2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity
=
60 1.0f
, 0.0f
, 0.0f
, 0.0f
,
61 0.0f
, 1.0f
, 0.0f
, 0.0f
,
62 0.0f
, 0.0f
, 1.0f
, 0.0f
,
63 0.0f
, 0.0f
, 0.0f
, 1.0f
,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
70 switch(primitive_type
)
72 case WINED3D_PT_POINTLIST
:
75 case WINED3D_PT_LINELIST
:
78 case WINED3D_PT_LINESTRIP
:
81 case WINED3D_PT_TRIANGLELIST
:
84 case WINED3D_PT_TRIANGLESTRIP
:
85 return GL_TRIANGLE_STRIP
;
87 case WINED3D_PT_TRIANGLEFAN
:
88 return GL_TRIANGLE_FAN
;
90 case WINED3D_PT_LINELIST_ADJ
:
91 return GL_LINES_ADJACENCY_ARB
;
93 case WINED3D_PT_LINESTRIP_ADJ
:
94 return GL_LINE_STRIP_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLELIST_ADJ
:
97 return GL_TRIANGLES_ADJACENCY_ARB
;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
108 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
110 switch(primitive_type
)
113 return WINED3D_PT_POINTLIST
;
116 return WINED3D_PT_LINELIST
;
119 return WINED3D_PT_LINESTRIP
;
122 return WINED3D_PT_TRIANGLELIST
;
124 case GL_TRIANGLE_STRIP
:
125 return WINED3D_PT_TRIANGLESTRIP
;
127 case GL_TRIANGLE_FAN
:
128 return WINED3D_PT_TRIANGLEFAN
;
130 case GL_LINES_ADJACENCY_ARB
:
131 return WINED3D_PT_LINELIST_ADJ
;
133 case GL_LINE_STRIP_ADJACENCY_ARB
:
134 return WINED3D_PT_LINESTRIP_ADJ
;
136 case GL_TRIANGLES_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLELIST_ADJ
;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
144 return WINED3D_PT_UNDEFINED
;
148 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
150 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
151 *regnum
= WINED3D_FFP_POSITION
;
152 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
153 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
154 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
155 *regnum
= WINED3D_FFP_BLENDINDICES
;
156 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
157 *regnum
= WINED3D_FFP_NORMAL
;
158 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
159 *regnum
= WINED3D_FFP_PSIZE
;
160 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
161 *regnum
= WINED3D_FFP_DIFFUSE
;
162 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
163 *regnum
= WINED3D_FFP_SPECULAR
;
164 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
165 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
179 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
185 stream_info
->use_map
= 0;
186 stream_info
->swizzle_map
= 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info
->position_transformed
= declaration
->position_transformed
;
190 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
192 /* Translate the declaration into strided data. */
193 for (i
= 0; i
< declaration
->element_count
; ++i
)
195 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
196 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
197 struct wined3d_buffer
*buffer
= stream
->buffer
;
198 struct wined3d_bo_address data
;
203 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
204 element
, i
+ 1, declaration
->element_count
);
206 if (!buffer
) continue;
208 data
.buffer_object
= 0;
211 stride
= stream
->stride
;
212 if (state
->user_stream
)
214 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
215 data
.buffer_object
= 0;
216 data
.addr
= (BYTE
*)buffer
;
220 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
221 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state
->load_base_vertex_index
< 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state
->load_base_vertex_index
);
232 data
.buffer_object
= 0;
233 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
234 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data
.addr
+= element
->offset
;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
246 if (element
->output_slot
== ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used
= vshader_get_input(state
->vertex_shader
,
252 element
->usage
, element
->usage_idx
, &idx
);
256 idx
= element
->output_slot
;
262 if (!element
->ffp_valid
)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
270 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader
? "shader": "fixed function", idx
,
279 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
280 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
282 data
.addr
+= stream
->offset
;
284 stream_info
->elements
[idx
].format
= element
->format
;
285 stream_info
->elements
[idx
].data
= data
;
286 stream_info
->elements
[idx
].stride
= stride
;
287 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
289 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
290 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
292 stream_info
->swizzle_map
|= 1 << idx
;
294 stream_info
->use_map
|= 1 << idx
;
298 device
->num_buffer_queries
= 0;
299 if (!state
->user_stream
)
301 WORD map
= stream_info
->use_map
;
302 stream_info
->all_vbo
= 1;
304 /* PreLoad all the vertex buffers. */
305 for (i
= 0; map
; map
>>= 1, ++i
)
307 struct wined3d_stream_info_element
*element
;
308 struct wined3d_buffer
*buffer
;
310 if (!(map
& 1)) continue;
312 element
= &stream_info
->elements
[i
];
313 buffer
= state
->streams
[element
->stream_idx
].buffer
;
314 wined3d_buffer_preload(buffer
);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
319 element
->data
.buffer_object
= 0;
320 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
321 + (ptrdiff_t)element
->data
.addr
;
324 if (!buffer
->buffer_object
)
325 stream_info
->all_vbo
= 0;
328 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
333 stream_info
->all_vbo
= 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
338 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
340 e
->data
.addr
= strided
->data
;
341 e
->data
.buffer_object
= 0;
342 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
343 e
->stride
= strided
->stride
;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
348 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
352 memset(stream_info
, 0, sizeof(*stream_info
));
354 if (strided
->position
.data
)
355 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
356 if (strided
->normal
.data
)
357 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
358 if (strided
->diffuse
.data
)
359 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
360 if (strided
->specular
.data
)
361 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
363 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
365 if (strided
->tex_coords
[i
].data
)
366 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
367 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
370 stream_info
->position_transformed
= strided
->position_transformed
;
372 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
374 if (!stream_info
->elements
[i
].format
) continue;
376 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
377 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
379 stream_info
->swizzle_map
|= 1 << i
;
381 stream_info
->use_map
|= 1 << i
;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
408 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
409 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
410 DWORD prev_all_vbo
= stream_info
->all_vbo
;
412 if (device
->up_strided
)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
417 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device
, stream_info
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device
->useDrawStridedSlow
= TRUE
;
434 device
->useDrawStridedSlow
= FALSE
;
439 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
440 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
441 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
443 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
453 if (prev_all_vbo
!= stream_info
->all_vbo
)
454 device_invalidate_state(device
, STATE_INDEXBUFFER
);
457 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
459 struct wined3d_texture
*texture
;
460 enum WINED3DSRGB srgb
;
462 if (!(texture
= state
->textures
[idx
])) return;
463 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
464 texture
->texture_ops
->texture_preload(texture
, srgb
);
467 void device_preload_textures(const struct wined3d_device
*device
)
469 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
474 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
476 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
477 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
483 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
485 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
486 device_preload_texture(state
, i
);
491 WORD ffu_map
= device
->fixed_function_usage_map
;
493 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
496 device_preload_texture(state
, i
);
501 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
503 struct wined3d_context
**new_array
;
505 TRACE("Adding context %p.\n", context
);
507 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
508 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
509 sizeof(*new_array
) * (device
->context_count
+ 1));
513 ERR("Failed to grow the context array.\n");
517 new_array
[device
->context_count
++] = context
;
518 device
->contexts
= new_array
;
522 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
524 struct wined3d_context
**new_array
;
528 TRACE("Removing context %p.\n", context
);
530 for (i
= 0; i
< device
->context_count
; ++i
)
532 if (device
->contexts
[i
] == context
)
541 ERR("Context %p doesn't exist in context array.\n", context
);
545 if (!--device
->context_count
)
547 HeapFree(GetProcessHeap(), 0, device
->contexts
);
548 device
->contexts
= NULL
;
552 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
553 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device
->contexts
= new_array
;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device
*device
,
565 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
567 if (device
->onscreen_depth_stencil
)
569 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
571 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
572 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
573 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
574 wined3d_surface_decref(device
->onscreen_depth_stencil
);
576 device
->onscreen_depth_stencil
= depth_stencil
;
577 wined3d_surface_incref(device
->onscreen_depth_stencil
);
580 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
582 /* partial draw rect */
583 if (draw_rect
->left
|| draw_rect
->top
584 || draw_rect
->right
< target
->resource
.width
585 || draw_rect
->bottom
< target
->resource
.height
)
588 /* partial clear rect */
589 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
590 || clear_rect
->right
< target
->resource
.width
591 || clear_rect
->bottom
< target
->resource
.height
))
597 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
598 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
600 RECT current_rect
, r
;
602 if (ds
->flags
& location
)
603 SetRect(¤t_rect
, 0, 0,
604 ds
->ds_current_size
.cx
,
605 ds
->ds_current_size
.cy
);
607 SetRectEmpty(¤t_rect
);
609 IntersectRect(&r
, draw_rect
, ¤t_rect
);
610 if (EqualRect(&r
, draw_rect
))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
617 if (EqualRect(&r
, ¤t_rect
))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect
= *draw_rect
;
628 IntersectRect(&r
, draw_rect
, clear_rect
);
629 if (EqualRect(&r
, draw_rect
))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect
= *draw_rect
;
638 surface_load_ds_location(ds
, context
, location
);
639 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
644 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
645 float depth
, DWORD stencil
)
647 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
648 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
649 UINT drawable_width
, drawable_height
;
650 struct wined3d_context
*context
;
651 GLbitfield clear_mask
= 0;
652 BOOL render_offscreen
;
656 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
657 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
658 * for the cleared parts, and the untouched parts.
660 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
661 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
662 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
663 * checking all this if the dest surface is in the drawable anyway. */
664 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
666 for (i
= 0; i
< rt_count
; ++i
)
668 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
670 surface_load_location(rt
, rt
->draw_binding
, NULL
);
674 context
= context_acquire(device
, target
);
677 context_release(context
);
678 WARN("Invalid context, skipping clear.\n");
684 render_offscreen
= context
->render_offscreen
;
685 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
689 render_offscreen
= TRUE
;
690 drawable_width
= fb
->depth_stencil
->pow2Width
;
691 drawable_height
= fb
->depth_stencil
->pow2Height
;
694 if (flags
& WINED3DCLEAR_ZBUFFER
)
696 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
698 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
699 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
700 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
701 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
704 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
706 context_release(context
);
707 WARN("Failed to apply clear state, skipping clear.\n");
713 /* Only set the values up once, as they are not changing. */
714 if (flags
& WINED3DCLEAR_STENCIL
)
716 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
718 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
719 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
722 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
723 glClearStencil(stencil
);
724 checkGLcall("glClearStencil");
725 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
728 if (flags
& WINED3DCLEAR_ZBUFFER
)
730 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
732 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
734 glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
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
];
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(WINED3D_RS_COLORWRITEENABLE
));
753 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
754 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
756 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
757 checkGLcall("glClearColor");
758 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
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
);
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");
775 checkGLcall("glClear");
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(¤t_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(¤t_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");
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
);
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");
813 checkGLcall("glClear");
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
);
827 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
829 ULONG refcount
= InterlockedIncrement(&device
->ref
);
831 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
836 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
838 ULONG refcount
= InterlockedDecrement(&device
->ref
);
840 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
844 struct wined3d_stateblock
*stateblock
;
847 if (wined3d_stateblock_decref(device
->updateStateBlock
)
848 && device
->updateStateBlock
!= device
->stateBlock
)
849 FIXME("Something's still holding the update stateblock.\n");
850 device
->updateStateBlock
= NULL
;
852 stateblock
= device
->stateBlock
;
853 device
->stateBlock
= NULL
;
854 if (wined3d_stateblock_decref(stateblock
))
855 FIXME("Something's still holding the stateblock.\n");
857 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
859 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
860 device
->multistate_funcs
[i
] = NULL
;
863 if (!list_empty(&device
->resources
))
865 struct wined3d_resource
*resource
;
867 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
869 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
871 FIXME("Leftover resource %p with type %s (%#x).\n",
872 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
876 if (device
->contexts
)
877 ERR("Context array not freed!\n");
878 if (device
->hardwareCursor
)
879 DestroyCursor(device
->hardwareCursor
);
880 device
->hardwareCursor
= 0;
882 wined3d_decref(device
->wined3d
);
883 device
->wined3d
= NULL
;
884 HeapFree(GetProcessHeap(), 0, device
);
885 TRACE("Freed device %p.\n", device
);
891 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
893 TRACE("device %p.\n", device
);
895 return device
->swapchain_count
;
898 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
899 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
901 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
902 device
, swapchain_idx
, swapchain
);
904 if (swapchain_idx
>= device
->swapchain_count
)
906 WARN("swapchain_idx %u >= swapchain_count %u.\n",
907 swapchain_idx
, device
->swapchain_count
);
910 return WINED3DERR_INVALIDCALL
;
913 *swapchain
= device
->swapchains
[swapchain_idx
];
914 wined3d_swapchain_incref(*swapchain
);
915 TRACE("Returning %p.\n", *swapchain
);
920 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
922 struct wined3d_color_key color_key
;
926 HDC dcb
= NULL
, dcs
= NULL
;
928 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
931 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
932 dcb
= CreateCompatibleDC(NULL
);
934 SelectObject(dcb
, hbm
);
938 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
941 memset(&bm
, 0, sizeof(bm
));
946 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
947 WINED3D_POOL_SYSTEM_MEM
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
948 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
951 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
957 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
959 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
960 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
962 color_key
.color_space_low_value
= 0;
963 color_key
.color_space_high_value
= 0;
964 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
968 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
969 /* Fill the surface with a white color to show that wined3d is there */
970 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
974 if (dcb
) DeleteDC(dcb
);
975 if (hbm
) DeleteObject(hbm
);
978 /* Context activation is done by the caller. */
979 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
981 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
982 unsigned int i
, j
, count
;
983 /* Under DirectX you can sample even if no texture is bound, whereas
984 * OpenGL will only allow that when a valid texture is bound.
