wined3d: Store only supported user clip planes.
[wine.git] / dlls / wined3d / device.c
blobd57758d32abd7c068f083f6379bde185ee227af2
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(winediag);
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
43 WINED3D_LIGHT_DIRECTIONAL, /* Type */
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
60 switch (primitive_type)
62 case WINED3D_PT_POINTLIST:
63 return GL_POINTS;
65 case WINED3D_PT_LINELIST:
66 return GL_LINES;
68 case WINED3D_PT_LINESTRIP:
69 return GL_LINE_STRIP;
71 case WINED3D_PT_TRIANGLELIST:
72 return GL_TRIANGLES;
74 case WINED3D_PT_TRIANGLESTRIP:
75 return GL_TRIANGLE_STRIP;
77 case WINED3D_PT_TRIANGLEFAN:
78 return GL_TRIANGLE_FAN;
80 case WINED3D_PT_LINELIST_ADJ:
81 return GL_LINES_ADJACENCY_ARB;
83 case WINED3D_PT_LINESTRIP_ADJ:
84 return GL_LINE_STRIP_ADJACENCY_ARB;
86 case WINED3D_PT_TRIANGLELIST_ADJ:
87 return GL_TRIANGLES_ADJACENCY_ARB;
89 case WINED3D_PT_TRIANGLESTRIP_ADJ:
90 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
92 case WINED3D_PT_PATCH:
93 return GL_PATCHES;
95 default:
96 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
97 case WINED3D_PT_UNDEFINED:
98 return ~0u;
102 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
104 switch (primitive_type)
106 case GL_POINTS:
107 return WINED3D_PT_POINTLIST;
109 case GL_LINES:
110 return WINED3D_PT_LINELIST;
112 case GL_LINE_STRIP:
113 return WINED3D_PT_LINESTRIP;
115 case GL_TRIANGLES:
116 return WINED3D_PT_TRIANGLELIST;
118 case GL_TRIANGLE_STRIP:
119 return WINED3D_PT_TRIANGLESTRIP;
121 case GL_TRIANGLE_FAN:
122 return WINED3D_PT_TRIANGLEFAN;
124 case GL_LINES_ADJACENCY_ARB:
125 return WINED3D_PT_LINELIST_ADJ;
127 case GL_LINE_STRIP_ADJACENCY_ARB:
128 return WINED3D_PT_LINESTRIP_ADJ;
130 case GL_TRIANGLES_ADJACENCY_ARB:
131 return WINED3D_PT_TRIANGLELIST_ADJ;
133 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLESTRIP_ADJ;
136 case GL_PATCHES:
137 return WINED3D_PT_PATCH;
139 default:
140 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
141 case ~0u:
142 return WINED3D_PT_UNDEFINED;
146 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
148 struct wined3d_context **new_array;
150 TRACE("Adding context %p.\n", context);
152 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
153 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
154 sizeof(*new_array) * (device->context_count + 1));
156 if (!new_array)
158 ERR("Failed to grow the context array.\n");
159 return FALSE;
162 new_array[device->context_count++] = context;
163 device->contexts = new_array;
164 return TRUE;
167 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
169 struct wined3d_context **new_array;
170 BOOL found = FALSE;
171 UINT i;
173 TRACE("Removing context %p.\n", context);
175 for (i = 0; i < device->context_count; ++i)
177 if (device->contexts[i] == context)
179 found = TRUE;
180 break;
184 if (!found)
186 ERR("Context %p doesn't exist in context array.\n", context);
187 return;
190 if (!--device->context_count)
192 HeapFree(GetProcessHeap(), 0, device->contexts);
193 device->contexts = NULL;
194 return;
197 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
198 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
199 if (!new_array)
201 ERR("Failed to shrink context array. Oh well.\n");
202 return;
205 device->contexts = new_array;
208 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
210 unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
211 unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
213 /* partial draw rect */
214 if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
215 return FALSE;
217 /* partial clear rect */
218 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
219 || clear_rect->right < width || clear_rect->bottom < height))
220 return FALSE;
222 return TRUE;
225 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
226 UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
227 float depth, DWORD stencil)
229 struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
230 struct wined3d_surface *target = rtv ? wined3d_rendertarget_view_get_surface(rtv) : NULL;
231 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
232 struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
233 const struct wined3d_state *state = &device->cs->state;
234 const struct wined3d_gl_info *gl_info;
235 UINT drawable_width, drawable_height;
236 struct wined3d_color corrected_color;
237 struct wined3d_context *context;
238 GLbitfield clear_mask = 0;
239 BOOL render_offscreen;
240 unsigned int i;
242 if (target)
243 context = context_acquire(device, target->container, rtv->sub_resource_idx);
244 else
245 context = context_acquire(device, NULL, 0);
246 if (!context->valid)
248 context_release(context);
249 WARN("Invalid context, skipping clear.\n");
250 return;
252 gl_info = context->gl_info;
254 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
255 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
256 * for the cleared parts, and the untouched parts.
258 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
259 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
260 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
261 * checking all this if the dest surface is in the drawable anyway. */
262 for (i = 0; i < rt_count; ++i)
264 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
266 if (rtv && rtv->format->id != WINED3DFMT_NULL)
268 struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
270 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
271 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
272 else
273 wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
277 if (target)
279 render_offscreen = context->render_offscreen;
280 wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
282 else
284 render_offscreen = TRUE;
285 drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container,
286 depth_stencil->texture_level);
287 drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container,
288 depth_stencil->texture_level);
291 if (depth_stencil && render_offscreen)
292 wined3d_texture_prepare_location(depth_stencil->container,
293 dsv->sub_resource_idx, context, dsv->resource->draw_binding);
295 if (flags & WINED3DCLEAR_ZBUFFER)
297 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
299 wined3d_texture_load_location(depth_stencil->container,
300 dsv->sub_resource_idx, context, location);
303 if (!context_apply_clear_state(context, state, rt_count, fb))
305 context_release(context);
306 WARN("Failed to apply clear state, skipping clear.\n");
307 return;
310 /* Only set the values up once, as they are not changing. */
311 if (flags & WINED3DCLEAR_STENCIL)
313 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
315 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
316 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
318 gl_info->gl_ops.gl.p_glStencilMask(~0U);
319 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
320 gl_info->gl_ops.gl.p_glClearStencil(stencil);
321 checkGLcall("glClearStencil");
322 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
325 if (flags & WINED3DCLEAR_ZBUFFER)
327 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
329 wined3d_texture_validate_location(depth_stencil->container, dsv->sub_resource_idx, location);
330 wined3d_texture_invalidate_location(depth_stencil->container, dsv->sub_resource_idx, ~location);
332 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
333 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
334 gl_info->gl_ops.gl.p_glClearDepth(depth);
335 checkGLcall("glClearDepth");
336 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
339 if (flags & WINED3DCLEAR_TARGET)
341 for (i = 0; i < rt_count; ++i)
343 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
344 struct wined3d_texture *texture;
346 if (!rtv)
347 continue;
349 if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
351 FIXME("Not supported on buffer resources.\n");
352 continue;
355 texture = texture_from_resource(rtv->resource);
356 wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
357 wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
360 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
362 if (rt_count > 1)
363 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
364 "support, this might cause graphical issues.\n");
366 corrected_color.r = color->r < wined3d_srgb_const1[0]
367 ? color->r * wined3d_srgb_const0[3]
368 : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
369 - wined3d_srgb_const0[2];
370 corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
371 corrected_color.g = color->g < wined3d_srgb_const1[0]
372 ? color->g * wined3d_srgb_const0[3]
373 : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
374 - wined3d_srgb_const0[2];
375 corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
376 corrected_color.b = color->b < wined3d_srgb_const1[0]
377 ? color->b * wined3d_srgb_const0[3]
378 : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
379 - wined3d_srgb_const0[2];
380 corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
381 color = &corrected_color;
384 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
385 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
386 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
387 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
388 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
389 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
390 checkGLcall("glClearColor");
391 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
394 if (!rect_count)
396 if (render_offscreen)
398 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
399 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
401 else
403 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
404 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
406 checkGLcall("glScissor");
407 gl_info->gl_ops.gl.p_glClear(clear_mask);
408 checkGLcall("glClear");
410 else
412 RECT current_rect;
414 /* Now process each rect in turn. */
415 for (i = 0; i < rect_count; ++i)
417 /* Note that GL uses lower left, width/height. */
418 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
420 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
421 wine_dbgstr_rect(&clear_rect[i]),
422 wine_dbgstr_rect(&current_rect));
424 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
425 * The rectangle is not cleared, no error is returned, but further rectangles are
426 * still cleared if they are valid. */
427 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
429 TRACE("Rectangle with negative dimensions, ignoring.\n");
430 continue;
433 if (render_offscreen)
435 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
436 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
438 else
440 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
441 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
443 checkGLcall("glScissor");
445 gl_info->gl_ops.gl.p_glClear(clear_mask);
446 checkGLcall("glClear");
450 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
451 && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
452 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
454 context_release(context);
457 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
459 ULONG refcount = InterlockedIncrement(&device->ref);
461 TRACE("%p increasing refcount to %u.\n", device, refcount);
463 return refcount;
466 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
468 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
470 ERR("Leftover sampler %p.\n", sampler);
473 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
475 ULONG refcount = InterlockedDecrement(&device->ref);
477 TRACE("%p decreasing refcount to %u.\n", device, refcount);
479 if (!refcount)
481 UINT i;
483 wined3d_cs_destroy(device->cs);
485 if (device->recording && wined3d_stateblock_decref(device->recording))
486 ERR("Something's still holding the recording stateblock.\n");
487 device->recording = NULL;
489 state_cleanup(&device->state);
491 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
493 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
494 device->multistate_funcs[i] = NULL;
497 if (!list_empty(&device->resources))
499 struct wined3d_resource *resource;
501 ERR("Device released with resources still bound.\n");
503 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
505 ERR("Leftover resource %p with type %s (%#x).\n",
506 resource, debug_d3dresourcetype(resource->type), resource->type);
510 if (device->contexts)
511 ERR("Context array not freed!\n");
512 if (device->hardwareCursor)
513 DestroyCursor(device->hardwareCursor);
514 device->hardwareCursor = 0;
516 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
518 wined3d_decref(device->wined3d);
519 device->wined3d = NULL;
520 HeapFree(GetProcessHeap(), 0, device);
521 TRACE("Freed device %p.\n", device);
524 return refcount;
527 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
529 TRACE("device %p.\n", device);
531 return device->swapchain_count;
534 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
536 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
538 if (swapchain_idx >= device->swapchain_count)
540 WARN("swapchain_idx %u >= swapchain_count %u.\n",
541 swapchain_idx, device->swapchain_count);
542 return NULL;
545 return device->swapchains[swapchain_idx];
548 static void device_load_logo(struct wined3d_device *device, const char *filename)
550 struct wined3d_color_key color_key;
551 struct wined3d_resource_desc desc;
552 HBITMAP hbm;
553 BITMAP bm;
554 HRESULT hr;
555 HDC dcb = NULL, dcs = NULL;
557 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
559 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
560 return;
562 GetObjectA(hbm, sizeof(BITMAP), &bm);
564 if (!(dcb = CreateCompatibleDC(NULL)))
565 goto out;
566 SelectObject(dcb, hbm);
568 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
569 desc.format = WINED3DFMT_B5G6R5_UNORM;
570 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
571 desc.multisample_quality = 0;
572 desc.usage = WINED3DUSAGE_DYNAMIC;
573 desc.pool = WINED3D_POOL_DEFAULT;
574 desc.width = bm.bmWidth;
575 desc.height = bm.bmHeight;
576 desc.depth = 1;
577 desc.size = 0;
578 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1,
579 WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_GET_DC,
580 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
582 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
583 goto out;
586 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
588 wined3d_texture_decref(device->logo_texture);
589 device->logo_texture = NULL;
590 goto out;
592 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
593 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
595 color_key.color_space_low_value = 0;
596 color_key.color_space_high_value = 0;
597 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
599 out:
600 if (dcb) DeleteDC(dcb);
601 if (hbm) DeleteObject(hbm);
604 /* Context activation is done by the caller. */
605 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
607 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
608 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
609 unsigned int i;
610 DWORD color;
612 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
613 color = 0x000000ff;
614 else
615 color = 0x00000000;
617 /* Under DirectX you can sample even if no texture is bound, whereas
618 * OpenGL will only allow that when a valid texture is bound.
