2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_texture_incref(device
->onscreen_depth_stencil
->container
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
220 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
222 /* partial draw rect */
223 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
226 /* partial clear rect */
227 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
228 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 struct wined3d_texture_sub_resource
*sub_resource
= surface_get_sub_resource(ds
);
238 RECT current_rect
, r
;
240 if (sub_resource
->locations
& WINED3D_LOCATION_DISCARDED
)
242 /* Depth buffer was discarded, make it entirely current in its new location since
243 * there is no other place where we would get data anyway. */
244 SetRect(out_rect
, 0, 0,
245 wined3d_texture_get_level_width(ds
->container
, ds
->texture_level
),
246 wined3d_texture_get_level_height(ds
->container
, ds
->texture_level
));
250 if (sub_resource
->locations
& location
)
251 SetRect(¤t_rect
, 0, 0,
252 ds
->ds_current_size
.cx
,
253 ds
->ds_current_size
.cy
);
255 SetRectEmpty(¤t_rect
);
257 IntersectRect(&r
, draw_rect
, ¤t_rect
);
258 if (EqualRect(&r
, draw_rect
))
260 /* current_rect ⊇ draw_rect, modify only. */
261 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
265 if (EqualRect(&r
, ¤t_rect
))
267 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
271 /* Full clear, modify only. */
272 *out_rect
= *draw_rect
;
276 IntersectRect(&r
, draw_rect
, clear_rect
);
277 if (EqualRect(&r
, draw_rect
))
279 /* clear_rect ⊇ draw_rect, modify only. */
280 *out_rect
= *draw_rect
;
286 surface_load_location(ds
, context
, location
);
287 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
290 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
291 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
292 float depth
, DWORD stencil
)
294 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
295 struct wined3d_surface
*depth_stencil
= fb
->depth_stencil
296 ? wined3d_rendertarget_view_get_surface(fb
->depth_stencil
) : NULL
;
297 const struct wined3d_gl_info
*gl_info
;
298 UINT drawable_width
, drawable_height
;
299 struct wined3d_color corrected_color
;
300 struct wined3d_context
*context
;
301 GLbitfield clear_mask
= 0;
302 BOOL render_offscreen
;
306 context
= context_acquire(device
, target
);
309 context_release(context
);
310 WARN("Invalid context, skipping clear.\n");
313 gl_info
= context
->gl_info
;
315 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
316 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
317 * for the cleared parts, and the untouched parts.
319 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
320 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
321 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
322 * checking all this if the dest surface is in the drawable anyway. */
323 for (i
= 0; i
< rt_count
; ++i
)
325 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
326 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(rtv
);
328 if (rt
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
330 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
331 surface_load_location(rt
, context
, rtv
->resource
->draw_binding
);
333 wined3d_surface_prepare(rt
, context
, rtv
->resource
->draw_binding
);
339 render_offscreen
= context
->render_offscreen
;
340 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
344 render_offscreen
= TRUE
;
345 drawable_width
= depth_stencil
->pow2Width
;
346 drawable_height
= depth_stencil
->pow2Height
;
349 if (depth_stencil
&& render_offscreen
)
350 wined3d_surface_prepare(depth_stencil
, context
, depth_stencil
->container
->resource
.draw_binding
);
352 if (flags
& WINED3DCLEAR_ZBUFFER
)
354 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
356 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
357 device_switch_onscreen_ds(device
, context
, depth_stencil
);
358 prepare_ds_clear(depth_stencil
, context
, location
,
359 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
362 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
364 context_release(context
);
365 WARN("Failed to apply clear state, skipping clear.\n");
369 /* Only set the values up once, as they are not changing. */
370 if (flags
& WINED3DCLEAR_STENCIL
)
372 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
374 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
375 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
377 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
378 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
379 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
380 checkGLcall("glClearStencil");
381 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
384 if (flags
& WINED3DCLEAR_ZBUFFER
)
386 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
388 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
390 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
391 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
392 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
393 checkGLcall("glClearDepth");
394 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
397 if (flags
& WINED3DCLEAR_TARGET
)
399 for (i
= 0; i
< rt_count
; ++i
)
401 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
402 struct wined3d_texture
*texture
;
407 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
409 FIXME("Not supported on buffer resources.\n");
413 texture
= wined3d_texture_from_resource(rtv
->resource
);
414 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
415 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
418 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, &device
->state
, fb
))
421 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
422 "support, this might cause graphical issues.\n");
424 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
425 ? color
->r
* wined3d_srgb_const0
[3]
426 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
427 - wined3d_srgb_const0
[2];
428 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
429 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
430 ? color
->g
* wined3d_srgb_const0
[3]
431 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
432 - wined3d_srgb_const0
[2];
433 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
434 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
435 ? color
->b
* wined3d_srgb_const0
[3]
436 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
437 - wined3d_srgb_const0
[2];
438 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
439 color
= &corrected_color
;
442 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
443 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
444 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
445 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
446 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
447 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
448 checkGLcall("glClearColor");
449 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
454 if (render_offscreen
)
456 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
457 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
461 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
462 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
464 checkGLcall("glScissor");
465 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
466 checkGLcall("glClear");
472 /* Now process each rect in turn. */
473 for (i
= 0; i
< rect_count
; ++i
)
475 /* Note that GL uses lower left, width/height. */
476 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
478 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
479 wine_dbgstr_rect(&clear_rect
[i
]),
480 wine_dbgstr_rect(¤t_rect
));
482 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
483 * The rectangle is not cleared, no error is returned, but further rectangles are
484 * still cleared if they are valid. */
485 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
487 TRACE("Rectangle with negative dimensions, ignoring.\n");
491 if (render_offscreen
)
493 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
494 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
498 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
499 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
501 checkGLcall("glScissor");
503 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
504 checkGLcall("glClear");
508 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
509 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
510 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
512 context_release(context
);
515 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
517 ULONG refcount
= InterlockedIncrement(&device
->ref
);
519 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
524 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
526 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
528 ERR("Leftover sampler %p.\n", sampler
);
531 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
533 ULONG refcount
= InterlockedDecrement(&device
->ref
);
535 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
541 wined3d_cs_destroy(device
->cs
);
543 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
544 FIXME("Something's still holding the recording stateblock.\n");
545 device
->recording
= NULL
;
547 state_cleanup(&device
->state
);
549 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
551 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
552 device
->multistate_funcs
[i
] = NULL
;
555 if (!list_empty(&device
->resources
))
557 struct wined3d_resource
*resource
;
559 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
561 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
563 FIXME("Leftover resource %p with type %s (%#x).\n",
564 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
568 if (device
->contexts
)
569 ERR("Context array not freed!\n");
570 if (device
->hardwareCursor
)
571 DestroyCursor(device
->hardwareCursor
);
572 device
->hardwareCursor
= 0;
574 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
576 wined3d_decref(device
->wined3d
);
577 device
->wined3d
= NULL
;
578 HeapFree(GetProcessHeap(), 0, device
);
579 TRACE("Freed device %p.\n", device
);
585 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
587 TRACE("device %p.\n", device
);
589 return device
->swapchain_count
;
592 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
594 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
596 if (swapchain_idx
>= device
->swapchain_count
)
598 WARN("swapchain_idx %u >= swapchain_count %u.\n",
599 swapchain_idx
, device
->swapchain_count
);
603 return device
->swapchains
[swapchain_idx
];
606 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
608 struct wined3d_color_key color_key
;
609 struct wined3d_resource_desc desc
;
613 HDC dcb
= NULL
, dcs
= NULL
;
615 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
618 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
619 dcb
= CreateCompatibleDC(NULL
);
621 SelectObject(dcb
, hbm
);
625 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
628 memset(&bm
, 0, sizeof(bm
));
633 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
634 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
635 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
636 desc
.multisample_quality
= 0;
637 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
638 desc
.pool
= WINED3D_POOL_DEFAULT
;
639 desc
.width
= bm
.bmWidth
;
640 desc
.height
= bm
.bmHeight
;
643 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
644 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
646 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
652 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
654 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
655 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
657 color_key
.color_space_low_value
= 0;
658 color_key
.color_space_high_value
= 0;
659 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
663 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
664 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
665 struct wined3d_surface
*surface
;
667 /* Fill the surface with a white color to show that wined3d is there */
668 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
669 surface_color_fill(surface
, &rect
, &c
);
673 if (dcb
) DeleteDC(dcb
);
674 if (hbm
) DeleteObject(hbm
);
677 /* Context activation is done by the caller. */
678 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
680 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
681 unsigned int i
, j
, count
;
682 /* Under DirectX you can sample even if no texture is bound, whereas
683 * OpenGL will only allow that when a valid texture is bound.
684 * We emulate this by creating dummy textures and binding them
685 * to each texture stage when the currently set D3D texture is NULL. */
687 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
688 for (i
= 0; i
< count
; ++i
)
690 static const DWORD color
= 0x000000ff;
692 /* Make appropriate texture active */
693 context_active_texture(context
, gl_info
, i
);
695 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
696 checkGLcall("glGenTextures");
697 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
699 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
700 checkGLcall("glBindTexture");
702 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
703 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
704 checkGLcall("glTexImage2D");
706 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
708 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
709 checkGLcall("glGenTextures");
710 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
712 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
713 checkGLcall("glBindTexture");
715 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
716 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
717 checkGLcall("glTexImage2D");
720 if (gl_info
->supported
[EXT_TEXTURE3D
])
722 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
723 checkGLcall("glGenTextures");
724 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
726 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
727 checkGLcall("glBindTexture");
729 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
730 checkGLcall("glTexImage3D");
733 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
735 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
736 checkGLcall("glGenTextures");
737 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
739 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
740 checkGLcall("glBindTexture");
742 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
744 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
745 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
746 checkGLcall("glTexImage2D");
752 /* Context activation is done by the caller. */
753 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
755 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
757 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
759 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
760 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
763 if (gl_info
->supported
[EXT_TEXTURE3D
])
765 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
766 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
769 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
771 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
772 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
775 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
776 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
778 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
779 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
780 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
781 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
784 /* Context activation is done by the caller. */
785 static void create_default_sampler(struct wined3d_device
*device
)
787 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
790 * In SM4+ shaders there is a separation between resources and samplers. Some of shader
791 * instructions allow to access resources without using samplers.
