, instance_count);
4482 wined3d_cs_emit_draw(device->cs, state->primitive_type, state->patch_vertex_count,
4483 state->base_vertex_index, start_idx, index_count, start_instance, instance_count, true);
4486 void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
4487 struct wined3d_buffer *buffer, unsigned int offset)
4489 struct wined3d_state *state = device->cs->c.state;
4491 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
4493 wined3d_cs_emit_draw_indirect(device->cs, state->primitive_type,
4494 state->patch_vertex_count, buffer, offset, true);
4497 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4498 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4500 unsigned int src_size, dst_size, src_skip_levels = 0;
4501 unsigned int src_level_count, dst_level_count;
4502 const struct wined3d_dirty_regions *regions;
4503 unsigned int layer_count, level_count, i, j;
4504 enum wined3d_resource_type type;
4505 BOOL entire_texture = TRUE;
4506 struct wined3d_box box;
4508 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4510 /* Verify that the source and destination textures are non-NULL. */
4511 if (!src_texture || !dst_texture)
4513 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4514 return WINED3DERR_INVALIDCALL;
4517 if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
4518 || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
4520 WARN("Source resource is GPU accessible or a scratch resource.\n");
4521 return WINED3DERR_INVALIDCALL;
4523 if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
4525 WARN("Destination resource is CPU accessible.\n");
4526 return WINED3DERR_INVALIDCALL;
4529 /* Verify that the source and destination textures are the same type. */
4530 type = src_texture->resource.type;
4531 if (dst_texture->resource.type != type)
4533 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4534 return WINED3DERR_INVALIDCALL;
4537 layer_count = src_texture->layer_count;
4538 if (layer_count != dst_texture->layer_count)
4540 WARN("Source and destination have different layer counts.\n");
4541 return WINED3DERR_INVALIDCALL;
4544 if (src_texture->resource.format != dst_texture->resource.format)
4546 WARN("Source and destination formats do not match.\n");
4547 return WINED3DERR_INVALIDCALL;
4550 src_level_count = src_texture->level_count;
4551 dst_level_count = dst_texture->level_count;
4552 level_count = min(src_level_count, dst_level_count);
4554 src_size = max(src_texture->resource.width, src_texture->resource.height);
4555 src_size = max(src_size, src_texture->resource.depth);
4556 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
4557 dst_size = max(dst_size, dst_texture->resource.depth);
4558 while (src_size > dst_size)
4560 src_size >>= 1;
4561 ++src_skip_levels;
4564 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
4565 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
4566 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
4568 WARN("Source and destination dimensions do not match.\n");
4569 return WINED3DERR_INVALIDCALL;
4572 if ((regions = src_texture->dirty_regions))
4574 for (i = 0; i < layer_count && entire_texture; ++i)
4576 if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
4577 continue;
4579 entire_texture = FALSE;
4580 break;
4584 /* Update every surface level of the texture. */
4585 if (entire_texture)
4587 for (i = 0; i < level_count; ++i)
4589 wined3d_texture_get_level_box(dst_texture, i, &box);
4590 for (j = 0; j < layer_count; ++j)
4592 wined3d_cs_emit_blt_sub_resource(device->cs,
4593 &dst_texture->resource, j * dst_level_count + i, &box,
4594 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
4595 0, NULL, WINED3D_TEXF_POINT);
4599 else
4601 unsigned int src_level, box_count, k;
4602 const struct wined3d_box *boxes;
4603 struct wined3d_box b;
4605 for (i = 0; i < layer_count; ++i)
4607 boxes = regions[i].boxes;
4608 box_count = regions[i].box_count;
4609 if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
4611 boxes = &b;
4612 box_count = 1;
4613 wined3d_texture_get_level_box(dst_texture, i, &b);
4616 for (j = 0; j < level_count; ++j)
4618 src_level = j + src_skip_levels;
4620 /* TODO: We could pass an array of boxes here to avoid
4621 * multiple context acquisitions for the same resource. */
4622 for (k = 0; k < box_count; ++k)
4624 box = boxes[k];
4625 if (src_level)
4627 box.left >>= src_level;
4628 box.top >>= src_level;
4629 box.right = min((box.right + (1u << src_level) - 1) >> src_level,
4630 wined3d_texture_get_level_width(src_texture, src_level));
4631 box.bottom = min((box.bottom + (1u << src_level) - 1) >> src_level,
4632 wined3d_texture_get_level_height(src_texture, src_level));
4633 box.front >>= src_level;
4634 box.back = min((box.back + (1u << src_level) - 1) >> src_level,
4635 wined3d_texture_get_level_depth(src_texture, src_level));
4638 wined3d_cs_emit_blt_sub_resource(device->cs,
4639 &dst_texture->resource, i * dst_level_count + j, &box,
4640 &src_texture->resource, i * src_level_count + src_level, &box,
4641 0, NULL, WINED3D_TEXF_POINT);
4647 wined3d_texture_clear_dirty_regions(src_texture);
4649 return WINED3D_OK;
4652 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4654 const struct wined3d_state *state = device->cs->c.state;
4655 struct wined3d_texture *texture;
4656 DWORD i;
4658 TRACE("device %p, num_passes %p.\n", device, num_passes);
4660 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
4662 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4664 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4665 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4667 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4669 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4670 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4673 texture = state->textures[i];
4674 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
4676 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4678 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
4679 return E_FAIL;
4681 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4683 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
4684 return E_FAIL;
4686 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4687 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4689 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
4690 return E_FAIL;
4694 if (wined3d_state_uses_depth_buffer(state)
