2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_texture_incref(device
->onscreen_depth_stencil
->container
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
220 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
222 /* partial draw rect */
223 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
226 /* partial clear rect */
227 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
228 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 struct wined3d_texture_sub_resource
*sub_resource
= surface_get_sub_resource(ds
);
238 RECT current_rect
, r
;
240 if (sub_resource
->locations
& WINED3D_LOCATION_DISCARDED
)
242 /* Depth buffer was discarded, make it entirely current in its new location since
243 * there is no other place where we would get data anyway. */
244 SetRect(out_rect
, 0, 0,
245 wined3d_texture_get_level_width(ds
->container
, ds
->texture_level
),
246 wined3d_texture_get_level_height(ds
->container
, ds
->texture_level
));
250 if (sub_resource
->locations
& location
)
251 SetRect(¤t_rect
, 0, 0,
252 ds
->ds_current_size
.cx
,
253 ds
->ds_current_size
.cy
);
255 SetRectEmpty(¤t_rect
);
257 IntersectRect(&r
, draw_rect
, ¤t_rect
);
258 if (EqualRect(&r
, draw_rect
))
260 /* current_rect ⊇ draw_rect, modify only. */
261 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
265 if (EqualRect(&r
, ¤t_rect
))
267 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
271 /* Full clear, modify only. */
272 *out_rect
= *draw_rect
;
276 IntersectRect(&r
, draw_rect
, clear_rect
);
277 if (EqualRect(&r
, draw_rect
))
279 /* clear_rect ⊇ draw_rect, modify only. */
280 *out_rect
= *draw_rect
;
286 surface_load_location(ds
, context
, location
);
287 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
290 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
291 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
292 float depth
, DWORD stencil
)
294 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
295 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
296 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
297 const struct wined3d_state
*state
= &device
->state
;
298 const struct wined3d_gl_info
*gl_info
;
299 UINT drawable_width
, drawable_height
;
300 struct wined3d_color corrected_color
;
301 struct wined3d_context
*context
;
302 GLbitfield clear_mask
= 0;
303 BOOL render_offscreen
;
307 context
= context_acquire(device
, target
);
310 context_release(context
);
311 WARN("Invalid context, skipping clear.\n");
314 gl_info
= context
->gl_info
;
316 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
317 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
318 * for the cleared parts, and the untouched parts.
320 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
321 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
322 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
323 * checking all this if the dest surface is in the drawable anyway. */
324 for (i
= 0; i
< rt_count
; ++i
)
326 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
327 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(rtv
);
329 if (rt
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
331 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
332 surface_load_location(rt
, context
, rtv
->resource
->draw_binding
);
334 wined3d_texture_prepare_location(rt
->container
, rtv
->sub_resource_idx
,
335 context
, rtv
->resource
->draw_binding
);
341 render_offscreen
= context
->render_offscreen
;
342 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
346 render_offscreen
= TRUE
;
347 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
348 depth_stencil
->texture_level
);
349 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
350 depth_stencil
->texture_level
);
353 if (depth_stencil
&& render_offscreen
)
354 wined3d_texture_prepare_location(depth_stencil
->container
,
355 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
357 if (flags
& WINED3DCLEAR_ZBUFFER
)
359 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
361 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
362 device_switch_onscreen_ds(device
, context
, depth_stencil
);
363 prepare_ds_clear(depth_stencil
, context
, location
,
364 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
367 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
369 context_release(context
);
370 WARN("Failed to apply clear state, skipping clear.\n");
374 /* Only set the values up once, as they are not changing. */
375 if (flags
& WINED3DCLEAR_STENCIL
)
377 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
379 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
380 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
382 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
383 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
384 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
385 checkGLcall("glClearStencil");
386 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
389 if (flags
& WINED3DCLEAR_ZBUFFER
)
391 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
393 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
395 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
396 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
397 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
398 checkGLcall("glClearDepth");
399 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
402 if (flags
& WINED3DCLEAR_TARGET
)
404 for (i
= 0; i
< rt_count
; ++i
)
406 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
407 struct wined3d_texture
*texture
;
412 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
414 FIXME("Not supported on buffer resources.\n");
418 texture
= texture_from_resource(rtv
->resource
);
419 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
420 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
423 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
426 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
427 "support, this might cause graphical issues.\n");
429 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
430 ? color
->r
* wined3d_srgb_const0
[3]
431 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
432 - wined3d_srgb_const0
[2];
433 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
434 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
435 ? color
->g
* wined3d_srgb_const0
[3]
436 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
437 - wined3d_srgb_const0
[2];
438 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
439 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
440 ? color
->b
* wined3d_srgb_const0
[3]
441 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
442 - wined3d_srgb_const0
[2];
443 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
444 color
= &corrected_color
;
447 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
448 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
449 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
450 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
451 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
452 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
453 checkGLcall("glClearColor");
454 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
459 if (render_offscreen
)
461 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
462 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
466 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
467 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
469 checkGLcall("glScissor");
470 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
471 checkGLcall("glClear");
477 /* Now process each rect in turn. */
478 for (i
= 0; i
< rect_count
; ++i
)
480 /* Note that GL uses lower left, width/height. */
481 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
483 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
484 wine_dbgstr_rect(&clear_rect
[i
]),
485 wine_dbgstr_rect(¤t_rect
));
487 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
488 * The rectangle is not cleared, no error is returned, but further rectangles are
489 * still cleared if they are valid. */
490 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
492 TRACE("Rectangle with negative dimensions, ignoring.\n");
496 if (render_offscreen
)
498 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
499 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
503 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
504 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
506 checkGLcall("glScissor");
508 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
509 checkGLcall("glClear");
513 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
514 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
515 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
517 context_release(context
);
520 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
522 ULONG refcount
= InterlockedIncrement(&device
->ref
);
524 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
529 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
531 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
533 ERR("Leftover sampler %p.\n", sampler
);
536 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
538 ULONG refcount
= InterlockedDecrement(&device
->ref
);
540 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
546 wined3d_cs_destroy(device
->cs
);
548 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
549 FIXME("Something's still holding the recording stateblock.\n");
550 device
->recording
= NULL
;
552 state_cleanup(&device
->state
);
554 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
556 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
557 device
->multistate_funcs
[i
] = NULL
;
560 if (!list_empty(&device
->resources
))
562 struct wined3d_resource
*resource
;
564 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
566 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
568 FIXME("Leftover resource %p with type %s (%#x).\n",
569 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
573 if (device
->contexts
)
574 ERR("Context array not freed!\n");
575 if (device
->hardwareCursor
)
576 DestroyCursor(device
->hardwareCursor
);
577 device
->hardwareCursor
= 0;
579 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
581 wined3d_decref(device
->wined3d
);
582 device
->wined3d
= NULL
;
583 HeapFree(GetProcessHeap(), 0, device
);
584 TRACE("Freed device %p.\n", device
);
590 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
592 TRACE("device %p.\n", device
);
594 return device
->swapchain_count
;
597 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
599 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
601 if (swapchain_idx
>= device
->swapchain_count
)
603 WARN("swapchain_idx %u >= swapchain_count %u.\n",
604 swapchain_idx
, device
->swapchain_count
);
608 return device
->swapchains
[swapchain_idx
];
611 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
613 struct wined3d_color_key color_key
;
614 struct wined3d_resource_desc desc
;
618 HDC dcb
= NULL
, dcs
= NULL
;
620 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
623 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
624 dcb
= CreateCompatibleDC(NULL
);
626 SelectObject(dcb
, hbm
);
630 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
633 memset(&bm
, 0, sizeof(bm
));
638 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
639 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
640 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
641 desc
.multisample_quality
= 0;
642 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
643 desc
.pool
= WINED3D_POOL_DEFAULT
;
644 desc
.width
= bm
.bmWidth
;
645 desc
.height
= bm
.bmHeight
;
648 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
649 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
651 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
657 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
659 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
660 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
662 color_key
.color_space_low_value
= 0;
663 color_key
.color_space_high_value
= 0;
664 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
668 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
669 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
670 struct wined3d_surface
*surface
;
672 /* Fill the surface with a white color to show that wined3d is there */
673 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
674 surface_color_fill(surface
, &rect
, &c
);
678 if (dcb
) DeleteDC(dcb
);
679 if (hbm
) DeleteObject(hbm
);
682 /* Context activation is done by the caller. */
683 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
685 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
686 unsigned int i
, j
, count
;
687 /* Under DirectX you can sample even if no texture is bound, whereas
688 * OpenGL will only allow that when a valid texture is bound.
689 * We emulate this by creating dummy textures and binding them
690 * to each texture stage when the currently set D3D texture is NULL. */
692 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
693 for (i
= 0; i
< count
; ++i
)
695 static const DWORD d3d10_color
= 0x00000000;
696 static const DWORD color
= 0x000000ff;
698 /* Make appropriate texture active */
699 context_active_texture(context
, gl_info
, i
);
701 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
702 checkGLcall("glGenTextures");
703 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
705 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
706 checkGLcall("glBindTexture");
708 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
709 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
710 checkGLcall("glTexImage2D");
712 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
714 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
715 checkGLcall("glGenTextures");
716 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
718 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
719 checkGLcall("glBindTexture");
721 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
722 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
723 checkGLcall("glTexImage2D");
726 if (gl_info
->supported
[EXT_TEXTURE3D
])
728 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
729 checkGLcall("glGenTextures");
730 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
732 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
733 checkGLcall("glBindTexture");
735 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
736 checkGLcall("glTexImage3D");
739 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
741 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
742 checkGLcall("glGenTextures");
743 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
745 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
746 checkGLcall("glBindTexture");
748 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
750 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
751 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
752 checkGLcall("glTexImage2D");
756 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
758 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d_array
[i
]);
759 checkGLcall("glGenTextures");
760 TRACE("Dummy 2D array texture %u given name %u.\n", i
, device
->dummy_texture_2d_array
[i
]);
762 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_texture_2d_array
[i
]);
763 checkGLcall("glBindTexture");
765 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
766 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &d3d10_color
));
767 checkGLcall("glTexImage3D");
772 /* Context activation is done by the caller. */
773 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
775 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
777 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
779 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d_array
);
780 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d_array)");
783 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
785 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
786 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
789 if (gl_info
->supported
[EXT_TEXTURE3D
])
791 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
792 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
795 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
797 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
798 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
801 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
802 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
804 memset(device
->dummy_texture_2d_array
, 0, count
* sizeof(*device
->dummy_texture_2d_array
));
805 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
806 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
807 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
808 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
811 /* Context activation is done by the caller. */
812 static void create_default_sampler(struct wined3d_device
*device
)
814 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
817 * In SM4+ shaders there is a separation between resources and samplers. Some of shader
818 * instructions allow to access resources without using samplers.