619 * We emulate this by creating dummy textures and binding them
620 * to each texture stage when the currently set D3D texture is NULL. */
621 context_active_texture(context, gl_info, 0);
623 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d);
624 checkGLcall("glGenTextures");
625 TRACE("Dummy 2D texture given name %u.\n", device->dummy_textures.tex_2d);
627 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
628 checkGLcall("glBindTexture");
630 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
631 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
632 checkGLcall("glTexImage2D");
634 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
636 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_rect);
637 checkGLcall("glGenTextures");
638 TRACE("Dummy rectangle texture given name %u.\n", device->dummy_textures.tex_rect);
640 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
641 checkGLcall("glBindTexture");
643 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
644 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
645 checkGLcall("glTexImage2D");
648 if (gl_info->supported[EXT_TEXTURE3D])
650 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_3d);
651 checkGLcall("glGenTextures");
652 TRACE("Dummy 3D texture given name %u.\n", device->dummy_textures.tex_3d);
654 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
655 checkGLcall("glBindTexture");
657 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
658 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
659 checkGLcall("glTexImage3D");
662 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
664 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube);
665 checkGLcall("glGenTextures");
666 TRACE("Dummy cube texture given name %u.\n", device->dummy_textures.tex_cube);
668 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
669 checkGLcall("glBindTexture");
671 for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
673 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
674 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
675 checkGLcall("glTexImage2D");
679 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
681 DWORD cube_array_data[6];
683 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube_array);
684 checkGLcall("glGenTextures");
685 TRACE("Dummy cube array texture given name %u.\n", device->dummy_textures.tex_cube_array);
687 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
688 checkGLcall("glBindTexture");
690 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
691 cube_array_data[i] = color;
692 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
693 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
694 checkGLcall("glTexImage3D");
697 if (gl_info->supported[EXT_TEXTURE_ARRAY])
699 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_array);
700 checkGLcall("glGenTextures");
701 TRACE("Dummy 2D array texture given name %u.\n", device->dummy_textures.tex_2d_array);
703 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
704 checkGLcall("glBindTexture");
706 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
707 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
708 checkGLcall("glTexImage3D");
711 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
713 GLuint buffer;
715 GL_EXTCALL(glGenBuffers(1, &buffer));
716 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
717 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
718 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
719 checkGLcall("Create buffer object");
721 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_buffer);
722 checkGLcall("glGenTextures");
723 TRACE("Dummy buffer texture given name %u.\n", device->dummy_textures.tex_buffer);
725 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
726 checkGLcall("glBindTexture");
727 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
728 checkGLcall("glTexBuffer");
730 GL_EXTCALL(glDeleteBuffers(1, &buffer));
731 checkGLcall("glDeleteBuffers");
734 context_bind_dummy_textures(device, context);
737 /* Context activation is done by the caller. */
738 static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
740 const struct wined3d_gl_info *gl_info = context->gl_info;
742 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
743 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_buffer);
745 if (gl_info->supported[EXT_TEXTURE_ARRAY])
746 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_array);
748 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
749 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube_array);
751 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
752 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube);
754 if (gl_info->supported[EXT_TEXTURE3D])
755 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_3d);
757 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
758 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_rect);
760 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d);
762 checkGLcall("Delete dummy textures");
764 memset(&device->dummy_textures, 0, sizeof(device->dummy_textures));
767 /* Context activation is done by the caller. */
768 static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
770 struct wined3d_sampler_desc desc;
771 HRESULT hr;
773 desc.address_u = WINED3D_TADDRESS_WRAP;
774 desc.address_v = WINED3D_TADDRESS_WRAP;
775 desc.address_w = WINED3D_TADDRESS_WRAP;
776 memset(desc.border_color, 0, sizeof(desc.border_color));
777 desc.mag_filter = WINED3D_TEXF_POINT;
778 desc.min_filter = WINED3D_TEXF_POINT;
779 desc.mip_filter = WINED3D_TEXF_NONE;
780 desc.lod_bias = 0.0f;
781 desc.min_lod = -1000.0f;
782 desc.max_lod = 1000.0f;
783 desc.mip_base_level = 0;
784 desc.max_anisotropy = 1;
785 desc.compare = FALSE;
786 desc.comparison_func = WINED3D_CMP_NEVER;
787 desc.srgb_decode = TRUE;
789 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
790 * instructions allow access to resources without using samplers.
791 * In GLSL, resources are always accessed through sampler or image variables. The default
792 * sampler object is used to emulate the direct resource access when there is no sampler state
793 * to use.
795 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
797 ERR("Failed to create default sampler, hr %#x.\n", hr);
798 device->default_sampler = NULL;
801 /* In D3D10+, a NULL sampler maps to the default sampler state. */
802 desc.address_u = WINED3D_TADDRESS_CLAMP;
803 desc.address_v = WINED3D_TADDRESS_CLAMP;
804 desc.address_w = WINED3D_TADDRESS_CLAMP;
805 desc.mag_filter = WINED3D_TEXF_LINEAR;
806 desc.min_filter = WINED3D_TEXF_LINEAR;
807 desc.mip_filter = WINED3D_TEXF_LINEAR;
808 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
810 ERR("Failed to create null sampler, hr %#x.\n", hr);
811 device->null_sampler = NULL;
815 /* Context activation is done by the caller. */
816 static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
818 wined3d_sampler_decref(device->default_sampler);
819 device->default_sampler = NULL;
820 wined3d_sampler_decref(device->null_sampler);
821 device->null_sampler = NULL;
824 static LONG fullscreen_style(LONG style)
826 /* Make sure the window is managed, otherwise we won't get keyboard input. */
827 style |= WS_POPUP | WS_SYSMENU;
828 style &= ~(WS_CAPTION | WS_THICKFRAME);
830 return style;
833 static LONG fullscreen_exstyle(LONG exstyle)
835 /* Filter out window decorations. */
836 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
838 return exstyle;
841 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
843 BOOL filter_messages;
844 LONG style, exstyle;
846 TRACE("Setting up window %p for fullscreen mode.\n", window);
848 if (device->style || device->exStyle)
850 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
851 window, device->style, device->exStyle);
854 device->style = GetWindowLongW(window, GWL_STYLE);
855 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
857 style = fullscreen_style(device->style);
858 exstyle = fullscreen_exstyle(device->exStyle);
860 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
861 device->style, device->exStyle, style, exstyle);
863 filter_messages = device->filter_messages;
864 device->filter_messages = TRUE;
866 SetWindowLongW(window, GWL_STYLE, style);
867 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
868 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
870 device->filter_messages = filter_messages;
873 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window,
874 const RECT *window_rect)
876 unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
877 BOOL filter_messages;
878 LONG style, exstyle;
879 RECT rect = {0};
881 if (!device->style && !device->exStyle)
882 return;
884 style = GetWindowLongW(window, GWL_STYLE);
885 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
887 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
888 * application, and we want to ignore them in the test below, since it's
889 * not the application's fault that they changed. Additionally, we want to
890 * preserve the current status of these flags (i.e. don't restore them) to
891 * more closely emulate the behavior of Direct3D, which leaves these flags
892 * alone when returning to windowed mode. */
893 device->style ^= (device->style ^ style) & WS_VISIBLE;
894 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
896 TRACE("Restoring window style of window %p to %08x, %08x.\n",
897 window, device->style, device->exStyle);
899 filter_messages = device->filter_messages;
900 device->filter_messages = TRUE;
902 /* Only restore the style if the application didn't modify it during the
903 * fullscreen phase. Some applications change it before calling Reset()
904 * when switching between windowed and fullscreen modes (HL2), some
905 * depend on the original style (Eve Online). */
906 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
908 SetWindowLongW(window, GWL_STYLE, device->style);
909 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
912 if (window_rect)
913 rect = *window_rect;
914 else
915 window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
916 SetWindowPos(window, 0, rect.left, rect.top,
917 rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
919 device->filter_messages = filter_messages;
921 /* Delete the old values. */
922 device->style = 0;
923 device->exStyle = 0;
926 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
928 TRACE("device %p, window %p.\n", device, window);
930 if (!wined3d_register_window(window, device))
932 ERR("Failed to register window %p.\n", window);
933 return E_FAIL;
936 InterlockedExchangePointer((void **)&device->focus_window, window);
937 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
939 return WINED3D_OK;
942 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
944 TRACE("device %p.\n", device);
946 if (device->focus_window) wined3d_unregister_window(device->focus_window);
947 InterlockedExchangePointer((void **)&device->focus_window, NULL);
950 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
952 BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
953 unsigned int i;
955 if (device->fb.render_targets)
957 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
959 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
961 if (device->back_buffer_view)
962 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
965 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
966 wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
969 static void wined3d_device_delete_opengl_contexts_cs(void *object)
971 struct wined3d_resource *resource, *cursor;
972 struct wined3d_device *device = object;
973 struct wined3d_context *context;
974 struct wined3d_shader *shader;
976 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
978 TRACE("Unloading resource %p.\n", resource);
979 wined3d_cs_emit_unload_resource(device->cs, resource);
982 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
984 device->shader_backend->shader_destroy(shader);
987 context = context_acquire(device, NULL, 0);
988 device->blitter->ops->blitter_destroy(device->blitter, context);
989 device->shader_backend->shader_free_private(device);
990 destroy_dummy_textures(device, context);
991 destroy_default_samplers(device, context);
992 context_release(context);
994 while (device->context_count)
996 if (device->contexts[0]->swapchain)
997 swapchain_destroy_contexts(device->contexts[0]->swapchain);
998 else
999 context_destroy(device, device->contexts[0]);
1003 static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
1005 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
1006 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1009 static void wined3d_device_create_primary_opengl_context_cs(void *object)
1011 struct wined3d_device *device = object;
1012 struct wined3d_swapchain *swapchain;
1013 struct wined3d_context *context;
1014 struct wined3d_texture *target;
1015 HRESULT hr;
1017 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1018 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1020 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1021 return;
1024 if (!(device->blitter = wined3d_cpu_blitter_create()))
1026 ERR("Failed to create CPU blitter.\n");
1027 device->shader_backend->shader_free_private(device);
1028 return;
1030 wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
1031 wined3d_arbfp_blitter_create(&device->blitter, device);
1032 wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
1033 wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
1035 swapchain = device->swapchains[0];
1036 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1037 context = context_acquire(device, target, 0);
1038 create_dummy_textures(device, context);
1039 create_default_samplers(device, context);
1040 context_release(context);
1043 static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
1045 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
1046 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1047 if (!device->swapchains[0]->num_contexts)
1048 return E_FAIL;
1050 return WINED3D_OK;
1053 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1054 struct wined3d_swapchain_desc *swapchain_desc)
1056 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1057 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1058 struct wined3d_swapchain *swapchain = NULL;
1059 DWORD clear_flags = 0;
1060 HRESULT hr;
1062 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1064 if (device->d3d_initialized)
1065 return WINED3DERR_INVALIDCALL;
1066 if (device->wined3d->flags & WINED3D_NO3D)
1067 return WINED3DERR_INVALIDCALL;
1069 if (!(device->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*device->fb.render_targets))))
1070 return E_OUTOFMEMORY;
1072 /* Setup the implicit swapchain. This also initializes a context. */
1073 TRACE("Creating implicit swapchain\n");
1074 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1075 swapchain_desc, &swapchain);
1076 if (FAILED(hr))
1078 WARN("Failed to create implicit swapchain\n");
1079 goto err_out;
1082 if (swapchain_desc->backbuffer_count)
1084 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1085 struct wined3d_view_desc view_desc;
1087 view_desc.format_id = back_buffer->format->id;
1088 view_desc.flags = 0;
1089 view_desc.u.texture.level_idx = 0;
1090 view_desc.u.texture.level_count = 1;
1091 view_desc.u.texture.layer_idx = 0;
1092 view_desc.u.texture.layer_count = 1;
1093 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1094 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1096 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1097 goto err_out;
1101 device->swapchain_count = 1;
1102 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1104 ERR("Out of memory!\n");
1105 goto err_out;
1107 device->swapchains[0] = swapchain;
1109 if (FAILED(hr = wined3d_device_create_primary_opengl_context(device)))
1110 goto err_out;
1111 device_init_swapchain_state(device, swapchain);
1113 device->contexts[0]->last_was_rhw = 0;
1115 TRACE("All defaults now set up, leaving 3D init.\n");
1117 /* Clear the screen */
1118 if (swapchain->back_buffers && swapchain->back_buffers[0])
1119 clear_flags |= WINED3DCLEAR_TARGET;
1120 if (swapchain_desc->enable_auto_depth_stencil)
1121 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1122 if (clear_flags)
1123 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1125 device->d3d_initialized = TRUE;
1127 if (wined3d_settings.logo)
1128 device_load_logo(device, wined3d_settings.logo);
1129 return WINED3D_OK;
1131 err_out:
1132 HeapFree(GetProcessHeap(), 0, device->swapchains);
1133 device->swapchain_count = 0;
1134 if (device->back_buffer_view)
1135 wined3d_rendertarget_view_decref(device->back_buffer_view);
1136 if (swapchain)
1137 wined3d_swapchain_decref(swapchain);
1138 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1140 return hr;
1143 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1144 struct wined3d_swapchain_desc *swapchain_desc)
1146 struct wined3d_swapchain *swapchain = NULL;
1147 HRESULT hr;
1149 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1151 /* Setup the implicit swapchain */
1152 TRACE("Creating implicit swapchain\n");
1153 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1154 swapchain_desc, &swapchain);
1155 if (FAILED(hr))
1157 WARN("Failed to create implicit swapchain\n");
1158 goto err_out;
1161 device->swapchain_count = 1;
1162 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1164 ERR("Out of memory!\n");
1165 goto err_out;
1167 device->swapchains[0] = swapchain;
1169 if (!(device->blitter = wined3d_cpu_blitter_create()))
1171 ERR("Failed to create CPU blitter.\n");
1172 HeapFree(GetProcessHeap(), 0, device->swapchains);
1173 device->swapchain_count = 0;
1174 goto err_out;
1177 return WINED3D_OK;
1179 err_out:
1180 wined3d_swapchain_decref(swapchain);
1181 return hr;
1184 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1186 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1188 wined3d_sampler_decref(sampler);
1191 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1193 UINT i;
1195 TRACE("device %p.\n", device);
1197 if (!device->d3d_initialized)
1198 return WINED3DERR_INVALIDCALL;
1200 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1202 if (device->logo_texture)
1203 wined3d_texture_decref(device->logo_texture);
1204 if (device->cursor_texture)
1205 wined3d_texture_decref(device->cursor_texture);
1207 state_unbind_resources(&device->state);
1209 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1211 wined3d_device_delete_opengl_contexts(device);
1213 if (device->fb.depth_stencil)
1215 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1217 TRACE("Releasing depth/stencil view %p.\n", view);
1219 device->fb.depth_stencil = NULL;
1220 wined3d_rendertarget_view_decref(view);
1223 if (device->auto_depth_stencil_view)
1225 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1227 device->auto_depth_stencil_view = NULL;
1228 if (wined3d_rendertarget_view_decref(view))
1229 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1232 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1234 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1236 if (device->back_buffer_view)
1238 wined3d_rendertarget_view_decref(device->back_buffer_view);
1239 device->back_buffer_view = NULL;
1242 for (i = 0; i < device->swapchain_count; ++i)
1244 TRACE("Releasing the implicit swapchain %u.\n", i);
1245 if (wined3d_swapchain_decref(device->swapchains[i]))
1246 FIXME("Something's still holding the implicit swapchain.\n");
1249 HeapFree(GetProcessHeap(), 0, device->swapchains);
1250 device->swapchains = NULL;
1251 device->swapchain_count = 0;
1253 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1254 device->fb.render_targets = NULL;
1256 device->d3d_initialized = FALSE;
1258 return WINED3D_OK;
1261 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1263 unsigned int i;
1265 device->blitter->ops->blitter_destroy(device->blitter, NULL);
1267 for (i = 0; i < device->swapchain_count; ++i)
1269 TRACE("Releasing the implicit swapchain %u.\n", i);
1270 if (wined3d_swapchain_decref(device->swapchains[i]))
1271 FIXME("Something's still holding the implicit swapchain.\n");
1274 HeapFree(GetProcessHeap(), 0, device->swapchains);
1275 device->swapchains = NULL;
1276 device->swapchain_count = 0;
1277 return WINED3D_OK;
1280 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1281 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1282 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1284 * There is no way to deactivate thread safety once it is enabled.