985 * We emulate this by creating dummy textures and binding them
986 * to each texture stage when the currently set D3D texture is NULL. */
989 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
991 /* The dummy texture does not have client storage backing */
992 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
993 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
996 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
997 for (i
= 0; i
< count
; ++i
)
999 DWORD color
= 0x000000ff;
1001 /* Make appropriate texture active */
1002 context_active_texture(context
, gl_info
, i
);
1004 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1005 checkGLcall("glGenTextures");
1006 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1008 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1009 checkGLcall("glBindTexture");
1011 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1012 checkGLcall("glTexImage2D");
1014 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1016 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1017 checkGLcall("glGenTextures");
1018 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1020 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1021 checkGLcall("glBindTexture");
1023 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1024 checkGLcall("glTexImage2D");
1027 if (gl_info
->supported
[EXT_TEXTURE3D
])
1029 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1030 checkGLcall("glGenTextures");
1031 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1033 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1034 checkGLcall("glBindTexture");
1036 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1037 checkGLcall("glTexImage3D");
1040 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1042 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1043 checkGLcall("glGenTextures");
1044 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1046 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1047 checkGLcall("glBindTexture");
1049 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1051 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1052 checkGLcall("glTexImage2D");
1057 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1059 /* Re-enable because if supported it is enabled by default */
1060 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1061 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1067 /* Context activation is done by the caller. */
1068 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1070 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1073 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1075 glDeleteTextures(count
, device
->dummy_texture_cube
);
1076 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1079 if (gl_info
->supported
[EXT_TEXTURE3D
])
1081 glDeleteTextures(count
, device
->dummy_texture_3d
);
1082 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1085 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1087 glDeleteTextures(count
, device
->dummy_texture_rect
);
1088 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1091 glDeleteTextures(count
, device
->dummy_texture_2d
);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1095 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1096 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1097 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1098 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1101 static LONG
fullscreen_style(LONG style
)
1103 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1104 style
|= WS_POPUP
| WS_SYSMENU
;
1105 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1110 static LONG
fullscreen_exstyle(LONG exstyle
)
1112 /* Filter out window decorations. */
1113 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1118 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1120 BOOL filter_messages
;
1121 LONG style
, exstyle
;
1123 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1125 if (device
->style
|| device
->exStyle
)
1127 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1128 window
, device
->style
, device
->exStyle
);
1131 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1132 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1134 style
= fullscreen_style(device
->style
);
1135 exstyle
= fullscreen_exstyle(device
->exStyle
);
1137 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1138 device
->style
, device
->exStyle
, style
, exstyle
);
1140 filter_messages
= device
->filter_messages
;
1141 device
->filter_messages
= TRUE
;
1143 SetWindowLongW(window
, GWL_STYLE
, style
);
1144 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1145 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1147 device
->filter_messages
= filter_messages
;
1150 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1152 BOOL filter_messages
;
1153 LONG style
, exstyle
;
1155 if (!device
->style
&& !device
->exStyle
) return;
1157 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1158 window
, device
->style
, device
->exStyle
);
1160 style
= GetWindowLongW(window
, GWL_STYLE
);
1161 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1163 filter_messages
= device
->filter_messages
;
1164 device
->filter_messages
= TRUE
;
1166 /* Only restore the style if the application didn't modify it during the
1167 * fullscreen phase. Some applications change it before calling Reset()
1168 * when switching between windowed and fullscreen modes (HL2), some
1169 * depend on the original style (Eve Online). */
1170 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1172 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1173 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1175 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1177 device
->filter_messages
= filter_messages
;
1179 /* Delete the old values. */
1181 device
->exStyle
= 0;
1184 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1186 TRACE("device %p, window %p.\n", device
, window
);
1188 if (!wined3d_register_window(window
, device
))
1190 ERR("Failed to register window %p.\n", window
);
1194 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1195 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1200 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1202 TRACE("device %p.\n", device
);
1204 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1205 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1208 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1209 struct wined3d_swapchain_desc
*swapchain_desc
)
1211 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1212 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1213 struct wined3d_swapchain
*swapchain
= NULL
;
1214 struct wined3d_context
*context
;
1219 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1221 if (device
->d3d_initialized
)
1222 return WINED3DERR_INVALIDCALL
;
1223 if (!device
->adapter
->opengl
)
1224 return WINED3DERR_INVALIDCALL
;
1226 device
->valid_rt_mask
= 0;
1227 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1228 device
->valid_rt_mask
|= (1 << i
);
1229 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1230 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1232 /* Initialize the texture unit mapping to a 1:1 mapping */
1233 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1235 if (state
< gl_info
->limits
.fragment_samplers
)
1237 device
->texUnitMap
[state
] = state
;
1238 device
->rev_tex_unit_map
[state
] = state
;
1242 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1243 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1247 /* Setup the implicit swapchain. This also initializes a context. */
1248 TRACE("Creating implicit swapchain\n");
1249 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1250 swapchain_desc
, &swapchain
);
1253 WARN("Failed to create implicit swapchain\n");
1257 device
->swapchain_count
= 1;
1258 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1259 if (!device
->swapchains
)
1261 ERR("Out of memory!\n");
1264 device
->swapchains
[0] = swapchain
;
1266 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1268 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1269 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1273 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1274 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1276 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1278 /* Depth Stencil support */
1279 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1280 if (device
->fb
.depth_stencil
)
1281 wined3d_surface_incref(device
->fb
.depth_stencil
);
1283 hr
= device
->shader_backend
->shader_alloc_private(device
);
1286 TRACE("Shader private data couldn't be allocated\n");
1289 hr
= device
->frag_pipe
->alloc_private(device
);
1292 TRACE("Fragment pipeline private data couldn't be allocated\n");
1295 hr
= device
->blitter
->alloc_private(device
);
1298 TRACE("Blitter private data couldn't be allocated\n");
1302 /* Set up some starting GL setup */
1304 /* Setup all the devices defaults */
1305 stateblock_init_default_state(device
->stateBlock
);
1307 context
= context_acquire(device
, swapchain
->front_buffer
);
1309 create_dummy_textures(device
, context
);
1313 /* Initialize the current view state */
1314 device
->view_ident
= 1;
1315 device
->contexts
[0]->last_was_rhw
= 0;
1317 switch (wined3d_settings
.offscreen_rendering_mode
)
1320 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1323 case ORM_BACKBUFFER
:
1325 if (context_get_current()->aux_buffers
> 0)
1327 TRACE("Using auxiliary buffer for offscreen rendering\n");
1328 device
->offscreenBuffer
= GL_AUX0
;
1332 TRACE("Using back buffer for offscreen rendering\n");
1333 device
->offscreenBuffer
= GL_BACK
;
1338 TRACE("All defaults now set up, leaving 3D init.\n");
1341 context_release(context
);
1343 /* Clear the screen */
1344 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1345 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1348 device
->d3d_initialized
= TRUE
;
1350 if (wined3d_settings
.logo
)
1351 device_load_logo(device
, wined3d_settings
.logo
);
1355 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1356 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1357 device
->swapchain_count
= 0;
1359 wined3d_swapchain_decref(swapchain
);
1360 if (device
->blit_priv
)
1361 device
->blitter
->free_private(device
);
1362 if (device
->fragment_priv
)
1363 device
->frag_pipe
->free_private(device
);
1364 if (device
->shader_priv
)
1365 device
->shader_backend
->shader_free_private(device
);
1370 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1371 struct wined3d_swapchain_desc
*swapchain_desc
)
1373 struct wined3d_swapchain
*swapchain
= NULL
;
1376 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1378 /* Setup the implicit swapchain */
1379 TRACE("Creating implicit swapchain\n");
1380 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1381 swapchain_desc
, &swapchain
);
1384 WARN("Failed to create implicit swapchain\n");
1388 device
->swapchain_count
= 1;
1389 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1390 if (!device
->swapchains
)
1392 ERR("Out of memory!\n");
1395 device
->swapchains
[0] = swapchain
;
1399 wined3d_swapchain_decref(swapchain
);
1403 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1405 struct wined3d_resource
*resource
, *cursor
;
1406 const struct wined3d_gl_info
*gl_info
;
1407 struct wined3d_context
*context
;
1408 struct wined3d_surface
*surface
;
1411 TRACE("device %p.\n", device
);
1413 if (!device
->d3d_initialized
)
1414 return WINED3DERR_INVALIDCALL
;
1416 /* Force making the context current again, to verify it is still valid
1417 * (workaround for broken drivers) */
1418 context_set_current(NULL
);
1419 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1420 * it was created. Thus make sure a context is active for the glDelete* calls
1422 context
= context_acquire(device
, NULL
);
1423 gl_info
= context
->gl_info
;
1425 if (device
->logo_surface
)
1426 wined3d_surface_decref(device
->logo_surface
);
1428 stateblock_unbind_resources(device
->stateBlock
);
1430 /* Unload resources */
1431 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1433 TRACE("Unloading resource %p.\n", resource
);
1435 resource
->resource_ops
->resource_unload(resource
);
1438 TRACE("Deleting high order patches\n");
1439 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1441 struct wined3d_rect_patch
*patch
;
1442 struct list
*e1
, *e2
;
1444 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1446 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1447 wined3d_device_delete_patch(device
, patch
->Handle
);
1451 /* Delete the mouse cursor texture */
1452 if (device
->cursorTexture
)
1455 glDeleteTextures(1, &device
->cursorTexture
);
1457 device
->cursorTexture
= 0;
1460 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461 * private data, it might contain opengl pointers
1463 if (device
->depth_blt_texture
)
1466 glDeleteTextures(1, &device
->depth_blt_texture
);
1468 device
->depth_blt_texture
= 0;
1471 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1472 device
->blitter
->free_private(device
);
1473 device
->frag_pipe
->free_private(device
);
1474 device
->shader_backend
->shader_free_private(device
);
1476 /* Release the buffers (with sanity checks)*/
1477 if (device
->onscreen_depth_stencil
)
1479 surface
= device
->onscreen_depth_stencil
;
1480 device
->onscreen_depth_stencil
= NULL
;
1481 wined3d_surface_decref(surface
);
1484 if (device
->fb
.depth_stencil
)
1486 surface
= device
->fb
.depth_stencil
;
1488 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1490 device
->fb
.depth_stencil
= NULL
;
1491 wined3d_surface_decref(surface
);
1494 if (device
->auto_depth_stencil
)
1496 surface
= device
->auto_depth_stencil
;
1497 device
->auto_depth_stencil
= NULL
;
1498 if (wined3d_surface_decref(surface
))
1499 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1502 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1504 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1507 surface
= device
->fb
.render_targets
[0];
1508 TRACE("Setting rendertarget 0 to NULL\n");
1509 device
->fb
.render_targets
[0] = NULL
;
1510 TRACE("Releasing the render target at %p\n", surface
);
1511 wined3d_surface_decref(surface
);
1513 context_release(context
);
1515 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1517 TRACE("Releasing the implicit swapchain %u.\n", i
);
1518 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1519 FIXME("Something's still holding the implicit swapchain.\n");
1522 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1523 device
->swapchains
= NULL
;
1524 device
->swapchain_count
= 0;
1526 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1527 device
->fb
.render_targets
= NULL
;
1529 device
->d3d_initialized
= FALSE
;
1534 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1538 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1540 TRACE("Releasing the implicit swapchain %u.\n", i
);
1541 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1542 FIXME("Something's still holding the implicit swapchain.\n");
1545 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1546 device
->swapchains
= NULL
;
1547 device
->swapchain_count
= 0;
1551 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1552 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1553 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1555 * There is no way to deactivate thread safety once it is enabled.
