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
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light
=
39 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
67 switch(primitive_type
)
69 case WINED3D_PT_POINTLIST
:
72 case WINED3D_PT_LINELIST
:
75 case WINED3D_PT_LINESTRIP
:
78 case WINED3D_PT_TRIANGLELIST
:
81 case WINED3D_PT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3D_PT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3D_PT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3D_PT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3D_PT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3D_PT_POINTLIST
;
113 return WINED3D_PT_LINELIST
;
116 return WINED3D_PT_LINESTRIP
;
119 return WINED3D_PT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3D_PT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3D_PT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3D_PT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3D_PT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3D_PT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3D_PT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*all_vbo
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
238 data
.addr
+= element
->offset
;
240 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
244 if (element
->output_slot
== ~0U)
246 /* TODO: Assuming vertexdeclarations are usually used with the
247 * same or a similar shader, it might be worth it to store the
248 * last used output slot and try that one first. */
249 stride_used
= vshader_get_input(state
->vertex_shader
,
250 element
->usage
, element
->usage_idx
, &idx
);
254 idx
= element
->output_slot
;
260 if (!element
->ffp_valid
)
262 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
263 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
268 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
274 TRACE("Load %s array %u [usage %s, usage_idx %u, "
275 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
276 use_vshader
? "shader": "fixed function", idx
,
277 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
278 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
280 data
.addr
+= stream
->offset
;
282 stream_info
->elements
[idx
].format
= element
->format
;
283 stream_info
->elements
[idx
].data
= data
;
284 stream_info
->elements
[idx
].stride
= stride
;
285 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
287 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
288 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
290 stream_info
->swizzle_map
|= 1 << idx
;
292 stream_info
->use_map
|= 1 << idx
;
296 device
->num_buffer_queries
= 0;
297 if (!state
->user_stream
)
299 WORD map
= stream_info
->use_map
;
303 /* PreLoad all the vertex buffers. */
304 for (i
= 0; map
; map
>>= 1, ++i
)
306 struct wined3d_stream_info_element
*element
;
307 struct wined3d_buffer
*buffer
;
309 if (!(map
& 1)) continue;
311 element
= &stream_info
->elements
[i
];
312 buffer
= state
->streams
[element
->stream_idx
].buffer
;
313 wined3d_buffer_preload(buffer
);
315 /* If the preload dropped the buffer object, update the stream info. */
316 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
318 element
->data
.buffer_object
= 0;
319 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
320 + (ptrdiff_t)element
->data
.addr
;
323 if (!buffer
->buffer_object
&& all_vbo
)
327 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
336 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
337 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
339 e
->data
.addr
= strided
->data
;
340 e
->data
.buffer_object
= 0;
341 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
342 e
->stride
= strided
->stride
;
346 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
347 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
351 memset(stream_info
, 0, sizeof(*stream_info
));
353 if (strided
->position
.data
)
354 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
355 if (strided
->normal
.data
)
356 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
357 if (strided
->diffuse
.data
)
358 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
359 if (strided
->specular
.data
)
360 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
362 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
364 if (strided
->tex_coords
[i
].data
)
365 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
366 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
369 stream_info
->position_transformed
= strided
->position_transformed
;
371 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
373 if (!stream_info
->elements
[i
].format
) continue;
375 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
376 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
378 stream_info
->swizzle_map
|= 1 << i
;
380 stream_info
->use_map
|= 1 << i
;
384 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
386 TRACE("Strided Data:\n");
387 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
404 /* Context activation is done by the caller. */
405 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
407 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
408 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
411 if (device
->up_strided
)
413 /* Note: this is a ddraw fixed-function code path. */
414 TRACE("=============================== Strided Input ================================\n");
415 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
416 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device
, stream_info
, &all_vbo
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !all_vbo
)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device
->useDrawStridedSlow
= TRUE
;
434 device
->useDrawStridedSlow
= FALSE
;
439 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
440 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
441 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
443 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
454 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
456 struct wined3d_texture
*texture
;
457 enum WINED3DSRGB srgb
;
459 if (!(texture
= state
->textures
[idx
])) return;
460 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
461 texture
->texture_ops
->texture_preload(texture
, srgb
);
464 void device_preload_textures(const struct wined3d_device
*device
)
466 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
471 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
473 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
474 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
480 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
482 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
483 device_preload_texture(state
, i
);
488 WORD ffu_map
= device
->fixed_function_usage_map
;
490 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
493 device_preload_texture(state
, i
);
498 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
500 struct wined3d_context
**new_array
;
502 TRACE("Adding context %p.\n", context
);
504 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
505 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
506 sizeof(*new_array
) * (device
->context_count
+ 1));
510 ERR("Failed to grow the context array.\n");
514 new_array
[device
->context_count
++] = context
;
515 device
->contexts
= new_array
;
519 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
521 struct wined3d_context
**new_array
;
525 TRACE("Removing context %p.\n", context
);
527 for (i
= 0; i
< device
->context_count
; ++i
)
529 if (device
->contexts
[i
] == context
)
538 ERR("Context %p doesn't exist in context array.\n", context
);
542 if (!--device
->context_count
)
544 HeapFree(GetProcessHeap(), 0, device
->contexts
);
545 device
->contexts
= NULL
;
549 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
550 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
553 ERR("Failed to shrink context array. Oh well.\n");
557 device
->contexts
= new_array
;
560 /* Do not call while under the GL lock. */
561 void device_switch_onscreen_ds(struct wined3d_device
*device
,
562 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
564 if (device
->onscreen_depth_stencil
)
566 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
568 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
569 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
570 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
571 wined3d_surface_decref(device
->onscreen_depth_stencil
);
573 device
->onscreen_depth_stencil
= depth_stencil
;
574 wined3d_surface_incref(device
->onscreen_depth_stencil
);
577 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
579 /* partial draw rect */
580 if (draw_rect
->left
|| draw_rect
->top
581 || draw_rect
->right
< target
->resource
.width
582 || draw_rect
->bottom
< target
->resource
.height
)
585 /* partial clear rect */
586 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
587 || clear_rect
->right
< target
->resource
.width
588 || clear_rect
->bottom
< target
->resource
.height
))
594 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
595 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
597 RECT current_rect
, r
;
599 if (ds
->flags
& location
)
600 SetRect(¤t_rect
, 0, 0,
601 ds
->ds_current_size
.cx
,
602 ds
->ds_current_size
.cy
);
604 SetRectEmpty(¤t_rect
);
606 IntersectRect(&r
, draw_rect
, ¤t_rect
);
607 if (EqualRect(&r
, draw_rect
))
609 /* current_rect ⊇ draw_rect, modify only. */
610 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
614 if (EqualRect(&r
, ¤t_rect
))
616 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
620 /* Full clear, modify only. */
621 *out_rect
= *draw_rect
;
625 IntersectRect(&r
, draw_rect
, clear_rect
);
626 if (EqualRect(&r
, draw_rect
))
628 /* clear_rect ⊇ draw_rect, modify only. */
629 *out_rect
= *draw_rect
;
635 surface_load_ds_location(ds
, context
, location
);
636 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
639 /* Do not call while under the GL lock. */
640 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
641 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
642 float depth
, DWORD stencil
)
644 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
645 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
646 UINT drawable_width
, drawable_height
;
647 struct wined3d_context
*context
;
648 GLbitfield clear_mask
= 0;
649 BOOL render_offscreen
;
653 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
654 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
655 * for the cleared parts, and the untouched parts.
657 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
658 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
659 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
660 * checking all this if the dest surface is in the drawable anyway. */
661 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
663 for (i
= 0; i
< rt_count
; ++i
)
665 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
667 surface_load_location(rt
, rt
->draw_binding
, NULL
);
671 context
= context_acquire(device
, target
);
674 context_release(context
);
675 WARN("Invalid context, skipping clear.\n");
681 render_offscreen
= context
->render_offscreen
;
682 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
686 render_offscreen
= TRUE
;
687 drawable_width
= fb
->depth_stencil
->pow2Width
;
688 drawable_height
= fb
->depth_stencil
->pow2Height
;
691 if (flags
& WINED3DCLEAR_ZBUFFER
)
693 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
695 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
696 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
697 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
698 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
701 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
703 context_release(context
);
704 WARN("Failed to apply clear state, skipping clear.\n");
710 /* Only set the values up once, as they are not changing. */
711 if (flags
& WINED3DCLEAR_STENCIL
)
713 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
715 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
716 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
719 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
720 glClearStencil(stencil
);
721 checkGLcall("glClearStencil");
722 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
725 if (flags
& WINED3DCLEAR_ZBUFFER
)
727 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
729 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
731 glDepthMask(GL_TRUE
);
732 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
734 checkGLcall("glClearDepth");
735 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
738 if (flags
& WINED3DCLEAR_TARGET
)
740 for (i
= 0; i
< rt_count
; ++i
)
742 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
745 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
748 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
749 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
750 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
751 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
752 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
753 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
754 checkGLcall("glClearColor");
755 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
760 if (render_offscreen
)
762 glScissor(draw_rect
->left
, draw_rect
->top
,
763 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
767 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
768 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 checkGLcall("glScissor");
772 checkGLcall("glClear");
778 /* Now process each rect in turn. */
779 for (i
= 0; i
< rect_count
; ++i
)
781 /* Note that GL uses lower left, width/height. */
782 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
784 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
785 wine_dbgstr_rect(&clear_rect
[i
]),
786 wine_dbgstr_rect(¤t_rect
));
788 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
789 * The rectangle is not cleared, no error is returned, but further rectangles are
790 * still cleared if they are valid. */
791 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
793 TRACE("Rectangle with negative dimensions, ignoring.\n");
797 if (render_offscreen
)
799 glScissor(current_rect
.left
, current_rect
.top
,
800 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
804 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
805 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 checkGLcall("glScissor");
810 checkGLcall("glClear");
816 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
817 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
818 && target
->container
.u
.swapchain
->front_buffer
== target
))
819 wglFlush(); /* Flush to ensure ordering across contexts. */
821 context_release(context
);
824 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
826 ULONG refcount
= InterlockedIncrement(&device
->ref
);
828 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
833 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
835 ULONG refcount
= InterlockedDecrement(&device
->ref
);
837 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
841 struct wined3d_stateblock
*stateblock
;
844 if (wined3d_stateblock_decref(device
->updateStateBlock
)
845 && device
->updateStateBlock
!= device
->stateBlock
)
846 FIXME("Something's still holding the update stateblock.\n");
847 device
->updateStateBlock
= NULL
;
849 stateblock
= device
->stateBlock
;
850 device
->stateBlock
= NULL
;
851 if (wined3d_stateblock_decref(stateblock
))
852 FIXME("Something's still holding the stateblock.\n");
854 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
856 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
857 device
->multistate_funcs
[i
] = NULL
;
860 if (!list_empty(&device
->resources
))
862 struct wined3d_resource
*resource
;
864 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
866 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
868 FIXME("Leftover resource %p with type %s (%#x).\n",
869 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
873 if (device
->contexts
)
874 ERR("Context array not freed!\n");
875 if (device
->hardwareCursor
)
876 DestroyCursor(device
->hardwareCursor
);
877 device
->hardwareCursor
= 0;
879 wined3d_decref(device
->wined3d
);
880 device
->wined3d
= NULL
;
881 HeapFree(GetProcessHeap(), 0, device
);
882 TRACE("Freed device %p.\n", device
);
888 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
890 TRACE("device %p.\n", device
);
892 return device
->swapchain_count
;
895 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
896 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
898 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
899 device
, swapchain_idx
, swapchain
);
901 if (swapchain_idx
>= device
->swapchain_count
)
903 WARN("swapchain_idx %u >= swapchain_count %u.\n",
904 swapchain_idx
, device
->swapchain_count
);
907 return WINED3DERR_INVALIDCALL
;
910 *swapchain
= device
->swapchains
[swapchain_idx
];
911 wined3d_swapchain_incref(*swapchain
);
912 TRACE("Returning %p.\n", *swapchain
);
917 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
919 struct wined3d_color_key color_key
;
923 HDC dcb
= NULL
, dcs
= NULL
;
925 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
928 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
929 dcb
= CreateCompatibleDC(NULL
);
931 SelectObject(dcb
, hbm
);
935 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
938 memset(&bm
, 0, sizeof(bm
));
943 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
944 WINED3D_POOL_DEFAULT
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
945 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
948 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
954 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
956 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
957 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
959 color_key
.color_space_low_value
= 0;
960 color_key
.color_space_high_value
= 0;
961 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
965 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
966 /* Fill the surface with a white color to show that wined3d is there */
967 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
971 if (dcb
) DeleteDC(dcb
);
972 if (hbm
) DeleteObject(hbm
);
975 /* Context activation is done by the caller. */
976 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
978 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
979 unsigned int i
, j
, count
;
980 /* Under DirectX you can sample even if no texture is bound, whereas
981 * OpenGL will only allow that when a valid texture is bound.