792 * In GLSL resources are always accessed through sampler or image variables. The default
793 * sampler object is used to emulate the direct resource access when there is no sampler state
797 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
799 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
800 checkGLcall("glGenSamplers");
801 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
802 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
803 checkGLcall("glSamplerParamteri");
807 device
->default_sampler
= 0;
811 /* Context activation is done by the caller. */
812 static void destroy_default_sampler(struct wined3d_device
*device
)
814 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
816 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
818 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
819 checkGLcall("glDeleteSamplers");
822 device
->default_sampler
= 0;
825 static LONG
fullscreen_style(LONG style
)
827 /* Make sure the window is managed, otherwise we won't get keyboard input. */
828 style
|= WS_POPUP
| WS_SYSMENU
;
829 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
834 static LONG
fullscreen_exstyle(LONG exstyle
)
836 /* Filter out window decorations. */
837 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
842 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
844 BOOL filter_messages
;
847 TRACE("Setting up window %p for fullscreen mode.\n", window
);
849 if (device
->style
|| device
->exStyle
)
851 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
852 window
, device
->style
, device
->exStyle
);
855 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
856 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
858 style
= fullscreen_style(device
->style
);
859 exstyle
= fullscreen_exstyle(device
->exStyle
);
861 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
862 device
->style
, device
->exStyle
, style
, exstyle
);
864 filter_messages
= device
->filter_messages
;
865 device
->filter_messages
= TRUE
;
867 SetWindowLongW(window
, GWL_STYLE
, style
);
868 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
869 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
871 device
->filter_messages
= filter_messages
;
874 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
876 BOOL filter_messages
;
879 if (!device
->style
&& !device
->exStyle
) return;
881 style
= GetWindowLongW(window
, GWL_STYLE
);
882 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
884 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
885 * application, and we want to ignore them in the test below, since it's
886 * not the application's fault that they changed. Additionally, we want to
887 * preserve the current status of these flags (i.e. don't restore them) to
888 * more closely emulate the behavior of Direct3D, which leaves these flags
889 * alone when returning to windowed mode. */
890 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
891 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
893 TRACE("Restoring window style of window %p to %08x, %08x.\n",
894 window
, device
->style
, device
->exStyle
);
896 filter_messages
= device
->filter_messages
;
897 device
->filter_messages
= TRUE
;
899 /* Only restore the style if the application didn't modify it during the
900 * fullscreen phase. Some applications change it before calling Reset()
901 * when switching between windowed and fullscreen modes (HL2), some
902 * depend on the original style (Eve Online). */
903 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
905 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
906 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
908 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
910 device
->filter_messages
= filter_messages
;
912 /* Delete the old values. */
917 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
919 TRACE("device %p, window %p.\n", device
, window
);
921 if (!wined3d_register_window(window
, device
))
923 ERR("Failed to register window %p.\n", window
);
927 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
928 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
933 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
935 TRACE("device %p.\n", device
);
937 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
938 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
941 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
943 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
946 if (device
->fb
.render_targets
)
948 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
950 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
952 if (device
->back_buffer_view
)
953 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
956 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
957 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
960 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
961 struct wined3d_swapchain_desc
*swapchain_desc
)
963 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
964 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
965 struct wined3d_swapchain
*swapchain
= NULL
;
966 struct wined3d_context
*context
;
967 DWORD clear_flags
= 0;
970 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
972 if (device
->d3d_initialized
)
973 return WINED3DERR_INVALIDCALL
;
974 if (device
->wined3d
->flags
& WINED3D_NO3D
)
975 return WINED3DERR_INVALIDCALL
;
977 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
978 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
980 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
981 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
983 TRACE("Shader private data couldn't be allocated\n");
986 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
988 TRACE("Blitter private data couldn't be allocated\n");
992 /* Setup the implicit swapchain. This also initializes a context. */
993 TRACE("Creating implicit swapchain\n");
994 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
995 swapchain_desc
, &swapchain
);
998 WARN("Failed to create implicit swapchain\n");
1002 if (swapchain_desc
->backbuffer_count
)
1004 struct wined3d_rendertarget_view_desc view_desc
;
1006 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
1007 view_desc
.u
.texture
.level_idx
= 0;
1008 view_desc
.u
.texture
.layer_idx
= 0;
1009 view_desc
.u
.texture
.layer_count
= 1;
1010 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
1011 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1013 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1018 device
->swapchain_count
= 1;
1019 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1020 if (!device
->swapchains
)
1022 ERR("Out of memory!\n");
1025 device
->swapchains
[0] = swapchain
;
1026 device_init_swapchain_state(device
, swapchain
);
1028 context
= context_acquire(device
, swapchain
->front_buffer
->sub_resources
[0].u
.surface
);
1030 create_dummy_textures(device
, context
);
1031 create_default_sampler(device
);
1033 device
->contexts
[0]->last_was_rhw
= 0;
1035 TRACE("All defaults now set up, leaving 3D init.\n");
1037 context_release(context
);
1039 /* Clear the screen */
1040 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1041 clear_flags
|= WINED3DCLEAR_TARGET
;
1042 if (swapchain_desc
->enable_auto_depth_stencil
)
1043 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1045 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1047 device
->d3d_initialized
= TRUE
;
1049 if (wined3d_settings
.logo
)
1050 device_load_logo(device
, wined3d_settings
.logo
);
1054 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1055 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1056 device
->swapchain_count
= 0;
1057 if (device
->back_buffer_view
)
1058 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1060 wined3d_swapchain_decref(swapchain
);
1061 if (device
->blit_priv
)
1062 device
->blitter
->free_private(device
);
1063 if (device
->shader_priv
)
1064 device
->shader_backend
->shader_free_private(device
);
1069 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1070 struct wined3d_swapchain_desc
*swapchain_desc
)
1072 struct wined3d_swapchain
*swapchain
= NULL
;
1075 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1077 /* Setup the implicit swapchain */
1078 TRACE("Creating implicit swapchain\n");
1079 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1080 swapchain_desc
, &swapchain
);
1083 WARN("Failed to create implicit swapchain\n");
1087 device
->swapchain_count
= 1;
1088 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1089 if (!device
->swapchains
)
1091 ERR("Out of memory!\n");
1094 device
->swapchains
[0] = swapchain
;
1098 wined3d_swapchain_decref(swapchain
);
1102 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1104 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1106 wined3d_sampler_decref(sampler
);
1109 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1111 struct wined3d_resource
*resource
, *cursor
;
1112 const struct wined3d_gl_info
*gl_info
;
1113 struct wined3d_context
*context
;
1114 struct wined3d_surface
*surface
;
1117 TRACE("device %p.\n", device
);
1119 if (!device
->d3d_initialized
)
1120 return WINED3DERR_INVALIDCALL
;
1122 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1123 * it was created. Thus make sure a context is active for the glDelete* calls
1125 context
= context_acquire(device
, NULL
);
1126 gl_info
= context
->gl_info
;
1128 if (device
->logo_texture
)
1129 wined3d_texture_decref(device
->logo_texture
);
1130 if (device
->cursor_texture
)
1131 wined3d_texture_decref(device
->cursor_texture
);
1133 state_unbind_resources(&device
->state
);
1135 /* Unload resources */
1136 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1138 TRACE("Unloading resource %p.\n", resource
);
1140 resource
->resource_ops
->resource_unload(resource
);
1143 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1145 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1146 * private data, it might contain opengl pointers
1148 if (device
->depth_blt_texture
)
1150 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1151 device
->depth_blt_texture
= 0;
1154 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1155 device
->blitter
->free_private(device
);
1156 device
->shader_backend
->shader_free_private(device
);
1157 destroy_dummy_textures(device
, gl_info
);
1158 destroy_default_sampler(device
);
1160 /* Release the context again as soon as possible. In particular,
1161 * releasing the render target views below may release the last reference
1162 * to the swapchain associated with this context, which in turn will
1163 * destroy the context. */
1164 context_release(context
);
1166 /* Release the buffers (with sanity checks)*/
1167 if (device
->onscreen_depth_stencil
)
1169 surface
= device
->onscreen_depth_stencil
;
1170 device
->onscreen_depth_stencil
= NULL
;
1171 wined3d_texture_decref(surface
->container
);
1174 if (device
->fb
.depth_stencil
)
1176 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1178 TRACE("Releasing depth/stencil view %p.\n", view
);
1180 device
->fb
.depth_stencil
= NULL
;
1181 wined3d_rendertarget_view_decref(view
);
1184 if (device
->auto_depth_stencil_view
)
1186 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1188 device
->auto_depth_stencil_view
= NULL
;
1189 if (wined3d_rendertarget_view_decref(view
))
1190 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1193 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1195 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1197 if (device
->back_buffer_view
)
1199 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1200 device
->back_buffer_view
= NULL
;
1203 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1205 TRACE("Releasing the implicit swapchain %u.\n", i
);
1206 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1207 FIXME("Something's still holding the implicit swapchain.\n");
1210 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1211 device
->swapchains
= NULL
;
1212 device
->swapchain_count
= 0;
1214 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1215 device
->fb
.render_targets
= NULL
;
1217 device
->d3d_initialized
= FALSE
;
1222 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1226 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1228 TRACE("Releasing the implicit swapchain %u.\n", i
);
1229 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1230 FIXME("Something's still holding the implicit swapchain.\n");
1233 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1234 device
->swapchains
= NULL
;
1235 device
->swapchain_count
= 0;
1239 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1240 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1241 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1243 * There is no way to deactivate thread safety once it is enabled.
1245 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1247 TRACE("device %p.\n", device
);
1249 /* For now just store the flag (needed in case of ddraw). */
1250 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1253 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1255 TRACE("device %p.\n", device
);
1257 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1258 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1259 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1260 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1262 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1265 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1266 struct wined3d_buffer
*buffer
, UINT offset
)
1268 struct wined3d_stream_output
*stream
;
1269 struct wined3d_buffer
*prev_buffer
;
1271 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1273 if (idx
>= MAX_STREAM_OUT
)
1275 WARN("Invalid stream output %u.\n", idx
);
1279 stream
= &device
->update_state
->stream_output
[idx
];
1280 prev_buffer
= stream
->buffer
;
1283 wined3d_buffer_incref(buffer
);
1284 stream
->buffer
= buffer
;
1285 stream
->offset
= offset
;
1286 if (!device
->recording
)
1287 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1289 wined3d_buffer_decref(prev_buffer
);
1292 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1293 UINT idx
, UINT
*offset
)
1295 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1297 if (idx
>= MAX_STREAM_OUT
)
1299 WARN("Invalid stream output %u.\n", idx
);
1304 *offset
= device
->state
.stream_output
[idx
].offset
;
1305 return device
->state
.stream_output
[idx
].buffer
;
1308 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1309 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1311 struct wined3d_stream_state
*stream
;
1312 struct wined3d_buffer
*prev_buffer
;
1314 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1315 device
, stream_idx
, buffer
, offset
, stride
);
1317 if (stream_idx
>= MAX_STREAMS
)
1319 WARN("Stream index %u out of range.\n", stream_idx
);
1320 return WINED3DERR_INVALIDCALL
;
1322 else if (offset
& 0x3)
1324 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1325 return WINED3DERR_INVALIDCALL
;
1328 stream
= &device
->update_state
->streams
[stream_idx
];
1329 prev_buffer
= stream
->buffer
;
1331 if (device
->recording
)
1332 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1334 if (prev_buffer
== buffer
1335 && stream
->stride
== stride
1336 && stream
->offset
== offset
)
1338 TRACE("Application is setting the old values over, nothing to do.\n");
1342 stream
->buffer
= buffer
;
1345 stream
->stride
= stride
;
1346 stream
->offset
= offset
;
1347 wined3d_buffer_incref(buffer
);
1350 if (!device
->recording
)
1351 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1353 wined3d_buffer_decref(prev_buffer
);
1358 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1359 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1361 const struct wined3d_stream_state
*stream
;
1363 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1364 device
, stream_idx
, buffer
, offset
, stride
);
1366 if (stream_idx
>= MAX_STREAMS
)
1368 WARN("Stream index %u out of range.\n", stream_idx
);
1369 return WINED3DERR_INVALIDCALL
;
1372 stream
= &device
->state
.streams
[stream_idx
];
1373 *buffer
= stream
->buffer
;
1375 *offset
= stream
->offset
;
1376 *stride
= stream
->stride
;
1381 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1383 struct wined3d_stream_state
*stream
;
1384 UINT old_flags
, old_freq
;
1386 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1388 /* Verify input. At least in d3d9 this is invalid. */
1389 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1391 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1392 return WINED3DERR_INVALIDCALL
;
1394 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1396 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1397 return WINED3DERR_INVALIDCALL
;
1401 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1402 return WINED3DERR_INVALIDCALL
;
1405 stream
= &device
->update_state
->streams
[stream_idx
];
1406 old_flags
= stream
->flags
;
1407 old_freq
= stream
->frequency
;
1409 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1410 stream
->frequency
= divider
& 0x7fffff;
1412 if (device
->recording
)
1413 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1414 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1415 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1420 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1421 UINT stream_idx
, UINT
*divider
)
1423 const struct wined3d_stream_state
*stream
;
1425 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1427 stream
= &device
->state
.streams
[stream_idx
];
1428 *divider
= stream
->flags
| stream
->frequency
;
1430 TRACE("Returning %#x.\n", *divider
);
1435 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1436 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1438 TRACE("device %p, state %s, matrix %p.\n",
1439 device
, debug_d3dtstype(d3dts
), matrix
);
1440 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1441 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1442 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1443 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1445 /* Handle recording of state blocks. */
1446 if (device
->recording
)
1448 TRACE("Recording... not performing anything.\n");
1449 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1450 device
->update_state
->transforms
[d3dts
] = *matrix
;
1454 /* If the new matrix is the same as the current one,
1455 * we cut off any further processing. this seems to be a reasonable
1456 * optimization because as was noticed, some apps (warcraft3 for example)
1457 * tend towards setting the same matrix repeatedly for some reason.