1557 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1559 TRACE("device %p.\n", device
);
1561 /* For now just store the flag (needed in case of ddraw). */
1562 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1565 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1567 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1569 *wined3d
= device
->wined3d
;
1570 wined3d_incref(*wined3d
);
1572 TRACE("Returning %p.\n", *wined3d
);
1577 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1579 TRACE("device %p.\n", device
);
1581 TRACE("Emulating %d MB, returning %d MB left.\n",
1582 device
->adapter
->TextureRam
/ (1024 * 1024),
1583 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1585 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1588 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1589 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1591 struct wined3d_stream_state
*stream
;
1592 struct wined3d_buffer
*prev_buffer
;
1594 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1595 device
, stream_idx
, buffer
, offset
, stride
);
1597 if (stream_idx
>= MAX_STREAMS
)
1599 WARN("Stream index %u out of range.\n", stream_idx
);
1600 return WINED3DERR_INVALIDCALL
;
1602 else if (offset
& 0x3)
1604 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1605 return WINED3DERR_INVALIDCALL
;
1608 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1609 prev_buffer
= stream
->buffer
;
1611 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1613 if (prev_buffer
== buffer
1614 && stream
->stride
== stride
1615 && stream
->offset
== offset
)
1617 TRACE("Application is setting the old values over, nothing to do.\n");
1621 stream
->buffer
= buffer
;
1624 stream
->stride
= stride
;
1625 stream
->offset
= offset
;
1628 /* Handle recording of state blocks. */
1629 if (device
->isRecordingState
)
1631 TRACE("Recording... not performing anything.\n");
1633 wined3d_buffer_incref(buffer
);
1635 wined3d_buffer_decref(prev_buffer
);
1641 InterlockedIncrement(&buffer
->resource
.bind_count
);
1642 wined3d_buffer_incref(buffer
);
1646 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1647 wined3d_buffer_decref(prev_buffer
);
1650 device_invalidate_state(device
, STATE_STREAMSRC
);
1655 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1656 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1658 struct wined3d_stream_state
*stream
;
1660 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1661 device
, stream_idx
, buffer
, offset
, stride
);
1663 if (stream_idx
>= MAX_STREAMS
)
1665 WARN("Stream index %u out of range.\n", stream_idx
);
1666 return WINED3DERR_INVALIDCALL
;
1669 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1670 *buffer
= stream
->buffer
;
1672 wined3d_buffer_incref(*buffer
);
1674 *offset
= stream
->offset
;
1675 *stride
= stream
->stride
;
1680 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1682 struct wined3d_stream_state
*stream
;
1683 UINT old_flags
, old_freq
;
1685 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1687 /* Verify input. At least in d3d9 this is invalid. */
1688 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1690 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1691 return WINED3DERR_INVALIDCALL
;
1693 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1695 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1696 return WINED3DERR_INVALIDCALL
;
1700 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1701 return WINED3DERR_INVALIDCALL
;
1704 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1705 old_flags
= stream
->flags
;
1706 old_freq
= stream
->frequency
;
1708 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1709 stream
->frequency
= divider
& 0x7fffff;
1711 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1713 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1714 device_invalidate_state(device
, STATE_STREAMSRC
);
1719 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1720 UINT stream_idx
, UINT
*divider
)
1722 struct wined3d_stream_state
*stream
;
1724 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1726 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1727 *divider
= stream
->flags
| stream
->frequency
;
1729 TRACE("Returning %#x.\n", *divider
);
1734 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1735 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1737 TRACE("device %p, state %s, matrix %p.\n",
1738 device
, debug_d3dtstype(d3dts
), matrix
);
1739 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1740 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1741 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1742 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1744 /* Handle recording of state blocks. */
1745 if (device
->isRecordingState
)
1747 TRACE("Recording... not performing anything.\n");
1748 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1749 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1753 /* If the new matrix is the same as the current one,
1754 * we cut off any further processing. this seems to be a reasonable
1755 * optimization because as was noticed, some apps (warcraft3 for example)
1756 * tend towards setting the same matrix repeatedly for some reason.
1758 * From here on we assume that the new matrix is different, wherever it matters. */
1759 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1761 TRACE("The application is setting the same matrix over again.\n");
1765 device
->stateBlock
->state
.transforms
[d3dts
] = *matrix
;
1766 if (d3dts
== WINED3D_TS_VIEW
)
1767 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1769 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1770 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1776 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1777 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1779 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1781 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1786 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1787 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1789 const struct wined3d_matrix
*mat
= NULL
;
1790 struct wined3d_matrix temp
;
1792 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1794 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1795 * below means it will be recorded in a state block change, but it
1796 * works regardless where it is recorded.
1797 * If this is found to be wrong, change to StateBlock. */
1798 if (state
> HIGHEST_TRANSFORMSTATE
)
1800 WARN("Unhandled transform state %#x.\n", state
);
1804 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1805 multiply_matrix(&temp
, mat
, matrix
);
1807 /* Apply change via set transform - will reapply to eg. lights this way. */
1808 return wined3d_device_set_transform(device
, state
, &temp
);
1811 /* Note lights are real special cases. Although the device caps state only
1812 * e.g. 8 are supported, you can reference any indexes you want as long as
1813 * that number max are enabled at any one point in time. Therefore since the
1814 * indices can be anything, we need a hashmap of them. However, this causes
1815 * stateblock problems. When capturing the state block, I duplicate the
1816 * hashmap, but when recording, just build a chain pretty much of commands to
1818 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1819 UINT light_idx
, const struct wined3d_light
*light
)
1821 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1822 struct wined3d_light_info
*object
= NULL
;
1826 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1828 /* Check the parameter range. Need for speed most wanted sets junk lights
1829 * which confuse the GL driver. */
1831 return WINED3DERR_INVALIDCALL
;
1833 switch (light
->type
)
1835 case WINED3D_LIGHT_POINT
:
1836 case WINED3D_LIGHT_SPOT
:
1837 case WINED3D_LIGHT_PARALLELPOINT
:
1838 case WINED3D_LIGHT_GLSPOT
:
1839 /* Incorrect attenuation values can cause the gl driver to crash.
1840 * Happens with Need for speed most wanted. */
1841 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1843 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1844 return WINED3DERR_INVALIDCALL
;
1848 case WINED3D_LIGHT_DIRECTIONAL
:
1849 /* Ignores attenuation */
1853 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1854 return WINED3DERR_INVALIDCALL
;
1857 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1859 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1860 if (object
->OriginalIndex
== light_idx
)
1867 TRACE("Adding new light\n");
1868 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1871 ERR("Out of memory error when allocating a light\n");
1872 return E_OUTOFMEMORY
;
1874 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1875 object
->glIndex
= -1;
1876 object
->OriginalIndex
= light_idx
;
1879 /* Initialize the object. */
1880 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1881 light_idx
, light
->type
,
1882 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1883 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1884 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1885 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1886 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1887 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1888 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1890 /* Save away the information. */
1891 object
->OriginalParms
= *light
;
1893 switch (light
->type
)
1895 case WINED3D_LIGHT_POINT
:
1897 object
->lightPosn
[0] = light
->position
.x
;
1898 object
->lightPosn
[1] = light
->position
.y
;
1899 object
->lightPosn
[2] = light
->position
.z
;
1900 object
->lightPosn
[3] = 1.0f
;
1901 object
->cutoff
= 180.0f
;
1905 case WINED3D_LIGHT_DIRECTIONAL
:
1907 object
->lightPosn
[0] = -light
->direction
.x
;
1908 object
->lightPosn
[1] = -light
->direction
.y
;
1909 object
->lightPosn
[2] = -light
->direction
.z
;
1910 object
->lightPosn
[3] = 0.0f
;
1911 object
->exponent
= 0.0f
;
1912 object
->cutoff
= 180.0f
;
1915 case WINED3D_LIGHT_SPOT
:
1917 object
->lightPosn
[0] = light
->position
.x
;
1918 object
->lightPosn
[1] = light
->position
.y
;
1919 object
->lightPosn
[2] = light
->position
.z
;
1920 object
->lightPosn
[3] = 1.0f
;
1923 object
->lightDirn
[0] = light
->direction
.x
;
1924 object
->lightDirn
[1] = light
->direction
.y
;
1925 object
->lightDirn
[2] = light
->direction
.z
;
1926 object
->lightDirn
[3] = 1.0f
;
1928 /* opengl-ish and d3d-ish spot lights use too different models
1929 * for the light "intensity" as a function of the angle towards
1930 * the main light direction, so we only can approximate very
1931 * roughly. However, spot lights are rather rarely used in games
1932 * (if ever used at all). Furthermore if still used, probably
1933 * nobody pays attention to such details. */
1934 if (!light
->falloff
)
1936 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1937 * equations have the falloff resp. exponent parameter as an
1938 * exponent, so the spot light lighting will always be 1.0 for
1939 * both of them, and we don't have to care for the rest of the
1940 * rather complex calculation. */
1941 object
->exponent
= 0.0f
;
1945 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1948 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1951 if (object
->exponent
> 128.0f
)
1952 object
->exponent
= 128.0f
;
1954 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1959 FIXME("Unrecognized light type %#x.\n", light
->type
);
1962 /* Update the live definitions if the light is currently assigned a glIndex. */
1963 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
1964 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1969 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1970 UINT light_idx
, struct wined3d_light
*light
)
1972 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1973 struct wined3d_light_info
*light_info
= NULL
;
1976 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1978 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
1980 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1981 if (light_info
->OriginalIndex
== light_idx
)
1988 TRACE("Light information requested but light not defined\n");
1989 return WINED3DERR_INVALIDCALL
;
1992 *light
= light_info
->OriginalParms
;
1996 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1998 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1999 struct wined3d_light_info
*light_info
= NULL
;
2002 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2004 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2006 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2007 if (light_info
->OriginalIndex
== light_idx
)
2011 TRACE("Found light %p.\n", light_info
);
2013 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2016 TRACE("Light enabled requested but light not defined, so defining one!\n");
2017 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2019 /* Search for it again! Should be fairly quick as near head of list. */
2020 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2022 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2023 if (light_info
->OriginalIndex
== light_idx
)
2029 FIXME("Adding default lights has failed dismally\n");
2030 return WINED3DERR_INVALIDCALL
;
2036 if (light_info
->glIndex
!= -1)
2038 if (!device
->isRecordingState
)
2039 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2041 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2042 light_info
->glIndex
= -1;
2046 TRACE("Light already disabled, nothing to do\n");
2048 light_info
->enabled
= FALSE
;
2052 light_info
->enabled
= TRUE
;
2053 if (light_info
->glIndex
!= -1)
2055 TRACE("Nothing to do as light was enabled\n");
2060 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2061 /* Find a free GL light. */
2062 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2064 if (!device
->updateStateBlock
->state
.lights
[i
])
2066 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2067 light_info
->glIndex
= i
;
2071 if (light_info
->glIndex
== -1)
2073 /* Our tests show that Windows returns D3D_OK in this situation, even with
2074 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2075 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2076 * as well for those lights.