982 * We emulate this by creating dummy textures and binding them
983 * to each texture stage when the currently set D3D texture is NULL. */
986 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
988 /* The dummy texture does not have client storage backing */
989 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
990 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
993 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
994 for (i
= 0; i
< count
; ++i
)
996 DWORD color
= 0x000000ff;
998 /* Make appropriate texture active */
999 context_active_texture(context
, gl_info
, i
);
1001 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1002 checkGLcall("glGenTextures");
1003 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1005 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1006 checkGLcall("glBindTexture");
1008 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1009 checkGLcall("glTexImage2D");
1011 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1013 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1014 checkGLcall("glGenTextures");
1015 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1017 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1018 checkGLcall("glBindTexture");
1020 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1021 checkGLcall("glTexImage2D");
1024 if (gl_info
->supported
[EXT_TEXTURE3D
])
1026 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1027 checkGLcall("glGenTextures");
1028 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1030 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1031 checkGLcall("glBindTexture");
1033 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1034 checkGLcall("glTexImage3D");
1037 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1039 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1040 checkGLcall("glGenTextures");
1041 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1043 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1044 checkGLcall("glBindTexture");
1046 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1048 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1049 checkGLcall("glTexImage2D");
1054 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1056 /* Reenable because if supported it is enabled by default */
1057 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1058 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1064 /* Context activation is done by the caller. */
1065 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1067 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1070 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1072 glDeleteTextures(count
, device
->dummy_texture_cube
);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1076 if (gl_info
->supported
[EXT_TEXTURE3D
])
1078 glDeleteTextures(count
, device
->dummy_texture_3d
);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1082 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1084 glDeleteTextures(count
, device
->dummy_texture_rect
);
1085 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1088 glDeleteTextures(count
, device
->dummy_texture_2d
);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1092 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1093 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1094 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1095 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1098 static LONG
fullscreen_style(LONG style
)
1100 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1101 style
|= WS_POPUP
| WS_SYSMENU
;
1102 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1107 static LONG
fullscreen_exstyle(LONG exstyle
)
1109 /* Filter out window decorations. */
1110 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1115 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1117 BOOL filter_messages
;
1118 LONG style
, exstyle
;
1120 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1122 if (device
->style
|| device
->exStyle
)
1124 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1125 window
, device
->style
, device
->exStyle
);
1128 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1129 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1131 style
= fullscreen_style(device
->style
);
1132 exstyle
= fullscreen_exstyle(device
->exStyle
);
1134 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1135 device
->style
, device
->exStyle
, style
, exstyle
);
1137 filter_messages
= device
->filter_messages
;
1138 device
->filter_messages
= TRUE
;
1140 SetWindowLongW(window
, GWL_STYLE
, style
);
1141 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1142 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1144 device
->filter_messages
= filter_messages
;
1147 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1149 BOOL filter_messages
;
1150 LONG style
, exstyle
;
1152 if (!device
->style
&& !device
->exStyle
) return;
1154 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1155 window
, device
->style
, device
->exStyle
);
1157 style
= GetWindowLongW(window
, GWL_STYLE
);
1158 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1160 filter_messages
= device
->filter_messages
;
1161 device
->filter_messages
= TRUE
;
1163 /* Only restore the style if the application didn't modify it during the
1164 * fullscreen phase. Some applications change it before calling Reset()
1165 * when switching between windowed and fullscreen modes (HL2), some
1166 * depend on the original style (Eve Online). */
1167 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1169 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1170 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1172 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1174 device
->filter_messages
= filter_messages
;
1176 /* Delete the old values. */
1178 device
->exStyle
= 0;
1181 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1183 TRACE("device %p, window %p.\n", device
, window
);
1185 if (!wined3d_register_window(window
, device
))
1187 ERR("Failed to register window %p.\n", window
);
1191 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1192 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1197 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1199 TRACE("device %p.\n", device
);
1201 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1202 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1205 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1206 struct wined3d_swapchain_desc
*swapchain_desc
)
1208 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1209 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1210 struct wined3d_swapchain
*swapchain
= NULL
;
1211 struct wined3d_context
*context
;
1216 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1218 if (device
->d3d_initialized
)
1219 return WINED3DERR_INVALIDCALL
;
1220 if (!device
->adapter
->opengl
)
1221 return WINED3DERR_INVALIDCALL
;
1223 device
->valid_rt_mask
= 0;
1224 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1225 device
->valid_rt_mask
|= (1 << i
);
1226 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1227 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1229 /* Initialize the texture unit mapping to a 1:1 mapping */
1230 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1232 if (state
< gl_info
->limits
.fragment_samplers
)
1234 device
->texUnitMap
[state
] = state
;
1235 device
->rev_tex_unit_map
[state
] = state
;
1239 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1240 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1244 /* Setup the implicit swapchain. This also initializes a context. */
1245 TRACE("Creating implicit swapchain\n");
1246 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1247 swapchain_desc
, &swapchain
);
1250 WARN("Failed to create implicit swapchain\n");
1254 device
->swapchain_count
= 1;
1255 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1256 if (!device
->swapchains
)
1258 ERR("Out of memory!\n");
1261 device
->swapchains
[0] = swapchain
;
1263 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1265 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1266 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1270 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1271 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1273 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1275 /* Depth Stencil support */
1276 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1277 if (device
->fb
.depth_stencil
)
1278 wined3d_surface_incref(device
->fb
.depth_stencil
);
1280 hr
= device
->shader_backend
->shader_alloc_private(device
);
1283 TRACE("Shader private data couldn't be allocated\n");
1286 hr
= device
->frag_pipe
->alloc_private(device
);
1289 TRACE("Fragment pipeline private data couldn't be allocated\n");
1292 hr
= device
->blitter
->alloc_private(device
);
1295 TRACE("Blitter private data couldn't be allocated\n");
1299 /* Set up some starting GL setup */
1301 /* Setup all the devices defaults */
1302 stateblock_init_default_state(device
->stateBlock
);
1304 context
= context_acquire(device
, swapchain
->front_buffer
);
1306 create_dummy_textures(device
, context
);
1310 /* Initialize the current view state */
1311 device
->view_ident
= 1;
1312 device
->contexts
[0]->last_was_rhw
= 0;
1314 switch (wined3d_settings
.offscreen_rendering_mode
)
1317 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1320 case ORM_BACKBUFFER
:
1322 if (context_get_current()->aux_buffers
> 0)
1324 TRACE("Using auxiliary buffer for offscreen rendering\n");
1325 device
->offscreenBuffer
= GL_AUX0
;
1329 TRACE("Using back buffer for offscreen rendering\n");
1330 device
->offscreenBuffer
= GL_BACK
;
1335 TRACE("All defaults now set up, leaving 3D init.\n");
1338 context_release(context
);
1340 /* Clear the screen */
1341 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1342 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1345 device
->d3d_initialized
= TRUE
;
1347 if (wined3d_settings
.logo
)
1348 device_load_logo(device
, wined3d_settings
.logo
);
1352 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1353 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1354 device
->swapchain_count
= 0;
1356 wined3d_swapchain_decref(swapchain
);
1357 if (device
->blit_priv
)
1358 device
->blitter
->free_private(device
);
1359 if (device
->fragment_priv
)
1360 device
->frag_pipe
->free_private(device
);
1361 if (device
->shader_priv
)
1362 device
->shader_backend
->shader_free_private(device
);
1367 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1368 struct wined3d_swapchain_desc
*swapchain_desc
)
1370 struct wined3d_swapchain
*swapchain
= NULL
;
1373 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1375 /* Setup the implicit swapchain */
1376 TRACE("Creating implicit swapchain\n");
1377 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1378 swapchain_desc
, &swapchain
);
1381 WARN("Failed to create implicit swapchain\n");
1385 device
->swapchain_count
= 1;
1386 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1387 if (!device
->swapchains
)
1389 ERR("Out of memory!\n");
1392 device
->swapchains
[0] = swapchain
;
1396 wined3d_swapchain_decref(swapchain
);
1400 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1402 struct wined3d_resource
*resource
, *cursor
;
1403 const struct wined3d_gl_info
*gl_info
;
1404 struct wined3d_context
*context
;
1405 struct wined3d_surface
*surface
;
1408 TRACE("device %p.\n", device
);
1410 if (!device
->d3d_initialized
)
1411 return WINED3DERR_INVALIDCALL
;
1413 /* Force making the context current again, to verify it is still valid
1414 * (workaround for broken drivers) */
1415 context_set_current(NULL
);
1416 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1417 * it was created. Thus make sure a context is active for the glDelete* calls
1419 context
= context_acquire(device
, NULL
);
1420 gl_info
= context
->gl_info
;
1422 if (device
->logo_surface
)
1423 wined3d_surface_decref(device
->logo_surface
);
1425 stateblock_unbind_resources(device
->stateBlock
);
1427 /* Unload resources */
1428 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1430 TRACE("Unloading resource %p.\n", resource
);
1432 resource
->resource_ops
->resource_unload(resource
);
1435 TRACE("Deleting high order patches\n");
1436 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1438 struct wined3d_rect_patch
*patch
;
1439 struct list
*e1
, *e2
;
1441 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1443 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1444 wined3d_device_delete_patch(device
, patch
->Handle
);
1448 /* Delete the mouse cursor texture */
1449 if (device
->cursorTexture
)
1452 glDeleteTextures(1, &device
->cursorTexture
);
1454 device
->cursorTexture
= 0;
1457 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1458 * private data, it might contain opengl pointers
1460 if (device
->depth_blt_texture
)
1463 glDeleteTextures(1, &device
->depth_blt_texture
);
1465 device
->depth_blt_texture
= 0;
1468 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1469 device
->blitter
->free_private(device
);
1470 device
->frag_pipe
->free_private(device
);
1471 device
->shader_backend
->shader_free_private(device
);
1473 /* Release the buffers (with sanity checks)*/
1474 if (device
->onscreen_depth_stencil
)
1476 surface
= device
->onscreen_depth_stencil
;
1477 device
->onscreen_depth_stencil
= NULL
;
1478 wined3d_surface_decref(surface
);
1481 if (device
->fb
.depth_stencil
)
1483 surface
= device
->fb
.depth_stencil
;
1485 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1487 device
->fb
.depth_stencil
= NULL
;
1488 wined3d_surface_decref(surface
);
1491 if (device
->auto_depth_stencil
)
1493 surface
= device
->auto_depth_stencil
;
1494 device
->auto_depth_stencil
= NULL
;
1495 if (wined3d_surface_decref(surface
))
1496 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1499 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1501 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1504 surface
= device
->fb
.render_targets
[0];
1505 TRACE("Setting rendertarget 0 to NULL\n");
1506 device
->fb
.render_targets
[0] = NULL
;
1507 TRACE("Releasing the render target at %p\n", surface
);
1508 wined3d_surface_decref(surface
);
1510 context_release(context
);
1512 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1514 TRACE("Releasing the implicit swapchain %u.\n", i
);
1515 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1516 FIXME("Something's still holding the implicit swapchain.\n");
1519 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1520 device
->swapchains
= NULL
;
1521 device
->swapchain_count
= 0;
1523 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1524 device
->fb
.render_targets
= NULL
;
1526 device
->d3d_initialized
= FALSE
;
1531 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1535 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1537 TRACE("Releasing the implicit swapchain %u.\n", i
);
1538 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1539 FIXME("Something's still holding the implicit swapchain.\n");
1542 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1543 device
->swapchains
= NULL
;
1544 device
->swapchain_count
= 0;
1548 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1549 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1550 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1552 * There is no way to deactivate thread safety once it is enabled.
