2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_texture_incref(device
->onscreen_depth_stencil
->container
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
220 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
222 /* partial draw rect */
223 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
226 /* partial clear rect */
227 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
228 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 struct wined3d_texture_sub_resource
*sub_resource
= surface_get_sub_resource(ds
);
238 RECT current_rect
, r
;
240 if (sub_resource
->locations
& WINED3D_LOCATION_DISCARDED
)
242 /* Depth buffer was discarded, make it entirely current in its new location since
243 * there is no other place where we would get data anyway. */
244 SetRect(out_rect
, 0, 0,
245 wined3d_texture_get_level_width(ds
->container
, ds
->texture_level
),
246 wined3d_texture_get_level_height(ds
->container
, ds
->texture_level
));
250 if (sub_resource
->locations
& location
)
251 SetRect(¤t_rect
, 0, 0,
252 ds
->ds_current_size
.cx
,
253 ds
->ds_current_size
.cy
);
255 SetRectEmpty(¤t_rect
);
257 IntersectRect(&r
, draw_rect
, ¤t_rect
);
258 if (EqualRect(&r
, draw_rect
))
260 /* current_rect ⊇ draw_rect, modify only. */
261 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
265 if (EqualRect(&r
, ¤t_rect
))
267 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
271 /* Full clear, modify only. */
272 *out_rect
= *draw_rect
;
276 IntersectRect(&r
, draw_rect
, clear_rect
);
277 if (EqualRect(&r
, draw_rect
))
279 /* clear_rect ⊇ draw_rect, modify only. */
280 *out_rect
= *draw_rect
;
286 surface_load_location(ds
, context
, location
);
287 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
290 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
291 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
292 float depth
, DWORD stencil
)
294 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
295 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
296 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
297 const struct wined3d_state
*state
= &device
->state
;
298 const struct wined3d_gl_info
*gl_info
;
299 UINT drawable_width
, drawable_height
;
300 struct wined3d_color corrected_color
;
301 struct wined3d_context
*context
;
302 GLbitfield clear_mask
= 0;
303 BOOL render_offscreen
;
307 context
= context_acquire(device
, target
);
310 context_release(context
);
311 WARN("Invalid context, skipping clear.\n");
314 gl_info
= context
->gl_info
;
316 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
317 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
318 * for the cleared parts, and the untouched parts.
320 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
321 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
322 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
323 * checking all this if the dest surface is in the drawable anyway. */
324 for (i
= 0; i
< rt_count
; ++i
)
326 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
327 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(rtv
);
329 if (rt
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
331 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
332 surface_load_location(rt
, context
, rtv
->resource
->draw_binding
);
334 wined3d_texture_prepare_location(rt
->container
, rtv
->sub_resource_idx
,
335 context
, rtv
->resource
->draw_binding
);
341 render_offscreen
= context
->render_offscreen
;
342 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
346 render_offscreen
= TRUE
;
347 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
348 depth_stencil
->texture_level
);
349 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
350 depth_stencil
->texture_level
);
353 if (depth_stencil
&& render_offscreen
)
354 wined3d_texture_prepare_location(depth_stencil
->container
,
355 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
357 if (flags
& WINED3DCLEAR_ZBUFFER
)
359 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
361 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
362 device_switch_onscreen_ds(device
, context
, depth_stencil
);
363 prepare_ds_clear(depth_stencil
, context
, location
,
364 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
367 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
369 context_release(context
);
370 WARN("Failed to apply clear state, skipping clear.\n");
374 /* Only set the values up once, as they are not changing. */
375 if (flags
& WINED3DCLEAR_STENCIL
)
377 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
379 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
380 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
382 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
383 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
384 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
385 checkGLcall("glClearStencil");
386 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
389 if (flags
& WINED3DCLEAR_ZBUFFER
)
391 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
393 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
395 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
396 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
397 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
398 checkGLcall("glClearDepth");
399 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
402 if (flags
& WINED3DCLEAR_TARGET
)
404 for (i
= 0; i
< rt_count
; ++i
)
406 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
407 struct wined3d_texture
*texture
;
412 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
414 FIXME("Not supported on buffer resources.\n");
418 texture
= texture_from_resource(rtv
->resource
);
419 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
420 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
423 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
426 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
427 "support, this might cause graphical issues.\n");
429 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
430 ? color
->r
* wined3d_srgb_const0
[3]
431 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
432 - wined3d_srgb_const0
[2];
433 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
434 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
435 ? color
->g
* wined3d_srgb_const0
[3]
436 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
437 - wined3d_srgb_const0
[2];
438 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
439 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
440 ? color
->b
* wined3d_srgb_const0
[3]
441 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
442 - wined3d_srgb_const0
[2];
443 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
444 color
= &corrected_color
;
447 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
448 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
449 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
450 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
451 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
452 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
453 checkGLcall("glClearColor");
454 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
459 if (render_offscreen
)
461 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
462 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
466 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
467 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
469 checkGLcall("glScissor");
470 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
471 checkGLcall("glClear");
477 /* Now process each rect in turn. */
478 for (i
= 0; i
< rect_count
; ++i
)
480 /* Note that GL uses lower left, width/height. */
481 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
483 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
484 wine_dbgstr_rect(&clear_rect
[i
]),
485 wine_dbgstr_rect(¤t_rect
));
487 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
488 * The rectangle is not cleared, no error is returned, but further rectangles are
489 * still cleared if they are valid. */
490 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
492 TRACE("Rectangle with negative dimensions, ignoring.\n");
496 if (render_offscreen
)
498 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
499 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
503 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
504 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
506 checkGLcall("glScissor");
508 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
509 checkGLcall("glClear");
513 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
514 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
515 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
517 context_release(context
);
520 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
522 ULONG refcount
= InterlockedIncrement(&device
->ref
);
524 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
529 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
531 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
533 ERR("Leftover sampler %p.\n", sampler
);
536 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
538 ULONG refcount
= InterlockedDecrement(&device
->ref
);
540 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
546 wined3d_cs_destroy(device
->cs
);
548 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
549 FIXME("Something's still holding the recording stateblock.\n");
550 device
->recording
= NULL
;
552 state_cleanup(&device
->state
);
554 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
556 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
557 device
->multistate_funcs
[i
] = NULL
;
560 if (!list_empty(&device
->resources
))
562 struct wined3d_resource
*resource
;
564 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
566 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
568 FIXME("Leftover resource %p with type %s (%#x).\n",
569 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
573 if (device
->contexts
)
574 ERR("Context array not freed!\n");
575 if (device
->hardwareCursor
)
576 DestroyCursor(device
->hardwareCursor
);
577 device
->hardwareCursor
= 0;
579 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
581 wined3d_decref(device
->wined3d
);
582 device
->wined3d
= NULL
;
583 HeapFree(GetProcessHeap(), 0, device
);
584 TRACE("Freed device %p.\n", device
);
590 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
592 TRACE("device %p.\n", device
);
594 return device
->swapchain_count
;
597 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
599 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
601 if (swapchain_idx
>= device
->swapchain_count
)
603 WARN("swapchain_idx %u >= swapchain_count %u.\n",
604 swapchain_idx
, device
->swapchain_count
);
608 return device
->swapchains
[swapchain_idx
];
611 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
613 struct wined3d_color_key color_key
;
614 struct wined3d_resource_desc desc
;
618 HDC dcb
= NULL
, dcs
= NULL
;
620 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
623 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
624 dcb
= CreateCompatibleDC(NULL
);
626 SelectObject(dcb
, hbm
);
630 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
633 memset(&bm
, 0, sizeof(bm
));
638 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
639 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
640 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
641 desc
.multisample_quality
= 0;
642 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
643 desc
.pool
= WINED3D_POOL_DEFAULT
;
644 desc
.width
= bm
.bmWidth
;
645 desc
.height
= bm
.bmHeight
;
648 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
649 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
651 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
657 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
659 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
660 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
662 color_key
.color_space_low_value
= 0;
663 color_key
.color_space_high_value
= 0;
664 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
668 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
669 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
670 struct wined3d_surface
*surface
;
672 /* Fill the surface with a white color to show that wined3d is there */
673 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
674 surface_color_fill(surface
, &rect
, &c
);
678 if (dcb
) DeleteDC(dcb
);
679 if (hbm
) DeleteObject(hbm
);
682 /* Context activation is done by the caller. */
683 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
685 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
686 unsigned int i
, j
, count
;
687 /* Under DirectX you can sample even if no texture is bound, whereas
688 * OpenGL will only allow that when a valid texture is bound.
689 * We emulate this by creating dummy textures and binding them
690 * to each texture stage when the currently set D3D texture is NULL. */
692 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
693 for (i
= 0; i
< count
; ++i
)
695 static const DWORD d3d10_color
= 0x00000000;
696 static const DWORD color
= 0x000000ff;
698 /* Make appropriate texture active */
699 context_active_texture(context
, gl_info
, i
);
701 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
702 checkGLcall("glGenTextures");
703 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
705 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
706 checkGLcall("glBindTexture");
708 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
709 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
710 checkGLcall("glTexImage2D");
712 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
714 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
715 checkGLcall("glGenTextures");
716 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
718 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
719 checkGLcall("glBindTexture");
721 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
722 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
723 checkGLcall("glTexImage2D");
726 if (gl_info
->supported
[EXT_TEXTURE3D
])
728 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
729 checkGLcall("glGenTextures");
730 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
732 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
733 checkGLcall("glBindTexture");
735 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
736 checkGLcall("glTexImage3D");
739 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
741 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
742 checkGLcall("glGenTextures");
743 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
745 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
746 checkGLcall("glBindTexture");
748 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
750 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
751 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
752 checkGLcall("glTexImage2D");
756 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
758 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d_array
[i
]);
759 checkGLcall("glGenTextures");
760 TRACE("Dummy 2D array texture %u given name %u.\n", i
, device
->dummy_texture_2d_array
[i
]);
762 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_texture_2d_array
[i
]);
763 checkGLcall("glBindTexture");
765 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
766 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &d3d10_color
));
767 checkGLcall("glTexImage3D");
772 /* Context activation is done by the caller. */
773 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
775 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
777 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
779 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d_array
);
780 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d_array)");
783 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
785 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
786 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
789 if (gl_info
->supported
[EXT_TEXTURE3D
])
791 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
792 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
795 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
797 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
798 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
801 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
802 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
804 memset(device
->dummy_texture_2d_array
, 0, count
* sizeof(*device
->dummy_texture_2d_array
));
805 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
806 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
807 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
808 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
811 /* Context activation is done by the caller. */
812 static void create_default_sampler(struct wined3d_device
*device
)
814 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
817 * In SM4+ shaders there is a separation between resources and samplers. Some of shader
818 * instructions allow to access resources without using samplers.