1286 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1288 TRACE("device %p.\n", device);
1290 /* For now just store the flag (needed in case of ddraw). */
1291 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1294 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1296 TRACE("device %p.\n", device);
1298 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1299 wine_dbgstr_longlong(device->adapter->vram_bytes),
1300 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1301 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1303 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1306 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1307 struct wined3d_buffer *buffer, UINT offset)
1309 struct wined3d_stream_output *stream;
1310 struct wined3d_buffer *prev_buffer;
1312 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1314 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1316 WARN("Invalid stream output %u.\n", idx);
1317 return;
1320 stream = &device->update_state->stream_output[idx];
1321 prev_buffer = stream->buffer;
1323 if (buffer)
1324 wined3d_buffer_incref(buffer);
1325 stream->buffer = buffer;
1326 stream->offset = offset;
1327 if (!device->recording)
1328 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1329 if (prev_buffer)
1330 wined3d_buffer_decref(prev_buffer);
1333 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1334 UINT idx, UINT *offset)
1336 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1338 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1340 WARN("Invalid stream output %u.\n", idx);
1341 return NULL;
1344 if (offset)
1345 *offset = device->state.stream_output[idx].offset;
1346 return device->state.stream_output[idx].buffer;
1349 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1350 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1352 struct wined3d_stream_state *stream;
1353 struct wined3d_buffer *prev_buffer;
1355 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1356 device, stream_idx, buffer, offset, stride);
1358 if (stream_idx >= MAX_STREAMS)
1360 WARN("Stream index %u out of range.\n", stream_idx);
1361 return WINED3DERR_INVALIDCALL;
1363 else if (offset & 0x3)
1365 WARN("Offset %u is not 4 byte aligned.\n", offset);
1366 return WINED3DERR_INVALIDCALL;
1369 stream = &device->update_state->streams[stream_idx];
1370 prev_buffer = stream->buffer;
1372 if (device->recording)
1373 device->recording->changed.streamSource |= 1u << stream_idx;
1375 if (prev_buffer == buffer
1376 && stream->stride == stride
1377 && stream->offset == offset)
1379 TRACE("Application is setting the old values over, nothing to do.\n");
1380 return WINED3D_OK;
1383 stream->buffer = buffer;
1384 if (buffer)
1386 stream->stride = stride;
1387 stream->offset = offset;
1388 wined3d_buffer_incref(buffer);
1391 if (!device->recording)
1392 wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1393 if (prev_buffer)
1394 wined3d_buffer_decref(prev_buffer);
1396 return WINED3D_OK;
1399 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1400 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1402 const struct wined3d_stream_state *stream;
1404 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1405 device, stream_idx, buffer, offset, stride);
1407 if (stream_idx >= MAX_STREAMS)
1409 WARN("Stream index %u out of range.\n", stream_idx);
1410 return WINED3DERR_INVALIDCALL;
1413 stream = &device->state.streams[stream_idx];
1414 *buffer = stream->buffer;
1415 if (offset)
1416 *offset = stream->offset;
1417 *stride = stream->stride;
1419 return WINED3D_OK;
1422 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1424 struct wined3d_stream_state *stream;
1425 UINT old_flags, old_freq;
1427 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1429 /* Verify input. At least in d3d9 this is invalid. */
1430 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1432 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1433 return WINED3DERR_INVALIDCALL;
1435 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1437 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1438 return WINED3DERR_INVALIDCALL;
1440 if (!divider)
1442 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1443 return WINED3DERR_INVALIDCALL;
1446 stream = &device->update_state->streams[stream_idx];
1447 old_flags = stream->flags;
1448 old_freq = stream->frequency;
1450 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1451 stream->frequency = divider & 0x7fffff;
1453 if (device->recording)
1454 device->recording->changed.streamFreq |= 1u << stream_idx;
1455 else if (stream->frequency != old_freq || stream->flags != old_flags)
1456 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1458 return WINED3D_OK;
1461 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1462 UINT stream_idx, UINT *divider)
1464 const struct wined3d_stream_state *stream;
1466 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1468 stream = &device->state.streams[stream_idx];
1469 *divider = stream->flags | stream->frequency;
1471 TRACE("Returning %#x.\n", *divider);
1473 return WINED3D_OK;
1476 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1477 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1479 TRACE("device %p, state %s, matrix %p.\n",
1480 device, debug_d3dtstype(d3dts), matrix);
1481 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1482 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1483 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1484 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1486 /* Handle recording of state blocks. */
1487 if (device->recording)
1489 TRACE("Recording... not performing anything.\n");
1490 device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1491 device->update_state->transforms[d3dts] = *matrix;
1492 return;
1495 /* If the new matrix is the same as the current one,
1496 * we cut off any further processing. this seems to be a reasonable
1497 * optimization because as was noticed, some apps (warcraft3 for example)
1498 * tend towards setting the same matrix repeatedly for some reason.
1500 * From here on we assume that the new matrix is different, wherever it matters. */
1501 if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1503 TRACE("The application is setting the same matrix over again.\n");
1504 return;
1507 device->state.transforms[d3dts] = *matrix;
1508 wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1511 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1512 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1514 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1516 *matrix = device->state.transforms[state];
1519 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1520 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1522 const struct wined3d_matrix *mat;
1523 struct wined3d_matrix temp;
1525 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1527 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1528 * below means it will be recorded in a state block change, but it
1529 * works regardless where it is recorded.
1530 * If this is found to be wrong, change to StateBlock. */
1531 if (state > HIGHEST_TRANSFORMSTATE)
1533 WARN("Unhandled transform state %#x.\n", state);
1534 return;
1537 mat = &device->update_state->transforms[state];
1538 multiply_matrix(&temp, mat, matrix);
1540 /* Apply change via set transform - will reapply to eg. lights this way. */
1541 wined3d_device_set_transform(device, state, &temp);
1544 /* Note lights are real special cases. Although the device caps state only
1545 * e.g. 8 are supported, you can reference any indexes you want as long as
1546 * that number max are enabled at any one point in time. Therefore since the
1547 * indices can be anything, we need a hashmap of them. However, this causes
1548 * stateblock problems. When capturing the state block, I duplicate the
1549 * hashmap, but when recording, just build a chain pretty much of commands to
1550 * be replayed. */
1551 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1552 UINT light_idx, const struct wined3d_light *light)
1554 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1555 struct wined3d_light_info *object = NULL;
1556 float rho;
1558 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1560 /* Check the parameter range. Need for speed most wanted sets junk lights
1561 * which confuse the GL driver. */
1562 if (!light)
1563 return WINED3DERR_INVALIDCALL;
1565 switch (light->type)
1567 case WINED3D_LIGHT_POINT:
1568 case WINED3D_LIGHT_SPOT:
1569 case WINED3D_LIGHT_GLSPOT:
1570 /* Incorrect attenuation values can cause the gl driver to crash.
1571 * Happens with Need for speed most wanted. */
1572 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1574 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1575 return WINED3DERR_INVALIDCALL;
1577 break;
1579 case WINED3D_LIGHT_DIRECTIONAL:
1580 case WINED3D_LIGHT_PARALLELPOINT:
1581 /* Ignores attenuation */
1582 break;
1584 default:
1585 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1586 return WINED3DERR_INVALIDCALL;
1589 if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1591 TRACE("Adding new light\n");
1592 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1593 if (!object)
1594 return E_OUTOFMEMORY;
1596 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1597 object->glIndex = -1;
1598 object->OriginalIndex = light_idx;
1601 /* Initialize the object. */
1602 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1603 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1604 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1605 light_idx, light->type, debug_color(&light->diffuse),
1606 debug_color(&light->specular), debug_color(&light->ambient),
1607 light->position.x, light->position.y, light->position.z,
1608 light->direction.x, light->direction.y, light->direction.z,
1609 light->range, light->falloff, light->theta, light->phi);
1611 /* Save away the information. */
1612 object->OriginalParms = *light;
1614 switch (light->type)
1616 case WINED3D_LIGHT_POINT:
1617 /* Position */
1618 object->position.x = light->position.x;
1619 object->position.y = light->position.y;
1620 object->position.z = light->position.z;
1621 object->position.w = 1.0f;
1622 object->cutoff = 180.0f;
1623 /* FIXME: Range */
1624 break;
1626 case WINED3D_LIGHT_DIRECTIONAL:
1627 /* Direction */
1628 object->direction.x = -light->direction.x;
1629 object->direction.y = -light->direction.y;
1630 object->direction.z = -light->direction.z;
1631 object->direction.w = 0.0f;
1632 object->exponent = 0.0f;
1633 object->cutoff = 180.0f;
1634 break;
1636 case WINED3D_LIGHT_SPOT:
1637 /* Position */
1638 object->position.x = light->position.x;
1639 object->position.y = light->position.y;
1640 object->position.z = light->position.z;
1641 object->position.w = 1.0f;
1643 /* Direction */
1644 object->direction.x = light->direction.x;
1645 object->direction.y = light->direction.y;
1646 object->direction.z = light->direction.z;
1647 object->direction.w = 0.0f;
1649 /* opengl-ish and d3d-ish spot lights use too different models
1650 * for the light "intensity" as a function of the angle towards
1651 * the main light direction, so we only can approximate very
1652 * roughly. However, spot lights are rather rarely used in games
1653 * (if ever used at all). Furthermore if still used, probably
1654 * nobody pays attention to such details. */
1655 if (!light->falloff)
1657 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1658 * equations have the falloff resp. exponent parameter as an
1659 * exponent, so the spot light lighting will always be 1.0 for
1660 * both of them, and we don't have to care for the rest of the
1661 * rather complex calculation. */
1662 object->exponent = 0.0f;
1664 else
1666 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1667 if (rho < 0.0001f)
1668 rho = 0.0001f;
1669 object->exponent = -0.3f / logf(cosf(rho / 2));
1672 if (object->exponent > 128.0f)
1673 object->exponent = 128.0f;
1675 object->cutoff = (float)(light->phi * 90 / M_PI);
1676 /* FIXME: Range */
1677 break;
1679 case WINED3D_LIGHT_PARALLELPOINT:
1680 object->position.x = light->position.x;
1681 object->position.y = light->position.y;
1682 object->position.z = light->position.z;
1683 object->position.w = 1.0f;
1684 break;
1686 default:
1687 FIXME("Unrecognized light type %#x.\n", light->type);
1690 if (!device->recording)
1691 wined3d_cs_emit_set_light(device->cs, object);
1693 return WINED3D_OK;
1696 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1697 UINT light_idx, struct wined3d_light *light)
1699 struct wined3d_light_info *light_info;
1701 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1703 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1705 TRACE("Light information requested but light not defined\n");
1706 return WINED3DERR_INVALIDCALL;
1709 *light = light_info->OriginalParms;
1710 return WINED3D_OK;
1713 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1715 struct wined3d_light_info *light_info;
1717 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1719 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1720 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1722 TRACE("Light enabled requested but light not defined, so defining one!\n");
1723 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1725 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1727 FIXME("Adding default lights has failed dismally\n");
1728 return WINED3DERR_INVALIDCALL;
1732 wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1733 if (!device->recording)
1734 wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1736 return WINED3D_OK;
1739 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1741 struct wined3d_light_info *light_info;
1743 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1745 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1747 TRACE("Light enabled state requested but light not defined.\n");
1748 return WINED3DERR_INVALIDCALL;
1750 /* true is 128 according to SetLightEnable */
1751 *enable = light_info->enabled ? 128 : 0;
1752 return WINED3D_OK;
1755 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1756 UINT plane_idx, const struct wined3d_vec4 *plane)
1758 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1760 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1762 TRACE("Application has requested clipplane this device doesn't support.\n");
1763 return WINED3DERR_INVALIDCALL;
1766 if (device->recording)
1767 device->recording->changed.clipplane |= 1u << plane_idx;
1769 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1771 TRACE("Application is setting old values over, nothing to do.\n");
1772 return WINED3D_OK;
1775 device->update_state->clip_planes[plane_idx] = *plane;
1777 if (!device->recording)
1778 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1780 return WINED3D_OK;
1783 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1784 UINT plane_idx, struct wined3d_vec4 *plane)
1786 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1788 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1790 TRACE("Application has requested clipplane this device doesn't support.\n");
1791 return WINED3DERR_INVALIDCALL;
1794 *plane = device->state.clip_planes[plane_idx];
1796 return WINED3D_OK;
1799 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1800 const struct wined3d_clip_status *clip_status)
1802 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1804 if (!clip_status)
1805 return WINED3DERR_INVALIDCALL;
1807 return WINED3D_OK;
1810 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1811 struct wined3d_clip_status *clip_status)
1813 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1815 if (!clip_status)
1816 return WINED3DERR_INVALIDCALL;
1818 return WINED3D_OK;
1821 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1823 TRACE("device %p, material %p.\n", device, material);
1825 device->update_state->material = *material;
1827 if (device->recording)
1828 device->recording->changed.material = TRUE;
1829 else
1830 wined3d_cs_emit_set_material(device->cs, material);
1833 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1835 TRACE("device %p, material %p.\n", device, material);
1837 *material = device->state.material;
1839 TRACE("diffuse %s\n", debug_color(&material->diffuse));
1840 TRACE("ambient %s\n", debug_color(&material->ambient));
1841 TRACE("specular %s\n", debug_color(&material->specular));
1842 TRACE("emissive %s\n", debug_color(&material->emissive));
1843 TRACE("power %.8e.\n", material->power);
1846 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1847 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1849 enum wined3d_format_id prev_format;
1850 struct wined3d_buffer *prev_buffer;
1851 unsigned int prev_offset;
1853 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1854 device, buffer, debug_d3dformat(format_id), offset);
1856 prev_buffer = device->update_state->index_buffer;
1857 prev_format = device->update_state->index_format;
1858 prev_offset = device->update_state->index_offset;
1860 device->update_state->index_buffer = buffer;
1861 device->update_state->index_format = format_id;
1862 device->update_state->index_offset = offset;
1864 if (device->recording)
1865 device->recording->changed.indices = TRUE;
1867 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1868 return;
1870 if (buffer)
1871 wined3d_buffer_incref(buffer);
1872 if (!device->recording)
1873 wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
1874 if (prev_buffer)
1875 wined3d_buffer_decref(prev_buffer);
1878 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1879 enum wined3d_format_id *format, unsigned int *offset)
1881 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1883 *format = device->state.index_format;
1884 if (offset)
1885 *offset = device->state.index_offset;
1886 return device->state.index_buffer;
1889 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1891 TRACE("device %p, base_index %d.\n", device, base_index);
1893 device->update_state->base_vertex_index = base_index;
1896 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1898 TRACE("device %p.\n", device);
1900 return device->state.base_vertex_index;
1903 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
1905 TRACE("device %p, viewport %p.\n", device, viewport);
1906 TRACE("x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",
1907 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1909 device->update_state->viewport = *viewport;
1911 /* Handle recording of state blocks */
1912 if (device->recording)
1914 TRACE("Recording... not performing anything\n");
1915 device->recording->changed.viewport = TRUE;
1916 return;
1919 wined3d_cs_emit_set_viewport(device->cs, viewport);
1922 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
1924 TRACE("device %p, viewport %p.\n", device, viewport);
1926 *viewport = device->state.viewport;
1929 static void resolve_depth_buffer(struct wined3d_state *state)
1931 struct wined3d_texture *dst_texture = state->textures[0];
1932 struct wined3d_rendertarget_view *src_view;
1933 RECT src_rect, dst_rect;
1935 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1936 || !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
1937 return;