4695 || (state->depth_stencil_state && state->depth_stencil_state->desc.stencil))
4697 struct wined3d_rendertarget_view *rt = state->fb.render_targets[0];
4698 struct wined3d_rendertarget_view *ds = state->fb.depth_stencil;
4700 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
4702 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4703 return WINED3DERR_CONFLICTINGRENDERSTATE;
4707 /* return a sensible default */
4708 *num_passes = 1;
4710 TRACE("returning D3D_OK\n");
4711 return WINED3D_OK;
4714 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4716 static BOOL warned;
4718 TRACE("device %p, software %#x.\n", device, software);
4720 if (!warned)
4722 FIXME("device %p, software %#x stub!\n", device, software);
4723 warned = TRUE;
4726 device->softwareVertexProcessing = software;
4729 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4731 static BOOL warned;
4733 TRACE("device %p.\n", device);
4735 if (!warned)
4737 TRACE("device %p stub!\n", device);
4738 warned = TRUE;
4741 return device->softwareVertexProcessing;
4744 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4745 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4747 struct wined3d_swapchain *swapchain;
4749 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4750 device, swapchain_idx, raster_status);
4752 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4753 return WINED3DERR_INVALIDCALL;
4755 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4758 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4760 static BOOL warned;
4762 TRACE("device %p, segments %.8e.\n", device, segments);
4764 if (segments != 0.0f)
4766 if (!warned)
4768 FIXME("device %p, segments %.8e stub!\n", device, segments);
4769 warned = TRUE;
4773 return WINED3D_OK;
4776 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4778 static BOOL warned;
4780 TRACE("device %p.\n", device);
4782 if (!warned)
4784 FIXME("device %p stub!\n", device);
4785 warned = TRUE;
4788 return 0.0f;
4791 void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
4792 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
4794 TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
4795 device, dst_buffer, offset, uav);
4797 wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
4800 static bool resources_format_compatible(const struct wined3d_resource *src_resource,
4801 const struct wined3d_resource *dst_resource)
4803 if (src_resource->format->id == dst_resource->format->id)
4804 return true;
4805 if (src_resource->format->typeless_id && src_resource->format->typeless_id == dst_resource->format->typeless_id)
4806 return true;
4807 if (src_resource->device->cs->c.state->feature_level < WINED3D_FEATURE_LEVEL_10_1)
4808 return false;
4809 if ((src_resource->format_flags & WINED3DFMT_FLAG_BLOCKS)
4810 && (dst_resource->format_flags & WINED3DFMT_FLAG_CAST_TO_BLOCK))
4811 return src_resource->format->block_byte_count == dst_resource->format->byte_count;
4812 if ((src_resource->format_flags & WINED3DFMT_FLAG_CAST_TO_BLOCK)
4813 && (dst_resource->format_flags & WINED3DFMT_FLAG_BLOCKS))
4814 return src_resource->format->byte_count == dst_resource->format->block_byte_count;
4815 return false;
4818 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
4819 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4821 unsigned int src_row_block_count, dst_row_block_count;
4822 struct wined3d_texture *dst_texture, *src_texture;
4823 unsigned int src_row_count, dst_row_count;
4824 struct wined3d_box src_box, dst_box;
4825 unsigned int i, j;
4827 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4829 if (src_resource == dst_resource)
4831 WARN("Source and destination are the same resource.\n");
4832 return;
4835 if (src_resource->type != dst_resource->type)
4837 WARN("Resource types (%s / %s) don't match.\n",
4838 debug_d3dresourcetype(dst_resource->type),
4839 debug_d3dresourcetype(src_resource->type));
4840 return;
4843 if (!resources_format_compatible(src_resource, dst_resource))
4845 WARN("Resource formats %s and %s are incompatible.\n",
4846 debug_d3dformat(dst_resource->format->id),
4847 debug_d3dformat(src_resource->format->id));
4848 return;
4851 src_row_block_count = (src_resource->width + (src_resource->format->block_width - 1))
4852 / src_resource->format->block_width;
4853 dst_row_block_count = (dst_resource->width + (dst_resource->format->block_width - 1))
4854 / dst_resource->format->block_width;
4855 src_row_count = (src_resource->height + (src_resource->format->block_height - 1))
4856 / src_resource->format->block_height;
4857 dst_row_count = (dst_resource->height + (dst_resource->format->block_height - 1))
4858 / dst_resource->format->block_height;
4860 if (src_row_block_count != dst_row_block_count || src_row_count != dst_row_count
4861 || src_resource->depth != dst_resource->depth)
4863 WARN("Resource block dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4864 dst_row_block_count, dst_row_count, dst_resource->depth,
4865 src_row_block_count, src_row_count, src_resource->depth);
4866 return;
4869 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4871 wined3d_box_set(&src_box, 0, 0, src_resource->size, 1, 0, 1);
4872 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &src_box,
4873 src_resource, 0, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4874 return;
4877 dst_texture = texture_from_resource(dst_resource);
4878 src_texture = texture_from_resource(src_resource);
4880 if (src_texture->layer_count != dst_texture->layer_count
4881 || src_texture->level_count != dst_texture->level_count)
4883 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4884 dst_texture->layer_count, dst_texture->level_count,
4885 src_texture->layer_count, src_texture->level_count);
4886 return;
4889 for (i = 0; i < dst_texture->level_count; ++i)
4891 wined3d_texture_get_level_box(src_texture, i, &src_box);
4892 wined3d_texture_get_level_box(dst_texture, i, &dst_box);
4893 for (j = 0; j < dst_texture->layer_count; ++j)
4895 unsigned int idx = j * dst_texture->level_count + i;
4897 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &dst_box,
4898 src_resource, idx, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4903 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
4904 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4905 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4906 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags)