2078 * TODO: Test how this affects rendering. */
2079 WARN("Too many concurrently active lights\n");
2083 /* i == light_info->glIndex */
2084 if (!device
->isRecordingState
)
2085 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2092 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2094 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2095 struct wined3d_light_info
*light_info
= NULL
;
2098 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2100 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2102 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2103 if (light_info
->OriginalIndex
== light_idx
)
2110 TRACE("Light enabled state requested but light not defined.\n");
2111 return WINED3DERR_INVALIDCALL
;
2113 /* true is 128 according to SetLightEnable */
2114 *enable
= light_info
->enabled
? 128 : 0;
2118 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
2119 UINT plane_idx
, const struct wined3d_vec4
*plane
)
2121 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2123 /* Validate plane_idx. */
2124 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2126 TRACE("Application has requested clipplane this device doesn't support.\n");
2127 return WINED3DERR_INVALIDCALL
;
2130 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2132 if (!memcmp(&device
->updateStateBlock
->state
.clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
2134 TRACE("Application is setting old values over, nothing to do.\n");
2138 device
->updateStateBlock
->state
.clip_planes
[plane_idx
] = *plane
;
2140 /* Handle recording of state blocks. */
2141 if (device
->isRecordingState
)
2143 TRACE("Recording... not performing anything.\n");
2147 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2152 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
2153 UINT plane_idx
, struct wined3d_vec4
*plane
)
2155 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2157 /* Validate plane_idx. */
2158 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2160 TRACE("Application has requested clipplane this device doesn't support.\n");
2161 return WINED3DERR_INVALIDCALL
;
2164 *plane
= device
->stateBlock
->state
.clip_planes
[plane_idx
];
2169 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2170 const struct wined3d_clip_status
*clip_status
)
2172 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2175 return WINED3DERR_INVALIDCALL
;
2180 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2181 struct wined3d_clip_status
*clip_status
)
2183 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2186 return WINED3DERR_INVALIDCALL
;
2191 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2193 TRACE("device %p, material %p.\n", device
, material
);
2195 device
->updateStateBlock
->changed
.material
= TRUE
;
2196 device
->updateStateBlock
->state
.material
= *material
;
2198 /* Handle recording of state blocks */
2199 if (device
->isRecordingState
)
2201 TRACE("Recording... not performing anything.\n");
2205 device_invalidate_state(device
, STATE_MATERIAL
);
2210 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2212 TRACE("device %p, material %p.\n", device
, material
);
2214 *material
= device
->updateStateBlock
->state
.material
;
2216 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2217 material
->diffuse
.r
, material
->diffuse
.g
,
2218 material
->diffuse
.b
, material
->diffuse
.a
);
2219 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2220 material
->ambient
.r
, material
->ambient
.g
,
2221 material
->ambient
.b
, material
->ambient
.a
);
2222 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2223 material
->specular
.r
, material
->specular
.g
,
2224 material
->specular
.b
, material
->specular
.a
);
2225 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2226 material
->emissive
.r
, material
->emissive
.g
,
2227 material
->emissive
.b
, material
->emissive
.a
);
2228 TRACE("power %.8e.\n", material
->power
);
2233 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2234 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2236 struct wined3d_buffer
*prev_buffer
;
2238 TRACE("device %p, buffer %p, format %s.\n",
2239 device
, buffer
, debug_d3dformat(format_id
));
2241 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2243 device
->updateStateBlock
->changed
.indices
= TRUE
;
2244 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2245 device
->updateStateBlock
->state
.index_format
= format_id
;
2247 /* Handle recording of state blocks. */
2248 if (device
->isRecordingState
)
2250 TRACE("Recording... not performing anything.\n");
2252 wined3d_buffer_incref(buffer
);
2254 wined3d_buffer_decref(prev_buffer
);
2258 if (prev_buffer
!= buffer
)
2260 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2263 InterlockedIncrement(&buffer
->resource
.bind_count
);
2264 wined3d_buffer_incref(buffer
);
2268 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2269 wined3d_buffer_decref(prev_buffer
);
2276 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2278 TRACE("device %p, buffer %p.\n", device
, buffer
);
2280 *buffer
= device
->stateBlock
->state
.index_buffer
;
2283 wined3d_buffer_incref(*buffer
);
2285 TRACE("Returning %p.\n", *buffer
);
2290 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2291 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2293 TRACE("device %p, base_index %d.\n", device
, base_index
);
2295 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2297 TRACE("Application is setting the old value over, nothing to do\n");
2301 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2303 if (device
->isRecordingState
)
2305 TRACE("Recording... not performing anything\n");
2311 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2313 TRACE("device %p.\n", device
);
2315 return device
->stateBlock
->state
.base_vertex_index
;
2318 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2320 TRACE("device %p, viewport %p.\n", device
, viewport
);
2321 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2322 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2324 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2325 device
->updateStateBlock
->state
.viewport
= *viewport
;
2327 /* Handle recording of state blocks */
2328 if (device
->isRecordingState
)
2330 TRACE("Recording... not performing anything\n");
2334 device_invalidate_state(device
, STATE_VIEWPORT
);
2339 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2341 TRACE("device %p, viewport %p.\n", device
, viewport
);
2343 *viewport
= device
->stateBlock
->state
.viewport
;
2348 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2349 enum wined3d_render_state state
, DWORD value
)
2351 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2353 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2355 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2356 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2358 /* Handle recording of state blocks. */
2359 if (device
->isRecordingState
)
2361 TRACE("Recording... not performing anything.\n");
2365 /* Compared here and not before the assignment to allow proper stateblock recording. */
2366 if (value
== old_value
)
2367 TRACE("Application is setting the old value over, nothing to do.\n");
2369 device_invalidate_state(device
, STATE_RENDER(state
));
2374 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2375 enum wined3d_render_state state
, DWORD
*value
)
2377 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2379 *value
= device
->stateBlock
->state
.render_states
[state
];
2384 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2385 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2389 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2390 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2392 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2393 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2395 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2396 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2398 WARN("Invalid sampler %u.\n", sampler_idx
);
2399 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2402 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2403 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2404 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2406 /* Handle recording of state blocks. */
2407 if (device
->isRecordingState
)
2409 TRACE("Recording... not performing anything.\n");
2413 if (old_value
== value
)
2415 TRACE("Application is setting the old value over, nothing to do.\n");
2419 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2424 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2425 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2427 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2428 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2430 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2431 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2433 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2434 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2436 WARN("Invalid sampler %u.\n", sampler_idx
);
2437 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2440 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2441 TRACE("Returning %#x.\n", *value
);
2446 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2448 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2450 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2451 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2453 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2456 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2458 if (device
->isRecordingState
)
2460 TRACE("Recording... not performing anything.\n");
2464 device_invalidate_state(device
, STATE_SCISSORRECT
);
2469 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2471 TRACE("device %p, rect %p.\n", device
, rect
);
2473 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2474 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2479 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2480 struct wined3d_vertex_declaration
*declaration
)
2482 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2484 TRACE("device %p, declaration %p.\n", device
, declaration
);
2487 wined3d_vertex_declaration_incref(declaration
);
2489 wined3d_vertex_declaration_decref(prev
);
2491 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2492 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2494 if (device
->isRecordingState
)
2496 TRACE("Recording... not performing anything.\n");
2499 else if (declaration
== prev
)
2501 /* Checked after the assignment to allow proper stateblock recording. */
2502 TRACE("Application is setting the old declaration over, nothing to do.\n");
2506 device_invalidate_state(device
, STATE_VDECL
);
2510 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2511 struct wined3d_vertex_declaration
**declaration
)
2513 TRACE("device %p, declaration %p.\n", device
, declaration
);
2515 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2517 wined3d_vertex_declaration_incref(*declaration
);
2522 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2524 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2526 TRACE("device %p, shader %p.\n", device
, shader
);
2528 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2529 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2531 if (device
->isRecordingState
)
2534 wined3d_shader_incref(shader
);
2536 wined3d_shader_decref(prev
);
2537 TRACE("Recording... not performing anything.\n");
2543 TRACE("Application is setting the old shader over, nothing to do.\n");
2548 wined3d_shader_incref(shader
);
2550 wined3d_shader_decref(prev
);
2552 device_invalidate_state(device
, STATE_VSHADER
);
2557 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2559 struct wined3d_shader
*shader
;
2561 TRACE("device %p.\n", device
);
2563 shader
= device
->stateBlock
->state
.vertex_shader
;
2565 wined3d_shader_incref(shader
);
2567 TRACE("Returning %p.\n", shader
);
2571 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2572 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2574 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2577 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2578 device
, start_register
, constants
, bool_count
);
2580 if (!constants
|| start_register
>= MAX_CONST_B
)
2581 return WINED3DERR_INVALIDCALL
;
2583 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2584 for (i
= 0; i
< count
; ++i
)
2585 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2587 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2588 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2590 if (!device
->isRecordingState
)
2591 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2596 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2597 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2599 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2601 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2602 device
, start_register
, constants
, bool_count
);
2604 if (!constants
|| start_register
>= MAX_CONST_B
)
2605 return WINED3DERR_INVALIDCALL
;
2607 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2612 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2613 UINT start_register
, const int *constants
, UINT vector4i_count
)
2615 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2618 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2619 device
, start_register
, constants
, vector4i_count
);
2621 if (!constants
|| start_register
>= MAX_CONST_I
)
2622 return WINED3DERR_INVALIDCALL
;
2624 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2625 for (i
= 0; i
< count
; ++i
)
2626 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2627 constants
[i
* 4], constants
[i
* 4 + 1],
2628 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2630 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2631 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2633 if (!device
->isRecordingState
)
2634 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2639 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2640 UINT start_register
, int *constants
, UINT vector4i_count
)
2642 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2644 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2645 device
, start_register
, constants
, vector4i_count
);
2647 if (!constants
|| start_register
>= MAX_CONST_I
)
2648 return WINED3DERR_INVALIDCALL
;
2650 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2654 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2655 UINT start_register
, const float *constants
, UINT vector4f_count
)
2659 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2660 device
, start_register
, constants
, vector4f_count
);
2662 /* Specifically test start_register > limit to catch MAX_UINT overflows
2663 * when adding start_register + vector4f_count. */
2665 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2666 || start_register
> device
->d3d_vshader_constantF
)
2667 return WINED3DERR_INVALIDCALL
;
2669 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2670 constants
, vector4f_count
* sizeof(float) * 4);
2673 for (i
= 0; i
< vector4f_count
; ++i
)
2674 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2675 constants
[i
* 4], constants
[i
* 4 + 1],
2676 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2679 if (!device
->isRecordingState
)
2681 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2682 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2685 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2686 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2691 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2692 UINT start_register
, float *constants
, UINT vector4f_count
)
2694 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2696 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2697 device
, start_register
, constants
, vector4f_count
);
2699 if (!constants
|| count
< 0)
2700 return WINED3DERR_INVALIDCALL
;
2702 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2707 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2711 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2713 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2717 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2719 DWORD i
= device
->rev_tex_unit_map
[unit
];
2720 DWORD j
= device
->texUnitMap
[stage
];
2722 device
->texUnitMap
[stage
] = unit
;
2723 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2724 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2726 device
->rev_tex_unit_map
[unit
] = stage
;
2727 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2728 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2731 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2735 device
->fixed_function_usage_map
= 0;
2736 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2738 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2739 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2740 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2741 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2742 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2743 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2744 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2745 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2746 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2748 /* Not used, and disable higher stages. */
2749 if (color_op
== WINED3D_TOP_DISABLE
)
2752 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2753 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2754 || ((color_arg3
== WINED3DTA_TEXTURE
)
2755 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2756 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2757 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2758 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2759 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2760 device
->fixed_function_usage_map
|= (1 << i
);
2762 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2763 && i
< MAX_TEXTURES
- 1)
2764 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2768 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2770 unsigned int i
, tex
;
2773 device_update_fixed_function_usage_map(device
);
2774 ffu_map
= device
->fixed_function_usage_map
;
2776 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2777 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2779 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2781 if (!(ffu_map
& 1)) continue;
2783 if (device
->texUnitMap
[i
] != i
)
2785 device_map_stage(device
, i
, i
);
2786 device_invalidate_state(device
, STATE_SAMPLER(i
));
2787 device_invalidate_texture_stage(device
, i
);
2793 /* Now work out the mapping */
2795 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2797 if (!(ffu_map
& 1)) continue;
2799 if (device
->texUnitMap
[i
] != tex
)
2801 device_map_stage(device
, i
, tex
);
2802 device_invalidate_state(device
, STATE_SAMPLER(i
));
2803 device_invalidate_texture_stage(device
, i
);
2810 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2812 const enum wined3d_sampler_texture_type
*sampler_type
=
2813 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2816 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2818 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2820 device_map_stage(device
, i
, i
);
2821 device_invalidate_state(device
, STATE_SAMPLER(i
));
2822 if (i
< gl_info
->limits
.texture_stages
)
2823 device_invalidate_texture_stage(device
, i
);
2828 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2829 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2830 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2832 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2834 /* Not currently used */
2835 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2837 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2838 /* Used by a fragment sampler */
2840 if (!pshader_sampler_tokens
) {
2841 /* No pixel shader, check fixed function */
2842 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2845 /* Pixel shader, check the shader's sampler map */
2846 return !pshader_sampler_tokens
[current_mapping
];
2849 /* Used by a vertex sampler */
2850 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2853 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2855 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2856 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2857 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2858 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2863 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2864 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2865 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2868 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2869 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2870 if (vshader_sampler_type
[i
])
2872 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2874 /* Already mapped somewhere */
2880 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2882 device_map_stage(device
, vsampler_idx
, start
);
2883 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2895 void device_update_tex_unit_map(struct wined3d_device
*device
)
2897 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2898 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2899 BOOL vs
= use_vs(state
);
2900 BOOL ps
= use_ps(state
);
2903 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2904 * that would be really messy and require shader recompilation
2905 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2906 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2909 device_map_psamplers(device
, gl_info
);
2911 device_map_fixed_function_samplers(device
, gl_info
);
2914 device_map_vsamplers(device
, ps
, gl_info
);
2917 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2919 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2921 TRACE("device %p, shader %p.\n", device
, shader
);
2923 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2924 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2926 if (device
->isRecordingState
)
2929 wined3d_shader_incref(shader
);
2931 wined3d_shader_decref(prev
);
2932 TRACE("Recording... not performing anything.\n");
2938 TRACE("Application is setting the old shader over, nothing to do.\n");
2943 wined3d_shader_incref(shader
);
2945 wined3d_shader_decref(prev
);
2947 device_invalidate_state(device
, STATE_PIXELSHADER
);
2952 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2954 struct wined3d_shader
*shader
;
2956 TRACE("device %p.\n", device
);
2958 shader
= device
->stateBlock
->state
.pixel_shader
;
2960 wined3d_shader_incref(shader
);
2962 TRACE("Returning %p.\n", shader
);
2966 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2967 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2969 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2972 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2973 device
, start_register
, constants
, bool_count
);
2975 if (!constants
|| start_register
>= MAX_CONST_B
)
2976 return WINED3DERR_INVALIDCALL
;
2978 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2979 for (i
= 0; i
< count
; ++i
)
2980 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2982 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2983 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
2985 if (!device
->isRecordingState
)
2986 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
2991 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2992 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2994 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2996 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2997 device
, start_register
, constants
, bool_count
);
2999 if (!constants
|| start_register
>= MAX_CONST_B
)
3000 return WINED3DERR_INVALIDCALL
;
3002 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3007 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3008 UINT start_register
, const int *constants
, UINT vector4i_count
)
3010 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3013 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3014 device
, start_register
, constants
, vector4i_count
);
3016 if (!constants
|| start_register
>= MAX_CONST_I
)
3017 return WINED3DERR_INVALIDCALL
;
3019 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3020 for (i
= 0; i
< count
; ++i
)
3021 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3022 constants
[i
* 4], constants
[i
* 4 + 1],
3023 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3025 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3026 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3028 if (!device
->isRecordingState
)
3029 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3034 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3035 UINT start_register
, int *constants
, UINT vector4i_count
)
3037 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3039 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3040 device
, start_register
, constants
, vector4i_count
);
3042 if (!constants
|| start_register
>= MAX_CONST_I
)
3043 return WINED3DERR_INVALIDCALL
;
3045 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3050 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3051 UINT start_register
, const float *constants
, UINT vector4f_count
)
3055 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3056 device
, start_register
, constants
, vector4f_count
);
3058 /* Specifically test start_register > limit to catch MAX_UINT overflows
3059 * when adding start_register + vector4f_count. */
3061 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3062 || start_register
> device
->d3d_pshader_constantF
)
3063 return WINED3DERR_INVALIDCALL
;
3065 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3066 constants
, vector4f_count
* sizeof(float) * 4);
3069 for (i
= 0; i
< vector4f_count
; ++i
)
3070 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3071 constants
[i
* 4], constants
[i
* 4 + 1],
3072 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3075 if (!device
->isRecordingState
)
3077 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3078 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3081 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3082 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3087 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3088 UINT start_register
, float *constants
, UINT vector4f_count
)
3090 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3092 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3093 device
, start_register
, constants
, vector4f_count
);
3095 if (!constants
|| count
< 0)
3096 return WINED3DERR_INVALIDCALL
;
3098 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3103 /* Context activation is done by the caller. */
3104 /* Do not call while under the GL lock. */
3105 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3106 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3107 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3110 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3111 struct wined3d_viewport vp
;
3119 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3121 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3124 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3126 ERR("Source has no position mask\n");
3127 return WINED3DERR_INVALIDCALL
;
3130 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3132 static BOOL warned
= FALSE
;
3134 * The clipping code is not quite correct. Some things need
3135 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3136 * so disable clipping for now.
