wined3d: Clamp NULL source boxes in wined3d_device_copy_sub_resource_region().
[wine.git] / dlls / wined3d / device.c
blobde6f1c5ffab643d90a66913945c7c2bc37ce08a6
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(winediag);
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
43 WINED3D_LIGHT_DIRECTIONAL, /* Type */
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
60 switch (primitive_type)
62 case WINED3D_PT_POINTLIST:
63 return GL_POINTS;
65 case WINED3D_PT_LINELIST:
66 return GL_LINES;
68 case WINED3D_PT_LINESTRIP:
69 return GL_LINE_STRIP;
71 case WINED3D_PT_TRIANGLELIST:
72 return GL_TRIANGLES;
74 case WINED3D_PT_TRIANGLESTRIP:
75 return GL_TRIANGLE_STRIP;
77 case WINED3D_PT_TRIANGLEFAN:
78 return GL_TRIANGLE_FAN;
80 case WINED3D_PT_LINELIST_ADJ:
81 return GL_LINES_ADJACENCY_ARB;
83 case WINED3D_PT_LINESTRIP_ADJ:
84 return GL_LINE_STRIP_ADJACENCY_ARB;
86 case WINED3D_PT_TRIANGLELIST_ADJ:
87 return GL_TRIANGLES_ADJACENCY_ARB;
89 case WINED3D_PT_TRIANGLESTRIP_ADJ:
90 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
92 case WINED3D_PT_PATCH:
93 return GL_PATCHES;
95 default:
96 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
97 case WINED3D_PT_UNDEFINED:
98 return ~0u;
102 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
104 switch (primitive_type)
106 case GL_POINTS:
107 return WINED3D_PT_POINTLIST;
109 case GL_LINES:
110 return WINED3D_PT_LINELIST;
112 case GL_LINE_STRIP:
113 return WINED3D_PT_LINESTRIP;
115 case GL_TRIANGLES:
116 return WINED3D_PT_TRIANGLELIST;
118 case GL_TRIANGLE_STRIP:
119 return WINED3D_PT_TRIANGLESTRIP;
121 case GL_TRIANGLE_FAN:
122 return WINED3D_PT_TRIANGLEFAN;
124 case GL_LINES_ADJACENCY_ARB:
125 return WINED3D_PT_LINELIST_ADJ;
127 case GL_LINE_STRIP_ADJACENCY_ARB:
128 return WINED3D_PT_LINESTRIP_ADJ;
130 case GL_TRIANGLES_ADJACENCY_ARB:
131 return WINED3D_PT_TRIANGLELIST_ADJ;
133 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLESTRIP_ADJ;
136 case GL_PATCHES:
137 return WINED3D_PT_PATCH;
139 default:
140 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
141 case ~0u:
142 return WINED3D_PT_UNDEFINED;
146 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
148 struct wined3d_context **new_array;
150 TRACE("Adding context %p.\n", context);
152 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
153 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
154 sizeof(*new_array) * (device->context_count + 1));
156 if (!new_array)
158 ERR("Failed to grow the context array.\n");
159 return FALSE;
162 new_array[device->context_count++] = context;
163 device->contexts = new_array;
164 return TRUE;
167 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
169 struct wined3d_context **new_array;
170 BOOL found = FALSE;
171 UINT i;
173 TRACE("Removing context %p.\n", context);
175 for (i = 0; i < device->context_count; ++i)
177 if (device->contexts[i] == context)
179 found = TRUE;
180 break;
184 if (!found)
186 ERR("Context %p doesn't exist in context array.\n", context);
187 return;
190 if (!--device->context_count)
192 HeapFree(GetProcessHeap(), 0, device->contexts);
193 device->contexts = NULL;
194 return;
197 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
198 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
199 if (!new_array)
201 ERR("Failed to shrink context array. Oh well.\n");
202 return;
205 device->contexts = new_array;
208 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
210 unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
211 unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
213 /* partial draw rect */
214 if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
215 return FALSE;
217 /* partial clear rect */
218 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
219 || clear_rect->right < width || clear_rect->bottom < height))
220 return FALSE;
222 return TRUE;
225 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
226 UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
227 float depth, DWORD stencil)
229 struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
230 struct wined3d_surface *target = rtv ? wined3d_rendertarget_view_get_surface(rtv) : NULL;
231 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
232 struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
233 const struct wined3d_state *state = &device->cs->state;
234 const struct wined3d_gl_info *gl_info;
235 UINT drawable_width, drawable_height;
236 struct wined3d_color corrected_color;
237 struct wined3d_context *context;
238 GLbitfield clear_mask = 0;
239 BOOL render_offscreen;
240 unsigned int i;
242 if (target)
243 context = context_acquire(device, target->container, rtv->sub_resource_idx);
244 else
245 context = context_acquire(device, NULL, 0);
246 if (!context->valid)
248 context_release(context);
249 WARN("Invalid context, skipping clear.\n");
250 return;
252 gl_info = context->gl_info;
254 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
255 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
256 * for the cleared parts, and the untouched parts.
