wined3d: Make the device parameter to wined3d_device_get_raster_status() const.
[wine.git] / dlls / wined3d / device.c
blob4509d932dbf7b093d7834b854d55aa68c2f5c126
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
70 return GL_POINTS;
72 case WINED3DPT_LINELIST:
73 return GL_LINES;
75 case WINED3DPT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3DPT_TRIANGLELIST:
79 return GL_TRIANGLES;
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3DPT_POINTLIST;
112 case GL_LINES:
113 return WINED3DPT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3DPT_LINESTRIP;
118 case GL_TRIANGLES:
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
139 default:
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180 BOOL use_vshader;
181 unsigned int i;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
207 data.addr = NULL;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
216 else
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
238 if (fixup)
240 if (data.buffer_object)
241 *fixup = TRUE;
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
247 if (!warned)
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251 warned = TRUE;
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
260 if (use_vshader)
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
270 else
272 idx = element->output_slot;
273 stride_used = TRUE;
276 else
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282 stride_used = FALSE;
284 else
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
290 if (stride_used)
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
339 if (buffer->query)
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
352 e->stream_idx = 0;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
358 unsigned int i;
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
418 BOOL fixup = FALSE;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
427 else
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
440 else
442 device->useDrawStridedSlow = FALSE;
445 else
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
455 else
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
475 unsigned int i;
477 if (use_vs(state))
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
486 if (use_ps(state))
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
494 else
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
500 if (ffu_map & 1)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
516 if (!new_array)
518 ERR("Failed to grow the context array.\n");
519 return FALSE;
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
524 return TRUE;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
530 BOOL found = FALSE;
531 UINT i;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
539 found = TRUE;
540 break;
544 if (!found)
546 ERR("Context %p doesn't exist in context array.\n", context);
547 return;
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
554 return;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559 if (!new_array)
561 ERR("Failed to shrink context array. Oh well.\n");
562 return;
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
590 return FALSE;
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
596 return FALSE;
598 return TRUE;
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(&current_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
610 else
611 SetRectEmpty(&current_rect);
613 IntersectRect(&r, draw_rect, &current_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
618 return;
621 if (EqualRect(&r, &current_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
625 if (!clear_rect)
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629 return;
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637 return;
641 /* Full load. */
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
657 unsigned int i;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 struct wined3d_surface *rt = fb->render_targets[i];
672 if (rt)
673 surface_load_location(rt, rt->draw_binding, NULL);
677 context = context_acquire(device, target);
678 if (!context->valid)
680 context_release(context);
681 WARN("Invalid context, skipping clear.\n");
682 return WINED3D_OK;
685 if (target)
687 render_offscreen = context->render_offscreen;
688 target->get_drawable_size(context, &drawable_width, &drawable_height);
690 else
692 render_offscreen = TRUE;
693 drawable_width = fb->depth_stencil->pow2Width;
694 drawable_height = fb->depth_stencil->pow2Height;
697 if (flags & WINED3DCLEAR_ZBUFFER)
699 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
701 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702 device_switch_onscreen_ds(device, context, fb->depth_stencil);
703 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
706 if (!context_apply_clear_state(context, device, rt_count, fb))
708 context_release(context);
709 WARN("Failed to apply clear state, skipping clear.\n");
710 return WINED3D_OK;
713 ENTER_GL();
715 /* Only set the values up once, as they are not changing. */
716 if (flags & WINED3DCLEAR_STENCIL)
718 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
723 glStencilMask(~0U);
724 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725 glClearStencil(stencil);
726 checkGLcall("glClearStencil");
727 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
730 if (flags & WINED3DCLEAR_ZBUFFER)
732 surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
734 glDepthMask(GL_TRUE);
735 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
736 glClearDepth(depth);
737 checkGLcall("glClearDepth");
738 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
741 if (flags & WINED3DCLEAR_TARGET)
743 for (i = 0; i < rt_count; ++i)
745 struct wined3d_surface *rt = fb->render_targets[i];
747 if (rt)
748 surface_modify_location(rt, rt->draw_binding, TRUE);
751 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756 glClearColor(color->r, color->g, color->b, color->a);
757 checkGLcall("glClearColor");
758 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
761 if (!clear_rect)
763 if (render_offscreen)
765 glScissor(draw_rect->left, draw_rect->top,
766 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
768 else
770 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
773 checkGLcall("glScissor");
774 glClear(clear_mask);
775 checkGLcall("glClear");
777 else
779 RECT current_rect;
781 /* Now process each rect in turn. */
782 for (i = 0; i < rect_count; ++i)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788 wine_dbgstr_rect(&clear_rect[i]),
789 wine_dbgstr_rect(&current_rect));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
797 continue;
800 if (render_offscreen)
802 glScissor(current_rect.left, current_rect.top,
803 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
805 else
807 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
810 checkGLcall("glScissor");
812 glClear(clear_mask);
813 checkGLcall("glClear");
817 LEAVE_GL();
819 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
820 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
821 && target->container.u.swapchain->front_buffer == target))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context);
826 return WINED3D_OK;
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
831 ULONG refcount = InterlockedIncrement(&device->ref);
833 TRACE("%p increasing refcount to %u.\n", device, refcount);
835 return refcount;
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
840 ULONG refcount = InterlockedDecrement(&device->ref);
842 TRACE("%p decreasing refcount to %u.\n", device, refcount);
844 if (!refcount)
846 UINT i;
848 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
850 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
851 device->multistate_funcs[i] = NULL;
854 if (!list_empty(&device->resources))
856 struct wined3d_resource *resource;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
867 if (device->contexts)
868 ERR("Context array not freed!\n");
869 if (device->hardwareCursor)
870 DestroyCursor(device->hardwareCursor);
871 device->hardwareCursor = 0;
873 wined3d_decref(device->wined3d);
874 device->wined3d = NULL;
875 HeapFree(GetProcessHeap(), 0, device);
876 TRACE("Freed device %p.\n", device);
879 return refcount;
882 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
884 TRACE("device %p.\n", device);
886 return device->swapchain_count;
889 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
890 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device, swapchain_idx, swapchain);
895 if (swapchain_idx >= device->swapchain_count)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx, device->swapchain_count);
899 *swapchain = NULL;
901 return WINED3DERR_INVALIDCALL;
904 *swapchain = device->swapchains[swapchain_idx];
905 wined3d_swapchain_incref(*swapchain);
906 TRACE("Returning %p.\n", *swapchain);
908 return WINED3D_OK;
911 static void device_load_logo(struct wined3d_device *device, const char *filename)
913 HBITMAP hbm;
914 BITMAP bm;
915 HRESULT hr;
916 HDC dcb = NULL, dcs = NULL;
917 WINEDDCOLORKEY colorkey;
919 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
920 if(hbm)
922 GetObjectA(hbm, sizeof(BITMAP), &bm);
923 dcb = CreateCompatibleDC(NULL);
924 if(!dcb) goto out;
925 SelectObject(dcb, hbm);
927 else
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
930 * couldn't be loaded
932 memset(&bm, 0, sizeof(bm));
933 bm.bmWidth = 32;
934 bm.bmHeight = 32;
937 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
938 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
939 &wined3d_null_parent_ops, &device->logo_surface);
940 if (FAILED(hr))
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
943 goto out;
946 if (dcb)
948 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
949 goto out;
950 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
951 wined3d_surface_releasedc(device->logo_surface, dcs);
953 colorkey.dwColorSpaceLowValue = 0;
954 colorkey.dwColorSpaceHighValue = 0;
955 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
957 else
959 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
964 out:
965 if (dcb) DeleteDC(dcb);
966 if (hbm) DeleteObject(hbm);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
973 unsigned int i, j, count;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
978 ENTER_GL();
980 if (gl_info->supported[APPLE_CLIENT_STORAGE])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
988 for (i = 0; i < count; ++i)
990 DWORD color = 0x000000ff;
992 /* Make appropriate texture active */
993 context_active_texture(context, gl_info, i);
995 glGenTextures(1, &device->dummy_texture_2d[i]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
999 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1000 checkGLcall("glBindTexture");
1002 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1003 checkGLcall("glTexImage2D");
1005 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1007 glGenTextures(1, &device->dummy_texture_rect[i]);
1008 checkGLcall("glGenTextures");
1009 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1011 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1012 checkGLcall("glBindTexture");
1014 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info->supported[EXT_TEXTURE3D])
1020 glGenTextures(1, &device->dummy_texture_3d[i]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1024 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1033 glGenTextures(1, &device->dummy_texture_cube[i]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1037 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1038 checkGLcall("glBindTexture");
1040 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1042 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1043 checkGLcall("glTexImage2D");
1048 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1050 /* Reenable because if supported it is enabled by default */
1051 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1052 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1055 LEAVE_GL();
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1061 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1063 ENTER_GL();
1064 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1066 glDeleteTextures(count, device->dummy_texture_cube);
1067 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1070 if (gl_info->supported[EXT_TEXTURE3D])
1072 glDeleteTextures(count, device->dummy_texture_3d);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1076 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1078 glDeleteTextures(count, device->dummy_texture_rect);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1082 glDeleteTextures(count, device->dummy_texture_2d);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1084 LEAVE_GL();
1086 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1087 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1088 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1089 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1092 static LONG fullscreen_style(LONG style)
1094 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095 style |= WS_POPUP | WS_SYSMENU;
1096 style &= ~(WS_CAPTION | WS_THICKFRAME);
1098 return style;
1101 static LONG fullscreen_exstyle(LONG exstyle)
1103 /* Filter out window decorations. */
1104 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1106 return exstyle;
1109 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1111 BOOL filter_messages;
1112 LONG style, exstyle;
1114 TRACE("Setting up window %p for fullscreen mode.\n", window);
1116 if (device->style || device->exStyle)
1118 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119 window, device->style, device->exStyle);
1122 device->style = GetWindowLongW(window, GWL_STYLE);
1123 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1125 style = fullscreen_style(device->style);
1126 exstyle = fullscreen_exstyle(device->exStyle);
1128 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129 device->style, device->exStyle, style, exstyle);
1131 filter_messages = device->filter_messages;
1132 device->filter_messages = TRUE;
1134 SetWindowLongW(window, GWL_STYLE, style);
1135 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1136 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1138 device->filter_messages = filter_messages;
1141 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1143 BOOL filter_messages;
1144 LONG style, exstyle;
1146 if (!device->style && !device->exStyle) return;
1148 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149 window, device->style, device->exStyle);
1151 style = GetWindowLongW(window, GWL_STYLE);
1152 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1154 filter_messages = device->filter_messages;
1155 device->filter_messages = TRUE;
1157 /* Only restore the style if the application didn't modify it during the
1158 * fullscreen phase. Some applications change it before calling Reset()
1159 * when switching between windowed and fullscreen modes (HL2), some
1160 * depend on the original style (Eve Online). */
1161 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1163 SetWindowLongW(window, GWL_STYLE, device->style);
1164 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1166 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1168 device->filter_messages = filter_messages;
1170 /* Delete the old values. */
1171 device->style = 0;
1172 device->exStyle = 0;
1175 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1177 TRACE("device %p, window %p.\n", device, window);
1179 if (!wined3d_register_window(window, device))
1181 ERR("Failed to register window %p.\n", window);
1182 return E_FAIL;
1185 device->focus_window = window;
1186 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1188 return WINED3D_OK;
1191 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1193 TRACE("device %p.\n", device);
1195 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1196 device->focus_window = NULL;
1199 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1200 WINED3DPRESENT_PARAMETERS *present_parameters)
1202 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1203 struct wined3d_swapchain *swapchain = NULL;
1204 struct wined3d_context *context;
1205 HRESULT hr;
1206 DWORD state;
1207 unsigned int i;
1209 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1211 if (device->d3d_initialized)
1212 return WINED3DERR_INVALIDCALL;
1213 if (!device->adapter->opengl)
1214 return WINED3DERR_INVALIDCALL;
1216 TRACE("Creating stateblock.\n");
1217 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1218 if (FAILED(hr))
1220 WARN("Failed to create stateblock\n");
1221 goto err_out;
1224 TRACE("Created stateblock %p.\n", device->stateBlock);
1225 device->updateStateBlock = device->stateBlock;
1226 wined3d_stateblock_incref(device->updateStateBlock);
1228 device->valid_rt_mask = 0;
1229 for (i = 0; i < gl_info->limits.buffers; ++i)
1230 device->valid_rt_mask |= (1 << i);
1231 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1232 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1234 /* Initialize the texture unit mapping to a 1:1 mapping */
1235 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1237 if (state < gl_info->limits.fragment_samplers)
1239 device->texUnitMap[state] = state;
1240 device->rev_tex_unit_map[state] = state;
1242 else
1244 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1245 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1249 /* Setup the implicit swapchain. This also initializes a context. */
1250 TRACE("Creating implicit swapchain\n");
1251 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1252 present_parameters, &swapchain);
1253 if (FAILED(hr))
1255 WARN("Failed to create implicit swapchain\n");
1256 goto err_out;
1259 device->swapchain_count = 1;
1260 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1261 if (!device->swapchains)
1263 ERR("Out of memory!\n");
1264 goto err_out;
1266 device->swapchains[0] = swapchain;
1268 if (swapchain->back_buffers && swapchain->back_buffers[0])
1270 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1271 device->fb.render_targets[0] = swapchain->back_buffers[0];
1273 else
1275 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1276 device->fb.render_targets[0] = swapchain->front_buffer;
1278 wined3d_surface_incref(device->fb.render_targets[0]);
1280 /* Depth Stencil support */
1281 device->fb.depth_stencil = device->auto_depth_stencil;
1282 if (device->fb.depth_stencil)