1459 * From here on we assume that the new matrix is different, wherever it matters. */
1460 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1462 TRACE("The application is setting the same matrix over again.\n");
1466 device
->state
.transforms
[d3dts
] = *matrix
;
1467 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1470 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1471 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1473 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1475 *matrix
= device
->state
.transforms
[state
];
1478 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1479 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1481 const struct wined3d_matrix
*mat
;
1482 struct wined3d_matrix temp
;
1484 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1486 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1487 * below means it will be recorded in a state block change, but it
1488 * works regardless where it is recorded.
1489 * If this is found to be wrong, change to StateBlock. */
1490 if (state
> HIGHEST_TRANSFORMSTATE
)
1492 WARN("Unhandled transform state %#x.\n", state
);
1496 mat
= &device
->update_state
->transforms
[state
];
1497 multiply_matrix(&temp
, mat
, matrix
);
1499 /* Apply change via set transform - will reapply to eg. lights this way. */
1500 wined3d_device_set_transform(device
, state
, &temp
);
1503 /* Note lights are real special cases. Although the device caps state only
1504 * e.g. 8 are supported, you can reference any indexes you want as long as
1505 * that number max are enabled at any one point in time. Therefore since the
1506 * indices can be anything, we need a hashmap of them. However, this causes
1507 * stateblock problems. When capturing the state block, I duplicate the
1508 * hashmap, but when recording, just build a chain pretty much of commands to
1510 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1511 UINT light_idx
, const struct wined3d_light
*light
)
1513 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1514 struct wined3d_light_info
*object
= NULL
;
1518 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1520 /* Check the parameter range. Need for speed most wanted sets junk lights
1521 * which confuse the GL driver. */
1523 return WINED3DERR_INVALIDCALL
;
1525 switch (light
->type
)
1527 case WINED3D_LIGHT_POINT
:
1528 case WINED3D_LIGHT_SPOT
:
1529 case WINED3D_LIGHT_GLSPOT
:
1530 /* Incorrect attenuation values can cause the gl driver to crash.
1531 * Happens with Need for speed most wanted. */
1532 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1534 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1535 return WINED3DERR_INVALIDCALL
;
1539 case WINED3D_LIGHT_DIRECTIONAL
:
1540 case WINED3D_LIGHT_PARALLELPOINT
:
1541 /* Ignores attenuation */
1545 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1546 return WINED3DERR_INVALIDCALL
;
1549 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1551 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1552 if (object
->OriginalIndex
== light_idx
)
1559 TRACE("Adding new light\n");
1560 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1562 return E_OUTOFMEMORY
;
1564 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1565 object
->glIndex
= -1;
1566 object
->OriginalIndex
= light_idx
;
1569 /* Initialize the object. */
1570 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1571 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1572 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1573 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1574 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1575 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1576 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1577 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1579 /* Update the live definitions if the light is currently assigned a glIndex. */
1580 if (object
->glIndex
!= -1 && !device
->recording
)
1582 if (object
->OriginalParms
.type
!= light
->type
)
1583 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1584 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1587 /* Save away the information. */
1588 object
->OriginalParms
= *light
;
1590 switch (light
->type
)
1592 case WINED3D_LIGHT_POINT
:
1594 object
->position
.x
= light
->position
.x
;
1595 object
->position
.y
= light
->position
.y
;
1596 object
->position
.z
= light
->position
.z
;
1597 object
->position
.w
= 1.0f
;
1598 object
->cutoff
= 180.0f
;
1602 case WINED3D_LIGHT_DIRECTIONAL
:
1604 object
->direction
.x
= -light
->direction
.x
;
1605 object
->direction
.y
= -light
->direction
.y
;
1606 object
->direction
.z
= -light
->direction
.z
;
1607 object
->direction
.w
= 0.0f
;
1608 object
->exponent
= 0.0f
;
1609 object
->cutoff
= 180.0f
;
1612 case WINED3D_LIGHT_SPOT
:
1614 object
->position
.x
= light
->position
.x
;
1615 object
->position
.y
= light
->position
.y
;
1616 object
->position
.z
= light
->position
.z
;
1617 object
->position
.w
= 1.0f
;
1620 object
->direction
.x
= light
->direction
.x
;
1621 object
->direction
.y
= light
->direction
.y
;
1622 object
->direction
.z
= light
->direction
.z
;
1623 object
->direction
.w
= 0.0f
;
1625 /* opengl-ish and d3d-ish spot lights use too different models
1626 * for the light "intensity" as a function of the angle towards
1627 * the main light direction, so we only can approximate very
1628 * roughly. However, spot lights are rather rarely used in games
1629 * (if ever used at all). Furthermore if still used, probably
1630 * nobody pays attention to such details. */
1631 if (!light
->falloff
)
1633 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1634 * equations have the falloff resp. exponent parameter as an
1635 * exponent, so the spot light lighting will always be 1.0 for
1636 * both of them, and we don't have to care for the rest of the
1637 * rather complex calculation. */
1638 object
->exponent
= 0.0f
;
1642 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1645 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1648 if (object
->exponent
> 128.0f
)
1649 object
->exponent
= 128.0f
;
1651 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1655 case WINED3D_LIGHT_PARALLELPOINT
:
1656 object
->position
.x
= light
->position
.x
;
1657 object
->position
.y
= light
->position
.y
;
1658 object
->position
.z
= light
->position
.z
;
1659 object
->position
.w
= 1.0f
;
1663 FIXME("Unrecognized light type %#x.\n", light
->type
);
1669 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1670 UINT light_idx
, struct wined3d_light
*light
)
1672 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1673 struct wined3d_light_info
*light_info
= NULL
;
1676 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1678 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1680 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1681 if (light_info
->OriginalIndex
== light_idx
)
1688 TRACE("Light information requested but light not defined\n");
1689 return WINED3DERR_INVALIDCALL
;
1692 *light
= light_info
->OriginalParms
;
1696 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1698 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1699 struct wined3d_light_info
*light_info
= NULL
;
1702 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1704 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1706 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1707 if (light_info
->OriginalIndex
== light_idx
)
1711 TRACE("Found light %p.\n", light_info
);
1713 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1716 TRACE("Light enabled requested but light not defined, so defining one!\n");
1717 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1719 /* Search for it again! Should be fairly quick as near head of list. */
1720 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1722 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1723 if (light_info
->OriginalIndex
== light_idx
)
1729 FIXME("Adding default lights has failed dismally\n");
1730 return WINED3DERR_INVALIDCALL
;
1736 if (light_info
->glIndex
!= -1)
1738 if (!device
->recording
)
1740 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1741 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1744 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1745 light_info
->glIndex
= -1;
1749 TRACE("Light already disabled, nothing to do\n");
1751 light_info
->enabled
= FALSE
;
1755 light_info
->enabled
= TRUE
;
1756 if (light_info
->glIndex
!= -1)
1758 TRACE("Nothing to do as light was enabled\n");
1763 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1764 /* Find a free GL light. */
1765 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1767 if (!device
->update_state
->lights
[i
])
1769 device
->update_state
->lights
[i
] = light_info
;
1770 light_info
->glIndex
= i
;
1774 if (light_info
->glIndex
== -1)
1776 /* Our tests show that Windows returns D3D_OK in this situation, even with
1777 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1778 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1779 * as well for those lights.
1781 * TODO: Test how this affects rendering. */
1782 WARN("Too many concurrently active lights\n");
1786 /* i == light_info->glIndex */
1787 if (!device
->recording
)
1789 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1790 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1798 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1800 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1801 struct wined3d_light_info
*light_info
= NULL
;
1804 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1806 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1808 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1809 if (light_info
->OriginalIndex
== light_idx
)
1816 TRACE("Light enabled state requested but light not defined.\n");
1817 return WINED3DERR_INVALIDCALL
;
1819 /* true is 128 according to SetLightEnable */
1820 *enable
= light_info
->enabled
? 128 : 0;
1824 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1825 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1827 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1829 /* Validate plane_idx. */
1830 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1832 TRACE("Application has requested clipplane this device doesn't support.\n");
1833 return WINED3DERR_INVALIDCALL
;
1836 if (device
->recording
)
1837 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1839 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1841 TRACE("Application is setting old values over, nothing to do.\n");
1845 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1847 if (!device
->recording
)
1848 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1853 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1854 UINT plane_idx
, struct wined3d_vec4
*plane
)
1856 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1858 /* Validate plane_idx. */
1859 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1861 TRACE("Application has requested clipplane this device doesn't support.\n");
1862 return WINED3DERR_INVALIDCALL
;
1865 *plane
= device
->state
.clip_planes
[plane_idx
];
1870 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1871 const struct wined3d_clip_status
*clip_status
)
1873 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1876 return WINED3DERR_INVALIDCALL
;
1881 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1882 struct wined3d_clip_status
*clip_status
)
1884 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1887 return WINED3DERR_INVALIDCALL
;
1892 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1894 TRACE("device %p, material %p.\n", device
, material
);
1896 device
->update_state
->material
= *material
;
1898 if (device
->recording
)
1899 device
->recording
->changed
.material
= TRUE
;
1901 wined3d_cs_emit_set_material(device
->cs
, material
);
1904 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1906 TRACE("device %p, material %p.\n", device
, material
);
1908 *material
= device
->state
.material
;
1910 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1911 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1912 TRACE("specular %s\n", debug_color(&material
->specular
));
1913 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1914 TRACE("power %.8e.\n", material
->power
);
1917 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1918 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1920 enum wined3d_format_id prev_format
;
1921 struct wined3d_buffer
*prev_buffer
;
1923 TRACE("device %p, buffer %p, format %s.\n",
1924 device
, buffer
, debug_d3dformat(format_id
));
1926 prev_buffer
= device
->update_state
->index_buffer
;
1927 prev_format
= device
->update_state
->index_format
;
1929 device
->update_state
->index_buffer
= buffer
;
1930 device
->update_state
->index_format
= format_id
;
1932 if (device
->recording
)
1933 device
->recording
->changed
.indices
= TRUE
;
1935 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1939 wined3d_buffer_incref(buffer
);
1940 if (!device
->recording
)
1941 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1943 wined3d_buffer_decref(prev_buffer
);
1946 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1947 enum wined3d_format_id
*format
)
1949 TRACE("device %p, format %p.\n", device
, format
);
1951 *format
= device
->state
.index_format
;
1952 return device
->state
.index_buffer
;
1955 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1957 TRACE("device %p, base_index %d.\n", device
, base_index
);
1959 device
->update_state
->base_vertex_index
= base_index
;
1962 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1964 TRACE("device %p.\n", device
);
1966 return device
->state
.base_vertex_index
;
1969 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1971 TRACE("device %p, viewport %p.\n", device
, viewport
);
1972 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1973 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1975 device
->update_state
->viewport
= *viewport
;
1977 /* Handle recording of state blocks */
1978 if (device
->recording
)
1980 TRACE("Recording... not performing anything\n");
1981 device
->recording
->changed
.viewport
= TRUE
;
1985 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1988 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1990 TRACE("device %p, viewport %p.\n", device
, viewport
);
1992 *viewport
= device
->state
.viewport
;
1995 static void resolve_depth_buffer(struct wined3d_state
*state
)
1997 struct wined3d_texture
*dst_texture
= state
->textures
[0];
1998 struct wined3d_rendertarget_view
*src_view
;
1999 RECT src_rect
, dst_rect
;
2001 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2002 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2005 if (!(src_view
= state
->fb
->depth_stencil
))
2007 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2009 FIXME("Not supported on buffer resources.\n");
2013 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2014 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2015 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, wined3d_texture_from_resource(src_view
->resource
),
2016 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2019 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2020 enum wined3d_render_state state
, DWORD value
)
2024 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2026 if (state
> WINEHIGHEST_RENDER_STATE
)
2028 WARN("Unhandled render state %#x.\n", state
);
2032 old_value
= device
->state
.render_states
[state
];
2033 device
->update_state
->render_states
[state
] = value
;
2035 /* Handle recording of state blocks. */
2036 if (device
->recording
)
2038 TRACE("Recording... not performing anything.\n");
2039 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2043 /* Compared here and not before the assignment to allow proper stateblock recording. */
2044 if (value
== old_value
)
2045 TRACE("Application is setting the old value over, nothing to do.\n");
2047 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2049 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2051 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2052 resolve_depth_buffer(&device
->state
);
2056 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2058 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2060 return device
->state
.render_states
[state
];
2063 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2064 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2068 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2069 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2071 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2072 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2074 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2076 WARN("Invalid sampler %u.\n", sampler_idx
);
2077 return; /* Windows accepts overflowing this array ... we do not. */
2080 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2081 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2083 /* Handle recording of state blocks. */
2084 if (device
->recording
)
2086 TRACE("Recording... not performing anything.\n");
2087 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2091 if (old_value
== value
)
2093 TRACE("Application is setting the old value over, nothing to do.\n");
2097 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2100 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2101 UINT sampler_idx
, enum wined3d_sampler_state state
)
2103 TRACE("device %p, sampler_idx %u, state %s.\n",
2104 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2106 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2107 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2109 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2111 WARN("Invalid sampler %u.\n", sampler_idx
);
2112 return 0; /* Windows accepts overflowing this array ... we do not. */
2115 return device
->state
.sampler_states
[sampler_idx
][state
];
2118 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2120 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2122 if (device
->recording
)
2123 device