4908 struct wined3d_box dst_box, b;
4910 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4911 "src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n",
4912 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4913 src_resource, src_sub_resource_idx, debug_box(src_box), flags);
4915 if (flags)
4916 FIXME("Ignoring flags %#x.\n", flags);
4918 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4920 WARN("Source and destination are the same sub-resource.\n");
4921 return WINED3DERR_INVALIDCALL;
4924 if (!resources_format_compatible(src_resource, dst_resource))
4926 WARN("Resource formats %s and %s are incompatible.\n",
4927 debug_d3dformat(dst_resource->format->id),
4928 debug_d3dformat(src_resource->format->id));
4929 return WINED3DERR_INVALIDCALL;
4932 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4934 if (src_resource->type != WINED3D_RTYPE_BUFFER)
4936 WARN("Resource types (%s / %s) don't match.\n",
4937 debug_d3dresourcetype(dst_resource->type),
4938 debug_d3dresourcetype(src_resource->type));
4939 return WINED3DERR_INVALIDCALL;
4942 if (dst_sub_resource_idx)
4944 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4945 return WINED3DERR_INVALIDCALL;
4948 if (src_sub_resource_idx)
4950 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4951 return WINED3DERR_INVALIDCALL;
4954 if (!src_box)
4956 unsigned int dst_w;
4958 dst_w = dst_resource->size - dst_x;
4959 wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4960 src_box = &b;
4962 else if ((src_box->left >= src_box->right
4963 || src_box->top >= src_box->bottom
4964 || src_box->front >= src_box->back))
4966 WARN("Invalid box %s specified.\n", debug_box(src_box));
4967 return WINED3DERR_INVALIDCALL;
4970 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4971 || src_box->right - src_box->left > dst_resource->size - dst_x)
4973 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4974 dst_x, src_box->left, src_box->right - src_box->left);
4975 return WINED3DERR_INVALIDCALL;
4978 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4980 else
4982 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4983 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4984 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4985 unsigned int src_row_block_count, src_row_count;
4987 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4989 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4990 return WINED3DERR_INVALIDCALL;
4993 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4995 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4996 return WINED3DERR_INVALIDCALL;
4999 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
5001 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
5002 return WINED3DERR_INVALIDCALL;
5005 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
5007 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
5008 return WINED3DERR_INVALIDCALL;
5011 if (!src_box)
5013 unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level;
5015 src_w = wined3d_texture_get_level_width(src_texture, src_level);
5016 src_h = wined3d_texture_get_level_height(src_texture, src_level);
5017 src_d = wined3d_texture_get_level_depth(src_texture, src_level);
5019 dst_level = dst_sub_resource_idx % dst_texture->level_count;
5020 dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
5021 dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
5022 dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z;
5024 wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d));
5025 src_box = &b;
5027 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
5029 WARN("Invalid source box %s.\n", debug_box(src_box));
5030 return WINED3DERR_INVALIDCALL;
5033 if (src_resource->format->block_width == dst_resource->format->block_width
5034 && src_resource->format->block_height == dst_resource->format->block_height)
5036 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
5037 dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front));
5039 else
5041 src_row_block_count = (src_box->right - src_box->left + src_resource->format->block_width - 1)
5042 / src_resource->format->block_width;
5043 src_row_count = (src_box->bottom - src_box->top + src_resource->format->block_height - 1)
5044 / src_resource->format->block_height;
5045 wined3d_box_set(&dst_box, dst_x, dst_y,
5046 dst_x + (src_row_block_count * dst_resource->format->block_width),
5047 dst_y + (src_row_count * dst_resource->format->block_height),
5048 dst_z, dst_z + (src_box->back - src_box->front));
5050 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
5051 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
5053 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
5054 return WINED3DERR_INVALIDCALL;
5058 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
5059 src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
5061 return WINED3D_OK;
5064 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
5065 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
5066 unsigned int depth_pitch, unsigned int flags)
5068 unsigned int width, height, depth;
5069 struct wined3d_box b;
5071 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, "
5072 "flags %#x.\n",
5073 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch, flags);
5075 if (flags)
5076 FIXME("Ignoring flags %#x.\n", flags);
5078 if (!(resource->access & WINED3D_RESOURCE_ACCESS_GPU))
5080 WARN("Resource %p is not GPU accessible.\n", resource);
5081 return;
5084 if (resource->type == WINED3D_RTYPE_BUFFER)
5086 if (sub_resource_idx > 0)
5088 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
5089 return;
5092 width = resource->size;
5093 height = 1;
5094 depth = 1;
5096 else
5098 struct wined3d_texture *texture = texture_from_resource(resource);
5099 unsigned int level;
5101 if (sub_resource_idx >= texture->level_count * texture->layer_count)
5103 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
5104 return;
5107 level = sub_resource_idx % texture->level_count;
5108 width = wined3d_texture_get_level_width(texture, level);
5109 height = wined3d_texture_get_level_height(texture, level);
5110 depth = wined3d_texture_get_level_depth(texture, level);
5113 if (!box)
5115 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
5116 box = &b;
5118 else if (box->left >= box->right || box->right > width
5119 || box->top >= box->bottom || box->bottom > height
5120 || box->front >= box->back || box->back > depth)