1283 wined3d_surface_incref(device->fb.depth_stencil);
1285 hr = device->shader_backend->shader_alloc_private(device);
1286 if (FAILED(hr))
1288 TRACE("Shader private data couldn't be allocated\n");
1289 goto err_out;
1291 hr = device->frag_pipe->alloc_private(device);
1292 if (FAILED(hr))
1294 TRACE("Fragment pipeline private data couldn't be allocated\n");
1295 goto err_out;
1297 hr = device->blitter->alloc_private(device);
1298 if (FAILED(hr))
1300 TRACE("Blitter private data couldn't be allocated\n");
1301 goto err_out;
1304 /* Set up some starting GL setup */
1306 /* Setup all the devices defaults */
1307 stateblock_init_default_state(device->stateBlock);
1309 context = context_acquire(device, swapchain->front_buffer);
1311 create_dummy_textures(device, context);
1313 ENTER_GL();
1315 /* Initialize the current view state */
1316 device->view_ident = 1;
1317 device->contexts[0]->last_was_rhw = 0;
1319 switch (wined3d_settings.offscreen_rendering_mode)
1321 case ORM_FBO:
1322 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1323 break;
1325 case ORM_BACKBUFFER:
1327 if (context_get_current()->aux_buffers > 0)
1329 TRACE("Using auxiliary buffer for offscreen rendering\n");
1330 device->offscreenBuffer = GL_AUX0;
1332 else
1334 TRACE("Using back buffer for offscreen rendering\n");
1335 device->offscreenBuffer = GL_BACK;
1340 TRACE("All defaults now set up, leaving 3D init.\n");
1341 LEAVE_GL();
1343 context_release(context);
1345 /* Clear the screen */
1346 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1347 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1348 0x00, 1.0f, 0);
1350 device->d3d_initialized = TRUE;
1352 if (wined3d_settings.logo)
1353 device_load_logo(device, wined3d_settings.logo);
1354 device->highest_dirty_ps_const = 0;
1355 device->highest_dirty_vs_const = 0;
1356 return WINED3D_OK;
1358 err_out:
1359 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1360 HeapFree(GetProcessHeap(), 0, device->swapchains);
1361 device->swapchain_count = 0;
1362 if (swapchain)
1363 wined3d_swapchain_decref(swapchain);
1364 if (device->stateBlock)
1366 wined3d_stateblock_decref(device->stateBlock);
1367 device->stateBlock = NULL;
1369 if (device->blit_priv)
1370 device->blitter->free_private(device);
1371 if (device->fragment_priv)
1372 device->frag_pipe->free_private(device);
1373 if (device->shader_priv)
1374 device->shader_backend->shader_free_private(device);
1376 return hr;
1379 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1380 WINED3DPRESENT_PARAMETERS *present_parameters)
1382 struct wined3d_swapchain *swapchain = NULL;
1383 HRESULT hr;
1385 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1387 /* Setup the implicit swapchain */
1388 TRACE("Creating implicit swapchain\n");
1389 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1390 present_parameters, &swapchain);
1391 if (FAILED(hr))
1393 WARN("Failed to create implicit swapchain\n");
1394 goto err_out;
1397 device->swapchain_count = 1;
1398 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1399 if (!device->swapchains)
1401 ERR("Out of memory!\n");
1402 goto err_out;
1404 device->swapchains[0] = swapchain;
1405 return WINED3D_OK;
1407 err_out:
1408 wined3d_swapchain_decref(swapchain);
1409 return hr;
1412 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1414 struct wined3d_resource *resource, *cursor;
1415 const struct wined3d_gl_info *gl_info;
1416 struct wined3d_context *context;
1417 struct wined3d_surface *surface;
1418 UINT i;
1420 TRACE("device %p.\n", device);
1422 if (!device->d3d_initialized)
1423 return WINED3DERR_INVALIDCALL;
1425 /* Force making the context current again, to verify it is still valid
1426 * (workaround for broken drivers) */
1427 context_set_current(NULL);
1428 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1429 * it was created. Thus make sure a context is active for the glDelete* calls
1431 context = context_acquire(device, NULL);
1432 gl_info = context->gl_info;
1434 if (device->logo_surface)
1435 wined3d_surface_decref(device->logo_surface);
1437 /* Unload resources */
1438 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1440 TRACE("Unloading resource %p.\n", resource);
1442 resource->resource_ops->resource_unload(resource);
1445 TRACE("Deleting high order patches\n");
1446 for(i = 0; i < PATCHMAP_SIZE; i++) {
1447 struct list *e1, *e2;
1448 struct WineD3DRectPatch *patch;
1449 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1451 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1452 wined3d_device_delete_patch(device, patch->Handle);
1456 /* Delete the mouse cursor texture */
1457 if (device->cursorTexture)
1459 ENTER_GL();
1460 glDeleteTextures(1, &device->cursorTexture);
1461 LEAVE_GL();
1462 device->cursorTexture = 0;
1465 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1466 * private data, it might contain opengl pointers
1468 if (device->depth_blt_texture)
1470 ENTER_GL();
1471 glDeleteTextures(1, &device->depth_blt_texture);
1472 LEAVE_GL();
1473 device->depth_blt_texture = 0;
1476 /* Release the update stateblock */
1477 if (wined3d_stateblock_decref(device->updateStateBlock))
1479 if (device->updateStateBlock != device->stateBlock)
1480 FIXME("Something's still holding the update stateblock.\n");
1482 device->updateStateBlock = NULL;
1485 struct wined3d_stateblock *stateblock = device->stateBlock;
1486 device->stateBlock = NULL;
1488 /* Release the stateblock */
1489 if (wined3d_stateblock_decref(stateblock))
1490 FIXME("Something's still holding the stateblock.\n");
1493 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1494 device->blitter->free_private(device);
1495 device->frag_pipe->free_private(device);
1496 device->shader_backend->shader_free_private(device);
1498 /* Release the buffers (with sanity checks)*/
1499 if (device->onscreen_depth_stencil)
1501 surface = device->onscreen_depth_stencil;
1502 device->onscreen_depth_stencil = NULL;
1503 wined3d_surface_decref(surface);
1506 if (device->fb.depth_stencil)
1508 surface = device->fb.depth_stencil;
1510 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1512 device->fb.depth_stencil = NULL;
1513 if (wined3d_surface_decref(surface)
1514 && surface != device->auto_depth_stencil)
1515 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1518 if (device->auto_depth_stencil)
1520 surface = device->auto_depth_stencil;
1521 device->auto_depth_stencil = NULL;
1522 if (wined3d_surface_decref(surface))
1523 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1526 for (i = 1; i < gl_info->limits.buffers; ++i)
1528 wined3d_device_set_render_target(device, i, NULL, FALSE);
1531 surface = device->fb.render_targets[0];
1532 TRACE("Setting rendertarget 0 to NULL\n");
1533 device->fb.render_targets[0] = NULL;
1534 TRACE("Releasing the render target at %p\n", surface);
1535 wined3d_surface_decref(surface);
1537 context_release(context);
1539 for (i = 0; i < device->swapchain_count; ++i)
1541 TRACE("Releasing the implicit swapchain %u.\n", i);
1542 if (wined3d_swapchain_decref(device->swapchains[i]))
1543 FIXME("Something's still holding the implicit swapchain.\n");
1546 HeapFree(GetProcessHeap(), 0, device->swapchains);
1547 device->swapchains = NULL;
1548 device->swapchain_count = 0;
1550 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1551 device->fb.render_targets = NULL;
1553 device->d3d_initialized = FALSE;
1555 return WINED3D_OK;
1558 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1560 unsigned int i;
1562 for (i = 0; i < device->swapchain_count; ++i)
1564 TRACE("Releasing the implicit swapchain %u.\n", i);
1565 if (wined3d_swapchain_decref(device->swapchains[i]))
1566 FIXME("Something's still holding the implicit swapchain.\n");
1569 HeapFree(GetProcessHeap(), 0, device->swapchains);
1570 device->swapchains = NULL;
1571 device->swapchain_count = 0;
1572 return WINED3D_OK;
1575 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1576 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1577 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1579 * There is no way to deactivate thread safety once it is enabled.
1581 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1583 TRACE("device %p.\n", device);
1585 /* For now just store the flag (needed in case of ddraw). */
1586 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1589 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1590 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1592 struct wined3d_adapter *adapter = device->adapter;
1593 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->Format);
1594 DEVMODEW devmode;
1595 LONG ret;
1596 RECT clip_rc;
1598 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1599 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1601 /* Resize the screen even without a window:
1602 * The app could have unset it with SetCooperativeLevel, but not called
1603 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1604 * but we don't have any hwnd
1607 memset(&devmode, 0, sizeof(devmode));
1608 devmode.dmSize = sizeof(devmode);
1609 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1610 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1611 devmode.dmPelsWidth = mode->Width;
1612 devmode.dmPelsHeight = mode->Height;
1614 devmode.dmDisplayFrequency = mode->RefreshRate;
1615 if (mode->RefreshRate)
1616 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1618 /* Only change the mode if necessary */
1619 if (adapter->screen_size.cx == mode->Width && adapter->screen_size.cy == mode->Height
1620 && adapter->screen_format == mode->Format && !mode->RefreshRate)
1621 return WINED3D_OK;
1623 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1624 if (ret != DISP_CHANGE_SUCCESSFUL)
1626 if (devmode.dmDisplayFrequency)
1628 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1629 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1630 devmode.dmDisplayFrequency = 0;
1631 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1633 if(ret != DISP_CHANGE_SUCCESSFUL) {
1634 return WINED3DERR_NOTAVAILABLE;
1638 /* Store the new values */
1639 adapter->screen_size.cx = mode->Width;
1640 adapter->screen_size.cy = mode->Height;
1641 adapter->screen_format = mode->Format;
1643 /* And finally clip mouse to our screen */
1644 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1645 ClipCursor(&clip_rc);
1647 return WINED3D_OK;
1650 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1652 TRACE("device %p, wined3d %p.\n", device, wined3d);
1654 *wined3d = device->wined3d;
1655 wined3d_incref(*wined3d);
1657 TRACE("Returning %p.\n", *wined3d);
1659 return WINED3D_OK;
1662 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1664 TRACE("device %p.\n", device);
1666 TRACE("Emulating %d MB, returning %d MB left.\n",
1667 device->adapter->TextureRam / (1024 * 1024),
1668 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1670 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1673 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1674 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1676 struct wined3d_stream_state *stream;
1677 struct wined3d_buffer *prev_buffer;
1679 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1680 device, stream_idx, buffer, offset, stride);
1682 if (stream_idx >= MAX_STREAMS)
1684 WARN("Stream index %u out of range.\n", stream_idx);
1685 return WINED3DERR_INVALIDCALL;
1687 else if (offset & 0x3)
1689 WARN("Offset %u is not 4 byte aligned.\n", offset);
1690 return WINED3DERR_INVALIDCALL;
1693 stream = &device->updateStateBlock->state.streams[stream_idx];
1694 prev_buffer = stream->buffer;
1696 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1698 if (prev_buffer == buffer
1699 && stream->stride == stride
1700 && stream->offset == offset)
1702 TRACE("Application is setting the old values over, nothing to do.\n");
1703 return WINED3D_OK;
1706 stream->buffer = buffer;
1707 if (buffer)
1709 stream->stride = stride;
1710 stream->offset = offset;
1713 /* Handle recording of state blocks. */
1714 if (device->isRecordingState)
1716 TRACE("Recording... not performing anything.\n");
1717 if (buffer)
1718 wined3d_buffer_incref(buffer);
1719 if (prev_buffer)
1720 wined3d_buffer_decref(prev_buffer);
1721 return WINED3D_OK;
1724 if (buffer)
1726 InterlockedIncrement(&buffer->bind_count);
1727 wined3d_buffer_incref(buffer);
1729 if (prev_buffer)
1731 InterlockedDecrement(&prev_buffer->bind_count);
1732 wined3d_buffer_decref(prev_buffer);
1735 device_invalidate_state(device, STATE_STREAMSRC);
1737 return WINED3D_OK;
1740 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1741 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1743 struct wined3d_stream_state *stream;
1745 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1746 device, stream_idx, buffer, offset, stride);
1748 if (stream_idx >= MAX_STREAMS)
1750 WARN("Stream index %u out of range.\n", stream_idx);
1751 return WINED3DERR_INVALIDCALL;
1754 stream = &device->stateBlock->state.streams[stream_idx];
1755 *buffer = stream->buffer;
1756 if (*buffer)
1757 wined3d_buffer_incref(*buffer);
1758 if (offset)
1759 *offset = stream->offset;
1760 *stride = stream->stride;
1762 return WINED3D_OK;
1765 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1767 struct wined3d_stream_state *stream;
1768 UINT old_flags, old_freq;
1770 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1772 /* Verify input. At least in d3d9 this is invalid. */
1773 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1775 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1776 return WINED3DERR_INVALIDCALL;
1778 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1780 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1781 return WINED3DERR_INVALIDCALL;
1783 if (!divider)
1785 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1786 return WINED3DERR_INVALIDCALL;
1789 stream = &device->updateStateBlock->state.streams[stream_idx];
1790 old_flags = stream->flags;
1791 old_freq = stream->frequency;
1793 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1794 stream->frequency = divider & 0x7fffff;
1796 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1798 if (stream->frequency != old_freq || stream->flags != old_flags)
1799 device_invalidate_state(device, STATE_STREAMSRC);
1801 return WINED3D_OK;
1804 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1805 UINT stream_idx, UINT *divider)
1807 struct wined3d_stream_state *stream;
1809 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1811 stream = &device->updateStateBlock->state.streams[stream_idx];
1812 *divider = stream->flags | stream->frequency;
1814 TRACE("Returning %#x.\n", *divider);
1816 return WINED3D_OK;
1819 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1820 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1822 TRACE("device %p, state %s, matrix %p.\n",
1823 device, debug_d3dtstype(d3dts), matrix);
1825 /* Handle recording of state blocks. */
1826 if (device->isRecordingState)
1828 TRACE("Recording... not performing anything.\n");
1829 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1830 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1831 return WINED3D_OK;
1834 /* If the new matrix is the same as the current one,
1835 * we cut off any further processing. this seems to be a reasonable
1836 * optimization because as was noticed, some apps (warcraft3 for example)
1837 * tend towards setting the same matrix repeatedly for some reason.
1839 * From here on we assume that the new matrix is different, wherever it matters. */
1840 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1842 TRACE("The application is setting the same matrix over again.\n");
1843 return WINED3D_OK;
1846 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1848 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1849 * where ViewMat = Camera space, WorldMat = world space.
1851 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1852 * matrix. The Projection matrix stay projection matrix. */
1854 if (d3dts == WINED3DTS_VIEW)
1855 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1857 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1858 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1860 return WINED3D_OK;
1864 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1865 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1867 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1869 *matrix = device->stateBlock->state.transforms[state];
1871 return WINED3D_OK;
1874 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1875 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1877 const WINED3DMATRIX *mat = NULL;
1878 WINED3DMATRIX temp;
1880 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1882 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1883 * below means it will be recorded in a state block change, but it
1884 * works regardless where it is recorded.
1885 * If this is found to be wrong, change to StateBlock. */
1886 if (state > HIGHEST_TRANSFORMSTATE)
1888 WARN("Unhandled transform state %#x.\n", state);
1889 return WINED3D_OK;
1892 mat = &device->updateStateBlock->state.transforms[state];
1893 multiply_matrix(&temp, mat, matrix);
1895 /* Apply change via set transform - will reapply to eg. lights this way. */
1896 return wined3d_device_set_transform(device, state, &temp);
1899 /* Note lights are real special cases. Although the device caps state only
1900 * e.g. 8 are supported, you can reference any indexes you want as long as
1901 * that number max are enabled at any one point in time. Therefore since the
1902 * indices can be anything, we need a hashmap of them. However, this causes
1903 * stateblock problems. When capturing the state block, I duplicate the
1904 * hashmap, but when recording, just build a chain pretty much of commands to
1905 * be replayed. */
1906 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1908 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1909 struct wined3d_light_info *object = NULL;
1910 struct list *e;
1911 float rho;
1913 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1915 /* Check the parameter range. Need for speed most wanted sets junk lights
1916 * which confuse the GL driver. */
1917 if (!light)
1918 return WINED3DERR_INVALIDCALL;
1920 switch (light->Type)
1922 case WINED3DLIGHT_POINT:
1923 case WINED3DLIGHT_SPOT:
1924 case WINED3DLIGHT_PARALLELPOINT:
1925 case WINED3DLIGHT_GLSPOT:
1926 /* Incorrect attenuation values can cause the gl driver to crash.