1554 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1556 TRACE("device %p.\n", device
);
1558 /* For now just store the flag (needed in case of ddraw). */
1559 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1562 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1563 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1565 struct wined3d_adapter
*adapter
= device
->adapter
;
1566 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1571 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1572 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1574 /* Resize the screen even without a window:
1575 * The app could have unset it with SetCooperativeLevel, but not called
1576 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1577 * but we don't have any hwnd
1580 memset(&devmode
, 0, sizeof(devmode
));
1581 devmode
.dmSize
= sizeof(devmode
);
1582 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1583 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1584 devmode
.dmPelsWidth
= mode
->width
;
1585 devmode
.dmPelsHeight
= mode
->height
;
1587 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1588 if (mode
->refresh_rate
)
1589 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1591 /* Only change the mode if necessary */
1592 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1593 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1596 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1597 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1599 if (devmode
.dmDisplayFrequency
)
1601 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1602 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1603 devmode
.dmDisplayFrequency
= 0;
1604 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1606 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1607 return WINED3DERR_NOTAVAILABLE
;
1611 /* Store the new values */
1612 adapter
->screen_size
.cx
= mode
->width
;
1613 adapter
->screen_size
.cy
= mode
->height
;
1614 adapter
->screen_format
= mode
->format_id
;
1616 /* And finally clip mouse to our screen */
1617 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1618 ClipCursor(&clip_rc
);
1623 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1625 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1627 *wined3d
= device
->wined3d
;
1628 wined3d_incref(*wined3d
);
1630 TRACE("Returning %p.\n", *wined3d
);
1635 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1637 TRACE("device %p.\n", device
);
1639 TRACE("Emulating %d MB, returning %d MB left.\n",
1640 device
->adapter
->TextureRam
/ (1024 * 1024),
1641 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1643 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1646 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1647 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1649 struct wined3d_stream_state
*stream
;
1650 struct wined3d_buffer
*prev_buffer
;
1652 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1653 device
, stream_idx
, buffer
, offset
, stride
);
1655 if (stream_idx
>= MAX_STREAMS
)
1657 WARN("Stream index %u out of range.\n", stream_idx
);
1658 return WINED3DERR_INVALIDCALL
;
1660 else if (offset
& 0x3)
1662 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1663 return WINED3DERR_INVALIDCALL
;
1666 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1667 prev_buffer
= stream
->buffer
;
1669 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1671 if (prev_buffer
== buffer
1672 && stream
->stride
== stride
1673 && stream
->offset
== offset
)
1675 TRACE("Application is setting the old values over, nothing to do.\n");
1679 stream
->buffer
= buffer
;
1682 stream
->stride
= stride
;
1683 stream
->offset
= offset
;
1686 /* Handle recording of state blocks. */
1687 if (device
->isRecordingState
)
1689 TRACE("Recording... not performing anything.\n");
1691 wined3d_buffer_incref(buffer
);
1693 wined3d_buffer_decref(prev_buffer
);
1699 InterlockedIncrement(&buffer
->bind_count
);
1700 wined3d_buffer_incref(buffer
);
1704 InterlockedDecrement(&prev_buffer
->bind_count
);
1705 wined3d_buffer_decref(prev_buffer
);
1708 device_invalidate_state(device
, STATE_STREAMSRC
);
1713 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1714 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1716 struct wined3d_stream_state
*stream
;
1718 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1719 device
, stream_idx
, buffer
, offset
, stride
);
1721 if (stream_idx
>= MAX_STREAMS
)
1723 WARN("Stream index %u out of range.\n", stream_idx
);
1724 return WINED3DERR_INVALIDCALL
;
1727 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1728 *buffer
= stream
->buffer
;
1730 wined3d_buffer_incref(*buffer
);
1732 *offset
= stream
->offset
;
1733 *stride
= stream
->stride
;
1738 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1740 struct wined3d_stream_state
*stream
;
1741 UINT old_flags
, old_freq
;
1743 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1745 /* Verify input. At least in d3d9 this is invalid. */
1746 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1748 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1749 return WINED3DERR_INVALIDCALL
;
1751 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1753 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1754 return WINED3DERR_INVALIDCALL
;
1758 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL
;
1762 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1763 old_flags
= stream
->flags
;
1764 old_freq
= stream
->frequency
;
1766 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1767 stream
->frequency
= divider
& 0x7fffff;
1769 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1771 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1772 device_invalidate_state(device
, STATE_STREAMSRC
);
1777 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1778 UINT stream_idx
, UINT
*divider
)
1780 struct wined3d_stream_state
*stream
;
1782 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1784 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1785 *divider
= stream
->flags
| stream
->frequency
;
1787 TRACE("Returning %#x.\n", *divider
);
1792 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1793 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1795 TRACE("device %p, state %s, matrix %p.\n",
1796 device
, debug_d3dtstype(d3dts
), matrix
);
1798 /* Handle recording of state blocks. */
1799 if (device
->isRecordingState
)
1801 TRACE("Recording... not performing anything.\n");
1802 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1803 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1807 /* If the new matrix is the same as the current one,
1808 * we cut off any further processing. this seems to be a reasonable
1809 * optimization because as was noticed, some apps (warcraft3 for example)
1810 * tend towards setting the same matrix repeatedly for some reason.
1812 * From here on we assume that the new matrix is different, wherever it matters. */
1813 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1815 TRACE("The application is setting the same matrix over again.\n");
1819 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1821 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1822 * where ViewMat = Camera space, WorldMat = world space.
1824 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1825 * matrix. The Projection matrix stay projection matrix. */
1827 if (d3dts
== WINED3D_TS_VIEW
)
1828 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1830 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1831 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1837 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1838 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1840 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1842 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1847 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1848 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1850 const struct wined3d_matrix
*mat
= NULL
;
1851 struct wined3d_matrix temp
;
1853 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1855 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1856 * below means it will be recorded in a state block change, but it
1857 * works regardless where it is recorded.
1858 * If this is found to be wrong, change to StateBlock. */
1859 if (state
> HIGHEST_TRANSFORMSTATE
)
1861 WARN("Unhandled transform state %#x.\n", state
);
1865 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1866 multiply_matrix(&temp
, mat
, matrix
);
1868 /* Apply change via set transform - will reapply to eg. lights this way. */
1869 return wined3d_device_set_transform(device
, state
, &temp
);
1872 /* Note lights are real special cases. Although the device caps state only
1873 * e.g. 8 are supported, you can reference any indexes you want as long as
1874 * that number max are enabled at any one point in time. Therefore since the
1875 * indices can be anything, we need a hashmap of them. However, this causes
1876 * stateblock problems. When capturing the state block, I duplicate the
1877 * hashmap, but when recording, just build a chain pretty much of commands to
1879 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1880 UINT light_idx
, const struct wined3d_light
*light
)
1882 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1883 struct wined3d_light_info
*object
= NULL
;
1887 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1889 /* Check the parameter range. Need for speed most wanted sets junk lights
1890 * which confuse the GL driver. */
1892 return WINED3DERR_INVALIDCALL
;
1894 switch (light
->type
)
1896 case WINED3D_LIGHT_POINT
:
1897 case WINED3D_LIGHT_SPOT
:
1898 case WINED3D_LIGHT_PARALLELPOINT
:
1899 case WINED3D_LIGHT_GLSPOT
:
1900 /* Incorrect attenuation values can cause the gl driver to crash.
1901 * Happens with Need for speed most wanted. */
1902 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1904 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1905 return WINED3DERR_INVALIDCALL
;
1909 case WINED3D_LIGHT_DIRECTIONAL
:
1910 /* Ignores attenuation */
1914 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1915 return WINED3DERR_INVALIDCALL
;
1918 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1920 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1921 if (object
->OriginalIndex
== light_idx
)
1928 TRACE("Adding new light\n");
1929 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1932 ERR("Out of memory error when allocating a light\n");
1933 return E_OUTOFMEMORY
;
1935 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1936 object
->glIndex
= -1;
1937 object
->OriginalIndex
= light_idx
;
1940 /* Initialize the object. */
1941 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1942 light_idx
, light
->type
,
1943 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1944 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1945 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1946 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1947 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1948 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1949 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1951 /* Save away the information. */
1952 object
->OriginalParms
= *light
;
1954 switch (light
->type
)
1956 case WINED3D_LIGHT_POINT
:
1958 object
->lightPosn
[0] = light
->position
.x
;
1959 object
->lightPosn
[1] = light
->position
.y
;
1960 object
->lightPosn
[2] = light
->position
.z
;
1961 object
->lightPosn
[3] = 1.0f
;
1962 object
->cutoff
= 180.0f
;
1966 case WINED3D_LIGHT_DIRECTIONAL
:
1968 object
->lightPosn
[0] = -light
->direction
.x
;
1969 object
->lightPosn
[1] = -light
->direction
.y
;
1970 object
->lightPosn
[2] = -light
->direction
.z
;
1971 object
->lightPosn
[3] = 0.0f
;
1972 object
->exponent
= 0.0f
;
1973 object
->cutoff
= 180.0f
;
1976 case WINED3D_LIGHT_SPOT
:
1978 object
->lightPosn
[0] = light
->position
.x
;
1979 object
->lightPosn
[1] = light
->position
.y
;
1980 object
->lightPosn
[2] = light
->position
.z
;
1981 object
->lightPosn
[3] = 1.0f
;
1984 object
->lightDirn
[0] = light
->direction
.x
;
1985 object
->lightDirn
[1] = light
->direction
.y
;
1986 object
->lightDirn
[2] = light
->direction
.z
;
1987 object
->lightDirn
[3] = 1.0f
;
1989 /* opengl-ish and d3d-ish spot lights use too different models
1990 * for the light "intensity" as a function of the angle towards
1991 * the main light direction, so we only can approximate very
1992 * roughly. However, spot lights are rather rarely used in games
1993 * (if ever used at all). Furthermore if still used, probably
1994 * nobody pays attention to such details. */
1995 if (!light
->falloff
)
1997 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1998 * equations have the falloff resp. exponent parameter as an
1999 * exponent, so the spot light lighting will always be 1.0 for
2000 * both of them, and we don't have to care for the rest of the
2001 * rather complex calculation. */
2002 object
->exponent
= 0.0f
;
2006 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2009 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2012 if (object
->exponent
> 128.0f
)
2013 object
->exponent
= 128.0f
;
2015 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2020 FIXME("Unrecognized light type %#x.\n", light
->type
);
2023 /* Update the live definitions if the light is currently assigned a glIndex. */
2024 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2025 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2030 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2031 UINT light_idx
, struct wined3d_light
*light
)
2033 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2034 struct wined3d_light_info
*light_info
= NULL
;
2037 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2039 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2041 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2042 if (light_info
->OriginalIndex
== light_idx
)
2049 TRACE("Light information requested but light not defined\n");
2050 return WINED3DERR_INVALIDCALL
;
2053 *light
= light_info
->OriginalParms
;
2057 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2059 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2060 struct wined3d_light_info
*light_info
= NULL
;
2063 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2065 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2067 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2068 if (light_info
->OriginalIndex
== light_idx
)
2072 TRACE("Found light %p.\n", light_info
);
2074 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2077 TRACE("Light enabled requested but light not defined, so defining one!\n");
2078 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2080 /* Search for it again! Should be fairly quick as near head of list. */
2081 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2083 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2084 if (light_info
->OriginalIndex
== light_idx
)
2090 FIXME("Adding default lights has failed dismally\n");
2091 return WINED3DERR_INVALIDCALL
;
2097 if (light_info
->glIndex
!= -1)
2099 if (!device
->isRecordingState
)
2100 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2102 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2103 light_info
->glIndex
= -1;
2107 TRACE("Light already disabled, nothing to do\n");
2109 light_info
->enabled
= FALSE
;
2113 light_info
->enabled
= TRUE
;
2114 if (light_info
->glIndex
!= -1)
2116 TRACE("Nothing to do as light was enabled\n");
2121 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2122 /* Find a free GL light. */
2123 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2125 if (!device
->updateStateBlock
->state
.lights
[i
])
2127 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2128 light_info
->glIndex
= i
;
2132 if (light_info
->glIndex
== -1)
2134 /* Our tests show that Windows returns D3D_OK in this situation, even with
2135 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2136 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2137 * as well for those lights.