819 * In GLSL resources are always accessed through sampler or image variables. The default
820 * sampler object is used to emulate the direct resource access when there is no sampler state
824 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
826 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
827 checkGLcall("glGenSamplers");
828 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
829 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
830 checkGLcall("glSamplerParameteri");
834 device
->default_sampler
= 0;
838 /* Context activation is done by the caller. */
839 static void destroy_default_sampler(struct wined3d_device
*device
)
841 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
843 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
845 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
846 checkGLcall("glDeleteSamplers");
849 device
->default_sampler
= 0;
852 static LONG
fullscreen_style(LONG style
)
854 /* Make sure the window is managed, otherwise we won't get keyboard input. */
855 style
|= WS_POPUP
| WS_SYSMENU
;
856 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
861 static LONG
fullscreen_exstyle(LONG exstyle
)
863 /* Filter out window decorations. */
864 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
869 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
871 BOOL filter_messages
;
874 TRACE("Setting up window %p for fullscreen mode.\n", window
);
876 if (device
->style
|| device
->exStyle
)
878 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
879 window
, device
->style
, device
->exStyle
);
882 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
883 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
885 style
= fullscreen_style(device
->style
);
886 exstyle
= fullscreen_exstyle(device
->exStyle
);
888 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
889 device
->style
, device
->exStyle
, style
, exstyle
);
891 filter_messages
= device
->filter_messages
;
892 device
->filter_messages
= TRUE
;
894 SetWindowLongW(window
, GWL_STYLE
, style
);
895 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
896 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
898 device
->filter_messages
= filter_messages
;
901 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
903 BOOL filter_messages
;
906 if (!device
->style
&& !device
->exStyle
) return;
908 style
= GetWindowLongW(window
, GWL_STYLE
);
909 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
911 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
912 * application, and we want to ignore them in the test below, since it's
913 * not the application's fault that they changed. Additionally, we want to
914 * preserve the current status of these flags (i.e. don't restore them) to
915 * more closely emulate the behavior of Direct3D, which leaves these flags
916 * alone when returning to windowed mode. */
917 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
918 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
920 TRACE("Restoring window style of window %p to %08x, %08x.\n",
921 window
, device
->style
, device
->exStyle
);
923 filter_messages
= device
->filter_messages
;
924 device
->filter_messages
= TRUE
;
926 /* Only restore the style if the application didn't modify it during the
927 * fullscreen phase. Some applications change it before calling Reset()
928 * when switching between windowed and fullscreen modes (HL2), some
929 * depend on the original style (Eve Online). */
930 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
932 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
933 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
935 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
937 device
->filter_messages
= filter_messages
;
939 /* Delete the old values. */
944 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
946 TRACE("device %p, window %p.\n", device
, window
);
948 if (!wined3d_register_window(window
, device
))
950 ERR("Failed to register window %p.\n", window
);
954 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
955 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
960 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
962 TRACE("device %p.\n", device
);
964 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
965 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
968 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
970 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
973 if (device
->fb
.render_targets
)
975 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
977 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
979 if (device
->back_buffer_view
)
980 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
983 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
984 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
987 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
988 struct wined3d_swapchain_desc
*swapchain_desc
)
990 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
991 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
992 struct wined3d_swapchain
*swapchain
= NULL
;
993 struct wined3d_context
*context
;
994 DWORD clear_flags
= 0;
997 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
999 if (device
->d3d_initialized
)
1000 return WINED3DERR_INVALIDCALL
;
1001 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1002 return WINED3DERR_INVALIDCALL
;
1004 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1005 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1007 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
1008 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
1010 TRACE("Shader private data couldn't be allocated\n");
1013 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1015 TRACE("Blitter private data couldn't be allocated\n");
1019 /* Setup the implicit swapchain. This also initializes a context. */
1020 TRACE("Creating implicit swapchain\n");
1021 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1022 swapchain_desc
, &swapchain
);
1025 WARN("Failed to create implicit swapchain\n");
1029 if (swapchain_desc
->backbuffer_count
)
1031 struct wined3d_rendertarget_view_desc view_desc
;
1033 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
1034 view_desc
.u
.texture
.level_idx
= 0;
1035 view_desc
.u
.texture
.layer_idx
= 0;
1036 view_desc
.u
.texture
.layer_count
= 1;
1037 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
1038 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1040 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1045 device
->swapchain_count
= 1;
1046 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1047 if (!device
->swapchains
)
1049 ERR("Out of memory!\n");
1052 device
->swapchains
[0] = swapchain
;
1053 device_init_swapchain_state(device
, swapchain
);
1055 context
= context_acquire(device
, swapchain
->front_buffer
->sub_resources
[0].u
.surface
);
1057 create_dummy_textures(device
, context
);
1058 create_default_sampler(device
);
1060 device
->contexts
[0]->last_was_rhw
= 0;
1062 TRACE("All defaults now set up, leaving 3D init.\n");
1064 context_release(context
);
1066 /* Clear the screen */
1067 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1068 clear_flags
|= WINED3DCLEAR_TARGET
;
1069 if (swapchain_desc
->enable_auto_depth_stencil
)
1070 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1072 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1074 device
->d3d_initialized
= TRUE
;
1076 if (wined3d_settings
.logo
)
1077 device_load_logo(device
, wined3d_settings
.logo
);
1081 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1082 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1083 device
->swapchain_count
= 0;
1084 if (device
->back_buffer_view
)
1085 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1087 wined3d_swapchain_decref(swapchain
);
1088 if (device
->blit_priv
)
1089 device
->blitter
->free_private(device
);
1090 if (device
->shader_priv
)
1091 device
->shader_backend
->shader_free_private(device
);
1096 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1097 struct wined3d_swapchain_desc
*swapchain_desc
)
1099 struct wined3d_swapchain
*swapchain
= NULL
;
1102 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1104 /* Setup the implicit swapchain */
1105 TRACE("Creating implicit swapchain\n");
1106 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1107 swapchain_desc
, &swapchain
);
1110 WARN("Failed to create implicit swapchain\n");
1114 device
->swapchain_count
= 1;
1115 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1116 if (!device
->swapchains
)
1118 ERR("Out of memory!\n");
1121 device
->swapchains
[0] = swapchain
;
1125 wined3d_swapchain_decref(swapchain
);
1129 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1131 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1133 wined3d_sampler_decref(sampler
);
1136 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1138 struct wined3d_resource
*resource
, *cursor
;
1139 const struct wined3d_gl_info
*gl_info
;
1140 struct wined3d_context
*context
;
1141 struct wined3d_surface
*surface
;
1144 TRACE("device %p.\n", device
);
1146 if (!device
->d3d_initialized
)
1147 return WINED3DERR_INVALIDCALL
;
1149 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1150 * it was created. Thus make sure a context is active for the glDelete* calls
1152 context
= context_acquire(device
, NULL
);
1153 gl_info
= context
->gl_info
;
1155 if (device
->logo_texture
)
1156 wined3d_texture_decref(device
->logo_texture
);
1157 if (device
->cursor_texture
)
1158 wined3d_texture_decref(device
->cursor_texture
);
1160 state_unbind_resources(&device
->state
);
1162 /* Unload resources */
1163 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1165 TRACE("Unloading resource %p.\n", resource
);
1166 resource
->resource_ops
->resource_unload(resource
);
1169 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1171 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1172 * private data, it might contain opengl pointers
1174 if (device
->depth_blt_texture
)
1176 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1177 device
->depth_blt_texture
= 0;
1180 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1181 device
->blitter
->free_private(device
);
1182 device
->shader_backend
->shader_free_private(device
);
1183 destroy_dummy_textures(device
, gl_info
);
1184 destroy_default_sampler(device
);
1186 /* Release the context again as soon as possible. In particular,
1187 * releasing the render target views below may release the last reference
1188 * to the swapchain associated with this context, which in turn will
1189 * destroy the context. */
1190 context_release(context
);
1192 /* Release the buffers (with sanity checks)*/
1193 if (device
->onscreen_depth_stencil
)
1195 surface
= device
->onscreen_depth_stencil
;
1196 device
->onscreen_depth_stencil
= NULL
;
1197 wined3d_texture_decref(surface
->container
);
1200 if (device
->fb
.depth_stencil
)
1202 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1204 TRACE("Releasing depth/stencil view %p.\n", view
);
1206 device
->fb
.depth_stencil
= NULL
;
1207 wined3d_rendertarget_view_decref(view
);
1210 if (device
->auto_depth_stencil_view
)
1212 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1214 device
->auto_depth_stencil_view
= NULL
;
1215 if (wined3d_rendertarget_view_decref(view
))
1216 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1219 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1221 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1223 if (device
->back_buffer_view
)
1225 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1226 device
->back_buffer_view
= NULL
;
1229 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1231 TRACE("Releasing the implicit swapchain %u.\n", i
);
1232 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1233 FIXME("Something's still holding the implicit swapchain.\n");
1236 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1237 device
->swapchains
= NULL
;
1238 device
->swapchain_count
= 0;
1240 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1241 device
->fb
.render_targets
= NULL
;
1243 device
->d3d_initialized
= FALSE
;
1248 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1252 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1254 TRACE("Releasing the implicit swapchain %u.\n", i
);
1255 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1256 FIXME("Something's still holding the implicit swapchain.\n");
1259 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1260 device
->swapchains
= NULL
;
1261 device
->swapchain_count
= 0;
1265 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1266 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1267 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1269 * There is no way to deactivate thread safety once it is enabled.
1271 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1273 TRACE("device %p.\n", device
);
1275 /* For now just store the flag (needed in case of ddraw). */
1276 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1279 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1281 TRACE("device %p.\n", device
);
1283 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1284 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1285 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1286 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1288 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1291 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1292 struct wined3d_buffer
*buffer
, UINT offset
)
1294 struct wined3d_stream_output
*stream
;
1295 struct wined3d_buffer
*prev_buffer
;
1297 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1299 if (idx
>= MAX_STREAM_OUT
)
1301 WARN("Invalid stream output %u.\n", idx
);
1305 stream
= &device
->update_state
->stream_output
[idx
];
1306 prev_buffer
= stream
->buffer
;
1309 wined3d_buffer_incref(buffer
);
1310 stream
->buffer
= buffer
;
1311 stream
->offset
= offset
;
1312 if (!device
->recording
)
1313 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1315 wined3d_buffer_decref(prev_buffer
);
1318 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1319 UINT idx
, UINT
*offset
)
1321 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1323 if (idx
>= MAX_STREAM_OUT
)
1325 WARN("Invalid stream output %u.\n", idx
);
1330 *offset
= device
->state
.stream_output
[idx
].offset
;
1331 return device
->state
.stream_output
[idx
].buffer
;
1334 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1335 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1337 struct wined3d_stream_state
*stream
;
1338 struct wined3d_buffer
*prev_buffer
;
1340 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1341 device
, stream_idx
, buffer
, offset
, stride
);
1343 if (stream_idx
>= MAX_STREAMS
)
1345 WARN("Stream index %u out of range.\n", stream_idx
);
1346 return WINED3DERR_INVALIDCALL
;
1348 else if (offset
& 0x3)
1350 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1351 return WINED3DERR_INVALIDCALL
;
1354 stream
= &device
->update_state
->streams
[stream_idx
];
1355 prev_buffer
= stream
->buffer
;
1357 if (device
->recording
)
1358 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1360 if (prev_buffer
== buffer
1361 && stream
->stride
== stride
1362 && stream
->offset
== offset
)
1364 TRACE("Application is setting the old values over, nothing to do.\n");
1368 stream
->buffer
= buffer
;
1371 stream
->stride
= stride
;
1372 stream
->offset
= offset
;
1373 wined3d_buffer_incref(buffer
);
1376 if (!device
->recording
)
1377 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1379 wined3d_buffer_decref(prev_buffer
);
1384 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1385 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1387 const struct wined3d_stream_state
*stream
;
1389 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1390 device
, stream_idx
, buffer
, offset
, stride
);
1392 if (stream_idx
>= MAX_STREAMS
)
1394 WARN("Stream index %u out of range.\n", stream_idx
);
1395 return WINED3DERR_INVALIDCALL
;
1398 stream
= &device
->state
.streams
[stream_idx
];
1399 *buffer
= stream
->buffer
;
1401 *offset
= stream
->offset
;
1402 *stride
= stream
->stride
;
1407 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1409 struct wined3d_stream_state
*stream
;
1410 UINT old_flags
, old_freq
;
1412 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1414 /* Verify input. At least in d3d9 this is invalid. */
1415 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1417 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1418 return WINED3DERR_INVALIDCALL
;
1420 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1422 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1423 return WINED3DERR_INVALIDCALL
;
1427 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1428 return WINED3DERR_INVALIDCALL
;
1431 stream
= &device
->update_state
->streams
[stream_idx
];
1432 old_flags
= stream
->flags
;
1433 old_freq
= stream
->frequency
;
1435 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1436 stream
->frequency
= divider
& 0x7fffff;
1438 if (device
->recording
)
1439 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1440 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1441 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1446 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1447 UINT stream_idx
, UINT
*divider
)
1449 const struct wined3d_stream_state
*stream
;
1451 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1453 stream
= &device
->state
.streams
[stream_idx
];
1454 *divider
= stream
->flags
| stream
->frequency
;
1456 TRACE("Returning %#x.\n", *divider
);
1461 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1462 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1464 TRACE("device %p, state %s, matrix %p.\n",
1465 device
, debug_d3dtstype(d3dts
), matrix
);
1466 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1467 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1468 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1469 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1471 /* Handle recording of state blocks. */
1472 if (device
->recording
)
1474 TRACE("Recording... not performing anything.\n");
1475 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1476 device
->update_state
->transforms
[d3dts
] = *matrix
;
1480 /* If the new matrix is the same as the current one,
1481 * we cut off any further processing. this seems to be a reasonable
1482 * optimization because as was noticed, some apps (warcraft3 for example)
1483 * tend towards setting the same matrix repeatedly for some reason.