1927 * Happens with Need for speed most wanted. */
1928 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1930 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1931 return WINED3DERR_INVALIDCALL;
1933 break;
1935 case WINED3DLIGHT_DIRECTIONAL:
1936 /* Ignores attenuation */
1937 break;
1939 default:
1940 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1941 return WINED3DERR_INVALIDCALL;
1944 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1946 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1947 if (object->OriginalIndex == light_idx)
1948 break;
1949 object = NULL;
1952 if (!object)
1954 TRACE("Adding new light\n");
1955 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1956 if (!object)
1958 ERR("Out of memory error when allocating a light\n");
1959 return E_OUTOFMEMORY;
1961 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1962 object->glIndex = -1;
1963 object->OriginalIndex = light_idx;
1966 /* Initialize the object. */
1967 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1968 light_idx, light->Type,
1969 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1970 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1971 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1972 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1973 light->Direction.x, light->Direction.y, light->Direction.z);
1974 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1975 light->Range, light->Falloff, light->Theta, light->Phi);
1977 /* Save away the information. */
1978 object->OriginalParms = *light;
1980 switch (light->Type)
1982 case WINED3DLIGHT_POINT:
1983 /* Position */
1984 object->lightPosn[0] = light->Position.x;
1985 object->lightPosn[1] = light->Position.y;
1986 object->lightPosn[2] = light->Position.z;
1987 object->lightPosn[3] = 1.0f;
1988 object->cutoff = 180.0f;
1989 /* FIXME: Range */
1990 break;
1992 case WINED3DLIGHT_DIRECTIONAL:
1993 /* Direction */
1994 object->lightPosn[0] = -light->Direction.x;
1995 object->lightPosn[1] = -light->Direction.y;
1996 object->lightPosn[2] = -light->Direction.z;
1997 object->lightPosn[3] = 0.0f;
1998 object->exponent = 0.0f;
1999 object->cutoff = 180.0f;
2000 break;
2002 case WINED3DLIGHT_SPOT:
2003 /* Position */
2004 object->lightPosn[0] = light->Position.x;
2005 object->lightPosn[1] = light->Position.y;
2006 object->lightPosn[2] = light->Position.z;
2007 object->lightPosn[3] = 1.0f;
2009 /* Direction */
2010 object->lightDirn[0] = light->Direction.x;
2011 object->lightDirn[1] = light->Direction.y;
2012 object->lightDirn[2] = light->Direction.z;
2013 object->lightDirn[3] = 1.0f;
2015 /* opengl-ish and d3d-ish spot lights use too different models
2016 * for the light "intensity" as a function of the angle towards
2017 * the main light direction, so we only can approximate very
2018 * roughly. However, spot lights are rather rarely used in games
2019 * (if ever used at all). Furthermore if still used, probably
2020 * nobody pays attention to such details. */
2021 if (!light->Falloff)
2023 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2024 * equations have the falloff resp. exponent parameter as an
2025 * exponent, so the spot light lighting will always be 1.0 for
2026 * both of them, and we don't have to care for the rest of the
2027 * rather complex calculation. */
2028 object->exponent = 0.0f;
2030 else
2032 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2033 if (rho < 0.0001f)
2034 rho = 0.0001f;
2035 object->exponent = -0.3f / logf(cosf(rho / 2));
2038 if (object->exponent > 128.0f)
2039 object->exponent = 128.0f;
2041 object->cutoff = (float)(light->Phi * 90 / M_PI);
2042 /* FIXME: Range */
2043 break;
2045 default:
2046 FIXME("Unrecognized light type %#x.\n", light->Type);
2049 /* Update the live definitions if the light is currently assigned a glIndex. */
2050 if (object->glIndex != -1 && !device->isRecordingState)
2051 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2053 return WINED3D_OK;
2056 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2058 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2059 struct wined3d_light_info *light_info = NULL;
2060 struct list *e;
2062 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2064 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2066 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2067 if (light_info->OriginalIndex == light_idx)
2068 break;
2069 light_info = NULL;
2072 if (!light_info)
2074 TRACE("Light information requested but light not defined\n");
2075 return WINED3DERR_INVALIDCALL;
2078 *light = light_info->OriginalParms;
2079 return WINED3D_OK;
2082 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2084 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2085 struct wined3d_light_info *light_info = NULL;
2086 struct list *e;
2088 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2090 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2092 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2093 if (light_info->OriginalIndex == light_idx)
2094 break;
2095 light_info = NULL;
2097 TRACE("Found light %p.\n", light_info);
2099 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2100 if (!light_info)
2102 TRACE("Light enabled requested but light not defined, so defining one!\n");
2103 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2105 /* Search for it again! Should be fairly quick as near head of list. */
2106 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2108 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2109 if (light_info->OriginalIndex == light_idx)
2110 break;
2111 light_info = NULL;
2113 if (!light_info)
2115 FIXME("Adding default lights has failed dismally\n");
2116 return WINED3DERR_INVALIDCALL;
2120 if (!enable)
2122 if (light_info->glIndex != -1)
2124 if (!device->isRecordingState)
2125 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2127 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2128 light_info->glIndex = -1;
2130 else
2132 TRACE("Light already disabled, nothing to do\n");
2134 light_info->enabled = FALSE;
2136 else
2138 light_info->enabled = TRUE;
2139 if (light_info->glIndex != -1)
2141 TRACE("Nothing to do as light was enabled\n");
2143 else
2145 unsigned int i;
2146 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2147 /* Find a free GL light. */
2148 for (i = 0; i < gl_info->limits.lights; ++i)
2150 if (!device->updateStateBlock->state.lights[i])
2152 device->updateStateBlock->state.lights[i] = light_info;
2153 light_info->glIndex = i;
2154 break;
2157 if (light_info->glIndex == -1)
2159 /* Our tests show that Windows returns D3D_OK in this situation, even with
2160 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2161 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2162 * as well for those lights.
2164 * TODO: Test how this affects rendering. */
2165 WARN("Too many concurrently active lights\n");
2166 return WINED3D_OK;
2169 /* i == light_info->glIndex */
2170 if (!device->isRecordingState)
2171 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2175 return WINED3D_OK;
2178 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2180 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2181 struct wined3d_light_info *light_info = NULL;
2182 struct list *e;
2184 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2186 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2188 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2189 if (light_info->OriginalIndex == light_idx)
2190 break;
2191 light_info = NULL;
2194 if (!light_info)
2196 TRACE("Light enabled state requested but light not defined.\n");
2197 return WINED3DERR_INVALIDCALL;
2199 /* true is 128 according to SetLightEnable */
2200 *enable = light_info->enabled ? 128 : 0;
2201 return WINED3D_OK;
2204 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2206 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2208 /* Validate plane_idx. */
2209 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2211 TRACE("Application has requested clipplane this device doesn't support.\n");
2212 return WINED3DERR_INVALIDCALL;
2215 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2217 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2218 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2219 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2220 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2222 TRACE("Application is setting old values over, nothing to do.\n");
2223 return WINED3D_OK;
2226 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2227 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2228 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2229 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2231 /* Handle recording of state blocks. */
2232 if (device->isRecordingState)
2234 TRACE("Recording... not performing anything.\n");
2235 return WINED3D_OK;
2238 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2240 return WINED3D_OK;
2243 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2245 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2247 /* Validate plane_idx. */
2248 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2250 TRACE("Application has requested clipplane this device doesn't support.\n");
2251 return WINED3DERR_INVALIDCALL;
2254 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2255 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2256 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2257 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2259 return WINED3D_OK;
2262 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2264 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2266 if (!clip_status)
2267 return WINED3DERR_INVALIDCALL;
2269 return WINED3D_OK;
2272 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2274 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2276 if (!clip_status)
2277 return WINED3DERR_INVALIDCALL;
2279 return WINED3D_OK;
2282 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2284 TRACE("device %p, material %p.\n", device, material);
2286 device->updateStateBlock->changed.material = TRUE;
2287 device->updateStateBlock->state.material = *material;
2289 /* Handle recording of state blocks */
2290 if (device->isRecordingState)
2292 TRACE("Recording... not performing anything.\n");
2293 return WINED3D_OK;
2296 device_invalidate_state(device, STATE_MATERIAL);
2298 return WINED3D_OK;
2301 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material)
2303 TRACE("device %p, material %p.\n", device, material);
2305 *material = device->updateStateBlock->state.material;
2307 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2308 material->Diffuse.r, material->Diffuse.g,
2309 material->Diffuse.b, material->Diffuse.a);
2310 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2311 material->Ambient.r, material->Ambient.g,
2312 material->Ambient.b, material->Ambient.a);
2313 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2314 material->Specular.r, material->Specular.g,
2315 material->Specular.b, material->Specular.a);
2316 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2317 material->Emissive.r, material->Emissive.g,
2318 material->Emissive.b, material->Emissive.a);
2319 TRACE("Power %.8e.\n", material->Power);
2321 return WINED3D_OK;
2324 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2325 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2327 struct wined3d_buffer *prev_buffer;
2329 TRACE("device %p, buffer %p, format %s.\n",
2330 device, buffer, debug_d3dformat(format_id));
2332 prev_buffer = device->updateStateBlock->state.index_buffer;
2334 device->updateStateBlock->changed.indices = TRUE;
2335 device->updateStateBlock->state.index_buffer = buffer;
2336 device->updateStateBlock->state.index_format = format_id;
2338 /* Handle recording of state blocks. */
2339 if (device->isRecordingState)
2341 TRACE("Recording... not performing anything.\n");
2342 if (buffer)
2343 wined3d_buffer_incref(buffer);
2344 if (prev_buffer)
2345 wined3d_buffer_decref(prev_buffer);
2346 return WINED3D_OK;
2349 if (prev_buffer != buffer)
2351 device_invalidate_state(device, STATE_INDEXBUFFER);
2352 if (buffer)
2354 InterlockedIncrement(&buffer->bind_count);
2355 wined3d_buffer_incref(buffer);
2357 if (prev_buffer)
2359 InterlockedDecrement(&prev_buffer->bind_count);
2360 wined3d_buffer_decref(prev_buffer);
2364 return WINED3D_OK;
2367 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2369 TRACE("device %p, buffer %p.\n", device, buffer);
2371 *buffer = device->stateBlock->state.index_buffer;
2373 if (*buffer)
2374 wined3d_buffer_incref(*buffer);
2376 TRACE("Returning %p.\n", *buffer);
2378 return WINED3D_OK;
2381 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2382 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2384 TRACE("device %p, base_index %d.\n", device, base_index);
2386 if (device->updateStateBlock->state.base_vertex_index == base_index)
2388 TRACE("Application is setting the old value over, nothing to do\n");
2389 return WINED3D_OK;
2392 device->updateStateBlock->state.base_vertex_index = base_index;
2394 if (device->isRecordingState)
2396 TRACE("Recording... not performing anything\n");
2397 return WINED3D_OK;
2399 return WINED3D_OK;
2402 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2404 TRACE("device %p.\n", device);
2406 return device->stateBlock->state.base_vertex_index;
2409 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2411 TRACE("device %p, viewport %p.\n", device, viewport);
2412 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2413 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2415 device->updateStateBlock->changed.viewport = TRUE;
2416 device->updateStateBlock->state.viewport = *viewport;
2418 /* Handle recording of state blocks */
2419 if (device->isRecordingState)
2421 TRACE("Recording... not performing anything\n");
2422 return WINED3D_OK;
2425 device_invalidate_state(device, STATE_VIEWPORT);
2427 return WINED3D_OK;
2430 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2432 TRACE("device %p, viewport %p.\n", device, viewport);
2434 *viewport = device->stateBlock->state.viewport;
2436 return WINED3D_OK;
2439 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2440 WINED3DRENDERSTATETYPE state, DWORD value)
2442 DWORD old_value = device->stateBlock->state.render_states[state];
2444 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2446 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2447 device->updateStateBlock->state.render_states[state] = value;
2449 /* Handle recording of state blocks. */
2450 if (device->isRecordingState)
2452 TRACE("Recording... not performing anything.\n");
2453 return WINED3D_OK;
2456 /* Compared here and not before the assignment to allow proper stateblock recording. */
2457 if (value == old_value)
2458 TRACE("Application is setting the old value over, nothing to do.\n");
2459 else
2460 device_invalidate_state(device, STATE_RENDER(state));
2462 return WINED3D_OK;
2465 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2466 WINED3DRENDERSTATETYPE state, DWORD *value)
2468 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2470 *value = device->stateBlock->state.render_states[state];
2472 return WINED3D_OK;
2475 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2476 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2478 DWORD old_value;
2480 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2481 device, sampler_idx, debug_d3dsamplerstate(state), value);
2483 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2484 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2486 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2487 / sizeof(*device->stateBlock->state.sampler_states))
2489 WARN("Invalid sampler %u.\n", sampler_idx);
2490 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2493 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2494 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2495 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2497 /* Handle recording of state blocks. */
2498 if (device->isRecordingState)
2500 TRACE("Recording... not performing anything.\n");
2501 return WINED3D_OK;
2504 if (old_value == value)
2506 TRACE("Application is setting the old value over, nothing to do.\n");
2507 return WINED3D_OK;
2510 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2512 return WINED3D_OK;
2515 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2516 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2518 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2519 device, sampler_idx, debug_d3dsamplerstate(state), value);
2521 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2522 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2524 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2525 / sizeof(*device->stateBlock->state.sampler_states))
2527 WARN("Invalid sampler %u.\n", sampler_idx);
2528 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2531 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2532 TRACE("Returning %#x.\n", *value);
2534 return WINED3D_OK;
2537 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2539 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2541 device->updateStateBlock->changed.scissorRect = TRUE;
2542 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2544 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2545 return WINED3D_OK;
2547 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2549 if (device->isRecordingState)
2551 TRACE("Recording... not performing anything.\n");
2552 return WINED3D_OK;
2555 device_invalidate_state(device, STATE_SCISSORRECT);
2557 return WINED3D_OK;
2560 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2562 TRACE("device %p, rect %p.\n", device, rect);
2564 *rect = device->updateStateBlock->state.scissor_rect;
2565 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2567 return WINED3D_OK;
2570 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2571 struct wined3d_vertex_declaration *declaration)
2573 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2575 TRACE("device %p, declaration %p.\n", device, declaration);
2577 if (declaration)
2578 wined3d_vertex_declaration_incref(declaration);
2579 if (prev)
2580 wined3d_vertex_declaration_decref(prev);
2582 device->updateStateBlock->state.vertex_declaration = declaration;
2583 device->updateStateBlock->changed.vertexDecl = TRUE;
2585 if (device->isRecordingState)
2587 TRACE("Recording... not performing anything.\n");
2588 return WINED3D_OK;
2590 else if (declaration == prev)
2592 /* Checked after the assignment to allow proper stateblock recording. */
2593 TRACE("Application is setting the old declaration over, nothing to do.\n");
2594 return WINED3D_OK;
2597 device_invalidate_state(device, STATE_VDECL);
2598 return WINED3D_OK;
2601 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2602 struct wined3d_vertex_declaration **declaration)
2604 TRACE("device %p, declaration %p.\n", device, declaration);
2606 *declaration = device->stateBlock->state.vertex_declaration;
2607 if (*declaration)
2608 wined3d_vertex_declaration_incref(*declaration);
2610 return WINED3D_OK;
2613 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2615 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2617 TRACE("device %p, shader %p.\n", device, shader);
2619 device->updateStateBlock->state.vertex_shader = shader;
2620 device->updateStateBlock->changed.vertexShader = TRUE;
2622 if (device->isRecordingState)
2624 if (shader)
2625 wined3d_shader_incref(shader);
2626 if (prev)
2627 wined3d_shader_decref(prev);
2628 TRACE("Recording... not performing anything.\n");
2629 return WINED3D_OK;
2632 if (shader == prev)
2634 TRACE("Application is setting the old shader over, nothing to do.\n");
2635 return WINED3D_OK;
2638 if (shader)
2639 wined3d_shader_incref(shader);
2640 if (prev)
2641 wined3d_shader_decref(prev);
2643 device_invalidate_state(device, STATE_VSHADER);
2645 return WINED3D_OK;
2648 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2650 struct wined3d_shader *shader;
2652 TRACE("device %p.\n", device);
2654 shader = device->stateBlock->state.vertex_shader;
2655 if (shader)
2656 wined3d_shader_incref(shader);
2658 TRACE("Returning %p.\n", shader);
2659 return shader;
2662 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2663 UINT start_register, const BOOL *constants, UINT bool_count)
2665 UINT count = min(bool_count, MAX_CONST_B - start_register);
2666 UINT i;
2668 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2669 device, start_register, constants, bool_count);
2671 if (!constants || start_register >= MAX_CONST_B)
2672 return WINED3DERR_INVALIDCALL;
2674 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2675 for (i = 0; i < count; ++i)
2676 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2678 for (i = start_register; i < count + start_register; ++i)
2679 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2681 if (!device->isRecordingState)
2682 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2684 return WINED3D_OK;