2139 * TODO: Test how this affects rendering. */
2140 WARN("Too many concurrently active lights\n");
2144 /* i == light_info->glIndex */
2145 if (!device
->isRecordingState
)
2146 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2153 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2155 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2156 struct wined3d_light_info
*light_info
= NULL
;
2159 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2161 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2163 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2164 if (light_info
->OriginalIndex
== light_idx
)
2171 TRACE("Light enabled state requested but light not defined.\n");
2172 return WINED3DERR_INVALIDCALL
;
2174 /* true is 128 according to SetLightEnable */
2175 *enable
= light_info
->enabled
? 128 : 0;
2179 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2181 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2183 /* Validate plane_idx. */
2184 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2186 TRACE("Application has requested clipplane this device doesn't support.\n");
2187 return WINED3DERR_INVALIDCALL
;
2190 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2192 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2193 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2194 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2195 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2197 TRACE("Application is setting old values over, nothing to do.\n");
2201 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2202 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2203 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2204 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2206 /* Handle recording of state blocks. */
2207 if (device
->isRecordingState
)
2209 TRACE("Recording... not performing anything.\n");
2213 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2218 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2220 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2222 /* Validate plane_idx. */
2223 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2225 TRACE("Application has requested clipplane this device doesn't support.\n");
2226 return WINED3DERR_INVALIDCALL
;
2229 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2230 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2231 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2232 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2237 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2238 const struct wined3d_clip_status
*clip_status
)
2240 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2243 return WINED3DERR_INVALIDCALL
;
2248 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2249 struct wined3d_clip_status
*clip_status
)
2251 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2254 return WINED3DERR_INVALIDCALL
;
2259 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2261 TRACE("device %p, material %p.\n", device
, material
);
2263 device
->updateStateBlock
->changed
.material
= TRUE
;
2264 device
->updateStateBlock
->state
.material
= *material
;
2266 /* Handle recording of state blocks */
2267 if (device
->isRecordingState
)
2269 TRACE("Recording... not performing anything.\n");
2273 device_invalidate_state(device
, STATE_MATERIAL
);
2278 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2280 TRACE("device %p, material %p.\n", device
, material
);
2282 *material
= device
->updateStateBlock
->state
.material
;
2284 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2285 material
->diffuse
.r
, material
->diffuse
.g
,
2286 material
->diffuse
.b
, material
->diffuse
.a
);
2287 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2288 material
->ambient
.r
, material
->ambient
.g
,
2289 material
->ambient
.b
, material
->ambient
.a
);
2290 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2291 material
->specular
.r
, material
->specular
.g
,
2292 material
->specular
.b
, material
->specular
.a
);
2293 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2294 material
->emissive
.r
, material
->emissive
.g
,
2295 material
->emissive
.b
, material
->emissive
.a
);
2296 TRACE("power %.8e.\n", material
->power
);
2301 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2302 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2304 struct wined3d_buffer
*prev_buffer
;
2306 TRACE("device %p, buffer %p, format %s.\n",
2307 device
, buffer
, debug_d3dformat(format_id
));
2309 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2311 device
->updateStateBlock
->changed
.indices
= TRUE
;
2312 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2313 device
->updateStateBlock
->state
.index_format
= format_id
;
2315 /* Handle recording of state blocks. */
2316 if (device
->isRecordingState
)
2318 TRACE("Recording... not performing anything.\n");
2320 wined3d_buffer_incref(buffer
);
2322 wined3d_buffer_decref(prev_buffer
);
2326 if (prev_buffer
!= buffer
)
2328 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2331 InterlockedIncrement(&buffer
->bind_count
);
2332 wined3d_buffer_incref(buffer
);
2336 InterlockedDecrement(&prev_buffer
->bind_count
);
2337 wined3d_buffer_decref(prev_buffer
);
2344 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2346 TRACE("device %p, buffer %p.\n", device
, buffer
);
2348 *buffer
= device
->stateBlock
->state
.index_buffer
;
2351 wined3d_buffer_incref(*buffer
);
2353 TRACE("Returning %p.\n", *buffer
);
2358 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2359 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2361 TRACE("device %p, base_index %d.\n", device
, base_index
);
2363 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2365 TRACE("Application is setting the old value over, nothing to do\n");
2369 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2371 if (device
->isRecordingState
)
2373 TRACE("Recording... not performing anything\n");
2379 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2381 TRACE("device %p.\n", device
);
2383 return device
->stateBlock
->state
.base_vertex_index
;
2386 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2388 TRACE("device %p, viewport %p.\n", device
, viewport
);
2389 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2390 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2392 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2393 device
->updateStateBlock
->state
.viewport
= *viewport
;
2395 /* Handle recording of state blocks */
2396 if (device
->isRecordingState
)
2398 TRACE("Recording... not performing anything\n");
2402 device_invalidate_state(device
, STATE_VIEWPORT
);
2407 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2409 TRACE("device %p, viewport %p.\n", device
, viewport
);
2411 *viewport
= device
->stateBlock
->state
.viewport
;
2416 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2417 enum wined3d_render_state state
, DWORD value
)
2419 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2421 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2423 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2424 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2426 /* Handle recording of state blocks. */
2427 if (device
->isRecordingState
)
2429 TRACE("Recording... not performing anything.\n");
2433 /* Compared here and not before the assignment to allow proper stateblock recording. */
2434 if (value
== old_value
)
2435 TRACE("Application is setting the old value over, nothing to do.\n");
2437 device_invalidate_state(device
, STATE_RENDER(state
));
2442 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2443 enum wined3d_render_state state
, DWORD
*value
)
2445 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2447 *value
= device
->stateBlock
->state
.render_states
[state
];
2452 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2453 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2457 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2458 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2460 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2461 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2463 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2464 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2466 WARN("Invalid sampler %u.\n", sampler_idx
);
2467 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2470 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2471 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2472 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2474 /* Handle recording of state blocks. */
2475 if (device
->isRecordingState
)
2477 TRACE("Recording... not performing anything.\n");
2481 if (old_value
== value
)
2483 TRACE("Application is setting the old value over, nothing to do.\n");
2487 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2492 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2493 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2495 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2496 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2498 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2499 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2501 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2502 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2504 WARN("Invalid sampler %u.\n", sampler_idx
);
2505 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2508 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2509 TRACE("Returning %#x.\n", *value
);
2514 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2516 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2518 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2519 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2521 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2524 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2526 if (device
->isRecordingState
)
2528 TRACE("Recording... not performing anything.\n");
2532 device_invalidate_state(device
, STATE_SCISSORRECT
);
2537 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2539 TRACE("device %p, rect %p.\n", device
, rect
);
2541 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2542 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2547 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2548 struct wined3d_vertex_declaration
*declaration
)
2550 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2552 TRACE("device %p, declaration %p.\n", device
, declaration
);
2555 wined3d_vertex_declaration_incref(declaration
);
2557 wined3d_vertex_declaration_decref(prev
);
2559 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2560 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2562 if (device
->isRecordingState
)
2564 TRACE("Recording... not performing anything.\n");
2567 else if (declaration
== prev
)
2569 /* Checked after the assignment to allow proper stateblock recording. */
2570 TRACE("Application is setting the old declaration over, nothing to do.\n");
2574 device_invalidate_state(device
, STATE_VDECL
);
2578 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2579 struct wined3d_vertex_declaration
**declaration
)
2581 TRACE("device %p, declaration %p.\n", device
, declaration
);
2583 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2585 wined3d_vertex_declaration_incref(*declaration
);
2590 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2592 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2594 TRACE("device %p, shader %p.\n", device
, shader
);
2596 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2597 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2599 if (device
->isRecordingState
)
2602 wined3d_shader_incref(shader
);
2604 wined3d_shader_decref(prev
);
2605 TRACE("Recording... not performing anything.\n");
2611 TRACE("Application is setting the old shader over, nothing to do.\n");
2616 wined3d_shader_incref(shader
);
2618 wined3d_shader_decref(prev
);
2620 device_invalidate_state(device
, STATE_VSHADER
);
2625 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2627 struct wined3d_shader
*shader
;
2629 TRACE("device %p.\n", device
);
2631 shader
= device
->stateBlock
->state
.vertex_shader
;
2633 wined3d_shader_incref(shader
);
2635 TRACE("Returning %p.\n", shader
);
2639 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2640 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2642 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2645 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2646 device
, start_register
, constants
, bool_count
);
2648 if (!constants
|| start_register
>= MAX_CONST_B
)
2649 return WINED3DERR_INVALIDCALL
;
2651 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2652 for (i
= 0; i
< count
; ++i
)
2653 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2655 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2656 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2658 if (!device
->isRecordingState
)
2659 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2664 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2665 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2667 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2669 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2670 device
, start_register
, constants
, bool_count
);
2672 if (!constants
|| start_register
>= MAX_CONST_B
)
2673 return WINED3DERR_INVALIDCALL
;
2675 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2680 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2681 UINT start_register
, const int *constants
, UINT vector4i_count
)
2683 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2686 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2687 device
, start_register
, constants
, vector4i_count
);
2689 if (!constants
|| start_register
>= MAX_CONST_I
)
2690 return WINED3DERR_INVALIDCALL
;
2692 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2693 for (i
= 0; i
< count
; ++i
)
2694 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2695 constants
[i
* 4], constants
[i
* 4 + 1],
2696 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2698 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2699 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2701 if (!device
->isRecordingState
)
2702 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2707 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2708 UINT start_register
, int *constants
, UINT vector4i_count
)
2710 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2712 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2713 device
, start_register
, constants
, vector4i_count
);
2715 if (!constants
|| start_register
>= MAX_CONST_I
)
2716 return WINED3DERR_INVALIDCALL
;
2718 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2722 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2723 UINT start_register
, const float *constants
, UINT vector4f_count
)
2727 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2728 device
, start_register
, constants
, vector4f_count
);
2730 /* Specifically test start_register > limit to catch MAX_UINT overflows
2731 * when adding start_register + vector4f_count. */
2733 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2734 || start_register
> device
->d3d_vshader_constantF
)
2735 return WINED3DERR_INVALIDCALL
;
2737 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2738 constants
, vector4f_count
* sizeof(float) * 4);
2741 for (i
= 0; i
< vector4f_count
; ++i
)
2742 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2743 constants
[i
* 4], constants
[i
* 4 + 1],
2744 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2747 if (!device
->isRecordingState
)
2749 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2750 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2753 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2754 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2759 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2760 UINT start_register
, float *constants
, UINT vector4f_count
)
2762 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2764 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2765 device
, start_register
, constants
, vector4f_count
);
2767 if (!constants
|| count
< 0)
2768 return WINED3DERR_INVALIDCALL
;
2770 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2775 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2779 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2781 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2785 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2787 DWORD i
= device
->rev_tex_unit_map
[unit
];
2788 DWORD j
= device
->texUnitMap
[stage
];
2790 device
->texUnitMap
[stage
] = unit
;
2791 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2792 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2794 device
->rev_tex_unit_map
[unit
] = stage
;
2795 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2796 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2799 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2803 device
->fixed_function_usage_map
= 0;
2804 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2806 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2807 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2808 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2809 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2810 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2811 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2812 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2813 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2814 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2816 /* Not used, and disable higher stages. */
2817 if (color_op
== WINED3D_TOP_DISABLE
)
2820 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2821 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2822 || ((color_arg3
== WINED3DTA_TEXTURE
)
2823 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2824 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2825 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2826 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2827 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2828 device
->fixed_function_usage_map
|= (1 << i
);
2830 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2831 && i
< MAX_TEXTURES
- 1)
2832 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2836 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2838 unsigned int i
, tex
;
2841 device_update_fixed_function_usage_map(device
);
2842 ffu_map
= device
->fixed_function_usage_map
;
2844 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2845 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2847 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2849 if (!(ffu_map
& 1)) continue;
2851 if (device
->texUnitMap
[i
] != i
)
2853 device_map_stage(device
, i
, i
);
2854 device_invalidate_state(device
, STATE_SAMPLER(i
));
2855 device_invalidate_texture_stage(device
, i
);
2861 /* Now work out the mapping */
2863 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2865 if (!(ffu_map
& 1)) continue;
2867 if (device
->texUnitMap
[i
] != tex
)
2869 device_map_stage(device
, i
, tex
);
2870 device_invalidate_state(device
, STATE_SAMPLER(i
));
2871 device_invalidate_texture_stage(device
, i
);
2878 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2880 const enum wined3d_sampler_texture_type
*sampler_type
=
2881 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2884 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2886 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2888 device_map_stage(device
, i
, i
);
2889 device_invalidate_state(device
, STATE_SAMPLER(i
));
2890 if (i
< gl_info
->limits
.texture_stages
)
2891 device_invalidate_texture_stage(device
, i
);
2896 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2897 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2898 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2900 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2902 /* Not currently used */
2903 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2905 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2906 /* Used by a fragment sampler */
2908 if (!pshader_sampler_tokens
) {
2909 /* No pixel shader, check fixed function */
2910 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2913 /* Pixel shader, check the shader's sampler map */
2914 return !pshader_sampler_tokens
[current_mapping
];
2917 /* Used by a vertex sampler */
2918 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2921 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2923 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2924 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2925 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2926 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2931 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2932 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2933 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2936 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2937 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2938 if (vshader_sampler_type
[i
])
2940 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2942 /* Already mapped somewhere */
2948 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2950 device_map_stage(device
, vsampler_idx
, start
);
2951 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2963 void device_update_tex_unit_map(struct wined3d_device
*device
)
2965 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2966 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2967 BOOL vs
= use_vs(state
);
2968 BOOL ps
= use_ps(state
);
2971 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2972 * that would be really messy and require shader recompilation
2973 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2974 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2977 device_map_psamplers(device
, gl_info
);
2979 device_map_fixed_function_samplers(device
, gl_info
);
2982 device_map_vsamplers(device
, ps
, gl_info
);
2985 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2987 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2989 TRACE("device %p, shader %p.\n", device
, shader
);
2991 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2992 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2994 if (device
->isRecordingState
)
2997 wined3d_shader_incref(shader
);
2999 wined3d_shader_decref(prev
);
3000 TRACE("Recording... not performing anything.\n");
3006 TRACE("Application is setting the old shader over, nothing to do.\n");
3011 wined3d_shader_incref(shader
);
3013 wined3d_shader_decref(prev
);
3015 device_invalidate_state(device
, STATE_PIXELSHADER
);
3020 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3022 struct wined3d_shader
*shader
;
3024 TRACE("device %p.\n", device
);
3026 shader
= device
->stateBlock
->state
.pixel_shader
;
3028 wined3d_shader_incref(shader
);
3030 TRACE("Returning %p.\n", shader
);
3034 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3035 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3037 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3040 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3041 device
, start_register
, constants
, bool_count
);
3043 if (!constants
|| start_register
>= MAX_CONST_B
)
3044 return WINED3DERR_INVALIDCALL
;
3046 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3047 for (i
= 0; i
< count
; ++i
)
3048 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3050 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3051 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3053 if (!device
->isRecordingState
)
3054 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3059 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3060 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3062 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3064 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3065 device
, start_register
, constants
, bool_count
);
3067 if (!constants
|| start_register
>= MAX_CONST_B
)
3068 return WINED3DERR_INVALIDCALL
;
3070 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3075 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3076 UINT start_register
, const int *constants
, UINT vector4i_count
)
3078 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3081 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3082 device
, start_register
, constants
, vector4i_count
);
3084 if (!constants
|| start_register
>= MAX_CONST_I
)
3085 return WINED3DERR_INVALIDCALL
;
3087 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3088 for (i
= 0; i
< count
; ++i
)
3089 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3090 constants
[i
* 4], constants
[i
* 4 + 1],
3091 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3093 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3094 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3096 if (!device
->isRecordingState
)
3097 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3102 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3103 UINT start_register
, int *constants
, UINT vector4i_count
)
3105 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3107 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3108 device
, start_register
, constants
, vector4i_count
);
3110 if (!constants
|| start_register
>= MAX_CONST_I
)
3111 return WINED3DERR_INVALIDCALL
;
3113 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3118 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3119 UINT start_register
, const float *constants
, UINT vector4f_count
)
3123 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3124 device
, start_register
, constants
, vector4f_count
);
3126 /* Specifically test start_register > limit to catch MAX_UINT overflows
3127 * when adding start_register + vector4f_count. */
3129 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3130 || start_register
> device
->d3d_pshader_constantF
)
3131 return WINED3DERR_INVALIDCALL
;
3133 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3134 constants
, vector4f_count
* sizeof(float) * 4);
3137 for (i
= 0; i
< vector4f_count
; ++i
)
3138 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3139 constants
[i
* 4], constants
[i
* 4 + 1],
3140 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3143 if (!device
->isRecordingState
)
3145 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3146 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3149 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3150 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3155 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3156 UINT start_register
, float *constants
, UINT vector4f_count
)
3158 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3160 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3161 device
, start_register
, constants
, vector4f_count
);
3163 if (!constants
|| count
< 0)
3164 return WINED3DERR_INVALIDCALL
;
3166 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3171 /* Context activation is done by the caller. */
3172 /* Do not call while under the GL lock. */
3173 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3174 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3175 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3178 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3179 struct wined3d_viewport vp
;
3187 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3189 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3192 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3194 ERR("Source has no position mask\n");
3195 return WINED3DERR_INVALIDCALL
;
3198 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3200 static BOOL warned
= FALSE
;
3202 * The clipping code is not quite correct. Some things need
3203 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3204 * so disable clipping for now.