1485 * From here on we assume that the new matrix is different, wherever it matters. */
1486 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1488 TRACE("The application is setting the same matrix over again.\n");
1492 device
->state
.transforms
[d3dts
] = *matrix
;
1493 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1496 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1497 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1499 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1501 *matrix
= device
->state
.transforms
[state
];
1504 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1505 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1507 const struct wined3d_matrix
*mat
;
1508 struct wined3d_matrix temp
;
1510 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1512 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1513 * below means it will be recorded in a state block change, but it
1514 * works regardless where it is recorded.
1515 * If this is found to be wrong, change to StateBlock. */
1516 if (state
> HIGHEST_TRANSFORMSTATE
)
1518 WARN("Unhandled transform state %#x.\n", state
);
1522 mat
= &device
->update_state
->transforms
[state
];
1523 multiply_matrix(&temp
, mat
, matrix
);
1525 /* Apply change via set transform - will reapply to eg. lights this way. */
1526 wined3d_device_set_transform(device
, state
, &temp
);
1529 /* Note lights are real special cases. Although the device caps state only
1530 * e.g. 8 are supported, you can reference any indexes you want as long as
1531 * that number max are enabled at any one point in time. Therefore since the
1532 * indices can be anything, we need a hashmap of them. However, this causes
1533 * stateblock problems. When capturing the state block, I duplicate the
1534 * hashmap, but when recording, just build a chain pretty much of commands to
1536 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1537 UINT light_idx
, const struct wined3d_light
*light
)
1539 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1540 struct wined3d_light_info
*object
= NULL
;
1544 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1546 /* Check the parameter range. Need for speed most wanted sets junk lights
1547 * which confuse the GL driver. */
1549 return WINED3DERR_INVALIDCALL
;
1551 switch (light
->type
)
1553 case WINED3D_LIGHT_POINT
:
1554 case WINED3D_LIGHT_SPOT
:
1555 case WINED3D_LIGHT_GLSPOT
:
1556 /* Incorrect attenuation values can cause the gl driver to crash.
1557 * Happens with Need for speed most wanted. */
1558 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1560 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1561 return WINED3DERR_INVALIDCALL
;
1565 case WINED3D_LIGHT_DIRECTIONAL
:
1566 case WINED3D_LIGHT_PARALLELPOINT
:
1567 /* Ignores attenuation */
1571 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1572 return WINED3DERR_INVALIDCALL
;
1575 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1577 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1578 if (object
->OriginalIndex
== light_idx
)
1585 TRACE("Adding new light\n");
1586 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1588 return E_OUTOFMEMORY
;
1590 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1591 object
->glIndex
= -1;
1592 object
->OriginalIndex
= light_idx
;
1595 /* Initialize the object. */
1596 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1597 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1598 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1599 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1600 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1601 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1602 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1603 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1605 /* Update the live definitions if the light is currently assigned a glIndex. */
1606 if (object
->glIndex
!= -1 && !device
->recording
)
1608 if (object
->OriginalParms
.type
!= light
->type
)
1609 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1610 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1613 /* Save away the information. */
1614 object
->OriginalParms
= *light
;
1616 switch (light
->type
)
1618 case WINED3D_LIGHT_POINT
:
1620 object
->position
.x
= light
->position
.x
;
1621 object
->position
.y
= light
->position
.y
;
1622 object
->position
.z
= light
->position
.z
;
1623 object
->position
.w
= 1.0f
;
1624 object
->cutoff
= 180.0f
;
1628 case WINED3D_LIGHT_DIRECTIONAL
:
1630 object
->direction
.x
= -light
->direction
.x
;
1631 object
->direction
.y
= -light
->direction
.y
;
1632 object
->direction
.z
= -light
->direction
.z
;
1633 object
->direction
.w
= 0.0f
;
1634 object
->exponent
= 0.0f
;
1635 object
->cutoff
= 180.0f
;
1638 case WINED3D_LIGHT_SPOT
:
1640 object
->position
.x
= light
->position
.x
;
1641 object
->position
.y
= light
->position
.y
;
1642 object
->position
.z
= light
->position
.z
;
1643 object
->position
.w
= 1.0f
;
1646 object
->direction
.x
= light
->direction
.x
;
1647 object
->direction
.y
= light
->direction
.y
;
1648 object
->direction
.z
= light
->direction
.z
;
1649 object
->direction
.w
= 0.0f
;
1651 /* opengl-ish and d3d-ish spot lights use too different models
1652 * for the light "intensity" as a function of the angle towards
1653 * the main light direction, so we only can approximate very
1654 * roughly. However, spot lights are rather rarely used in games
1655 * (if ever used at all). Furthermore if still used, probably
1656 * nobody pays attention to such details. */
1657 if (!light
->falloff
)
1659 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1660 * equations have the falloff resp. exponent parameter as an
1661 * exponent, so the spot light lighting will always be 1.0 for
1662 * both of them, and we don't have to care for the rest of the
1663 * rather complex calculation. */
1664 object
->exponent
= 0.0f
;
1668 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1671 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1674 if (object
->exponent
> 128.0f
)
1675 object
->exponent
= 128.0f
;
1677 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1681 case WINED3D_LIGHT_PARALLELPOINT
:
1682 object
->position
.x
= light
->position
.x
;
1683 object
->position
.y
= light
->position
.y
;
1684 object
->position
.z
= light
->position
.z
;
1685 object
->position
.w
= 1.0f
;
1689 FIXME("Unrecognized light type %#x.\n", light
->type
);
1695 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1696 UINT light_idx
, struct wined3d_light
*light
)
1698 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1699 struct wined3d_light_info
*light_info
= NULL
;
1702 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1704 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1706 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1707 if (light_info
->OriginalIndex
== light_idx
)
1714 TRACE("Light information requested but light not defined\n");
1715 return WINED3DERR_INVALIDCALL
;
1718 *light
= light_info
->OriginalParms
;
1722 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1724 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1725 struct wined3d_light_info
*light_info
= NULL
;
1728 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1730 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1732 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1733 if (light_info
->OriginalIndex
== light_idx
)
1737 TRACE("Found light %p.\n", light_info
);
1739 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1742 TRACE("Light enabled requested but light not defined, so defining one!\n");
1743 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1745 /* Search for it again! Should be fairly quick as near head of list. */
1746 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1748 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1749 if (light_info
->OriginalIndex
== light_idx
)
1755 FIXME("Adding default lights has failed dismally\n");
1756 return WINED3DERR_INVALIDCALL
;
1762 if (light_info
->glIndex
!= -1)
1764 if (!device
->recording
)
1766 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1767 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1770 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1771 light_info
->glIndex
= -1;
1775 TRACE("Light already disabled, nothing to do\n");
1777 light_info
->enabled
= FALSE
;
1781 light_info
->enabled
= TRUE
;
1782 if (light_info
->glIndex
!= -1)
1784 TRACE("Nothing to do as light was enabled\n");
1789 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1790 /* Find a free GL light. */
1791 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1793 if (!device
->update_state
->lights
[i
])
1795 device
->update_state
->lights
[i
] = light_info
;
1796 light_info
->glIndex
= i
;
1800 if (light_info
->glIndex
== -1)
1802 /* Our tests show that Windows returns D3D_OK in this situation, even with
1803 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1804 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1805 * as well for those lights.