->recording
->changed
.scissorRect
= TRUE
;
2125 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2127 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2130 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2132 if (device
->recording
)
2134 TRACE("Recording... not performing anything.\n");
2138 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2141 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2143 TRACE("device %p, rect %p.\n", device
, rect
);
2145 *rect
= device
->state
.scissor_rect
;
2146 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2149 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2150 struct wined3d_vertex_declaration
*declaration
)
2152 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2154 TRACE("device %p, declaration %p.\n", device
, declaration
);
2156 if (device
->recording
)
2157 device
->recording
->changed
.vertexDecl
= TRUE
;
2159 if (declaration
== prev
)
2163 wined3d_vertex_declaration_incref(declaration
);
2164 device
->update_state
->vertex_declaration
= declaration
;
2165 if (!device
->recording
)
2166 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2168 wined3d_vertex_declaration_decref(prev
);
2171 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2173 TRACE("device %p.\n", device
);
2175 return device
->state
.vertex_declaration
;
2178 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2180 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2182 TRACE("device %p, shader %p.\n", device
, shader
);
2184 if (device
->recording
)
2185 device
->recording
->changed
.vertexShader
= TRUE
;
2191 wined3d_shader_incref(shader
);
2192 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2193 if (!device
->recording
)
2194 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2196 wined3d_shader_decref(prev
);
2199 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2201 TRACE("device %p.\n", device
);
2203 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2206 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2207 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2209 struct wined3d_buffer
*prev
;
2211 if (idx
>= MAX_CONSTANT_BUFFERS
)
2213 WARN("Invalid constant buffer index %u.\n", idx
);
2217 prev
= device
->update_state
->cb
[type
][idx
];
2222 wined3d_buffer_incref(buffer
);
2223 device
->update_state
->cb
[type
][idx
] = buffer
;
2224 if (!device
->recording
)
2225 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2227 wined3d_buffer_decref(prev
);
2230 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2232 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2234 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2237 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2239 TRACE("device %p, idx %u.\n", device
, idx
);
2241 if (idx
>= MAX_CONSTANT_BUFFERS
)
2243 WARN("Invalid constant buffer index %u.\n", idx
);
2247 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2250 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2251 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2253 struct wined3d_shader_resource_view
*prev
;
2255 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2257 WARN("Invalid view index %u.\n", idx
);
2261 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2266 wined3d_shader_resource_view_incref(view
);
2267 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2268 if (!device
->recording
)
2269 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2271 wined3d_shader_resource_view_decref(prev
);
2274 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2275 UINT idx
, struct wined3d_shader_resource_view
*view
)
2277 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2279 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2282 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2285 TRACE("device %p, idx %u.\n", device
, idx
);
2287 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2289 WARN("Invalid view index %u.\n", idx
);
2293 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2296 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2297 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2299 struct wined3d_sampler
*prev
;
2301 if (idx
>= MAX_SAMPLER_OBJECTS
)
2303 WARN("Invalid sampler index %u.\n", idx
);
2307 prev
= device
->update_state
->sampler
[type
][idx
];
2308 if (sampler
== prev
)
2312 wined3d_sampler_incref(sampler
);
2313 device
->update_state
->sampler
[type
][idx
] = sampler
;
2314 if (!device
->recording
)
2315 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2317 wined3d_sampler_decref(prev
);
2320 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2322 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2324 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2327 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2329 TRACE("device %p, idx %u.\n", device
, idx
);
2331 if (idx
>= MAX_SAMPLER_OBJECTS
)
2333 WARN("Invalid sampler index %u.\n", idx
);
2337 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2340 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2344 for (i
= 0; i
< device
->context_count
; ++i
)
2346 device
->contexts
[i
]->constant_update_mask
|= mask
;
2350 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2351 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2353 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2356 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2357 device
, start_register
, constants
, bool_count
);
2359 if (!constants
|| start_register
>= MAX_CONST_B
)
2360 return WINED3DERR_INVALIDCALL
;
2362 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2363 for (i
= 0; i
< count
; ++i
)
2364 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2366 if (device
->recording
)
2368 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2369 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2373 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2379 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2380 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2382 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2384 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2385 device
, start_register
, constants
, bool_count
);
2387 if (!constants
|| start_register
>= MAX_CONST_B
)
2388 return WINED3DERR_INVALIDCALL
;
2390 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2395 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2396 UINT start_register
, const int *constants
, UINT vector4i_count
)
2398 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2401 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2402 device
, start_register
, constants
, vector4i_count
);
2404 if (!constants
|| start_register
>= MAX_CONST_I
)
2405 return WINED3DERR_INVALIDCALL
;
2407 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2408 for (i
= 0; i
< count
; ++i
)
2409 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2410 constants
[i
* 4], constants
[i
* 4 + 1],
2411 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2413 if (device
->recording
)
2415 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2416 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2420 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2426 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2427 UINT start_register
, int *constants
, UINT vector4i_count
)
2429 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2431 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2432 device
, start_register
, constants
, vector4i_count
);
2434 if (!constants
|| start_register
>= MAX_CONST_I
)
2435 return WINED3DERR_INVALIDCALL
;
2437 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2441 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2442 UINT start_register
, const float *constants
, UINT vector4f_count
)
2445 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2447 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2448 device
, start_register
, constants
, vector4f_count
);
2450 /* Specifically test start_register > limit to catch MAX_UINT overflows
2451 * when adding start_register + vector4f_count. */
2453 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2454 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2455 return WINED3DERR_INVALIDCALL
;
2457 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2458 constants
, vector4f_count
* sizeof(float) * 4);
2461 for (i
= 0; i
< vector4f_count
; ++i
)
2462 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2463 constants
[i
* 4], constants
[i
* 4 + 1],
2464 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2467 if (device
->recording
)
2468 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2469 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2471 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2477 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2478 UINT start_register
, float *constants
, UINT vector4f_count
)
2480 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2481 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2483 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2484 device
, start_register
, constants
, vector4f_count
);
2486 if (!constants
|| count
< 0)
2487 return WINED3DERR_INVALIDCALL
;
2489 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2494 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2496 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2498 TRACE("device %p, shader %p.\n", device
, shader
);
2500 if (device
->recording
)
2501 device
->recording
->changed
.pixelShader
= TRUE
;
2507 wined3d_shader_incref(shader
);
2508 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2509 if (!device
->recording
)
2510 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2512 wined3d_shader_decref(prev
);
2515 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2517 TRACE("device %p.\n", device
);
2519 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2522 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2524 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2526 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2529 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2531 TRACE("device %p, idx %u.\n", device
, idx
);
2533 if (idx
>= MAX_CONSTANT_BUFFERS
)
2535 WARN("Invalid constant buffer index %u.\n", idx
);
2539 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2542 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2543 UINT idx
, struct wined3d_shader_resource_view
*view
)
2545 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2547 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2550 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2553 TRACE("device %p, idx %u.\n", device
, idx
);
2555 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2557 WARN("Invalid view index %u.\n", idx
);
2561 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2564 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2566 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2568 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2571 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2573 TRACE("device %p, idx %u.\n", device
, idx
);
2575 if (idx
>= MAX_SAMPLER_OBJECTS
)
2577 WARN("Invalid sampler index %u.\n", idx
);
2581 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2584 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2585 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2587 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2590 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2591 device
, start_register
, constants
, bool_count
);
2593 if (!constants
|| start_register
>= MAX_CONST_B
)
2594 return WINED3DERR_INVALIDCALL
;
2596 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2597 for (i
= 0; i
< count
; ++i
)
2598 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2600 if (device
->recording
)
2602 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2603 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2607 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2613 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2614 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2616 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2618 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2619 device
, start_register
, constants
, bool_count
);
2621 if (!constants
|| start_register
>= MAX_CONST_B
)
2622 return WINED3DERR_INVALIDCALL
;
2624 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2629 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2630 UINT start_register
, const int *constants
, UINT vector4i_count
)
2632 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2635 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2636 device
, start_register
, constants
, vector4i_count
);
2638 if (!constants
|| start_register
>= MAX_CONST_I
)
2639 return WINED3DERR_INVALIDCALL
;
2641 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2642 for (i
= 0; i
< count
; ++i
)
2643 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2644 constants
[i
* 4], constants
[i
* 4 + 1],
2645 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2647 if (device
->recording
)
2649 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2650 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2654 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2660 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2661 UINT start_register
, int *constants
, UINT vector4i_count
)
2663 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2665 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2666 device
, start_register
, constants
, vector4i_count
);
2668 if (!constants
|| start_register
>= MAX_CONST_I
)
2669 return WINED3DERR_INVALIDCALL
;
2671 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2676 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2677 UINT start_register
, const float *constants
, UINT vector4f_count
)
2680 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2682 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2683 device
, start_register
, constants
, vector4f_count
);
2685 /* Specifically test start_register > limit to catch MAX_UINT overflows
2686 * when adding start_register + vector4f_count. */
2688 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2689 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2690 return WINED3DERR_INVALIDCALL
;
2692 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2693 constants
, vector4f_count
* sizeof(float) * 4);
2696 for (i
= 0; i
< vector4f_count
; ++i
)
2697 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2698 constants
[i
* 4], constants
[i
* 4 + 1],
2699 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2702 if (device
->recording
)
2703 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2704 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2706 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2711 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2712 UINT start_register
, float *constants
, UINT vector4f_count
)
2714 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2715 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2717 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2718 device
, start_register
, constants
, vector4f_count
);
2720 if (!constants
|| count
< 0)
2721 return WINED3DERR_INVALIDCALL
;
2723 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2728 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2730 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2732 TRACE("device %p, shader %p.\n", device
, shader
);
2734 if (device
->recording
|| shader
== prev
)
2737 wined3d_shader_incref(shader
);
2738 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2739 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2741 wined3d_shader_decref(prev
);
2744 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2746 TRACE("device %p.\n", device
);
2748 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2751 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2753 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2755 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2758 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2760 TRACE("device %p, idx %u.\n", device
, idx
);
2762 if (idx
>= MAX_CONSTANT_BUFFERS
)
2764 WARN("Invalid constant buffer index %u.\n", idx
);
2768 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2771 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2772 UINT idx
, struct wined3d_shader_resource_view
*view
)
2774 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2776 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2779 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2782 TRACE("device %p, idx %u.\n", device
, idx
);
2784 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2786 WARN("Invalid view index %u.\n", idx
);
2790 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2793 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2795 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2797 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2800 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2802 TRACE("device %p, idx %u.\n", device
, idx
);
2804 if (idx
>= MAX_SAMPLER_OBJECTS
)
2806 WARN("Invalid sampler index %u.\n", idx
);
2810 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2813 /* Context activation is done by the caller. */
2814 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2815 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2816 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2819 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2820 struct wined3d_viewport vp
;
2828 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2830 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2833 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2835 ERR("Source has no position mask\n");
2836 return WINED3DERR_INVALIDCALL
;
2839 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2841 static BOOL warned
= FALSE
;
2843 * The clipping code is not quite correct. Some things need
2844 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2845 * so disable clipping for now.