5122 WARN("Invalid box %s specified.\n", debug_box(box));
5123 return;
5126 wined3d_resource_wait_idle(resource);
5128 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
5131 void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device,
5132 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
5133 struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
5134 enum wined3d_format_id format_id)
5136 struct wined3d_texture *dst_texture, *src_texture;
5137 unsigned int dst_level, src_level;
5138 RECT dst_rect, src_rect;
5140 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, "
5141 "src_resource %p, src_sub_resource_idx %u, format %s.\n",
5142 device, dst_resource, dst_sub_resource_idx,
5143 src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
5145 if (wined3d_format_is_typeless(dst_resource->format)
5146 || wined3d_format_is_typeless(src_resource->format))
5148 FIXME("Multisample resolve is not fully supported for typeless formats "
5149 "(dst_format %s, src_format %s, format %s).\n",
5150 debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
5151 debug_d3dformat(format_id));
5153 if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
5155 WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
5156 return;
5158 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
5160 WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
5161 return;
5164 dst_texture = texture_from_resource(dst_resource);
5165 src_texture = texture_from_resource(src_resource);
5167 dst_level = dst_sub_resource_idx % dst_texture->level_count;
5168 SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
5169 wined3d_texture_get_level_height(dst_texture, dst_level));
5170 src_level = src_sub_resource_idx % src_texture->level_count;
5171 SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
5172 wined3d_texture_get_level_height(src_texture, src_level));
5173 wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
5174 src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
5177 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5178 struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
5179 const struct wined3d_color *color, float depth, DWORD stencil)
5181 struct wined3d_resource *resource;
5182 RECT r;
5184 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
5185 device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
5187 if (!flags)
5188 return WINED3D_OK;
5190 resource = view->resource;
5191 if (resource->type == WINED3D_RTYPE_BUFFER)
5193 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
5194 return WINED3DERR_INVALIDCALL;
5197 if (!rect)
5199 SetRect(&r, 0, 0, view->width, view->height);
5200 rect = &r;
5202 else
5204 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
5205 struct wined3d_texture *texture = texture_from_resource(view->resource);
5206 HRESULT hr;
5208 if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
5209 view->sub_resource_idx % texture->level_count, &b)))
5210 return hr;
5213 wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
5215 return WINED3D_OK;
5218 void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
5219 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
5221 TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
5223 wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
5226 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
5227 unsigned int view_idx)
5229 unsigned int max_rt_count;
5231 TRACE("device %p, view_idx %u.\n", device, view_idx);
5233 max_rt_count = device->adapter->d3d_info.limits.max_rt_count;
5234 if (view_idx >= max_rt_count)
5236 WARN("Only %u render targets are supported.\n", max_rt_count);
5237 return NULL;
5240 return device->cs->c.state->fb.render_targets[view_idx];
5243 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
5245 TRACE("device %p.\n", device);
5247 return device->cs->c.state->fb.depth_stencil;
5250 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
5251 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
5253 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
5254 device, view_idx, view, set_viewport);
5256 return wined3d_device_context_set_rendertarget_view(&device->cs->c, view_idx, view, set_viewport);
5259 HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device,
5260 struct wined3d_rendertarget_view *view)
5262 TRACE("device %p, view %p.\n", device, view);
5264 return wined3d_device_context_set_depth_stencil_view(&device->cs->c, view);
5267 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
5268 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
5270 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
5271 struct wined3d_sub_resource_data data;
5272 struct wined3d_resource_desc desc;
5273 struct wined3d_map_desc map_desc;
5274 struct wined3d_texture *texture;
5275 HRESULT hr;
5277 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
5279 ERR("Failed to map source texture.\n");
5280 return NULL;
5283 data.data = map_desc.data;
5284 data.row_pitch = map_desc.row_pitch;
5285 data.slice_pitch = map_desc.slice_pitch;
5287 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
5288 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
5289 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
5290 desc.multisample_quality = 0;
5291 desc.usage = WINED3DUSAGE_DYNAMIC;
5292 desc.bind_flags = 0;
5293 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
5294 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
5295 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
5296 desc.depth = 1;
5297 desc.size = 0;
5299 hr = wined3d_texture_create(device, &desc, 1, 1, 0, &data, NULL, &wined3d_null_parent_ops, &texture);
5300 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
5301 if (FAILED(hr))
5303 ERR("Failed to create cursor texture.\n");
5304 return NULL;
5307 return texture;
5310 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5311 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
5313 unsigned int texture_level = sub_resource_idx % texture->level_count;
5314 unsigned int cursor_width, cursor_height;
5315 struct wined3d_map_desc map_desc;
5317 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
5318 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
5320 if (sub_resource_idx >= texture->level_count * texture->layer_count
5321 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
5322 return WINED3DERR_INVALIDCALL;