1807 * TODO: Test how this affects rendering. */
1808 WARN("Too many concurrently active lights\n");
1812 /* i == light_info->glIndex */
1813 if (!device
->recording
)
1815 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1816 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1824 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1826 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1827 struct wined3d_light_info
*light_info
= NULL
;
1830 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1832 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1834 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1835 if (light_info
->OriginalIndex
== light_idx
)
1842 TRACE("Light enabled state requested but light not defined.\n");
1843 return WINED3DERR_INVALIDCALL
;
1845 /* true is 128 according to SetLightEnable */
1846 *enable
= light_info
->enabled
? 128 : 0;
1850 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1851 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1853 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1855 /* Validate plane_idx. */
1856 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1858 TRACE("Application has requested clipplane this device doesn't support.\n");
1859 return WINED3DERR_INVALIDCALL
;
1862 if (device
->recording
)
1863 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1865 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1867 TRACE("Application is setting old values over, nothing to do.\n");
1871 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1873 if (!device
->recording
)
1874 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1879 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1880 UINT plane_idx
, struct wined3d_vec4
*plane
)
1882 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1884 /* Validate plane_idx. */
1885 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1887 TRACE("Application has requested clipplane this device doesn't support.\n");
1888 return WINED3DERR_INVALIDCALL
;
1891 *plane
= device
->state
.clip_planes
[plane_idx
];
1896 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1897 const struct wined3d_clip_status
*clip_status
)
1899 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1902 return WINED3DERR_INVALIDCALL
;
1907 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1908 struct wined3d_clip_status
*clip_status
)
1910 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1913 return WINED3DERR_INVALIDCALL
;
1918 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1920 TRACE("device %p, material %p.\n", device
, material
);
1922 device
->update_state
->material
= *material
;
1924 if (device
->recording
)
1925 device
->recording
->changed
.material
= TRUE
;
1927 wined3d_cs_emit_set_material(device
->cs
, material
);
1930 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1932 TRACE("device %p, material %p.\n", device
, material
);
1934 *material
= device
->state
.material
;
1936 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1937 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1938 TRACE("specular %s\n", debug_color(&material
->specular
));
1939 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1940 TRACE("power %.8e.\n", material
->power
);
1943 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1944 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1946 enum wined3d_format_id prev_format
;
1947 struct wined3d_buffer
*prev_buffer
;
1949 TRACE("device %p, buffer %p, format %s.\n",
1950 device
, buffer
, debug_d3dformat(format_id
));
1952 prev_buffer
= device
->update_state
->index_buffer
;
1953 prev_format
= device
->update_state
->index_format
;
1955 device
->update_state
->index_buffer
= buffer
;
1956 device
->update_state
->index_format
= format_id
;
1958 if (device
->recording
)
1959 device
->recording
->changed
.indices
= TRUE
;
1961 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1965 wined3d_buffer_incref(buffer
);
1966 if (!device
->recording
)
1967 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1969 wined3d_buffer_decref(prev_buffer
);
1972 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1973 enum wined3d_format_id
*format
)
1975 TRACE("device %p, format %p.\n", device
, format
);
1977 *format
= device
->state
.index_format
;
1978 return device
->state
.index_buffer
;
1981 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1983 TRACE("device %p, base_index %d.\n", device
, base_index
);
1985 device
->update_state
->base_vertex_index
= base_index
;
1988 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1990 TRACE("device %p.\n", device
);
1992 return device
->state
.base_vertex_index
;
1995 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1997 TRACE("device %p, viewport %p.\n", device
, viewport
);
1998 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1999 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2001 device
->update_state
->viewport
= *viewport
;
2003 /* Handle recording of state blocks */
2004 if (device
->recording
)
2006 TRACE("Recording... not performing anything\n");
2007 device
->recording
->changed
.viewport
= TRUE
;
2011 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
2014 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2016 TRACE("device %p, viewport %p.\n", device
, viewport
);
2018 *viewport
= device
->state
.viewport
;
2021 static void resolve_depth_buffer(struct wined3d_state
*state
)
2023 struct wined3d_texture
*dst_texture
= state
->textures
[0];
2024 struct wined3d_rendertarget_view
*src_view
;
2025 RECT src_rect
, dst_rect
;
2027 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2028 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2031 if (!(src_view
= state
->fb
->depth_stencil
))
2033 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2035 FIXME("Not supported on buffer resources.\n");
2039 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2040 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2041 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
2042 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2045 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2046 enum wined3d_render_state state
, DWORD value
)
2050 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2052 if (state
> WINEHIGHEST_RENDER_STATE
)
2054 WARN("Unhandled render state %#x.\n", state
);
2058 old_value
= device
->state
.render_states
[state
];
2059 device
->update_state
->render_states
[state
] = value
;
2061 /* Handle recording of state blocks. */
2062 if (device
->recording
)
2064 TRACE("Recording... not performing anything.\n");
2065 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2069 /* Compared here and not before the assignment to allow proper stateblock recording. */
2070 if (value
== old_value
)
2071 TRACE("Application is setting the old value over, nothing to do.\n");
2073 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2075 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2077 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2078 resolve_depth_buffer(&device
->state
);
2082 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2084 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2086 return device
->state
.render_states
[state
];
2089 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2090 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2094 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2095 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2097 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2098 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2100 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2102 WARN("Invalid sampler %u.\n", sampler_idx
);
2103 return; /* Windows accepts overflowing this array ... we do not. */
2106 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2107 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2109 /* Handle recording of state blocks. */
2110 if (device
->recording
)
2112 TRACE("Recording... not performing anything.\n");
2113 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2117 if (old_value
== value
)
2119 TRACE("Application is setting the old value over, nothing to do.\n");
2123 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2126 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2127 UINT sampler_idx
, enum wined3d_sampler_state state
)
2129 TRACE("device %p, sampler_idx %u, state %s.\n",
2130 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2132 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2133 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2135 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2137 WARN("Invalid sampler %u.\n", sampler_idx
);
2138 return 0; /* Windows accepts overflowing this array ... we do not. */
2141 return device
->state
.sampler_states
[sampler_idx
][state
];
2144 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2146 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2148 if (device
->recording
)
2149 device
->recording
->changed
.scissorRect
= TRUE
;
2151 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2153 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2156 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2158 if (device
->recording
)
2160 TRACE("Recording... not performing anything.\n");
2164 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2167 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2169 TRACE("device %p, rect %p.\n", device
, rect
);
2171 *rect
= device
->state
.scissor_rect
;
2172 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2175 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2176 struct wined3d_vertex_declaration
*declaration
)
2178 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2180 TRACE("device %p, declaration %p.\n", device
, declaration
);
2182 if (device
->recording
)
2183 device
->recording
->changed
.vertexDecl
= TRUE
;
2185 if (declaration
== prev
)
2189 wined3d_vertex_declaration_incref(declaration
);
2190 device
->update_state
->vertex_declaration
= declaration
;
2191 if (!device
->recording
)
2192 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2194 wined3d_vertex_declaration_decref(prev
);
2197 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2199 TRACE("device %p.\n", device
);
2201 return device
->state
.vertex_declaration
;
2204 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2206 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2208 TRACE("device %p, shader %p.\n", device
, shader
);
2210 if (device
->recording
)
2211 device
->recording
->changed
.vertexShader
= TRUE
;
2217 wined3d_shader_incref(shader
);
2218 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2219 if (!device
->recording
)
2220 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2222 wined3d_shader_decref(prev
);
2225 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2227 TRACE("device %p.\n", device
);
2229 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2232 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2233 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2235 struct wined3d_buffer
*prev
;
2237 if (idx
>= MAX_CONSTANT_BUFFERS
)
2239 WARN("Invalid constant buffer index %u.\n", idx
);
2243 prev
= device
->update_state
->cb
[type
][idx
];
2248 wined3d_buffer_incref(buffer
);
2249 device
->update_state
->cb
[type
][idx
] = buffer
;
2250 if (!device
->recording
)
2251 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2253 wined3d_buffer_decref(prev
);
2256 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2258 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2260 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2263 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2265 TRACE("device %p, idx %u.\n", device
, idx
);
2267 if (idx
>= MAX_CONSTANT_BUFFERS
)
2269 WARN("Invalid constant buffer index %u.\n", idx
);
2273 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2276 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2277 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2279 struct wined3d_shader_resource_view
*prev
;
2281 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2283 WARN("Invalid view index %u.\n", idx
);
2287 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2292 wined3d_shader_resource_view_incref(view
);
2293 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2294 if (!device
->recording
)
2295 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2297 wined3d_shader_resource_view_decref(prev
);
2300 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2301 UINT idx
, struct wined3d_shader_resource_view
*view
)
2303 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2305 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2308 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2311 TRACE("device %p, idx %u.\n", device
, idx
);
2313 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2315 WARN("Invalid view index %u.\n", idx
);
2319 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2322 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2323 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2325 struct wined3d_sampler
*prev
;
2327 if (idx
>= MAX_SAMPLER_OBJECTS
)
2329 WARN("Invalid sampler index %u.\n", idx
);
2333 prev
= device
->update_state
->sampler
[type
][idx
];
2334 if (sampler
== prev
)
2338 wined3d_sampler_incref(sampler
);
2339 device
->update_state
->sampler
[type
][idx
] = sampler
;
2340 if (!device
->recording
)
2341 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2343 wined3d_sampler_decref(prev
);
2346 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2348 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2350 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2353 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2355 TRACE("device %p, idx %u.\n", device
, idx
);
2357 if (idx
>= MAX_SAMPLER_OBJECTS
)
2359 WARN("Invalid sampler index %u.\n", idx
);
2363 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2366 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2370 for (i
= 0; i
< device
->context_count
; ++i
)
2372 device
->contexts
[i
]->constant_update_mask
|= mask
;
2376 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2377 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2379 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2382 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2383 device
, start_register
, constants
, bool_count
);
2385 if (!constants
|| start_register
>= MAX_CONST_B
)
2386 return WINED3DERR_INVALIDCALL
;
2388 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2389 for (i
= 0; i
< count
; ++i
)
2390 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2392 if (device
->recording
)
2394 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2395 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2399 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2405 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2406 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2408 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2410 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2411 device
, start_register
, constants
, bool_count
);
2413 if (!constants
|| start_register
>= MAX_CONST_B
)
2414 return WINED3DERR_INVALIDCALL
;
2416 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2421 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2422 UINT start_register
, const int *constants
, UINT vector4i_count
)
2424 UINT count
= min(vector4i_count
, WINED3D_MAX_CONSTS_I
- start_register
);
2427 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2428 device
, start_register
, constants
, vector4i_count
);
2430 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_I
)
2431 return WINED3DERR_INVALIDCALL
;
2433 memcpy(&device
->update_state
->vs_consts_i
[start_register
], constants
, count
* sizeof(int) * 4);
2434 for (i
= 0; i
< count
; ++i
)
2435 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2436 constants
[i
* 4], constants
[i
* 4 + 1],
2437 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2439 if (device
->recording
)
2441 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2442 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2446 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2452 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2453 UINT start_register
, int *constants
, UINT vector4i_count
)
2455 UINT count
= min(vector4i_count
, WINED3D_MAX_CONSTS_I
- start_register
);
2457 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2458 device
, start_register
, constants
, vector4i_count
);
2460 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_I
)
2461 return WINED3DERR_INVALIDCALL
;
2463 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
], count
* sizeof(int) * 4);
2467 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2468 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2470 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2473 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2474 device
, start_idx
, count
, constants
);
2476 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2477 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2478 return WINED3DERR_INVALIDCALL
;
2480 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2483 for (i
= 0; i
< count
; ++i
)
2484 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2487 if (device
->recording
)
2488 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2489 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2491 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2496 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2497 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2499 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2501 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2502 device
, start_idx
, count
, constants
);
2504 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2505 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2506 return WINED3DERR_INVALIDCALL
;
2508 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2513 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2515 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2517 TRACE("device %p, shader %p.\n", device
, shader
);
2519 if (device
->recording
)
2520 device
->recording
->changed
.pixelShader
= TRUE
;
2526 wined3d_shader_incref(shader
);
2527 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2528 if (!device
->recording
)
2529 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2531 wined3d_shader_decref(prev
);
2534 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2536 TRACE("device %p.\n", device
);
2538 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2541 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2543 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2545 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2548 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2550 TRACE("device %p, idx %u.\n", device
, idx
);
2552 if (idx
>= MAX_CONSTANT_BUFFERS
)
2554 WARN("Invalid constant buffer index %u.\n", idx
);
2558 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2561 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2562 UINT idx
, struct wined3d_shader_resource_view
*view
)
2564 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2566 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2569 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2572 TRACE("device %p, idx %u.\n", device
, idx
);
2574 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2576 WARN("Invalid view index %u.\n", idx
);
2580 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2583 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2585 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2587 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2590 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2592 TRACE("device %p, idx %u.\n", device
, idx
);
2594 if (idx
>= MAX_SAMPLER_OBJECTS
)
2596 WARN("Invalid sampler index %u.\n", idx
);
2600 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2603 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2604 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2606 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2609 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2610 device
, start_register
, constants
, bool_count
);
2612 if (!constants
|| start_register
>= MAX_CONST_B
)
2613 return WINED3DERR_INVALIDCALL
;
2615 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2616 for (i
= 0; i
< count
; ++i
)
2617 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2619 if (device
->recording
)
2621 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2622 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2626 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2632 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2633 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2635 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2637 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2638 device
, start_register
, constants
, bool_count
);
2640 if (!constants
|| start_register
>= MAX_CONST_B
)
2641 return WINED3DERR_INVALIDCALL
;
2643 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2648 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2649 UINT start_register
, const int *constants
, UINT vector4i_count
)
2651 UINT count
= min(vector4i_count
, WINED3D_MAX_CONSTS_I
- start_register
);
2654 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2655 device
, start_register
, constants
, vector4i_count
);
2657 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_I
)
2658 return WINED3DERR_INVALIDCALL
;
2660 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2661 for (i
= 0; i
< count
; ++i
)
2662 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2663 constants
[i
* 4], constants
[i
* 4 + 1],
2664 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2666 if (device
->recording
)
2668 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2669 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2673 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2679 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2680 UINT start_register
, int *constants
, UINT vector4i_count
)
2682 UINT count
= min(vector4i_count
, WINED3D_MAX_CONSTS_I
- start_register
);
2684 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2685 device
, start_register
, constants
, vector4i_count
);
2687 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_I
)
2688 return WINED3DERR_INVALIDCALL
;
2690 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2695 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2696 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2698 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2701 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2702 device
, start_idx
, count
, constants
);
2704 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2705 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2706 return WINED3DERR_INVALIDCALL
;
2708 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2711 for (i
= 0; i
< count
; ++i
)
2712 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2715 if (device
->recording
)
2716 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2717 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2719 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2724 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2725 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2727 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2729 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2730 device
, start_idx
, count
, constants
);
2732 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2733 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2734 return WINED3DERR_INVALIDCALL
;
2736 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2741 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2743 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2745 TRACE("device %p, shader %p.\n", device
, shader
);
2747 if (device
->recording
|| shader
== prev
)
2750 wined3d_shader_incref(shader
);
2751 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2752 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2754 wined3d_shader_decref(prev
);
2757 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2759 TRACE("device %p.\n", device
);
2761 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2764 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2766 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2768 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2771 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2773 TRACE("device %p, idx %u.\n", device
, idx
);
2775 if (idx
>= MAX_CONSTANT_BUFFERS
)
2777 WARN("Invalid constant buffer index %u.\n", idx
);
2781 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2784 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2785 UINT idx
, struct wined3d_shader_resource_view
*view
)
2787 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2789 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2792 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2795 TRACE("device %p, idx %u.\n", device
, idx
);
2797 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2799 WARN("Invalid view index %u.\n", idx
);
2803 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2806 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2808 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2810 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2813 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2815 TRACE("device %p, idx %u.\n", device
, idx
);
2817 if (idx
>= MAX_SAMPLER_OBJECTS
)
2819 WARN("Invalid sampler index %u.\n", idx
);
2823 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2826 /* Context activation is done by the caller. */
2827 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2828 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2829 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2832 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2833 struct wined3d_viewport vp
;
2841 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2843 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2846 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2848 ERR("Source has no position mask\n");
2849 return WINED3DERR_INVALIDCALL
;
2852 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2854 static BOOL warned
= FALSE
;
2856 * The clipping code is not quite correct. Some things need
2857 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2858 * so disable clipping for now.