819 * In GLSL resources are always accessed through sampler or image variables. The default
820 * sampler object is used to emulate the direct resource access when there is no sampler state
824 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
826 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
827 checkGLcall("glGenSamplers");
828 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
829 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
830 checkGLcall("glSamplerParameteri");
834 device
->default_sampler
= 0;
838 /* Context activation is done by the caller. */
839 static void destroy_default_sampler(struct wined3d_device
*device
)
841 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
843 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
845 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
846 checkGLcall("glDeleteSamplers");
849 device
->default_sampler
= 0;
852 static LONG
fullscreen_style(LONG style
)
854 /* Make sure the window is managed, otherwise we won't get keyboard input. */
855 style
|= WS_POPUP
| WS_SYSMENU
;
856 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
861 static LONG
fullscreen_exstyle(LONG exstyle
)
863 /* Filter out window decorations. */
864 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
869 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
871 BOOL filter_messages
;
874 TRACE("Setting up window %p for fullscreen mode.\n", window
);
876 if (device
->style
|| device
->exStyle
)
878 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
879 window
, device
->style
, device
->exStyle
);
882 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
883 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
885 style
= fullscreen_style(device
->style
);
886 exstyle
= fullscreen_exstyle(device
->exStyle
);
888 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
889 device
->style
, device
->exStyle
, style
, exstyle
);
891 filter_messages
= device
->filter_messages
;
892 device
->filter_messages
= TRUE
;
894 SetWindowLongW(window
, GWL_STYLE
, style
);
895 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
896 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
898 device
->filter_messages
= filter_messages
;
901 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
903 BOOL filter_messages
;
906 if (!device
->style
&& !device
->exStyle
) return;
908 style
= GetWindowLongW(window
, GWL_STYLE
);
909 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
911 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
912 * application, and we want to ignore them in the test below, since it's
913 * not the application's fault that they changed. Additionally, we want to
914 * preserve the current status of these flags (i.e. don't restore them) to
915 * more closely emulate the behavior of Direct3D, which leaves these flags
916 * alone when returning to windowed mode. */
917 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
918 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
920 TRACE("Restoring window style of window %p to %08x, %08x.\n",
921 window
, device
->style
, device
->exStyle
);
923 filter_messages
= device
->filter_messages
;
924 device
->filter_messages
= TRUE
;
926 /* Only restore the style if the application didn't modify it during the
927 * fullscreen phase. Some applications change it before calling Reset()
928 * when switching between windowed and fullscreen modes (HL2), some
929 * depend on the original style (Eve Online). */
930 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
932 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
933 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
935 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
937 device
->filter_messages
= filter_messages
;
939 /* Delete the old values. */
944 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
946 TRACE("device %p, window %p.\n", device
, window
);
948 if (!wined3d_register_window(window
, device
))
950 ERR("Failed to register window %p.\n", window
);
954 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
955 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
960 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
962 TRACE("device %p.\n", device
);
964 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
965 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
968 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
970 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
973 if (device
->fb
.render_targets
)
975 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
977 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
979 if (device
->back_buffer_view
)
980 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
983 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
984 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
987 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
988 struct wined3d_swapchain_desc
*swapchain_desc
)
990 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
991 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
992 struct wined3d_swapchain
*swapchain
= NULL
;
993 struct wined3d_context
*context
;
994 DWORD clear_flags
= 0;
997 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
999 if (device
->d3d_initialized
)
1000 return WINED3DERR_INVALIDCALL
;
1001 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1002 return WINED3DERR_INVALIDCALL
;
1004 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1005 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1007 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
1008 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
1010 TRACE("Shader private data couldn't be allocated\n");
1013 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1015 TRACE("Blitter private data couldn't be allocated\n");
1019 /* Setup the implicit swapchain. This also initializes a context. */
1020 TRACE("Creating implicit swapchain\n");
1021 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1022 swapchain_desc
, &swapchain
);
1025 WARN("Failed to create implicit swapchain\n");
1029 if (swapchain_desc
->backbuffer_count
)
1031 struct wined3d_rendertarget_view_desc view_desc
;
1033 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
1034 view_desc
.u
.texture
.level_idx
= 0;
1035 view_desc
.u
.texture
.layer_idx
= 0;
1036 view_desc
.u
.texture
.layer_count
= 1;
1037 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
1038 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1040 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1045 device
->swapchain_count
= 1;
1046 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1047 if (!device
->swapchains
)
1049 ERR("Out of memory!\n");
1052 device
->swapchains
[0] = swapchain
;
1053 device_init_swapchain_state(device
, swapchain
);
1055 context
= context_acquire(device
, swapchain
->front_buffer
->sub_resources
[0].u
.surface
);
1057 create_dummy_textures(device
, context
);
1058 create_default_sampler(device
);
1060 device
->contexts
[0]->last_was_rhw
= 0;
1062 TRACE("All defaults now set up, leaving 3D init.\n");
1064 context_release(context
);
1066 /* Clear the screen */
1067 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1068 clear_flags
|= WINED3DCLEAR_TARGET
;
1069 if (swapchain_desc
->enable_auto_depth_stencil
)
1070 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1072 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1074 device
->d3d_initialized
= TRUE
;
1076 if (wined3d_settings
.logo
)
1077 device_load_logo(device
, wined3d_settings
.logo
);
1081 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1082 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1083 device
->swapchain_count
= 0;
1084 if (device
->back_buffer_view
)
1085 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1087 wined3d_swapchain_decref(swapchain
);
1088 if (device
->blit_priv
)
1089 device
->blitter
->free_private(device
);
1090 if (device
->shader_priv
)
1091 device
->shader_backend
->shader_free_private(device
);
1096 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1097 struct wined3d_swapchain_desc
*swapchain_desc
)
1099 struct wined3d_swapchain
*swapchain
= NULL
;
1102 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1104 /* Setup the implicit swapchain */
1105 TRACE("Creating implicit swapchain\n");
1106 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1107 swapchain_desc
, &swapchain
);
1110 WARN("Failed to create implicit swapchain\n");
1114 device
->swapchain_count
= 1;
1115 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1116 if (!device
->swapchains
)
1118 ERR("Out of memory!\n");
1121 device
->swapchains
[0] = swapchain
;
1125 wined3d_swapchain_decref(swapchain
);
1129 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1131 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1133 wined3d_sampler_decref(sampler
);
1136 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1138 struct wined3d_resource
*resource
, *cursor
;
1139 const struct wined3d_gl_info
*gl_info
;
1140 struct wined3d_context
*context
;
1141 struct wined3d_surface
*surface
;
1144 TRACE("device %p.\n", device
);
1146 if (!device
->d3d_initialized
)
1147 return WINED3DERR_INVALIDCALL
;
1149 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1150 * it was created. Thus make sure a context is active for the glDelete* calls
1152 context
= context_acquire(device
, NULL
);
1153 gl_info
= context
->gl_info
;
1155 if (device
->logo_texture
)
1156 wined3d_texture_decref(device
->logo_texture
);
1157 if (device
->cursor_texture
)
1158 wined3d_texture_decref(device
->cursor_texture
);
1160 state_unbind_resources(&device
->state
);
1162 /* Unload resources */
1163 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1165 TRACE("Unloading resource %p.\n", resource
);
1166 resource
->resource_ops
->resource_unload(resource
);
1169 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1171 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1172 * private data, it might contain opengl pointers
1174 if (device
->depth_blt_texture
)
1176 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1177 device
->depth_blt_texture
= 0;
1180 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1181 device
->blitter
->free_private(device
);
1182 device
->shader_backend
->shader_free_private(device
);
1183 destroy_dummy_textures(device
, gl_info
);
1184 destroy_default_sampler(device
);
1186 /* Release the context again as soon as possible. In particular,
1187 * releasing the render target views below may release the last reference
1188 * to the swapchain associated with this context, which in turn will
1189 * destroy the context. */
1190 context_release(context
);
1192 /* Release the buffers (with sanity checks)*/
1193 if (device
->onscreen_depth_stencil
)
1195 surface
= device
->onscreen_depth_stencil
;
1196 device
->onscreen_depth_stencil
= NULL
;
1197 wined3d_texture_decref(surface
->container
);
1200 if (device
->fb
.depth_stencil
)
1202 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1204 TRACE("Releasing depth/stencil view %p.\n", view
);
1206 device
->fb
.depth_stencil
= NULL
;
1207 wined3d_rendertarget_view_decref(view
);
1210 if (device
->auto_depth_stencil_view
)
1212 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1214 device
->auto_depth_stencil_view
= NULL
;
1215 if (wined3d_rendertarget_view_decref(view
))
1216 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1219 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1221 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1223 if (device
->back_buffer_view
)
1225 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1226 device
->back_buffer_view
= NULL
;
1229 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1231 TRACE("Releasing the implicit swapchain %u.\n", i
);
1232 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1233 FIXME("Something's still holding the implicit swapchain.\n");
1236 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1237 device
->swapchains
= NULL
;
1238 device
->swapchain_count
= 0;
1240 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1241 device
->fb
.render_targets
= NULL
;
1243 device
->d3d_initialized
= FALSE
;
1248 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1252 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1254 TRACE("Releasing the implicit swapchain %u.\n", i
);
1255 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1256 FIXME("Something's still holding the implicit swapchain.\n");
1259 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1260 device
->swapchains
= NULL
;
1261 device
->swapchain_count
= 0;
1265 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1266 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1267 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1269 * There is no way to deactivate thread safety once it is enabled.
1271 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1273 TRACE("device %p.\n", device
);
1275 /* For now just store the flag (needed in case of ddraw). */
1276 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1279 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1281 TRACE("device %p.\n", device
);
1283 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1284 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1285 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1286 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1288 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1291 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1292 struct wined3d_buffer
*buffer
, UINT offset
)
1294 struct wined3d_stream_output
*stream
;
1295 struct wined3d_buffer
*prev_buffer
;
1297 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1299 if (idx
>= MAX_STREAM_OUT
)
1301 WARN("Invalid stream output %u.\n", idx
);
1305 stream
= &device
->update_state
->stream_output
[idx
];
1306 prev_buffer
= stream
->buffer
;
1309 wined3d_buffer_incref(buffer
);
1310 stream
->buffer
= buffer
;
1311 stream
->offset
= offset
;
1312 if (!device
->recording
)
1313 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1315 wined3d_buffer_decref(prev_buffer
);
1318 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1319 UINT idx
, UINT
*offset
)
1321 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1323 if (idx
>= MAX_STREAM_OUT
)
1325 WARN("Invalid stream output %u.\n", idx
);
1330 *offset
= device
->state
.stream_output
[idx
].offset
;
1331 return device
->state
.stream_output
[idx
].buffer
;
1334 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1335 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1337 struct wined3d_stream_state
*stream
;
1338 struct wined3d_buffer
*prev_buffer
;
1340 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1341 device
, stream_idx
, buffer
, offset
, stride
);
1343 if (stream_idx
>= MAX_STREAMS
)
1345 WARN("Stream index %u out of range.\n", stream_idx
);
1346 return WINED3DERR_INVALIDCALL
;
1348 else if (offset
& 0x3)
1350 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1351 return WINED3DERR_INVALIDCALL
;
1354 stream
= &device
->update_state
->streams
[stream_idx
];
1355 prev_buffer
= stream
->buffer
;
1357 if (device
->recording
)
1358 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1360 if (prev_buffer
== buffer
1361 && stream
->stride
== stride
1362 && stream
->offset
== offset
)
1364 TRACE("Application is setting the old values over, nothing to do.\n");
1368 stream
->buffer
= buffer
;
1371 stream
->stride
= stride
;
1372 stream
->offset
= offset
;
1373 wined3d_buffer_incref(buffer
);
1376 if (!device
->recording
)
1377 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1379 wined3d_buffer_decref(prev_buffer
);
1384 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1385 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1387 const struct wined3d_stream_state
*stream
;
1389 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1390 device
, stream_idx
, buffer
, offset
, stride
);
1392 if (stream_idx
>= MAX_STREAMS
)
1394 WARN("Stream index %u out of range.\n", stream_idx
);
1395 return WINED3DERR_INVALIDCALL
;
1398 stream
= &device
->state
.streams
[stream_idx
];
1399 *buffer
= stream
->buffer
;
1401 *offset
= stream
->offset
;
1402 *stride
= stream
->stride
;
1407 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1409 struct wined3d_stream_state
*stream
;
1410 UINT old_flags
, old_freq
;
1412 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1414 /* Verify input. At least in d3d9 this is invalid. */
1415 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1417 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1418 return WINED3DERR_INVALIDCALL
;
1420 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1422 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1423 return WINED3DERR_INVALIDCALL
;
1427 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1428 return WINED3DERR_INVALIDCALL
;
1431 stream
= &device
->update_state
->streams
[stream_idx
];
1432 old_flags
= stream
->flags
;
1433 old_freq
= stream
->frequency
;
1435 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1436 stream
->frequency
= divider
& 0x7fffff;
1438 if (device
->recording
)
1439 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1440 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1441 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1446 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1447 UINT stream_idx
, UINT
*divider
)
1449 const struct wined3d_stream_state
*stream
;
1451 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1453 stream
= &device
->state
.streams
[stream_idx
];
1454 *divider
= stream
->flags
| stream
->frequency
;
1456 TRACE("Returning %#x.\n", *divider
);
1461 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1462 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1464 TRACE("device %p, state %s, matrix %p.\n",
1465 device
, debug_d3dtstype(d3dts
), matrix
);
1466 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1467 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1468 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1469 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1471 /* Handle recording of state blocks. */
1472 if (device
->recording
)
1474 TRACE("Recording... not performing anything.\n");
1475 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1476 device
->update_state
->transforms
[d3dts
] = *matrix
;
1480 /* If the new matrix is the same as the current one,
1481 * we cut off any further processing. this seems to be a reasonable
1482 * optimization because as was noticed, some apps (warcraft3 for example)
1483 * tend towards setting the same matrix repeatedly for some reason.