2687 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2688 UINT start_register, BOOL *constants, UINT bool_count)
2690 UINT count = min(bool_count, MAX_CONST_B - start_register);
2692 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2693 device, start_register, constants, bool_count);
2695 if (!constants || start_register >= MAX_CONST_B)
2696 return WINED3DERR_INVALIDCALL;
2698 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2700 return WINED3D_OK;
2703 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2704 UINT start_register, const int *constants, UINT vector4i_count)
2706 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2707 UINT i;
2709 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2710 device, start_register, constants, vector4i_count);
2712 if (!constants || start_register >= MAX_CONST_I)
2713 return WINED3DERR_INVALIDCALL;
2715 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2716 for (i = 0; i < count; ++i)
2717 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2718 constants[i * 4], constants[i * 4 + 1],
2719 constants[i * 4 + 2], constants[i * 4 + 3]);
2721 for (i = start_register; i < count + start_register; ++i)
2722 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2724 if (!device->isRecordingState)
2725 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2727 return WINED3D_OK;
2730 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2731 UINT start_register, int *constants, UINT vector4i_count)
2733 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2735 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2736 device, start_register, constants, vector4i_count);
2738 if (!constants || start_register >= MAX_CONST_I)
2739 return WINED3DERR_INVALIDCALL;
2741 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2742 return WINED3D_OK;
2745 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2746 UINT start_register, const float *constants, UINT vector4f_count)
2748 UINT i;
2750 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2751 device, start_register, constants, vector4f_count);
2753 /* Specifically test start_register > limit to catch MAX_UINT overflows
2754 * when adding start_register + vector4f_count. */
2755 if (!constants
2756 || start_register + vector4f_count > device->d3d_vshader_constantF
2757 || start_register > device->d3d_vshader_constantF)
2758 return WINED3DERR_INVALIDCALL;
2760 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2761 constants, vector4f_count * sizeof(float) * 4);
2762 if (TRACE_ON(d3d))
2764 for (i = 0; i < vector4f_count; ++i)
2765 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2766 constants[i * 4], constants[i * 4 + 1],
2767 constants[i * 4 + 2], constants[i * 4 + 3]);
2770 if (!device->isRecordingState)
2772 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2773 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2776 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2777 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2779 return WINED3D_OK;
2782 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2783 UINT start_register, float *constants, UINT vector4f_count)
2785 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2787 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2788 device, start_register, constants, vector4f_count);
2790 if (!constants || count < 0)
2791 return WINED3DERR_INVALIDCALL;
2793 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2795 return WINED3D_OK;
2798 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2800 DWORD i;
2802 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2804 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2808 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2810 DWORD i = device->rev_tex_unit_map[unit];
2811 DWORD j = device->texUnitMap[stage];
2813 device->texUnitMap[stage] = unit;
2814 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2815 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2817 device->rev_tex_unit_map[unit] = stage;
2818 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2819 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2822 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2824 UINT i;
2826 device->fixed_function_usage_map = 0;
2827 for (i = 0; i < MAX_TEXTURES; ++i)
2829 const struct wined3d_state *state = &device->stateBlock->state;
2830 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2831 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2832 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2833 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2834 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2835 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2836 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2837 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2839 if (color_op == WINED3DTOP_DISABLE) {
2840 /* Not used, and disable higher stages */
2841 break;
2844 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2845 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2846 || ((color_arg3 == WINED3DTA_TEXTURE)
2847 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2848 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2849 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2850 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2851 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2852 device->fixed_function_usage_map |= (1 << i);
2854 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2855 device->fixed_function_usage_map |= (1 << (i + 1));
2859 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2861 unsigned int i, tex;
2862 WORD ffu_map;
2864 device_update_fixed_function_usage_map(device);
2865 ffu_map = device->fixed_function_usage_map;
2867 if (device->max_ffp_textures == gl_info->limits.texture_stages
2868 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2870 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2872 if (!(ffu_map & 1)) continue;
2874 if (device->texUnitMap[i] != i)
2876 device_map_stage(device, i, i);
2877 device_invalidate_state(device, STATE_SAMPLER(i));
2878 device_invalidate_texture_stage(device, i);
2881 return;
2884 /* Now work out the mapping */
2885 tex = 0;
2886 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2888 if (!(ffu_map & 1)) continue;
2890 if (device->texUnitMap[i] != tex)
2892 device_map_stage(device, i, tex);
2893 device_invalidate_state(device, STATE_SAMPLER(i));
2894 device_invalidate_texture_stage(device, i);
2897 ++tex;
2901 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2903 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2904 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2905 unsigned int i;
2907 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2909 if (sampler_type[i] && device->texUnitMap[i] != i)
2911 device_map_stage(device, i, i);
2912 device_invalidate_state(device, STATE_SAMPLER(i));
2913 if (i < gl_info->limits.texture_stages)
2914 device_invalidate_texture_stage(device, i);
2919 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2920 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2921 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2923 DWORD current_mapping = device->rev_tex_unit_map[unit];
2925 /* Not currently used */
2926 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2928 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2929 /* Used by a fragment sampler */
2931 if (!pshader_sampler_tokens) {
2932 /* No pixel shader, check fixed function */
2933 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2936 /* Pixel shader, check the shader's sampler map */
2937 return !pshader_sampler_tokens[current_mapping];
2940 /* Used by a vertex sampler */
2941 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2944 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2946 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2947 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2948 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2949 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2950 int i;
2952 if (ps)
2954 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2955 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2956 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2959 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2960 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2961 if (vshader_sampler_type[i])
2963 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2965 /* Already mapped somewhere */
2966 continue;
2969 while (start >= 0)
2971 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2973 device_map_stage(device, vsampler_idx, start);
2974 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2976 --start;
2977 break;
2980 --start;
2986 void device_update_tex_unit_map(struct wined3d_device *device)
2988 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2989 const struct wined3d_state *state = &device->stateBlock->state;
2990 BOOL vs = use_vs(state);
2991 BOOL ps = use_ps(state);
2993 * Rules are:
2994 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2995 * that would be really messy and require shader recompilation
2996 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2997 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2999 if (ps)
3000 device_map_psamplers(device, gl_info);
3001 else
3002 device_map_fixed_function_samplers(device, gl_info);
3004 if (vs)
3005 device_map_vsamplers(device, ps, gl_info);
3008 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3010 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3012 TRACE("device %p, shader %p.\n", device, shader);
3014 device->updateStateBlock->state.pixel_shader = shader;
3015 device->updateStateBlock->changed.pixelShader = TRUE;
3017 if (device->isRecordingState)
3019 if (shader)
3020 wined3d_shader_incref(shader);
3021 if (prev)
3022 wined3d_shader_decref(prev);
3023 TRACE("Recording... not performing anything.\n");
3024 return WINED3D_OK;
3027 if (shader == prev)
3029 TRACE("Application is setting the old shader over, nothing to do.\n");
3030 return WINED3D_OK;
3033 if (shader)
3034 wined3d_shader_incref(shader);
3035 if (prev)
3036 wined3d_shader_decref(prev);
3038 device_invalidate_state(device, STATE_PIXELSHADER);
3040 return WINED3D_OK;
3043 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3045 struct wined3d_shader *shader;
3047 TRACE("device %p.\n", device);
3049 shader = device->stateBlock->state.pixel_shader;
3050 if (shader)
3051 wined3d_shader_incref(shader);
3053 TRACE("Returning %p.\n", shader);
3054 return shader;
3057 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3058 UINT start_register, const BOOL *constants, UINT bool_count)
3060 UINT count = min(bool_count, MAX_CONST_B - start_register);
3061 UINT i;
3063 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3064 device, start_register, constants, bool_count);
3066 if (!constants || start_register >= MAX_CONST_B)
3067 return WINED3DERR_INVALIDCALL;
3069 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3070 for (i = 0; i < count; ++i)
3071 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3073 for (i = start_register; i < count + start_register; ++i)
3074 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3076 if (!device->isRecordingState)
3077 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3079 return WINED3D_OK;
3082 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3083 UINT start_register, BOOL *constants, UINT bool_count)
3085 UINT count = min(bool_count, MAX_CONST_B - start_register);
3087 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3088 device, start_register, constants, bool_count);
3090 if (!constants || start_register >= MAX_CONST_B)
3091 return WINED3DERR_INVALIDCALL;
3093 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3095 return WINED3D_OK;
3098 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3099 UINT start_register, const int *constants, UINT vector4i_count)
3101 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3102 UINT i;
3104 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3105 device, start_register, constants, vector4i_count);
3107 if (!constants || start_register >= MAX_CONST_I)
3108 return WINED3DERR_INVALIDCALL;
3110 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3111 for (i = 0; i < count; ++i)
3112 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3113 constants[i * 4], constants[i * 4 + 1],
3114 constants[i * 4 + 2], constants[i * 4 + 3]);
3116 for (i = start_register; i < count + start_register; ++i)
3117 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3119 if (!device->isRecordingState)
3120 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3122 return WINED3D_OK;
3125 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3126 UINT start_register, int *constants, UINT vector4i_count)
3128 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3130 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3131 device, start_register, constants, vector4i_count);
3133 if (!constants || start_register >= MAX_CONST_I)
3134 return WINED3DERR_INVALIDCALL;
3136 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3138 return WINED3D_OK;
3141 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3142 UINT start_register, const float *constants, UINT vector4f_count)
3144 UINT i;
3146 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3147 device, start_register, constants, vector4f_count);
3149 /* Specifically test start_register > limit to catch MAX_UINT overflows
3150 * when adding start_register + vector4f_count. */
3151 if (!constants
3152 || start_register + vector4f_count > device->d3d_pshader_constantF
3153 || start_register > device->d3d_pshader_constantF)
3154 return WINED3DERR_INVALIDCALL;
3156 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3157 constants, vector4f_count * sizeof(float) * 4);
3158 if (TRACE_ON(d3d))
3160 for (i = 0; i < vector4f_count; ++i)
3161 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3162 constants[i * 4], constants[i * 4 + 1],
3163 constants[i * 4 + 2], constants[i * 4 + 3]);
3166 if (!device->isRecordingState)
3168 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3169 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3172 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3173 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3175 return WINED3D_OK;
3178 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3179 UINT start_register, float *constants, UINT vector4f_count)
3181 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3183 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3184 device, start_register, constants, vector4f_count);
3186 if (!constants || count < 0)
3187 return WINED3DERR_INVALIDCALL;
3189 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3191 return WINED3D_OK;
3194 /* Context activation is done by the caller. */
3195 /* Do not call while under the GL lock. */
3196 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3197 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3198 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3199 DWORD DestFVF)
3201 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3202 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3203 unsigned int i;
3204 WINED3DVIEWPORT vp;
3205 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3206 BOOL doClip;
3207 DWORD numTextures;
3209 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3211 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3214 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3216 ERR("Source has no position mask\n");
3217 return WINED3DERR_INVALIDCALL;
3220 if (!dest->resource.allocatedMemory)
3221 buffer_get_sysmem(dest, gl_info);
3223 /* Get a pointer into the destination vbo(create one if none exists) and
3224 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3226 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3228 dest->flags |= WINED3D_BUFFER_CREATEBO;
3229 wined3d_buffer_preload(dest);
3232 if (dest->buffer_object)
3234 unsigned char extrabytes = 0;
3235 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3236 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3237 * this may write 4 extra bytes beyond the area that should be written
3239 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3240 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3241 if(!dest_conv_addr) {
3242 ERR("Out of memory\n");
3243 /* Continue without storing converted vertices */
3245 dest_conv = dest_conv_addr;
3248 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3250 static BOOL warned = FALSE;
3252 * The clipping code is not quite correct. Some things need
3253 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3254 * so disable clipping for now.
3255 * (The graphics in Half-Life are broken, and my processvertices
3256 * test crashes with IDirect3DDevice3)
3257 doClip = TRUE;
3259 doClip = FALSE;
3260 if(!warned) {
3261 warned = TRUE;
3262 FIXME("Clipping is broken and disabled for now\n");
3264 } else doClip = FALSE;
3265 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3267 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3268 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3269 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3271 TRACE("View mat:\n");
3272 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3273 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3274 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3275 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3277 TRACE("Proj mat:\n");
3278 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3279 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3280 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3281 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3283 TRACE("World mat:\n");
3284 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3285 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3286 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3287 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3289 /* Get the viewport */
3290 wined3d_device_get_viewport(device, &vp);
3291 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3292 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3294 multiply_matrix(&mat,&view_mat,&world_mat);
3295 multiply_matrix(&mat,&proj_mat,&mat);
3297 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3299 for (i = 0; i < dwCount; i+= 1) {
3300 unsigned int tex_index;
3302 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3303 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3304 /* The position first */
3305 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3306 const float *p = (const float *)(element->data.addr + i * element->stride);
3307 float x, y, z, rhw;
3308 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3310 /* Multiplication with world, view and projection matrix */
3311 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3312 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3313 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3314 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3316 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3318 /* WARNING: The following things are taken from d3d7 and were not yet checked
3319 * against d3d8 or d3d9!
3322 /* Clipping conditions: From msdn
3324 * A vertex is clipped if it does not match the following requirements
3325 * -rhw < x <= rhw
3326 * -rhw < y <= rhw
3327 * 0 < z <= rhw
3328 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3330 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3331 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3335 if( !doClip ||
3336 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3337 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3338 ( rhw > eps ) ) ) {
3340 /* "Normal" viewport transformation (not clipped)
3341 * 1) The values are divided by rhw
3342 * 2) The y axis is negative, so multiply it with -1
3343 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3344 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3345 * 4) Multiply x with Width/2 and add Width/2
3346 * 5) The same for the height
3347 * 6) Add the viewpoint X and Y to the 2D coordinates and
3348 * The minimum Z value to z
3349 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3351 * Well, basically it's simply a linear transformation into viewport
3352 * coordinates
3355 x /= rhw;
3356 y /= rhw;
3357 z /= rhw;
3359 y *= -1;
3361 x *= vp.Width / 2;
3362 y *= vp.Height / 2;
3363 z *= vp.MaxZ - vp.MinZ;
3365 x += vp.Width / 2 + vp.X;
3366 y += vp.Height / 2 + vp.Y;
3367 z += vp.MinZ;
3369 rhw = 1 / rhw;
3370 } else {
3371 /* That vertex got clipped
3372 * Contrary to OpenGL it is not dropped completely, it just
3373 * undergoes a different calculation.
3375 TRACE("Vertex got clipped\n");
3376 x += rhw;
3377 y += rhw;
3379 x /= 2;
3380 y /= 2;
3382 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3383 * outside of the main vertex buffer memory. That needs some more
3384 * investigation...