258 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
259 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
260 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
261 * checking all this if the dest surface is in the drawable anyway. */
262 for (i = 0; i < rt_count; ++i)
264 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
266 if (rtv && rtv->format->id != WINED3DFMT_NULL)
268 struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
270 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
271 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
272 else
273 wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
277 if (target)
279 render_offscreen = context->render_offscreen;
280 wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
282 else
284 render_offscreen = TRUE;
285 drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container,
286 depth_stencil->texture_level);
287 drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container,
288 depth_stencil->texture_level);
291 if (depth_stencil && render_offscreen)
292 wined3d_texture_prepare_location(depth_stencil->container,
293 dsv->sub_resource_idx, context, dsv->resource->draw_binding);
295 if (flags & WINED3DCLEAR_ZBUFFER)
297 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
299 wined3d_texture_load_location(depth_stencil->container,
300 dsv->sub_resource_idx, context, location);
303 if (!context_apply_clear_state(context, state, rt_count, fb))
305 context_release(context);
306 WARN("Failed to apply clear state, skipping clear.\n");
307 return;
310 /* Only set the values up once, as they are not changing. */
311 if (flags & WINED3DCLEAR_STENCIL)
313 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
315 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
316 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
318 gl_info->gl_ops.gl.p_glStencilMask(~0U);
319 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
320 gl_info->gl_ops.gl.p_glClearStencil(stencil);
321 checkGLcall("glClearStencil");
322 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
325 if (flags & WINED3DCLEAR_ZBUFFER)
327 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
329 wined3d_texture_validate_location(depth_stencil->container, dsv->sub_resource_idx, location);
330 wined3d_texture_invalidate_location(depth_stencil->container, dsv->sub_resource_idx, ~location);
332 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
333 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
334 gl_info->gl_ops.gl.p_glClearDepth(depth);
335 checkGLcall("glClearDepth");
336 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
339 if (flags & WINED3DCLEAR_TARGET)
341 for (i = 0; i < rt_count; ++i)
343 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
344 struct wined3d_texture *texture;
346 if (!rtv)
347 continue;
349 if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
351 FIXME("Not supported on buffer resources.\n");
352 continue;
355 texture = texture_from_resource(rtv->resource);
356 wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
357 wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
360 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
362 if (rt_count > 1)
363 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
364 "support, this might cause graphical issues.\n");
366 corrected_color.r = color->r < wined3d_srgb_const1[0]
367 ? color->r * wined3d_srgb_const0[3]
368 : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
369 - wined3d_srgb_const0[2];
370 corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
371 corrected_color.g = color->g < wined3d_srgb_const1[0]
372 ? color->g * wined3d_srgb_const0[3]
373 : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
374 - wined3d_srgb_const0[2];
375 corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
376 corrected_color.b = color->b < wined3d_srgb_const1[0]
377 ? color->b * wined3d_srgb_const0[3]
378 : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
379 - wined3d_srgb_const0[2];
380 corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
381 color = &corrected_color;
384 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
385 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
386 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
387 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
388 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
389 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
390 checkGLcall("glClearColor");
391 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
394 if (!rect_count)
396 if (render_offscreen)
398 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
399 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
401 else
403 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
404 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
406 checkGLcall("glScissor");
407 gl_info->gl_ops.gl.p_glClear(clear_mask);
408 checkGLcall("glClear");
410 else
412 RECT current_rect;
414 /* Now process each rect in turn. */
415 for (i = 0; i < rect_count; ++i)
417 /* Note that GL uses lower left, width/height. */
418 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
420 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
421 wine_dbgstr_rect(&clear_rect[i]),