5324 if (device->cursor_texture)
5326 wined3d_texture_decref(device->cursor_texture);
5327 device->cursor_texture = NULL;
5330 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5332 WARN("Texture %p has invalid format %s.\n",
5333 texture, debug_d3dformat(texture->resource.format->id));
5334 return WINED3DERR_INVALIDCALL;
5337 /* Cursor width and height must all be powers of two */
5338 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
5339 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
5340 if ((cursor_width & (cursor_width - 1)) || (cursor_height & (cursor_height - 1)))
5342 WARN("Cursor size %ux%u are not all powers of two.\n", cursor_width, cursor_height);
5343 return WINED3DERR_INVALIDCALL;
5346 /* Do not store the surface's pointer because the application may
5347 * release it after setting the cursor image. Windows doesn't
5348 * addref the set surface, so we can't do this either without
5349 * creating circular refcount dependencies. */
5350 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
5352 ERR("Failed to create cursor texture.\n");
5353 return WINED3DERR_INVALIDCALL;
5356 if (cursor_width == 32 && cursor_height == 32)
5358 UINT mask_size = cursor_width * cursor_height / 8;
5359 ICONINFO cursor_info;
5360 DWORD *mask_bits;
5361 HCURSOR cursor;
5363 /* 32-bit user32 cursors ignore the alpha channel if it's all
5364 * zeroes, and use the mask instead. Fill the mask with all ones
5365 * to ensure we still get a fully transparent cursor. */
5366 if (!(mask_bits = heap_alloc(mask_size)))
5367 return E_OUTOFMEMORY;
5368 memset(mask_bits, 0xff, mask_size);
5370 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
5371 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
5372 cursor_info.fIcon = FALSE;
5373 cursor_info.xHotspot = x_hotspot;
5374 cursor_info.yHotspot = y_hotspot;
5375 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
5376 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
5377 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
5379 /* Create our cursor and clean up. */
5380 cursor = CreateIconIndirect(&cursor_info);
5381 if (cursor_info.hbmMask)
5382 DeleteObject(cursor_info.hbmMask);
5383 if (cursor_info.hbmColor)
5384 DeleteObject(cursor_info.hbmColor);
5385 if (device->hardwareCursor)
5386 DestroyCursor(device->hardwareCursor);
5387 device->hardwareCursor = cursor;
5388 if (device->bCursorVisible)
5389 SetCursor(cursor);
5391 heap_free(mask_bits);
5394 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
5395 device->cursorWidth = cursor_width;
5396 device->cursorHeight = cursor_height;
5397 device->xHotSpot = x_hotspot;
5398 device->yHotSpot = y_hotspot;
5400 return WINED3D_OK;
5403 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5404 int x_screen_space, int y_screen_space, DWORD flags)
5406 TRACE("device %p, x %d, y %d, flags %#x.\n",
5407 device, x_screen_space, y_screen_space, flags);
5409 device->xScreenSpace = x_screen_space;
5410 device->yScreenSpace = y_screen_space;
5412 if (device->hardwareCursor)
5414 POINT pt;
5416 GetCursorPos( &pt );
5417 if (x_screen_space == pt.x && y_screen_space == pt.y)
5418 return;
5419 SetCursorPos( x_screen_space, y_screen_space );
5421 /* Switch to the software cursor if position diverges from the hardware one. */
5422 GetCursorPos( &pt );
5423 if (x_screen_space != pt.x || y_screen_space != pt.y)
5425 if (device->bCursorVisible) SetCursor( NULL );
5426 DestroyCursor( device->hardwareCursor );
5427 device->hardwareCursor = 0;
5432 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5434 BOOL oldVisible = device->bCursorVisible;
5436 TRACE("device %p, show %#x.\n", device, show);
5439 * When ShowCursor is first called it should make the cursor appear at the OS's last
5440 * known cursor position.
5442 if (show && !oldVisible)
5444 POINT pt;
5445 GetCursorPos(&pt);
5446 device->xScreenSpace = pt.x;
5447 device->yScreenSpace = pt.y;
5450 if (device->hardwareCursor)
5452 device->bCursorVisible = show;
5453 if (show)
5454 SetCursor(device->hardwareCursor);
5455 else
5456 SetCursor(NULL);
5458 else if (device->cursor_texture)
5460 device->bCursorVisible = show;
5463 return oldVisible;
5466 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5468 struct wined3d_resource *resource, *cursor;
5470 TRACE("device %p.\n", device);
5472 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5474 TRACE("Checking resource %p for eviction.\n", resource);
5476 if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
5478 TRACE("Evicting %p.\n", resource);
5479 wined3d_cs_emit_unload_resource(device->cs, resource);
5484 void CDECL wined3d_device_flush(struct wined3d_device *device)
5486 TRACE("device %p.\n", device);
5488 wined3d_cs_emit_flush(device->cs);
5491 static void update_swapchain_flags(struct wined3d_texture *texture)
5493 unsigned int flags = texture->swapchain->state.desc.flags;
5495 if (flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
5496 texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
5497 else
5498 texture->resource.access &= ~(WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W);
5500 if (flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
5501 texture->flags |= WINED3D_TEXTURE_GET_DC;
5502 else
5503 texture->flags &= ~WINED3D_TEXTURE_GET_DC;
5506 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5507 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
5508 wined3d_device_reset_cb callback, BOOL reset_state)
5510 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
5511 struct wined3d_swapchain_state *swapchain_state;
5512 struct wined3d_swapchain_desc *current_desc;
5513 struct wined3d_state *state = device->cs->c.state;
5514 struct wined3d_resource *resource, *cursor;
5515 struct wined3d_rendertarget_view *view;
5516 struct wined3d_swapchain *swapchain;
5517 struct wined3d_view_desc view_desc;
5518 BOOL backbuffer_resized, windowed;
5519 HRESULT hr = WINED3D_OK;
5520 unsigned int i;
5522 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
5523 device, swapchain_desc, mode, callback, reset_state);
5525 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
5527 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
5529 ERR("Failed to get the first implicit swapchain.\n");
5530 return WINED3DERR_INVALIDCALL;
5532 swapchain_state = &swapchain->state;
5533 current_desc = &swapchain_state->desc;
5535 if (reset_state)
5537 if (device->logo_texture)