3205 * (The graphics in Half-Life are broken, and my processvertices
3206 * test crashes with IDirect3DDevice3)
3212 FIXME("Clipping is broken and disabled for now\n");
3218 vertex_size
= get_flexible_vertex_size(DestFVF
);
3219 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3221 WARN("Failed to map buffer, hr %#x.\n", hr
);
3225 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3226 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3227 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3229 TRACE("View mat:\n");
3230 TRACE("%f %f %f %f\n", view_mat
.u
.s
._11
, view_mat
.u
.s
._12
, view_mat
.u
.s
._13
, view_mat
.u
.s
._14
);
3231 TRACE("%f %f %f %f\n", view_mat
.u
.s
._21
, view_mat
.u
.s
._22
, view_mat
.u
.s
._23
, view_mat
.u
.s
._24
);
3232 TRACE("%f %f %f %f\n", view_mat
.u
.s
._31
, view_mat
.u
.s
._32
, view_mat
.u
.s
._33
, view_mat
.u
.s
._34
);
3233 TRACE("%f %f %f %f\n", view_mat
.u
.s
._41
, view_mat
.u
.s
._42
, view_mat
.u
.s
._43
, view_mat
.u
.s
._44
);
3235 TRACE("Proj mat:\n");
3236 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._11
, proj_mat
.u
.s
._12
, proj_mat
.u
.s
._13
, proj_mat
.u
.s
._14
);
3237 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._21
, proj_mat
.u
.s
._22
, proj_mat
.u
.s
._23
, proj_mat
.u
.s
._24
);
3238 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._31
, proj_mat
.u
.s
._32
, proj_mat
.u
.s
._33
, proj_mat
.u
.s
._34
);
3239 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._41
, proj_mat
.u
.s
._42
, proj_mat
.u
.s
._43
, proj_mat
.u
.s
._44
);
3241 TRACE("World mat:\n");
3242 TRACE("%f %f %f %f\n", world_mat
.u
.s
._11
, world_mat
.u
.s
._12
, world_mat
.u
.s
._13
, world_mat
.u
.s
._14
);
3243 TRACE("%f %f %f %f\n", world_mat
.u
.s
._21
, world_mat
.u
.s
._22
, world_mat
.u
.s
._23
, world_mat
.u
.s
._24
);
3244 TRACE("%f %f %f %f\n", world_mat
.u
.s
._31
, world_mat
.u
.s
._32
, world_mat
.u
.s
._33
, world_mat
.u
.s
._34
);
3245 TRACE("%f %f %f %f\n", world_mat
.u
.s
._41
, world_mat
.u
.s
._42
, world_mat
.u
.s
._43
, world_mat
.u
.s
._44
);
3247 /* Get the viewport */
3248 wined3d_device_get_viewport(device
, &vp
);
3249 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3250 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3252 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3253 multiply_matrix(&mat
,&proj_mat
,&mat
);
3255 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3257 for (i
= 0; i
< dwCount
; i
+= 1) {
3258 unsigned int tex_index
;
3260 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3261 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3262 /* The position first */
3263 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3264 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3266 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3268 /* Multiplication with world, view and projection matrix */
3269 x
= (p
[0] * mat
.u
.s
._11
) + (p
[1] * mat
.u
.s
._21
) + (p
[2] * mat
.u
.s
._31
) + (1.0f
* mat
.u
.s
._41
);
3270 y
= (p
[0] * mat
.u
.s
._12
) + (p
[1] * mat
.u
.s
._22
) + (p
[2] * mat
.u
.s
._32
) + (1.0f
* mat
.u
.s
._42
);
3271 z
= (p
[0] * mat
.u
.s
._13
) + (p
[1] * mat
.u
.s
._23
) + (p
[2] * mat
.u
.s
._33
) + (1.0f
* mat
.u
.s
._43
);
3272 rhw
= (p
[0] * mat
.u
.s
._14
) + (p
[1] * mat
.u
.s
._24
) + (p
[2] * mat
.u
.s
._34
) + (1.0f
* mat
.u
.s
._44
);
3274 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3276 /* WARNING: The following things are taken from d3d7 and were not yet checked
3277 * against d3d8 or d3d9!
3280 /* Clipping conditions: From msdn
3282 * A vertex is clipped if it does not match the following requirements
3286 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3288 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3289 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3294 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3295 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3298 /* "Normal" viewport transformation (not clipped)
3299 * 1) The values are divided by rhw
3300 * 2) The y axis is negative, so multiply it with -1
3301 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3302 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3303 * 4) Multiply x with Width/2 and add Width/2
3304 * 5) The same for the height
3305 * 6) Add the viewpoint X and Y to the 2D coordinates and
3306 * The minimum Z value to z
3307 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3309 * Well, basically it's simply a linear transformation into viewport
3321 z
*= vp
.max_z
- vp
.min_z
;
3323 x
+= vp
.width
/ 2 + vp
.x
;
3324 y
+= vp
.height
/ 2 + vp
.y
;
3329 /* That vertex got clipped
3330 * Contrary to OpenGL it is not dropped completely, it just
3331 * undergoes a different calculation.
3333 TRACE("Vertex got clipped\n");
3340 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3341 * outside of the main vertex buffer memory. That needs some more
3346 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3349 ( (float *) dest_ptr
)[0] = x
;
3350 ( (float *) dest_ptr
)[1] = y
;
3351 ( (float *) dest_ptr
)[2] = z
;
3352 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3354 dest_ptr
+= 3 * sizeof(float);
3356 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3357 dest_ptr
+= sizeof(float);
3360 if (DestFVF
& WINED3DFVF_PSIZE
)
3361 dest_ptr
+= sizeof(DWORD
);
3363 if (DestFVF
& WINED3DFVF_NORMAL
)
3365 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3366 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3367 /* AFAIK this should go into the lighting information */
3368 FIXME("Didn't expect the destination to have a normal\n");
3369 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3372 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3374 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3375 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3376 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3378 static BOOL warned
= FALSE
;
3381 ERR("No diffuse color in source, but destination has one\n");
3385 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3386 dest_ptr
+= sizeof(DWORD
);
3390 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3394 if (DestFVF
& WINED3DFVF_SPECULAR
)
3396 /* What's the color value in the feedback buffer? */
3397 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3398 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3399 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3401 static BOOL warned
= FALSE
;
3404 ERR("No specular color in source, but destination has one\n");
3408 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3409 dest_ptr
+= sizeof(DWORD
);
3413 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3417 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3419 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3420 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3421 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3423 ERR("No source texture, but destination requests one\n");
3424 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3428 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3433 wined3d_buffer_unmap(dest
);
3437 #undef copy_and_next
3439 /* Do not call while under the GL lock. */
3440 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3441 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3442 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3444 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3445 struct wined3d_stream_info stream_info
;
3446 const struct wined3d_gl_info
*gl_info
;
3447 BOOL streamWasUP
= state
->user_stream
;
3448 struct wined3d_context
*context
;
3449 struct wined3d_shader
*vs
;
3453 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3454 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3455 device
, src_start_idx
, dst_idx
, vertex_count
,
3456 dst_buffer
, declaration
, flags
, dst_fvf
);
3459 FIXME("Output vertex declaration not implemented yet.\n");
3461 /* Need any context to write to the vbo. */
3462 context
= context_acquire(device
, NULL
);
3463 gl_info
= context
->gl_info
;
3465 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3466 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3467 * restore it afterwards. */
3468 vs
= state
->vertex_shader
;
3469 state
->vertex_shader
= NULL
;
3470 state
->user_stream
= FALSE
;
3471 device_stream_info_from_declaration(device
, &stream_info
, NULL
);
3472 state
->user_stream
= streamWasUP
;
3473 state
->vertex_shader
= vs
;
3475 /* We can't convert FROM a VBO, and vertex buffers used to source into
3476 * process_vertices() are unlikely to ever be used for drawing. Release
3477 * VBOs in those buffers and fix up the stream_info structure.
3479 * Also apply the start index. */
3480 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3482 struct wined3d_stream_info_element
*e
;
3484 if (!(stream_info
.use_map
& (1 << i
)))
3487 e
= &stream_info
.elements
[i
];
3488 if (e
->data
.buffer_object
)
3490 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3491 e
->data
.buffer_object
= 0;
3492 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3494 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3495 vb
->buffer_object
= 0;
3499 e
->data
.addr
+= e
->stride
* src_start_idx
;
3502 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3503 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3505 context_release(context
);
3510 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3511 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3513 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3516 TRACE("device %p, stage %u, state %s, value %#x.\n",
3517 device
, stage
, debug_d3dtexturestate(state
), value
);
3519 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3521 WARN("Invalid state %#x passed.\n", state
);
3525 if (stage
>= gl_info
->limits
.texture_stages
)
3527 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3528 stage
, gl_info
->limits
.texture_stages
- 1);
3532 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3533 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3534 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3536 if (device
->isRecordingState
)
3538 TRACE("Recording... not performing anything.\n");
3542 /* Checked after the assignments to allow proper stateblock recording. */
3543 if (old_value
== value
)
3545 TRACE("Application is setting the old value over, nothing to do.\n");
3549 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3550 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3551 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3553 /* Colorop change above lowest disabled stage? That won't change
3554 * anything in the GL setup. Changes in other states are important on
3555 * disabled stages too. */
3559 if (state
== WINED3D_TSS_COLOR_OP
)
3563 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3565 /* Previously enabled stage disabled now. Make sure to dirtify
3566 * all enabled stages above stage, they have to be disabled.
3568 * The current stage is dirtified below. */
3569 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3571 TRACE("Additionally dirtifying stage %u.\n", i
);
3572 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3574 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3575 TRACE("New lowest disabled: %u.\n", stage
);
3577 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3579 /* Previously disabled stage enabled. Stages above it may need
3580 * enabling. Stage must be lowest_disabled_stage here, if it's
3581 * bigger success is returned above, and stages below the lowest
3582 * disabled stage can't be enabled (because they are enabled
3585 * Again stage stage doesn't need to be dirtified here, it is
3587 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3589 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3591 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3592 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3594 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3595 TRACE("New lowest disabled: %u.\n", i
);
3599 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3604 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3605 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3607 TRACE("device %p, stage %u, state %s, value %p.\n",
3608 device
, stage
, debug_d3dtexturestate(state
), value
);
3610 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3612 WARN("Invalid state %#x passed.\n", state
);
3616 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3617 TRACE("Returning %#x.\n", *value
);
3622 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3623 UINT stage
, struct wined3d_texture
*texture
)
3625 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3626 struct wined3d_texture
*prev
;
3628 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3630 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3631 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3633 /* Windows accepts overflowing this array... we do not. */
3634 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3636 WARN("Ignoring invalid stage %u.\n", stage
);
3640 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3642 WARN("Rejecting attempt to set scratch texture.\n");
3643 return WINED3DERR_INVALIDCALL
;
3646 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3648 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3649 TRACE("Previous texture %p.\n", prev
);
3651 if (texture
== prev
)
3653 TRACE("App is setting the same texture again, nothing to do.\n");
3657 TRACE("Setting new texture to %p.\n", texture
);
3658 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3660 if (device
->isRecordingState
)
3662 TRACE("Recording... not performing anything\n");
3664 if (texture
) wined3d_texture_incref(texture
);
3665 if (prev
) wined3d_texture_decref(prev
);
3672 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3674 wined3d_texture_incref(texture
);
3676 if (!prev
|| texture
->target
!= prev
->target
)
3677 device_invalidate_state(device
, STATE_PIXELSHADER
);
3679 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3681 /* The source arguments for color and alpha ops have different
3682 * meanings when a NULL texture is bound, so the COLOR_OP and
3683 * ALPHA_OP have to be dirtified. */
3684 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3685 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3688 if (bind_count
== 1)
3689 texture
->sampler
= stage
;
3694 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3696 wined3d_texture_decref(prev
);
3698 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3700 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3701 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3704 if (bind_count
&& prev
->sampler
== stage
)
3708 /* Search for other stages the texture is bound to. Shouldn't
3709 * happen if applications bind textures to a single stage only. */
3710 TRACE("Searching for other stages the texture is bound to.\n");
3711 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3713 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3715 TRACE("Texture is also bound to stage %u.\n", i
);
3723 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3728 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3729 UINT stage
, struct wined3d_texture
**texture
)
3731 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3733 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3734 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3736 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3738 WARN("Ignoring invalid stage %u.\n", stage
);
3739 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3742 *texture
= device
->stateBlock
->state
.textures
[stage
];
3744 wined3d_texture_incref(*texture
);
3746 TRACE("Returning %p.\n", *texture
);
3751 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3752 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3754 struct wined3d_swapchain
*swapchain
;
3757 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3758 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3760 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3763 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3767 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3768 wined3d_swapchain_decref(swapchain
);
3771 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3778 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3780 TRACE("device %p, caps %p.\n", device
, caps
);
3782 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3783 device
->create_parms
.device_type
, caps
);
3786 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3787 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3789 struct wined3d_swapchain
*swapchain
;
3792 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3796 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3799 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3800 wined3d_swapchain_decref(swapchain
);
3805 const struct wined3d_adapter
*adapter
= device
->adapter
;
3807 /* Don't read the real display mode, but return the stored mode
3808 * instead. X11 can't change the color depth, and some apps are
3809 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3810 * that GetDisplayMode still returns 24 bpp.