1485 * From here on we assume that the new matrix is different, wherever it matters. */
1486 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1488 TRACE("The application is setting the same matrix over again.\n");
1492 device
->state
.transforms
[d3dts
] = *matrix
;
1493 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1496 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1497 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1499 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1501 *matrix
= device
->state
.transforms
[state
];
1504 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1505 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1507 const struct wined3d_matrix
*mat
;
1508 struct wined3d_matrix temp
;
1510 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1512 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1513 * below means it will be recorded in a state block change, but it
1514 * works regardless where it is recorded.
1515 * If this is found to be wrong, change to StateBlock. */
1516 if (state
> HIGHEST_TRANSFORMSTATE
)
1518 WARN("Unhandled transform state %#x.\n", state
);
1522 mat
= &device
->update_state
->transforms
[state
];
1523 multiply_matrix(&temp
, mat
, matrix
);
1525 /* Apply change via set transform - will reapply to eg. lights this way. */
1526 wined3d_device_set_transform(device
, state
, &temp
);
1529 /* Note lights are real special cases. Although the device caps state only
1530 * e.g. 8 are supported, you can reference any indexes you want as long as
1531 * that number max are enabled at any one point in time. Therefore since the
1532 * indices can be anything, we need a hashmap of them. However, this causes
1533 * stateblock problems. When capturing the state block, I duplicate the
1534 * hashmap, but when recording, just build a chain pretty much of commands to
1536 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1537 UINT light_idx
, const struct wined3d_light
*light
)
1539 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1540 struct wined3d_light_info
*object
= NULL
;
1544 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1546 /* Check the parameter range. Need for speed most wanted sets junk lights
1547 * which confuse the GL driver. */
1549 return WINED3DERR_INVALIDCALL
;
1551 switch (light
->type
)
1553 case WINED3D_LIGHT_POINT
:
1554 case WINED3D_LIGHT_SPOT
:
1555 case WINED3D_LIGHT_GLSPOT
:
1556 /* Incorrect attenuation values can cause the gl driver to crash.
1557 * Happens with Need for speed most wanted. */
1558 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1560 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1561 return WINED3DERR_INVALIDCALL
;
1565 case WINED3D_LIGHT_DIRECTIONAL
:
1566 case WINED3D_LIGHT_PARALLELPOINT
:
1567 /* Ignores attenuation */
1571 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1572 return WINED3DERR_INVALIDCALL
;
1575 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1577 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1578 if (object
->OriginalIndex
== light_idx
)
1585 TRACE("Adding new light\n");
1586 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1588 return E_OUTOFMEMORY
;
1590 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1591 object
->glIndex
= -1;
1592 object
->OriginalIndex
= light_idx
;
1595 /* Initialize the object. */
1596 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1597 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1598 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1599 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1600 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1601 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1602 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1603 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1605 /* Update the live definitions if the light is currently assigned a glIndex. */
1606 if (object
->glIndex
!= -1 && !device
->recording
)
1608 if (object
->OriginalParms
.type
!= light
->type
)
1609 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1610 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1613 /* Save away the information. */
1614 object
->OriginalParms
= *light
;
1616 switch (light
->type
)
1618 case WINED3D_LIGHT_POINT
:
1620 object
->position
.x
= light
->position
.x
;
1621 object
->position
.y
= light
->position
.y
;
1622 object
->position
.z
= light
->position
.z
;
1623 object
->position
.w
= 1.0f
;
1624 object
->cutoff
= 180.0f
;
1628 case WINED3D_LIGHT_DIRECTIONAL
:
1630 object
->direction
.x
= -light
->direction
.x
;
1631 object
->direction
.y
= -light
->direction
.y
;
1632 object
->direction
.z
= -light
->direction
.z
;
1633 object
->direction
.w
= 0.0f
;
1634 object
->exponent
= 0.0f
;
1635 object
->cutoff
= 180.0f
;
1638 case WINED3D_LIGHT_SPOT
:
1640 object
->position
.x
= light
->position
.x
;
1641 object
->position
.y
= light
->position
.y
;
1642 object
->position
.z
= light
->position
.z
;
1643 object
->position
.w
= 1.0f
;
1646 object
->direction
.x
= light
->direction
.x
;
1647 object
->direction
.y
= light
->direction
.y
;
1648 object
->direction
.z
= light
->direction
.z
;
1649 object
->direction
.w
= 0.0f
;
1651 /* opengl-ish and d3d-ish spot lights use too different models
1652 * for the light "intensity" as a function of the angle towards
1653 * the main light direction, so we only can approximate very
1654 * roughly. However, spot lights are rather rarely used in games
1655 * (if ever used at all). Furthermore if still used, probably
1656 * nobody pays attention to such details. */
1657 if (!light
->falloff
)
1659 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1660 * equations have the falloff resp. exponent parameter as an
1661 * exponent, so the spot light lighting will always be 1.0 for
1662 * both of them, and we don't have to care for the rest of the
1663 * rather complex calculation. */
1664 object
->exponent
= 0.0f
;
1668 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1671 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1674 if (object
->exponent
> 128.0f
)
1675 object
->exponent
= 128.0f
;
1677 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1681 case WINED3D_LIGHT_PARALLELPOINT
:
1682 object
->position
.x
= light
->position
.x
;
1683 object
->position
.y
= light
->position
.y
;
1684 object
->position
.z
= light
->position
.z
;
1685 object
->position
.w
= 1.0f
;
1689 FIXME("Unrecognized light type %#x.\n", light
->type
);
1695 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1696 UINT light_idx
, struct wined3d_light
*light
)
1698 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1699 struct wined3d_light_info
*light_info
= NULL
;
1702 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1704 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1706 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1707 if (light_info
->OriginalIndex
== light_idx
)
1714 TRACE("Light information requested but light not defined\n");
1715 return WINED3DERR_INVALIDCALL
;
1718 *light
= light_info
->OriginalParms
;
1722 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1724 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1725 struct wined3d_light_info
*light_info
= NULL
;
1728 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1730 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1732 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1733 if (light_info
->OriginalIndex
== light_idx
)
1737 TRACE("Found light %p.\n", light_info
);
1739 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1742 TRACE("Light enabled requested but light not defined, so defining one!\n");
1743 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1745 /* Search for it again! Should be fairly quick as near head of list. */
1746 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1748 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1749 if (light_info
->OriginalIndex
== light_idx
)
1755 FIXME("Adding default lights has failed dismally\n");
1756 return WINED3DERR_INVALIDCALL
;
1762 if (light_info
->glIndex
!= -1)
1764 if (!device
->recording
)
1766 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1767 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1770 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1771 light_info
->glIndex
= -1;
1775 TRACE("Light already disabled, nothing to do\n");
1777 light_info
->enabled
= FALSE
;
1781 light_info
->enabled
= TRUE
;
1782 if (light_info
->glIndex
!= -1)
1784 TRACE("Nothing to do as light was enabled\n");
1789 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1790 /* Find a free GL light. */
1791 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1793 if (!device
->update_state
->lights
[i
])
1795 device
->update_state
->lights
[i
] = light_info
;
1796 light_info
->glIndex
= i
;
1800 if (light_info
->glIndex
== -1)
1802 /* Our tests show that Windows returns D3D_OK in this situation, even with
1803 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1804 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1805 * as well for those lights.