2846 * (The graphics in Half-Life are broken, and my processvertices
2847 * test crashes with IDirect3DDevice3)
2853 FIXME("Clipping is broken and disabled for now\n");
2859 vertex_size
= get_flexible_vertex_size(DestFVF
);
2860 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2862 WARN("Failed to map buffer, hr %#x.\n", hr
);
2866 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2867 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2868 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2870 TRACE("View mat:\n");
2871 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2872 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2873 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2874 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2876 TRACE("Proj mat:\n");
2877 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2878 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2879 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2880 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2882 TRACE("World mat:\n");
2883 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2884 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2885 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2886 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2888 /* Get the viewport */
2889 wined3d_device_get_viewport(device
, &vp
);
2890 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2891 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2893 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2894 multiply_matrix(&mat
,&proj_mat
,&mat
);
2896 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2898 for (i
= 0; i
< dwCount
; i
+= 1) {
2899 unsigned int tex_index
;
2901 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2902 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2903 /* The position first */
2904 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2905 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2907 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2909 /* Multiplication with world, view and projection matrix. */
2910 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2911 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2912 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2913 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2915 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2917 /* WARNING: The following things are taken from d3d7 and were not yet checked
2918 * against d3d8 or d3d9!
2921 /* Clipping conditions: From msdn
2923 * A vertex is clipped if it does not match the following requirements
2927 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2929 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2930 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2935 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2936 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2939 /* "Normal" viewport transformation (not clipped)
2940 * 1) The values are divided by rhw
2941 * 2) The y axis is negative, so multiply it with -1
2942 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2943 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2944 * 4) Multiply x with Width/2 and add Width/2
2945 * 5) The same for the height
2946 * 6) Add the viewpoint X and Y to the 2D coordinates and
2947 * The minimum Z value to z
2948 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2950 * Well, basically it's simply a linear transformation into viewport
2962 z
*= vp
.max_z
- vp
.min_z
;
2964 x
+= vp
.width
/ 2 + vp
.x
;
2965 y
+= vp
.height
/ 2 + vp
.y
;
2970 /* That vertex got clipped
2971 * Contrary to OpenGL it is not dropped completely, it just
2972 * undergoes a different calculation.
2974 TRACE("Vertex got clipped\n");
2981 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2982 * outside of the main vertex buffer memory. That needs some more
2987 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2990 ( (float *) dest_ptr
)[0] = x
;
2991 ( (float *) dest_ptr
)[1] = y
;
2992 ( (float *) dest_ptr
)[2] = z
;
2993 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2995 dest_ptr
+= 3 * sizeof(float);
2997 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2998 dest_ptr
+= sizeof(float);
3001 if (DestFVF
& WINED3DFVF_PSIZE
)
3002 dest_ptr
+= sizeof(DWORD
);
3004 if (DestFVF
& WINED3DFVF_NORMAL
)
3006 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3007 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3008 /* AFAIK this should go into the lighting information */
3009 FIXME("Didn't expect the destination to have a normal\n");
3010 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3013 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3015 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3016 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3017 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3019 static BOOL warned
= FALSE
;
3022 ERR("No diffuse color in source, but destination has one\n");
3026 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3027 dest_ptr
+= sizeof(DWORD
);
3031 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3035 if (DestFVF
& WINED3DFVF_SPECULAR
)
3037 /* What's the color value in the feedback buffer? */
3038 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3039 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3040 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3042 static BOOL warned
= FALSE
;
3045 ERR("No specular color in source, but destination has one\n");
3049 *(DWORD
*)dest_ptr
= 0xff000000;
3050 dest_ptr
+= sizeof(DWORD
);
3054 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3058 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3060 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3061 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3062 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3064 ERR("No source texture, but destination requests one\n");
3065 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3069 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3074 wined3d_buffer_unmap(dest
);
3078 #undef copy_and_next
3080 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3081 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3082 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3084 struct wined3d_state
*state
= &device
->state
;
3085 struct wined3d_stream_info stream_info
;
3086 const struct wined3d_gl_info
*gl_info
;
3087 struct wined3d_context
*context
;
3088 struct wined3d_shader
*vs
;
3093 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3094 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3095 device
, src_start_idx
, dst_idx
, vertex_count
,
3096 dst_buffer
, declaration
, flags
, dst_fvf
);
3099 FIXME("Output vertex declaration not implemented yet.\n");
3101 /* Need any context to write to the vbo. */
3102 context
= context_acquire(device
, NULL
);
3103 gl_info
= context
->gl_info
;
3105 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3106 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3107 context_stream_info_from_declaration(context
, state
, &stream_info
);
3108 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3110 /* We can't convert FROM a VBO, and vertex buffers used to source into
3111 * process_vertices() are unlikely to ever be used for drawing. Release
3112 * VBOs in those buffers and fix up the stream_info structure.
3114 * Also apply the start index. */
3115 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3117 struct wined3d_stream_info_element
*e
;
3118 struct wined3d_buffer
*buffer
;
3123 e
= &stream_info
.elements
[i
];
3124 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3125 e
->data
.buffer_object
= 0;
3126 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3127 if (buffer
->buffer_object
)
3129 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3130 buffer
->buffer_object
= 0;
3133 e
->data
.addr
+= e
->stride
* src_start_idx
;
3136 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3137 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3139 context_release(context
);
3144 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3145 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3147 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3150 TRACE("device %p, stage %u, state %s, value %#x.\n",
3151 device
, stage
, debug_d3dtexturestate(state
), value
);
3153 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3155 WARN("Invalid state %#x passed.\n", state
);
3159 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3161 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3162 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3166 old_value
= device
->update_state
->texture_states
[stage
][state
];
3167 device
->update_state
->texture_states
[stage
][state
] = value
;
3169 if (device
->recording
)
3171 TRACE("Recording... not performing anything.\n");
3172 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3176 /* Checked after the assignments to allow proper stateblock recording. */
3177 if (old_value
== value
)
3179 TRACE("Application is setting the old value over, nothing to do.\n");
3183 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3186 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3187 UINT stage
, enum wined3d_texture_stage_state state
)
3189 TRACE("device %p, stage %u, state %s.\n",
3190 device
, stage
, debug_d3dtexturestate(state
));
3192 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3194 WARN("Invalid state %#x passed.\n", state
);
3198 return device
->state
.texture_states
[stage
][state
];
3201 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3202 UINT stage
, struct wined3d_texture
*texture
)
3204 struct wined3d_texture
*prev
;
3206 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3208 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3209 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3211 /* Windows accepts overflowing this array... we do not. */
3212 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3214 WARN("Ignoring invalid stage %u.\n", stage
);
3218 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3220 WARN("Rejecting attempt to set scratch texture.\n");
3221 return WINED3DERR_INVALIDCALL
;
3224 if (device
->recording
)
3225 device
->recording
->changed
.textures
|= 1u << stage
;
3227 prev
= device
->update_state
->textures
[stage
];
3228 TRACE("Previous texture %p.\n", prev
);
3230 if (texture
== prev
)
3232 TRACE("App is setting the same texture again, nothing to do.\n");
3236 TRACE("Setting new texture to %p.\n", texture
);
3237 device
->update_state
->textures
[stage
] = texture
;
3240 wined3d_texture_incref(texture
);
3241 if (!device
->recording
)
3242 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3244 wined3d_texture_decref(prev
);
3249 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3251 TRACE("device %p, stage %u.\n", device
, stage
);
3253 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3254 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3256 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3258 WARN("Ignoring invalid stage %u.\n", stage
);
3259 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3262 return device
->state
.textures
[stage
];
3265 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3267 TRACE("device %p, caps %p.\n", device
, caps
);
3269 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3270 device
->create_parms
.device_type
, caps
);
3273 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3274 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3276 struct wined3d_swapchain
*swapchain
;
3278 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3279 device
, swapchain_idx
, mode
, rotation
);
3281 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3282 return WINED3DERR_INVALIDCALL
;
3284 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3287 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3289 struct wined3d_stateblock
*stateblock
;
3292 TRACE("device %p.\n", device
);
3294 if (device
->recording
)
3295 return WINED3DERR_INVALIDCALL
;
3297 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3301 device
->recording
= stateblock
;
3302 device
->update_state
= &stateblock
->state
;
3304 TRACE("Recording stateblock %p.\n", stateblock
);
3309 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3310 struct wined3d_stateblock
**stateblock
)
3312 struct wined3d_stateblock
*object
= device
->recording
;
3314 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3316 if (!device
->recording
)
3318 WARN("Not recording.\n");
3320 return WINED3DERR_INVALIDCALL
;
3323 stateblock_init_contained_states(object
);
3325 *stateblock
= object
;
3326 device
->recording
= NULL
;
3327 device
->update_state
= &device
->state
;
3329 TRACE("Returning stateblock %p.\n", *stateblock
);
3334 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3336 /* At the moment we have no need for any functionality at the beginning
3338 TRACE("device %p.\n", device
);
3340 if (device
->inScene
)
3342 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3343 return WINED3DERR_INVALIDCALL
;
3345 device
->inScene
= TRUE
;
3349 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3351 struct wined3d_context
*context
;
3353 TRACE("device %p.\n", device
);
3355 if (!device
->inScene
)
3357 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3358 return WINED3DERR_INVALIDCALL
;
3361 context
= context_acquire(device
, NULL
);
3362 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3363 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3364 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3366 context_release(context
);
3368 device
->inScene
= FALSE
;
3372 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3373 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3375 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3376 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3378 if (!rect_count
&& rects
)
3380 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3384 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3386 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3389 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3390 /* TODO: What about depth stencil buffers without stencil bits? */
3391 return WINED3DERR_INVALIDCALL
;
3393 else if (flags
& WINED3DCLEAR_TARGET
)
3395 if (ds
->width
< device
->fb
.render_targets
[0]->width
3396 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3398 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3404 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3409 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3410 struct wined3d_query
*predicate
, BOOL value
)
3412 struct wined3d_query
*prev
;
3414 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3416 prev
= device
->update_state
->predicate
;
3419 FIXME("Predicated rendering not implemented.\n");
3420 wined3d_query_incref(predicate
);
3422 device
->update_state
->predicate
= predicate
;
3423 device
->update_state
->predicate_value
= value
;
3424 if (!device
->recording
)
3425 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3427 wined3d_query_decref(prev
);
3430 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3432 TRACE("device %p, value %p.\n", device
, value
);
3434 *value
= device
->state
.predicate_value
;
3435 return device
->state
.predicate
;
3438 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3439 enum wined3d_primitive_type primitive_type
)
3441 GLenum gl_primitive_type
, prev
;
3443 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3445 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3446 prev
= device
->update_state
->gl_primitive_type
;
3447 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3448 if (device
->recording
)
3449 device
->recording
->changed
.primitive_type
= TRUE
;
3450 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3451 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3454 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3455 enum wined3d_primitive_type
*primitive_type
)
3457 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3459 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3461 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3464 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3466 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3468 if (!device
->state
.vertex_declaration
)
3470 WARN("Called without a valid vertex declaration set.\n");
3471 return WINED3DERR_INVALIDCALL
;
3474 if (device
->state
.load_base_vertex_index
)
3476 device
->state
.load_base_vertex_index
= 0;
3477 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3480 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3485 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3486 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3488 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3489 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3491 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3494 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3496 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3498 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3500 if (!device
->state
.index_buffer
)
3502 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3503 * without an index buffer set. (The first time at least...)