5539 wined3d_texture_decref(device->logo_texture);
5540 device->logo_texture = NULL;
5542 if (device->cursor_texture)
5544 wined3d_texture_decref(device->cursor_texture);
5545 device->cursor_texture = NULL;
5547 state_unbind_resources(state);
5550 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
5552 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
5554 wined3d_device_set_depth_stencil_view(device, NULL);
5556 if (reset_state)
5558 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5560 TRACE("Enumerating resource %p.\n", resource);
5561 if (FAILED(hr = callback(resource)))
5562 return hr;
5566 TRACE("New params:\n");
5567 TRACE("output %p\n", swapchain_desc->output);
5568 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5569 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5570 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5571 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5572 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5573 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5574 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5575 TRACE("device_window %p\n", swapchain_desc->device_window);
5576 TRACE("windowed %#x\n", swapchain_desc->windowed);
5577 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5578 if (swapchain_desc->enable_auto_depth_stencil)
5579 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5580 TRACE("flags %#x\n", swapchain_desc->flags);
5581 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5582 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5584 if (swapchain_desc->backbuffer_bind_flags && swapchain_desc->backbuffer_bind_flags != WINED3D_BIND_RENDER_TARGET)
5585 FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc->backbuffer_bind_flags);
5587 if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
5588 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
5589 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
5590 FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
5592 /* No special treatment of these parameters. Just store them */
5593 current_desc->swap_effect = swapchain_desc->swap_effect;
5594 current_desc->enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
5595 current_desc->auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
5596 current_desc->refresh_rate = swapchain_desc->refresh_rate;
5597 current_desc->auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
5599 if (swapchain_desc->device_window && swapchain_desc->device_window != current_desc->device_window)
5601 TRACE("Changing the device window from %p to %p.\n",
5602 current_desc->device_window, swapchain_desc->device_window);
5603 current_desc->device_window = swapchain_desc->device_window;
5604 swapchain_state->device_window = swapchain_desc->device_window;
5605 wined3d_swapchain_set_window(swapchain, NULL);
5608 backbuffer_resized = swapchain_desc->backbuffer_width != current_desc->backbuffer_width
5609 || swapchain_desc->backbuffer_height != current_desc->backbuffer_height;
5610 windowed = current_desc->windowed;
5612 if (!swapchain_desc->windowed != !windowed || swapchain->reapply_mode
5613 || mode || (!swapchain_desc->windowed && backbuffer_resized))
5615 /* Switch from windowed to fullscreen. */
5616 if (windowed && !swapchain_desc->windowed)
5618 HWND focus_window = device->create_parms.focus_window;
5620 if (!focus_window)
5621 focus_window = swapchain->state.device_window;
5622 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5624 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5625 return hr;
5629 if (FAILED(hr = wined3d_swapchain_state_set_fullscreen(&swapchain->state,
5630 swapchain_desc, mode)))
5631 return hr;
5633 /* Switch from fullscreen to windowed. */
5634 if (!windowed && swapchain_desc->windowed)
5635 wined3d_device_release_focus_window(device);
5637 else if (!swapchain_desc->windowed)
5639 DWORD style = swapchain_state->style;
5640 DWORD exstyle = swapchain_state->exstyle;
5641 struct wined3d_output_desc output_desc;
5643 /* If we're in fullscreen, and the mode wasn't changed, we have to get
5644 * the window back into the right position. Some applications
5645 * (Battlefield 2, Guild Wars) move it and then call Reset() to clean
5646 * up their mess. Guild Wars also loses the device during that. */
5647 if (FAILED(hr = wined3d_output_get_desc(swapchain_desc->output, &output_desc)))
5649 ERR("Failed to get output description, hr %#x.\n", hr);
5650 return hr;
5653 swapchain_state->style = 0;
5654 swapchain_state->exstyle = 0;
5655 wined3d_swapchain_state_setup_fullscreen(swapchain_state, swapchain_state->device_window,
5656 output_desc.desktop_rect.left, output_desc.desktop_rect.top,
5657 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height);
5658 swapchain_state->style = style;
5659 swapchain_state->exstyle = exstyle;
5662 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
5663 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
5664 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
5665 return hr;
5667 if (swapchain_desc->flags != current_desc->flags)
5669 current_desc->flags = swapchain_desc->flags;
5671 update_swapchain_flags(swapchain->front_buffer);
5672 for (i = 0; i < current_desc->backbuffer_count; ++i)
5674 update_swapchain_flags(swapchain->back_buffers[i]);
5678 if ((view = device->auto_depth_stencil_view))
5680 device->auto_depth_stencil_view = NULL;
5681 wined3d_rendertarget_view_decref(view);
5683 if (current_desc->enable_auto_depth_stencil)
5685 struct wined3d_resource_desc texture_desc;
5686 struct wined3d_texture *texture;
5688 TRACE("Creating the depth stencil buffer.\n");
5690 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
5691 texture_desc.format = current_desc->auto_depth_stencil_format;
5692 texture_desc.multisample_type = current_desc->multisample_type;
5693 texture_desc.multisample_quality = current_desc->multisample_quality;
5694 texture_desc.usage = 0;
5695 texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
5696 texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
5697 texture_desc.width = current_desc->backbuffer_width;
5698 texture_desc.height = current_desc->backbuffer_height;
5699 texture_desc.depth = 1;
5700 texture_desc.size = 0;
5702 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
5703 device->device_parent, &texture_desc, 0, &texture)))
5705 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