422 wine_dbgstr_rect(&current_rect));
424 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
425 * The rectangle is not cleared, no error is returned, but further rectangles are
426 * still cleared if they are valid. */
427 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
429 TRACE("Rectangle with negative dimensions, ignoring.\n");
430 continue;
433 if (render_offscreen)
435 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
436 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
438 else
440 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
441 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
443 checkGLcall("glScissor");
445 gl_info->gl_ops.gl.p_glClear(clear_mask);
446 checkGLcall("glClear");
450 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
451 && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
452 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
454 context_release(context);
457 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
459 ULONG refcount = InterlockedIncrement(&device->ref);
461 TRACE("%p increasing refcount to %u.\n", device, refcount);
463 return refcount;
466 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
468 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
470 ERR("Leftover sampler %p.\n", sampler);
473 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
475 ULONG refcount = InterlockedDecrement(&device->ref);
477 TRACE("%p decreasing refcount to %u.\n", device, refcount);
479 if (!refcount)
481 UINT i;
483 wined3d_cs_destroy(device->cs);
485 if (device->recording && wined3d_stateblock_decref(device->recording))
486 ERR("Something's still holding the recording stateblock.\n");
487 device->recording = NULL;
489 state_cleanup(&device->state);
491 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
493 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
494 device->multistate_funcs[i] = NULL;
497 if (!list_empty(&device->resources))
499 struct wined3d_resource *resource;
501 ERR("Device released with resources still bound.\n");
503 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
505 ERR("Leftover resource %p with type %s (%#x).\n",
506 resource, debug_d3dresourcetype(resource->type), resource->type);
510 if (device->contexts)
511 ERR("Context array not freed!\n");
512 if (device->hardwareCursor)
513 DestroyCursor(device->hardwareCursor);
514 device->hardwareCursor = 0;
516 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
518 wined3d_decref(device->wined3d);
519 device->wined3d = NULL;
520 HeapFree(GetProcessHeap(), 0, device);
521 TRACE("Freed device %p.\n", device);
524 return refcount;
527 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
529 TRACE("device %p.\n", device);
531 return device->swapchain_count;
534 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
536 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
538 if (swapchain_idx >= device->swapchain_count)
540 WARN("swapchain_idx %u >= swapchain_count %u.\n",
541 swapchain_idx, device->swapchain_count);
542 return NULL;
545 return device->swapchains[swapchain_idx];
548 static void device_load_logo(struct wined3d_device *device, const char *filename)
550 struct wined3d_color_key color_key;
551 struct wined3d_resource_desc desc;
552 HBITMAP hbm;
553 BITMAP bm;
554 HRESULT hr;
555 HDC dcb = NULL, dcs = NULL;
557 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
559 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
560 return;
562 GetObjectA(hbm, sizeof(BITMAP), &bm);
564 if (!(dcb = CreateCompatibleDC(NULL)))
565 goto out;
566 SelectObject(dcb, hbm);
568 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
569 desc.format = WINED3DFMT_B5G6R5_UNORM;
570 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
571 desc.multisample_quality = 0;
572 desc.usage = WINED3DUSAGE_DYNAMIC;
573 desc.pool = WINED3D_POOL_DEFAULT;
574 desc.width = bm.bmWidth;
575 desc.height = bm.bmHeight;
576 desc.depth = 1;
577 desc.size = 0;
578 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1,
579 WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_GET_DC,
580 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
582 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
583 goto out;
586 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
588 wined3d_texture_decref(device->logo_texture);
589 device->logo_texture = NULL;
590 goto out;
592 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
593 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
595 color_key.color_space_low_value = 0;
596 color_key.color_space_high_value = 0;
597 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
599 out:
600 if (dcb) DeleteDC(dcb);
601 if (hbm) DeleteObject(hbm);
604 /* Context activation is done by the caller. */
605 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
607 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
608 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
609 unsigned int i;
610 DWORD color;
612 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
613 color = 0x000000ff;
614 else
615 color = 0x00000000;
617 /* Under DirectX you can sample even if no texture is bound, whereas
618 * OpenGL will only allow that when a valid texture is bound.