3137 * (The graphics in Half-Life are broken, and my processvertices
3138 * test crashes with IDirect3DDevice3)
3144 FIXME("Clipping is broken and disabled for now\n");
3150 vertex_size
= get_flexible_vertex_size(DestFVF
);
3151 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3153 WARN("Failed to map buffer, hr %#x.\n", hr
);
3157 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3158 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3159 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3161 TRACE("View mat:\n");
3162 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
);
3163 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
);
3164 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
);
3165 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
);
3167 TRACE("Proj mat:\n");
3168 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
);
3169 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
);
3170 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
);
3171 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
);
3173 TRACE("World mat:\n");
3174 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
);
3175 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
);
3176 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
);
3177 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
);
3179 /* Get the viewport */
3180 wined3d_device_get_viewport(device
, &vp
);
3181 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3182 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3184 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3185 multiply_matrix(&mat
,&proj_mat
,&mat
);
3187 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3189 for (i
= 0; i
< dwCount
; i
+= 1) {
3190 unsigned int tex_index
;
3192 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3193 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3194 /* The position first */
3195 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3196 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3198 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3200 /* Multiplication with world, view and projection matrix */
3201 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
);
3202 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
);
3203 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
);
3204 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
);
3206 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3208 /* WARNING: The following things are taken from d3d7 and were not yet checked
3209 * against d3d8 or d3d9!
3212 /* Clipping conditions: From msdn
3214 * A vertex is clipped if it does not match the following requirements
3218 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3220 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3221 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3226 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3227 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3230 /* "Normal" viewport transformation (not clipped)
3231 * 1) The values are divided by rhw
3232 * 2) The y axis is negative, so multiply it with -1
3233 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3234 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3235 * 4) Multiply x with Width/2 and add Width/2
3236 * 5) The same for the height
3237 * 6) Add the viewpoint X and Y to the 2D coordinates and
3238 * The minimum Z value to z
3239 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3241 * Well, basically it's simply a linear transformation into viewport
3253 z
*= vp
.max_z
- vp
.min_z
;
3255 x
+= vp
.width
/ 2 + vp
.x
;
3256 y
+= vp
.height
/ 2 + vp
.y
;
3261 /* That vertex got clipped
3262 * Contrary to OpenGL it is not dropped completely, it just
3263 * undergoes a different calculation.
3265 TRACE("Vertex got clipped\n");
3272 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3273 * outside of the main vertex buffer memory. That needs some more
3278 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3281 ( (float *) dest_ptr
)[0] = x
;
3282 ( (float *) dest_ptr
)[1] = y
;
3283 ( (float *) dest_ptr
)[2] = z
;
3284 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3286 dest_ptr
+= 3 * sizeof(float);
3288 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3289 dest_ptr
+= sizeof(float);
3292 if (DestFVF
& WINED3DFVF_PSIZE
)
3293 dest_ptr
+= sizeof(DWORD
);
3295 if (DestFVF
& WINED3DFVF_NORMAL
)
3297 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3298 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3299 /* AFAIK this should go into the lighting information */
3300 FIXME("Didn't expect the destination to have a normal\n");
3301 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3304 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3306 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3307 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3308 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3310 static BOOL warned
= FALSE
;
3313 ERR("No diffuse color in source, but destination has one\n");
3317 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3318 dest_ptr
+= sizeof(DWORD
);
3322 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3326 if (DestFVF
& WINED3DFVF_SPECULAR
)
3328 /* What's the color value in the feedback buffer? */
3329 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3330 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3331 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3333 static BOOL warned
= FALSE
;
3336 ERR("No specular color in source, but destination has one\n");
3340 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3341 dest_ptr
+= sizeof(DWORD
);
3345 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3349 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3351 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3352 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3353 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3355 ERR("No source texture, but destination requests one\n");
3356 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3360 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3365 wined3d_buffer_unmap(dest
);
3369 #undef copy_and_next
3371 /* Do not call while under the GL lock. */
3372 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3373 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3374 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3376 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3377 struct wined3d_stream_info stream_info
;
3378 const struct wined3d_gl_info
*gl_info
;
3379 BOOL streamWasUP
= state
->user_stream
;
3380 struct wined3d_context
*context
;
3381 struct wined3d_shader
*vs
;
3385 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3386 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3387 device
, src_start_idx
, dst_idx
, vertex_count
,
3388 dst_buffer
, declaration
, flags
, dst_fvf
);
3391 FIXME("Output vertex declaration not implemented yet.\n");
3393 /* Need any context to write to the vbo. */
3394 context
= context_acquire(device
, NULL
);
3395 gl_info
= context
->gl_info
;
3397 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3398 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3399 * restore it afterwards. */
3400 vs
= state
->vertex_shader
;
3401 state
->vertex_shader
= NULL
;
3402 state
->user_stream
= FALSE
;
3403 device_stream_info_from_declaration(device
, &stream_info
);
3404 state
->user_stream
= streamWasUP
;
3405 state
->vertex_shader
= vs
;
3407 /* We can't convert FROM a VBO, and vertex buffers used to source into
3408 * process_vertices() are unlikely to ever be used for drawing. Release
3409 * VBOs in those buffers and fix up the stream_info structure.
3411 * Also apply the start index. */
3412 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3414 struct wined3d_stream_info_element
*e
;
3416 if (!(stream_info
.use_map
& (1 << i
)))
3419 e
= &stream_info
.elements
[i
];
3420 if (e
->data
.buffer_object
)
3422 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3423 e
->data
.buffer_object
= 0;
3424 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3426 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3427 vb
->buffer_object
= 0;
3431 e
->data
.addr
+= e
->stride
* src_start_idx
;
3434 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3435 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3437 context_release(context
);
3442 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3443 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3445 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3448 TRACE("device %p, stage %u, state %s, value %#x.\n",
3449 device
, stage
, debug_d3dtexturestate(state
), value
);
3451 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3453 WARN("Invalid state %#x passed.\n", state
);
3457 if (stage
>= gl_info
->limits
.texture_stages
)
3459 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3460 stage
, gl_info
->limits
.texture_stages
- 1);
3464 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3465 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3466 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3468 if (device
->isRecordingState
)
3470 TRACE("Recording... not performing anything.\n");
3474 /* Checked after the assignments to allow proper stateblock recording. */
3475 if (old_value
== value
)
3477 TRACE("Application is setting the old value over, nothing to do.\n");
3481 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3482 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3483 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3485 /* Colorop change above lowest disabled stage? That won't change
3486 * anything in the GL setup. Changes in other states are important on
3487 * disabled stages too. */
3491 if (state
== WINED3D_TSS_COLOR_OP
)
3495 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3497 /* Previously enabled stage disabled now. Make sure to dirtify
3498 * all enabled stages above stage, they have to be disabled.
3500 * The current stage is dirtified below. */
3501 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3503 TRACE("Additionally dirtifying stage %u.\n", i
);
3504 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3506 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3507 TRACE("New lowest disabled: %u.\n", stage
);
3509 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3511 /* Previously disabled stage enabled. Stages above it may need
3512 * enabling. Stage must be lowest_disabled_stage here, if it's
3513 * bigger success is returned above, and stages below the lowest
3514 * disabled stage can't be enabled (because they are enabled
3517 * Again stage stage doesn't need to be dirtified here, it is
3519 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3521 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3523 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3524 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3526 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3527 TRACE("New lowest disabled: %u.\n", i
);
3531 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3536 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3537 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3539 TRACE("device %p, stage %u, state %s, value %p.\n",
3540 device
, stage
, debug_d3dtexturestate(state
), value
);
3542 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3544 WARN("Invalid state %#x passed.\n", state
);
3548 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3549 TRACE("Returning %#x.\n", *value
);
3554 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3555 UINT stage
, struct wined3d_texture
*texture
)
3557 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3558 struct wined3d_texture
*prev
;
3560 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3562 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3563 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3565 /* Windows accepts overflowing this array... we do not. */
3566 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3568 WARN("Ignoring invalid stage %u.\n", stage
);
3572 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3574 WARN("Rejecting attempt to set scratch texture.\n");
3575 return WINED3DERR_INVALIDCALL
;
3578 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3580 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3581 TRACE("Previous texture %p.\n", prev
);
3583 if (texture
== prev
)
3585 TRACE("App is setting the same texture again, nothing to do.\n");
3589 TRACE("Setting new texture to %p.\n", texture
);
3590 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3592 if (device
->isRecordingState
)
3594 TRACE("Recording... not performing anything\n");
3596 if (texture
) wined3d_texture_incref(texture
);
3597 if (prev
) wined3d_texture_decref(prev
);
3604 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3606 wined3d_texture_incref(texture
);
3608 if (!prev
|| texture
->target
!= prev
->target
)
3609 device_invalidate_state(device
, STATE_PIXELSHADER
);
3611 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3613 /* The source arguments for color and alpha ops have different
3614 * meanings when a NULL texture is bound, so the COLOR_OP and
3615 * ALPHA_OP have to be dirtified. */
3616 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3617 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3620 if (bind_count
== 1)
3621 texture
->sampler
= stage
;
3626 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3628 wined3d_texture_decref(prev
);
3630 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3632 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3633 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3636 if (bind_count
&& prev
->sampler
== stage
)
3640 /* Search for other stages the texture is bound to. Shouldn't
3641 * happen if applications bind textures to a single stage only. */
3642 TRACE("Searching for other stages the texture is bound to.\n");
3643 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3645 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3647 TRACE("Texture is also bound to stage %u.\n", i
);
3655 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3660 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3661 UINT stage
, struct wined3d_texture
**texture
)
3663 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3665 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3666 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3668 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3670 WARN("Ignoring invalid stage %u.\n", stage
);
3671 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3674 *texture
= device
->stateBlock
->state
.textures
[stage
];
3676 wined3d_texture_incref(*texture
);
3678 TRACE("Returning %p.\n", *texture
);
3683 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3684 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3686 struct wined3d_swapchain
*swapchain
;
3689 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3690 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3692 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3695 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3699 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3700 wined3d_swapchain_decref(swapchain
);
3703 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3710 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3712 TRACE("device %p, caps %p.\n", device
, caps
);
3714 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3715 device
->create_parms
.device_type
, caps
);
3718 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3719 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3721 struct wined3d_swapchain
*swapchain
;
3724 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3725 device
, swapchain_idx
, mode
, rotation
);
3727 if (SUCCEEDED(hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
3729 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3730 wined3d_swapchain_decref(swapchain
);
3736 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3738 struct wined3d_stateblock
*stateblock
;
3741 TRACE("device %p.\n", device
);
3743 if (device
->isRecordingState
)
3744 return WINED3DERR_INVALIDCALL
;
3746 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3750 wined3d_stateblock_decref(device
->updateStateBlock
);
3751 device
->updateStateBlock
= stateblock
;
3752 device
->isRecordingState
= TRUE
;
3754 TRACE("Recording stateblock %p.\n", stateblock
);
3759 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3760 struct wined3d_stateblock
**stateblock
)
3762 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3764 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3766 if (!device
->isRecordingState
)
3768 WARN("Not recording.\n");
3770 return WINED3DERR_INVALIDCALL
;
3773 stateblock_init_contained_states(object
);
3775 *stateblock
= object
;
3776 device
->isRecordingState
= FALSE
;
3777 device
->updateStateBlock
= device
->stateBlock
;
3778 wined3d_stateblock_incref(device
->updateStateBlock
);
3780 TRACE("Returning stateblock %p.\n", *stateblock
);
3785 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3787 /* At the moment we have no need for any functionality at the beginning
3789 TRACE("device %p.\n", device
);
3791 if (device
->inScene
)
3793 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3794 return WINED3DERR_INVALIDCALL
;
3796 device
->inScene
= TRUE
;
3800 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3802 struct wined3d_context
*context
;
3804 TRACE("device %p.\n", device
);
3806 if (!device
->inScene
)
3808 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3809 return WINED3DERR_INVALIDCALL
;
3812 context
= context_acquire(device
, NULL
);
3813 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3815 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3817 context_release(context
);
3819 device
->inScene
= FALSE
;
3823 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3824 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3828 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3829 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3830 dst_window_override
, dirty_region
);
3832 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3834 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3835 dst_rect
, dst_window_override
, dirty_region
, 0);
3841 /* Do not call while under the GL lock. */
3842 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3843 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3847 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3848 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3850 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3852 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3855 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3856 /* TODO: What about depth stencil buffers without stencil bits? */
3857 return WINED3DERR_INVALIDCALL
;
3859 else if (flags
& WINED3DCLEAR_TARGET
)
3861 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3862 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3864 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3870 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3871 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3872 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3877 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3878 enum wined3d_primitive_type primitive_type
)
3880 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3882 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3883 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3886 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3887 enum wined3d_primitive_type
*primitive_type
)
3889 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3891 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3893 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3896 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3898 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3900 if (!device
->stateBlock
->state
.vertex_declaration
)
3902 WARN("Called without a valid vertex declaration set.\n");
3903 return WINED3DERR_INVALIDCALL
;
3906 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3907 if (device
->stateBlock
->state
.user_stream
)
3909 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3910 device
->stateBlock
->state
.user_stream
= FALSE
;
3913 if (device
->stateBlock
->state
.load_base_vertex_index
)
3915 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3916 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3919 /* Account for the loading offset due to index buffers. Instead of
3920 * reloading all sources correct it with the startvertex parameter. */
3921 drawPrimitive(device
, vertex_count
, start_vertex
, FALSE
, NULL
);
3925 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3927 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3929 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3931 if (!device
->stateBlock
->state
.index_buffer
)
3933 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3934 * without an index buffer set. (The first time at least...)