3388 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3391 ( (float *) dest_ptr)[0] = x;
3392 ( (float *) dest_ptr)[1] = y;
3393 ( (float *) dest_ptr)[2] = z;
3394 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3396 dest_ptr += 3 * sizeof(float);
3398 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3399 dest_ptr += sizeof(float);
3402 if(dest_conv) {
3403 float w = 1 / rhw;
3404 ( (float *) dest_conv)[0] = x * w;
3405 ( (float *) dest_conv)[1] = y * w;
3406 ( (float *) dest_conv)[2] = z * w;
3407 ( (float *) dest_conv)[3] = w;
3409 dest_conv += 3 * sizeof(float);
3411 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3412 dest_conv += sizeof(float);
3416 if (DestFVF & WINED3DFVF_PSIZE) {
3417 dest_ptr += sizeof(DWORD);
3418 if(dest_conv) dest_conv += sizeof(DWORD);
3420 if (DestFVF & WINED3DFVF_NORMAL)
3422 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3423 const float *normal = (const float *)(element->data.addr + i * element->stride);
3424 /* AFAIK this should go into the lighting information */
3425 FIXME("Didn't expect the destination to have a normal\n");
3426 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3427 if(dest_conv) {
3428 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3432 if (DestFVF & WINED3DFVF_DIFFUSE)
3434 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3435 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3436 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3438 static BOOL warned = FALSE;
3440 if(!warned) {
3441 ERR("No diffuse color in source, but destination has one\n");
3442 warned = TRUE;
3445 *( (DWORD *) dest_ptr) = 0xffffffff;
3446 dest_ptr += sizeof(DWORD);
3448 if(dest_conv) {
3449 *( (DWORD *) dest_conv) = 0xffffffff;
3450 dest_conv += sizeof(DWORD);
3453 else {
3454 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3455 if(dest_conv) {
3456 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3457 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3458 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3459 dest_conv += sizeof(DWORD);
3464 if (DestFVF & WINED3DFVF_SPECULAR)
3466 /* What's the color value in the feedback buffer? */
3467 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3468 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3469 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3471 static BOOL warned = FALSE;
3473 if(!warned) {
3474 ERR("No specular color in source, but destination has one\n");
3475 warned = TRUE;
3478 *( (DWORD *) dest_ptr) = 0xFF000000;
3479 dest_ptr += sizeof(DWORD);
3481 if(dest_conv) {
3482 *( (DWORD *) dest_conv) = 0xFF000000;
3483 dest_conv += sizeof(DWORD);
3486 else {
3487 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3488 if(dest_conv) {
3489 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3490 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3491 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3492 dest_conv += sizeof(DWORD);
3497 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3499 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3500 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3501 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3503 ERR("No source texture, but destination requests one\n");
3504 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3505 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3507 else {
3508 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3509 if(dest_conv) {
3510 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3516 if (dest_conv)
3518 ENTER_GL();
3520 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3521 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3522 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3523 dwCount * get_flexible_vertex_size(DestFVF),
3524 dest_conv_addr));
3525 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3527 LEAVE_GL();
3529 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3532 return WINED3D_OK;
3534 #undef copy_and_next
3536 /* Do not call while under the GL lock. */
3537 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3538 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3539 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3541 struct wined3d_state *state = &device->stateBlock->state;
3542 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3543 struct wined3d_stream_info stream_info;
3544 const struct wined3d_gl_info *gl_info;
3545 struct wined3d_context *context;
3546 struct wined3d_shader *vs;
3547 HRESULT hr;
3549 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3550 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3551 device, src_start_idx, dst_idx, vertex_count,
3552 dst_buffer, declaration, flags, dst_fvf);
3554 if (declaration)
3555 FIXME("Output vertex declaration not implemented yet.\n");
3557 /* Need any context to write to the vbo. */
3558 context = context_acquire(device, NULL);
3559 gl_info = context->gl_info;
3561 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3562 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3563 * restore it afterwards. */
3564 vs = state->vertex_shader;
3565 state->vertex_shader = NULL;
3566 state->user_stream = FALSE;
3567 device_stream_info_from_declaration(device, &stream_info, &vbo);
3568 state->user_stream = streamWasUP;
3569 state->vertex_shader = vs;
3571 if (vbo || src_start_idx)
3573 unsigned int i;
3574 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3575 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3577 * Also get the start index in, but only loop over all elements if there's something to add at all.
3579 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3581 struct wined3d_stream_info_element *e;
3583 if (!(stream_info.use_map & (1 << i))) continue;
3585 e = &stream_info.elements[i];
3586 if (e->data.buffer_object)
3588 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3589 e->data.buffer_object = 0;
3590 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3591 ENTER_GL();
3592 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3593 vb->buffer_object = 0;
3594 LEAVE_GL();
3596 if (e->data.addr)
3597 e->data.addr += e->stride * src_start_idx;
3601 hr = process_vertices_strided(device, dst_idx, vertex_count,
3602 &stream_info, dst_buffer, flags, dst_fvf);
3604 context_release(context);
3606 return hr;
3609 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3610 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3612 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3613 DWORD old_value;
3615 TRACE("device %p, stage %u, state %s, value %#x.\n",
3616 device, stage, debug_d3dtexturestate(state), value);
3618 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3620 WARN("Invalid state %#x passed.\n", state);
3621 return WINED3D_OK;
3624 if (stage >= gl_info->limits.texture_stages)
3626 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3627 stage, gl_info->limits.texture_stages - 1);
3628 return WINED3D_OK;
3631 old_value = device->updateStateBlock->state.texture_states[stage][state];
3632 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3633 device->updateStateBlock->state.texture_states[stage][state] = value;
3635 if (device->isRecordingState)
3637 TRACE("Recording... not performing anything.\n");
3638 return WINED3D_OK;
3641 /* Checked after the assignments to allow proper stateblock recording. */
3642 if (old_value == value)
3644 TRACE("Application is setting the old value over, nothing to do.\n");
3645 return WINED3D_OK;
3648 if (stage > device->stateBlock->state.lowest_disabled_stage
3649 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3650 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3652 /* Colorop change above lowest disabled stage? That won't change
3653 * anything in the GL setup. Changes in other states are important on
3654 * disabled stages too. */
3655 return WINED3D_OK;
3658 if (state == WINED3DTSS_COLOROP)
3660 unsigned int i;
3662 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3664 /* Previously enabled stage disabled now. Make sure to dirtify
3665 * all enabled stages above stage, they have to be disabled.
3667 * The current stage is dirtified below. */
3668 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3670 TRACE("Additionally dirtifying stage %u.\n", i);
3671 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3673 device->stateBlock->state.lowest_disabled_stage = stage;
3674 TRACE("New lowest disabled: %u.\n", stage);
3676 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3678 /* Previously disabled stage enabled. Stages above it may need
3679 * enabling. Stage must be lowest_disabled_stage here, if it's
3680 * bigger success is returned above, and stages below the lowest
3681 * disabled stage can't be enabled (because they are enabled
3682 * already).
3684 * Again stage stage doesn't need to be dirtified here, it is
3685 * handled below. */
3686 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3688 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3689 break;
3690 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3691 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3693 device->stateBlock->state.lowest_disabled_stage = i;
3694 TRACE("New lowest disabled: %u.\n", i);
3698 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3700 return WINED3D_OK;
3703 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3704 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3706 TRACE("device %p, stage %u, state %s, value %p.\n",
3707 device, stage, debug_d3dtexturestate(state), value);
3709 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3711 WARN("Invalid state %#x passed.\n", state);
3712 return WINED3D_OK;
3715 *value = device->updateStateBlock->state.texture_states[stage][state];
3716 TRACE("Returning %#x.\n", *value);
3718 return WINED3D_OK;
3721 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3722 UINT stage, struct wined3d_texture *texture)
3724 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3725 struct wined3d_texture *prev;
3727 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3729 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3730 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3732 /* Windows accepts overflowing this array... we do not. */
3733 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3735 WARN("Ignoring invalid stage %u.\n", stage);
3736 return WINED3D_OK;
3739 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3740 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3742 WARN("Rejecting attempt to set scratch texture.\n");
3743 return WINED3DERR_INVALIDCALL;
3746 device->updateStateBlock->changed.textures |= 1 << stage;
3748 prev = device->updateStateBlock->state.textures[stage];
3749 TRACE("Previous texture %p.\n", prev);
3751 if (texture == prev)
3753 TRACE("App is setting the same texture again, nothing to do.\n");
3754 return WINED3D_OK;
3757 TRACE("Setting new texture to %p.\n", texture);
3758 device->updateStateBlock->state.textures[stage] = texture;
3760 if (device->isRecordingState)
3762 TRACE("Recording... not performing anything\n");
3764 if (texture) wined3d_texture_incref(texture);
3765 if (prev) wined3d_texture_decref(prev);
3767 return WINED3D_OK;
3770 if (texture)
3772 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3774 wined3d_texture_incref(texture);
3776 if (!prev || texture->target != prev->target)
3777 device_invalidate_state(device, STATE_PIXELSHADER);
3779 if (!prev && stage < gl_info->limits.texture_stages)
3781 /* The source arguments for color and alpha ops have different
3782 * meanings when a NULL texture is bound, so the COLOROP and
3783 * ALPHAOP have to be dirtified. */
3784 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3785 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3788 if (bind_count == 1)
3789 texture->sampler = stage;
3792 if (prev)
3794 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3796 wined3d_texture_decref(prev);
3798 if (!texture && stage < gl_info->limits.texture_stages)
3800 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3801 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3804 if (bind_count && prev->sampler == stage)
3806 unsigned int i;
3808 /* Search for other stages the texture is bound to. Shouldn't
3809 * happen if applications bind textures to a single stage only. */
3810 TRACE("Searching for other stages the texture is bound to.\n");
3811 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3813 if (device->updateStateBlock->state.textures[i] == prev)
3815 TRACE("Texture is also bound to stage %u.\n", i);
3816 prev->sampler = i;
3817 break;
3823 device_invalidate_state(device, STATE_SAMPLER(stage));
3825 return WINED3D_OK;
3828 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3829 UINT stage, struct wined3d_texture **texture)
3831 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3833 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3834 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3836 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3838 WARN("Ignoring invalid stage %u.\n", stage);
3839 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3842 *texture = device->stateBlock->state.textures[stage];
3843 if (*texture)
3844 wined3d_texture_incref(*texture);
3846 TRACE("Returning %p.\n", *texture);
3848 return WINED3D_OK;
3851 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3852 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3854 struct wined3d_swapchain *swapchain;
3855 HRESULT hr;
3857 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3858 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3860 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3861 if (FAILED(hr))
3863 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3864 return hr;
3867 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3868 wined3d_swapchain_decref(swapchain);
3869 if (FAILED(hr))
3871 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3872 return hr;
3875 return WINED3D_OK;
3878 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3880 TRACE("device %p, caps %p.\n", device, caps);
3882 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3885 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3886 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3888 struct wined3d_swapchain *swapchain;
3889 HRESULT hr;
3891 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3893 if (swapchain_idx)
3895 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3896 if (SUCCEEDED(hr))
3898 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3899 wined3d_swapchain_decref(swapchain);
3902 else
3904 const struct wined3d_adapter *adapter = device->adapter;
3906 /* Don't read the real display mode, but return the stored mode
3907 * instead. X11 can't change the color depth, and some apps are
3908 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3909 * that GetDisplayMode still returns 24 bpp.
3911 * Also don't relay to the swapchain because with ddraw it's possible
3912 * that there isn't a swapchain at all. */
3913 mode->Width = adapter->screen_size.cx;
3914 mode->Height = adapter->screen_size.cy;
3915 mode->Format = adapter->screen_format;
3916 mode->RefreshRate = 0;
3917 hr = WINED3D_OK;
3920 return hr;
3923 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3925 struct wined3d_stateblock *stateblock;
3926 HRESULT hr;
3928 TRACE("device %p.\n", device);
3930 if (device->isRecordingState)
3931 return WINED3DERR_INVALIDCALL;
3933 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3934 if (FAILED(hr))
3935 return hr;
3937 wined3d_stateblock_decref(device->updateStateBlock);
3938 device->updateStateBlock = stateblock;
3939 device->isRecordingState = TRUE;
3941 TRACE("Recording stateblock %p.\n", stateblock);
3943 return WINED3D_OK;
3946 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3947 struct wined3d_stateblock **stateblock)
3949 struct wined3d_stateblock *object = device->updateStateBlock;
3951 TRACE("device %p, stateblock %p.\n", device, stateblock);
3953 if (!device->isRecordingState)
3955 WARN("Not recording.\n");
3956 *stateblock = NULL;
3957 return WINED3DERR_INVALIDCALL;
3960 stateblock_init_contained_states(object);
3962 *stateblock = object;
3963 device->isRecordingState = FALSE;
3964 device->updateStateBlock = device->stateBlock;
3965 wined3d_stateblock_incref(device->updateStateBlock);
3967 TRACE("Returning stateblock %p.\n", *stateblock);
3969 return WINED3D_OK;
3972 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3974 /* At the moment we have no need for any functionality at the beginning
3975 * of a scene. */
3976 TRACE("device %p.\n", device);
3978 if (device->inScene)
3980 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3981 return WINED3DERR_INVALIDCALL;
3983 device->inScene = TRUE;
3984 return WINED3D_OK;
3987 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3989 struct wined3d_context *context;
3991 TRACE("device %p.\n", device);
3993 if (!device->inScene)
3995 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3996 return WINED3DERR_INVALIDCALL;
3999 context = context_acquire(device, NULL);
4000 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4001 wglFlush();
4002 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4003 * fails. */
4004 context_release(context);
4006 device->inScene = FALSE;
4007 return WINED3D_OK;
4010 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
4011 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4013 UINT i;
4015 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4016 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4017 dst_window_override, dirty_region);
4019 for (i = 0; i < device->swapchain_count; ++i)
4021 wined3d_swapchain_present(device->swapchains[i], src_rect,
4022 dst_rect, dst_window_override, dirty_region, 0);
4025 return WINED3D_OK;
4028 /* Do not call while under the GL lock. */
4029 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4030 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4032 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4033 RECT draw_rect;
4035 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4036 device, rect_count, rects, flags, color, depth, stencil);
4038 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4040 struct wined3d_surface *ds = device->fb.depth_stencil;
4041 if (!ds)
4043 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4044 /* TODO: What about depth stencil buffers without stencil bits? */
4045 return WINED3DERR_INVALIDCALL;
4047 else if (flags & WINED3DCLEAR_TARGET)
4049 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4050 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4052 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4053 return WINED3D_OK;
4058 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4060 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4061 &device->fb, rect_count, rects,
4062 &draw_rect, flags, &c, depth, stencil);
4065 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4066 WINED3DPRIMITIVETYPE primitive_type)
4068 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4070 device->updateStateBlock->changed.primitive_type = TRUE;
4071 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4074 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4075 WINED3DPRIMITIVETYPE *primitive_type)
4077 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4079 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4081 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4084 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4086 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4088 if (!device->stateBlock->state.vertex_declaration)
4090 WARN("Called without a valid vertex declaration set.\n");
4091 return WINED3DERR_INVALIDCALL;
4094 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4095 if (device->stateBlock->state.user_stream)
4097 device_invalidate_state(device, STATE_INDEXBUFFER);
4098 device->stateBlock->state.user_stream = FALSE;
4101 if (device->stateBlock->state.load_base_vertex_index)
4103 device->stateBlock->state.load_base_vertex_index = 0;
4104 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4107 /* Account for the loading offset due to index buffers. Instead of
4108 * reloading all sources correct it with the startvertex parameter. */
4109 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4110 return WINED3D_OK;
4113 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4115 struct wined3d_buffer *index_buffer;
4116 UINT index_size = 2;
4117 GLuint vbo;
4118 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4120 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4122 index_buffer = device->stateBlock->state.index_buffer;
4123 if (!index_buffer)
4125 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4126 * without an index buffer set. (The first time at least...)