619 * We emulate this by creating dummy textures and binding them
620 * to each texture stage when the currently set D3D texture is NULL. */
621 context_active_texture(context, gl_info, 0);
623 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d);
624 checkGLcall("glGenTextures");
625 TRACE("Dummy 2D texture given name %u.\n", device->dummy_textures.tex_2d);
627 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
628 checkGLcall("glBindTexture");
630 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
631 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
632 checkGLcall("glTexImage2D");
634 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
636 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_rect);
637 checkGLcall("glGenTextures");
638 TRACE("Dummy rectangle texture given name %u.\n", device->dummy_textures.tex_rect);
640 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
641 checkGLcall("glBindTexture");
643 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
644 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
645 checkGLcall("glTexImage2D");
648 if (gl_info->supported[EXT_TEXTURE3D])
650 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_3d);
651 checkGLcall("glGenTextures");
652 TRACE("Dummy 3D texture given name %u.\n", device->dummy_textures.tex_3d);
654 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
655 checkGLcall("glBindTexture");
657 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
658 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
659 checkGLcall("glTexImage3D");
662 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
664 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube);
665 checkGLcall("glGenTextures");
666 TRACE("Dummy cube texture given name %u.\n", device->dummy_textures.tex_cube);
668 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
669 checkGLcall("glBindTexture");
671 for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
673 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
674 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
675 checkGLcall("glTexImage2D");
679 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
681 DWORD cube_array_data[6];
683 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube_array);
684 checkGLcall("glGenTextures");
685 TRACE("Dummy cube array texture given name %u.\n", device->dummy_textures.tex_cube_array);
687 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
688 checkGLcall("glBindTexture");
690 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
691 cube_array_data[i] = color;
692 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
693 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
694 checkGLcall("glTexImage3D");
697 if (gl_info->supported[EXT_TEXTURE_ARRAY])
699 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_array);
700 checkGLcall("glGenTextures");
701 TRACE("Dummy 2D array texture given name %u.\n", device->dummy_textures.tex_2d_array);
703 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
704 checkGLcall("glBindTexture");
706 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
707 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
708 checkGLcall("glTexImage3D");
711 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
713 GLuint buffer;
715 GL_EXTCALL(glGenBuffers(1, &buffer));
716 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
717 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
718 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
719 checkGLcall("Create buffer object");
721 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_buffer);
722 checkGLcall("glGenTextures");
723 TRACE("Dummy buffer texture given name %u.\n", device->dummy_textures.tex_buffer);
725 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
726 checkGLcall("glBindTexture");
727 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
728 checkGLcall("glTexBuffer");
730 GL_EXTCALL(glDeleteBuffers(1, &buffer));
731 checkGLcall("glDeleteBuffers");
734 context_bind_dummy_textures(device, context);
737 /* Context activation is done by the caller. */
738 static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
740 const struct wined3d_gl_info *gl_info = context->gl_info;
742 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
743 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_buffer);
745 if (gl_info->supported[EXT_TEXTURE_ARRAY])
746 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_array);
748 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
749 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube_array);
751 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
752 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube);