1939 if (!(src_view = state->fb->depth_stencil))
1940 return;
1941 if (src_view->resource->type == WINED3D_RTYPE_BUFFER)
1943 FIXME("Not supported on buffer resources.\n");
1944 return;
1947 SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height);
1948 SetRect(&src_rect, 0, 0, src_view->width, src_view->height);
1949 wined3d_texture_blt(dst_texture, 0, &dst_rect, texture_from_resource(src_view->resource),
1950 src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
1953 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
1954 struct wined3d_rasterizer_state *rasterizer_state)
1956 struct wined3d_rasterizer_state *prev;
1958 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
1960 prev = device->update_state->rasterizer_state;
1961 if (prev == rasterizer_state)
1962 return;
1964 if (rasterizer_state)
1965 wined3d_rasterizer_state_incref(rasterizer_state);
1966 device->update_state->rasterizer_state = rasterizer_state;
1967 wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
1968 if (prev)
1969 wined3d_rasterizer_state_decref(prev);
1972 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
1974 TRACE("device %p.\n", device);
1976 return device->state.rasterizer_state;
1979 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
1980 enum wined3d_render_state state, DWORD value)
1982 DWORD old_value;
1984 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
1986 if (state > WINEHIGHEST_RENDER_STATE)
1988 WARN("Unhandled render state %#x.\n", state);
1989 return;
1992 old_value = device->state.render_states[state];
1993 device->update_state->render_states[state] = value;
1995 /* Handle recording of state blocks. */
1996 if (device->recording)
1998 TRACE("Recording... not performing anything.\n");
1999 device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
2000 return;
2003 /* Compared here and not before the assignment to allow proper stateblock recording. */
2004 if (value == old_value)
2005 TRACE("Application is setting the old value over, nothing to do.\n");
2006 else
2007 wined3d_cs_emit_set_render_state(device->cs, state, value);
2009 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2011 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2012 resolve_depth_buffer(&device->state);
2016 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2018 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2020 return device->state.render_states[state];
2023 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2024 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2026 DWORD old_value;
2028 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2029 device, sampler_idx, debug_d3dsamplerstate(state), value);
2031 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2032 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2034 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2036 WARN("Invalid sampler %u.\n", sampler_idx);
2037 return; /* Windows accepts overflowing this array ... we do not. */
2040 old_value = device->state.sampler_states[sampler_idx][state];
2041 device->update_state->sampler_states[sampler_idx][state] = value;
2043 /* Handle recording of state blocks. */
2044 if (device->recording)
2046 TRACE("Recording... not performing anything.\n");
2047 device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2048 return;
2051 if (old_value == value)
2053 TRACE("Application is setting the old value over, nothing to do.\n");
2054 return;
2057 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
2060 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2061 UINT sampler_idx, enum wined3d_sampler_state state)
2063 TRACE("device %p, sampler_idx %u, state %s.\n",
2064 device, sampler_idx, debug_d3dsamplerstate(state));
2066 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2067 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2069 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2071 WARN("Invalid sampler %u.\n", sampler_idx);
2072 return 0; /* Windows accepts overflowing this array ... we do not. */
2075 return device->state.sampler_states[sampler_idx][state];
2078 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2080 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2082 if (device->recording)
2083 device->recording->changed.scissorRect = TRUE;
2085 if (EqualRect(&device->update_state->scissor_rect, rect))
2087 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2088 return;
2090 CopyRect(&device->update_state->scissor_rect, rect);
2092 if (device->recording)
2094 TRACE("Recording... not performing anything.\n");
2095 return;
2098 wined3d_cs_emit_set_scissor_rect(device->cs, rect);
2101 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2103 TRACE("device %p, rect %p.\n", device, rect);
2105 *rect = device->state.scissor_rect;
2106 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2109 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2110 struct wined3d_vertex_declaration *declaration)
2112 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2114 TRACE("device %p, declaration %p.\n", device, declaration);
2116 if (device->recording)
2117 device->recording->changed.vertexDecl = TRUE;
2119 if (declaration == prev)
2120 return;
2122 if (declaration)
2123 wined3d_vertex_declaration_incref(declaration);
2124 device->update_state->vertex_declaration = declaration;
2125 if (!device->recording)
2126 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2127 if (prev)
2128 wined3d_vertex_declaration_decref(prev);
2131 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2133 TRACE("device %p.\n", device);
2135 return device->state.vertex_declaration;
2138 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2140 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2142 TRACE("device %p, shader %p.\n", device, shader);
2144 if (device->recording)
2145 device->recording->changed.vertexShader = TRUE;
2147 if (shader == prev)
2148 return;
2150 if (shader)
2151 wined3d_shader_incref(shader);
2152 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2153 if (!device->recording)
2154 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2155 if (prev)
2156 wined3d_shader_decref(prev);
2159 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2161 TRACE("device %p.\n", device);
2163 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2166 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2167 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2169 struct wined3d_buffer *prev;
2171 if (idx >= MAX_CONSTANT_BUFFERS)
2173 WARN("Invalid constant buffer index %u.\n", idx);
2174 return;
2177 prev = device->update_state->cb[type][idx];
2178 if (buffer == prev)
2179 return;
2181 if (buffer)
2182 wined3d_buffer_incref(buffer);
2183 device->update_state->cb[type][idx] = buffer;
2184 if (!device->recording)
2185 wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2186 if (prev)
2187 wined3d_buffer_decref(prev);
2190 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2192 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2194 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2197 static struct wined3d_buffer *wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2198 enum wined3d_shader_type shader_type, unsigned int idx)
2200 if (idx >= MAX_CONSTANT_BUFFERS)
2202 WARN("Invalid constant buffer index %u.\n", idx);
2203 return NULL;
2206 return device->state.cb[shader_type][idx];
2209 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2211 TRACE("device %p, idx %u.\n", device, idx);
2213 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2216 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2217 enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2219 struct wined3d_shader_resource_view *prev;
2221 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2223 WARN("Invalid view index %u.\n", idx);
2224 return;
2227 prev = device->update_state->shader_resource_view[type][idx];
2228 if (view == prev)
2229 return;
2231 if (view)
2232 wined3d_shader_resource_view_incref(view);
2233 device->update_state->shader_resource_view[type][idx] = view;
2234 if (!device->recording)
2235 wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2236 if (prev)
2237 wined3d_shader_resource_view_decref(prev);
2240 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2241 UINT idx, struct wined3d_shader_resource_view *view)
2243 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2245 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2248 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2249 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2251 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2253 WARN("Invalid view index %u.\n", idx);
2254 return NULL;
2257 return device->state.shader_resource_view[shader_type][idx];
2260 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2261 UINT idx)
2263 TRACE("device %p, idx %u.\n", device, idx);
2265 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2268 static void wined3d_device_set_sampler(struct wined3d_device *device,
2269 enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2271 struct wined3d_sampler *prev;
2273 if (idx >= MAX_SAMPLER_OBJECTS)
2275 WARN("Invalid sampler index %u.\n", idx);
2276 return;
2279 prev = device->update_state->sampler[type][idx];
2280 if (sampler == prev)
2281 return;
2283 if (sampler)
2284 wined3d_sampler_incref(sampler);
2285 device->update_state->sampler[type][idx] = sampler;
2286 if (!device->recording)
2287 wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2288 if (prev)
2289 wined3d_sampler_decref(prev);
2292 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2294 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2296 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2299 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2300 enum wined3d_shader_type shader_type, unsigned int idx)
2302 if (idx >= MAX_SAMPLER_OBJECTS)
2304 WARN("Invalid sampler index %u.\n", idx);
2305 return NULL;
2308 return device->state.sampler[shader_type][idx];
2311 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2313 TRACE("device %p, idx %u.\n", device, idx);
2315 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2318 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2319 unsigned int start_idx, unsigned int count, const BOOL *constants)
2321 unsigned int i;
2323 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2324 device, start_idx, count, constants);
2326 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2327 return WINED3DERR_INVALIDCALL;
2329 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2330 count = WINED3D_MAX_CONSTS_B - start_idx;
2331 memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2332 if (TRACE_ON(d3d))
2334 for (i = 0; i < count; ++i)
2335 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2338 if (device->recording)
2340 for (i = start_idx; i < count + start_idx; ++i)
2341 device->recording->changed.vertexShaderConstantsB |= (1u << i);
2343 else
2345 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2348 return WINED3D_OK;
2351 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2352 unsigned int start_idx, unsigned int count, BOOL *constants)
2354 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2355 device, start_idx, count, constants);
2357 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2358 return WINED3DERR_INVALIDCALL;
2360 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2361 count = WINED3D_MAX_CONSTS_B - start_idx;
2362 memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2364 return WINED3D_OK;
2367 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2368 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2370 unsigned int i;
2372 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2373 device, start_idx, count, constants);
2375 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2376 return WINED3DERR_INVALIDCALL;
2378 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2379 count = WINED3D_MAX_CONSTS_I - start_idx;
2380 memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2381 if (TRACE_ON(d3d))
2383 for (i = 0; i < count; ++i)
2384 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2387 if (device->recording)
2389 for (i = start_idx; i < count + start_idx; ++i)
2390 device->recording->changed.vertexShaderConstantsI |= (1u << i);
2392 else
2394 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2397 return WINED3D_OK;
2400 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2401 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2403 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2404 device, start_idx, count, constants);
2406 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2407 return WINED3DERR_INVALIDCALL;
2409 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2410 count = WINED3D_MAX_CONSTS_I - start_idx;
2411 memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2412 return WINED3D_OK;
2415 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2416 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2418 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2419 unsigned int i;
2421 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2422 device, start_idx, count, constants);
2424 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2425 || count > d3d_info->limits.vs_uniform_count - start_idx)
2426 return WINED3DERR_INVALIDCALL;
2428 memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2429 if (TRACE_ON(d3d))
2431 for (i = 0; i < count; ++i)
2432 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2435 if (device->recording)
2436 memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2437 count * sizeof(*device->recording->changed.vs_consts_f));
2438 else
2439 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2441 return WINED3D_OK;
2444 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2445 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2447 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2449 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2450 device, start_idx, count, constants);
2452 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2453 || count > d3d_info->limits.vs_uniform_count - start_idx)
2454 return WINED3DERR_INVALIDCALL;
2456 memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2458 return WINED3D_OK;
2461 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2463 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2465 TRACE("device %p, shader %p.\n", device, shader);
2467 if (device->recording)
2468 device->recording->changed.pixelShader = TRUE;
2470 if (shader == prev)
2471 return;
2473 if (shader)
2474 wined3d_shader_incref(shader);
2475 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2476 if (!device->recording)
2477 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2478 if (prev)
2479 wined3d_shader_decref(prev);
2482 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2484 TRACE("device %p.\n", device);
2486 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2489 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2491 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2493 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2496 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2498 TRACE("device %p, idx %u.\n", device, idx);
2500 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2503 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2504 UINT idx, struct wined3d_shader_resource_view *view)
2506 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2508 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2511 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2512 UINT idx)
2514 TRACE("device %p, idx %u.\n", device, idx);
2516 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2519 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2521 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2523 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2526 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2528 TRACE("device %p, idx %u.\n", device, idx);
2530 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2533 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2534 unsigned int start_idx, unsigned int count, const BOOL *constants)
2536 unsigned int i;
2538 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2539 device, start_idx, count, constants);
2541 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2542 return WINED3DERR_INVALIDCALL;
2544 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2545 count = WINED3D_MAX_CONSTS_B - start_idx;
2546 memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2547 if (TRACE_ON(d3d))
2549 for (i = 0; i < count; ++i)
2550 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2553 if (device->recording)
2555 for (i = start_idx; i < count + start_idx; ++i)
2556 device->recording->changed.pixelShaderConstantsB |= (1u << i);
2558 else
2560 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2563 return WINED3D_OK;
2566 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2567 unsigned int start_idx, unsigned int count, BOOL *constants)
2569 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2570 device, start_idx, count, constants);
2572 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2573 return WINED3DERR_INVALIDCALL;
2575 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2576 count = WINED3D_MAX_CONSTS_B - start_idx;
2577 memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2579 return WINED3D_OK;
2582 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2583 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2585 unsigned int i;
2587 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2588 device, start_idx, count, constants);
2590 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2591 return WINED3DERR_INVALIDCALL;
2593 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2594 count = WINED3D_MAX_CONSTS_I - start_idx;
2595 memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2596 if (TRACE_ON(d3d))
2598 for (i = 0; i < count; ++i)
2599 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2602 if (device->recording)
2604 for (i = start_idx; i < count + start_idx; ++i)
2605 device->recording->changed.pixelShaderConstantsI |= (1u << i);
2607 else
2609 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2612 return WINED3D_OK;
2615 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2616 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2618 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2619 device, start_idx, count, constants);
2621 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2622 return WINED3DERR_INVALIDCALL;
2624 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2625 count = WINED3D_MAX_CONSTS_I - start_idx;
2626 memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2628 return WINED3D_OK;
2631 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2632 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2634 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2635 unsigned int i;
2637 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2638 device, start_idx, count, constants);
2640 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2641 || count > d3d_info->limits.ps_uniform_count - start_idx)
2642 return WINED3DERR_INVALIDCALL;