3812 * Also don't relay to the swapchain because with ddraw it's possible
3813 * that there isn't a swapchain at all. */
3814 mode
->width
= adapter
->screen_size
.cx
;
3815 mode
->height
= adapter
->screen_size
.cy
;
3816 mode
->format_id
= adapter
->screen_format
;
3817 mode
->refresh_rate
= 0;
3824 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3826 struct wined3d_stateblock
*stateblock
;
3829 TRACE("device %p.\n", device
);
3831 if (device
->isRecordingState
)
3832 return WINED3DERR_INVALIDCALL
;
3834 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3838 wined3d_stateblock_decref(device
->updateStateBlock
);
3839 device
->updateStateBlock
= stateblock
;
3840 device
->isRecordingState
= TRUE
;
3842 TRACE("Recording stateblock %p.\n", stateblock
);
3847 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3848 struct wined3d_stateblock
**stateblock
)
3850 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3852 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3854 if (!device
->isRecordingState
)
3856 WARN("Not recording.\n");
3858 return WINED3DERR_INVALIDCALL
;
3861 stateblock_init_contained_states(object
);
3863 *stateblock
= object
;
3864 device
->isRecordingState
= FALSE
;
3865 device
->updateStateBlock
= device
->stateBlock
;
3866 wined3d_stateblock_incref(device
->updateStateBlock
);
3868 TRACE("Returning stateblock %p.\n", *stateblock
);
3873 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3875 /* At the moment we have no need for any functionality at the beginning
3877 TRACE("device %p.\n", device
);
3879 if (device
->inScene
)
3881 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3882 return WINED3DERR_INVALIDCALL
;
3884 device
->inScene
= TRUE
;
3888 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3890 struct wined3d_context
*context
;
3892 TRACE("device %p.\n", device
);
3894 if (!device
->inScene
)
3896 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3897 return WINED3DERR_INVALIDCALL
;
3900 context
= context_acquire(device
, NULL
);
3901 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3903 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3905 context_release(context
);
3907 device
->inScene
= FALSE
;
3911 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3912 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3916 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3917 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3918 dst_window_override
, dirty_region
);
3920 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3922 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3923 dst_rect
, dst_window_override
, dirty_region
, 0);
3929 /* Do not call while under the GL lock. */
3930 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3931 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3935 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3936 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3938 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3940 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3943 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3944 /* TODO: What about depth stencil buffers without stencil bits? */
3945 return WINED3DERR_INVALIDCALL
;
3947 else if (flags
& WINED3DCLEAR_TARGET
)
3949 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3950 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3952 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3958 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3959 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3960 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3965 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3966 enum wined3d_primitive_type primitive_type
)
3968 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3970 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3971 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3974 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3975 enum wined3d_primitive_type
*primitive_type
)
3977 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3979 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3981 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3984 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3986 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3988 if (!device
->stateBlock
->state
.vertex_declaration
)
3990 WARN("Called without a valid vertex declaration set.\n");
3991 return WINED3DERR_INVALIDCALL
;
3994 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3995 if (device
->stateBlock
->state
.user_stream
)
3997 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3998 device
->stateBlock
->state
.user_stream
= FALSE
;
4001 if (device
->stateBlock
->state
.load_base_vertex_index
)
4003 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4004 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4007 /* Account for the loading offset due to index buffers. Instead of
4008 * reloading all sources correct it with the startvertex parameter. */
4009 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4013 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4015 struct wined3d_buffer
*index_buffer
;
4016 UINT index_size
= 2;
4018 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4020 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4022 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4025 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4026 * without an index buffer set. (The first time at least...)
4027 * D3D8 simply dies, but I doubt it can do much harm to return
4028 * D3DERR_INVALIDCALL there as well. */
4029 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4030 return WINED3DERR_INVALIDCALL
;
4033 if (!device
->stateBlock
->state
.vertex_declaration
)
4035 WARN("Called without a valid vertex declaration set.\n");
4036 return WINED3DERR_INVALIDCALL
;
4039 if (device
->stateBlock
->state
.user_stream
)
4041 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4042 device
->stateBlock
->state
.user_stream
= FALSE
;
4044 vbo
= index_buffer
->buffer_object
;
4046 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4051 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4052 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4054 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4055 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4058 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4059 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4064 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4065 const void *stream_data
, UINT stream_stride
)
4067 struct wined3d_stream_state
*stream
;
4068 struct wined3d_buffer
*vb
;
4070 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4071 device
, vertex_count
, stream_data
, stream_stride
);
4073 if (!device
->stateBlock
->state
.vertex_declaration
)
4075 WARN("Called without a valid vertex declaration set.\n");
4076 return WINED3DERR_INVALIDCALL
;
4079 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4080 stream
= &device
->stateBlock
->state
.streams
[0];
4081 vb
= stream
->buffer
;
4082 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4084 wined3d_buffer_decref(vb
);
4086 stream
->stride
= stream_stride
;
4087 device
->stateBlock
->state
.user_stream
= TRUE
;
4088 if (device
->stateBlock
->state
.load_base_vertex_index
)
4090 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4091 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4094 /* TODO: Only mark dirty if drawing from a different UP address */
4095 device_invalidate_state(device
, STATE_STREAMSRC
);
4097 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4099 /* MSDN specifies stream zero settings must be set to NULL */
4100 stream
->buffer
= NULL
;
4103 /* stream zero settings set to null at end, as per the msdn. No need to
4104 * mark dirty here, the app has to set the new stream sources or use UP
4109 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4110 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4111 const void *stream_data
, UINT stream_stride
)
4113 struct wined3d_stream_state
*stream
;
4114 struct wined3d_buffer
*vb
, *ib
;
4117 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4118 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4120 if (!device
->stateBlock
->state
.vertex_declaration
)
4122 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4123 return WINED3DERR_INVALIDCALL
;
4126 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4131 stream
= &device
->stateBlock
->state
.streams
[0];
4132 vb
= stream
->buffer
;
4133 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4135 wined3d_buffer_decref(vb
);
4137 stream
->stride
= stream_stride
;
4138 device
->stateBlock
->state
.user_stream
= TRUE
;
4140 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4141 device
->stateBlock
->state
.base_vertex_index
= 0;
4142 if (device
->stateBlock
->state
.load_base_vertex_index
)
4144 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4145 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4147 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4148 device_invalidate_state(device
, STATE_STREAMSRC
);
4149 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4151 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4153 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4154 stream
->buffer
= NULL
;
4156 ib
= device
->stateBlock
->state
.index_buffer
;
4159 wined3d_buffer_decref(ib
);
4160 device
->stateBlock
->state
.index_buffer
= NULL
;
4162 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4163 * SetStreamSource to specify a vertex buffer
4169 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4170 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4172 /* Mark the state dirty until we have nicer tracking. It's fine to change
4173 * baseVertexIndex because that call is only called by ddraw which does
4174 * not need that value. */
4175 device_invalidate_state(device
, STATE_VDECL
);
4176 device_invalidate_state(device
, STATE_STREAMSRC
);
4177 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4179 device
->stateBlock
->state
.base_vertex_index
= 0;
4180 device
->up_strided
= strided_data
;
4181 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4182 device
->up_strided
= NULL
;
4184 /* Invalidate the states again to make sure the values from the stateblock
4185 * are properly applied in the next regular draw. Note that the application-
4186 * provided strided data has ovwritten pretty much the entire vertex and
4187 * and index stream related states */
4188 device_invalidate_state(device
, STATE_VDECL
);
4189 device_invalidate_state(device
, STATE_STREAMSRC
);
4190 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4194 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4195 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4196 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4198 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4200 /* Mark the state dirty until we have nicer tracking
4201 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4204 device_invalidate_state(device
, STATE_VDECL
);
4205 device_invalidate_state(device
, STATE_STREAMSRC
);
4206 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4208 device
->stateBlock
->state
.user_stream
= TRUE
;
4209 device
->stateBlock
->state
.base_vertex_index
= 0;
4210 device
->up_strided
= strided_data
;
4211 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4212 device
->up_strided
= NULL
;
4214 device_invalidate_state(device
, STATE_VDECL
);
4215 device_invalidate_state(device
, STATE_STREAMSRC
);
4216 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4220 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4221 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4222 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4224 struct wined3d_map_desc src
;
4225 struct wined3d_map_desc dst
;
4228 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4229 device
, src_volume
, dst_volume
);
4231 /* TODO: Implement direct loading into the gl volume instead of using
4232 * memcpy and dirtification to improve loading performance. */
4233 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4234 if (FAILED(hr
)) return hr
;
4235 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4238 wined3d_volume_unmap(src_volume
);
4242 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4244 hr
= wined3d_volume_unmap(dst_volume
);
4246 wined3d_volume_unmap(src_volume
);
4248 hr
= wined3d_volume_unmap(src_volume
);
4253 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4254 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4256 enum wined3d_resource_type type
;
4257 unsigned int level_count
, i
;
4260 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4262 /* Verify that the source and destination textures are non-NULL. */
4263 if (!src_texture
|| !dst_texture
)
4265 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4266 return WINED3DERR_INVALIDCALL
;
4269 if (src_texture
== dst_texture
)
4271 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4272 return WINED3DERR_INVALIDCALL
;
4275 /* Verify that the source and destination textures are the same type. */
4276 type
= src_texture
->resource
.type
;
4277 if (dst_texture
->resource
.type
!= type
)
4279 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4280 return WINED3DERR_INVALIDCALL
;
4283 /* Check that both textures have the identical numbers of levels. */
4284 level_count
= wined3d_texture_get_level_count(src_texture
);
4285 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4287 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4288 return WINED3DERR_INVALIDCALL
;
4291 /* Make sure that the destination texture is loaded. */
4292 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4294 /* Update every surface level of the texture. */
4297 case WINED3D_RTYPE_TEXTURE
:
4299 struct wined3d_surface
*src_surface
;
4300 struct wined3d_surface
*dst_surface
;
4302 for (i
= 0; i
< level_count
; ++i
)
4304 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4305 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4306 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4309 WARN("Failed to update surface, hr %#x.\n", hr
);
4316 case WINED3D_RTYPE_CUBE_TEXTURE
:
4318 struct wined3d_surface
*src_surface
;
4319 struct wined3d_surface
*dst_surface
;
4321 for (i
= 0; i
< level_count
* 6; ++i
)
4323 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4324 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4325 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4328 WARN("Failed to update surface, hr %#x.\n", hr
);
4335 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4337 for (i
= 0; i
< level_count
; ++i
)
4339 hr
= device_update_volume(device
,
4340 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4341 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4344 WARN("Failed to update volume, hr %#x.\n", hr
);
4352 FIXME("Unsupported texture type %#x.\n", type
);
4353 return WINED3DERR_INVALIDCALL
;
4359 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4360 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4362 struct wined3d_swapchain
*swapchain
;
4365 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4367 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4368 if (FAILED(hr
)) return hr
;
4370 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4371 wined3d_swapchain_decref(swapchain
);
4376 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4378 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4379 struct wined3d_texture
*texture
;
4382 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4384 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4386 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4388 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4389 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4391 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4393 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4394 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4397 texture
= state
->textures
[i
];
4398 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4400 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4402 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4405 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4407 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4410 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4411 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4413 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4418 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4419 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4421 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4422 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4425 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4427 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4428 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4432 /* return a sensible default */
4435 TRACE("returning D3D_OK\n");
4439 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4443 TRACE("device %p, software %#x.\n", device
, software
);
4447 FIXME("device %p, software %#x stub!\n", device
, software
);
4451 device
->softwareVertexProcessing
= software
;
4456 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4460 TRACE("device %p.\n", device
);
4464 TRACE("device %p stub!\n", device
);
4468 return device
->softwareVertexProcessing
;
4471 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4472 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4474 struct wined3d_swapchain
*swapchain
;
4477 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4478 device
, swapchain_idx
, raster_status
);
4480 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4483 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4487 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4488 wined3d_swapchain_decref(swapchain
);
4491 WARN("Failed to get raster status, hr %#x.\n", hr
);
4498 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4502 TRACE("device %p, segments %.8e.\n", device
, segments
);
4504 if (segments
!= 0.0f
)
4508 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4516 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4520 TRACE("device %p.\n", device
);
4524 FIXME("device %p stub!\n", device
);
4531 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4532 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4533 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4535 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4536 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4537 dst_surface
, wine_dbgstr_point(dst_point
));
4539 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4541 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4542 src_surface
, dst_surface
);
4543 return WINED3DERR_INVALIDCALL
;
4546 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4549 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4550 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4552 struct wined3d_rect_patch
*patch
;
4553 GLenum old_primitive_type
;
4558 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4559 device
, handle
, num_segs
, rect_patch_info
);
4561 if (!(handle
|| rect_patch_info
))
4563 /* TODO: Write a test for the return value, thus the FIXME */
4564 FIXME("Both handle and rect_patch_info are NULL.\n");
4565 return WINED3DERR_INVALIDCALL
;
4570 i
= PATCHMAP_HASHFUNC(handle
);
4572 LIST_FOR_EACH(e
, &device
->patches
[i
])
4574 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4575 if (patch
->Handle
== handle
)
4584 TRACE("Patch does not exist. Creating a new one\n");
4585 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4586 patch
->Handle
= handle
;
4587 list_add_head(&device
->patches
[i
], &patch
->entry
);
4589 TRACE("Found existing patch %p\n", patch
);
4594 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4595 * attributes we have to tesselate, read back, and draw. This needs a patch
4596 * management structure instance. Create one.