1807 * TODO: Test how this affects rendering. */
1808 WARN("Too many concurrently active lights\n");
1812 /* i == light_info->glIndex */
1813 if (!device
->recording
)
1815 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1816 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1824 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1826 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1827 struct wined3d_light_info
*light_info
= NULL
;
1830 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1832 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1834 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1835 if (light_info
->OriginalIndex
== light_idx
)
1842 TRACE("Light enabled state requested but light not defined.\n");
1843 return WINED3DERR_INVALIDCALL
;
1845 /* true is 128 according to SetLightEnable */
1846 *enable
= light_info
->enabled
? 128 : 0;
1850 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1851 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1853 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1855 /* Validate plane_idx. */
1856 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1858 TRACE("Application has requested clipplane this device doesn't support.\n");
1859 return WINED3DERR_INVALIDCALL
;
1862 if (device
->recording
)
1863 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1865 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1867 TRACE("Application is setting old values over, nothing to do.\n");
1871 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1873 if (!device
->recording
)
1874 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1879 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1880 UINT plane_idx
, struct wined3d_vec4
*plane
)
1882 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1884 /* Validate plane_idx. */
1885 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1887 TRACE("Application has requested clipplane this device doesn't support.\n");
1888 return WINED3DERR_INVALIDCALL
;
1891 *plane
= device
->state
.clip_planes
[plane_idx
];
1896 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1897 const struct wined3d_clip_status
*clip_status
)
1899 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1902 return WINED3DERR_INVALIDCALL
;
1907 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1908 struct wined3d_clip_status
*clip_status
)
1910 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1913 return WINED3DERR_INVALIDCALL
;
1918 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1920 TRACE("device %p, material %p.\n", device
, material
);
1922 device
->update_state
->material
= *material
;
1924 if (device
->recording
)
1925 device
->recording
->changed
.material
= TRUE
;
1927 wined3d_cs_emit_set_material(device
->cs
, material
);
1930 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1932 TRACE("device %p, material %p.\n", device
, material
);
1934 *material
= device
->state
.material
;
1936 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1937 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1938 TRACE("specular %s\n", debug_color(&material
->specular
));
1939 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1940 TRACE("power %.8e.\n", material
->power
);
1943 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1944 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1946 enum wined3d_format_id prev_format
;
1947 struct wined3d_buffer
*prev_buffer
;
1949 TRACE("device %p, buffer %p, format %s.\n",
1950 device
, buffer
, debug_d3dformat(format_id
));
1952 prev_buffer
= device
->update_state
->index_buffer
;
1953 prev_format
= device
->update_state
->index_format
;
1955 device
->update_state
->index_buffer
= buffer
;
1956 device
->update_state
->index_format
= format_id
;
1958 if (device
->recording
)
1959 device
->recording
->changed
.indices
= TRUE
;
1961 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1965 wined3d_buffer_incref(buffer
);
1966 if (!device
->recording
)
1967 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1969 wined3d_buffer_decref(prev_buffer
);
1972 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1973 enum wined3d_format_id
*format
)
1975 TRACE("device %p, format %p.\n", device
, format
);
1977 *format
= device
->state
.index_format
;
1978 return device
->state
.index_buffer
;
1981 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1983 TRACE("device %p, base_index %d.\n", device
, base_index
);
1985 device
->update_state
->base_vertex_index
= base_index
;
1988 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1990 TRACE("device %p.\n", device
);
1992 return device
->state
.base_vertex_index
;
1995 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1997 TRACE("device %p, viewport %p.\n", device
, viewport
);
1998 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1999 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2001 device
->update_state
->viewport
= *viewport
;
2003 /* Handle recording of state blocks */
2004 if (device
->recording
)
2006 TRACE("Recording... not performing anything\n");
2007 device
->recording
->changed
.viewport
= TRUE
;
2011 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
2014 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2016 TRACE("device %p, viewport %p.\n", device
, viewport
);
2018 *viewport
= device
->state
.viewport
;
2021 static void resolve_depth_buffer(struct wined3d_state
*state
)
2023 struct wined3d_texture
*dst_texture
= state
->textures
[0];
2024 struct wined3d_rendertarget_view
*src_view
;
2025 RECT src_rect
, dst_rect
;
2027 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2028 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2031 if (!(src_view
= state
->fb
->depth_stencil
))
2033 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2035 FIXME("Not supported on buffer resources.\n");
2039 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2040 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2041 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
2042 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2045 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2046 enum wined3d_render_state state
, DWORD value
)
2050 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2052 if (state
> WINEHIGHEST_RENDER_STATE
)
2054 WARN("Unhandled render state %#x.\n", state
);
2058 old_value
= device
->state
.render_states
[state
];
2059 device
->update_state
->render_states
[state
] = value
;
2061 /* Handle recording of state blocks. */
2062 if (device
->recording
)
2064 TRACE("Recording... not performing anything.\n");
2065 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2069 /* Compared here and not before the assignment to allow proper stateblock recording. */
2070 if (value
== old_value
)
2071 TRACE("Application is setting the old value over, nothing to do.\n");
2073 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2075 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2077 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2078 resolve_depth_buffer(&device
->state
);
2082 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2084 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2086 return device
->state
.render_states
[state
];
2089 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2090 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2094 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2095 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2097 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2098 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2100 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2102 WARN("Invalid sampler %u.\n", sampler_idx
);
2103 return; /* Windows accepts overflowing this array ... we do not. */
2106 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2107 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2109 /* Handle recording of state blocks. */
2110 if (device
->recording
)
2112 TRACE("Recording... not performing anything.\n");
2113 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2117 if (old_value
== value
)
2119 TRACE("Application is setting the old value over, nothing to do.\n");
2123 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2126 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2127 UINT sampler_idx
, enum wined3d_sampler_state state
)
2129 TRACE("device %p, sampler_idx %u, state %s.\n",
2130 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2132 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2133 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2135 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2137 WARN("Invalid sampler %u.\n", sampler_idx
);
2138 return 0; /* Windows accepts overflowing this array ... we do not. */
2141 return device
->state
.sampler_states
[sampler_idx
][state
];
2144 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2146 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2148 if (device
->recording
)
2149 device
->recording
->changed
.scissorRect
= TRUE
;
2151 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2153 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2156 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2158 if (device
->recording
)
2160 TRACE("Recording... not performing anything.\n");
2164 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2167 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2169 TRACE("device %p, rect %p.\n", device
, rect
);
2171 *rect
= device
->state
.scissor_rect
;
2172 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2175 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2176 struct wined3d_vertex_declaration
*declaration
)
2178 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2180 TRACE("device %p, declaration %p.\n", device
, declaration
);
2182 if (device
->recording
)
2183 device
->recording
->changed
.vertexDecl
= TRUE
;
2185 if (declaration
== prev
)
2189 wined3d_vertex_declaration_incref(declaration
);
2190 device
->update_state
->vertex_declaration
= declaration
;
2191 if (!device
->recording
)
2192 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2194 wined3d_vertex_declaration_decref(prev
);
2197 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2199 TRACE("device %p.\n", device
);
2201 return device
->state
.vertex_declaration
;
2204 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2206 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2208 TRACE("device %p, shader %p.\n", device
, shader
);
2210 if (device
->recording
)
2211 device
->recording
->changed
.vertexShader
= TRUE
;
2217 wined3d_shader_incref(shader
);
2218 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2219 if (!device
->recording
)
2220 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2222 wined3d_shader_decref(prev
);
2225 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2227 TRACE("device %p.\n", device
);
2229 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2232 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2233 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2235 struct wined3d_buffer
*prev
;
2237 if (idx
>= MAX_CONSTANT_BUFFERS
)
2239 WARN("Invalid constant buffer index %u.\n", idx
);
2243 prev
= device
->update_state
->cb
[type
][idx
];
2248 wined3d_buffer_incref(buffer
);
2249 device
->update_state
->cb
[type
][idx
] = buffer
;
2250 if (!device
->recording
)
2251 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2253 wined3d_buffer_decref(prev
);
2256 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2258 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2260 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2263 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2265 TRACE("device %p, idx %u.\n", device
, idx
);
2267 if (idx
>= MAX_CONSTANT_BUFFERS
)
2269 WARN("Invalid constant buffer index %u.\n", idx
);
2273 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2276 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2277 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2279 struct wined3d_shader_resource_view
*prev
;
2281 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2283 WARN("Invalid view index %u.\n", idx
);
2287 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2292 wined3d_shader_resource_view_incref(view
);
2293 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2294 if (!device
->recording
)
2295 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2297 wined3d_shader_resource_view_decref(prev
);
2300 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2301 UINT idx
, struct wined3d_shader_resource_view
*view
)
2303 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2305 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2308 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2311 TRACE("device %p, idx %u.\n", device
, idx
);
2313 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2315 WARN("Invalid view index %u.\n", idx
);
2319 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2322 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2323 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2325 struct wined3d_sampler
*prev
;
2327 if (idx
>= MAX_SAMPLER_OBJECTS
)
2329 WARN("Invalid sampler index %u.\n", idx
);
2333 prev
= device
->update_state
->sampler
[type
][idx
];
2334 if (sampler
== prev
)
2338 wined3d_sampler_incref(sampler
);
2339 device
->update_state
->sampler
[type
][idx
] = sampler
;
2340 if (!device
->recording
)
2341 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2343 wined3d_sampler_decref(prev
);
2346 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2348 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2350 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2353 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2355 TRACE("device %p, idx %u.\n", device
, idx
);
2357 if (idx
>= MAX_SAMPLER_OBJECTS
)
2359 WARN("Invalid sampler index %u.\n", idx
);
2363 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2366 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2370 for (i
= 0; i
< device
->context_count
; ++i
)
2372 device
->contexts
[i
]->constant_update_mask
|= mask
;
2376 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2377 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2381 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2382 device
, start_idx
, count
, constants
);
2384 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2385 return WINED3DERR_INVALIDCALL
;
2387 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2388 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2389 memcpy(&device
->update_state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2392 for (i
= 0; i
< count
; ++i
)
2393 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2396 if (device
->recording
)
2398 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2399 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2403 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2409 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2410 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2412 UINT count
= min(bool_count
, WINED3D_MAX_CONSTS_B
- start_register
);
2414 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2415 device
, start_register
, constants
, bool_count
);
2417 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_B
)
2418 return WINED3DERR_INVALIDCALL
;
2420 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2425 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2426 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2430 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2431 device
, start_idx
, count
, constants
);
2433 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2434 return WINED3DERR_INVALIDCALL
;
2436 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2437 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2438 memcpy(&device
->update_state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2441 for (i
= 0; i
< count
; ++i
)
2442 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2445 if (device
->recording
)
2447 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2448 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2452 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2458 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2459 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2461 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2462 device
, start_idx
, count
, constants
);
2464 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2465 return WINED3DERR_INVALIDCALL
;
2467 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2468 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2469 memcpy(constants
, &device
->state
.vs_consts_i
[start_idx
], count
* sizeof(*constants
));
2473 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2474 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2476 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2479 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2480 device
, start_idx
, count
, constants
);
2482 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2483 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2484 return WINED3DERR_INVALIDCALL
;
2486 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2489 for (i
= 0; i
< count
; ++i
)
2490 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2493 if (device
->recording
)
2494 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2495 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2497 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_idx
, count
);
2502 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2503 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2505 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2507 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2508 device
, start_idx
, count
, constants
);
2510 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2511 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2512 return WINED3DERR_INVALIDCALL
;
2514 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2519 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2521 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2523 TRACE("device %p, shader %p.\n", device
, shader
);
2525 if (device
->recording
)
2526 device
->recording
->changed
.pixelShader
= TRUE
;
2532 wined3d_shader_incref(shader
);
2533 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2534 if (!device
->recording
)
2535 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2537 wined3d_shader_decref(prev
);
2540 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2542 TRACE("device %p.\n", device
);
2544 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2547 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2549 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2551 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2554 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2556 TRACE("device %p, idx %u.\n", device
, idx
);
2558 if (idx
>= MAX_CONSTANT_BUFFERS
)
2560 WARN("Invalid constant buffer index %u.\n", idx
);
2564 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2567 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2568 UINT idx
, struct wined3d_shader_resource_view
*view
)
2570 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2572 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2575 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2578 TRACE("device %p, idx %u.\n", device
, idx
);
2580 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2582 WARN("Invalid view index %u.\n", idx
);
2586 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2589 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2591 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2593 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2596 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2598 TRACE("device %p, idx %u.\n", device
, idx
);
2600 if (idx
>= MAX_SAMPLER_OBJECTS
)
2602 WARN("Invalid sampler index %u.\n", idx
);
2606 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2609 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2610 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2612 UINT count
= min(bool_count
, WINED3D_MAX_CONSTS_B
- start_register
);
2615 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2616 device
, start_register
, constants
, bool_count
);
2618 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_B
)
2619 return WINED3DERR_INVALIDCALL
;
2621 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2622 for (i
= 0; i
< count
; ++i
)
2623 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2625 if (device
->recording
)
2627 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2628 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2632 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2638 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2639 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2641 UINT count
= min(bool_count
, WINED3D_MAX_CONSTS_B
- start_register
);
2643 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2644 device
, start_register
, constants
, bool_count
);
2646 if (!constants
|| start_register
>= WINED3D_MAX_CONSTS_B
)
2647 return WINED3DERR_INVALIDCALL
;
2649 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2654 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2655 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2659 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2660 device
, start_idx
, count
, constants
);
2662 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2663 return WINED3DERR_INVALIDCALL
;
2665 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2666 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2667 memcpy(&device
->update_state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2670 for (i
= 0; i
< count
; ++i
)
2671 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2674 if (device
->recording
)
2676 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2677 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2681 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2687 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2688 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2690 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2691 device
, start_idx
, count
, constants
);
2693 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2694 return WINED3DERR_INVALIDCALL
;
2696 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2697 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2698 memcpy(constants
, &device
->state
.ps_consts_i
[start_idx
], count
* sizeof(*constants
));
2703 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2704 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2706 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2709 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2710 device
, start_idx
, count
, constants
);
2712 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2713 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2714 return WINED3DERR_INVALIDCALL
;
2716 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2719 for (i
= 0; i
< count
; ++i
)
2720 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2723 if (device
->recording
)
2724 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2725 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2727 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_idx
, count
);
2732 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2733 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2735 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2737 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2738 device
, start_idx
, count
, constants
);
2740 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2741 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2742 return WINED3DERR_INVALIDCALL
;
2744 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2749 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2751 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2753 TRACE("device %p, shader %p.\n", device
, shader
);
2755 if (device
->recording
|| shader
== prev
)
2758 wined3d_shader_incref(shader
);
2759 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2760 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2762 wined3d_shader_decref(prev
);
2765 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2767 TRACE("device %p.\n", device
);
2769 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2772 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2774 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2776 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2779 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2781 TRACE("device %p, idx %u.\n", device
, idx
);
2783 if (idx
>= MAX_CONSTANT_BUFFERS
)
2785 WARN("Invalid constant buffer index %u.\n", idx
);
2789 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2792 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2793 UINT idx
, struct wined3d_shader_resource_view
*view
)
2795 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2797 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2800 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2803 TRACE("device %p, idx %u.\n", device
, idx
);
2805 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2807 WARN("Invalid view index %u.\n", idx
);
2811 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2814 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2816 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2818 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2821 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2823 TRACE("device %p, idx %u.\n", device
, idx
);
2825 if (idx
>= MAX_SAMPLER_OBJECTS
)
2827 WARN("Invalid sampler index %u.\n", idx
);
2831 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2834 /* Context activation is done by the caller. */
2835 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2836 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2837 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2840 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2841 struct wined3d_viewport vp
;
2849 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2851 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2854 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2856 ERR("Source has no position mask\n");
2857 return WINED3DERR_INVALIDCALL
;
2860 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2862 static BOOL warned
= FALSE
;
2864 * The clipping code is not quite correct. Some things need
2865 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2866 * so disable clipping for now.