2859 * (The graphics in Half-Life are broken, and my processvertices
2860 * test crashes with IDirect3DDevice3)
2866 FIXME("Clipping is broken and disabled for now\n");
2872 vertex_size
= get_flexible_vertex_size(DestFVF
);
2873 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2875 WARN("Failed to map buffer, hr %#x.\n", hr
);
2879 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2880 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2881 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2883 TRACE("View mat:\n");
2884 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2885 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2886 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2887 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2889 TRACE("Proj mat:\n");
2890 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2891 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2892 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2893 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2895 TRACE("World mat:\n");
2896 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2897 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2898 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2899 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2901 /* Get the viewport */
2902 wined3d_device_get_viewport(device
, &vp
);
2903 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2904 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2906 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2907 multiply_matrix(&mat
,&proj_mat
,&mat
);
2909 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2911 for (i
= 0; i
< dwCount
; i
+= 1) {
2912 unsigned int tex_index
;
2914 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2915 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2916 /* The position first */
2917 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2918 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2920 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2922 /* Multiplication with world, view and projection matrix. */
2923 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2924 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2925 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2926 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2928 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2930 /* WARNING: The following things are taken from d3d7 and were not yet checked
2931 * against d3d8 or d3d9!
2934 /* Clipping conditions: From msdn
2936 * A vertex is clipped if it does not match the following requirements
2940 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2942 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2943 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2948 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2949 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2952 /* "Normal" viewport transformation (not clipped)
2953 * 1) The values are divided by rhw
2954 * 2) The y axis is negative, so multiply it with -1
2955 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2956 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2957 * 4) Multiply x with Width/2 and add Width/2
2958 * 5) The same for the height
2959 * 6) Add the viewpoint X and Y to the 2D coordinates and
2960 * The minimum Z value to z
2961 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2963 * Well, basically it's simply a linear transformation into viewport
2975 z
*= vp
.max_z
- vp
.min_z
;
2977 x
+= vp
.width
/ 2 + vp
.x
;
2978 y
+= vp
.height
/ 2 + vp
.y
;
2983 /* That vertex got clipped
2984 * Contrary to OpenGL it is not dropped completely, it just
2985 * undergoes a different calculation.
2987 TRACE("Vertex got clipped\n");
2994 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2995 * outside of the main vertex buffer memory. That needs some more
3000 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3003 ( (float *) dest_ptr
)[0] = x
;
3004 ( (float *) dest_ptr
)[1] = y
;
3005 ( (float *) dest_ptr
)[2] = z
;
3006 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3008 dest_ptr
+= 3 * sizeof(float);
3010 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3011 dest_ptr
+= sizeof(float);
3014 if (DestFVF
& WINED3DFVF_PSIZE
)
3015 dest_ptr
+= sizeof(DWORD
);
3017 if (DestFVF
& WINED3DFVF_NORMAL
)
3019 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3020 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3021 /* AFAIK this should go into the lighting information */
3022 FIXME("Didn't expect the destination to have a normal\n");
3023 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3026 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3028 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3029 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3030 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3032 static BOOL warned
= FALSE
;
3035 ERR("No diffuse color in source, but destination has one\n");
3039 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3040 dest_ptr
+= sizeof(DWORD
);
3044 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3048 if (DestFVF
& WINED3DFVF_SPECULAR
)
3050 /* What's the color value in the feedback buffer? */
3051 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3052 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3053 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3055 static BOOL warned
= FALSE
;
3058 ERR("No specular color in source, but destination has one\n");
3062 *(DWORD
*)dest_ptr
= 0xff000000;
3063 dest_ptr
+= sizeof(DWORD
);
3067 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3071 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3073 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3074 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3075 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3077 ERR("No source texture, but destination requests one\n");
3078 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3082 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3087 wined3d_buffer_unmap(dest
);
3091 #undef copy_and_next
3093 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3094 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3095 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3097 struct wined3d_state
*state
= &device
->state
;
3098 struct wined3d_stream_info stream_info
;
3099 const struct wined3d_gl_info
*gl_info
;
3100 struct wined3d_context
*context
;
3101 struct wined3d_shader
*vs
;
3106 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3107 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3108 device
, src_start_idx
, dst_idx
, vertex_count
,
3109 dst_buffer
, declaration
, flags
, dst_fvf
);
3112 FIXME("Output vertex declaration not implemented yet.\n");
3114 /* Need any context to write to the vbo. */
3115 context
= context_acquire(device
, NULL
);
3116 gl_info
= context
->gl_info
;
3118 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3119 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3120 context_stream_info_from_declaration(context
, state
, &stream_info
);
3121 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3123 /* We can't convert FROM a VBO, and vertex buffers used to source into
3124 * process_vertices() are unlikely to ever be used for drawing. Release
3125 * VBOs in those buffers and fix up the stream_info structure.
3127 * Also apply the start index. */
3128 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3130 struct wined3d_stream_info_element
*e
;
3131 struct wined3d_buffer
*buffer
;
3136 e
= &stream_info
.elements
[i
];
3137 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3138 e
->data
.buffer_object
= 0;
3139 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3140 if (buffer
->buffer_object
)
3142 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3143 buffer
->buffer_object
= 0;
3146 e
->data
.addr
+= e
->stride
* src_start_idx
;
3149 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3150 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3152 context_release(context
);
3157 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3158 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3160 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3163 TRACE("device %p, stage %u, state %s, value %#x.\n",
3164 device
, stage
, debug_d3dtexturestate(state
), value
);
3166 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3168 WARN("Invalid state %#x passed.\n", state
);
3172 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3174 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3175 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3179 old_value
= device
->update_state
->texture_states
[stage
][state
];
3180 device
->update_state
->texture_states
[stage
][state
] = value
;
3182 if (device
->recording
)
3184 TRACE("Recording... not performing anything.\n");
3185 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3189 /* Checked after the assignments to allow proper stateblock recording. */
3190 if (old_value
== value
)
3192 TRACE("Application is setting the old value over, nothing to do.\n");
3196 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3199 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3200 UINT stage
, enum wined3d_texture_stage_state state
)
3202 TRACE("device %p, stage %u, state %s.\n",
3203 device
, stage
, debug_d3dtexturestate(state
));
3205 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3207 WARN("Invalid state %#x passed.\n", state
);
3211 return device
->state
.texture_states
[stage
][state
];
3214 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3215 UINT stage
, struct wined3d_texture
*texture
)
3217 struct wined3d_texture
*prev
;
3219 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3221 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3222 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3224 /* Windows accepts overflowing this array... we do not. */
3225 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3227 WARN("Ignoring invalid stage %u.\n", stage
);
3231 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3233 WARN("Rejecting attempt to set scratch texture.\n");
3234 return WINED3DERR_INVALIDCALL
;
3237 if (device
->recording
)
3238 device
->recording
->changed
.textures
|= 1u << stage
;
3240 prev
= device
->update_state
->textures
[stage
];
3241 TRACE("Previous texture %p.\n", prev
);
3243 if (texture
== prev
)
3245 TRACE("App is setting the same texture again, nothing to do.\n");
3249 TRACE("Setting new texture to %p.\n", texture
);
3250 device
->update_state
->textures
[stage
] = texture
;
3253 wined3d_texture_incref(texture
);
3254 if (!device
->recording
)
3255 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3257 wined3d_texture_decref(prev
);
3262 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3264 TRACE("device %p, stage %u.\n", device
, stage
);
3266 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3267 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3269 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3271 WARN("Ignoring invalid stage %u.\n", stage
);
3272 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3275 return device
->state
.textures
[stage
];
3278 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3280 TRACE("device %p, caps %p.\n", device
, caps
);
3282 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3283 device
->create_parms
.device_type
, caps
);
3286 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3287 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3289 struct wined3d_swapchain
*swapchain
;
3291 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3292 device
, swapchain_idx
, mode
, rotation
);
3294 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3295 return WINED3DERR_INVALIDCALL
;
3297 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3300 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3302 struct wined3d_stateblock
*stateblock
;
3305 TRACE("device %p.\n", device
);
3307 if (device
->recording
)
3308 return WINED3DERR_INVALIDCALL
;
3310 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3314 device
->recording
= stateblock
;
3315 device
->update_state
= &stateblock
->state
;
3317 TRACE("Recording stateblock %p.\n", stateblock
);
3322 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3323 struct wined3d_stateblock
**stateblock
)
3325 struct wined3d_stateblock
*object
= device
->recording
;
3327 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3329 if (!device
->recording
)
3331 WARN("Not recording.\n");
3333 return WINED3DERR_INVALIDCALL
;
3336 stateblock_init_contained_states(object
);
3338 *stateblock
= object
;
3339 device
->recording
= NULL
;
3340 device
->update_state
= &device
->state
;
3342 TRACE("Returning stateblock %p.\n", *stateblock
);
3347 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3349 /* At the moment we have no need for any functionality at the beginning
3351 TRACE("device %p.\n", device
);
3353 if (device
->inScene
)
3355 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3356 return WINED3DERR_INVALIDCALL
;
3358 device
->inScene
= TRUE
;
3362 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3364 struct wined3d_context
*context
;
3366 TRACE("device %p.\n", device
);
3368 if (!device
->inScene
)
3370 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3371 return WINED3DERR_INVALIDCALL
;
3374 context
= context_acquire(device
, NULL
);
3375 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3376 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3377 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3379 context_release(context
);
3381 device
->inScene
= FALSE
;
3385 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3386 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3388 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3389 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3391 if (!rect_count
&& rects
)
3393 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3397 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3399 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3402 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3403 /* TODO: What about depth stencil buffers without stencil bits? */
3404 return WINED3DERR_INVALIDCALL
;
3406 else if (flags
& WINED3DCLEAR_TARGET
)
3408 if (ds
->width
< device
->fb
.render_targets
[0]->width
3409 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3411 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3417 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3422 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3423 struct wined3d_query
*predicate
, BOOL value
)
3425 struct wined3d_query
*prev
;
3427 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3429 prev
= device
->update_state
->predicate
;
3432 FIXME("Predicated rendering not implemented.\n");
3433 wined3d_query_incref(predicate
);
3435 device
->update_state
->predicate
= predicate
;
3436 device
->update_state
->predicate_value
= value
;
3437 if (!device
->recording
)
3438 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3440 wined3d_query_decref(prev
);
3443 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3445 TRACE("device %p, value %p.\n", device
, value
);
3447 *value
= device
->state
.predicate_value
;
3448 return device
->state
.predicate
;
3451 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3452 enum wined3d_primitive_type primitive_type
)
3454 GLenum gl_primitive_type
, prev
;
3456 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3458 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3459 prev
= device
->update_state
->gl_primitive_type
;
3460 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3461 if (device
->recording
)
3462 device
->recording
->changed
.primitive_type
= TRUE
;
3463 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3464 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3467 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3468 enum wined3d_primitive_type
*primitive_type
)
3470 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3472 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3474 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3477 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3479 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3481 if (!device
->state
.vertex_declaration
)
3483 WARN("Called without a valid vertex declaration set.\n");
3484 return WINED3DERR_INVALIDCALL
;
3487 if (device
->state
.load_base_vertex_index
)
3489 device
->state
.load_base_vertex_index
= 0;
3490 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3493 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3498 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3499 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3501 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3502 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3504 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3507 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3509 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3511 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3513 if (!device
->state
.index_buffer
)
3515 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3516 * without an index buffer set. (The first time at least...)