754 if (gl_info->supported[EXT_TEXTURE3D])
755 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_3d);
757 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
758 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_rect);
760 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d);
762 checkGLcall("Delete dummy textures");
764 memset(&device->dummy_textures, 0, sizeof(device->dummy_textures));
767 /* Context activation is done by the caller. */
768 static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
770 struct wined3d_sampler_desc desc;
771 HRESULT hr;
773 desc.address_u = WINED3D_TADDRESS_WRAP;
774 desc.address_v = WINED3D_TADDRESS_WRAP;
775 desc.address_w = WINED3D_TADDRESS_WRAP;
776 memset(desc.border_color, 0, sizeof(desc.border_color));
777 desc.mag_filter = WINED3D_TEXF_POINT;
778 desc.min_filter = WINED3D_TEXF_POINT;
779 desc.mip_filter = WINED3D_TEXF_NONE;
780 desc.lod_bias = 0.0f;
781 desc.min_lod = -1000.0f;
782 desc.max_lod = 1000.0f;
783 desc.mip_base_level = 0;
784 desc.max_anisotropy = 1;
785 desc.compare = FALSE;
786 desc.comparison_func = WINED3D_CMP_NEVER;
787 desc.srgb_decode = TRUE;
789 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
790 * instructions allow access to resources without using samplers.
791 * In GLSL, resources are always accessed through sampler or image variables. The default
792 * sampler object is used to emulate the direct resource access when there is no sampler state
793 * to use.
795 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
797 ERR("Failed to create default sampler, hr %#x.\n", hr);
798 device->default_sampler = NULL;
801 /* In D3D10+, a NULL sampler maps to the default sampler state. */
802 desc.address_u = WINED3D_TADDRESS_CLAMP;
803 desc.address_v = WINED3D_TADDRESS_CLAMP;
804 desc.address_w = WINED3D_TADDRESS_CLAMP;
805 desc.mag_filter = WINED3D_TEXF_LINEAR;
806 desc.min_filter = WINED3D_TEXF_LINEAR;
807 desc.mip_filter = WINED3D_TEXF_LINEAR;
808 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
810 ERR("Failed to create null sampler, hr %#x.\n", hr);
811 device->null_sampler = NULL;
815 /* Context activation is done by the caller. */
816 static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
818 wined3d_sampler_decref(device->default_sampler);
819 device->default_sampler = NULL;
820 wined3d_sampler_decref(device->null_sampler);
821 device->null_sampler = NULL;
824 static LONG fullscreen_style(LONG style)
826 /* Make sure the window is managed, otherwise we won't get keyboard input. */
827 style |= WS_POPUP | WS_SYSMENU;
828 style &= ~(WS_CAPTION | WS_THICKFRAME);
830 return style;
833 static LONG fullscreen_exstyle(LONG exstyle)
835 /* Filter out window decorations. */
836 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
838 return exstyle;
841 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
843 BOOL filter_messages;
844 LONG style, exstyle;
846 TRACE("Setting up window %p for fullscreen mode.\n", window);
848 if (device->style || device->exStyle)
850 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
851 window, device->style, device->exStyle);
854 device->style = GetWindowLongW(window, GWL_STYLE);
855 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
857 style = fullscreen_style(device->style);
858 exstyle = fullscreen_exstyle(device->exStyle);
860 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
861 device->style, device->exStyle, style, exstyle);
863 filter_messages = device->filter_messages;
864 device->filter_messages = TRUE;
866 SetWindowLongW(window, GWL_STYLE, style);
867 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
868 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
870 device->filter_messages = filter_messages;
873 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window,
874 const RECT *window_rect)
876 unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
877 BOOL filter_messages;
878 LONG style, exstyle;
879 RECT rect = {0};
881 if (!device->style && !device->exStyle)
882 return;
884 style = GetWindowLongW(window, GWL_STYLE);
885 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
887 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
888 * application, and we want to ignore them in the test below, since it's
889 * not the application's fault that they changed. Additionally, we want to
890 * preserve the current status of these flags (i.e. don't restore them) to
891 * more closely emulate the behavior of Direct3D, which leaves these flags
892 * alone when returning to windowed mode. */
893 device->style ^= (device->style ^ style) & WS_VISIBLE;
894 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