2644 memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2645 if (TRACE_ON(d3d))
2647 for (i = 0; i < count; ++i)
2648 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2651 if (device->recording)
2652 memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2653 count * sizeof(*device->recording->changed.ps_consts_f));
2654 else
2655 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2657 return WINED3D_OK;
2660 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2661 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2663 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2665 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2666 device, start_idx, count, constants);
2668 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2669 || count > d3d_info->limits.ps_uniform_count - start_idx)
2670 return WINED3DERR_INVALIDCALL;
2672 memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2674 return WINED3D_OK;
2677 void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2679 struct wined3d_shader *prev;
2681 TRACE("device %p, shader %p.\n", device, shader);
2683 prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
2684 if (shader == prev)
2685 return;
2686 if (shader)
2687 wined3d_shader_incref(shader);
2688 device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
2689 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
2690 if (prev)
2691 wined3d_shader_decref(prev);
2694 struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
2696 TRACE("device %p.\n", device);
2698 return device->state.shader[WINED3D_SHADER_TYPE_HULL];
2701 void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2703 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2705 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
2708 struct wined3d_buffer * CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
2710 TRACE("device %p, idx %u.\n", device, idx);
2712 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx);
2715 void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
2716 unsigned int idx, struct wined3d_shader_resource_view *view)
2718 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2720 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
2723 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
2724 unsigned int idx)
2726 TRACE("device %p, idx %u.\n", device, idx);
2728 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
2731 void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
2732 unsigned int idx, struct wined3d_sampler *sampler)
2734 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2736 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
2739 struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
2741 TRACE("device %p, idx %u.\n", device, idx);
2743 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
2746 void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2748 struct wined3d_shader *prev;
2750 TRACE("device %p, shader %p.\n", device, shader);
2752 prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2753 if (shader == prev)
2754 return;
2755 if (shader)
2756 wined3d_shader_incref(shader);
2757 device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
2758 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
2759 if (prev)
2760 wined3d_shader_decref(prev);
2763 struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
2765 TRACE("device %p.\n", device);
2767 return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
2770 void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2772 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2774 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx, buffer);
2777 struct wined3d_buffer * CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
2779 TRACE("device %p, idx %u.\n", device, idx);
2781 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2784 void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
2785 unsigned int idx, struct wined3d_shader_resource_view *view)
2787 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2789 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
2792 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
2793 unsigned int idx)
2795 TRACE("device %p, idx %u.\n", device, idx);
2797 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2800 void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
2801 unsigned int idx, struct wined3d_sampler *sampler)
2803 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2805 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
2808 struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
2810 TRACE("device %p, idx %u.\n", device, idx);
2812 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2815 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2817 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2819 TRACE("device %p, shader %p.\n", device, shader);
2821 if (device->recording || shader == prev)
2822 return;
2823 if (shader)
2824 wined3d_shader_incref(shader);
2825 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2826 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2827 if (prev)
2828 wined3d_shader_decref(prev);
2831 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2833 TRACE("device %p.\n", device);
2835 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2838 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2840 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2842 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2845 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2847 TRACE("device %p, idx %u.\n", device, idx);
2849 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2852 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2853 UINT idx, struct wined3d_shader_resource_view *view)
2855 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2857 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2860 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2861 UINT idx)
2863 TRACE("device %p, idx %u.\n", device, idx);
2865 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2868 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2870 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2872 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2875 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2877 TRACE("device %p, idx %u.\n", device, idx);
2879 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2882 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2884 struct wined3d_shader *prev;
2886 TRACE("device %p, shader %p.\n", device, shader);
2888 prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2889 if (device->recording || shader == prev)
2890 return;
2891 if (shader)
2892 wined3d_shader_incref(shader);
2893 device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2894 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
2895 if (prev)
2896 wined3d_shader_decref(prev);
2899 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2901 TRACE("device %p.\n", device);
2903 return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2906 void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2908 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2910 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
2913 struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
2915 TRACE("device %p, idx %u.\n", device, idx);
2917 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2920 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2921 unsigned int idx, struct wined3d_shader_resource_view *view)
2923 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2925 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2928 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2929 unsigned int idx)
2931 TRACE("device %p, idx %u.\n", device, idx);
2933 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2936 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2937 unsigned int idx, struct wined3d_sampler *sampler)
2939 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2941 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
2944 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
2946 TRACE("device %p, idx %u.\n", device, idx);
2948 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2951 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
2952 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
2953 unsigned int initial_count)
2955 struct wined3d_unordered_access_view *prev;
2957 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2959 WARN("Invalid UAV index %u.\n", idx);
2960 return;
2963 prev = device->update_state->unordered_access_view[pipeline][idx];
2964 if (uav == prev && initial_count == ~0u)
2965 return;
2967 if (uav)
2968 wined3d_unordered_access_view_incref(uav);
2969 device->update_state->unordered_access_view[pipeline][idx] = uav;
2970 if (!device->recording)
2971 wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
2972 if (prev)
2973 wined3d_unordered_access_view_decref(prev);
2976 static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
2977 const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
2979 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2981 WARN("Invalid UAV index %u.\n", idx);
2982 return NULL;
2985 return device->state.unordered_access_view[pipeline][idx];
2988 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
2989 struct wined3d_unordered_access_view *uav, unsigned int initial_count)
2991 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
2993 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
2996 struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
2997 unsigned int idx)
2999 TRACE("device %p, idx %u.\n", device, idx);
3001 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
3004 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
3005 unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3007 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3009 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
3012 struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
3013 const struct wined3d_device *device, unsigned int idx)
3015 TRACE("device %p, idx %u.\n", device, idx);
3017 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
3020 /* Context activation is done by the caller. */
3021 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3022 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3023 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3024 DWORD DestFVF)
3026 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3027 struct wined3d_map_desc map_desc;
3028 struct wined3d_box box = {0};
3029 struct wined3d_viewport vp;
3030 UINT vertex_size;
3031 unsigned int i;
3032 BYTE *dest_ptr;
3033 BOOL doClip;
3034 DWORD numTextures;
3035 HRESULT hr;
3037 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3039 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3042 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3044 ERR("Source has no position mask\n");
3045 return WINED3DERR_INVALIDCALL;
3048 if (device->state.render_states[WINED3D_RS_CLIPPING])
3050 static BOOL warned = FALSE;
3052 * The clipping code is not quite correct. Some things need
3053 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3054 * so disable clipping for now.
3055 * (The graphics in Half-Life are broken, and my processvertices
3056 * test crashes with IDirect3DDevice3)
3057 doClip = TRUE;
3059 doClip = FALSE;
3060 if(!warned) {
3061 warned = TRUE;
3062 FIXME("Clipping is broken and disabled for now\n");
3065 else
3066 doClip = FALSE;
3068 vertex_size = get_flexible_vertex_size(DestFVF);
3069 box.left = dwDestIndex * vertex_size;
3070 box.right = box.left + dwCount * vertex_size;
3071 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, 0)))
3073 WARN("Failed to map buffer, hr %#x.\n", hr);
3074 return hr;
3076 dest_ptr = map_desc.data;
3078 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3079 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3080 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3082 TRACE("View mat:\n");
3083 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3084 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3085 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3086 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3088 TRACE("Proj mat:\n");
3089 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3090 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3091 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3092 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3094 TRACE("World mat:\n");
3095 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3096 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3097 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3098 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3100 /* Get the viewport */
3101 wined3d_device_get_viewport(device, &vp);
3102 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3103 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3105 multiply_matrix(&mat,&view_mat,&world_mat);
3106 multiply_matrix(&mat,&proj_mat,&mat);
3108 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3110 for (i = 0; i < dwCount; i+= 1) {
3111 unsigned int tex_index;
3113 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3114 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3115 /* The position first */
3116 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3117 const float *p = (const float *)(element->data.addr + i * element->stride);
3118 float x, y, z, rhw;
3119 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3121 /* Multiplication with world, view and projection matrix. */
3122 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3123 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3124 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3125 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3127 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3129 /* WARNING: The following things are taken from d3d7 and were not yet checked
3130 * against d3d8 or d3d9!
3133 /* Clipping conditions: From msdn
3135 * A vertex is clipped if it does not match the following requirements
3136 * -rhw < x <= rhw
3137 * -rhw < y <= rhw
3138 * 0 < z <= rhw
3139 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3141 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3142 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3146 if( !doClip ||
3147 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3148 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3149 ( rhw > eps ) ) ) {
3151 /* "Normal" viewport transformation (not clipped)
3152 * 1) The values are divided by rhw
3153 * 2) The y axis is negative, so multiply it with -1
3154 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3155 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3156 * 4) Multiply x with Width/2 and add Width/2
3157 * 5) The same for the height
3158 * 6) Add the viewpoint X and Y to the 2D coordinates and
3159 * The minimum Z value to z
3160 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3162 * Well, basically it's simply a linear transformation into viewport
3163 * coordinates
3166 x /= rhw;
3167 y /= rhw;
3168 z /= rhw;
3170 y *= -1;
3172 x *= vp.width / 2;
3173 y *= vp.height / 2;
3174 z *= vp.max_z - vp.min_z;
3176 x += vp.width / 2 + vp.x;
3177 y += vp.height / 2 + vp.y;
3178 z += vp.min_z;
3180 rhw = 1 / rhw;
3181 } else {
3182 /* That vertex got clipped
3183 * Contrary to OpenGL it is not dropped completely, it just
3184 * undergoes a different calculation.
3186 TRACE("Vertex got clipped\n");
3187 x += rhw;
3188 y += rhw;
3190 x /= 2;
3191 y /= 2;
3193 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3194 * outside of the main vertex buffer memory. That needs some more
3195 * investigation...
3199 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3202 ( (float *) dest_ptr)[0] = x;
3203 ( (float *) dest_ptr)[1] = y;
3204 ( (float *) dest_ptr)[2] = z;
3205 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3207 dest_ptr += 3 * sizeof(float);
3209 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3210 dest_ptr += sizeof(float);
3213 if (DestFVF & WINED3DFVF_PSIZE)
3214 dest_ptr += sizeof(DWORD);
3216 if (DestFVF & WINED3DFVF_NORMAL)
3218 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3219 const float *normal = (const float *)(element->data.addr + i * element->stride);
3220 /* AFAIK this should go into the lighting information */
3221 FIXME("Didn't expect the destination to have a normal\n");
3222 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3225 if (DestFVF & WINED3DFVF_DIFFUSE)
3227 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3228 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3229 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3231 static BOOL warned = FALSE;
3233 if(!warned) {
3234 ERR("No diffuse color in source, but destination has one\n");
3235 warned = TRUE;
3238 *( (DWORD *) dest_ptr) = 0xffffffff;
3239 dest_ptr += sizeof(DWORD);
3241 else
3243 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3247 if (DestFVF & WINED3DFVF_SPECULAR)
3249 /* What's the color value in the feedback buffer? */
3250 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3251 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3252 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3254 static BOOL warned = FALSE;
3256 if(!warned) {
3257 ERR("No specular color in source, but destination has one\n");
3258 warned = TRUE;
3261 *(DWORD *)dest_ptr = 0xff000000;
3262 dest_ptr += sizeof(DWORD);
3264 else
3266 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3270 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3272 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3273 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3274 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3276 ERR("No source texture, but destination requests one\n");
3277 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3279 else
3281 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3286 wined3d_resource_unmap(&dest->resource, 0);
3288 return WINED3D_OK;
3290 #undef copy_and_next
3292 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3293 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3294 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3296 struct wined3d_state *state = &device->state;
3297 struct wined3d_stream_info stream_info;
3298 struct wined3d_resource *resource;
3299 struct wined3d_box box = {0};
3300 struct wined3d_shader *vs;
3301 unsigned int i;
3302 HRESULT hr;
3303 WORD map;
3305 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3306 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3307 device, src_start_idx, dst_idx, vertex_count,
3308 dst_buffer, declaration, flags, dst_fvf);
3310 if (declaration)
3311 FIXME("Output vertex declaration not implemented yet.\n");
3313 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3314 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3315 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3316 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3318 /* We can't convert FROM a VBO, and vertex buffers used to source into
3319 * process_vertices() are unlikely to ever be used for drawing. Release
3320 * VBOs in those buffers and fix up the stream_info structure.