2867 * (The graphics in Half-Life are broken, and my processvertices
2868 * test crashes with IDirect3DDevice3)
2874 FIXME("Clipping is broken and disabled for now\n");
2880 vertex_size
= get_flexible_vertex_size(DestFVF
);
2881 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2883 WARN("Failed to map buffer, hr %#x.\n", hr
);
2887 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2888 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2889 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2891 TRACE("View mat:\n");
2892 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2893 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2894 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2895 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2897 TRACE("Proj mat:\n");
2898 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2899 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2900 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2901 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2903 TRACE("World mat:\n");
2904 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2905 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2906 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2907 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2909 /* Get the viewport */
2910 wined3d_device_get_viewport(device
, &vp
);
2911 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2912 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2914 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2915 multiply_matrix(&mat
,&proj_mat
,&mat
);
2917 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2919 for (i
= 0; i
< dwCount
; i
+= 1) {
2920 unsigned int tex_index
;
2922 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2923 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2924 /* The position first */
2925 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2926 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2928 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2930 /* Multiplication with world, view and projection matrix. */
2931 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2932 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2933 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2934 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2936 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2938 /* WARNING: The following things are taken from d3d7 and were not yet checked
2939 * against d3d8 or d3d9!
2942 /* Clipping conditions: From msdn
2944 * A vertex is clipped if it does not match the following requirements
2948 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2950 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2951 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2956 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2957 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2960 /* "Normal" viewport transformation (not clipped)
2961 * 1) The values are divided by rhw
2962 * 2) The y axis is negative, so multiply it with -1
2963 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2964 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2965 * 4) Multiply x with Width/2 and add Width/2
2966 * 5) The same for the height
2967 * 6) Add the viewpoint X and Y to the 2D coordinates and
2968 * The minimum Z value to z
2969 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2971 * Well, basically it's simply a linear transformation into viewport
2983 z
*= vp
.max_z
- vp
.min_z
;
2985 x
+= vp
.width
/ 2 + vp
.x
;
2986 y
+= vp
.height
/ 2 + vp
.y
;
2991 /* That vertex got clipped
2992 * Contrary to OpenGL it is not dropped completely, it just
2993 * undergoes a different calculation.
2995 TRACE("Vertex got clipped\n");
3002 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3003 * outside of the main vertex buffer memory. That needs some more
3008 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3011 ( (float *) dest_ptr
)[0] = x
;
3012 ( (float *) dest_ptr
)[1] = y
;
3013 ( (float *) dest_ptr
)[2] = z
;
3014 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3016 dest_ptr
+= 3 * sizeof(float);
3018 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3019 dest_ptr
+= sizeof(float);
3022 if (DestFVF
& WINED3DFVF_PSIZE
)
3023 dest_ptr
+= sizeof(DWORD
);
3025 if (DestFVF
& WINED3DFVF_NORMAL
)
3027 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3028 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3029 /* AFAIK this should go into the lighting information */
3030 FIXME("Didn't expect the destination to have a normal\n");
3031 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3034 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3036 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3037 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3038 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3040 static BOOL warned
= FALSE
;
3043 ERR("No diffuse color in source, but destination has one\n");
3047 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3048 dest_ptr
+= sizeof(DWORD
);
3052 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3056 if (DestFVF
& WINED3DFVF_SPECULAR
)
3058 /* What's the color value in the feedback buffer? */
3059 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3060 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3061 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3063 static BOOL warned
= FALSE
;
3066 ERR("No specular color in source, but destination has one\n");
3070 *(DWORD
*)dest_ptr
= 0xff000000;
3071 dest_ptr
+= sizeof(DWORD
);
3075 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3079 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3081 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3082 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3083 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3085 ERR("No source texture, but destination requests one\n");
3086 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3090 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3095 wined3d_buffer_unmap(dest
);
3099 #undef copy_and_next
3101 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3102 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3103 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3105 struct wined3d_state
*state
= &device
->state
;
3106 struct wined3d_stream_info stream_info
;
3107 const struct wined3d_gl_info
*gl_info
;
3108 struct wined3d_context
*context
;
3109 struct wined3d_shader
*vs
;
3114 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3115 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3116 device
, src_start_idx
, dst_idx
, vertex_count
,
3117 dst_buffer
, declaration
, flags
, dst_fvf
);
3120 FIXME("Output vertex declaration not implemented yet.\n");
3122 /* Need any context to write to the vbo. */
3123 context
= context_acquire(device
, NULL
);
3124 gl_info
= context
->gl_info
;
3126 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3127 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3128 context_stream_info_from_declaration(context
, state
, &stream_info
);
3129 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3131 /* We can't convert FROM a VBO, and vertex buffers used to source into
3132 * process_vertices() are unlikely to ever be used for drawing. Release
3133 * VBOs in those buffers and fix up the stream_info structure.
3135 * Also apply the start index. */
3136 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3138 struct wined3d_stream_info_element
*e
;
3139 struct wined3d_buffer
*buffer
;
3144 e
= &stream_info
.elements
[i
];
3145 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3146 e
->data
.buffer_object
= 0;
3147 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3148 if (buffer
->buffer_object
)
3150 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3151 buffer
->buffer_object
= 0;
3154 e
->data
.addr
+= e
->stride
* src_start_idx
;
3157 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3158 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3160 context_release(context
);
3165 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3166 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3168 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3171 TRACE("device %p, stage %u, state %s, value %#x.\n",
3172 device
, stage
, debug_d3dtexturestate(state
), value
);
3174 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3176 WARN("Invalid state %#x passed.\n", state
);
3180 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3182 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3183 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3187 old_value
= device
->update_state
->texture_states
[stage
][state
];
3188 device
->update_state
->texture_states
[stage
][state
] = value
;
3190 if (device
->recording
)
3192 TRACE("Recording... not performing anything.\n");
3193 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3197 /* Checked after the assignments to allow proper stateblock recording. */
3198 if (old_value
== value
)
3200 TRACE("Application is setting the old value over, nothing to do.\n");
3204 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3207 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3208 UINT stage
, enum wined3d_texture_stage_state state
)
3210 TRACE("device %p, stage %u, state %s.\n",
3211 device
, stage
, debug_d3dtexturestate(state
));
3213 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3215 WARN("Invalid state %#x passed.\n", state
);
3219 return device
->state
.texture_states
[stage
][state
];
3222 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3223 UINT stage
, struct wined3d_texture
*texture
)
3225 struct wined3d_texture
*prev
;
3227 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3229 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3230 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3232 /* Windows accepts overflowing this array... we do not. */
3233 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3235 WARN("Ignoring invalid stage %u.\n", stage
);
3239 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3241 WARN("Rejecting attempt to set scratch texture.\n");
3242 return WINED3DERR_INVALIDCALL
;
3245 if (device
->recording
)
3246 device
->recording
->changed
.textures
|= 1u << stage
;
3248 prev
= device
->update_state
->textures
[stage
];
3249 TRACE("Previous texture %p.\n", prev
);
3251 if (texture
== prev
)
3253 TRACE("App is setting the same texture again, nothing to do.\n");
3257 TRACE("Setting new texture to %p.\n", texture
);
3258 device
->update_state
->textures
[stage
] = texture
;
3261 wined3d_texture_incref(texture
);
3262 if (!device
->recording
)
3263 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3265 wined3d_texture_decref(prev
);
3270 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3272 TRACE("device %p, stage %u.\n", device
, stage
);
3274 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3275 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3277 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3279 WARN("Ignoring invalid stage %u.\n", stage
);
3280 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3283 return device
->state
.textures
[stage
];
3286 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3288 TRACE("device %p, caps %p.\n", device
, caps
);
3290 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3291 device
->create_parms
.device_type
, caps
);
3294 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3295 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3297 struct wined3d_swapchain
*swapchain
;
3299 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3300 device
, swapchain_idx
, mode
, rotation
);
3302 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3303 return WINED3DERR_INVALIDCALL
;
3305 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3308 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3310 struct wined3d_stateblock
*stateblock
;
3313 TRACE("device %p.\n", device
);
3315 if (device
->recording
)
3316 return WINED3DERR_INVALIDCALL
;
3318 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3322 device
->recording
= stateblock
;
3323 device
->update_state
= &stateblock
->state
;
3325 TRACE("Recording stateblock %p.\n", stateblock
);
3330 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3331 struct wined3d_stateblock
**stateblock
)
3333 struct wined3d_stateblock
*object
= device
->recording
;
3335 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3337 if (!device
->recording
)
3339 WARN("Not recording.\n");
3341 return WINED3DERR_INVALIDCALL
;
3344 stateblock_init_contained_states(object
);
3346 *stateblock
= object
;
3347 device
->recording
= NULL
;
3348 device
->update_state
= &device
->state
;
3350 TRACE("Returning stateblock %p.\n", *stateblock
);
3355 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3357 /* At the moment we have no need for any functionality at the beginning
3359 TRACE("device %p.\n", device
);
3361 if (device
->inScene
)
3363 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3364 return WINED3DERR_INVALIDCALL
;
3366 device
->inScene
= TRUE
;
3370 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3372 struct wined3d_context
*context
;
3374 TRACE("device %p.\n", device
);
3376 if (!device
->inScene
)
3378 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3379 return WINED3DERR_INVALIDCALL
;
3382 context
= context_acquire(device
, NULL
);
3383 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3384 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3385 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3387 context_release(context
);
3389 device
->inScene
= FALSE
;
3393 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3394 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3396 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3397 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3399 if (!rect_count
&& rects
)
3401 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3405 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3407 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3410 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3411 /* TODO: What about depth stencil buffers without stencil bits? */
3412 return WINED3DERR_INVALIDCALL
;
3414 else if (flags
& WINED3DCLEAR_TARGET
)
3416 if (ds
->width
< device
->fb
.render_targets
[0]->width
3417 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3419 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3425 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3430 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3431 struct wined3d_query
*predicate
, BOOL value
)
3433 struct wined3d_query
*prev
;
3435 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3437 prev
= device
->update_state
->predicate
;
3440 FIXME("Predicated rendering not implemented.\n");
3441 wined3d_query_incref(predicate
);
3443 device
->update_state
->predicate
= predicate
;
3444 device
->update_state
->predicate_value
= value
;
3445 if (!device
->recording
)
3446 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3448 wined3d_query_decref(prev
);
3451 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3453 TRACE("device %p, value %p.\n", device
, value
);
3455 *value
= device
->state
.predicate_value
;
3456 return device
->state
.predicate
;
3459 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3460 enum wined3d_primitive_type primitive_type
)
3462 GLenum gl_primitive_type
, prev
;
3464 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3466 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3467 prev
= device
->update_state
->gl_primitive_type
;
3468 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3469 if (device
->recording
)
3470 device
->recording
->changed
.primitive_type
= TRUE
;
3471 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3472 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3475 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3476 enum wined3d_primitive_type
*primitive_type
)
3478 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3480 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3482 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3485 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3487 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3489 if (!device
->state
.vertex_declaration
)
3491 WARN("Called without a valid vertex declaration set.\n");
3492 return WINED3DERR_INVALIDCALL
;
3495 if (device
->state
.load_base_vertex_index
)
3497 device
->state
.load_base_vertex_index
= 0;
3498 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3501 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3506 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3507 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3509 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3510 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3512 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3515 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3517 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3519 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3521 if (!device
->state
.index_buffer
)
3523 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3524 * without an index buffer set. (The first time at least...)