3504 * D3D8 simply dies, but I doubt it can do much harm to return
3505 * D3DERR_INVALIDCALL there as well. */
3506 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3507 return WINED3DERR_INVALIDCALL
;
3510 if (!device
->state
.vertex_declaration
)
3512 WARN("Called without a valid vertex declaration set.\n");
3513 return WINED3DERR_INVALIDCALL
;
3516 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3517 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3519 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3520 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3523 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3528 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3529 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3531 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3532 device
, start_idx
, index_count
, start_instance
, instance_count
);
3534 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3537 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3538 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3539 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3541 struct wined3d_const_bo_address data
;
3542 struct wined3d_context
*context
;
3543 struct wined3d_map_desc src
;
3544 HRESULT hr
= WINED3D_OK
;
3547 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3548 device
, src_texture
, src_level
, dst_texture
, level_count
);
3550 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3552 WARN("Source and destination formats do not match.\n");
3553 return WINED3DERR_INVALIDCALL
;
3556 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3557 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3558 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3560 WARN("Source and destination dimensions do not match.\n");
3561 return WINED3DERR_INVALIDCALL
;
3564 context
= context_acquire(device
, NULL
);
3566 /* Only a prepare, since we're uploading entire volumes. */
3567 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3568 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3570 for (i
= 0; i
< level_count
; ++i
)
3572 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3573 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3576 data
.buffer_object
= 0;
3577 data
.addr
= src
.data
;
3578 wined3d_volume_upload_data(dst_texture
->sub_resources
[i
].u
.volume
, context
, &data
);
3579 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3581 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3586 context_release(context
);
3590 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3591 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3593 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3594 unsigned int layer_count
, level_count
, i
, j
;
3595 enum wined3d_resource_type type
;
3597 struct wined3d_context
*context
;
3599 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3601 /* Verify that the source and destination textures are non-NULL. */
3602 if (!src_texture
|| !dst_texture
)
3604 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3605 return WINED3DERR_INVALIDCALL
;
3608 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3610 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3611 return WINED3DERR_INVALIDCALL
;
3613 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3615 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3616 return WINED3DERR_INVALIDCALL
;
3619 /* Verify that the source and destination textures are the same type. */
3620 type
= src_texture
->resource
.type
;
3621 if (dst_texture
->resource
.type
!= type
)
3623 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3624 return WINED3DERR_INVALIDCALL
;
3627 layer_count
= src_texture
->layer_count
;
3628 if (layer_count
!= dst_texture
->layer_count
)
3630 WARN("Source and destination have different layer counts.\n");
3631 return WINED3DERR_INVALIDCALL
;
3634 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3635 wined3d_texture_get_level_count(dst_texture
));
3637 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3638 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3639 if (type
== WINED3D_RTYPE_VOLUME
)
3641 src_size
= max(src_size
, src_texture
->resource
.depth
);
3642 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3644 while (src_size
> dst_size
)
3650 /* Make sure that the destination texture is loaded. */
3651 context
= context_acquire(device
, NULL
);
3652 wined3d_texture_load(dst_texture
, context
, FALSE
);
3653 context_release(context
);
3655 /* Update every surface level of the texture. */
3658 case WINED3D_RTYPE_TEXTURE_2D
:
3660 unsigned int src_levels
= src_texture
->level_count
;
3661 unsigned int dst_levels
= dst_texture
->level_count
;
3662 struct wined3d_surface
*src_surface
;
3663 struct wined3d_surface
*dst_surface
;
3665 for (i
= 0; i
< layer_count
; ++i
)
3667 for (j
= 0; j
< level_count
; ++j
)
3669 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3670 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3671 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3673 WARN("Failed to update surface, hr %#x.\n", hr
);
3681 case WINED3D_RTYPE_TEXTURE_3D
:
3682 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3683 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3684 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3688 FIXME("Unsupported texture type %#x.\n", type
);
3689 return WINED3DERR_INVALIDCALL
;
3693 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3695 const struct wined3d_state
*state
= &device
->state
;
3696 struct wined3d_texture
*texture
;
3699 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3701 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3703 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3705 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3706 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3708 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3710 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3711 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3714 texture
= state
->textures
[i
];
3715 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3717 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3719 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3722 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3724 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3727 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3728 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3730 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3735 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3736 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3738 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3739 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3741 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3743 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3744 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3748 /* return a sensible default */
3751 TRACE("returning D3D_OK\n");
3755 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3759 TRACE("device %p, software %#x.\n", device
, software
);
3763 FIXME("device %p, software %#x stub!\n", device
, software
);
3767 device
->softwareVertexProcessing
= software
;
3770 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3774 TRACE("device %p.\n", device
);
3778 TRACE("device %p stub!\n", device
);
3782 return device
->softwareVertexProcessing
;
3785 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3786 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3788 struct wined3d_swapchain
*swapchain
;
3790 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3791 device
, swapchain_idx
, raster_status
);
3793 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3794 return WINED3DERR_INVALIDCALL
;
3796 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3799 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3803 TRACE("device %p, segments %.8e.\n", device
, segments
);
3805 if (segments
!= 0.0f
)
3809 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3817 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3821 TRACE("device %p.\n", device
);
3825 FIXME("device %p stub!\n", device
);
3832 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3833 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3835 struct wined3d_texture
*dst_texture
, *src_texture
;
3836 RECT dst_rect
, src_rect
;
3840 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3842 if (src_resource
== dst_resource
)
3844 WARN("Source and destination are the same resource.\n");
3848 if (src_resource
->type
!= dst_resource
->type
)
3850 WARN("Resource types (%s / %s) don't match.\n",
3851 debug_d3dresourcetype(dst_resource
->type
),
3852 debug_d3dresourcetype(src_resource
->type
));
3856 if (src_resource
->width
!= dst_resource
->width
3857 || src_resource
->height
!= dst_resource
->height
3858 || src_resource
->depth
!= dst_resource
->depth
)
3860 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3861 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3862 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3866 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3868 WARN("Resource formats (%s / %s) don't match.\n",
3869 debug_d3dformat(dst_resource
->format
->id
),
3870 debug_d3dformat(src_resource
->format
->id
));
3874 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3876 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3877 buffer_from_resource(src_resource
), 0,
3878 dst_resource
->size
)))
3879 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3883 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3885 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3889 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3890 src_texture
= wined3d_texture_from_resource(src_resource
);
3892 if (src_texture
->layer_count
!= dst_texture
->layer_count
3893 || src_texture
->level_count
!= dst_texture
->level_count
)
3895 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3896 dst_texture
->layer_count
, dst_texture
->level_count
,
3897 src_texture
->layer_count
, src_texture
->level_count
);
3901 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3903 SetRect(&dst_rect
, 0, 0,
3904 wined3d_texture_get_level_width(dst_texture
, i
),
3905 wined3d_texture_get_level_height(dst_texture
, i
));
3906 SetRect(&src_rect
, 0, 0,
3907 wined3d_texture_get_level_width(src_texture
, i
),
3908 wined3d_texture_get_level_height(dst_texture
, i
));
3909 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3911 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3913 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3914 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3915 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3920 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3921 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3922 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3923 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3925 struct wined3d_texture
*dst_texture
, *src_texture
;
3926 RECT dst_rect
, src_rect
;
3929 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3930 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3931 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3932 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3934 if (src_box
&& (src_box
->left
>= src_box
->right
3935 || src_box
->top
>= src_box
->bottom
3936 || src_box
->front
>= src_box
->back
))
3938 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3939 return WINED3DERR_INVALIDCALL
;
3942 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3944 WARN("Source and destination are the same sub-resource.\n");
3945 return WINED3DERR_INVALIDCALL
;
3948 if (src_resource
->type
!= dst_resource
->type
)
3950 WARN("Resource types (%s / %s) don't match.\n",
3951 debug_d3dresourcetype(dst_resource
->type
),
3952 debug_d3dresourcetype(src_resource
->type
));
3953 return WINED3DERR_INVALIDCALL
;
3956 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3958 WARN("Resource formats (%s / %s) don't match.\n",
3959 debug_d3dformat(dst_resource
->format
->id
),
3960 debug_d3dformat(src_resource
->format
->id
));
3961 return WINED3DERR_INVALIDCALL
;
3964 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3966 unsigned int src_offset
, size
;
3968 if (dst_sub_resource_idx
)
3970 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3971 return WINED3DERR_INVALIDCALL
;
3973 if (src_sub_resource_idx
)
3975 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3976 return WINED3DERR_INVALIDCALL
;
3981 src_offset
= src_box
->left
;
3982 size
= src_box
->right
- src_box
->left
;
3987 size
= src_resource
->size
;
3990 if (src_offset
> src_resource
->size
3991 || size
> src_resource
->size
- src_offset
3992 || dst_x
> dst_resource
->size
3993 || size
> dst_resource
->size
- dst_x
)
3995 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
3996 dst_x
, src_offset
, size
);
3997 return WINED3DERR_INVALIDCALL
;
4000 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4001 buffer_from_resource(src_resource