4127 * D3D8 simply dies, but I doubt it can do much harm to return
4128 * D3DERR_INVALIDCALL there as well. */
4129 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4130 return WINED3DERR_INVALIDCALL;
4133 if (!device->stateBlock->state.vertex_declaration)
4135 WARN("Called without a valid vertex declaration set.\n");
4136 return WINED3DERR_INVALIDCALL;
4139 if (device->stateBlock->state.user_stream)
4141 device_invalidate_state(device, STATE_INDEXBUFFER);
4142 device->stateBlock->state.user_stream = FALSE;
4144 vbo = index_buffer->buffer_object;
4146 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4147 index_size = 2;
4148 else
4149 index_size = 4;
4151 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4152 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4154 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4155 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4158 drawPrimitive(device, index_count, start_idx, index_size,
4159 vbo ? NULL : index_buffer->resource.allocatedMemory);
4161 return WINED3D_OK;
4164 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4165 const void *stream_data, UINT stream_stride)
4167 struct wined3d_stream_state *stream;
4168 struct wined3d_buffer *vb;
4170 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4171 device, vertex_count, stream_data, stream_stride);
4173 if (!device->stateBlock->state.vertex_declaration)
4175 WARN("Called without a valid vertex declaration set.\n");
4176 return WINED3DERR_INVALIDCALL;
4179 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4180 stream = &device->stateBlock->state.streams[0];
4181 vb = stream->buffer;
4182 stream->buffer = (struct wined3d_buffer *)stream_data;
4183 if (vb)
4184 wined3d_buffer_decref(vb);
4185 stream->offset = 0;
4186 stream->stride = stream_stride;
4187 device->stateBlock->state.user_stream = TRUE;
4188 if (device->stateBlock->state.load_base_vertex_index)
4190 device->stateBlock->state.load_base_vertex_index = 0;
4191 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4194 /* TODO: Only mark dirty if drawing from a different UP address */
4195 device_invalidate_state(device, STATE_STREAMSRC);
4197 drawPrimitive(device, vertex_count, 0, 0, NULL);
4199 /* MSDN specifies stream zero settings must be set to NULL */
4200 stream->buffer = NULL;
4201 stream->stride = 0;
4203 /* stream zero settings set to null at end, as per the msdn. No need to
4204 * mark dirty here, the app has to set the new stream sources or use UP
4205 * drawing again. */
4206 return WINED3D_OK;
4209 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4210 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4211 const void *stream_data, UINT stream_stride)
4213 struct wined3d_stream_state *stream;
4214 struct wined3d_buffer *vb, *ib;
4215 UINT index_size;
4217 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4218 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4220 if (!device->stateBlock->state.vertex_declaration)
4222 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4223 return WINED3DERR_INVALIDCALL;
4226 if (index_data_format_id == WINED3DFMT_R16_UINT)
4227 index_size = 2;
4228 else
4229 index_size = 4;
4231 stream = &device->stateBlock->state.streams[0];
4232 vb = stream->buffer;
4233 stream->buffer = (struct wined3d_buffer *)stream_data;
4234 if (vb)
4235 wined3d_buffer_decref(vb);
4236 stream->offset = 0;
4237 stream->stride = stream_stride;
4238 device->stateBlock->state.user_stream = TRUE;
4240 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4241 device->stateBlock->state.base_vertex_index = 0;
4242 if (device->stateBlock->state.load_base_vertex_index)
4244 device->stateBlock->state.load_base_vertex_index = 0;
4245 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4247 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4248 device_invalidate_state(device, STATE_STREAMSRC);
4249 device_invalidate_state(device, STATE_INDEXBUFFER);
4251 drawPrimitive(device, index_count, 0, index_size, index_data);
4253 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4254 stream->buffer = NULL;
4255 stream->stride = 0;
4256 ib = device->stateBlock->state.index_buffer;
4257 if (ib)
4259 wined3d_buffer_decref(ib);
4260 device->stateBlock->state.index_buffer = NULL;
4262 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4263 * SetStreamSource to specify a vertex buffer
4266 return WINED3D_OK;
4269 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4270 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4272 /* Mark the state dirty until we have nicer tracking. It's fine to change
4273 * baseVertexIndex because that call is only called by ddraw which does
4274 * not need that value. */
4275 device_invalidate_state(device, STATE_VDECL);
4276 device_invalidate_state(device, STATE_STREAMSRC);
4277 device_invalidate_state(device, STATE_INDEXBUFFER);
4279 device->stateBlock->state.base_vertex_index = 0;
4280 device->up_strided = strided_data;
4281 drawPrimitive(device, vertex_count, 0, 0, NULL);
4282 device->up_strided = NULL;
4284 /* Invalidate the states again to make sure the values from the stateblock
4285 * are properly applied in the next regular draw. Note that the application-
4286 * provided strided data has ovwritten pretty much the entire vertex and
4287 * and index stream related states */
4288 device_invalidate_state(device, STATE_VDECL);
4289 device_invalidate_state(device, STATE_STREAMSRC);
4290 device_invalidate_state(device, STATE_INDEXBUFFER);
4291 return WINED3D_OK;
4294 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4295 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4296 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4298 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4300 /* Mark the state dirty until we have nicer tracking
4301 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4302 * that value.
4304 device_invalidate_state(device, STATE_VDECL);
4305 device_invalidate_state(device, STATE_STREAMSRC);
4306 device_invalidate_state(device, STATE_INDEXBUFFER);
4308 device->stateBlock->state.user_stream = TRUE;
4309 device->stateBlock->state.base_vertex_index = 0;
4310 device->up_strided = strided_data;
4311 drawPrimitive(device, index_count, 0, index_size, index_data);
4312 device->up_strided = NULL;
4314 device_invalidate_state(device, STATE_VDECL);
4315 device_invalidate_state(device, STATE_STREAMSRC);
4316 device_invalidate_state(device, STATE_INDEXBUFFER);
4317 return WINED3D_OK;
4320 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4321 static HRESULT device_update_volume(struct wined3d_device *device,
4322 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4324 WINED3DLOCKED_BOX src;
4325 WINED3DLOCKED_BOX dst;
4326 HRESULT hr;
4328 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4329 device, src_volume, dst_volume);
4331 /* TODO: Implement direct loading into the gl volume instead of using
4332 * memcpy and dirtification to improve loading performance. */
4333 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4334 if (FAILED(hr)) return hr;
4335 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4336 if (FAILED(hr))
4338 wined3d_volume_unmap(src_volume);
4339 return hr;
4342 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4344 hr = wined3d_volume_unmap(dst_volume);
4345 if (FAILED(hr))
4346 wined3d_volume_unmap(src_volume);
4347 else
4348 hr = wined3d_volume_unmap(src_volume);
4350 return hr;
4353 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4354 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4356 unsigned int level_count, i;
4357 WINED3DRESOURCETYPE type;
4358 HRESULT hr;
4360 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4362 /* Verify that the source and destination textures are non-NULL. */
4363 if (!src_texture || !dst_texture)
4365 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4366 return WINED3DERR_INVALIDCALL;
4369 if (src_texture == dst_texture)
4371 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4372 return WINED3DERR_INVALIDCALL;
4375 /* Verify that the source and destination textures are the same type. */
4376 type = src_texture->resource.resourceType;
4377 if (dst_texture->resource.resourceType != type)
4379 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4380 return WINED3DERR_INVALIDCALL;
4383 /* Check that both textures have the identical numbers of levels. */
4384 level_count = wined3d_texture_get_level_count(src_texture);
4385 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4387 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4388 return WINED3DERR_INVALIDCALL;
4391 /* Make sure that the destination texture is loaded. */
4392 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4394 /* Update every surface level of the texture. */
4395 switch (type)
4397 case WINED3DRTYPE_TEXTURE:
4399 struct wined3d_surface *src_surface;
4400 struct wined3d_surface *dst_surface;
4402 for (i = 0; i < level_count; ++i)
4404 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4405 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4406 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4407 if (FAILED(hr))
4409 WARN("Failed to update surface, hr %#x.\n", hr);
4410 return hr;
4413 break;
4416 case WINED3DRTYPE_CUBETEXTURE:
4418 struct wined3d_surface *src_surface;
4419 struct wined3d_surface *dst_surface;
4421 for (i = 0; i < level_count * 6; ++i)
4423 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4424 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4425 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4426 if (FAILED(hr))
4428 WARN("Failed to update surface, hr %#x.\n", hr);
4429 return hr;
4432 break;
4435 case WINED3DRTYPE_VOLUMETEXTURE:
4437 for (i = 0; i < level_count; ++i)
4439 hr = device_update_volume(device,
4440 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4441 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4442 if (FAILED(hr))
4444 WARN("Failed to update volume, hr %#x.\n", hr);
4445 return hr;
4448 break;
4451 default:
4452 FIXME("Unsupported texture type %#x.\n", type);
4453 return WINED3DERR_INVALIDCALL;
4456 return WINED3D_OK;
4459 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4460 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4462 struct wined3d_swapchain *swapchain;
4463 HRESULT hr;
4465 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4467 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4468 if (FAILED(hr)) return hr;
4470 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4471 wined3d_swapchain_decref(swapchain);
4473 return hr;
4476 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4478 const struct wined3d_state *state = &device->stateBlock->state;
4479 struct wined3d_texture *texture;
4480 DWORD i;
4482 TRACE("device %p, num_passes %p.\n", device, num_passes);
4484 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4486 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4488 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4489 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4491 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4493 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4494 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4497 texture = state->textures[i];
4498 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4500 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4502 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4503 return E_FAIL;
4505 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4507 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4508 return E_FAIL;
4510 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4511 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4513 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4514 return E_FAIL;
4518 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4519 state->render_states[WINED3DRS_STENCILENABLE])
4521 struct wined3d_surface *ds = device->fb.depth_stencil;
4522 struct wined3d_surface *target = device->fb.render_targets[0];
4524 if(ds && target
4525 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4527 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4528 return WINED3DERR_CONFLICTINGRENDERSTATE;
4532 /* return a sensible default */
4533 *num_passes = 1;
4535 TRACE("returning D3D_OK\n");
4536 return WINED3D_OK;
4539 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4541 static BOOL warned;
4543 TRACE("device %p, software %#x.\n", device, software);
4545 if (!warned)
4547 FIXME("device %p, software %#x stub!\n", device, software);
4548 warned = TRUE;
4551 device->softwareVertexProcessing = software;
4553 return WINED3D_OK;
4556 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4558 static BOOL warned;
4560 TRACE("device %p.\n", device);
4562 if (!warned)
4564 TRACE("device %p stub!\n", device);
4565 warned = TRUE;
4568 return device->softwareVertexProcessing;
4571 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4572 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4574 struct wined3d_swapchain *swapchain;
4575 HRESULT hr;
4577 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4578 device, swapchain_idx, raster_status);
4580 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4581 if (FAILED(hr))
4583 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4584 return hr;
4587 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4588 wined3d_swapchain_decref(swapchain);
4589 if (FAILED(hr))
4591 WARN("Failed to get raster status, hr %#x.\n", hr);
4592 return hr;
4595 return WINED3D_OK;
4598 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4600 static BOOL warned;
4602 TRACE("device %p, segments %.8e.\n", device, segments);
4604 if (segments != 0.0f)
4606 if (!warned)
4608 FIXME("device %p, segments %.8e stub!\n", device, segments);
4609 warned = TRUE;
4613 return WINED3D_OK;
4616 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4618 static BOOL warned;
4620 TRACE("device %p.\n", device);
4622 if (!warned)
4624 FIXME("device %p stub!\n", device);
4625 warned = TRUE;
4628 return 0.0f;
4631 static inline void invalidate_active_texture(struct wined3d_device *device, struct wined3d_context *context)
4633 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
4634 if (sampler != WINED3D_UNMAPPED_STAGE)
4635 context_invalidate_state(context, STATE_SAMPLER(sampler));
4638 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4639 struct wined3d_surface *src_surface, const RECT *src_rect,
4640 struct wined3d_surface *dst_surface, const POINT *dst_point)
4642 const struct wined3d_format *src_format;
4643 const struct wined3d_format *dst_format;
4644 const struct wined3d_gl_info *gl_info;
4645 struct wined3d_context *context;
4646 struct wined3d_bo_address data;
4647 struct wined3d_format format;
4648 UINT update_w, update_h;
4649 CONVERT_TYPES convert;
4650 UINT dst_w, dst_h;
4651 UINT src_w, src_h;
4652 POINT p;
4653 RECT r;
4655 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4656 device, src_surface, wine_dbgstr_rect(src_rect),
4657 dst_surface, wine_dbgstr_point(dst_point));
4659 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4661 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4662 src_surface, dst_surface);
4663 return WINED3DERR_INVALIDCALL;
4666 src_format = src_surface->resource.format;
4667 dst_format = dst_surface->resource.format;
4669 if (src_format->id != dst_format->id)
4671 WARN("Source and destination surfaces should have the same format.\n");
4672 return WINED3DERR_INVALIDCALL;
4675 if (!dst_point)
4677 p.x = 0;
4678 p.y = 0;
4679 dst_point = &p;
4681 else if (dst_point->x < 0 || dst_point->y < 0)
4683 WARN("Invalid destination point.\n");
4684 return WINED3DERR_INVALIDCALL;
4687 if (!src_rect)
4689 r.left = 0;
4690 r.top = 0;
4691 r.right = src_surface->resource.width;
4692 r.bottom = src_surface->resource.height;
4693 src_rect = &r;
4695 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4696 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4698 WARN("Invalid source rectangle.\n");
4699 return WINED3DERR_INVALIDCALL;
4702 src_w = src_surface->resource.width;
4703 src_h = src_surface->resource.height;
4705 dst_w = dst_surface->resource.width;
4706 dst_h = dst_surface->resource.height;
4708 update_w = src_rect->right - src_rect->left;
4709 update_h = src_rect->bottom - src_rect->top;
4711 if (update_w > dst_w || dst_point->x > dst_w - update_w
4712 || update_h > dst_h || dst_point->y > dst_h - update_h)
4714 WARN("Destination out of bounds.\n");
4715 return WINED3DERR_INVALIDCALL;
4718 /* NPOT block sizes would be silly. */
4719 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4720 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4721 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4723 WARN("Update rect not block-aligned.\n");
4724 return WINED3DERR_INVALIDCALL;
4727 /* This call loads the OpenGL surface directly, instead of copying the
4728 * surface to the destination's sysmem copy. If surface conversion is
4729 * needed, use BltFast instead to copy in sysmem and use regular surface
4730 * loading. */
4731 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4732 if (convert != NO_CONVERSION || format.convert)
4733 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4735 context = context_acquire(device, NULL);
4736 gl_info = context->gl_info;
4738 /* Only load the surface for partial updates. For newly allocated texture
4739 * the texture wouldn't be the current location, and we'd upload zeroes
4740 * just to overwrite them again. */
4741 if (update_w == dst_w && update_h == dst_h)
4742 surface_prepare_texture(dst_surface, context, FALSE);
4743 else
4744 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4745 surface_bind(dst_surface, context, FALSE);
4747 data.buffer_object = 0;
4748 data.addr = src_surface->resource.allocatedMemory;
4750 if (!data.addr)
4751 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4753 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4755 invalidate_active_texture(device, context);
4757 context_release(context);
4759 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4760 return WINED3D_OK;
4763 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4764 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4766 struct WineD3DRectPatch *patch;
4767 GLenum old_primitive_type;
4768 unsigned int i;
4769 struct list *e;
4770 BOOL found;
4772 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4773 device, handle, num_segs, rect_patch_info);
4775 if (!(handle || rect_patch_info))
4777 /* TODO: Write a test for the return value, thus the FIXME */
4778 FIXME("Both handle and rect_patch_info are NULL.\n");
4779 return WINED3DERR_INVALIDCALL;
4782 if (handle)
4784 i = PATCHMAP_HASHFUNC(handle);
4785 found = FALSE;
4786 LIST_FOR_EACH(e, &device->patches[i])
4788 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4789 if (patch->Handle == handle)
4791 found = TRUE;
4792 break;
4796 if (!found)
4798 TRACE("Patch does not exist. Creating a new one\n");
4799 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4800 patch->Handle = handle;
4801 list_add_head(&device->patches[i], &patch->entry);
4802 } else {
4803 TRACE("Found existing patch %p\n", patch);
4806 else
4808 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4809 * attributes we have to tesselate, read back, and draw. This needs a patch
4810 * management structure instance. Create one.