3525 * D3D8 simply dies, but I doubt it can do much harm to return
3526 * D3DERR_INVALIDCALL there as well. */
3527 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3528 return WINED3DERR_INVALIDCALL
;
3531 if (!device
->state
.vertex_declaration
)
3533 WARN("Called without a valid vertex declaration set.\n");
3534 return WINED3DERR_INVALIDCALL
;
3537 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3538 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3540 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3541 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3544 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3549 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3550 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3552 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3553 device
, start_idx
, index_count
, start_instance
, instance_count
);
3555 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3558 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3559 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3560 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3562 struct wined3d_const_bo_address data
;
3563 struct wined3d_context
*context
;
3564 struct wined3d_map_desc src
;
3565 HRESULT hr
= WINED3D_OK
;
3568 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3569 device
, src_texture
, src_level
, dst_texture
, level_count
);
3571 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3573 WARN("Source and destination formats do not match.\n");
3574 return WINED3DERR_INVALIDCALL
;
3577 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3578 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3579 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3581 WARN("Source and destination dimensions do not match.\n");
3582 return WINED3DERR_INVALIDCALL
;
3585 context
= context_acquire(device
, NULL
);
3587 /* Only a prepare, since we're uploading entire volumes. */
3588 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3589 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3591 for (i
= 0; i
< level_count
; ++i
)
3593 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3594 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3597 data
.buffer_object
= 0;
3598 data
.addr
= src
.data
;
3599 wined3d_volume_upload_data(dst_texture
, i
, context
, &data
);
3600 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3602 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3607 context_release(context
);
3611 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3612 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3614 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3615 unsigned int layer_count
, level_count
, i
, j
;
3616 enum wined3d_resource_type type
;
3618 struct wined3d_context
*context
;
3620 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3622 /* Verify that the source and destination textures are non-NULL. */
3623 if (!src_texture
|| !dst_texture
)
3625 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3626 return WINED3DERR_INVALIDCALL
;
3629 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3631 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3632 return WINED3DERR_INVALIDCALL
;
3634 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3636 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3637 return WINED3DERR_INVALIDCALL
;
3640 /* Verify that the source and destination textures are the same type. */
3641 type
= src_texture
->resource
.type
;
3642 if (dst_texture
->resource
.type
!= type
)
3644 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3645 return WINED3DERR_INVALIDCALL
;
3648 layer_count
= src_texture
->layer_count
;
3649 if (layer_count
!= dst_texture
->layer_count
)
3651 WARN("Source and destination have different layer counts.\n");
3652 return WINED3DERR_INVALIDCALL
;
3655 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3656 wined3d_texture_get_level_count(dst_texture
));
3658 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3659 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3660 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3662 src_size
= max(src_size
, src_texture
->resource
.depth
);
3663 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3665 while (src_size
> dst_size
)
3671 /* Make sure that the destination texture is loaded. */
3672 context
= context_acquire(device
, NULL
);
3673 wined3d_texture_load(dst_texture
, context
, FALSE
);
3674 context_release(context
);
3676 /* Update every surface level of the texture. */
3679 case WINED3D_RTYPE_TEXTURE_2D
:
3681 unsigned int src_levels
= src_texture
->level_count
;
3682 unsigned int dst_levels
= dst_texture
->level_count
;
3683 struct wined3d_surface
*src_surface
;
3684 struct wined3d_surface
*dst_surface
;
3686 for (i
= 0; i
< layer_count
; ++i
)
3688 for (j
= 0; j
< level_count
; ++j
)
3690 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3691 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3692 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3694 WARN("Failed to update surface, hr %#x.\n", hr
);
3702 case WINED3D_RTYPE_TEXTURE_3D
:
3703 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3704 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3705 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3709 FIXME("Unsupported texture type %#x.\n", type
);
3710 return WINED3DERR_INVALIDCALL
;
3714 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3716 const struct wined3d_state
*state
= &device
->state
;
3717 struct wined3d_texture
*texture
;
3720 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3722 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3724 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3726 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3727 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3729 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3731 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3732 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3735 texture
= state
->textures
[i
];
3736 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3738 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3740 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3743 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3745 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3748 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3749 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3751 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3756 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3757 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3759 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3760 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3762 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3764 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3765 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3769 /* return a sensible default */
3772 TRACE("returning D3D_OK\n");
3776 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3780 TRACE("device %p, software %#x.\n", device
, software
);
3784 FIXME("device %p, software %#x stub!\n", device
, software
);
3788 device
->softwareVertexProcessing
= software
;
3791 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3795 TRACE("device %p.\n", device
);
3799 TRACE("device %p stub!\n", device
);
3803 return device
->softwareVertexProcessing
;
3806 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3807 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3809 struct wined3d_swapchain
*swapchain
;
3811 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3812 device
, swapchain_idx
, raster_status
);
3814 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3815 return WINED3DERR_INVALIDCALL
;
3817 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3820 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3824 TRACE("device %p, segments %.8e.\n", device
, segments
);
3826 if (segments
!= 0.0f
)
3830 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3838 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3842 TRACE("device %p.\n", device
);
3846 FIXME("device %p stub!\n", device
);
3853 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3854 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3856 struct wined3d_texture
*dst_texture
, *src_texture
;
3857 RECT dst_rect
, src_rect
;
3861 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3863 if (src_resource
== dst_resource
)
3865 WARN("Source and destination are the same resource.\n");
3869 if (src_resource
->type
!= dst_resource
->type
)
3871 WARN("Resource types (%s / %s) don't match.\n",
3872 debug_d3dresourcetype(dst_resource
->type
),
3873 debug_d3dresourcetype(src_resource
->type
));
3877 if (src_resource
->width
!= dst_resource
->width
3878 || src_resource
->height
!= dst_resource
->height
3879 || src_resource
->depth
!= dst_resource
->depth
)
3881 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3882 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3883 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3887 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3889 WARN("Resource formats (%s / %s) don't match.\n",
3890 debug_d3dformat(dst_resource
->format
->id
),
3891 debug_d3dformat(src_resource
->format
->id
));
3895 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3897 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3898 buffer_from_resource(src_resource
), 0,
3899 dst_resource
->size
)))
3900 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3904 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3906 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3910 dst_texture
= texture_from_resource(dst_resource
);
3911 src_texture
= texture_from_resource(src_resource
);
3913 if (src_texture
->layer_count
!= dst_texture
->layer_count
3914 || src_texture
->level_count
!= dst_texture
->level_count
)
3916 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3917 dst_texture
->layer_count
, dst_texture
->level_count
,
3918 src_texture
->layer_count
, src_texture
->level_count
);
3922 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3924 SetRect(&dst_rect
, 0, 0,
3925 wined3d_texture_get_level_width(dst_texture
, i
),
3926 wined3d_texture_get_level_height(dst_texture
, i
));
3927 SetRect(&src_rect
, 0, 0,
3928 wined3d_texture_get_level_width(src_texture
, i
),
3929 wined3d_texture_get_level_height(dst_texture
, i
));
3930 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3932 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3934 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3935 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3936 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3941 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3942 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3943 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3944 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3946 struct wined3d_texture
*dst_texture
, *src_texture
;
3947 RECT dst_rect
, src_rect
;
3950 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3951 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3952 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3953 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3955 if (src_box
&& (src_box
->left
>= src_box
->right
3956 || src_box
->top
>= src_box
->bottom
3957 || src_box
->front
>= src_box
->back
))
3959 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3960 return WINED3DERR_INVALIDCALL
;
3963 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3965 WARN("Source and destination are the same sub-resource.\n");
3966 return WINED3DERR_INVALIDCALL
;
3969 if (src_resource
->type
!= dst_resource
->type
)
3971 WARN("Resource types (%s / %s) don't match.\n",
3972 debug_d3dresourcetype(dst_resource
->type
),
3973 debug_d3dresourcetype(src_resource
->type
));
3974 return WINED3DERR_INVALIDCALL
;
3977 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3979 WARN("Resource formats (%s / %s) don't match.\n",
3980 debug_d3dformat(dst_resource
->format
->id
),
3981 debug_d3dformat(src_resource
->format
->id
));
3982 return WINED3DERR_INVALIDCALL
;
3985 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3987 unsigned int src_offset
, size
;
3989 if (dst_sub_resource_idx
)
3991 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3992 return WINED3DERR_INVALIDCALL
;
3994 if (src_sub_resource_idx
)
3996 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3997 return WINED3DERR_INVALIDCALL
;
4002 src_offset
= src_box
->left
;
4003 size
= src_box
->right
- src_box
->left
;
4008 size
= src_resource
->size
;
4011 if (src_offset
> src_resource
->size
4012 || size
> src_resource
->size
- src_offset
4013 || dst_x
> dst_resource
->size
4014 || size
> dst_resource
->size
- dst_x
)
4016 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4017 dst_x
, src_offset
, size
);
4018 return WINED3DERR_INVALIDCALL
;
4021 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4022 buffer_from_resource(src_resource
), src_offset
, size
);
4025 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4027 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4028 return WINED3DERR_INVALIDCALL
;
4031 dst_texture
= texture_from_resource(dst_resource
);
4032 src_texture
= texture_from_resource(src_resource
);
4036 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4040 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4042 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4043 wined3d_texture_get_level_height(src_texture
, level
));
4046 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4047 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4049 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4050 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4051 WARN("Failed to blit, hr %#x.\n", hr
);
4056 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4057 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4058 unsigned int depth_pitch
)
4060 struct wined3d_texture_sub_resource
*sub_resource
;
4061 const struct wined3d_gl_info
*gl_info
;
4062 struct wined3d_const_bo_address addr
;
4063 unsigned int width
, height
, level
;
4064 struct wined3d_context
*context
;
4065 struct wined3d_texture
*texture
;
4066 struct wined3d_surface
*surface
;
4070 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4071 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4073 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4075 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4078 if (sub_resource_idx
> 0)
4080 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4084 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4085 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4090 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4092 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4096 texture
= texture_from_resource(resource
);
4097 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4099 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4102 surface
= sub_resource
->u
.surface
;
4104 level
= sub_resource_idx
% texture
->level_count
;
4105 width
= wined3d_texture_get_level_width(texture
, level
);
4106 height
= wined3d_texture_get_level_height(texture
, level
);
4112 if (box
->left
>= box
->right
|| box
->right
> width
4113 || box
->top
>= box
->bottom
|| box
->bottom
> height
4114 || box
->front
>= box
->back
)
4116 WARN("Invalid box %s specified.\n", debug_box(box
));
4120 src_rect
.right
= box
->right
- box
->left
;
4121 src_rect
.bottom
= box
->bottom
- box
->top
;
4122 dst_point
.x
= box
->left
;
4123 dst_point
.y
= box
->top
;
4127 src_rect
.right
= width
;
4128 src_rect
.bottom
= height
;
4133 addr
.buffer_object
= 0;
4136 context
= context_acquire(resource
->device
, NULL
);
4137 gl_info
= context
->gl_info
;
4139 /* Only load the surface for partial updates. */
4140 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== width
&& src_rect
.bottom
== height
)
4141 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4143 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4144 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4146 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4147 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4149 context_release(context
);
4151 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4152 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4155 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4156 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4157 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4159 const struct blit_shader
*blitter
;
4160 struct wined3d_resource
*resource
;
4161 enum wined3d_blit_op blit_op
;
4164 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4165 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4170 resource
= view
->resource
;
4171 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4173 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4174 return WINED3DERR_INVALIDCALL
;
4177 if (view
->depth
> 1)
4179 FIXME("Layered clears not implemented.\n");
4180 return WINED3DERR_INVALIDCALL
;
4185 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4189 if (flags
& WINED3DCLEAR_TARGET
)
4190 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4192 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4194 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4195 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4197 FIXME("No blitter is capable of performing the requested fill operation.\n");