), src_offset
, size
);
4004 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4006 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4007 return WINED3DERR_INVALIDCALL
;
4010 dst_texture
= wined3d_texture_from_resource(dst_resource
);
4011 src_texture
= wined3d_texture_from_resource(src_resource
);
4015 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4019 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4021 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4022 wined3d_texture_get_level_height(src_texture
, level
));
4025 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4026 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4028 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4029 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4030 WARN("Failed to blit, hr %#x.\n", hr
);
4035 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4036 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4037 unsigned int depth_pitch
)
4039 struct wined3d_texture_sub_resource
*sub_resource
;
4040 const struct wined3d_gl_info
*gl_info
;
4041 struct wined3d_const_bo_address addr
;
4042 unsigned int width
, height
, level
;
4043 struct wined3d_context
*context
;
4044 struct wined3d_texture
*texture
;
4045 struct wined3d_surface
*surface
;
4049 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4050 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4052 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4054 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4057 if (sub_resource_idx
> 0)
4059 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4063 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4064 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4069 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4071 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4075 texture
= wined3d_texture_from_resource(resource
);
4076 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4078 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4081 surface
= sub_resource
->u
.surface
;
4083 level
= sub_resource_idx
% texture
->level_count
;
4084 width
= wined3d_texture_get_level_width(texture
, level
);
4085 height
= wined3d_texture_get_level_height(texture
, level
);
4091 if (box
->left
>= box
->right
|| box
->right
> width
4092 || box
->top
>= box
->bottom
|| box
->bottom
> height
4093 || box
->front
>= box
->back
)
4095 WARN("Invalid box %s specified.\n", debug_box(box
));
4099 src_rect
.right
= box
->right
- box
->left
;
4100 src_rect
.bottom
= box
->bottom
- box
->top
;
4101 dst_point
.x
= box
->left
;
4102 dst_point
.y
= box
->top
;
4106 src_rect
.right
= width
;
4107 src_rect
.bottom
= height
;
4112 addr
.buffer_object
= 0;
4115 context
= context_acquire(resource
->device
, NULL
);
4116 gl_info
= context
->gl_info
;
4118 /* Only load the surface for partial updates. */
4119 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== width
&& src_rect
.bottom
== height
)
4120 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4122 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4123 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4125 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4126 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4128 context_release(context
);
4130 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4131 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4134 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4135 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4136 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4138 const struct blit_shader
*blitter
;
4139 struct wined3d_resource
*resource
;
4140 enum wined3d_blit_op blit_op
;
4143 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4144 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4149 resource
= view
->resource
;
4150 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4152 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4153 return WINED3DERR_INVALIDCALL
;
4156 if (view
->depth
> 1)
4158 FIXME("Layered clears not implemented.\n");
4159 return WINED3DERR_INVALIDCALL
;
4164 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4168 if (flags
& WINED3DCLEAR_TARGET
)
4169 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4171 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4173 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4174 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4176 FIXME("No blitter is capable of performing the requested fill operation.\n");
4177 return WINED3DERR_INVALIDCALL
;
4180 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4181 return blitter
->color_fill(device
, view
, rect
, color
);
4183 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4186 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4187 unsigned int view_idx
)
4189 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4191 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4193 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4197 return device
->fb
.render_targets
[view_idx
];
4200 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4202 TRACE("device %p.\n", device
);
4204 return device
->fb
.depth_stencil
;
4207 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4208 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4210 struct wined3d_rendertarget_view
*prev
;
4212 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4213 device
, view_idx
, view
, set_viewport
);
4215 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4217 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4218 return WINED3DERR_INVALIDCALL
;
4221 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4223 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4224 return WINED3DERR_INVALIDCALL
;
4227 /* Set the viewport and scissor rectangles, if requested. Tests show that
4228 * stateblock recording is ignored, the change goes directly into the
4229 * primary stateblock. */
4230 if (!view_idx
&& set_viewport
)
4232 struct wined3d_state
*state
= &device
->state
;
4234 state
->viewport
.x
= 0;
4235 state
->viewport
.y
= 0;
4236 state
->viewport
.width
= view
->width
;
4237 state
->viewport
.height
= view
->height
;
4238 state
->viewport
.min_z
= 0.0f
;
4239 state
->viewport
.max_z
= 1.0f
;
4240 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4242 state
->scissor_rect
.top
= 0;
4243 state
->scissor_rect
.left
= 0;
4244 state
->scissor_rect
.right
= view
->width
;
4245 state
->scissor_rect
.bottom
= view
->height
;
4246 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4250 prev
= device
->fb
.render_targets
[view_idx
];
4255 wined3d_rendertarget_view_incref(view
);
4256 device
->fb
.render_targets
[view_idx
] = view
;
4257 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4258 /* Release after the assignment, to prevent device_resource_released()
4259 * from seeing the surface as still in use. */
4261 wined3d_rendertarget_view_decref(prev
);
4266 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4268 struct wined3d_rendertarget_view
*prev
;
4270 TRACE("device %p, view %p.\n", device
, view
);
4272 prev
= device
->fb
.depth_stencil
;
4275 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4279 if ((device
->fb
.depth_stencil
= view
))
4280 wined3d_rendertarget_view_incref(view
);
4281 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4283 wined3d_rendertarget_view_decref(prev
);
4286 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4287 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4289 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4290 struct wined3d_sub_resource_data data
;
4291 struct wined3d_resource_desc desc
;
4292 struct wined3d_map_desc map_desc
;
4293 struct wined3d_texture
*texture
;
4296 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4298 ERR("Failed to map source texture.\n");
4302 data
.data
= map_desc
.data
;
4303 data
.row_pitch
= map_desc
.row_pitch
;
4304 data
.slice_pitch
= map_desc
.slice_pitch
;
4306 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4307 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4308 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4309 desc
.multisample_quality
= 0;
4310 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4311 desc
.pool
= WINED3D_POOL_DEFAULT
;
4312 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4313 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4317 hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4318 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4319 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4322 ERR("Failed to create cursor texture.\n");
4329 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4330 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4332 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4333 unsigned int cursor_width
, cursor_height
;
4334 struct wined3d_display_mode mode
;
4335 struct wined3d_map_desc map_desc
;
4338 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4339 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4341 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4342 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4343 return WINED3DERR_INVALIDCALL
;
4345 if (device
->cursor_texture
)
4347 wined3d_texture_decref(device
->cursor_texture
);
4348 device
->cursor_texture
= NULL
;
4351 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4353 WARN("Texture %p has invalid format %s.\n",
4354 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4355 return WINED3DERR_INVALIDCALL
;
4358 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4360 ERR("Failed to get display mode, hr %#x.\n", hr
);
4361 return WINED3DERR_INVALIDCALL
;
4364 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4365 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4366 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4368 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4369 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4370 return WINED3DERR_INVALIDCALL
;
4373 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4375 /* Do not store the surface's pointer because the application may
4376 * release it after setting the cursor image. Windows doesn't
4377 * addref the set surface, so we can't do this either without
4378 * creating circular refcount dependencies. */
4379 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4381 ERR("Failed to create cursor texture.\n");
4382 return WINED3DERR_INVALIDCALL
;
4385 if (cursor_width
== 32 && cursor_height
== 32)
4387 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4388 ICONINFO cursor_info
;
4392 /* 32-bit user32 cursors ignore the alpha channel if it's all
4393 * zeroes, and use the mask instead. Fill the mask with all ones
4394 * to ensure we still get a fully transparent cursor. */
4395 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4396 return E_OUTOFMEMORY
;
4397 memset(mask_bits
, 0xff, mask_size
);
4399 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4400 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4401 cursor_info
.fIcon
= FALSE
;
4402 cursor_info
.xHotspot
= x_hotspot
;
4403 cursor_info
.yHotspot
= y_hotspot
;
4404 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4405 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4406 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4408 /* Create our cursor and clean up. */
4409 cursor
= CreateIconIndirect(&cursor_info
);
4410 if (cursor_info
.hbmMask
)
4411 DeleteObject(cursor_info
.hbmMask
);
4412 if (cursor_info
.hbmColor
)
4413 DeleteObject(cursor_info
.hbmColor
);
4414 if (device
->hardwareCursor
)
4415 DestroyCursor(device
->hardwareCursor
);
4416 device
->hardwareCursor
= cursor
;
4417 if (device
->bCursorVisible
)
4420 HeapFree(GetProcessHeap(), 0, mask_bits
);
4423 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4424 device
->cursorWidth
= cursor_width
;
4425 device
->cursorHeight
= cursor_height
;
4426 device
->xHotSpot
= x_hotspot
;
4427 device
->yHotSpot
= y_hotspot
;
4432 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4433 int x_screen_space
, int y_screen_space
, DWORD flags
)
4435 TRACE("device %p, x %d, y %d, flags %#x.\n",
4436 device
, x_screen_space
, y_screen_space
, flags
);
4438 device
->xScreenSpace
= x_screen_space
;
4439 device
->yScreenSpace
= y_screen_space
;
4441 if (device
->hardwareCursor
)
4445 GetCursorPos( &pt
);
4446 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4448 SetCursorPos( x_screen_space
, y_screen_space
);
4450 /* Switch to the software cursor if position diverges from the hardware one. */
4451 GetCursorPos( &pt
);
4452 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4454 if (device
->bCursorVisible
) SetCursor( NULL
);
4455 DestroyCursor( device
->hardwareCursor
);
4456 device
->hardwareCursor
= 0;
4461 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4463 BOOL oldVisible
= device
->bCursorVisible
;
4465 TRACE("device %p, show %#x.\n", device
, show
);
4468 * When ShowCursor is first called it should make the cursor appear at the OS's last
4469 * known cursor position.