3935 * D3D8 simply dies, but I doubt it can do much harm to return
3936 * D3DERR_INVALIDCALL there as well. */
3937 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3938 return WINED3DERR_INVALIDCALL
;
3941 if (!device
->stateBlock
->state
.vertex_declaration
)
3943 WARN("Called without a valid vertex declaration set.\n");
3944 return WINED3DERR_INVALIDCALL
;
3947 if (device
->stateBlock
->state
.user_stream
)
3949 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3950 device
->stateBlock
->state
.user_stream
= FALSE
;
3953 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3954 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
3956 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
3957 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3960 drawPrimitive(device
, index_count
, start_idx
, TRUE
, NULL
);
3965 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
3966 const void *stream_data
, UINT stream_stride
)
3968 struct wined3d_stream_state
*stream
;
3969 struct wined3d_buffer
*vb
;
3971 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3972 device
, vertex_count
, stream_data
, stream_stride
);
3974 if (!device
->stateBlock
->state
.vertex_declaration
)
3976 WARN("Called without a valid vertex declaration set.\n");
3977 return WINED3DERR_INVALIDCALL
;
3980 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
3981 stream
= &device
->stateBlock
->state
.streams
[0];
3982 vb
= stream
->buffer
;
3983 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
3985 wined3d_buffer_decref(vb
);
3987 stream
->stride
= stream_stride
;
3988 device
->stateBlock
->state
.user_stream
= TRUE
;
3989 if (device
->stateBlock
->state
.load_base_vertex_index
)
3991 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3992 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3995 /* TODO: Only mark dirty if drawing from a different UP address */
3996 device_invalidate_state(device
, STATE_STREAMSRC
);
3998 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4000 /* MSDN specifies stream zero settings must be set to NULL */
4001 stream
->buffer
= NULL
;
4004 /* stream zero settings set to null at end, as per the msdn. No need to
4005 * mark dirty here, the app has to set the new stream sources or use UP
4010 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4011 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4012 const void *stream_data
, UINT stream_stride
)
4014 struct wined3d_stream_state
*stream
;
4015 struct wined3d_buffer
*vb
, *ib
;
4017 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4018 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4020 if (!device
->stateBlock
->state
.vertex_declaration
)
4022 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4023 return WINED3DERR_INVALIDCALL
;
4026 stream
= &device
->stateBlock
->state
.streams
[0];
4027 vb
= stream
->buffer
;
4028 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4030 wined3d_buffer_decref(vb
);
4032 stream
->stride
= stream_stride
;
4033 device
->stateBlock
->state
.user_stream
= TRUE
;
4034 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4036 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4037 device
->stateBlock
->state
.base_vertex_index
= 0;
4038 if (device
->stateBlock
->state
.load_base_vertex_index
)
4040 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4041 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4043 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4044 device_invalidate_state(device
, STATE_STREAMSRC
);
4045 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4047 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4049 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4050 stream
->buffer
= NULL
;
4052 ib
= device
->stateBlock
->state
.index_buffer
;
4055 wined3d_buffer_decref(ib
);
4056 device
->stateBlock
->state
.index_buffer
= NULL
;
4058 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4059 * SetStreamSource to specify a vertex buffer
4065 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4066 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4068 /* Mark the state dirty until we have nicer tracking. It's fine to change
4069 * baseVertexIndex because that call is only called by ddraw which does
4070 * not need that value. */
4071 device_invalidate_state(device
, STATE_VDECL
);
4072 device_invalidate_state(device
, STATE_STREAMSRC
);
4073 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4075 device
->stateBlock
->state
.base_vertex_index
= 0;
4076 device
->up_strided
= strided_data
;
4077 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4078 device
->up_strided
= NULL
;
4080 /* Invalidate the states again to make sure the values from the stateblock
4081 * are properly applied in the next regular draw. Note that the application-
4082 * provided strided data has ovwritten pretty much the entire vertex and
4083 * and index stream related states */
4084 device_invalidate_state(device
, STATE_VDECL
);
4085 device_invalidate_state(device
, STATE_STREAMSRC
);
4086 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4090 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4091 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4092 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4094 enum wined3d_format_id prev_idx_format
;
4096 /* Mark the state dirty until we have nicer tracking
4097 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4100 device_invalidate_state(device
, STATE_VDECL
);
4101 device_invalidate_state(device
, STATE_STREAMSRC
);
4102 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4104 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4105 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4106 device
->stateBlock
->state
.user_stream
= TRUE
;
4107 device
->stateBlock
->state
.base_vertex_index
= 0;
4108 device
->up_strided
= strided_data
;
4109 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4110 device
->up_strided
= NULL
;
4111 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4113 device_invalidate_state(device
, STATE_VDECL
);
4114 device_invalidate_state(device
, STATE_STREAMSRC
);
4115 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4119 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4120 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4121 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4123 struct wined3d_map_desc src
;
4124 struct wined3d_map_desc dst
;
4127 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4128 device
, src_volume
, dst_volume
);
4130 /* TODO: Implement direct loading into the gl volume instead of using
4131 * memcpy and dirtification to improve loading performance. */
4132 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
4134 if (FAILED(hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3D_MAP_DISCARD
)))
4136 wined3d_volume_unmap(src_volume
);
4140 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4142 hr
= wined3d_volume_unmap(dst_volume
);
4144 wined3d_volume_unmap(src_volume
);
4146 hr
= wined3d_volume_unmap(src_volume
);
4151 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4152 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4154 enum wined3d_resource_type type
;
4155 unsigned int level_count
, i
;
4158 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4160 /* Verify that the source and destination textures are non-NULL. */
4161 if (!src_texture
|| !dst_texture
)
4163 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4164 return WINED3DERR_INVALIDCALL
;
4167 if (src_texture
== dst_texture
)
4169 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4170 return WINED3DERR_INVALIDCALL
;
4173 /* Verify that the source and destination textures are the same type. */
4174 type
= src_texture
->resource
.type
;
4175 if (dst_texture
->resource
.type
!= type
)
4177 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4178 return WINED3DERR_INVALIDCALL
;
4181 /* Check that both textures have the identical numbers of levels. */
4182 level_count
= wined3d_texture_get_level_count(src_texture
);
4183 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4185 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4186 return WINED3DERR_INVALIDCALL
;
4189 /* Make sure that the destination texture is loaded. */
4190 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4192 /* Update every surface level of the texture. */
4195 case WINED3D_RTYPE_TEXTURE
:
4197 struct wined3d_surface
*src_surface
;
4198 struct wined3d_surface
*dst_surface
;
4200 for (i
= 0; i
< level_count
; ++i
)
4202 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4203 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4204 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4207 WARN("Failed to update surface, hr %#x.\n", hr
);
4214 case WINED3D_RTYPE_CUBE_TEXTURE
:
4216 struct wined3d_surface
*src_surface
;
4217 struct wined3d_surface
*dst_surface
;
4219 for (i
= 0; i
< level_count
* 6; ++i
)
4221 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4222 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4223 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4226 WARN("Failed to update surface, hr %#x.\n", hr
);
4233 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4235 for (i
= 0; i
< level_count
; ++i
)
4237 hr
= device_update_volume(device
,
4238 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4239 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4242 WARN("Failed to update volume, hr %#x.\n", hr
);
4250 FIXME("Unsupported texture type %#x.\n", type
);
4251 return WINED3DERR_INVALIDCALL
;
4257 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4258 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4260 struct wined3d_swapchain
*swapchain
;
4263 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4265 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4266 if (FAILED(hr
)) return hr
;
4268 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4269 wined3d_swapchain_decref(swapchain
);
4274 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4276 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4277 struct wined3d_texture
*texture
;
4280 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4282 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4284 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4286 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4287 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4289 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4291 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4292 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4295 texture
= state
->textures
[i
];
4296 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4298 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4300 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4303 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4305 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4308 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4309 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4311 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4316 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4317 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4319 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4320 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4323 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4325 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4326 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4330 /* return a sensible default */
4333 TRACE("returning D3D_OK\n");
4337 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4341 TRACE("device %p, software %#x.\n", device
, software
);
4345 FIXME("device %p, software %#x stub!\n", device
, software
);
4349 device
->softwareVertexProcessing
= software
;
4354 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4358 TRACE("device %p.\n", device
);
4362 TRACE("device %p stub!\n", device
);
4366 return device
->softwareVertexProcessing
;
4369 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4370 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4372 struct wined3d_swapchain
*swapchain
;
4375 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4376 device
, swapchain_idx
, raster_status
);
4378 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4381 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4385 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4386 wined3d_swapchain_decref(swapchain
);
4389 WARN("Failed to get raster status, hr %#x.\n", hr
);
4396 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4400 TRACE("device %p, segments %.8e.\n", device
, segments
);
4402 if (segments
!= 0.0f
)
4406 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4414 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4418 TRACE("device %p.\n", device
);
4422 FIXME("device %p stub!\n", device
);
4429 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4430 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4431 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4433 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4434 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4435 dst_surface
, wine_dbgstr_point(dst_point
));
4437 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4439 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4440 src_surface
, dst_surface
);
4441 return WINED3DERR_INVALIDCALL
;
4444 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4447 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4448 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4450 struct wined3d_rect_patch
*patch
;
4451 GLenum old_primitive_type
;
4456 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4457 device
, handle
, num_segs
, rect_patch_info
);
4459 if (!(handle
|| rect_patch_info
))
4461 /* TODO: Write a test for the return value, thus the FIXME */
4462 FIXME("Both handle and rect_patch_info are NULL.\n");
4463 return WINED3DERR_INVALIDCALL
;
4468 i
= PATCHMAP_HASHFUNC(handle
);
4470 LIST_FOR_EACH(e
, &device
->patches
[i
])
4472 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4473 if (patch
->Handle
== handle
)
4482 TRACE("Patch does not exist. Creating a new one\n");
4483 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4484 patch
->Handle
= handle
;
4485 list_add_head(&device
->patches
[i
], &patch
->entry
);
4487 TRACE("Found existing patch %p\n", patch
);
4492 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4493 * attributes we have to tesselate, read back, and draw. This needs a patch
4494 * management structure instance. Create one.