4198 return WINED3DERR_INVALIDCALL
;
4201 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4202 return blitter
->color_fill(device
, view
, rect
, color
);
4204 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4207 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4208 unsigned int view_idx
)
4210 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4212 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4214 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4218 return device
->fb
.render_targets
[view_idx
];
4221 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4223 TRACE("device %p.\n", device
);
4225 return device
->fb
.depth_stencil
;
4228 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4229 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4231 struct wined3d_rendertarget_view
*prev
;
4233 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4234 device
, view_idx
, view
, set_viewport
);
4236 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4238 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4239 return WINED3DERR_INVALIDCALL
;
4242 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4244 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4245 return WINED3DERR_INVALIDCALL
;
4248 /* Set the viewport and scissor rectangles, if requested. Tests show that
4249 * stateblock recording is ignored, the change goes directly into the
4250 * primary stateblock. */
4251 if (!view_idx
&& set_viewport
)
4253 struct wined3d_state
*state
= &device
->state
;
4255 state
->viewport
.x
= 0;
4256 state
->viewport
.y
= 0;
4257 state
->viewport
.width
= view
->width
;
4258 state
->viewport
.height
= view
->height
;
4259 state
->viewport
.min_z
= 0.0f
;
4260 state
->viewport
.max_z
= 1.0f
;
4261 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4263 state
->scissor_rect
.top
= 0;
4264 state
->scissor_rect
.left
= 0;
4265 state
->scissor_rect
.right
= view
->width
;
4266 state
->scissor_rect
.bottom
= view
->height
;
4267 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4271 prev
= device
->fb
.render_targets
[view_idx
];
4276 wined3d_rendertarget_view_incref(view
);
4277 device
->fb
.render_targets
[view_idx
] = view
;
4278 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4279 /* Release after the assignment, to prevent device_resource_released()
4280 * from seeing the surface as still in use. */
4282 wined3d_rendertarget_view_decref(prev
);
4287 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4289 struct wined3d_rendertarget_view
*prev
;
4291 TRACE("device %p, view %p.\n", device
, view
);
4293 prev
= device
->fb
.depth_stencil
;
4296 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4300 if ((device
->fb
.depth_stencil
= view
))
4301 wined3d_rendertarget_view_incref(view
);
4302 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4304 wined3d_rendertarget_view_decref(prev
);
4307 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4308 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4310 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4311 struct wined3d_sub_resource_data data
;
4312 struct wined3d_resource_desc desc
;
4313 struct wined3d_map_desc map_desc
;
4314 struct wined3d_texture
*texture
;
4317 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4319 ERR("Failed to map source texture.\n");
4323 data
.data
= map_desc
.data
;
4324 data
.row_pitch
= map_desc
.row_pitch
;
4325 data
.slice_pitch
= map_desc
.slice_pitch
;
4327 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4328 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4329 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4330 desc
.multisample_quality
= 0;
4331 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4332 desc
.pool
= WINED3D_POOL_DEFAULT
;
4333 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4334 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4338 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4339 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4340 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4343 ERR("Failed to create cursor texture.\n");
4350 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4351 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4353 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4354 unsigned int cursor_width
, cursor_height
;
4355 struct wined3d_display_mode mode
;
4356 struct wined3d_map_desc map_desc
;
4359 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4360 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4362 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4363 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4364 return WINED3DERR_INVALIDCALL
;
4366 if (device
->cursor_texture
)
4368 wined3d_texture_decref(device
->cursor_texture
);
4369 device
->cursor_texture
= NULL
;
4372 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4374 WARN("Texture %p has invalid format %s.\n",
4375 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4376 return WINED3DERR_INVALIDCALL
;
4379 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4381 ERR("Failed to get display mode, hr %#x.\n", hr
);
4382 return WINED3DERR_INVALIDCALL
;
4385 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4386 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4387 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4389 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4390 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4391 return WINED3DERR_INVALIDCALL
;
4394 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4396 /* Do not store the surface's pointer because the application may
4397 * release it after setting the cursor image. Windows doesn't
4398 * addref the set surface, so we can't do this either without
4399 * creating circular refcount dependencies. */
4400 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4402 ERR("Failed to create cursor texture.\n");
4403 return WINED3DERR_INVALIDCALL
;
4406 if (cursor_width
== 32 && cursor_height
== 32)
4408 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4409 ICONINFO cursor_info
;
4413 /* 32-bit user32 cursors ignore the alpha channel if it's all
4414 * zeroes, and use the mask instead. Fill the mask with all ones
4415 * to ensure we still get a fully transparent cursor. */
4416 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4417 return E_OUTOFMEMORY
;
4418 memset(mask_bits
, 0xff, mask_size
);
4420 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4421 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4422 cursor_info
.fIcon
= FALSE
;
4423 cursor_info
.xHotspot
= x_hotspot
;
4424 cursor_info
.yHotspot
= y_hotspot
;
4425 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4426 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4427 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4429 /* Create our cursor and clean up. */
4430 cursor
= CreateIconIndirect(&cursor_info
);
4431 if (cursor_info
.hbmMask
)
4432 DeleteObject(cursor_info
.hbmMask
);
4433 if (cursor_info
.hbmColor
)
4434 DeleteObject(cursor_info
.hbmColor
);
4435 if (device
->hardwareCursor
)
4436 DestroyCursor(device
->hardwareCursor
);
4437 device
->hardwareCursor
= cursor
;
4438 if (device
->bCursorVisible
)
4441 HeapFree(GetProcessHeap(), 0, mask_bits
);
4444 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4445 device
->cursorWidth
= cursor_width
;
4446 device
->cursorHeight
= cursor_height
;
4447 device
->xHotSpot
= x_hotspot
;
4448 device
->yHotSpot
= y_hotspot
;
4453 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4454 int x_screen_space
, int y_screen_space
, DWORD flags
)
4456 TRACE("device %p, x %d, y %d, flags %#x.\n",
4457 device
, x_screen_space
, y_screen_space
, flags
);
4459 device
->xScreenSpace
= x_screen_space
;
4460 device
->yScreenSpace
= y_screen_space
;
4462 if (device
->hardwareCursor
)
4466 GetCursorPos( &pt
);
4467 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4469 SetCursorPos( x_screen_space
, y_screen_space
);
4471 /* Switch to the software cursor if position diverges from the hardware one. */
4472 GetCursorPos( &pt
);
4473 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4475 if (device
->bCursorVisible
) SetCursor( NULL
);
4476 DestroyCursor( device
->hardwareCursor
);
4477 device
->hardwareCursor
= 0;
4482 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4484 BOOL oldVisible
= device
->bCursorVisible
;
4486 TRACE("device %p, show %#x.\n", device
, show
);
4489 * When ShowCursor is first called it should make the cursor appear at the OS's last
4490 * known cursor position.
4492 if (show
&& !oldVisible
)
4496 device
->xScreenSpace
= pt
.x
;
4497 device
->yScreenSpace
= pt
.y
;
4500 if (device
->hardwareCursor
)
4502 device
->bCursorVisible
= show
;
4504 SetCursor(device
->hardwareCursor
);
4508 else if (device
->cursor_texture
)
4510 device
->bCursorVisible
= show
;
4516 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4518 struct wined3d_resource
*resource
, *cursor
;
4520 TRACE("device %p.\n", device
);
4522 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4524 TRACE("Checking resource %p for eviction.\n", resource
);
4526 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4528 TRACE("Evicting %p.\n", resource
);
4529 resource
->resource_ops
->resource_unload(resource
);
4533 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4534 device_invalidate_state(device
, STATE_STREAMSRC
);
4537 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4539 struct wined3d_resource
*resource
, *cursor
;
4540 const struct wined3d_gl_info
*gl_info
;
4541 struct wined3d_context
*context
;
4542 struct wined3d_shader
*shader
;
4544 context
= context_acquire(device
, NULL
);
4545 gl_info
= context
->gl_info
;
4547 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4549 TRACE("Unloading resource %p.\n", resource
);
4550 resource
->resource_ops
->resource_unload(resource
);
4553 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4555 device
->shader_backend
->shader_destroy(shader
);
4558 if (device
->depth_blt_texture
)
4560 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4561 device
->depth_blt_texture
= 0;
4564 device
->blitter
->free_private(device
);
4565 device
->shader_backend
->shader_free_private(device
);
4566 destroy_dummy_textures(device
, gl_info
);
4567 destroy_default_sampler(device
);
4569 context_release(context
);
4571 while (device
->context_count
)
4573 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4576 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4577 swapchain
->context
= NULL
;
4580 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4582 struct wined3d_context
*context
;
4583 struct wined3d_texture
*target
;
4586 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4587 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4589 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4593 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4595 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4596 device
->shader_backend
->shader_free_private(device
);
4600 /* Recreate the primary swapchain's context */
4601 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4602 if (!swapchain
->context
)
4604 ERR("Failed to allocate memory for swapchain context array.\n");
4605 device
->blitter
->free_private(device
);
4606 device
->shader_backend
->shader_free_private(device
);
4607 return E_OUTOFMEMORY
;
4610 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4611 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4613 WARN("Failed to create context.\n");
4614 device
->blitter
->free_private(device
);
4615 device
->shader_backend
->shader_free_private(device
);
4616 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4620 swapchain
->context
[0] = context
;
4621 swapchain
->num_contexts
= 1;
4622 create_dummy_textures(device
, context
);
4623 create_default_sampler(device
);
4624 context_release(context
);
4629 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4630 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4631 wined3d_device_reset_cb callback
, BOOL reset_state
)
4633 struct wined3d_rendertarget_view_desc view_desc
;
4634 struct wined3d_resource
*resource
, *cursor
;
4635 struct wined3d_swapchain
*swapchain
;
4636 struct wined3d_display_mode m
;
4637 BOOL DisplayModeChanged
;
4638 HRESULT hr
= WINED3D_OK
;
4641 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4642 device
, swapchain_desc
, mode
, callback
, reset_state
);
4644 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4646 ERR("Failed to get the first implicit swapchain.\n");
4647 return WINED3DERR_INVALIDCALL
;
4649 DisplayModeChanged
= swapchain
->reapply_mode
;
4653 if (device
->logo_texture
)
4655 wined3d_texture_decref(device
->logo_texture
);
4656 device
->logo_texture
= NULL
;
4658 if (device
->cursor_texture
)
4660 wined3d_texture_decref(device
->cursor_texture
);
4661 device
->cursor_texture
= NULL
;
4663 state_unbind_resources(&device
->state
);
4666 if (device
->fb
.render_targets
)
4668 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4670 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4673 wined3d_device_set_depth_stencil_view(device
, NULL
);
4675 if (device
->onscreen_depth_stencil
)
4677 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4678 device
->onscreen_depth_stencil
= NULL
;
4683 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4685 TRACE("Enumerating resource %p.\n", resource
);
4686 if (FAILED(hr
= callback(resource
)))
4691 TRACE("New params:\n");
4692 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4693 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4694 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4695 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4696 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4697 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4698 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4699 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4700 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4701 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4702 if (swapchain_desc
->enable_auto_depth_stencil
)
4703 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4704 TRACE("flags %#x\n", swapchain_desc
->flags
);
4705 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4706 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4707 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4709 /* No special treatment of these parameters. Just store them */
4710 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4711 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4712 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4713 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4714 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4715 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4716 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4718 if (swapchain_desc
->device_window
4719 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4721 TRACE("Changing the device window from %p to %p.\n",
4722 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4723 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4724 swapchain
->device_window
= swapchain_desc
->device_window
;
4725 wined3d_swapchain_set_window(swapchain
, NULL
);
4730 DisplayModeChanged
= TRUE
;
4733 else if (swapchain_desc
->windowed
)
4735 m
= swapchain
->original_mode
;
4739 m
.width
= swapchain_desc
->backbuffer_width
;
4740 m
.height
= swapchain_desc
->backbuffer_height
;
4741 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4742 m
.format_id
= swapchain_desc
->backbuffer_format
;
4743 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4745 if ((m
.width
!= swapchain
->desc
.backbuffer_width
4746 || m
.height
!= swapchain
->desc
.backbuffer_height
))
4747 DisplayModeChanged
= TRUE
;
4750 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4751 || DisplayModeChanged
)
4753 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4755 WARN("Failed to set display mode, hr %#x.\n", hr
);
4756 return WINED3DERR_INVALIDCALL
;
4759 if (!swapchain_desc
->windowed
)
4761 if (swapchain
->desc
.windowed
)
4763 HWND focus_window
= device
->create_parms
.focus_window
;
4765 focus_window
= swapchain_desc
->device_window
;
4766 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4768 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4772 /* switch from windowed to fs */
4773 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4774 swapchain_desc
->backbuffer_width
,
4775 swapchain_desc
->backbuffer_height
);
4779 /* Fullscreen -> fullscreen mode change */
4780 MoveWindow(swapchain
->device_window
, 0, 0,
4781 swapchain_desc
->backbuffer_width
,
4782 swapchain_desc
->backbuffer_height
,
4785 swapchain
->d3d_mode
= m
;
4787 else if (!swapchain
->desc
.windowed
)
4789 /* Fullscreen -> windowed switch */
4790 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4791 wined3d_device_release_focus_window(device
);
4793 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4795 else if (!swapchain_desc
->windowed
)
4797 DWORD style
= device
->style
;
4798 DWORD exStyle
= device
->exStyle
;
4799 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4800 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4801 * Reset to clear up their mess. Guild Wars also loses the device during that.