3517 * D3D8 simply dies, but I doubt it can do much harm to return
3518 * D3DERR_INVALIDCALL there as well. */
3519 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3520 return WINED3DERR_INVALIDCALL
;
3523 if (!device
->state
.vertex_declaration
)
3525 WARN("Called without a valid vertex declaration set.\n");
3526 return WINED3DERR_INVALIDCALL
;
3529 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3530 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3532 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3533 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3536 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3541 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3542 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3544 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3545 device
, start_idx
, index_count
, start_instance
, instance_count
);
3547 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3550 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3551 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3552 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3554 struct wined3d_const_bo_address data
;
3555 struct wined3d_context
*context
;
3556 struct wined3d_map_desc src
;
3557 HRESULT hr
= WINED3D_OK
;
3560 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3561 device
, src_texture
, src_level
, dst_texture
, level_count
);
3563 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3565 WARN("Source and destination formats do not match.\n");
3566 return WINED3DERR_INVALIDCALL
;
3569 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3570 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3571 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3573 WARN("Source and destination dimensions do not match.\n");
3574 return WINED3DERR_INVALIDCALL
;
3577 context
= context_acquire(device
, NULL
);
3579 /* Only a prepare, since we're uploading entire volumes. */
3580 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3581 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3583 for (i
= 0; i
< level_count
; ++i
)
3585 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3586 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3589 data
.buffer_object
= 0;
3590 data
.addr
= src
.data
;
3591 wined3d_volume_upload_data(dst_texture
, i
, context
, &data
);
3592 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3594 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3599 context_release(context
);
3603 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3604 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3606 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3607 unsigned int layer_count
, level_count
, i
, j
;
3608 enum wined3d_resource_type type
;
3610 struct wined3d_context
*context
;
3612 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3614 /* Verify that the source and destination textures are non-NULL. */
3615 if (!src_texture
|| !dst_texture
)
3617 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3618 return WINED3DERR_INVALIDCALL
;
3621 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3623 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3624 return WINED3DERR_INVALIDCALL
;
3626 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3628 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3629 return WINED3DERR_INVALIDCALL
;
3632 /* Verify that the source and destination textures are the same type. */
3633 type
= src_texture
->resource
.type
;
3634 if (dst_texture
->resource
.type
!= type
)
3636 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3637 return WINED3DERR_INVALIDCALL
;
3640 layer_count
= src_texture
->layer_count
;
3641 if (layer_count
!= dst_texture
->layer_count
)
3643 WARN("Source and destination have different layer counts.\n");
3644 return WINED3DERR_INVALIDCALL
;
3647 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3648 wined3d_texture_get_level_count(dst_texture
));
3650 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3651 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3652 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3654 src_size
= max(src_size
, src_texture
->resource
.depth
);
3655 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3657 while (src_size
> dst_size
)
3663 /* Make sure that the destination texture is loaded. */
3664 context
= context_acquire(device
, NULL
);
3665 wined3d_texture_load(dst_texture
, context
, FALSE
);
3666 context_release(context
);
3668 /* Update every surface level of the texture. */
3671 case WINED3D_RTYPE_TEXTURE_2D
:
3673 unsigned int src_levels
= src_texture
->level_count
;
3674 unsigned int dst_levels
= dst_texture
->level_count
;
3675 struct wined3d_surface
*src_surface
;
3676 struct wined3d_surface
*dst_surface
;
3678 for (i
= 0; i
< layer_count
; ++i
)
3680 for (j
= 0; j
< level_count
; ++j
)
3682 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3683 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3684 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3686 WARN("Failed to update surface, hr %#x.\n", hr
);
3694 case WINED3D_RTYPE_TEXTURE_3D
:
3695 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3696 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3697 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3701 FIXME("Unsupported texture type %#x.\n", type
);
3702 return WINED3DERR_INVALIDCALL
;
3706 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3708 const struct wined3d_state
*state
= &device
->state
;
3709 struct wined3d_texture
*texture
;
3712 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3714 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3716 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3718 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3719 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3721 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3723 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3724 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3727 texture
= state
->textures
[i
];
3728 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3730 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3732 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3735 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3737 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3740 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3741 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3743 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3748 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3749 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3751 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3752 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3754 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3756 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3757 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3761 /* return a sensible default */
3764 TRACE("returning D3D_OK\n");
3768 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3772 TRACE("device %p, software %#x.\n", device
, software
);
3776 FIXME("device %p, software %#x stub!\n", device
, software
);
3780 device
->softwareVertexProcessing
= software
;
3783 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3787 TRACE("device %p.\n", device
);
3791 TRACE("device %p stub!\n", device
);
3795 return device
->softwareVertexProcessing
;
3798 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3799 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3801 struct wined3d_swapchain
*swapchain
;
3803 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3804 device
, swapchain_idx
, raster_status
);
3806 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3807 return WINED3DERR_INVALIDCALL
;
3809 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3812 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3816 TRACE("device %p, segments %.8e.\n", device
, segments
);
3818 if (segments
!= 0.0f
)
3822 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3830 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3834 TRACE("device %p.\n", device
);
3838 FIXME("device %p stub!\n", device
);
3845 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3846 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3848 struct wined3d_texture
*dst_texture
, *src_texture
;
3849 RECT dst_rect
, src_rect
;
3853 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3855 if (src_resource
== dst_resource
)
3857 WARN("Source and destination are the same resource.\n");
3861 if (src_resource
->type
!= dst_resource
->type
)
3863 WARN("Resource types (%s / %s) don't match.\n",
3864 debug_d3dresourcetype(dst_resource
->type
),
3865 debug_d3dresourcetype(src_resource
->type
));
3869 if (src_resource
->width
!= dst_resource
->width
3870 || src_resource
->height
!= dst_resource
->height
3871 || src_resource
->depth
!= dst_resource
->depth
)
3873 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3874 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3875 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3879 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3881 WARN("Resource formats (%s / %s) don't match.\n",
3882 debug_d3dformat(dst_resource
->format
->id
),
3883 debug_d3dformat(src_resource
->format
->id
));
3887 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3889 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3890 buffer_from_resource(src_resource
), 0,
3891 dst_resource
->size
)))
3892 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3896 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3898 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3902 dst_texture
= texture_from_resource(dst_resource
);
3903 src_texture
= texture_from_resource(src_resource
);
3905 if (src_texture
->layer_count
!= dst_texture
->layer_count
3906 || src_texture
->level_count
!= dst_texture
->level_count
)
3908 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3909 dst_texture
->layer_count
, dst_texture
->level_count
,
3910 src_texture
->layer_count
, src_texture
->level_count
);
3914 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3916 SetRect(&dst_rect
, 0, 0,
3917 wined3d_texture_get_level_width(dst_texture
, i
),
3918 wined3d_texture_get_level_height(dst_texture
, i
));
3919 SetRect(&src_rect
, 0, 0,
3920 wined3d_texture_get_level_width(src_texture
, i
),
3921 wined3d_texture_get_level_height(dst_texture
, i
));
3922 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3924 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3926 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3927 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3928 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3933 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3934 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3935 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3936 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3938 struct wined3d_texture
*dst_texture
, *src_texture
;
3939 RECT dst_rect
, src_rect
;
3942 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3943 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3944 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3945 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3947 if (src_box
&& (src_box
->left
>= src_box
->right
3948 || src_box
->top
>= src_box
->bottom
3949 || src_box
->front
>= src_box
->back
))
3951 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3952 return WINED3DERR_INVALIDCALL
;
3955 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3957 WARN("Source and destination are the same sub-resource.\n");
3958 return WINED3DERR_INVALIDCALL
;
3961 if (src_resource
->type
!= dst_resource
->type
)
3963 WARN("Resource types (%s / %s) don't match.\n",
3964 debug_d3dresourcetype(dst_resource
->type
),
3965 debug_d3dresourcetype(src_resource
->type
));
3966 return WINED3DERR_INVALIDCALL
;
3969 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3971 WARN("Resource formats (%s / %s) don't match.\n",
3972 debug_d3dformat(dst_resource
->format
->id
),
3973 debug_d3dformat(src_resource
->format
->id
));
3974 return WINED3DERR_INVALIDCALL
;
3977 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3979 unsigned int src_offset
, size
;
3981 if (dst_sub_resource_idx
)
3983 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3984 return WINED3DERR_INVALIDCALL
;
3986 if (src_sub_resource_idx
)
3988 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3989 return WINED3DERR_INVALIDCALL
;
3994 src_offset
= src_box
->left
;
3995 size
= src_box
->right
- src_box
->left
;
4000 size
= src_resource
->size
;
4003 if (src_offset
> src_resource
->size
4004 || size
> src_resource
->size
- src_offset
4005 || dst_x
> dst_resource
->size
4006 || size
> dst_resource
->size
- dst_x
)
4008 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4009 dst_x
, src_offset
, size
);
4010 return WINED3DERR_INVALIDCALL
;
4013 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4014 buffer_from_resource(src_resource
), src_offset
, size
);
4017 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4019 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4020 return WINED3DERR_INVALIDCALL
;
4023 dst_texture
= texture_from_resource(dst_resource
);
4024 src_texture
= texture_from_resource(src_resource
);
4028 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4032 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4034 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4035 wined3d_texture_get_level_height(src_texture
, level
));
4038 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4039 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4041 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4042 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4043 WARN("Failed to blit, hr %#x.\n", hr
);
4048 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4049 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4050 unsigned int depth_pitch
)
4052 struct wined3d_texture_sub_resource
*sub_resource
;
4053 const struct wined3d_gl_info
*gl_info
;
4054 struct wined3d_const_bo_address addr
;
4055 unsigned int width
, height
, level
;
4056 struct wined3d_context
*context
;
4057 struct wined3d_texture
*texture
;
4058 struct wined3d_surface
*surface
;
4062 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4063 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4065 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4067 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4070 if (sub_resource_idx
> 0)
4072 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4076 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4077 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4082 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4084 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4088 texture
= texture_from_resource(resource
);
4089 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4091 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4094 surface
= sub_resource
->u
.surface
;
4096 level
= sub_resource_idx
% texture
->level_count
;
4097 width
= wined3d_texture_get_level_width(texture
, level
);
4098 height
= wined3d_texture_get_level_height(texture
, level
);
4104 if (box
->left
>= box
->right
|| box
->right
> width
4105 || box
->top
>= box
->bottom
|| box
->bottom
> height
4106 || box
->front
>= box
->back
)
4108 WARN("Invalid box %s specified.\n", debug_box(box
));
4112 src_rect
.right
= box
->right
- box
->left
;
4113 src_rect
.bottom
= box
->bottom
- box
->top
;
4114 dst_point
.x
= box
->left
;
4115 dst_point
.y
= box
->top
;
4119 src_rect
.right
= width
;
4120 src_rect
.bottom
= height
;
4125 addr
.buffer_object
= 0;
4128 context
= context_acquire(resource
->device
, NULL
);
4129 gl_info
= context
->gl_info
;
4131 /* Only load the surface for partial updates. */
4132 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== width
&& src_rect
.bottom
== height
)
4133 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4135 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4136 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4138 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4139 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4141 context_release(context
);
4143 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4144 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4147 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4148 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4149 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4151 const struct blit_shader
*blitter
;
4152 struct wined3d_resource
*resource
;
4153 enum wined3d_blit_op blit_op
;
4156 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4157 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4162 resource
= view
->resource
;
4163 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4165 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4166 return WINED3DERR_INVALIDCALL
;
4169 if (view
->depth
> 1)
4171 FIXME("Layered clears not implemented.\n");
4172 return WINED3DERR_INVALIDCALL
;
4177 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4181 if (flags
& WINED3DCLEAR_TARGET
)
4182 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4184 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4186 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4187 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4189 FIXME("No blitter is capable of performing the requested fill operation.\n");