5706 return WINED3DERR_INVALIDCALL;
5709 view_desc.format_id = texture->resource.format->id;
5710 view_desc.flags = 0;
5711 view_desc.u.texture.level_idx = 0;
5712 view_desc.u.texture.level_count = 1;
5713 view_desc.u.texture.layer_idx = 0;
5714 view_desc.u.texture.layer_count = 1;
5715 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
5716 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
5717 wined3d_texture_decref(texture);
5718 if (FAILED(hr))
5720 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
5721 return hr;
5725 if ((view = device->back_buffer_view))
5727 device->back_buffer_view = NULL;
5728 wined3d_rendertarget_view_decref(view);
5730 if (current_desc->backbuffer_count && current_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
5732 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
5734 view_desc.format_id = back_buffer->format->id;
5735 view_desc.flags = 0;
5736 view_desc.u.texture.level_idx = 0;
5737 view_desc.u.texture.level_count = 1;
5738 view_desc.u.texture.layer_idx = 0;
5739 view_desc.u.texture.layer_count = 1;
5740 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
5741 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
5743 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
5744 return hr;
5748 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
5749 wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
5750 wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
5751 wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
5753 if (reset_state)
5755 TRACE("Resetting state.\n");
5756 wined3d_cs_emit_reset_state(device->cs);
5757 state_cleanup(state);
5759 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5761 TRACE("Unloading resource %p.\n", resource);
5762 wined3d_cs_emit_unload_resource(device->cs, resource);
5765 device->adapter->adapter_ops->adapter_uninit_3d(device);
5767 wined3d_state_reset(state, &device->adapter->d3d_info);
5769 device_init_swapchain_state(device, swapchain);
5770 if (wined3d_settings.logo)
5771 device_load_logo(device, wined3d_settings.logo);
5773 else
5775 if ((view = device->back_buffer_view))
5776 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
5777 if ((view = device->auto_depth_stencil_view))
5778 wined3d_device_set_depth_stencil_view(device, view);
5781 if (reset_state)
5782 hr = device->adapter->adapter_ops->adapter_init_3d(device);
5784 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5785 * first use
5787 return hr;
5790 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5792 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5794 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5796 return WINED3D_OK;
5800 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5801 struct wined3d_device_creation_parameters *parameters)
5803 TRACE("device %p, parameters %p.\n", device, parameters);
5805 *parameters = device->create_parms;
5808 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
5810 TRACE("device %p.\n", device);
5812 return device->wined3d;
5815 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5816 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5818 struct wined3d_swapchain *swapchain;
5820 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5821 device, swapchain_idx, flags, ramp);
5823 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5824 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5827 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5828 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5830 struct wined3d_swapchain *swapchain;
5832 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5833 device, swapchain_idx, ramp);
5835 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5836 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5839 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5841 TRACE("device %p, resource %p.\n", device, resource);
5843 wined3d_not_from_cs(device->cs);
5845 list_add_head(&device->resources, &resource->resource_list_entry);
5848 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5850 TRACE("device %p, resource %p.\n", device, resource);
5852 wined3d_not_from_cs(device->cs);
5854 list_remove(&resource->resource_list_entry);
5857 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5859 enum wined3d_resource_type type = resource->type;
5860 struct wined3d_state *state = device->cs->c.state;
5861 struct wined3d_rendertarget_view *rtv;
5862 unsigned int i;
5864 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5866 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
5868 if ((rtv = state->fb.render_targets[i]) && rtv->resource == resource)
5869 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5872 if ((rtv = state->fb.depth_stencil) && rtv->resource == resource)
5873 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5875 switch (type)
5877 case WINED3D_RTYPE_TEXTURE_1D:
5878 case WINED3D_RTYPE_TEXTURE_2D:
5879 case WINED3D_RTYPE_TEXTURE_3D:
5880 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
5882 if (&state->textures[i]->resource == resource)
5884 ERR("Texture resource %p is still in use, stage %u.\n", resource, i);
5885 state->textures[i] = NULL;
5888 break;
5890 case WINED3D_RTYPE_BUFFER:
5891 for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
5893 if (&state->streams[i].buffer->resource == resource)
5895 ERR("Buffer resource %p is still in use, stream %u.\n", resource, i);
5896 state->streams[i].buffer = NULL;
5900 if (&state->index_buffer->resource == resource)
5902 ERR("Buffer resource %p is still in use as index buffer.\n", resource);
5903 state->index_buffer = NULL;
5905 break;
5907 default:
5908 break;
5911 /* Remove the resource from the resourceStore */
5912 device_resource_remove(device, resource);
5914 TRACE("Resource released.\n");
5917 static int wined3d_so_desc_compare(const void *key, const struct wine_rb_entry *entry)
5919 const struct wined3d_stream_output_desc *desc = &WINE_RB_ENTRY_VALUE(entry,
5920 struct wined3d_so_desc_entry, entry)->desc;
5921 const struct wined3d_stream_output_desc *k = key;
5922 unsigned int i;
5923 int ret;
5925 if ((ret = (k->element_count - desc->element_count)))
5926 return ret;
5927 if ((ret = (k->buffer_stride_count - desc->buffer_stride_count)))
5928 return ret;
5929 if ((ret = (k->rasterizer_stream_idx - desc->rasterizer_stream_idx)))
5930 return ret;
5932 for (i = 0; i < k->element_count; ++i)