4496 * A possible improvement is to check if a vertex shader is used, and if not directly
4499 FIXME("Drawing an uncached patch. This is slow\n");
4500 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4503 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4504 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4505 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4508 TRACE("Tesselation density or patch info changed, retesselating\n");
4510 if (rect_patch_info
)
4511 patch
->rect_patch_info
= *rect_patch_info
;
4513 patch
->numSegs
[0] = num_segs
[0];
4514 patch
->numSegs
[1] = num_segs
[1];
4515 patch
->numSegs
[2] = num_segs
[2];
4516 patch
->numSegs
[3] = num_segs
[3];
4518 hr
= tesselate_rectpatch(device
, patch
);
4521 WARN("Patch tesselation failed.\n");
4523 /* Do not release the handle to store the params of the patch */
4525 HeapFree(GetProcessHeap(), 0, patch
);
4531 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4532 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4533 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4534 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4536 /* Destroy uncached patches */
4539 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4540 HeapFree(GetProcessHeap(), 0, patch
);
4545 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4546 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4548 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4549 device
, handle
, segment_count
, patch_info
);
4554 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4556 struct wined3d_rect_patch
*patch
;
4560 TRACE("device %p, handle %#x.\n", device
, handle
);
4562 i
= PATCHMAP_HASHFUNC(handle
);
4563 LIST_FOR_EACH(e
, &device
->patches
[i
])
4565 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4566 if (patch
->Handle
== handle
)
4568 TRACE("Deleting patch %p\n", patch
);
4569 list_remove(&patch
->entry
);
4570 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4571 HeapFree(GetProcessHeap(), 0, patch
);
4576 /* TODO: Write a test for the return value */
4577 FIXME("Attempt to destroy nonexistent patch\n");
4578 return WINED3DERR_INVALIDCALL
;
4581 /* Do not call while under the GL lock. */
4582 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4583 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4587 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4588 device
, surface
, wine_dbgstr_rect(rect
),
4589 color
->r
, color
->g
, color
->b
, color
->a
);
4591 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4593 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4594 return WINED3DERR_INVALIDCALL
;
4599 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4603 return surface_color_fill(surface
, rect
, color
);
4606 /* Do not call while under the GL lock. */
4607 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4608 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4610 struct wined3d_resource
*resource
;
4614 resource
= rendertarget_view
->resource
;
4615 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4617 FIXME("Only supported on surface resources\n");
4621 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4622 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4623 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4626 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4627 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4629 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4630 device
, render_target_idx
, render_target
);
4632 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4634 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4635 return WINED3DERR_INVALIDCALL
;
4638 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4639 TRACE("Returning render target %p.\n", *render_target
);
4641 if (!*render_target
)
4642 return WINED3DERR_NOTFOUND
;
4644 wined3d_surface_incref(*render_target
);
4649 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4650 struct wined3d_surface
**depth_stencil
)
4652 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4654 *depth_stencil
= device
->fb
.depth_stencil
;
4655 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4657 if (!*depth_stencil
)
4658 return WINED3DERR_NOTFOUND
;
4660 wined3d_surface_incref(*depth_stencil
);
4665 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4666 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4668 struct wined3d_surface
*prev
;
4670 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4671 device
, render_target_idx
, render_target
, set_viewport
);
4673 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4675 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4676 return WINED3DERR_INVALIDCALL
;
4679 prev
= device
->fb
.render_targets
[render_target_idx
];
4680 if (render_target
== prev
)
4682 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4686 /* Render target 0 can't be set to NULL. */
4687 if (!render_target
&& !render_target_idx
)
4689 WARN("Trying to set render target 0 to NULL.\n");
4690 return WINED3DERR_INVALIDCALL
;
4693 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4695 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4696 return WINED3DERR_INVALIDCALL
;
4700 wined3d_surface_incref(render_target
);
4701 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4702 /* Release after the assignment, to prevent device_resource_released()
4703 * from seeing the surface as still in use. */
4705 wined3d_surface_decref(prev
);
4707 /* Render target 0 is special. */
4708 if (!render_target_idx
&& set_viewport
)
4710 /* Set the viewport and scissor rectangles, if requested. Tests show
4711 * that stateblock recording is ignored, the change goes directly
4712 * into the primary stateblock. */
4713 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4714 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4715 device
->stateBlock
->state
.viewport
.x
= 0;
4716 device
->stateBlock
->state
.viewport
.y
= 0;
4717 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4718 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4719 device_invalidate_state(device
, STATE_VIEWPORT
);
4721 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4722 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4723 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4724 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4725 device_invalidate_state(device
, STATE_SCISSORRECT
);
4728 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4733 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4735 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4737 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4738 device
, depth_stencil
, prev
);
4740 if (prev
== depth_stencil
)
4742 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4748 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4749 || prev
->flags
& SFLAG_DISCARD
)
4751 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4752 prev
->resource
.width
, prev
->resource
.height
);
4753 if (prev
== device
->onscreen_depth_stencil
)
4755 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4756 device
->onscreen_depth_stencil
= NULL
;
4761 device
->fb
.depth_stencil
= depth_stencil
;
4763 wined3d_surface_incref(depth_stencil
);
4765 if (!prev
!= !depth_stencil
)
4767 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4768 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4769 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4770 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4771 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4773 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4775 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4778 wined3d_surface_decref(prev
);
4780 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4785 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4786 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4788 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4789 device
, x_hotspot
, y_hotspot
, cursor_image
);
4791 /* some basic validation checks */
4792 if (device
->cursorTexture
)
4794 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4796 glDeleteTextures(1, &device
->cursorTexture
);
4798 context_release(context
);
4799 device
->cursorTexture
= 0;
4804 struct wined3d_display_mode mode
;
4805 struct wined3d_map_desc map_desc
;
4808 /* MSDN: Cursor must be A8R8G8B8 */
4809 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4811 WARN("surface %p has an invalid format.\n", cursor_image
);
4812 return WINED3DERR_INVALIDCALL
;
4815 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4817 ERR("Failed to get display mode, hr %#x.\n", hr
);
4818 return WINED3DERR_INVALIDCALL
;
4821 /* MSDN: Cursor must be smaller than the display mode */
4822 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4824 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4825 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4826 mode
.width
, mode
.height
);
4827 return WINED3DERR_INVALIDCALL
;
4830 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4832 /* Do not store the surface's pointer because the application may
4833 * release it after setting the cursor image. Windows doesn't
4834 * addref the set surface, so we can't do this either without
4835 * creating circular refcount dependencies. Copy out the gl texture
4837 device
->cursorWidth
= cursor_image
->resource
.width
;
4838 device
->cursorHeight
= cursor_image
->resource
.height
;
4839 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4841 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4842 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4843 struct wined3d_context
*context
;
4844 char *mem
, *bits
= map_desc
.data
;
4845 GLint intfmt
= format
->glInternal
;
4846 GLint gl_format
= format
->glFormat
;
4847 GLint type
= format
->glType
;
4848 INT height
= device
->cursorHeight
;
4849 INT width
= device
->cursorWidth
;
4850 INT bpp
= format
->byte_count
;
4853 /* Reformat the texture memory (pitch and width can be
4855 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4856 for (i
= 0; i
< height
; ++i
)
4857 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4858 wined3d_surface_unmap(cursor_image
);
4860 context
= context_acquire(device
, NULL
);
4864 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4866 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4867 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4870 invalidate_active_texture(device
, context
);
4871 /* Create a new cursor texture */
4872 glGenTextures(1, &device
->cursorTexture
);
4873 checkGLcall("glGenTextures");
4874 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4875 /* Copy the bitmap memory into the cursor texture */
4876 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4877 checkGLcall("glTexImage2D");
4878 HeapFree(GetProcessHeap(), 0, mem
);
4880 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4882 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4883 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4888 context_release(context
);
4892 FIXME("A cursor texture was not returned.\n");
4893 device
->cursorTexture
= 0;
4896 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4898 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4899 ICONINFO cursorInfo
;
4903 /* 32-bit user32 cursors ignore the alpha channel if it's all
4904 * zeroes, and use the mask instead. Fill the mask with all ones
4905 * to ensure we still get a fully transparent cursor. */
4906 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4907 memset(maskBits
, 0xff, mask_size
);
4908 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4909 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4910 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4912 cursorInfo
.fIcon
= FALSE
;
4913 cursorInfo
.xHotspot
= x_hotspot
;
4914 cursorInfo
.yHotspot
= y_hotspot
;
4915 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4917 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4918 1, 32, map_desc
.data
);
4919 wined3d_surface_unmap(cursor_image
);
4920 /* Create our cursor and clean up. */
4921 cursor
= CreateIconIndirect(&cursorInfo
);
4922 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4923 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4924 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4925 device
->hardwareCursor
= cursor
;
4926 if (device
->bCursorVisible
) SetCursor( cursor
);
4927 HeapFree(GetProcessHeap(), 0, maskBits
);
4931 device
->xHotSpot
= x_hotspot
;
4932 device
->yHotSpot
= y_hotspot
;
4936 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4937 int x_screen_space
, int y_screen_space
, DWORD flags
)
4939 TRACE("device %p, x %d, y %d, flags %#x.\n",
4940 device
, x_screen_space
, y_screen_space
, flags
);
4942 device
->xScreenSpace
= x_screen_space
;
4943 device
->yScreenSpace
= y_screen_space
;
4945 if (device
->hardwareCursor
)
4949 GetCursorPos( &pt
);
4950 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4952 SetCursorPos( x_screen_space
, y_screen_space
);
4954 /* Switch to the software cursor if position diverges from the hardware one. */
4955 GetCursorPos( &pt
);
4956 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4958 if (device
->bCursorVisible
) SetCursor( NULL
);
4959 DestroyCursor( device
->hardwareCursor
);
4960 device
->hardwareCursor
= 0;
4965 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4967 BOOL oldVisible
= device
->bCursorVisible
;
4969 TRACE("device %p, show %#x.\n", device
, show
);
4972 * When ShowCursor is first called it should make the cursor appear at the OS's last
4973 * known cursor position.
4975 if (show
&& !oldVisible
)
4979 device
->xScreenSpace
= pt
.x
;
4980 device
->yScreenSpace
= pt
.y
;
4983 if (device
->hardwareCursor
)
4985 device
->bCursorVisible
= show
;
4987 SetCursor(device
->hardwareCursor
);
4993 if (device
->cursorTexture
)
4994 device
->bCursorVisible
= show
;
5000 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5002 struct wined3d_resource
*resource
, *cursor
;
5004 TRACE("device %p.\n", device
);
5006 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5008 TRACE("Checking resource %p for eviction.\n", resource
);
5010 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
5012 TRACE("Evicting %p.\n", resource
);
5013 resource
->resource_ops
->resource_unload(resource
);
5017 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5018 device_invalidate_state(device
, STATE_STREAMSRC
);
5021 /* Do not call while under the GL lock. */
5022 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5024 struct wined3d_resource
*resource
, *cursor
;
5025 const struct wined3d_gl_info
*gl_info
;
5026 struct wined3d_context
*context
;
5027 struct wined3d_shader
*shader
;
5029 context
= context_acquire(device
, NULL
);
5030 gl_info
= context
->gl_info
;
5032 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5034 TRACE("Unloading resource %p.\n", resource
);
5036 resource
->resource_ops
->resource_unload(resource
);
5039 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5041 device
->shader_backend
->shader_destroy(shader
);
5045 if (device
->depth_blt_texture
)
5047 glDeleteTextures(1, &device
->depth_blt_texture
);
5048 device
->depth_blt_texture
= 0;
5050 if (device
->cursorTexture
)
5052 glDeleteTextures(1, &device
->cursorTexture
);
5053 device
->cursorTexture
= 0;
5057 device
->blitter
->free_private(device
);
5058 device
->frag_pipe
->free_private(device
);
5059 device
->shader_backend
->shader_free_private(device
);
5060 destroy_dummy_textures(device
, gl_info
);
5062 context_release(context
);
5064 while (device
->context_count
)
5066 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5069 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5070 swapchain
->context
= NULL
;
5073 /* Do not call while under the GL lock. */
5074 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5076 struct wined3d_context
*context
;
5077 struct wined3d_surface
*target
;
5080 /* Recreate the primary swapchain's context */
5081 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5082 if (!swapchain
->context
)
5084 ERR("Failed to allocate memory for swapchain context array.\n");
5085 return E_OUTOFMEMORY
;
5088 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5089 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5091 WARN("Failed to create context.\n");
5092 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5096 swapchain
->context
[0] = context
;
5097 swapchain
->num_contexts
= 1;
5098 create_dummy_textures(device
, context
);
5099 context_release(context
);
5101 hr
= device
->shader_backend
->shader_alloc_private(device
);
5104 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5108 hr
= device
->frag_pipe
->alloc_private(device
);
5111 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5112 device
->shader_backend
->shader_free_private(device
);
5116 hr
= device
->blitter
->alloc_private(device
);
5119 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5120 device
->frag_pipe
->free_private(device
);
5121 device
->shader_backend
->shader_free_private(device
);
5128 context_acquire(device
, NULL
);
5129 destroy_dummy_textures(device
, context
->gl_info
);
5130 context_release(context
);
5131 context_destroy(device
, context
);
5132 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5133 swapchain
->num_contexts
= 0;
5137 /* Do not call while under the GL lock. */
5138 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5139 const struct wined3d_swapchain_desc
*swapchain_desc
,
5140 wined3d_device_reset_cb callback
)
5142 struct wined3d_resource
*resource
, *cursor
;
5143 struct wined3d_swapchain
*swapchain
;
5144 struct wined3d_display_mode mode
;
5145 BOOL DisplayModeChanged
= FALSE
;
5146 BOOL update_desc
= FALSE
;
5150 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5152 if (FAILED(hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
)))
5154 ERR("Failed to get the first implicit swapchain.\n");
5158 stateblock_unbind_resources(device
->stateBlock
);
5159 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
5160 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
5162 wined3d_device_set_render_target(device
, 0, swapchain
->front_buffer
, FALSE
);
5163 for (i
= 1; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5165 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
5167 wined3d_device_set_depth_stencil(device
, NULL
);
5169 if (device
->onscreen_depth_stencil
)
5171 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5172 device
->onscreen_depth_stencil
= NULL
;
5175 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5177 TRACE("Enumerating resource %p.\n", resource
);
5178 if (FAILED(hr
= callback(resource
)))
5180 wined3d_swapchain_decref(swapchain
);
5185 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5186 * on an existing gl context, so there's no real need for recreation.