3322 * Also apply the start index. */
3323 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3325 struct wined3d_stream_info_element *e;
3326 struct wined3d_map_desc map_desc;
3328 if (!(map & 1))
3329 continue;
3331 e = &stream_info.elements[i];
3332 resource = &state->streams[e->stream_idx].buffer->resource;
3333 box.left = src_start_idx * e->stride;
3334 box.right = box.left + vertex_count * e->stride;
3335 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READONLY)))
3336 ERR("Failed to map resource.\n");
3337 e->data.buffer_object = 0;
3338 e->data.addr += (ULONG_PTR)map_desc.data;
3341 hr = process_vertices_strided(device, dst_idx, vertex_count,
3342 &stream_info, dst_buffer, flags, dst_fvf);
3344 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3346 if (!(map & 1))
3347 continue;
3349 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3350 if (FAILED(wined3d_resource_unmap(resource, 0)))
3351 ERR("Failed to unmap resource.\n");
3354 return hr;
3357 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3358 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3360 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3361 DWORD old_value;
3363 TRACE("device %p, stage %u, state %s, value %#x.\n",
3364 device, stage, debug_d3dtexturestate(state), value);
3366 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3368 WARN("Invalid state %#x passed.\n", state);
3369 return;
3372 if (stage >= d3d_info->limits.ffp_blend_stages)
3374 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3375 stage, d3d_info->limits.ffp_blend_stages - 1);
3376 return;
3379 old_value = device->update_state->texture_states[stage][state];
3380 device->update_state->texture_states[stage][state] = value;
3382 if (device->recording)
3384 TRACE("Recording... not performing anything.\n");
3385 device->recording->changed.textureState[stage] |= 1u << state;
3386 return;
3389 /* Checked after the assignments to allow proper stateblock recording. */
3390 if (old_value == value)
3392 TRACE("Application is setting the old value over, nothing to do.\n");
3393 return;
3396 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3399 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3400 UINT stage, enum wined3d_texture_stage_state state)
3402 TRACE("device %p, stage %u, state %s.\n",
3403 device, stage, debug_d3dtexturestate(state));
3405 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3407 WARN("Invalid state %#x passed.\n", state);
3408 return 0;
3411 return device->state.texture_states[stage][state];
3414 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3415 UINT stage, struct wined3d_texture *texture)
3417 struct wined3d_texture *prev;
3419 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3421 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3422 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3424 /* Windows accepts overflowing this array... we do not. */
3425 if (stage >= ARRAY_SIZE(device->state.textures))
3427 WARN("Ignoring invalid stage %u.\n", stage);
3428 return WINED3D_OK;
3431 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3433 WARN("Rejecting attempt to set scratch texture.\n");
3434 return WINED3DERR_INVALIDCALL;
3437 if (device->recording)
3438 device->recording->changed.textures |= 1u << stage;
3440 prev = device->update_state->textures[stage];
3441 TRACE("Previous texture %p.\n", prev);
3443 if (texture == prev)
3445 TRACE("App is setting the same texture again, nothing to do.\n");
3446 return WINED3D_OK;
3449 TRACE("Setting new texture to %p.\n", texture);
3450 device->update_state->textures[stage] = texture;
3452 if (texture)
3453 wined3d_texture_incref(texture);
3454 if (!device->recording)
3455 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3456 if (prev)
3457 wined3d_texture_decref(prev);
3459 return WINED3D_OK;
3462 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3464 TRACE("device %p, stage %u.\n", device, stage);
3466 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3467 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3469 if (stage >= ARRAY_SIZE(device->state.textures))
3471 WARN("Ignoring invalid stage %u.\n", stage);
3472 return NULL; /* Windows accepts overflowing this array ... we do not. */
3475 return device->state.textures[stage];
3478 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3480 TRACE("device %p, caps %p.\n", device, caps);
3482 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3483 device->create_parms.device_type, caps);
3486 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3487 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3489 struct wined3d_swapchain *swapchain;
3491 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3492 device, swapchain_idx, mode, rotation);
3494 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3495 return WINED3DERR_INVALIDCALL;
3497 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3500 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3502 struct wined3d_stateblock *stateblock;
3503 HRESULT hr;
3505 TRACE("device %p.\n", device);
3507 if (device->recording)
3508 return WINED3DERR_INVALIDCALL;
3510 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3511 if (FAILED(hr))
3512 return hr;
3514 device->recording = stateblock;
3515 device->update_state = &stateblock->state;
3517 TRACE("Recording stateblock %p.\n", stateblock);
3519 return WINED3D_OK;
3522 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3523 struct wined3d_stateblock **stateblock)
3525 struct wined3d_stateblock *object = device->recording;
3527 TRACE("device %p, stateblock %p.\n", device, stateblock);
3529 if (!device->recording)
3531 WARN("Not recording.\n");
3532 *stateblock = NULL;
3533 return WINED3DERR_INVALIDCALL;
3536 stateblock_init_contained_states(object);
3538 *stateblock = object;
3539 device->recording = NULL;
3540 device->update_state = &device->state;
3542 TRACE("Returning stateblock %p.\n", *stateblock);
3544 return WINED3D_OK;
3547 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3549 /* At the moment we have no need for any functionality at the beginning
3550 * of a scene. */
3551 TRACE("device %p.\n", device);
3553 if (device->inScene)
3555 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3556 return WINED3DERR_INVALIDCALL;
3558 device->inScene = TRUE;
3559 return WINED3D_OK;
3562 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3564 TRACE("device %p.\n", device);
3566 if (!device->inScene)
3568 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3569 return WINED3DERR_INVALIDCALL;
3572 wined3d_cs_emit_flush(device->cs);
3574 device->inScene = FALSE;
3575 return WINED3D_OK;
3578 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3579 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3581 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3582 device, rect_count, rects, flags, debug_color(color), depth, stencil);
3584 if (!rect_count && rects)
3586 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3587 return WINED3D_OK;
3590 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3592 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3593 if (!ds)
3595 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3596 /* TODO: What about depth stencil buffers without stencil bits? */
3597 return WINED3DERR_INVALIDCALL;
3599 else if (flags & WINED3DCLEAR_TARGET)
3601 if (ds->width < device->fb.render_targets[0]->width
3602 || ds->height < device->fb.render_targets[0]->height)
3604 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3605 return WINED3D_OK;
3610 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3612 return WINED3D_OK;
3615 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
3616 struct wined3d_query *predicate, BOOL value)
3618 struct wined3d_query *prev;
3620 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3622 prev = device->update_state->predicate;
3623 if (predicate)
3625 FIXME("Predicated rendering not implemented.\n");
3626 wined3d_query_incref(predicate);
3628 device->update_state->predicate = predicate;
3629 device->update_state->predicate_value = value;
3630 if (!device->recording)
3631 wined3d_cs_emit_set_predication(device->cs, predicate, value);
3632 if (prev)
3633 wined3d_query_decref(prev);
3636 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
3638 TRACE("device %p, value %p.\n", device, value);
3640 if (value)
3641 *value = device->state.predicate_value;
3642 return device->state.predicate;
3645 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
3646 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3648 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3649 device, group_count_x, group_count_y, group_count_z);
3651 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3654 void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
3655 struct wined3d_buffer *buffer, unsigned int offset)
3657 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3659 wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
3662 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3663 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
3665 TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
3666 device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
3668 device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3669 device->state.gl_patch_vertices = patch_vertex_count;
3672 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3673 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
3675 TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
3676 device, primitive_type, patch_vertex_count);
3678 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3679 if (patch_vertex_count)
3680 *patch_vertex_count = device->state.gl_patch_vertices;
3682 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
3685 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3687 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3689 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3690 0, start_vertex, vertex_count, 0, 0, FALSE);
3692 return WINED3D_OK;
3695 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
3696 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3698 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3699 device, start_vertex, vertex_count, start_instance, instance_count);
3701 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3702 0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
3705 void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
3706 struct wined3d_buffer *buffer, unsigned int offset)
3708 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3710 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3711 buffer, offset, FALSE);
3714 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3716 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3718 if (!device->state.index_buffer)
3720 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3721 * without an index buffer set. (The first time at least...)
3722 * D3D8 simply dies, but I doubt it can do much harm to return
3723 * D3DERR_INVALIDCALL there as well. */
3724 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3725 return WINED3DERR_INVALIDCALL;
3728 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3729 device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3731 return WINED3D_OK;
3734 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3735 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3737 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3738 device, start_idx, index_count, start_instance, instance_count);
3740 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3741 device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
3744 void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
3745 struct wined3d_buffer *buffer, unsigned int offset)
3747 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3749 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3750 buffer, offset, TRUE);
3753 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3754 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3756 unsigned int src_size, dst_size, src_skip_levels = 0;
3757 unsigned int src_level_count, dst_level_count;
3758 unsigned int layer_count, level_count, i, j;
3759 unsigned int width, height, depth;
3760 enum wined3d_resource_type type;
3761 struct wined3d_box box;
3763 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3765 /* Verify that the source and destination textures are non-NULL. */
3766 if (!src_texture || !dst_texture)
3768 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3769 return WINED3DERR_INVALIDCALL;
3772 if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
3774 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3775 return WINED3DERR_INVALIDCALL;
3777 if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
3779 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3780 return WINED3DERR_INVALIDCALL;
3783 /* Verify that the source and destination textures are the same type. */
3784 type = src_texture->resource.type;
3785 if (dst_texture->resource.type != type)
3787 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3788 return WINED3DERR_INVALIDCALL;
3791 layer_count = src_texture->layer_count;
3792 if (layer_count != dst_texture->layer_count)
3794 WARN("Source and destination have different layer counts.\n");
3795 return WINED3DERR_INVALIDCALL;
3798 if (src_texture->resource.format != dst_texture->resource.format)
3800 WARN("Source and destination formats do not match.\n");
3801 return WINED3DERR_INVALIDCALL;
3804 src_level_count = src_texture->level_count;
3805 dst_level_count = dst_texture->level_count;
3806 level_count = min(src_level_count, dst_level_count);
3808 src_size = max(src_texture->resource.width, src_texture->resource.height);
3809 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3810 if (type == WINED3D_RTYPE_TEXTURE_3D)
3812 src_size = max(src_size, src_texture->resource.depth);
3813 dst_size = max(dst_size, dst_texture->resource.depth);
3815 while (src_size > dst_size)
3817 src_size >>= 1;
3818 ++src_skip_levels;
3821 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
3822 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
3823 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
3825 WARN("Source and destination dimensions do not match.\n");
3826 return WINED3DERR_INVALIDCALL;
3829 /* Update every surface level of the texture. */
3830 for (i = 0; i < level_count; ++i)
3832 width = wined3d_texture_get_level_width(dst_texture, i);
3833 height = wined3d_texture_get_level_height(dst_texture, i);
3834 depth = wined3d_texture_get_level_depth(dst_texture, i);
3835 wined3d_box_set(&box, 0, 0, width, height, 0, depth);
3837 for (j = 0; j < layer_count; ++j)
3839 wined3d_cs_emit_blt_sub_resource(device->cs,
3840 &dst_texture->resource, j * dst_level_count + i, &box,
3841 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
3842 0, NULL, WINED3D_TEXF_POINT);
3846 return WINED3D_OK;
3849 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3851 const struct wined3d_state *state = &device->state;
3852 struct wined3d_texture *texture;
3853 DWORD i;
3855 TRACE("device %p, num_passes %p.\n", device, num_passes);
3857 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3859 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3861 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3862 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3864 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3866 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3867 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3870 texture = state->textures[i];
3871 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3873 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3875 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3876 return E_FAIL;
3878 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3880 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3881 return E_FAIL;
3883 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3884 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3886 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3887 return E_FAIL;
3891 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3892 || state->render_states[WINED3D_RS_STENCILENABLE])
3894 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3895 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3897 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3899 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3900 return WINED3DERR_CONFLICTINGRENDERSTATE;
3904 /* return a sensible default */
3905 *num_passes = 1;
3907 TRACE("returning D3D_OK\n");
3908 return WINED3D_OK;
3911 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3913 static BOOL warned;
3915 TRACE("device %p, software %#x.\n", device, software);
3917 if (!warned)
3919 FIXME("device %p, software %#x stub!\n", device, software);
3920 warned = TRUE;
3923 device->softwareVertexProcessing = software;
3926 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3928 static BOOL warned;
3930 TRACE("device %p.\n", device);
3932 if (!warned)
3934 TRACE("device %p stub!\n", device);
3935 warned = TRUE;
3938 return device->softwareVertexProcessing;
3941 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3942 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3944 struct wined3d_swapchain *swapchain;
3946 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3947 device, swapchain_idx, raster_status);
3949 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3950 return WINED3DERR_INVALIDCALL;
3952 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3955 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
3957 static BOOL warned;
3959 TRACE("device %p, segments %.8e.\n", device, segments);
3961 if (segments != 0.0f)
3963 if (!warned)
3965 FIXME("device %p, segments %.8e stub!\n", device, segments);
3966 warned = TRUE;
3970 return WINED3D_OK;
3973 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
3975 static BOOL warned;
3977 TRACE("device %p.\n", device);
3979 if (!warned)
3981 FIXME("device %p stub!\n", device);
3982 warned = TRUE;
3985 return 0.0f;
3988 void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
3989 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
3991 TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
3992 device, dst_buffer, offset, uav);
3994 wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