4190 return WINED3DERR_INVALIDCALL
;
4193 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4194 return blitter
->color_fill(device
, view
, rect
, color
);
4196 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4199 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4200 unsigned int view_idx
)
4202 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4204 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4206 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4210 return device
->fb
.render_targets
[view_idx
];
4213 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4215 TRACE("device %p.\n", device
);
4217 return device
->fb
.depth_stencil
;
4220 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4221 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4223 struct wined3d_rendertarget_view
*prev
;
4225 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4226 device
, view_idx
, view
, set_viewport
);
4228 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4230 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4231 return WINED3DERR_INVALIDCALL
;
4234 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4236 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4237 return WINED3DERR_INVALIDCALL
;
4240 /* Set the viewport and scissor rectangles, if requested. Tests show that
4241 * stateblock recording is ignored, the change goes directly into the
4242 * primary stateblock. */
4243 if (!view_idx
&& set_viewport
)
4245 struct wined3d_state
*state
= &device
->state
;
4247 state
->viewport
.x
= 0;
4248 state
->viewport
.y
= 0;
4249 state
->viewport
.width
= view
->width
;
4250 state
->viewport
.height
= view
->height
;
4251 state
->viewport
.min_z
= 0.0f
;
4252 state
->viewport
.max_z
= 1.0f
;
4253 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4255 state
->scissor_rect
.top
= 0;
4256 state
->scissor_rect
.left
= 0;
4257 state
->scissor_rect
.right
= view
->width
;
4258 state
->scissor_rect
.bottom
= view
->height
;
4259 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4263 prev
= device
->fb
.render_targets
[view_idx
];
4268 wined3d_rendertarget_view_incref(view
);
4269 device
->fb
.render_targets
[view_idx
] = view
;
4270 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4271 /* Release after the assignment, to prevent device_resource_released()
4272 * from seeing the surface as still in use. */
4274 wined3d_rendertarget_view_decref(prev
);
4279 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4281 struct wined3d_rendertarget_view
*prev
;
4283 TRACE("device %p, view %p.\n", device
, view
);
4285 prev
= device
->fb
.depth_stencil
;
4288 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4292 if ((device
->fb
.depth_stencil
= view
))
4293 wined3d_rendertarget_view_incref(view
);
4294 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4296 wined3d_rendertarget_view_decref(prev
);
4299 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4300 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4302 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4303 struct wined3d_sub_resource_data data
;
4304 struct wined3d_resource_desc desc
;
4305 struct wined3d_map_desc map_desc
;
4306 struct wined3d_texture
*texture
;
4309 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4311 ERR("Failed to map source texture.\n");
4315 data
.data
= map_desc
.data
;
4316 data
.row_pitch
= map_desc
.row_pitch
;
4317 data
.slice_pitch
= map_desc
.slice_pitch
;
4319 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4320 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4321 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4322 desc
.multisample_quality
= 0;
4323 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4324 desc
.pool
= WINED3D_POOL_DEFAULT
;
4325 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4326 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4330 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4331 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4332 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4335 ERR("Failed to create cursor texture.\n");
4342 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4343 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4345 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4346 unsigned int cursor_width
, cursor_height
;
4347 struct wined3d_display_mode mode
;
4348 struct wined3d_map_desc map_desc
;
4351 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4352 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4354 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4355 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4356 return WINED3DERR_INVALIDCALL
;
4358 if (device
->cursor_texture
)
4360 wined3d_texture_decref(device
->cursor_texture
);
4361 device
->cursor_texture
= NULL
;
4364 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4366 WARN("Texture %p has invalid format %s.\n",
4367 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4368 return WINED3DERR_INVALIDCALL
;
4371 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4373 ERR("Failed to get display mode, hr %#x.\n", hr
);
4374 return WINED3DERR_INVALIDCALL
;
4377 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4378 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4379 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4381 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4382 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4383 return WINED3DERR_INVALIDCALL
;
4386 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4388 /* Do not store the surface's pointer because the application may
4389 * release it after setting the cursor image. Windows doesn't
4390 * addref the set surface, so we can't do this either without
4391 * creating circular refcount dependencies. */
4392 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4394 ERR("Failed to create cursor texture.\n");
4395 return WINED3DERR_INVALIDCALL
;
4398 if (cursor_width
== 32 && cursor_height
== 32)
4400 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4401 ICONINFO cursor_info
;
4405 /* 32-bit user32 cursors ignore the alpha channel if it's all
4406 * zeroes, and use the mask instead. Fill the mask with all ones
4407 * to ensure we still get a fully transparent cursor. */
4408 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4409 return E_OUTOFMEMORY
;
4410 memset(mask_bits
, 0xff, mask_size
);
4412 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4413 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4414 cursor_info
.fIcon
= FALSE
;
4415 cursor_info
.xHotspot
= x_hotspot
;
4416 cursor_info
.yHotspot
= y_hotspot
;
4417 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4418 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4419 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4421 /* Create our cursor and clean up. */
4422 cursor
= CreateIconIndirect(&cursor_info
);
4423 if (cursor_info
.hbmMask
)
4424 DeleteObject(cursor_info
.hbmMask
);
4425 if (cursor_info
.hbmColor
)
4426 DeleteObject(cursor_info
.hbmColor
);
4427 if (device
->hardwareCursor
)
4428 DestroyCursor(device
->hardwareCursor
);
4429 device
->hardwareCursor
= cursor
;
4430 if (device
->bCursorVisible
)
4433 HeapFree(GetProcessHeap(), 0, mask_bits
);
4436 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4437 device
->cursorWidth
= cursor_width
;
4438 device
->cursorHeight
= cursor_height
;
4439 device
->xHotSpot
= x_hotspot
;
4440 device
->yHotSpot
= y_hotspot
;
4445 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4446 int x_screen_space
, int y_screen_space
, DWORD flags
)
4448 TRACE("device %p, x %d, y %d, flags %#x.\n",
4449 device
, x_screen_space
, y_screen_space
, flags
);
4451 device
->xScreenSpace
= x_screen_space
;
4452 device
->yScreenSpace
= y_screen_space
;
4454 if (device
->hardwareCursor
)
4458 GetCursorPos( &pt
);
4459 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4461 SetCursorPos( x_screen_space
, y_screen_space
);
4463 /* Switch to the software cursor if position diverges from the hardware one. */
4464 GetCursorPos( &pt
);
4465 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4467 if (device
->bCursorVisible
) SetCursor( NULL
);
4468 DestroyCursor( device
->hardwareCursor
);
4469 device
->hardwareCursor
= 0;
4474 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4476 BOOL oldVisible
= device
->bCursorVisible
;
4478 TRACE("device %p, show %#x.\n", device
, show
);
4481 * When ShowCursor is first called it should make the cursor appear at the OS's last
4482 * known cursor position.
4484 if (show
&& !oldVisible
)
4488 device
->xScreenSpace
= pt
.x
;
4489 device
->yScreenSpace
= pt
.y
;
4492 if (device
->hardwareCursor
)
4494 device
->bCursorVisible
= show
;
4496 SetCursor(device
->hardwareCursor
);
4500 else if (device
->cursor_texture
)
4502 device
->bCursorVisible
= show
;
4508 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4510 struct wined3d_resource
*resource
, *cursor
;
4512 TRACE("device %p.\n", device
);
4514 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4516 TRACE("Checking resource %p for eviction.\n", resource
);
4518 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4520 TRACE("Evicting %p.\n", resource
);
4521 resource
->resource_ops
->resource_unload(resource
);
4525 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4526 device_invalidate_state(device
, STATE_STREAMSRC
);
4529 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4531 struct wined3d_resource
*resource
, *cursor
;
4532 const struct wined3d_gl_info
*gl_info
;
4533 struct wined3d_context
*context
;
4534 struct wined3d_shader
*shader
;
4536 context
= context_acquire(device
, NULL
);
4537 gl_info
= context
->gl_info
;
4539 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4541 TRACE("Unloading resource %p.\n", resource
);
4542 resource
->resource_ops
->resource_unload(resource
);
4545 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4547 device
->shader_backend
->shader_destroy(shader
);
4550 if (device
->depth_blt_texture
)
4552 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4553 device
->depth_blt_texture
= 0;
4556 device
->blitter
->free_private(device
);
4557 device
->shader_backend
->shader_free_private(device
);
4558 destroy_dummy_textures(device
, gl_info
);
4559 destroy_default_sampler(device
);
4561 context_release(context
);
4563 while (device
->context_count
)
4565 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4568 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4569 swapchain
->context
= NULL
;
4572 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4574 struct wined3d_context
*context
;
4575 struct wined3d_texture
*target
;
4578 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4579 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4581 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4585 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4587 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4588 device
->shader_backend
->shader_free_private(device
);
4592 /* Recreate the primary swapchain's context */
4593 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4594 if (!swapchain
->context
)
4596 ERR("Failed to allocate memory for swapchain context array.\n");
4597 device
->blitter
->free_private(device
);
4598 device
->shader_backend
->shader_free_private(device
);
4599 return E_OUTOFMEMORY
;
4602 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4603 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4605 WARN("Failed to create context.\n");
4606 device
->blitter
->free_private(device
);
4607 device
->shader_backend
->shader_free_private(device
);
4608 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4612 swapchain
->context
[0] = context
;
4613 swapchain
->num_contexts
= 1;
4614 create_dummy_textures(device
, context
);
4615 create_default_sampler(device
);
4616 context_release(context
);
4621 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4622 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4623 wined3d_device_reset_cb callback
, BOOL reset_state
)
4625 struct wined3d_rendertarget_view_desc view_desc
;
4626 struct wined3d_resource
*resource
, *cursor
;
4627 struct wined3d_swapchain
*swapchain
;
4628 struct wined3d_display_mode m
;
4629 BOOL DisplayModeChanged
;
4630 HRESULT hr
= WINED3D_OK
;
4633 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4634 device
, swapchain_desc
, mode
, callback
, reset_state
);
4636 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4638 ERR("Failed to get the first implicit swapchain.\n");
4639 return WINED3DERR_INVALIDCALL
;
4641 DisplayModeChanged
= swapchain
->reapply_mode
;
4645 if (device
->logo_texture
)
4647 wined3d_texture_decref(device
->logo_texture
);
4648 device
->logo_texture
= NULL
;
4650 if (device
->cursor_texture
)
4652 wined3d_texture_decref(device
->cursor_texture
);
4653 device
->cursor_texture
= NULL
;
4655 state_unbind_resources(&device
->state
);
4658 if (device
->fb
.render_targets
)
4660 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4662 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4665 wined3d_device_set_depth_stencil_view(device
, NULL
);
4667 if (device
->onscreen_depth_stencil
)
4669 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4670 device
->onscreen_depth_stencil
= NULL
;
4675 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4677 TRACE("Enumerating resource %p.\n", resource
);
4678 if (FAILED(hr
= callback(resource
)))
4683 TRACE("New params:\n");
4684 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4685 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4686 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4687 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4688 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4689 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4690 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4691 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4692 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4693 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4694 if (swapchain_desc
->enable_auto_depth_stencil
)
4695 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4696 TRACE("flags %#x\n", swapchain_desc
->flags
);
4697 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4698 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4699 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4701 /* No special treatment of these parameters. Just store them */
4702 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4703 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4704 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4705 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4706 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4707 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4708 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4710 if (swapchain_desc
->device_window
4711 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4713 TRACE("Changing the device window from %p to %p.\n",
4714 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4715 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4716 swapchain
->device_window
= swapchain_desc
->device_window
;
4717 wined3d_swapchain_set_window(swapchain
, NULL
);
4722 DisplayModeChanged
= TRUE
;
4725 else if (swapchain_desc
->windowed
)
4727 m
= swapchain
->original_mode
;
4731 m
.width
= swapchain_desc
->backbuffer_width
;
4732 m
.height
= swapchain_desc
->backbuffer_height
;
4733 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4734 m
.format_id
= swapchain_desc
->backbuffer_format
;
4735 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4737 if ((m
.width
!= swapchain
->desc
.backbuffer_width
4738 || m
.height
!= swapchain
->desc
.backbuffer_height
))
4739 DisplayModeChanged
= TRUE
;
4742 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4743 || DisplayModeChanged
)
4745 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4747 WARN("Failed to set display mode, hr %#x.\n", hr
);
4748 return WINED3DERR_INVALIDCALL
;
4751 if (!swapchain_desc
->windowed
)
4753 if (swapchain
->desc
.windowed
)
4755 HWND focus_window
= device
->create_parms
.focus_window
;
4757 focus_window
= swapchain_desc
->device_window
;
4758 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4760 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4764 /* switch from windowed to fs */
4765 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4766 swapchain_desc
->backbuffer_width
,
4767 swapchain_desc
->backbuffer_height
);
4771 /* Fullscreen -> fullscreen mode change */
4772 MoveWindow(swapchain
->device_window
, 0, 0,
4773 swapchain_desc
->backbuffer_width
,
4774 swapchain_desc
->backbuffer_height
,
4777 swapchain
->d3d_mode
= m
;
4779 else if (!swapchain
->desc
.windowed
)
4781 /* Fullscreen -> windowed switch */
4782 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4783 wined3d_device_release_focus_window(device
);
4785 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4787 else if (!swapchain_desc
->windowed
)
4789 DWORD style
= device
->style
;
4790 DWORD exStyle
= device
->exStyle
;
4791 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4792 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4793 * Reset to clear up their mess. Guild Wars also loses the device during that.