4812 * A possible improvement is to check if a vertex shader is used, and if not directly
4813 * draw the patch.
4815 FIXME("Drawing an uncached patch. This is slow\n");
4816 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4819 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4820 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4821 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4823 HRESULT hr;
4824 TRACE("Tesselation density or patch info changed, retesselating\n");
4826 if (rect_patch_info)
4827 patch->RectPatchInfo = *rect_patch_info;
4829 patch->numSegs[0] = num_segs[0];
4830 patch->numSegs[1] = num_segs[1];
4831 patch->numSegs[2] = num_segs[2];
4832 patch->numSegs[3] = num_segs[3];
4834 hr = tesselate_rectpatch(device, patch);
4835 if (FAILED(hr))
4837 WARN("Patch tesselation failed.\n");
4839 /* Do not release the handle to store the params of the patch */
4840 if (!handle)
4841 HeapFree(GetProcessHeap(), 0, patch);
4843 return hr;
4847 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4848 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4849 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4850 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4852 /* Destroy uncached patches */
4853 if (!handle)
4855 HeapFree(GetProcessHeap(), 0, patch->mem);
4856 HeapFree(GetProcessHeap(), 0, patch);
4858 return WINED3D_OK;
4861 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4862 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4864 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4865 device, handle, segment_count, patch_info);
4867 return WINED3D_OK;
4870 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4872 struct WineD3DRectPatch *patch;
4873 struct list *e;
4874 int i;
4876 TRACE("device %p, handle %#x.\n", device, handle);
4878 i = PATCHMAP_HASHFUNC(handle);
4879 LIST_FOR_EACH(e, &device->patches[i])
4881 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4882 if (patch->Handle == handle)
4884 TRACE("Deleting patch %p\n", patch);
4885 list_remove(&patch->entry);
4886 HeapFree(GetProcessHeap(), 0, patch->mem);
4887 HeapFree(GetProcessHeap(), 0, patch);
4888 return WINED3D_OK;
4892 /* TODO: Write a test for the return value */
4893 FIXME("Attempt to destroy nonexistent patch\n");
4894 return WINED3DERR_INVALIDCALL;
4897 /* Do not call while under the GL lock. */
4898 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4899 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
4901 RECT r;
4903 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4904 device, surface, wine_dbgstr_rect(rect),
4905 color->r, color->g, color->b, color->a);
4907 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4909 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4910 return WINED3DERR_INVALIDCALL;
4913 if (!rect)
4915 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4916 rect = &r;
4919 return surface_color_fill(surface, rect, color);
4922 /* Do not call while under the GL lock. */
4923 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4924 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
4926 struct wined3d_resource *resource;
4927 HRESULT hr;
4928 RECT rect;
4930 resource = rendertarget_view->resource;
4931 if (resource->resourceType != WINED3DRTYPE_SURFACE)
4933 FIXME("Only supported on surface resources\n");
4934 return;
4937 SetRect(&rect, 0, 0, resource->width, resource->height);
4938 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4939 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4942 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
4943 UINT render_target_idx, struct wined3d_surface **render_target)
4945 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4946 device, render_target_idx, render_target);
4948 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4950 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4951 return WINED3DERR_INVALIDCALL;
4954 *render_target = device->fb.render_targets[render_target_idx];
4955 TRACE("Returning render target %p.\n", *render_target);
4957 if (!*render_target)
4958 return WINED3DERR_NOTFOUND;
4960 wined3d_surface_incref(*render_target);
4962 return WINED3D_OK;
4965 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
4967 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4969 *depth_stencil = device->fb.depth_stencil;
4970 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4972 if (!*depth_stencil)
4973 return WINED3DERR_NOTFOUND;
4975 wined3d_surface_incref(*depth_stencil);
4977 return WINED3D_OK;
4980 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4981 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4983 struct wined3d_surface *prev;
4985 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4986 device, render_target_idx, render_target, set_viewport);
4988 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4990 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4991 return WINED3DERR_INVALIDCALL;
4994 prev = device->fb.render_targets[render_target_idx];
4995 if (render_target == prev)
4997 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4998 return WINED3D_OK;
5001 /* Render target 0 can't be set to NULL. */
5002 if (!render_target && !render_target_idx)
5004 WARN("Trying to set render target 0 to NULL.\n");
5005 return WINED3DERR_INVALIDCALL;
5008 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5010 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5011 return WINED3DERR_INVALIDCALL;
5014 if (render_target)
5015 wined3d_surface_incref(render_target);
5016 device->fb.render_targets[render_target_idx] = render_target;
5017 /* Release after the assignment, to prevent device_resource_released()
5018 * from seeing the surface as still in use. */
5019 if (prev)
5020 wined3d_surface_decref(prev);
5022 /* Render target 0 is special. */
5023 if (!render_target_idx && set_viewport)
5025 /* Set the viewport and scissor rectangles, if requested. Tests show
5026 * that stateblock recording is ignored, the change goes directly
5027 * into the primary stateblock. */
5028 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5029 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5030 device->stateBlock->state.viewport.X = 0;
5031 device->stateBlock->state.viewport.Y = 0;
5032 device->stateBlock->state.viewport.MaxZ = 1.0f;
5033 device->stateBlock->state.viewport.MinZ = 0.0f;
5034 device_invalidate_state(device, STATE_VIEWPORT);
5036 device->stateBlock->state.scissor_rect.top = 0;
5037 device->stateBlock->state.scissor_rect.left = 0;
5038 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5039 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5040 device_invalidate_state(device, STATE_SCISSORRECT);
5043 device_invalidate_state(device, STATE_FRAMEBUFFER);
5045 return WINED3D_OK;
5048 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5050 struct wined3d_surface *prev = device->fb.depth_stencil;
5052 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5053 device, depth_stencil, prev);
5055 if (prev == depth_stencil)
5057 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5058 return WINED3D_OK;
5061 if (prev)
5063 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5064 || prev->flags & SFLAG_DISCARD)
5066 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5067 prev->resource.width, prev->resource.height);
5068 if (prev == device->onscreen_depth_stencil)
5070 wined3d_surface_decref(device->onscreen_depth_stencil);
5071 device->onscreen_depth_stencil = NULL;
5076 device->fb.depth_stencil = depth_stencil;
5077 if (depth_stencil)
5078 wined3d_surface_incref(depth_stencil);
5080 if (!prev != !depth_stencil)
5082 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5083 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5084 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5085 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5086 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5088 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5090 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5092 if (prev)
5093 wined3d_surface_decref(prev);
5095 device_invalidate_state(device, STATE_FRAMEBUFFER);
5097 return WINED3D_OK;
5100 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5101 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5103 WINED3DLOCKED_RECT lockedRect;
5105 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5106 device, x_hotspot, y_hotspot, cursor_image);
5108 /* some basic validation checks */
5109 if (device->cursorTexture)
5111 struct wined3d_context *context = context_acquire(device, NULL);
5112 ENTER_GL();
5113 glDeleteTextures(1, &device->cursorTexture);
5114 LEAVE_GL();
5115 context_release(context);
5116 device->cursorTexture = 0;
5119 if (cursor_image)
5121 WINED3DLOCKED_RECT rect;
5123 /* MSDN: Cursor must be A8R8G8B8 */
5124 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5126 WARN("surface %p has an invalid format.\n", cursor_image);
5127 return WINED3DERR_INVALIDCALL;
5130 /* MSDN: Cursor must be smaller than the display mode */
5131 if (cursor_image->resource.width > device->adapter->screen_size.cx
5132 || cursor_image->resource.height > device->adapter->screen_size.cy)
5134 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5135 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5136 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
5137 return WINED3DERR_INVALIDCALL;
5140 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5142 /* Do not store the surface's pointer because the application may
5143 * release it after setting the cursor image. Windows doesn't
5144 * addref the set surface, so we can't do this either without
5145 * creating circular refcount dependencies. Copy out the gl texture
5146 * instead. */
5147 device->cursorWidth = cursor_image->resource.width;
5148 device->cursorHeight = cursor_image->resource.height;
5149 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5151 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5152 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5153 struct wined3d_context *context;
5154 char *mem, *bits = rect.pBits;
5155 GLint intfmt = format->glInternal;
5156 GLint gl_format = format->glFormat;
5157 GLint type = format->glType;
5158 INT height = device->cursorHeight;
5159 INT width = device->cursorWidth;
5160 INT bpp = format->byte_count;
5161 INT i;
5163 /* Reformat the texture memory (pitch and width can be
5164 * different) */
5165 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5166 for(i = 0; i < height; i++)
5167 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5168 wined3d_surface_unmap(cursor_image);
5170 context = context_acquire(device, NULL);
5172 ENTER_GL();
5174 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5176 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5177 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5180 invalidate_active_texture(device, context);
5181 /* Create a new cursor texture */
5182 glGenTextures(1, &device->cursorTexture);
5183 checkGLcall("glGenTextures");
5184 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5185 /* Copy the bitmap memory into the cursor texture */
5186 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5187 checkGLcall("glTexImage2D");
5188 HeapFree(GetProcessHeap(), 0, mem);
5190 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5192 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5193 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5196 LEAVE_GL();
5198 context_release(context);
5200 else
5202 FIXME("A cursor texture was not returned.\n");
5203 device->cursorTexture = 0;
5206 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5208 /* Draw a hardware cursor */
5209 ICONINFO cursorInfo;
5210 HCURSOR cursor;
5211 /* Create and clear maskBits because it is not needed for
5212 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5213 * chunks. */
5214 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5215 (cursor_image->resource.width * cursor_image->resource.height / 8));
5216 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5217 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5218 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5220 cursorInfo.fIcon = FALSE;
5221 cursorInfo.xHotspot = x_hotspot;
5222 cursorInfo.yHotspot = y_hotspot;
5223 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5224 1, 1, maskBits);
5225 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5226 1, 32, lockedRect.pBits);
5227 wined3d_surface_unmap(cursor_image);
5228 /* Create our cursor and clean up. */
5229 cursor = CreateIconIndirect(&cursorInfo);
5230 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5231 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5232 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5233 device->hardwareCursor = cursor;
5234 if (device->bCursorVisible) SetCursor( cursor );
5235 HeapFree(GetProcessHeap(), 0, maskBits);
5239 device->xHotSpot = x_hotspot;
5240 device->yHotSpot = y_hotspot;
5241 return WINED3D_OK;
5244 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5245 int x_screen_space, int y_screen_space, DWORD flags)
5247 TRACE("device %p, x %d, y %d, flags %#x.\n",
5248 device, x_screen_space, y_screen_space, flags);
5250 device->xScreenSpace = x_screen_space;
5251 device->yScreenSpace = y_screen_space;
5253 /* switch to the software cursor if position diverges from the hardware one */
5254 if (device->hardwareCursor)
5256 POINT pt;
5257 GetCursorPos( &pt );
5258 if (x_screen_space != pt.x || y_screen_space != pt.y)
5260 if (device->bCursorVisible) SetCursor( NULL );
5261 DestroyCursor( device->hardwareCursor );
5262 device->hardwareCursor = 0;
5267 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5269 BOOL oldVisible = device->bCursorVisible;
5271 TRACE("device %p, show %#x.\n", device, show);
5274 * When ShowCursor is first called it should make the cursor appear at the OS's last
5275 * known cursor position.
5277 if (show && !oldVisible)
5279 POINT pt;
5280 GetCursorPos(&pt);
5281 device->xScreenSpace = pt.x;
5282 device->yScreenSpace = pt.y;
5285 if (device->hardwareCursor)
5287 device->bCursorVisible = show;
5288 if (show)
5289 SetCursor(device->hardwareCursor);
5290 else
5291 SetCursor(NULL);
5293 else
5295 if (device->cursorTexture)
5296 device->bCursorVisible = show;
5299 return oldVisible;
5302 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5304 struct wined3d_resource *resource, *cursor;
5306 TRACE("device %p.\n", device);
5308 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5310 TRACE("Checking resource %p for eviction.\n", resource);
5312 if (resource->pool == WINED3DPOOL_MANAGED)
5314 TRACE("Evicting %p.\n", resource);
5315 resource->resource_ops->resource_unload(resource);
5319 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5320 device_invalidate_state(device, STATE_STREAMSRC);
5323 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5324 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5326 struct wined3d_device *device = surface->resource.device;
5327 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5329 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5330 if (surface->flags & SFLAG_DIBSECTION)
5332 /* Release the DC */
5333 SelectObject(surface->hDC, surface->dib.holdbitmap);
5334 DeleteDC(surface->hDC);
5335 /* Release the DIB section */
5336 DeleteObject(surface->dib.DIBsection);
5337 surface->dib.bitmap_data = NULL;
5338 surface->resource.allocatedMemory = NULL;
5339 surface->flags &= ~SFLAG_DIBSECTION;
5341 surface->resource.width = pPresentationParameters->BackBufferWidth;
5342 surface->resource.height = pPresentationParameters->BackBufferHeight;
5343 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5344 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5346 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5347 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5348 } else {
5349 surface->pow2Width = surface->pow2Height = 1;
5350 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5351 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5354 surface->resource.multisample_type = pPresentationParameters->MultiSampleType;
5355 surface->resource.multisample_quality = pPresentationParameters->MultiSampleQuality;
5357 surface->resource.resource_ops->resource_unload(&surface->resource);
5359 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5360 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5362 surface->flags |= SFLAG_NONPOW2;
5364 else
5366 surface->flags &= ~SFLAG_NONPOW2;
5368 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5369 surface->resource.allocatedMemory = NULL;
5370 surface->resource.heapMemory = NULL;
5371 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5373 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5374 * to a FBO */
5375 if (!surface_init_sysmem(surface))
5377 return E_OUTOFMEMORY;
5379 return WINED3D_OK;
5382 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5384 UINT i, count;
5385 WINED3DDISPLAYMODE m;
5386 HRESULT hr;
5388 /* All Windowed modes are supported, as is leaving the current mode */
5389 if(pp->Windowed) return TRUE;
5390 if(!pp->BackBufferWidth) return TRUE;
5391 if(!pp->BackBufferHeight) return TRUE;
5393 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5394 for (i = 0; i < count; ++i)
5396 memset(&m, 0, sizeof(m));
5397 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5398 if (FAILED(hr))
5399 ERR("Failed to enumerate adapter mode.\n");
5400 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5401 /* Mode found, it is supported. */
5402 return TRUE;
5404 /* Mode not found -> not supported */
5405 return FALSE;
5408 /* Do not call while under the GL lock. */
5409 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5411 struct wined3d_resource *resource, *cursor;
5412 const struct wined3d_gl_info *gl_info;
5413 struct wined3d_context *context;
5414 struct wined3d_shader *shader;
5416 context = context_acquire(device, NULL);
5417 gl_info = context->gl_info;
5419 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5421 TRACE("Unloading resource %p.\n", resource);
5423 resource->resource_ops->resource_unload(resource);
5426 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5428 device->shader_backend->shader_destroy(shader);
5431 ENTER_GL();
5432 if (device->depth_blt_texture)
5434 glDeleteTextures(1, &device->depth_blt_texture);
5435 device->depth_blt_texture = 0;
5437 if (device->cursorTexture)
5439 glDeleteTextures(1, &device->cursorTexture);
5440 device->cursorTexture = 0;
5442 LEAVE_GL();
5444 device->blitter->free_private(device);
5445 device->frag_pipe->free_private(device);
5446 device->shader_backend->shader_free_private(device);
5447 destroy_dummy_textures(device, gl_info);
5449 context_release(context);
5451 while (device->context_count)
5453 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5456 HeapFree(GetProcessHeap(), 0, swapchain->context);
5457 swapchain->context = NULL;
5460 /* Do not call while under the GL lock. */
5461 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5463 struct wined3d_context *context;
5464 struct wined3d_surface *target;
5465 HRESULT hr;
5467 /* Recreate the primary swapchain's context */
5468 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5469 if (!swapchain->context)
5471 ERR("Failed to allocate memory for swapchain context array.\n");
5472 return E_OUTOFMEMORY;
5475 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5476 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5478 WARN("Failed to create context.\n");
5479 HeapFree(GetProcessHeap(), 0, swapchain->context);
5480 return E_FAIL;
5483 swapchain->context[0] = context;
5484 swapchain->num_contexts = 1;
5485 create_dummy_textures(device, context);
5486 context_release(context);
5488 hr = device->shader_backend->shader_alloc_private(device);
5489 if (FAILED(hr))
5491 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5492 goto err;
5495 hr = device->frag_pipe->alloc_private(device);
5496 if (FAILED(hr))
5498 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5499 device->shader_backend->shader_free_private(device);
5500 goto err;
5503 hr = device->blitter->alloc_private(device);
5504 if (FAILED(hr))
5506 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5507 device->frag_pipe->free_private(device);
5508 device->shader_backend->shader_free_private(device);
5509 goto err;
5512 return WINED3D_OK;
5514 err:
5515 context_acquire(device, NULL);
5516 destroy_dummy_textures(device, context->gl_info);
5517 context_release(context);
5518 context_destroy(device, context);
5519 HeapFree(GetProcessHeap(), 0, swapchain->context);
5520 swapchain->num_contexts = 0;
5521 return hr;
5524 /* Do not call while under the GL lock. */
5525 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5526 WINED3DPRESENT_PARAMETERS *present_parameters,
5527 wined3d_device_reset_cb callback)
5529 struct wined3d_resource *resource, *cursor;
5530 struct wined3d_swapchain *swapchain;
5531 BOOL DisplayModeChanged = FALSE;
5532 BOOL update_desc = FALSE;
5533 WINED3DDISPLAYMODE mode;
5534 unsigned int i;
5535 HRESULT hr;
5537 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5539 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5540 for (i = 0; i < MAX_STREAMS; ++i)
5542 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5544 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5546 wined3d_device_set_texture(device, i, NULL);
5548 if (device->onscreen_depth_stencil)
5550 wined3d_surface_decref(device->onscreen_depth_stencil);
5551 device->onscreen_depth_stencil = NULL;
5554 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5556 TRACE("Enumerating resource %p.\n", resource);
5557 if (FAILED(hr = callback(resource)))
5558 return hr;
5561 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5562 if (FAILED(hr))
5564 ERR("Failed to get the first implicit swapchain\n");
5565 return hr;
5568 if (!is_display_mode_supported(device, present_parameters))
5570 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5571 WARN("Requested mode: %d, %d.\n",
5572 present_parameters->BackBufferWidth,
5573 present_parameters->BackBufferHeight);
5574 wined3d_swapchain_decref(swapchain);
5575 return WINED3DERR_INVALIDCALL;
5578 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5579 * on an existing gl context, so there's no real need for recreation.