3997 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
3998 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4000 struct wined3d_texture *dst_texture, *src_texture;
4001 struct wined3d_box box;
4002 unsigned int i, j;
4004 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4006 if (src_resource == dst_resource)
4008 WARN("Source and destination are the same resource.\n");
4009 return;
4012 if (src_resource->type != dst_resource->type)
4014 WARN("Resource types (%s / %s) don't match.\n",
4015 debug_d3dresourcetype(dst_resource->type),
4016 debug_d3dresourcetype(src_resource->type));
4017 return;
4020 if (src_resource->width != dst_resource->width
4021 || src_resource->height != dst_resource->height
4022 || src_resource->depth != dst_resource->depth)
4024 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4025 dst_resource->width, dst_resource->height, dst_resource->depth,
4026 src_resource->width, src_resource->height, src_resource->depth);
4027 return;
4030 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4031 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4033 WARN("Resource formats %s and %s are incompatible.\n",
4034 debug_d3dformat(dst_resource->format->id),
4035 debug_d3dformat(src_resource->format->id));
4036 return;
4039 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4041 wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
4042 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
4043 src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4044 return;
4047 dst_texture = texture_from_resource(dst_resource);
4048 src_texture = texture_from_resource(src_resource);
4050 if (src_texture->layer_count != dst_texture->layer_count
4051 || src_texture->level_count != dst_texture->level_count)
4053 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4054 dst_texture->layer_count, dst_texture->level_count,
4055 src_texture->layer_count, src_texture->level_count);
4056 return;
4059 for (i = 0; i < dst_texture->level_count; ++i)
4061 wined3d_box_set(&box, 0, 0,
4062 wined3d_texture_get_level_width(dst_texture, i),
4063 wined3d_texture_get_level_height(dst_texture, i),
4064 0, wined3d_texture_get_level_depth(dst_texture, i));
4065 for (j = 0; j < dst_texture->layer_count; ++j)
4067 unsigned int idx = j * dst_texture->level_count + i;
4069 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
4070 src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4075 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
4076 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4077 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4078 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
4080 struct wined3d_box dst_box, b;
4082 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4083 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4084 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4085 src_resource, src_sub_resource_idx, debug_box(src_box));
4087 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4089 WARN("Source and destination are the same sub-resource.\n");
4090 return WINED3DERR_INVALIDCALL;
4093 if (src_resource->type != dst_resource->type)
4095 WARN("Resource types (%s / %s) don't match.\n",
4096 debug_d3dresourcetype(dst_resource->type),
4097 debug_d3dresourcetype(src_resource->type));
4098 return WINED3DERR_INVALIDCALL;
4101 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4102 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4104 WARN("Resource formats %s and %s are incompatible.\n",
4105 debug_d3dformat(dst_resource->format->id),
4106 debug_d3dformat(src_resource->format->id));
4107 return WINED3DERR_INVALIDCALL;
4110 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4112 if (dst_sub_resource_idx)
4114 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4115 return WINED3DERR_INVALIDCALL;
4118 if (src_sub_resource_idx)
4120 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4121 return WINED3DERR_INVALIDCALL;
4124 if (!src_box)
4126 unsigned int dst_w;
4128 dst_w = dst_resource->size - dst_x;
4129 wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4130 src_box = &b;
4132 else if ((src_box->left >= src_box->right
4133 || src_box->top >= src_box->bottom
4134 || src_box->front >= src_box->back))
4136 WARN("Invalid box %s specified.\n", debug_box(src_box));
4137 return WINED3DERR_INVALIDCALL;
4140 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4141 || src_box->right - src_box->left > dst_resource->size - dst_x)
4143 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4144 dst_x, src_box->left, src_box->right - src_box->left);
4145 return WINED3DERR_INVALIDCALL;
4148 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4150 else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
4152 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4153 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4154 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4156 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4158 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4159 return WINED3DERR_INVALIDCALL;
4162 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4164 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4165 return WINED3DERR_INVALIDCALL;
4168 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4170 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4171 return WINED3DERR_INVALIDCALL;
4174 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4176 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4177 return WINED3DERR_INVALIDCALL;
4180 if (!src_box)
4182 unsigned int src_w, src_h, dst_w, dst_h, dst_level;
4184 src_w = wined3d_texture_get_level_width(src_texture, src_level);
4185 src_h = wined3d_texture_get_level_height(src_texture, src_level);
4187 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4188 dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
4189 dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
4191 wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, 1);
4192 src_box = &b;
4194 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4196 WARN("Invalid source box %s.\n", debug_box(src_box));
4197 return WINED3DERR_INVALIDCALL;
4200 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4201 dst_y + (src_box->bottom - src_box->top), 0, 1);
4202 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
4203 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4205 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4206 return WINED3DERR_INVALIDCALL;
4209 else
4211 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
4212 return WINED3DERR_INVALIDCALL;
4215 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4216 src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4218 return WINED3D_OK;
4221 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
4222 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4223 unsigned int depth_pitch)
4225 unsigned int width, height, depth;
4226 struct wined3d_box b;
4228 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4229 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4231 if (resource->type == WINED3D_RTYPE_BUFFER)
4233 if (sub_resource_idx > 0)
4235 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4236 return;
4239 width = resource->size;
4240 height = 1;
4241 depth = 1;
4243 else if (resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D)
4245 struct wined3d_texture *texture = texture_from_resource(resource);
4246 unsigned int level;
4248 if (sub_resource_idx >= texture->level_count * texture->layer_count)
4250 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4251 return;
4254 level = sub_resource_idx % texture->level_count;
4255 width = wined3d_texture_get_level_width(texture, level);
4256 height = wined3d_texture_get_level_height(texture, level);
4257 depth = wined3d_texture_get_level_depth(texture, level);
4259 else
4261 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4262 return;
4265 if (!box)
4267 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
4268 box = &b;
4270 else if (box->left >= box->right || box->right > width
4271 || box->top >= box->bottom || box->bottom > height
4272 || box->front >= box->back || box->back > depth)
4274 WARN("Invalid box %s specified.\n", debug_box(box));
4275 return;
4278 wined3d_resource_wait_idle(resource);
4280 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4283 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4284 struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
4285 const struct wined3d_color *color, float depth, DWORD stencil)
4287 struct wined3d_resource *resource;
4288 RECT r;
4290 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4291 device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4293 if (!flags)
4294 return WINED3D_OK;
4296 resource = view->resource;
4297 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
4299 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4300 return WINED3DERR_INVALIDCALL;
4303 if (view->layer_count > 1)
4305 FIXME("Layered clears not implemented.\n");
4306 return WINED3DERR_INVALIDCALL;
4309 if (!rect)
4311 SetRect(&r, 0, 0, view->width, view->height);
4312 rect = &r;
4314 else
4316 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4317 struct wined3d_texture *texture = texture_from_resource(view->resource);
4318 HRESULT hr;
4320 if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
4321 view->sub_resource_idx % texture->level_count, &b)))
4322 return hr;
4325 wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
4327 return WINED3D_OK;
4330 void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
4331 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4333 TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
4335 wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
4338 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
4339 unsigned int view_idx)
4341 TRACE("device %p, view_idx %u.\n", device, view_idx);
4343 if (view_idx >= device->adapter->gl_info.limits.buffers)
4345 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4346 return NULL;
4349 return device->fb.render_targets[view_idx];
4352 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
4354 TRACE("device %p.\n", device);
4356 return device->fb.depth_stencil;
4359 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
4360 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4362 struct wined3d_rendertarget_view *prev;
4364 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4365 device, view_idx, view, set_viewport);
4367 if (view_idx >= device->adapter->gl_info.limits.buffers)
4369 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4370 return WINED3DERR_INVALIDCALL;
4373 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4375 WARN("View resource %p doesn't have render target usage.\n", view->resource);
4376 return WINED3DERR_INVALIDCALL;
4379 /* Set the viewport and scissor rectangles, if requested. Tests show that
4380 * stateblock recording is ignored, the change goes directly into the
4381 * primary stateblock. */
4382 if (!view_idx && set_viewport)
4384 struct wined3d_state *state = &device->state;
4386 state->viewport.x = 0;
4387 state->viewport.y = 0;
4388 state->viewport.width = view->width;
4389 state->viewport.height = view->height;
4390 state->viewport.min_z = 0.0f;
4391 state->viewport.max_z = 1.0f;
4392 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4394 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4395 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4399 prev = device->fb.render_targets[view_idx];
4400 if (view == prev)
4401 return WINED3D_OK;
4403 if (view)
4404 wined3d_rendertarget_view_incref(view);
4405 device->fb.render_targets[view_idx] = view;
4406 wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
4407 /* Release after the assignment, to prevent device_resource_released()
4408 * from seeing the surface as still in use. */
4409 if (prev)
4410 wined3d_rendertarget_view_decref(prev);
4412 return WINED3D_OK;
4415 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
4417 struct wined3d_rendertarget_view *prev;
4419 TRACE("device %p, view %p.\n", device, view);
4421 prev = device->fb.depth_stencil;
4422 if (prev == view)
4424 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4425 return;
4428 if ((device->fb.depth_stencil = view))
4429 wined3d_rendertarget_view_incref(view);
4430 wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
4431 if (prev)
4432 wined3d_rendertarget_view_decref(prev);
4435 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4436 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4438 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4439 struct wined3d_sub_resource_data data;
4440 struct wined3d_resource_desc desc;
4441 struct wined3d_map_desc map_desc;
4442 struct wined3d_texture *texture;
4443 HRESULT hr;
4445 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READONLY)))
4447 ERR("Failed to map source texture.\n");
4448 return NULL;
4451 data.data = map_desc.data;
4452 data.row_pitch = map_desc.row_pitch;
4453 data.slice_pitch = map_desc.slice_pitch;
4455 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4456 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4457 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4458 desc.multisample_quality = 0;
4459 desc.usage = WINED3DUSAGE_DYNAMIC;
4460 desc.pool = WINED3D_POOL_DEFAULT;
4461 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4462 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4463 desc.depth = 1;
4464 desc.size = 0;
4466 hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
4467 &data, NULL, &wined3d_null_parent_ops, &texture);
4468 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4469 if (FAILED(hr))
4471 ERR("Failed to create cursor texture.\n");
4472 return NULL;
4475 return texture;
4478 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4479 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4481 unsigned int texture_level = sub_resource_idx % texture->level_count;
4482 unsigned int cursor_width, cursor_height;
4483 struct wined3d_display_mode mode;
4484 struct wined3d_map_desc map_desc;
4485 HRESULT hr;
4487 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4488 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4490 if (sub_resource_idx >= texture->level_count * texture->layer_count
4491 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4492 return WINED3DERR_INVALIDCALL;
4494 if (device->cursor_texture)
4496 wined3d_texture_decref(device->cursor_texture);
4497 device->cursor_texture = NULL;
4500 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4502 WARN("Texture %p has invalid format %s.\n",
4503 texture, debug_d3dformat(texture->resource.format->id));
4504 return WINED3DERR_INVALIDCALL;
4507 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4509 ERR("Failed to get display mode, hr %#x.\n", hr);
4510 return WINED3DERR_INVALIDCALL;
4513 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4514 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4515 if (cursor_width > mode.width || cursor_height > mode.height)
4517 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4518 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4519 return WINED3DERR_INVALIDCALL;
4522 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4524 /* Do not store the surface's pointer because the application may
4525 * release it after setting the cursor image. Windows doesn't
4526 * addref the set surface, so we can't do this either without
4527 * creating circular refcount dependencies. */
4528 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4530 ERR("Failed to create cursor texture.\n");
4531 return WINED3DERR_INVALIDCALL;
4534 if (cursor_width == 32 && cursor_height == 32)
4536 UINT mask_size = cursor_width * cursor_height / 8;
4537 ICONINFO cursor_info;
4538 DWORD *mask_bits;
4539 HCURSOR cursor;
4541 /* 32-bit user32 cursors ignore the alpha channel if it's all
4542 * zeroes, and use the mask instead. Fill the mask with all ones
4543 * to ensure we still get a fully transparent cursor. */
4544 if (!(mask_bits = HeapAlloc(GetProcessHeap(), 0, mask_size)))
4545 return E_OUTOFMEMORY;
4546 memset(mask_bits, 0xff, mask_size);
4548 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4549 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4550 cursor_info.fIcon = FALSE;
4551 cursor_info.xHotspot = x_hotspot;
4552 cursor_info.yHotspot = y_hotspot;
4553 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4554 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4555 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4557 /* Create our cursor and clean up. */
4558 cursor = CreateIconIndirect(&cursor_info);
4559 if (cursor_info.hbmMask)
4560 DeleteObject(cursor_info.hbmMask);
4561 if (cursor_info.hbmColor)
4562 DeleteObject(cursor_info.hbmColor);
4563 if (device->hardwareCursor)
4564 DestroyCursor(device->hardwareCursor);
4565 device->hardwareCursor = cursor;
4566 if (device->bCursorVisible)
4567 SetCursor(cursor);
4569 HeapFree(GetProcessHeap(), 0, mask_bits);
4572 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4573 device->cursorWidth = cursor_width;
4574 device->cursorHeight = cursor_height;
4575 device->xHotSpot = x_hotspot;
4576 device->yHotSpot = y_hotspot;
4578 return WINED3D_OK;
4581 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4582 int x_screen_space, int y_screen_space, DWORD flags)
4584 TRACE("device %p, x %d, y %d, flags %#x.\n",
4585 device, x_screen_space, y_screen_space, flags);
4587 device->xScreenSpace = x_screen_space;
4588 device->yScreenSpace = y_screen_space;
4590 if (device->hardwareCursor)
4592 POINT pt;
4594 GetCursorPos( &pt );
4595 if (x_screen_space == pt.x && y_screen_space == pt.y)
4596 return;
4597 SetCursorPos( x_screen_space, y_screen_space );
4599 /* Switch to the software cursor if position diverges from the hardware one. */
4600 GetCursorPos( &pt );
4601 if (x_screen_space != pt.x || y_screen_space != pt.y)
4603 if (device->bCursorVisible) SetCursor( NULL );
4604 DestroyCursor( device->hardwareCursor );
4605 device->hardwareCursor = 0;
4610 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4612 BOOL oldVisible = device->bCursorVisible;
4614 TRACE("device %p, show %#x.\n", device, show);
4617 * When ShowCursor is first called it should make the cursor appear at the OS's last
4618 * known cursor position.