4796 device
->exStyle
= 0;
4797 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4798 swapchain_desc
->backbuffer_width
,
4799 swapchain_desc
->backbuffer_height
);
4800 device
->style
= style
;
4801 device
->exStyle
= exStyle
;
4804 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4805 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4806 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4809 if (device
->auto_depth_stencil_view
)
4811 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4812 device
->auto_depth_stencil_view
= NULL
;
4814 if (swapchain
->desc
.enable_auto_depth_stencil
)
4816 struct wined3d_resource_desc texture_desc
;
4817 struct wined3d_texture
*texture
;
4819 TRACE("Creating the depth stencil buffer\n");
4821 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4822 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4823 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4824 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4825 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4826 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4827 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4828 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4829 texture_desc
.depth
= 1;
4830 texture_desc
.size
= 0;
4832 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4833 device
->device_parent
, &texture_desc
, &texture
)))
4835 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4836 return WINED3DERR_INVALIDCALL
;
4839 view_desc
.format_id
= texture
->resource
.format
->id
;
4840 view_desc
.u
.texture
.level_idx
= 0;
4841 view_desc
.u
.texture
.layer_idx
= 0;
4842 view_desc
.u
.texture
.layer_count
= 1;
4843 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4844 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4845 wined3d_texture_decref(texture
);
4848 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4852 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4855 if (device
->back_buffer_view
)
4857 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4858 device
->back_buffer_view
= NULL
;
4860 if (swapchain
->desc
.backbuffer_count
)
4862 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
4863 view_desc
.u
.texture
.level_idx
= 0;
4864 view_desc
.u
.texture
.layer_idx
= 0;
4865 view_desc
.u
.texture
.layer_count
= 1;
4866 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
4867 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4869 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4874 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4878 TRACE("Resetting stateblock.\n");
4879 if (device
->recording
)
4881 wined3d_stateblock_decref(device
->recording
);
4882 device
->recording
= NULL
;
4884 wined3d_cs_emit_reset_state(device
->cs
);
4885 state_cleanup(&device
->state
);
4887 if (device
->d3d_initialized
)
4888 delete_opengl_contexts(device
, swapchain
);
4890 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4891 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4892 device
->update_state
= &device
->state
;
4894 device_init_swapchain_state(device
, swapchain
);
4896 else if (device
->back_buffer_view
)
4898 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4899 struct wined3d_state
*state
= &device
->state
;
4901 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4903 /* Note the min_z / max_z is not reset. */
4904 state
->viewport
.x
= 0;
4905 state
->viewport
.y
= 0;
4906 state
->viewport
.width
= view
->width
;
4907 state
->viewport
.height
= view
->height
;
4908 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4910 state
->scissor_rect
.top
= 0;
4911 state
->scissor_rect
.left
= 0;
4912 state
->scissor_rect
.right
= view
->width
;
4913 state
->scissor_rect
.bottom
= view
->height
;
4914 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4917 if (device
->d3d_initialized
)
4920 hr
= create_primary_opengl_context(device
, swapchain
);
4921 swapchain_update_swap_interval(swapchain
);
4924 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4930 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4932 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4934 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4940 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4941 struct wined3d_device_creation_parameters
*parameters
)
4943 TRACE("device %p, parameters %p.\n", device
, parameters
);
4945 *parameters
= device
->create_parms
;
4948 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4950 TRACE("device %p.\n", device
);
4952 return device
->wined3d
;
4955 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4956 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4958 struct wined3d_swapchain
*swapchain
;
4960 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4961 device
, swapchain_idx
, flags
, ramp
);
4963 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4964 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4967 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4968 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4970 struct wined3d_swapchain
*swapchain
;
4972 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4973 device
, swapchain_idx
, ramp
);
4975 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4976 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4979 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4981 TRACE("device %p, resource %p.\n", device
, resource
);
4983 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4986 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4988 TRACE("device %p, resource %p.\n", device
, resource
);
4990 list_remove(&resource
->resource_list_entry
);
4993 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4995 enum wined3d_resource_type type
= resource
->type
;
4996 struct wined3d_rendertarget_view
*rtv
;
4999 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5001 context_resource_released(device
, resource
, type
);
5003 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5005 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
5006 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
5009 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
5010 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
5014 case WINED3D_RTYPE_TEXTURE_2D
:
5015 case WINED3D_RTYPE_TEXTURE_3D
:
5016 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5018 struct wined3d_texture
*texture
= texture_from_resource(resource
);
5020 if (device
->state
.textures
[i
] == texture
)
5022 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
5023 device
->state
.textures
[i
] = NULL
;
5026 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
5028 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5029 texture
, device
->recording
, i
);
5030 device
->update_state
->textures
[i
] = NULL
;
5035 case WINED3D_RTYPE_BUFFER
:
5037 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5039 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5041 if (device
->state
.streams
[i
].buffer
== buffer
)
5043 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5044 device
->state
.streams
[i
].buffer
= NULL
;
5047 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5049 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5050 buffer
, device
->recording
, i
);
5051 device
->update_state
->streams
[i
].buffer
= NULL
;
5055 if (device
->state
.index_buffer
== buffer
)
5057 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5058 device
->state
.index_buffer
= NULL
;
5061 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5063 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5064 buffer
, device
->recording
);
5065 device
->update_state
->index_buffer
= NULL
;
5074 /* Remove the resource from the resourceStore */
5075 device_resource_remove(device
, resource
);
5077 TRACE("Resource released.\n");
5080 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5082 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5084 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5087 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
5092 wined3d_sampler_compare
,
5095 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5096 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5097 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5099 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5100 const struct fragment_pipeline
*fragment_pipeline
;
5101 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5106 device
->wined3d
= wined3d
;
5107 wined3d_incref(device
->wined3d
);
5108 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5109 device
->device_parent
= device_parent
;
5110 list_init(&device
->resources
);
5111 list_init(&device
->shaders
);
5112 device
->surface_alignment
= surface_alignment
;
5114 /* Save the creation parameters. */
5115 device
->create_parms
.adapter_idx
= adapter_idx
;
5116 device
->create_parms
.device_type
= device_type
;
5117 device
->create_parms
.focus_window
= focus_window
;
5118 device
->create_parms
.flags
= flags
;
5120 device
->shader_backend
= adapter
->shader_backend
;
5122 vertex_pipeline
= adapter
->vertex_pipe
;
5124 fragment_pipeline
= adapter
->fragment_pipe
;
5126 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
5128 ERR("Failed to initialize sampler rbtree.\n");
5129 return E_OUTOFMEMORY
;
5132 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5133 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5134 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5135 fragment_pipeline
, misc_state_template
)))
5137 ERR("Failed to compile state table, hr %#x.\n", hr
);
5138 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5139 wined3d_decref(device
->wined3d
);
5143 device
->blitter
= adapter
->blitter
;
5145 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5146 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5147 device
->update_state
= &device
->state
;
5149 if (!(device
->cs
= wined3d_cs_create(device
)))
5151 WARN("Failed to create command stream.\n");
5152 state_cleanup(&device
->state
);
5160 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5162 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5164 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5165 wined3d_decref(device
->wined3d
);
5170 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5172 DWORD rep
= device
->StateTable
[state
].representative
;
5173 struct wined3d_context
*context
;
5178 for (i
= 0; i
< device
->context_count
; ++i
)
5180 context
= device
->contexts
[i
];
5181 if(isStateDirty(context
, rep
)) continue;
5183 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5184 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5185 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5186 context
->isStateDirty
[idx
] |= (1u << shift
);
5190 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5191 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5193 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5195 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5196 window
, message
, wparam
, lparam
);
5198 return DefWindowProcW(window
, message
, wparam
, lparam
);
5200 return DefWindowProcA(window
, message
, wparam
, lparam
);
5203 if (message
== WM_DESTROY
)
5205 TRACE("unregister window %p.\n", window
);
5206 wined3d_unregister_window(window
);
5208 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5209 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5211 else if (message
== WM_DISPLAYCHANGE
)
5213 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5215 else if (message
== WM_ACTIVATEAPP
)
5219 for (i
= 0; i
< device
->swapchain_count
; i
++)
5220 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5222 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5224 else if (message
== WM_SYSCOMMAND
)
5226 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5229 DefWindowProcW(window
, message
, wparam
, lparam
);
5231 DefWindowProcA(window
, message
, wparam
, lparam
);
5236 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5238 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);