5581 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5583 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5585 TRACE("New params:\n");
5586 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5587 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5588 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5589 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5590 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5591 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5592 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5593 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5594 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5595 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5596 TRACE("Flags = %08x\n", present_parameters->Flags);
5597 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5598 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5600 /* No special treatment of these parameters. Just store them */
5601 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5602 swapchain->presentParms.Flags = present_parameters->Flags;
5603 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5604 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5606 /* What to do about these? */
5607 if (present_parameters->BackBufferCount
5608 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5609 FIXME("Cannot change the back buffer count yet.\n");
5611 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5612 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5613 FIXME("Cannot change the back buffer format yet.\n");
5615 if (present_parameters->hDeviceWindow
5616 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5617 FIXME("Cannot change the device window yet.\n");
5619 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5621 HRESULT hrc;
5623 TRACE("Creating the depth stencil buffer\n");
5625 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5626 present_parameters->BackBufferWidth,
5627 present_parameters->BackBufferHeight,
5628 present_parameters->AutoDepthStencilFormat,
5629 present_parameters->MultiSampleType,
5630 present_parameters->MultiSampleQuality,
5631 FALSE,
5632 &device->auto_depth_stencil);
5633 if (FAILED(hrc))
5635 ERR("Failed to create the depth stencil buffer.\n");
5636 wined3d_swapchain_decref(swapchain);
5637 return WINED3DERR_INVALIDCALL;
5641 if (device->onscreen_depth_stencil)
5643 wined3d_surface_decref(device->onscreen_depth_stencil);
5644 device->onscreen_depth_stencil = NULL;
5647 /* Reset the depth stencil */
5648 if (present_parameters->EnableAutoDepthStencil)
5649 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5650 else
5651 wined3d_device_set_depth_stencil(device, NULL);
5653 TRACE("Resetting stateblock\n");
5654 wined3d_stateblock_decref(device->updateStateBlock);
5655 wined3d_stateblock_decref(device->stateBlock);
5657 if (present_parameters->Windowed)
5659 mode.Width = swapchain->orig_width;
5660 mode.Height = swapchain->orig_height;
5661 mode.RefreshRate = 0;
5662 mode.Format = swapchain->presentParms.BackBufferFormat;
5664 else
5666 mode.Width = present_parameters->BackBufferWidth;
5667 mode.Height = present_parameters->BackBufferHeight;
5668 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5669 mode.Format = swapchain->presentParms.BackBufferFormat;
5672 /* Should Width == 800 && Height == 0 set 800x600? */
5673 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5674 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5675 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5677 if (!present_parameters->Windowed)
5678 DisplayModeChanged = TRUE;
5680 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5681 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5682 update_desc = TRUE;
5685 if (present_parameters->MultiSampleType != swapchain->presentParms.MultiSampleType
5686 || present_parameters->MultiSampleQuality != swapchain->presentParms.MultiSampleQuality)
5688 swapchain->presentParms.MultiSampleType = present_parameters->MultiSampleType;
5689 swapchain->presentParms.MultiSampleQuality = present_parameters->MultiSampleQuality;
5690 update_desc = TRUE;
5693 if (update_desc)
5695 UINT i;
5697 hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->presentParms);
5698 if (FAILED(hr))
5700 wined3d_swapchain_decref(swapchain);
5701 return hr;
5704 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5706 hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->presentParms);
5707 if (FAILED(hr))
5709 wined3d_swapchain_decref(swapchain);
5710 return hr;
5713 if (device->auto_depth_stencil)
5715 hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->presentParms);
5716 if (FAILED(hr))
5718 wined3d_swapchain_decref(swapchain);
5719 return hr;
5724 delete_opengl_contexts(device, swapchain);
5726 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5727 || DisplayModeChanged)
5729 wined3d_device_set_display_mode(device, 0, &mode);
5731 if (!present_parameters->Windowed)
5733 if (swapchain->presentParms.Windowed)
5735 HWND focus_window = device->createParms.hFocusWindow;
5736 if (!focus_window)
5737 focus_window = present_parameters->hDeviceWindow;
5738 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5740 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5741 wined3d_swapchain_decref(swapchain);
5742 return hr;
5745 /* switch from windowed to fs */
5746 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5747 present_parameters->BackBufferWidth,
5748 present_parameters->BackBufferHeight);
5750 else
5752 /* Fullscreen -> fullscreen mode change */
5753 MoveWindow(swapchain->device_window, 0, 0,
5754 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5755 TRUE);
5758 else if (!swapchain->presentParms.Windowed)
5760 /* Fullscreen -> windowed switch */
5761 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5762 wined3d_device_release_focus_window(device);
5764 swapchain->presentParms.Windowed = present_parameters->Windowed;
5766 else if (!present_parameters->Windowed)
5768 DWORD style = device->style;
5769 DWORD exStyle = device->exStyle;
5770 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5771 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5772 * Reset to clear up their mess. Guild Wars also loses the device during that.
5774 device->style = 0;
5775 device->exStyle = 0;
5776 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5777 present_parameters->BackBufferWidth,
5778 present_parameters->BackBufferHeight);
5779 device->style = style;
5780 device->exStyle = exStyle;
5783 /* Note: No parent needed for initial internal stateblock */
5784 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5785 if (FAILED(hr))
5786 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5787 else
5788 TRACE("Created stateblock %p.\n", device->stateBlock);
5789 device->updateStateBlock = device->stateBlock;
5790 wined3d_stateblock_incref(device->updateStateBlock);
5792 stateblock_init_default_state(device->stateBlock);
5794 swapchain_update_render_to_fbo(swapchain);
5795 swapchain_update_draw_bindings(swapchain);
5797 hr = create_primary_opengl_context(device, swapchain);
5798 wined3d_swapchain_decref(swapchain);
5800 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5801 * first use
5803 return hr;
5806 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5808 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5810 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5812 return WINED3D_OK;
5816 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5817 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5819 TRACE("device %p, parameters %p.\n", device, parameters);
5821 *parameters = device->createParms;
5822 return WINED3D_OK;
5825 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5826 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5828 struct wined3d_swapchain *swapchain;
5830 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5831 device, swapchain_idx, flags, ramp);
5833 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5835 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5836 wined3d_swapchain_decref(swapchain);
5840 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5842 struct wined3d_swapchain *swapchain;
5844 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5845 device, swapchain_idx, ramp);
5847 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5849 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5850 wined3d_swapchain_decref(swapchain);
5854 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5856 TRACE("device %p, resource %p.\n", device, resource);
5858 list_add_head(&device->resources, &resource->resource_list_entry);
5861 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5863 TRACE("device %p, resource %p.\n", device, resource);
5865 list_remove(&resource->resource_list_entry);
5868 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5870 WINED3DRESOURCETYPE type = resource->resourceType;
5871 unsigned int i;
5873 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5875 context_resource_released(device, resource, type);
5877 switch (type)
5879 case WINED3DRTYPE_SURFACE:
5881 struct wined3d_surface *surface = surface_from_resource(resource);
5883 if (!device->d3d_initialized) break;
5885 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5887 if (device->fb.render_targets[i] == surface)
5889 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5890 device->fb.render_targets[i] = NULL;
5894 if (device->fb.depth_stencil == surface)
5896 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5897 device->fb.depth_stencil = NULL;
5900 break;
5902 case WINED3DRTYPE_TEXTURE:
5903 case WINED3DRTYPE_CUBETEXTURE:
5904 case WINED3DRTYPE_VOLUMETEXTURE:
5905 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5907 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5909 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5911 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5912 texture, device->stateBlock, i);
5913 device->stateBlock->state.textures[i] = NULL;
5916 if (device->updateStateBlock != device->stateBlock
5917 && device->updateStateBlock->state.textures[i] == texture)
5919 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5920 texture, device->updateStateBlock, i);
5921 device->updateStateBlock->state.textures[i] = NULL;
5924 break;
5926 case WINED3DRTYPE_BUFFER:
5928 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5930 for (i = 0; i < MAX_STREAMS; ++i)
5932 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5934 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5935 buffer, device->stateBlock, i);
5936 device->stateBlock->state.streams[i].buffer = NULL;
5939 if (device->updateStateBlock != device->stateBlock
5940 && device->updateStateBlock->state.streams[i].buffer == buffer)
5942 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5943 buffer, device->updateStateBlock, i);
5944 device->updateStateBlock->state.streams[i].buffer = NULL;
5949 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5951 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5952 buffer, device->stateBlock);
5953 device->stateBlock->state.index_buffer = NULL;
5956 if (device->updateStateBlock != device->stateBlock
5957 && device->updateStateBlock->state.index_buffer == buffer)
5959 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5960 buffer, device->updateStateBlock);
5961 device->updateStateBlock->state.index_buffer = NULL;
5964 break;
5966 default:
5967 break;
5970 /* Remove the resource from the resourceStore */
5971 device_resource_remove(device, resource);
5973 TRACE("Resource released.\n");
5976 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
5977 HDC dc, struct wined3d_surface **surface)
5979 struct wined3d_resource *resource;
5981 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5983 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5985 if (resource->resourceType == WINED3DRTYPE_SURFACE)
5987 struct wined3d_surface *s = surface_from_resource(resource);
5989 if (s->hDC == dc)
5991 TRACE("Found surface %p for dc %p.\n", s, dc);
5992 *surface = s;
5993 return WINED3D_OK;
5998 return WINED3DERR_INVALIDCALL;
6001 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6002 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6003 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6005 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6006 const struct fragment_pipeline *fragment_pipeline;
6007 struct shader_caps shader_caps;
6008 struct fragment_caps ffp_caps;
6009 WINED3DDISPLAYMODE mode;
6010 unsigned int i;
6011 HRESULT hr;
6013 device->ref = 1;
6014 device->wined3d = wined3d;
6015 wined3d_incref(device->wined3d);
6016 device->adapter = wined3d->adapter_count ? adapter : NULL;
6017 device->device_parent = device_parent;
6018 list_init(&device->resources);
6019 list_init(&device->shaders);
6020 device->surface_alignment = surface_alignment;
6022 /* Get the initial screen setup for ddraw. */
6023 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6024 if (FAILED(hr))
6026 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6027 wined3d_decref(device->wined3d);
6028 return hr;
6030 adapter->screen_size.cx = mode.Width;
6031 adapter->screen_size.cy = mode.Height;
6032 adapter->screen_format = mode.Format;
6034 /* Save the creation parameters. */
6035 device->createParms.AdapterOrdinal = adapter_idx;
6036 device->createParms.DeviceType = device_type;
6037 device->createParms.hFocusWindow = focus_window;
6038 device->createParms.BehaviorFlags = flags;
6040 device->devType = device_type;
6041 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6043 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6044 device->shader_backend = adapter->shader_backend;
6046 if (device->shader_backend)
6048 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6049 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6050 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6051 device->vs_clipping = shader_caps.VSClipping;
6053 fragment_pipeline = adapter->fragment_pipe;
6054 device->frag_pipe = fragment_pipeline;
6055 if (fragment_pipeline)
6057 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6058 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6060 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6061 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6062 if (FAILED(hr))
6064 ERR("Failed to compile state table, hr %#x.\n", hr);
6065 wined3d_decref(device->wined3d);
6066 return hr;
6069 device->blitter = adapter->blitter;
6071 return WINED3D_OK;
6075 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6077 DWORD rep = device->StateTable[state].representative;
6078 struct wined3d_context *context;
6079 DWORD idx;
6080 BYTE shift;
6081 UINT i;
6083 for (i = 0; i < device->context_count; ++i)
6085 context = device->contexts[i];
6086 if(isStateDirty(context, rep)) continue;
6088 context->dirtyArray[context->numDirtyEntries++] = rep;
6089 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6090 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6091 context->isStateDirty[idx] |= (1 << shift);
6095 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6097 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6098 *width = context->current_rt->pow2Width;
6099 *height = context->current_rt->pow2Height;
6102 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6104 const struct wined3d_swapchain *swapchain = context->swapchain;
6105 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6106 * current context's drawable, which is the size of the back buffer of the swapchain
6107 * the active context belongs to. */
6108 *width = swapchain->presentParms.BackBufferWidth;
6109 *height = swapchain->presentParms.BackBufferHeight;
6112 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6113 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6115 if (device->filter_messages)
6117 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6118 window, message, wparam, lparam);
6119 if (unicode)
6120 return DefWindowProcW(window, message, wparam, lparam);
6121 else
6122 return DefWindowProcA(window, message, wparam, lparam);
6125 if (message == WM_DESTROY)
6127 TRACE("unregister window %p.\n", window);
6128 wined3d_unregister_window(window);
6130 if (device->focus_window == window) device->focus_window = NULL;
6131 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6134 if (unicode)
6135 return CallWindowProcW(proc, window, message, wparam, lparam);
6136 else
6137 return CallWindowProcA(proc, window, message, wparam, lparam);