5934 const struct wined3d_stream_output_element *b = &desc->elements[i];
5935 const struct wined3d_stream_output_element *a = &k->elements[i];
5937 if ((ret = (a->stream_idx - b->stream_idx)))
5938 return ret;
5939 if ((ret = strcmp(a->semantic_name, b->semantic_name)))
5940 return ret;
5941 if ((ret = (a->semantic_idx - b->semantic_idx)))
5942 return ret;
5943 if ((ret = (a->component_idx - b->component_idx)))
5944 return ret;
5945 if ((ret = (a->component_count - b->component_count)))
5946 return ret;
5947 if ((ret = (a->output_slot - b->output_slot)))
5948 return ret;
5951 for (i = 0; i < k->buffer_stride_count; ++i)
5953 if ((ret = (k->buffer_strides[i] - desc->buffer_strides[i])))
5954 return ret;
5957 return 0;
5960 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5962 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5964 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5967 static int wined3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry)
5969 const struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
5971 return memcmp(&state->desc, key, sizeof(state->desc));
5974 static int wined3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry)
5976 const struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
5978 return memcmp(&state->desc, key, sizeof(state->desc));
5981 static int wined3d_depth_stencil_state_compare(const void *key, const struct wine_rb_entry *entry)
5983 const struct wined3d_depth_stencil_state *state
5984 = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
5986 return memcmp(&state->desc, key, sizeof(state->desc));
5989 HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
5990 unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
5991 BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
5992 const BOOL *supported_extensions, struct wined3d_device_parent *device_parent)
5994 struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx];
5995 const struct wined3d_fragment_pipe_ops *fragment_pipeline;
5996 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5997 unsigned int i;
5998 HRESULT hr;
6000 device->ref = 1;
6001 device->wined3d = wined3d;
6002 wined3d_incref(device->wined3d);
6003 device->adapter = adapter;
6004 device->device_parent = device_parent;
6005 list_init(&device->resources);
6006 list_init(&device->shaders);
6007 device->surface_alignment = surface_alignment;
6009 /* Save the creation parameters. */
6010 device->create_parms.adapter_idx = adapter_idx;
6011 device->create_parms.device_type = device_type;
6012 device->create_parms.focus_window = focus_window;
6013 device->create_parms.flags = flags;
6015 device->shader_backend = adapter->shader_backend;
6017 vertex_pipeline = adapter->vertex_pipe;
6019 fragment_pipeline = adapter->fragment_pipe;
6021 wine_rb_init(&device->so_descs, wined3d_so_desc_compare);
6022 wine_rb_init(&device->samplers, wined3d_sampler_compare);
6023 wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare);
6024 wine_rb_init(&device->blend_states, wined3d_blend_state_compare);
6025 wine_rb_init(&device->depth_stencil_states, wined3d_depth_stencil_state_compare);
6027 if (vertex_pipeline->vp_states && fragment_pipeline->states
6028 && FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs,
6029 &adapter->d3d_info, supported_extensions, vertex_pipeline,
6030 fragment_pipeline, adapter->misc_state_template)))
6032 ERR("Failed to compile state table, hr %#x.\n", hr);
6033 wine_rb_destroy(&device->samplers, NULL, NULL);
6034 wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
6035 wine_rb_destroy(&device->blend_states, NULL, NULL);
6036 wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
6037 wine_rb_destroy(&device->so_descs, NULL, NULL);
6038 wined3d_decref(device->wined3d);
6039 return hr;
6042 device->max_frame_latency = 3;
6044 if (!(device->cs = wined3d_cs_create(device, levels, level_count)))
6046 WARN("Failed to create command stream.\n");
6047 hr = E_FAIL;
6048 goto err;
6051 return WINED3D_OK;
6053 err:
6054 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
6056 heap_free(device->multistate_funcs[i]);
6058 wine_rb_destroy(&device->samplers, NULL, NULL);
6059 wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
6060 wine_rb_destroy(&device->blend_states, NULL, NULL);
6061 wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
6062 wine_rb_destroy(&device->so_descs, NULL, NULL);
6063 wined3d_decref(device->wined3d);
6064 return hr;
6067 void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
6069 unsigned int representative, i, idx, shift;
6070 struct wined3d_context *context;
6072 wined3d_from_cs(device->cs);
6074 if (STATE_IS_COMPUTE(state_id))
6076 for (i = 0; i < device->context_count; ++i)
6077 context_invalidate_compute_state(device->contexts[i], state_id);
6078 return;
6081 representative = device->state_table[state_id].representative;
6082 idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
6083 shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
6084 for (i = 0; i < device->context_count; ++i)
6086 device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
6090 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6091 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6093 if (message == WM_DESTROY)
6095 TRACE("unregister window %p.\n", window);
6096 wined3d_unregister_window(window);
6098 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
6099 ERR("Window %p is not the focus window for device %p.\n", window, device);
6101 else if (message == WM_DISPLAYCHANGE)
6103 device->device_parent->ops->mode_changed(device->device_parent);
6105 else if (message == WM_ACTIVATEAPP)
6107 unsigned int i = device->swapchain_count;
6109 /* Deactivating the implicit swapchain may cause the application
6110 * (e.g. Deus Ex: GOTY) to destroy the device, so take care to
6111 * deactivate the implicit swapchain last, and to avoid accessing the
6112 * "device" pointer afterwards. */
6113 while (i--)
6114 wined3d_swapchain_activate(device->swapchains[i], wparam);
6116 else if (message == WM_SYSCOMMAND)
6118 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
6120 if (unicode)
6121 DefWindowProcW(window, message, wparam, lparam);
6122 else
6123 DefWindowProcA(window, message, wparam, lparam);
6127 if (unicode)
6128 return CallWindowProcW(proc, window, message, wparam, lparam);
6129 else
6130 return CallWindowProcA(proc, window, message, wparam, lparam);