4804 device
->exStyle
= 0;
4805 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4806 swapchain_desc
->backbuffer_width
,
4807 swapchain_desc
->backbuffer_height
);
4808 device
->style
= style
;
4809 device
->exStyle
= exStyle
;
4812 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4813 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4814 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4817 if (device
->auto_depth_stencil_view
)
4819 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4820 device
->auto_depth_stencil_view
= NULL
;
4822 if (swapchain
->desc
.enable_auto_depth_stencil
)
4824 struct wined3d_resource_desc texture_desc
;
4825 struct wined3d_texture
*texture
;
4827 TRACE("Creating the depth stencil buffer\n");
4829 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4830 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4831 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4832 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4833 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4834 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4835 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4836 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4837 texture_desc
.depth
= 1;
4838 texture_desc
.size
= 0;
4840 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4841 device
->device_parent
, &texture_desc
, &texture
)))
4843 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4844 return WINED3DERR_INVALIDCALL
;
4847 view_desc
.format_id
= texture
->resource
.format
->id
;
4848 view_desc
.u
.texture
.level_idx
= 0;
4849 view_desc
.u
.texture
.layer_idx
= 0;
4850 view_desc
.u
.texture
.layer_count
= 1;
4851 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4852 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4853 wined3d_texture_decref(texture
);
4856 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4860 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4863 if (device
->back_buffer_view
)
4865 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4866 device
->back_buffer_view
= NULL
;
4868 if (swapchain
->desc
.backbuffer_count
)
4870 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
4871 view_desc
.u
.texture
.level_idx
= 0;
4872 view_desc
.u
.texture
.layer_idx
= 0;
4873 view_desc
.u
.texture
.layer_count
= 1;
4874 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
4875 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4877 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4882 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4886 TRACE("Resetting stateblock.\n");
4887 if (device
->recording
)
4889 wined3d_stateblock_decref(device
->recording
);
4890 device
->recording
= NULL
;
4892 wined3d_cs_emit_reset_state(device
->cs
);
4893 state_cleanup(&device
->state
);
4895 if (device
->d3d_initialized
)
4896 delete_opengl_contexts(device
, swapchain
);
4898 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4899 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4900 device
->update_state
= &device
->state
;
4902 device_init_swapchain_state(device
, swapchain
);
4904 else if (device
->back_buffer_view
)
4906 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4907 struct wined3d_state
*state
= &device
->state
;
4909 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4911 /* Note the min_z / max_z is not reset. */
4912 state
->viewport
.x
= 0;
4913 state
->viewport
.y
= 0;
4914 state
->viewport
.width
= view
->width
;
4915 state
->viewport
.height
= view
->height
;
4916 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4918 state
->scissor_rect
.top
= 0;
4919 state
->scissor_rect
.left
= 0;
4920 state
->scissor_rect
.right
= view
->width
;
4921 state
->scissor_rect
.bottom
= view
->height
;
4922 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4925 if (device
->d3d_initialized
)
4928 hr
= create_primary_opengl_context(device
, swapchain
);
4929 swapchain_update_swap_interval(swapchain
);
4932 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4938 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4940 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4942 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4948 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4949 struct wined3d_device_creation_parameters
*parameters
)
4951 TRACE("device %p, parameters %p.\n", device
, parameters
);
4953 *parameters
= device
->create_parms
;
4956 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4958 TRACE("device %p.\n", device
);
4960 return device
->wined3d
;
4963 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4964 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4966 struct wined3d_swapchain
*swapchain
;
4968 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4969 device
, swapchain_idx
, flags
, ramp
);
4971 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4972 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4975 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4976 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4978 struct wined3d_swapchain
*swapchain
;
4980 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4981 device
, swapchain_idx
, ramp
);
4983 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4984 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4987 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4989 TRACE("device %p, resource %p.\n", device
, resource
);
4991 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4994 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4996 TRACE("device %p, resource %p.\n", device
, resource
);
4998 list_remove(&resource
->resource_list_entry
);
5001 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5003 enum wined3d_resource_type type
= resource
->type
;
5004 struct wined3d_rendertarget_view
*rtv
;
5007 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5009 context_resource_released(device
, resource
, type
);
5011 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5013 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
5014 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
5017 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
5018 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
5022 case WINED3D_RTYPE_TEXTURE_2D
:
5023 case WINED3D_RTYPE_TEXTURE_3D
:
5024 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5026 struct wined3d_texture
*texture
= texture_from_resource(resource
);
5028 if (device
->state
.textures
[i
] == texture
)
5030 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
5031 device
->state
.textures
[i
] = NULL
;
5034 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
5036 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5037 texture
, device
->recording
, i
);
5038 device
->update_state
->textures
[i
] = NULL
;
5043 case WINED3D_RTYPE_BUFFER
:
5045 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5047 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5049 if (device
->state
.streams
[i
].buffer
== buffer
)
5051 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5052 device
->state
.streams
[i
].buffer
= NULL
;
5055 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5057 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5058 buffer
, device
->recording
, i
);
5059 device
->update_state
->streams
[i
].buffer
= NULL
;
5063 if (device
->state
.index_buffer
== buffer
)
5065 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5066 device
->state
.index_buffer
= NULL
;
5069 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5071 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5072 buffer
, device
->recording
);
5073 device
->update_state
->index_buffer
= NULL
;
5082 /* Remove the resource from the resourceStore */
5083 device_resource_remove(device
, resource
);
5085 TRACE("Resource released.\n");
5088 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5090 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5092 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5095 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
5100 wined3d_sampler_compare
,
5103 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5104 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5105 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5107 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5108 const struct fragment_pipeline
*fragment_pipeline
;
5109 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5114 device
->wined3d
= wined3d
;
5115 wined3d_incref(device
->wined3d
);
5116 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5117 device
->device_parent
= device_parent
;
5118 list_init(&device
->resources
);
5119 list_init(&device
->shaders
);
5120 device
->surface_alignment
= surface_alignment
;
5122 /* Save the creation parameters. */
5123 device
->create_parms
.adapter_idx
= adapter_idx
;
5124 device
->create_parms
.device_type
= device_type
;
5125 device
->create_parms
.focus_window
= focus_window
;
5126 device
->create_parms
.flags
= flags
;
5128 device
->shader_backend
= adapter
->shader_backend
;
5130 vertex_pipeline
= adapter
->vertex_pipe
;
5132 fragment_pipeline
= adapter
->fragment_pipe
;
5134 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
5136 ERR("Failed to initialize sampler rbtree.\n");
5137 return E_OUTOFMEMORY
;
5140 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5141 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5142 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5143 fragment_pipeline
, misc_state_template
)))
5145 ERR("Failed to compile state table, hr %#x.\n", hr
);
5146 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5147 wined3d_decref(device
->wined3d
);
5151 device
->blitter
= adapter
->blitter
;
5153 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5154 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5155 device
->update_state
= &device
->state
;
5157 if (!(device
->cs
= wined3d_cs_create(device
)))
5159 WARN("Failed to create command stream.\n");
5160 state_cleanup(&device
->state
);
5168 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5170 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5172 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5173 wined3d_decref(device
->wined3d
);
5178 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5180 DWORD rep
= device
->StateTable
[state
].representative
;
5181 struct wined3d_context
*context
;
5186 for (i
= 0; i
< device
->context_count
; ++i
)
5188 context
= device
->contexts
[i
];
5189 if(isStateDirty(context
, rep
)) continue;
5191 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5192 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5193 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5194 context
->isStateDirty
[idx
] |= (1u << shift
);
5198 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5199 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5201 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5203 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5204 window
, message
, wparam
, lparam
);
5206 return DefWindowProcW(window
, message
, wparam
, lparam
);
5208 return DefWindowProcA(window
, message
, wparam
, lparam
);
5211 if (message
== WM_DESTROY
)
5213 TRACE("unregister window %p.\n", window
);
5214 wined3d_unregister_window(window
);
5216 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5217 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5219 else if (message
== WM_DISPLAYCHANGE
)
5221 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5223 else if (message
== WM_ACTIVATEAPP
)
5227 for (i
= 0; i
< device
->swapchain_count
; i
++)
5228 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5230 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5232 else if (message
== WM_SYSCOMMAND
)
5234 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5237 DefWindowProcW(window
, message
, wparam
, lparam
);
5239 DefWindowProcA(window
, message
, wparam
, lparam
);
5244 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5246 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);