4620 if (show && !oldVisible)
4622 POINT pt;
4623 GetCursorPos(&pt);
4624 device->xScreenSpace = pt.x;
4625 device->yScreenSpace = pt.y;
4628 if (device->hardwareCursor)
4630 device->bCursorVisible = show;
4631 if (show)
4632 SetCursor(device->hardwareCursor);
4633 else
4634 SetCursor(NULL);
4636 else if (device->cursor_texture)
4638 device->bCursorVisible = show;
4641 return oldVisible;
4644 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4646 struct wined3d_resource *resource, *cursor;
4648 TRACE("device %p.\n", device);
4650 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4652 TRACE("Checking resource %p for eviction.\n", resource);
4654 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4656 TRACE("Evicting %p.\n", resource);
4657 wined3d_cs_emit_unload_resource(device->cs, resource);
4662 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4663 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4664 wined3d_device_reset_cb callback, BOOL reset_state)
4666 struct wined3d_resource *resource, *cursor;
4667 struct wined3d_swapchain *swapchain;
4668 struct wined3d_view_desc view_desc;
4669 BOOL backbuffer_resized;
4670 HRESULT hr = WINED3D_OK;
4671 unsigned int i;
4673 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4674 device, swapchain_desc, mode, callback, reset_state);
4676 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4678 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4680 ERR("Failed to get the first implicit swapchain.\n");
4681 return WINED3DERR_INVALIDCALL;
4684 if (reset_state)
4686 if (device->logo_texture)
4688 wined3d_texture_decref(device->logo_texture);
4689 device->logo_texture = NULL;
4691 if (device->cursor_texture)
4693 wined3d_texture_decref(device->cursor_texture);
4694 device->cursor_texture = NULL;
4696 state_unbind_resources(&device->state);
4699 if (device->fb.render_targets)
4701 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4703 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4706 wined3d_device_set_depth_stencil_view(device, NULL);
4708 if (reset_state)
4710 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4712 TRACE("Enumerating resource %p.\n", resource);
4713 if (FAILED(hr = callback(resource)))
4714 return hr;
4718 TRACE("New params:\n");
4719 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4720 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4721 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4722 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4723 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4724 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4725 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4726 TRACE("device_window %p\n", swapchain_desc->device_window);
4727 TRACE("windowed %#x\n", swapchain_desc->windowed);
4728 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4729 if (swapchain_desc->enable_auto_depth_stencil)
4730 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4731 TRACE("flags %#x\n", swapchain_desc->flags);
4732 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4733 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4734 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4736 /* No special treatment of these parameters. Just store them */
4737 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4738 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4739 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4740 swapchain->desc.flags = swapchain_desc->flags;
4741 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4742 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4743 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4745 if (swapchain_desc->device_window
4746 && swapchain_desc->device_window != swapchain->desc.device_window)
4748 TRACE("Changing the device window from %p to %p.\n",
4749 swapchain->desc.device_window, swapchain_desc->device_window);
4750 swapchain->desc.device_window = swapchain_desc->device_window;
4751 swapchain->device_window = swapchain_desc->device_window;
4752 wined3d_swapchain_set_window(swapchain, NULL);
4755 backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4756 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4758 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4759 || swapchain->reapply_mode || mode
4760 || (!swapchain_desc->windowed && backbuffer_resized))
4762 if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4763 return hr;
4765 else if (!swapchain_desc->windowed)
4767 DWORD style = device->style;
4768 DWORD exStyle = device->exStyle;
4769 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4770 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4771 * Reset to clear up their mess. Guild Wars also loses the device during that.
4773 device->style = 0;
4774 device->exStyle = 0;
4775 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4776 swapchain_desc->backbuffer_width,
4777 swapchain_desc->backbuffer_height);
4778 device->style = style;
4779 device->exStyle = exStyle;
4782 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4783 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4784 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4785 return hr;
4787 if (device->auto_depth_stencil_view)
4789 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4790 device->auto_depth_stencil_view = NULL;
4792 if (swapchain->desc.enable_auto_depth_stencil)
4794 struct wined3d_resource_desc texture_desc;
4795 struct wined3d_texture *texture;
4796 DWORD flags = 0;
4798 TRACE("Creating the depth stencil buffer.\n");
4800 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4801 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4802 texture_desc.multisample_type = swapchain->desc.multisample_type;
4803 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4804 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4805 texture_desc.pool = WINED3D_POOL_DEFAULT;
4806 texture_desc.width = swapchain->desc.backbuffer_width;
4807 texture_desc.height = swapchain->desc.backbuffer_height;
4808 texture_desc.depth = 1;
4809 texture_desc.size = 0;
4811 if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4812 flags |= WINED3D_TEXTURE_CREATE_GET_DC;
4814 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4815 device->device_parent, &texture_desc, flags, &texture)))
4817 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4818 return WINED3DERR_INVALIDCALL;
4821 view_desc.format_id = texture->resource.format->id;
4822 view_desc.flags = 0;
4823 view_desc.u.texture.level_idx = 0;
4824 view_desc.u.texture.level_count = 1;
4825 view_desc.u.texture.layer_idx = 0;
4826 view_desc.u.texture.layer_count = 1;
4827 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4828 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4829 wined3d_texture_decref(texture);
4830 if (FAILED(hr))
4832 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4833 return hr;
4836 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4839 if (device->back_buffer_view)
4841 wined3d_rendertarget_view_decref(device->back_buffer_view);
4842 device->back_buffer_view = NULL;
4844 if (swapchain->desc.backbuffer_count)
4846 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4848 view_desc.format_id = back_buffer->format->id;
4849 view_desc.flags = 0;
4850 view_desc.u.texture.level_idx = 0;
4851 view_desc.u.texture.level_count = 1;
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, back_buffer,
4855 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4857 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4858 return hr;
4862 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
4864 if (reset_state)
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 wined3d_device_delete_opengl_contexts(device);
4878 memset(&device->state, 0, sizeof(device->state));
4879 state_init(&device->state, &device->fb, &device->adapter->gl_info,
4880 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4881 device->update_state = &device->state;
4883 device_init_swapchain_state(device, swapchain);
4884 if (wined3d_settings.logo)
4885 device_load_logo(device, wined3d_settings.logo);
4887 else if (device->back_buffer_view)
4889 struct wined3d_rendertarget_view *view = device->back_buffer_view;
4890 struct wined3d_state *state = &device->state;
4892 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
4894 /* Note the min_z / max_z is not reset. */
4895 state->viewport.x = 0;
4896 state->viewport.y = 0;
4897 state->viewport.width = view->width;
4898 state->viewport.height = view->height;
4899 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4901 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4902 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4905 if (device->d3d_initialized)
4907 if (reset_state)
4908 hr = wined3d_device_create_primary_opengl_context(device);
4909 swapchain_update_swap_interval(swapchain);
4912 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4913 * first use
4915 return hr;
4918 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
4920 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
4922 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
4924 return WINED3D_OK;
4928 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
4929 struct wined3d_device_creation_parameters *parameters)
4931 TRACE("device %p, parameters %p.\n", device, parameters);
4933 *parameters = device->create_parms;
4936 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
4938 TRACE("device %p.\n", device);
4940 return device->wined3d;
4943 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
4944 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
4946 struct wined3d_swapchain *swapchain;
4948 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4949 device, swapchain_idx, flags, ramp);
4951 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4952 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
4955 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
4956 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
4958 struct wined3d_swapchain *swapchain;
4960 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4961 device, swapchain_idx, ramp);
4963 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4964 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
4967 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
4969 TRACE("device %p, resource %p.\n", device, resource);
4971 wined3d_not_from_cs(device->cs);
4973 list_add_head(&device->resources, &resource->resource_list_entry);
4976 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
4978 TRACE("device %p, resource %p.\n", device, resource);
4980 wined3d_not_from_cs(device->cs);
4982 list_remove(&resource->resource_list_entry);
4985 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
4987 enum wined3d_resource_type type = resource->type;
4988 struct wined3d_rendertarget_view *rtv;
4989 unsigned int i;
4991 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
4993 if (device->d3d_initialized)
4995 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4997 if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
4998 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5001 if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
5002 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5005 switch (type)
5007 case WINED3D_RTYPE_TEXTURE_2D:
5008 case WINED3D_RTYPE_TEXTURE_3D:
5009 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5011 struct wined3d_texture *texture = texture_from_resource(resource);
5013 if (device->state.textures[i] == texture)
5015 ERR("Texture %p is still in use, stage %u.\n", texture, i);
5016 device->state.textures[i] = NULL;
5019 if (device->recording && device->update_state->textures[i] == texture)
5021 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5022 texture, device->recording, i);
5023 device->update_state->textures[i] = NULL;
5026 break;
5028 case WINED3D_RTYPE_BUFFER:
5030 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5032 for (i = 0; i < MAX_STREAMS; ++i)
5034 if (device->state.streams[i].buffer == buffer)
5036 ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
5037 device->state.streams[i].buffer = NULL;
5040 if (device->recording && device->update_state->streams[i].buffer == buffer)
5042 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5043 buffer, device->recording, i);
5044 device->update_state->streams[i].buffer = NULL;
5048 if (device->state.index_buffer == buffer)
5050 ERR("Buffer %p is still in use as index buffer.\n", buffer);
5051 device->state.index_buffer = NULL;
5054 if (device->recording && device->update_state->index_buffer == buffer)
5056 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5057 buffer, device->recording);
5058 device->update_state->index_buffer = NULL;
5061 break;
5063 default:
5064 break;
5067 /* Remove the resource from the resourceStore */
5068 device_resource_remove(device, resource);
5070 TRACE("Resource released.\n");
5073 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5075 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5077 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5080 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5081 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5082 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5084 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5085 const struct fragment_pipeline *fragment_pipeline;
5086 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5087 unsigned int i;
5088 HRESULT hr;
5090 device->ref = 1;
5091 device->wined3d = wined3d;
5092 wined3d_incref(device->wined3d);
5093 device->adapter = wined3d->adapter_count ? adapter : NULL;
5094 device->device_parent = device_parent;
5095 list_init(&device->resources);
5096 list_init(&device->shaders);
5097 device->surface_alignment = surface_alignment;
5099 /* Save the creation parameters. */
5100 device->create_parms.adapter_idx = adapter_idx;
5101 device->create_parms.device_type = device_type;
5102 device->create_parms.focus_window = focus_window;
5103 device->create_parms.flags = flags;
5105 device->shader_backend = adapter->shader_backend;
5107 vertex_pipeline = adapter->vertex_pipe;
5109 fragment_pipeline = adapter->fragment_pipe;
5111 wine_rb_init(&device->samplers, wined3d_sampler_compare);
5113 if (vertex_pipeline->vp_states && fragment_pipeline->states
5114 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5115 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5116 fragment_pipeline, misc_state_template)))
5118 ERR("Failed to compile state table, hr %#x.\n", hr);
5119 wine_rb_destroy(&device->samplers, NULL, NULL);
5120 wined3d_decref(device->wined3d);
5121 return hr;
5124 state_init(&device->state, &device->fb, &adapter->gl_info,
5125 &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
5126 device->update_state = &device->state;
5128 if (!(device->cs = wined3d_cs_create(device)))
5130 WARN("Failed to create command stream.\n");
5131 state_cleanup(&device->state);
5132 hr = E_FAIL;
5133 goto err;
5136 return WINED3D_OK;
5138 err:
5139 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5141 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5143 wine_rb_destroy(&device->samplers, NULL, NULL);
5144 wined3d_decref(device->wined3d);
5145 return hr;
5148 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5150 DWORD rep = device->StateTable[state].representative;
5151 struct wined3d_context *context;
5152 DWORD idx;
5153 BYTE shift;
5154 UINT i;
5156 wined3d_from_cs(device->cs);
5158 if (STATE_IS_COMPUTE(state))
5160 for (i = 0; i < device->context_count; ++i)
5161 context_invalidate_compute_state(device->contexts[i], state);
5162 return;
5165 for (i = 0; i < device->context_count; ++i)
5167 context = device->contexts[i];
5168 if(isStateDirty(context, rep)) continue;
5170 context->dirtyArray[context->numDirtyEntries++] = rep;
5171 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5172 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5173 context->isStateDirty[idx] |= (1u << shift);
5177 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5178 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5180 if (device->filter_messages && message != WM_DISPLAYCHANGE)
5182 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5183 window, message, wparam, lparam);
5184 if (unicode)
5185 return DefWindowProcW(window, message, wparam, lparam);
5186 else
5187 return DefWindowProcA(window, message, wparam, lparam);
5190 if (message == WM_DESTROY)
5192 TRACE("unregister window %p.\n", window);
5193 wined3d_unregister_window(window);
5195 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5196 ERR("Window %p is not the focus window for device %p.\n", window, device);
5198 else if (message == WM_DISPLAYCHANGE)
5200 device->device_parent->ops->mode_changed(device->device_parent);
5202 else if (message == WM_ACTIVATEAPP)
5204 UINT i;
5206 for (i = 0; i < device->swapchain_count; i++)
5207 wined3d_swapchain_activate(device->swapchains[i], wparam);
5209 device->device_parent->ops->activate(device->device_parent, wparam);
5211 else if (message == WM_SYSCOMMAND)
5213 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5215 if (unicode)
5216 DefWindowProcW(window, message, wparam, lparam);
5217 else
5218 DefWindowProcA(window, message, wparam, lparam);
5222 if (unicode)
5223 return CallWindowProcW(proc, window, message, wparam, lparam);
5224 else
5225 return CallWindowProcA(proc, window, message, wparam, lparam);