4598 * A possible improvement is to check if a vertex shader is used, and if not directly
4601 FIXME("Drawing an uncached patch. This is slow\n");
4602 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4605 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4606 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4607 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4610 TRACE("Tesselation density or patch info changed, retesselating\n");
4612 if (rect_patch_info
)
4613 patch
->rect_patch_info
= *rect_patch_info
;
4615 patch
->numSegs
[0] = num_segs
[0];
4616 patch
->numSegs
[1] = num_segs
[1];
4617 patch
->numSegs
[2] = num_segs
[2];
4618 patch
->numSegs
[3] = num_segs
[3];
4620 hr
= tesselate_rectpatch(device
, patch
);
4623 WARN("Patch tesselation failed.\n");
4625 /* Do not release the handle to store the params of the patch */
4627 HeapFree(GetProcessHeap(), 0, patch
);
4633 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4634 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4635 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4636 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4638 /* Destroy uncached patches */
4641 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4642 HeapFree(GetProcessHeap(), 0, patch
);
4647 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4648 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4650 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4651 device
, handle
, segment_count
, patch_info
);
4656 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4658 struct wined3d_rect_patch
*patch
;
4662 TRACE("device %p, handle %#x.\n", device
, handle
);
4664 i
= PATCHMAP_HASHFUNC(handle
);
4665 LIST_FOR_EACH(e
, &device
->patches
[i
])
4667 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4668 if (patch
->Handle
== handle
)
4670 TRACE("Deleting patch %p\n", patch
);
4671 list_remove(&patch
->entry
);
4672 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4673 HeapFree(GetProcessHeap(), 0, patch
);
4678 /* TODO: Write a test for the return value */
4679 FIXME("Attempt to destroy nonexistent patch\n");
4680 return WINED3DERR_INVALIDCALL
;
4683 /* Do not call while under the GL lock. */
4684 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4685 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4689 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4690 device
, surface
, wine_dbgstr_rect(rect
),
4691 color
->r
, color
->g
, color
->b
, color
->a
);
4693 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4695 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4696 return WINED3DERR_INVALIDCALL
;
4701 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4705 return surface_color_fill(surface
, rect
, color
);
4708 /* Do not call while under the GL lock. */
4709 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4710 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4712 struct wined3d_resource
*resource
;
4716 resource
= rendertarget_view
->resource
;
4717 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4719 FIXME("Only supported on surface resources\n");
4723 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4724 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4725 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4728 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4729 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4731 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4732 device
, render_target_idx
, render_target
);
4734 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4736 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4737 return WINED3DERR_INVALIDCALL
;
4740 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4741 TRACE("Returning render target %p.\n", *render_target
);
4743 if (!*render_target
)
4744 return WINED3DERR_NOTFOUND
;
4746 wined3d_surface_incref(*render_target
);
4751 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4752 struct wined3d_surface
**depth_stencil
)
4754 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4756 *depth_stencil
= device
->fb
.depth_stencil
;
4757 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4759 if (!*depth_stencil
)
4760 return WINED3DERR_NOTFOUND
;
4762 wined3d_surface_incref(*depth_stencil
);
4767 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4768 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4770 struct wined3d_surface
*prev
;
4772 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4773 device
, render_target_idx
, render_target
, set_viewport
);
4775 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4777 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4778 return WINED3DERR_INVALIDCALL
;
4781 prev
= device
->fb
.render_targets
[render_target_idx
];
4782 if (render_target
== prev
)
4784 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4788 /* Render target 0 can't be set to NULL. */
4789 if (!render_target
&& !render_target_idx
)
4791 WARN("Trying to set render target 0 to NULL.\n");
4792 return WINED3DERR_INVALIDCALL
;
4795 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4797 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4798 return WINED3DERR_INVALIDCALL
;
4802 wined3d_surface_incref(render_target
);
4803 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4804 /* Release after the assignment, to prevent device_resource_released()
4805 * from seeing the surface as still in use. */
4807 wined3d_surface_decref(prev
);
4809 /* Render target 0 is special. */
4810 if (!render_target_idx
&& set_viewport
)
4812 /* Set the viewport and scissor rectangles, if requested. Tests show
4813 * that stateblock recording is ignored, the change goes directly
4814 * into the primary stateblock. */
4815 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4816 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4817 device
->stateBlock
->state
.viewport
.x
= 0;
4818 device
->stateBlock
->state
.viewport
.y
= 0;
4819 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4820 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4821 device_invalidate_state(device
, STATE_VIEWPORT
);
4823 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4824 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4825 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4826 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4827 device_invalidate_state(device
, STATE_SCISSORRECT
);
4830 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4835 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4837 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4839 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4840 device
, depth_stencil
, prev
);
4842 if (prev
== depth_stencil
)
4844 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4850 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4851 || prev
->flags
& SFLAG_DISCARD
)
4853 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4854 prev
->resource
.width
, prev
->resource
.height
);
4855 if (prev
== device
->onscreen_depth_stencil
)
4857 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4858 device
->onscreen_depth_stencil
= NULL
;
4863 device
->fb
.depth_stencil
= depth_stencil
;
4865 wined3d_surface_incref(depth_stencil
);
4867 if (!prev
!= !depth_stencil
)
4869 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4870 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4871 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4872 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4873 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4875 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4877 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4880 wined3d_surface_decref(prev
);
4882 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4887 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4888 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4890 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4891 device
, x_hotspot
, y_hotspot
, cursor_image
);
4893 /* some basic validation checks */
4894 if (device
->cursorTexture
)
4896 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4898 glDeleteTextures(1, &device
->cursorTexture
);
4900 context_release(context
);
4901 device
->cursorTexture
= 0;
4906 struct wined3d_map_desc map_desc
;
4908 /* MSDN: Cursor must be A8R8G8B8 */
4909 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4911 WARN("surface %p has an invalid format.\n", cursor_image
);
4912 return WINED3DERR_INVALIDCALL
;
4915 /* MSDN: Cursor must be smaller than the display mode */
4916 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
4917 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
4919 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4920 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4921 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
4922 return WINED3DERR_INVALIDCALL
;
4925 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4927 /* Do not store the surface's pointer because the application may
4928 * release it after setting the cursor image. Windows doesn't
4929 * addref the set surface, so we can't do this either without
4930 * creating circular refcount dependencies. Copy out the gl texture
4932 device
->cursorWidth
= cursor_image
->resource
.width
;
4933 device
->cursorHeight
= cursor_image
->resource
.height
;
4934 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3DLOCK_READONLY
)))
4936 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4937 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4938 struct wined3d_context
*context
;
4939 char *mem
, *bits
= map_desc
.data
;
4940 GLint intfmt
= format
->glInternal
;
4941 GLint gl_format
= format
->glFormat
;
4942 GLint type
= format
->glType
;
4943 INT height
= device
->cursorHeight
;
4944 INT width
= device
->cursorWidth
;
4945 INT bpp
= format
->byte_count
;
4948 /* Reformat the texture memory (pitch and width can be
4950 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4951 for (i
= 0; i
< height
; ++i
)
4952 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4953 wined3d_surface_unmap(cursor_image
);
4955 context
= context_acquire(device
, NULL
);
4959 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4961 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4962 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4965 invalidate_active_texture(device
, context
);
4966 /* Create a new cursor texture */
4967 glGenTextures(1, &device
->cursorTexture
);
4968 checkGLcall("glGenTextures");
4969 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4970 /* Copy the bitmap memory into the cursor texture */
4971 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4972 checkGLcall("glTexImage2D");
4973 HeapFree(GetProcessHeap(), 0, mem
);
4975 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4977 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4978 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4983 context_release(context
);
4987 FIXME("A cursor texture was not returned.\n");
4988 device
->cursorTexture
= 0;
4991 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4993 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4994 ICONINFO cursorInfo
;
4998 /* 32-bit user32 cursors ignore the alpha channel if it's all
4999 * zeroes, and use the mask instead. Fill the mask with all ones
5000 * to ensure we still get a fully transparent cursor. */
5001 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
5002 memset(maskBits
, 0xff, mask_size
);
5003 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
5004 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5005 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5007 cursorInfo
.fIcon
= FALSE
;
5008 cursorInfo
.xHotspot
= x_hotspot
;
5009 cursorInfo
.yHotspot
= y_hotspot
;
5010 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5012 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5013 1, 32, map_desc
.data
);
5014 wined3d_surface_unmap(cursor_image
);
5015 /* Create our cursor and clean up. */
5016 cursor
= CreateIconIndirect(&cursorInfo
);
5017 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5018 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5019 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5020 device
->hardwareCursor
= cursor
;
5021 if (device
->bCursorVisible
) SetCursor( cursor
);
5022 HeapFree(GetProcessHeap(), 0, maskBits
);
5026 device
->xHotSpot
= x_hotspot
;
5027 device
->yHotSpot
= y_hotspot
;
5031 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5032 int x_screen_space
, int y_screen_space
, DWORD flags
)
5034 TRACE("device %p, x %d, y %d, flags %#x.\n",
5035 device
, x_screen_space
, y_screen_space
, flags
);
5037 device
->xScreenSpace
= x_screen_space
;
5038 device
->yScreenSpace
= y_screen_space
;
5040 if (device
->hardwareCursor
)
5044 GetCursorPos( &pt
);
5045 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5047 SetCursorPos( x_screen_space
, y_screen_space
);
5049 /* Switch to the software cursor if position diverges from the hardware one. */
5050 GetCursorPos( &pt
);
5051 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5053 if (device
->bCursorVisible
) SetCursor( NULL
);
5054 DestroyCursor( device
->hardwareCursor
);
5055 device
->hardwareCursor
= 0;
5060 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5062 BOOL oldVisible
= device
->bCursorVisible
;
5064 TRACE("device %p, show %#x.\n", device
, show
);
5067 * When ShowCursor is first called it should make the cursor appear at the OS's last
5068 * known cursor position.
5070 if (show
&& !oldVisible
)
5074 device
->xScreenSpace
= pt
.x
;
5075 device
->yScreenSpace
= pt
.y
;
5078 if (device
->hardwareCursor
)
5080 device
->bCursorVisible
= show
;
5082 SetCursor(device
->hardwareCursor
);
5088 if (device
->cursorTexture
)
5089 device
->bCursorVisible
= show
;
5095 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5097 struct wined3d_resource
*resource
, *cursor
;
5099 TRACE("device %p.\n", device
);
5101 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5103 TRACE("Checking resource %p for eviction.\n", resource
);
5105 if (resource
->pool
== WINED3D_POOL_MANAGED
)
5107 TRACE("Evicting %p.\n", resource
);
5108 resource
->resource_ops
->resource_unload(resource
);
5112 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5113 device_invalidate_state(device
, STATE_STREAMSRC
);
5116 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5117 const struct wined3d_swapchain_desc
*swapchain_desc
)
5119 struct wined3d_display_mode m
;
5123 /* All Windowed modes are supported, as is leaving the current mode */
5124 if (swapchain_desc
->windowed
)
5126 if (!swapchain_desc
->backbuffer_width
)
5128 if (!swapchain_desc
->backbuffer_height
)
5131 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5132 for (i
= 0; i
< count
; ++i
)
5134 memset(&m
, 0, sizeof(m
));
5135 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5137 ERR("Failed to enumerate adapter mode.\n");
5138 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5139 /* Mode found, it is supported. */
5142 /* Mode not found -> not supported */
5146 /* Do not call while under the GL lock. */
5147 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5149 struct wined3d_resource
*resource
, *cursor
;
5150 const struct wined3d_gl_info
*gl_info
;
5151 struct wined3d_context
*context
;
5152 struct wined3d_shader
*shader
;
5154 context
= context_acquire(device
, NULL
);
5155 gl_info
= context
->gl_info
;
5157 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5159 TRACE("Unloading resource %p.\n", resource
);
5161 resource
->resource_ops
->resource_unload(resource
);
5164 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5166 device
->shader_backend
->shader_destroy(shader
);
5170 if (device
->depth_blt_texture
)
5172 glDeleteTextures(1, &device
->depth_blt_texture
);
5173 device
->depth_blt_texture
= 0;
5175 if (device
->cursorTexture
)
5177 glDeleteTextures(1, &device
->cursorTexture
);
5178 device
->cursorTexture
= 0;
5182 device
->blitter
->free_private(device
);
5183 device
->frag_pipe
->free_private(device
);
5184 device
->shader_backend
->shader_free_private(device
);
5185 destroy_dummy_textures(device
, gl_info
);
5187 context_release(context
);
5189 while (device
->context_count
)
5191 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5194 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5195 swapchain
->context
= NULL
;
5198 /* Do not call while under the GL lock. */
5199 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5201 struct wined3d_context
*context
;
5202 struct wined3d_surface
*target
;
5205 /* Recreate the primary swapchain's context */
5206 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5207 if (!swapchain
->context
)
5209 ERR("Failed to allocate memory for swapchain context array.\n");
5210 return E_OUTOFMEMORY
;
5213 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5214 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5216 WARN("Failed to create context.\n");
5217 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5221 swapchain
->context
[0] = context
;
5222 swapchain
->num_contexts
= 1;
5223 create_dummy_textures(device
, context
);
5224 context_release(context
);
5226 hr
= device
->shader_backend
->shader_alloc_private(device
);
5229 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5233 hr
= device
->frag_pipe
->alloc_private(device
);
5236 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5237 device
->shader_backend
->shader_free_private(device
);
5241 hr
= device
->blitter
->alloc_private(device
);
5244 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5245 device
->frag_pipe
->free_private(device
);
5246 device
->shader_backend
->shader_free_private(device
);
5253 context_acquire(device
, NULL
);
5254 destroy_dummy_textures(device
, context
->gl_info
);
5255 context_release(context
);
5256 context_destroy(device
, context
);
5257 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5258 swapchain
->num_contexts
= 0;
5262 /* Do not call while under the GL lock. */
5263 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5264 const struct wined3d_swapchain_desc
*swapchain_desc
,
5265 wined3d_device_reset_cb callback
)
5267 struct wined3d_resource
*resource
, *cursor
;
5268 struct wined3d_swapchain
*swapchain
;
5269 struct wined3d_display_mode mode
;
5270 BOOL DisplayModeChanged
= FALSE
;
5271 BOOL update_desc
= FALSE
;
5274 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5276 stateblock_unbind_resources(device
->stateBlock
);
5278 if (device
->onscreen_depth_stencil
)
5280 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5281 device
->onscreen_depth_stencil
= NULL
;
5284 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5286 TRACE("Enumerating resource %p.\n", resource
);
5287 if (FAILED(hr
= callback(resource
)))
5291 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5294 ERR("Failed to get the first implicit swapchain\n");
5298 if (!is_display_mode_supported(device
, swapchain_desc
))
5300 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5301 WARN("Requested mode: %ux%u.\n",
5302 swapchain_desc
->backbuffer_width
,
5303 swapchain_desc
->backbuffer_height
);
5304 wined3d_swapchain_decref(swapchain
);
5305 return WINED3DERR_INVALIDCALL
;
5308 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5309 * on an existing gl context, so there's no real need for recreation.