4471 if (show
&& !oldVisible
)
4475 device
->xScreenSpace
= pt
.x
;
4476 device
->yScreenSpace
= pt
.y
;
4479 if (device
->hardwareCursor
)
4481 device
->bCursorVisible
= show
;
4483 SetCursor(device
->hardwareCursor
);
4487 else if (device
->cursor_texture
)
4489 device
->bCursorVisible
= show
;
4495 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4497 struct wined3d_resource
*resource
, *cursor
;
4499 TRACE("device %p.\n", device
);
4501 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4503 TRACE("Checking resource %p for eviction.\n", resource
);
4505 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4507 TRACE("Evicting %p.\n", resource
);
4508 resource
->resource_ops
->resource_unload(resource
);
4512 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4513 device_invalidate_state(device
, STATE_STREAMSRC
);
4516 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4518 struct wined3d_resource
*resource
, *cursor
;
4519 const struct wined3d_gl_info
*gl_info
;
4520 struct wined3d_context
*context
;
4521 struct wined3d_shader
*shader
;
4523 context
= context_acquire(device
, NULL
);
4524 gl_info
= context
->gl_info
;
4526 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4528 TRACE("Unloading resource %p.\n", resource
);
4530 resource
->resource_ops
->resource_unload(resource
);
4533 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4535 device
->shader_backend
->shader_destroy(shader
);
4538 if (device
->depth_blt_texture
)
4540 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4541 device
->depth_blt_texture
= 0;
4544 device
->blitter
->free_private(device
);
4545 device
->shader_backend
->shader_free_private(device
);
4546 destroy_dummy_textures(device
, gl_info
);
4547 destroy_default_sampler(device
);
4549 context_release(context
);
4551 while (device
->context_count
)
4553 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4556 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4557 swapchain
->context
= NULL
;
4560 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4562 struct wined3d_context
*context
;
4563 struct wined3d_texture
*target
;
4566 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4567 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4569 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4573 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4575 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4576 device
->shader_backend
->shader_free_private(device
);
4580 /* Recreate the primary swapchain's context */
4581 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4582 if (!swapchain
->context
)
4584 ERR("Failed to allocate memory for swapchain context array.\n");
4585 device
->blitter
->free_private(device
);
4586 device
->shader_backend
->shader_free_private(device
);
4587 return E_OUTOFMEMORY
;
4590 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4591 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4593 WARN("Failed to create context.\n");
4594 device
->blitter
->free_private(device
);
4595 device
->shader_backend
->shader_free_private(device
);
4596 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4600 swapchain
->context
[0] = context
;
4601 swapchain
->num_contexts
= 1;
4602 create_dummy_textures(device
, context
);
4603 create_default_sampler(device
);
4604 context_release(context
);
4609 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4610 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4611 wined3d_device_reset_cb callback
, BOOL reset_state
)
4613 struct wined3d_rendertarget_view_desc view_desc
;
4614 struct wined3d_resource
*resource
, *cursor
;
4615 struct wined3d_swapchain
*swapchain
;
4616 struct wined3d_display_mode m
;
4617 BOOL DisplayModeChanged
;
4618 HRESULT hr
= WINED3D_OK
;
4621 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4622 device
, swapchain_desc
, mode
, callback
, reset_state
);
4624 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4626 ERR("Failed to get the first implicit swapchain.\n");
4627 return WINED3DERR_INVALIDCALL
;
4629 DisplayModeChanged
= swapchain
->reapply_mode
;
4633 if (device
->logo_texture
)
4635 wined3d_texture_decref(device
->logo_texture
);
4636 device
->logo_texture
= NULL
;
4638 if (device
->cursor_texture
)
4640 wined3d_texture_decref(device
->cursor_texture
);
4641 device
->cursor_texture
= NULL
;
4643 state_unbind_resources(&device
->state
);
4646 if (device
->fb
.render_targets
)
4648 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4650 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4653 wined3d_device_set_depth_stencil_view(device
, NULL
);
4655 if (device
->onscreen_depth_stencil
)
4657 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4658 device
->onscreen_depth_stencil
= NULL
;
4663 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4665 TRACE("Enumerating resource %p.\n", resource
);
4666 if (FAILED(hr
= callback(resource
)))
4671 TRACE("New params:\n");
4672 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4673 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4674 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4675 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4676 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4677 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4678 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4679 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4680 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4681 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4682 if (swapchain_desc
->enable_auto_depth_stencil
)
4683 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4684 TRACE("flags %#x\n", swapchain_desc
->flags
);
4685 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4686 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4687 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4689 /* No special treatment of these parameters. Just store them */
4690 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4691 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4692 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4693 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4694 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4695 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4696 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4698 if (swapchain_desc
->device_window
4699 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4701 TRACE("Changing the device window from %p to %p.\n",
4702 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4703 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4704 swapchain
->device_window
= swapchain_desc
->device_window
;
4705 wined3d_swapchain_set_window(swapchain
, NULL
);
4710 DisplayModeChanged
= TRUE
;
4713 else if (swapchain_desc
->windowed
)
4715 m
= swapchain
->original_mode
;
4719 m
.width
= swapchain_desc
->backbuffer_width
;
4720 m
.height
= swapchain_desc
->backbuffer_height
;
4721 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4722 m
.format_id
= swapchain_desc
->backbuffer_format
;
4723 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4725 if ((m
.width
!= swapchain
->desc
.backbuffer_width
4726 || m
.height
!= swapchain
->desc
.backbuffer_height
))
4727 DisplayModeChanged
= TRUE
;
4730 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4731 || DisplayModeChanged
)
4733 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4735 WARN("Failed to set display mode, hr %#x.\n", hr
);
4736 return WINED3DERR_INVALIDCALL
;
4739 if (!swapchain_desc
->windowed
)
4741 if (swapchain
->desc
.windowed
)
4743 HWND focus_window
= device
->create_parms
.focus_window
;
4745 focus_window
= swapchain_desc
->device_window
;
4746 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4748 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4752 /* switch from windowed to fs */
4753 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4754 swapchain_desc
->backbuffer_width
,
4755 swapchain_desc
->backbuffer_height
);
4759 /* Fullscreen -> fullscreen mode change */
4760 MoveWindow(swapchain
->device_window
, 0, 0,
4761 swapchain_desc
->backbuffer_width
,
4762 swapchain_desc
->backbuffer_height
,
4765 swapchain
->d3d_mode
= m
;
4767 else if (!swapchain
->desc
.windowed
)
4769 /* Fullscreen -> windowed switch */
4770 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4771 wined3d_device_release_focus_window(device
);
4773 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4775 else if (!swapchain_desc
->windowed
)
4777 DWORD style
= device
->style
;
4778 DWORD exStyle
= device
->exStyle
;
4779 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4780 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4781 * Reset to clear up their mess. Guild Wars also loses the device during that.
4784 device
->exStyle
= 0;
4785 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4786 swapchain_desc
->backbuffer_width
,
4787 swapchain_desc
->backbuffer_height
);
4788 device
->style
= style
;
4789 device
->exStyle
= exStyle
;
4792 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4793 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4794 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4797 if (device
->auto_depth_stencil_view
)
4799 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4800 device
->auto_depth_stencil_view
= NULL
;
4802 if (swapchain
->desc
.enable_auto_depth_stencil
)
4804 struct wined3d_resource_desc texture_desc
;
4805 struct wined3d_texture
*texture
;
4807 TRACE("Creating the depth stencil buffer\n");
4809 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4810 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4811 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4812 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4813 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4814 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4815 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4816 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4817 texture_desc
.depth
= 1;
4818 texture_desc
.size
= 0;
4820 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4821 device
->device_parent
, &texture_desc
, &texture
)))
4823 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4824 return WINED3DERR_INVALIDCALL
;
4827 view_desc
.format_id
= texture
->resource
.format
->id
;
4828 view_desc
.u
.texture
.level_idx
= 0;
4829 view_desc
.u
.texture
.layer_idx
= 0;
4830 view_desc
.u
.texture
.layer_count
= 1;
4831 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4832 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4833 wined3d_texture_decref(texture
);
4836 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4840 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4843 if (device
->back_buffer_view
)
4845 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4846 device
->back_buffer_view
= NULL
;
4848 if (swapchain
->desc
.backbuffer_count
)
4850 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
4851 view_desc
.u
.texture
.level_idx
= 0;
4852 view_desc
.u
.texture
.layer_idx
= 0;
4853 view_desc
.u
.texture
.layer_count
= 1;
4854 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
4855 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4857 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4862 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4866 TRACE("Resetting stateblock.\n");
4867 if (device
->recording
)
4869 wined3d_stateblock_decref(device
->recording
);
4870 device
->recording
= NULL
;
4872 wined3d_cs_emit_reset_state(device
->cs
);
4873 state_cleanup(&device
->state
);
4875 if (device
->d3d_initialized
)
4876 delete_opengl_contexts(device
, swapchain
);
4878 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4879 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4880 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4881 device
->update_state
= &device
->state
;
4883 device_init_swapchain_state(device
, swapchain
);
4885 else if (device
->back_buffer_view
)
4887 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4888 struct wined3d_state
*state
= &device
->state
;
4890 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4892 /* Note the min_z / max_z is not reset. */
4893 state
->viewport
.x
= 0;
4894 state
->viewport
.y
= 0;
4895 state
->viewport
.width
= view
->width
;
4896 state
->viewport
.height
= view
->height
;
4897 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4899 state
->scissor_rect
.top
= 0;
4900 state
->scissor_rect
.left
= 0;
4901 state
->scissor_rect
.right
= view
->width
;
4902 state
->scissor_rect
.bottom
= view
->height
;
4903 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4906 if (device
->d3d_initialized
)
4909 hr
= create_primary_opengl_context(device
, swapchain
);
4910 swapchain_update_swap_interval(swapchain
);
4913 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4919 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4921 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4923 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4929 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4930 struct wined3d_device_creation_parameters
*parameters
)
4932 TRACE("device %p, parameters %p.\n", device
, parameters
);
4934 *parameters
= device
->create_parms
;
4937 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4939 TRACE("device %p.\n", device
);
4941 return device
->wined3d
;
4944 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4945 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4947 struct wined3d_swapchain
*swapchain
;
4949 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4950 device
, swapchain_idx
, flags
, ramp
);
4952 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4953 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4956 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4957 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4959 struct wined3d_swapchain
*swapchain
;
4961 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4962 device
, swapchain_idx
, ramp
);
4964 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4965 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4968 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4970 TRACE("device %p, resource %p.\n", device
, resource
);
4972 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4975 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4977 TRACE("device %p, resource %p.\n", device
, resource
);
4979 list_remove(&resource
->resource_list_entry
);
4982 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4984 enum wined3d_resource_type type
= resource
->type
;
4985 struct wined3d_rendertarget_view
*rtv
;
4988 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4990 context_resource_released(device
, resource
, type
);
4992 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4994 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4995 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4998 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
4999 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
5003 case WINED3D_RTYPE_TEXTURE_2D
:
5004 case WINED3D_RTYPE_TEXTURE_3D
:
5005 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5007 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5009 if (device
->state
.textures
[i
] == texture
)
5011 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
5012 device
->state
.textures
[i
] = NULL
;
5015 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
5017 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5018 texture
, device
->recording
, i
);
5019 device
->update_state
->textures
[i
] = NULL
;
5024 case WINED3D_RTYPE_BUFFER
:
5026 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5028 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5030 if (device
->state
.streams
[i
].buffer
== buffer
)
5032 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5033 device
->state
.streams
[i
].buffer
= NULL
;
5036 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5038 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5039 buffer
, device
->recording
, i
);
5040 device
->update_state
->streams
[i
].buffer
= NULL
;
5044 if (device
->state
.index_buffer
== buffer
)
5046 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5047 device
->state
.index_buffer
= NULL
;
5050 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5052 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5053 buffer
, device
->recording
);
5054 device
->update_state
->index_buffer
= NULL
;
5063 /* Remove the resource from the resourceStore */
5064 device_resource_remove(device
, resource
);
5066 TRACE("Resource released.\n");
5069 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5071 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5073 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5076 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
5081 wined3d_sampler_compare
,
5084 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5085 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5086 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5088 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5089 const struct fragment_pipeline
*fragment_pipeline
;
5090 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5095 device
->wined3d
= wined3d
;
5096 wined3d_incref(device
->wined3d
);
5097 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5098 device
->device_parent
= device_parent
;
5099 list_init(&device
->resources
);
5100 list_init(&device
->shaders
);
5101 device
->surface_alignment
= surface_alignment
;
5103 /* Save the creation parameters. */
5104 device
->create_parms
.adapter_idx
= adapter_idx
;
5105 device
->create_parms
.device_type
= device_type
;
5106 device
->create_parms
.focus_window
= focus_window
;
5107 device
->create_parms
.flags
= flags
;
5109 device
->shader_backend
= adapter
->shader_backend
;
5111 vertex_pipeline
= adapter
->vertex_pipe
;
5113 fragment_pipeline
= adapter
->fragment_pipe
;
5115 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
5117 ERR("Failed to initialize sampler rbtree.\n");
5118 return E_OUTOFMEMORY
;
5121 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5122 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5123 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5124 fragment_pipeline
, misc_state_template
)))
5126 ERR("Failed to compile state table, hr %#x.\n", hr
);
5127 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5128 wined3d_decref(device
->wined3d
);
5132 device
->blitter
= adapter
->blitter
;
5134 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5135 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
5137 ERR("Failed to initialize device state, hr %#x.\n", hr
);
5140 device
->update_state
= &device
->state
;
5142 if (!(device
->cs
= wined3d_cs_create(device
)))
5144 WARN("Failed to create command stream.\n");
5145 state_cleanup(&device
->state
);
5153 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5155 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5157 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5158 wined3d_decref(device
->wined3d
);
5163 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5165 DWORD rep
= device
->StateTable
[state
].representative
;
5166 struct wined3d_context
*context
;
5171 for (i
= 0; i
< device
->context_count
; ++i
)
5173 context
= device
->contexts
[i
];
5174 if(isStateDirty(context
, rep
)) continue;
5176 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5177 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5178 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5179 context
->isStateDirty
[idx
] |= (1u << shift
);
5183 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5184 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5186 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5188 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5189 window
, message
, wparam
, lparam
);
5191 return DefWindowProcW(window
, message
, wparam
, lparam
);
5193 return DefWindowProcA(window
, message
, wparam
, lparam
);
5196 if (message
== WM_DESTROY
)
5198 TRACE("unregister window %p.\n", window
);
5199 wined3d_unregister_window(window
);
5201 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5202 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5204 else if (message
== WM_DISPLAYCHANGE
)
5206 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5208 else if (message
== WM_ACTIVATEAPP
)
5212 for (i
= 0; i
< device
->swapchain_count
; i
++)
5213 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5215 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5217 else if (message
== WM_SYSCOMMAND
)
5219 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5222 DefWindowProcW(window
, message
, wparam
, lparam
);
5224 DefWindowProcA(window
, message
, wparam
, lparam
);
5229 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5231 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);