5188 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5190 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5192 TRACE("New params:\n");
5193 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5194 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5195 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5196 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5197 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5198 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5199 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5200 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5201 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5202 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5203 if (swapchain_desc
->enable_auto_depth_stencil
)
5204 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5205 TRACE("flags %#x\n", swapchain_desc
->flags
);
5206 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5207 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5208 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5210 /* No special treatment of these parameters. Just store them */
5211 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5212 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5213 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5214 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5216 /* What to do about these? */
5217 if (swapchain_desc
->backbuffer_count
5218 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5219 FIXME("Cannot change the back buffer count yet.\n");
5221 if (swapchain_desc
->device_window
5222 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5224 TRACE("Changing the device window from %p to %p.\n",
5225 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5226 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5227 swapchain
->device_window
= swapchain_desc
->device_window
;
5228 wined3d_swapchain_set_window(swapchain
, NULL
);
5231 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5235 TRACE("Creating the depth stencil buffer\n");
5237 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5238 swapchain_desc
->backbuffer_width
,
5239 swapchain_desc
->backbuffer_height
,
5240 swapchain_desc
->auto_depth_stencil_format
,
5241 swapchain_desc
->multisample_type
,
5242 swapchain_desc
->multisample_quality
,
5244 &device
->auto_depth_stencil
);
5247 ERR("Failed to create the depth stencil buffer.\n");
5248 wined3d_swapchain_decref(swapchain
);
5249 return WINED3DERR_INVALIDCALL
;
5253 /* Reset the depth stencil */
5254 if (swapchain_desc
->enable_auto_depth_stencil
)
5255 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5257 if (swapchain_desc
->windowed
)
5259 mode
.width
= swapchain
->orig_width
;
5260 mode
.height
= swapchain
->orig_height
;
5261 mode
.refresh_rate
= 0;
5262 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5263 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5267 mode
.width
= swapchain_desc
->backbuffer_width
;
5268 mode
.height
= swapchain_desc
->backbuffer_height
;
5269 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5270 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5271 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5274 /* Should Width == 800 && Height == 0 set 800x600? */
5275 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5276 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5277 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5279 if (!swapchain_desc
->windowed
)
5280 DisplayModeChanged
= TRUE
;
5282 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5283 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5287 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5288 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5290 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5294 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5295 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5297 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5298 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5306 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5307 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5308 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5311 wined3d_swapchain_decref(swapchain
);
5315 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5317 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5318 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5319 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5322 wined3d_swapchain_decref(swapchain
);
5326 if (device
->auto_depth_stencil
)
5328 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5329 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5330 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5333 wined3d_swapchain_decref(swapchain
);
5339 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5340 || DisplayModeChanged
)
5342 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
)))
5344 WARN("Failed to set display mode, hr %#x.\n", hr
);
5345 wined3d_swapchain_decref(swapchain
);
5346 return WINED3DERR_INVALIDCALL
;
5349 if (!swapchain_desc
->windowed
)
5351 if (swapchain
->desc
.windowed
)
5353 HWND focus_window
= device
->create_parms
.focus_window
;
5355 focus_window
= swapchain_desc
->device_window
;
5356 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5358 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5359 wined3d_swapchain_decref(swapchain
);
5363 /* switch from windowed to fs */
5364 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5365 swapchain_desc
->backbuffer_width
,
5366 swapchain_desc
->backbuffer_height
);
5370 /* Fullscreen -> fullscreen mode change */
5371 MoveWindow(swapchain
->device_window
, 0, 0,
5372 swapchain_desc
->backbuffer_width
,
5373 swapchain_desc
->backbuffer_height
,
5377 else if (!swapchain
->desc
.windowed
)
5379 /* Fullscreen -> windowed switch */
5380 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5381 wined3d_device_release_focus_window(device
);
5383 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5385 else if (!swapchain_desc
->windowed
)
5387 DWORD style
= device
->style
;
5388 DWORD exStyle
= device
->exStyle
;
5389 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5390 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5391 * Reset to clear up their mess. Guild Wars also loses the device during that.
5394 device
->exStyle
= 0;
5395 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5396 swapchain_desc
->backbuffer_width
,
5397 swapchain_desc
->backbuffer_height
);
5398 device
->style
= style
;
5399 device
->exStyle
= exStyle
;
5402 TRACE("Resetting stateblock.\n");
5403 wined3d_stateblock_decref(device
->updateStateBlock
);
5404 wined3d_stateblock_decref(device
->stateBlock
);
5406 if (device
->d3d_initialized
)
5407 delete_opengl_contexts(device
, swapchain
);
5409 /* Note: No parent needed for initial internal stateblock */
5410 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5412 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5414 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5415 device
->updateStateBlock
= device
->stateBlock
;
5416 wined3d_stateblock_incref(device
->updateStateBlock
);
5418 stateblock_init_default_state(device
->stateBlock
);
5420 swapchain_update_render_to_fbo(swapchain
);
5421 swapchain_update_draw_bindings(swapchain
);
5423 if (device
->d3d_initialized
)
5424 hr
= create_primary_opengl_context(device
, swapchain
);
5425 wined3d_swapchain_decref(swapchain
);
5427 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5433 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5435 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5437 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5443 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5444 struct wined3d_device_creation_parameters
*parameters
)
5446 TRACE("device %p, parameters %p.\n", device
, parameters
);
5448 *parameters
= device
->create_parms
;
5452 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5453 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5455 struct wined3d_swapchain
*swapchain
;
5457 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5458 device
, swapchain_idx
, flags
, ramp
);
5460 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5462 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5463 wined3d_swapchain_decref(swapchain
);
5467 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5468 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5470 struct wined3d_swapchain
*swapchain
;
5472 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5473 device
, swapchain_idx
, ramp
);
5475 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5477 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5478 wined3d_swapchain_decref(swapchain
);
5482 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5484 TRACE("device %p, resource %p.\n", device
, resource
);
5486 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5489 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5491 TRACE("device %p, resource %p.\n", device
, resource
);
5493 list_remove(&resource
->resource_list_entry
);
5496 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5498 enum wined3d_resource_type type
= resource
->type
;
5501 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5503 context_resource_released(device
, resource
, type
);
5507 case WINED3D_RTYPE_SURFACE
:
5509 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5511 if (!device
->d3d_initialized
) break;
5513 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5515 if (device
->fb
.render_targets
[i
] == surface
)
5517 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5518 device
->fb
.render_targets
[i
] = NULL
;
5522 if (device
->fb
.depth_stencil
== surface
)
5524 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5525 device
->fb
.depth_stencil
= NULL
;
5530 case WINED3D_RTYPE_TEXTURE
:
5531 case WINED3D_RTYPE_CUBE_TEXTURE
:
5532 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5533 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5535 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5537 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5539 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5540 texture
, device
->stateBlock
, i
);
5541 device
->stateBlock
->state
.textures
[i
] = NULL
;
5544 if (device
->updateStateBlock
!= device
->stateBlock
5545 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5547 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5548 texture
, device
->updateStateBlock
, i
);
5549 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5554 case WINED3D_RTYPE_BUFFER
:
5556 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5558 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5560 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5562 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5563 buffer
, device
->stateBlock
, i
);
5564 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5567 if (device
->updateStateBlock
!= device
->stateBlock
5568 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5570 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5571 buffer
, device
->updateStateBlock
, i
);
5572 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5577 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5579 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5580 buffer
, device
->stateBlock
);
5581 device
->stateBlock
->state
.index_buffer
= NULL
;
5584 if (device
->updateStateBlock
!= device
->stateBlock
5585 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5587 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5588 buffer
, device
->updateStateBlock
);
5589 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5598 /* Remove the resource from the resourceStore */
5599 device_resource_remove(device
, resource
);
5601 TRACE("Resource released.\n");
5604 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5605 HDC dc
, struct wined3d_surface
**surface
)
5607 struct wined3d_resource
*resource
;
5609 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5612 return WINED3DERR_INVALIDCALL
;
5614 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5616 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5618 struct wined3d_surface
*s
= surface_from_resource(resource
);
5622 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5629 return WINED3DERR_INVALIDCALL
;
5632 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5633 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5634 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5636 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5637 const struct fragment_pipeline
*fragment_pipeline
;
5638 struct shader_caps shader_caps
;
5639 struct fragment_caps ffp_caps
;
5644 device
->wined3d
= wined3d
;
5645 wined3d_incref(device
->wined3d
);
5646 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5647 device
->device_parent
= device_parent
;
5648 list_init(&device
->resources
);
5649 list_init(&device
->shaders
);
5650 device
->surface_alignment
= surface_alignment
;
5652 /* Save the creation parameters. */
5653 device
->create_parms
.adapter_idx
= adapter_idx
;
5654 device
->create_parms
.device_type
= device_type
;
5655 device
->create_parms
.focus_window
= focus_window
;
5656 device
->create_parms
.flags
= flags
;
5658 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5660 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5661 device
->shader_backend
= adapter
->shader_backend
;
5663 if (device
->shader_backend
)
5665 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5666 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5667 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5668 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5669 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5670 device
->vs_clipping
= shader_caps
.VSClipping
;
5672 fragment_pipeline
= adapter
->fragment_pipe
;
5673 device
->frag_pipe
= fragment_pipeline
;
5674 if (fragment_pipeline
)
5676 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5677 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5679 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5680 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5683 ERR("Failed to compile state table, hr %#x.\n", hr
);
5684 wined3d_decref(device
->wined3d
);
5688 device
->blitter
= adapter
->blitter
;
5690 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5693 WARN("Failed to create stateblock.\n");
5694 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5696 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5698 wined3d_decref(device
->wined3d
);
5702 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5703 device
->updateStateBlock
= device
->stateBlock
;
5704 wined3d_stateblock_incref(device
->updateStateBlock
);
5710 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5712 DWORD rep
= device
->StateTable
[state
].representative
;
5713 struct wined3d_context
*context
;
5718 for (i
= 0; i
< device
->context_count
; ++i
)
5720 context
= device
->contexts
[i
];
5721 if(isStateDirty(context
, rep
)) continue;
5723 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5724 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5725 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5726 context
->isStateDirty
[idx
] |= (1 << shift
);
5730 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5732 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5733 *width
= context
->current_rt
->pow2Width
;
5734 *height
= context
->current_rt
->pow2Height
;
5737 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5739 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5740 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5741 * current context's drawable, which is the size of the back buffer of the swapchain
5742 * the active context belongs to. */
5743 *width
= swapchain
->desc
.backbuffer_width
;
5744 *height
= swapchain
->desc
.backbuffer_height
;
5747 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5748 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5750 if (device
->filter_messages
)
5752 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5753 window
, message
, wparam
, lparam
);
5755 return DefWindowProcW(window
, message
, wparam
, lparam
);
5757 return DefWindowProcA(window
, message
, wparam
, lparam
);
5760 if (message
== WM_DESTROY
)
5762 TRACE("unregister window %p.\n", window
);
5763 wined3d_unregister_window(window
);
5765 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5766 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5768 else if (message
== WM_DISPLAYCHANGE
)
5770 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5774 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5776 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);