5311 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5313 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5315 TRACE("New params:\n");
5316 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5317 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5318 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5319 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5320 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5321 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5322 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5323 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5324 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5325 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5326 if (swapchain_desc
->enable_auto_depth_stencil
)
5327 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5328 TRACE("flags %#x\n", swapchain_desc
->flags
);
5329 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5330 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5331 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5333 /* No special treatment of these parameters. Just store them */
5334 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5335 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5336 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5337 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5339 /* What to do about these? */
5340 if (swapchain_desc
->backbuffer_count
5341 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5342 FIXME("Cannot change the back buffer count yet.\n");
5344 if (swapchain_desc
->device_window
5345 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5347 TRACE("Changing the device window from %p to %p.\n",
5348 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5349 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5350 swapchain
->device_window
= swapchain_desc
->device_window
;
5351 wined3d_swapchain_set_window(swapchain
, NULL
);
5354 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5358 TRACE("Creating the depth stencil buffer\n");
5360 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5361 swapchain_desc
->backbuffer_width
,
5362 swapchain_desc
->backbuffer_height
,
5363 swapchain_desc
->auto_depth_stencil_format
,
5364 swapchain_desc
->multisample_type
,
5365 swapchain_desc
->multisample_quality
,
5367 &device
->auto_depth_stencil
);
5370 ERR("Failed to create the depth stencil buffer.\n");
5371 wined3d_swapchain_decref(swapchain
);
5372 return WINED3DERR_INVALIDCALL
;
5376 if (device
->onscreen_depth_stencil
)
5378 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5379 device
->onscreen_depth_stencil
= NULL
;
5382 /* Reset the depth stencil */
5383 if (swapchain_desc
->enable_auto_depth_stencil
)
5384 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5386 wined3d_device_set_depth_stencil(device
, NULL
);
5388 TRACE("Resetting stateblock\n");
5389 wined3d_stateblock_decref(device
->updateStateBlock
);
5390 wined3d_stateblock_decref(device
->stateBlock
);
5392 if (swapchain_desc
->windowed
)
5394 mode
.width
= swapchain
->orig_width
;
5395 mode
.height
= swapchain
->orig_height
;
5396 mode
.refresh_rate
= 0;
5397 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5401 mode
.width
= swapchain_desc
->backbuffer_width
;
5402 mode
.height
= swapchain_desc
->backbuffer_height
;
5403 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5404 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5407 /* Should Width == 800 && Height == 0 set 800x600? */
5408 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5409 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5410 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5412 if (!swapchain_desc
->windowed
)
5413 DisplayModeChanged
= TRUE
;
5415 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5416 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5420 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5421 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5423 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5427 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5428 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5430 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5431 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5439 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5440 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5441 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5444 wined3d_swapchain_decref(swapchain
);
5448 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5450 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5451 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5452 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5455 wined3d_swapchain_decref(swapchain
);
5459 if (device
->auto_depth_stencil
)
5461 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5462 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5463 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5466 wined3d_swapchain_decref(swapchain
);
5472 if (device
->d3d_initialized
)
5473 delete_opengl_contexts(device
, swapchain
);
5475 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5476 || DisplayModeChanged
)
5478 wined3d_device_set_display_mode(device
, 0, &mode
);
5480 if (!swapchain_desc
->windowed
)
5482 if (swapchain
->desc
.windowed
)
5484 HWND focus_window
= device
->create_parms
.focus_window
;
5486 focus_window
= swapchain_desc
->device_window
;
5487 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5489 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5490 wined3d_swapchain_decref(swapchain
);
5494 /* switch from windowed to fs */
5495 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5496 swapchain_desc
->backbuffer_width
,
5497 swapchain_desc
->backbuffer_height
);
5501 /* Fullscreen -> fullscreen mode change */
5502 MoveWindow(swapchain
->device_window
, 0, 0,
5503 swapchain_desc
->backbuffer_width
,
5504 swapchain_desc
->backbuffer_height
,
5508 else if (!swapchain
->desc
.windowed
)
5510 /* Fullscreen -> windowed switch */
5511 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5512 wined3d_device_release_focus_window(device
);
5514 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5516 else if (!swapchain_desc
->windowed
)
5518 DWORD style
= device
->style
;
5519 DWORD exStyle
= device
->exStyle
;
5520 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5521 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5522 * Reset to clear up their mess. Guild Wars also loses the device during that.
5525 device
->exStyle
= 0;
5526 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5527 swapchain_desc
->backbuffer_width
,
5528 swapchain_desc
->backbuffer_height
);
5529 device
->style
= style
;
5530 device
->exStyle
= exStyle
;
5533 /* Note: No parent needed for initial internal stateblock */
5534 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5536 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5538 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5539 device
->updateStateBlock
= device
->stateBlock
;
5540 wined3d_stateblock_incref(device
->updateStateBlock
);
5542 stateblock_init_default_state(device
->stateBlock
);
5544 swapchain_update_render_to_fbo(swapchain
);
5545 swapchain_update_draw_bindings(swapchain
);
5547 if (device
->d3d_initialized
)
5548 hr
= create_primary_opengl_context(device
, swapchain
);
5549 wined3d_swapchain_decref(swapchain
);
5551 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5557 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5559 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5561 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5567 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5568 struct wined3d_device_creation_parameters
*parameters
)
5570 TRACE("device %p, parameters %p.\n", device
, parameters
);
5572 *parameters
= device
->create_parms
;
5576 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5577 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5579 struct wined3d_swapchain
*swapchain
;
5581 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5582 device
, swapchain_idx
, flags
, ramp
);
5584 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5586 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5587 wined3d_swapchain_decref(swapchain
);
5591 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5592 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5594 struct wined3d_swapchain
*swapchain
;
5596 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5597 device
, swapchain_idx
, ramp
);
5599 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5601 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5602 wined3d_swapchain_decref(swapchain
);
5606 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5608 TRACE("device %p, resource %p.\n", device
, resource
);
5610 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5613 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5615 TRACE("device %p, resource %p.\n", device
, resource
);
5617 list_remove(&resource
->resource_list_entry
);
5620 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5622 enum wined3d_resource_type type
= resource
->type
;
5625 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5627 context_resource_released(device
, resource
, type
);
5631 case WINED3D_RTYPE_SURFACE
:
5633 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5635 if (!device
->d3d_initialized
) break;
5637 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5639 if (device
->fb
.render_targets
[i
] == surface
)
5641 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5642 device
->fb
.render_targets
[i
] = NULL
;
5646 if (device
->fb
.depth_stencil
== surface
)
5648 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5649 device
->fb
.depth_stencil
= NULL
;
5654 case WINED3D_RTYPE_TEXTURE
:
5655 case WINED3D_RTYPE_CUBE_TEXTURE
:
5656 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5657 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5659 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5661 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5663 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5664 texture
, device
->stateBlock
, i
);
5665 device
->stateBlock
->state
.textures
[i
] = NULL
;
5668 if (device
->updateStateBlock
!= device
->stateBlock
5669 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5671 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5672 texture
, device
->updateStateBlock
, i
);
5673 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5678 case WINED3D_RTYPE_BUFFER
:
5680 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5682 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5684 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5686 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5687 buffer
, device
->stateBlock
, i
);
5688 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5691 if (device
->updateStateBlock
!= device
->stateBlock
5692 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5694 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5695 buffer
, device
->updateStateBlock
, i
);
5696 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5701 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5703 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5704 buffer
, device
->stateBlock
);
5705 device
->stateBlock
->state
.index_buffer
= NULL
;
5708 if (device
->updateStateBlock
!= device
->stateBlock
5709 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5711 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5712 buffer
, device
->updateStateBlock
);
5713 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5722 /* Remove the resource from the resourceStore */
5723 device_resource_remove(device
, resource
);
5725 TRACE("Resource released.\n");
5728 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5729 HDC dc
, struct wined3d_surface
**surface
)
5731 struct wined3d_resource
*resource
;
5733 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5736 return WINED3DERR_INVALIDCALL
;
5738 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5740 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5742 struct wined3d_surface
*s
= surface_from_resource(resource
);
5746 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5753 return WINED3DERR_INVALIDCALL
;
5756 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5757 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5758 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5760 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5761 const struct fragment_pipeline
*fragment_pipeline
;
5762 struct wined3d_display_mode mode
;
5763 struct shader_caps shader_caps
;
5764 struct fragment_caps ffp_caps
;
5769 device
->wined3d
= wined3d
;
5770 wined3d_incref(device
->wined3d
);
5771 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5772 device
->device_parent
= device_parent
;
5773 list_init(&device
->resources
);
5774 list_init(&device
->shaders
);
5775 device
->surface_alignment
= surface_alignment
;
5777 /* Get the initial screen setup for ddraw. */
5778 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5781 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5782 wined3d_decref(device
->wined3d
);
5785 adapter
->screen_size
.cx
= mode
.width
;
5786 adapter
->screen_size
.cy
= mode
.height
;
5787 adapter
->screen_format
= mode
.format_id
;
5789 /* Save the creation parameters. */
5790 device
->create_parms
.adapter_idx
= adapter_idx
;
5791 device
->create_parms
.device_type
= device_type
;
5792 device
->create_parms
.focus_window
= focus_window
;
5793 device
->create_parms
.flags
= flags
;
5795 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5797 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5798 device
->shader_backend
= adapter
->shader_backend
;
5800 if (device
->shader_backend
)
5802 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5803 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5804 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5805 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5806 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5807 device
->vs_clipping
= shader_caps
.VSClipping
;
5809 fragment_pipeline
= adapter
->fragment_pipe
;
5810 device
->frag_pipe
= fragment_pipeline
;
5811 if (fragment_pipeline
)
5813 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5814 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5816 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5817 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5820 ERR("Failed to compile state table, hr %#x.\n", hr
);
5821 wined3d_decref(device
->wined3d
);
5825 device
->blitter
= adapter
->blitter
;
5827 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5830 WARN("Failed to create stateblock.\n");
5831 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5833 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5835 wined3d_decref(device
->wined3d
);
5839 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5840 device
->updateStateBlock
= device
->stateBlock
;
5841 wined3d_stateblock_incref(device
->updateStateBlock
);
5847 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5849 DWORD rep
= device
->StateTable
[state
].representative
;
5850 struct wined3d_context
*context
;
5855 for (i
= 0; i
< device
->context_count
; ++i
)
5857 context
= device
->contexts
[i
];
5858 if(isStateDirty(context
, rep
)) continue;
5860 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5861 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5862 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5863 context
->isStateDirty
[idx
] |= (1 << shift
);
5867 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5869 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5870 *width
= context
->current_rt
->pow2Width
;
5871 *height
= context
->current_rt
->pow2Height
;
5874 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5876 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5877 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5878 * current context's drawable, which is the size of the back buffer of the swapchain
5879 * the active context belongs to. */
5880 *width
= swapchain
->desc
.backbuffer_width
;
5881 *height
= swapchain
->desc
.backbuffer_height
;
5884 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5885 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5887 if (device
->filter_messages
)
5889 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5890 window
, message
, wparam
, lparam
);
5892 return DefWindowProcW(window
, message
, wparam
, lparam
);
5894 return DefWindowProcA(window
, message
, wparam
, lparam
);
5897 if (message
== WM_DESTROY
)
5899 TRACE("unregister window %p.\n", window
);
5900 wined3d_unregister_window(window
);
5902 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5903 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5905 else if (message
== WM_DISPLAYCHANGE
)
5907 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5911 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5913 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);