896 TRACE("Restoring window style of window %p to %08x, %08x.\n",
897 window, device->style, device->exStyle);
899 filter_messages = device->filter_messages;
900 device->filter_messages = TRUE;
902 /* Only restore the style if the application didn't modify it during the
903 * fullscreen phase. Some applications change it before calling Reset()
904 * when switching between windowed and fullscreen modes (HL2), some
905 * depend on the original style (Eve Online). */
906 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
908 SetWindowLongW(window, GWL_STYLE, device->style);
909 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
912 if (window_rect)
913 rect = *window_rect;
914 else
915 window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
916 SetWindowPos(window, 0, rect.left, rect.top,
917 rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
919 device->filter_messages = filter_messages;
921 /* Delete the old values. */
922 device->style = 0;
923 device->exStyle = 0;
926 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
928 TRACE("device %p, window %p.\n", device, window);
930 if (!wined3d_register_window(window, device))
932 ERR("Failed to register window %p.\n", window);
933 return E_FAIL;
936 InterlockedExchangePointer((void **)&device->focus_window, window);
937 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
939 return WINED3D_OK;
942 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
944 TRACE("device %p.\n", device);
946 if (device->focus_window) wined3d_unregister_window(device->focus_window);
947 InterlockedExchangePointer((void **)&device->focus_window, NULL);
950 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
952 BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
953 unsigned int i;
955 if (device->fb.render_targets)
957 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
959 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
961 if (device->back_buffer_view)
962 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
965 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
966 wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
969 static void wined3d_device_delete_opengl_contexts_cs(void *object)
971 struct wined3d_resource *resource, *cursor;
972 struct wined3d_device *device = object;
973 struct wined3d_context *context;
974 struct wined3d_shader *shader;
976 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
978 TRACE("Unloading resource %p.\n", resource);
979 wined3d_cs_emit_unload_resource(device->cs, resource);
982 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
984 device->shader_backend->shader_destroy(shader);
987 context = context_acquire(device, NULL, 0);
988 device->blitter->ops->blitter_destroy(device->blitter, context);
989 device->shader_backend->shader_free_private(device);
990 destroy_dummy_textures(device, context);
991 destroy_default_samplers(device, context);
992 context_release(context);
994 while (device->context_count)
996 if (device->contexts[0]->swapchain)
997 swapchain_destroy_contexts(device->contexts[0]->swapchain);
998 else
999 context_destroy(device, device->contexts[0]);
1003 static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
1005 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
1006 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1009 static void wined3d_device_create_primary_opengl_context_cs(void *object)
1011 struct wined3d_device *device = object;
1012 struct wined3d_swapchain *swapchain;
1013 struct wined3d_context *context;
1014 struct wined3d_texture *target;
1015 HRESULT hr;
1017 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1018 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1020 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1021 return;
1024 if (!(device->blitter = wined3d_cpu_blitter_create()))
1026 ERR("Failed to create CPU blitter.\n");
1027 device->shader_backend->shader_free_private(device);
1028 return;
1030 wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
1031 wined3d_arbfp_blitter_create(&device->blitter, device);
1032 wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
1033 wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
1035 swapchain = device->swapchains[0];
1036 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1037 context = context_acquire(device, target, 0);
1038 create_dummy_textures(device, context);
1039 create_default_samplers(device, context);
1040 context_release(context);
1043 static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
1045 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
1046 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1047 if (!device->swapchains[0]->num_contexts)
1048 return E_FAIL;
1050 return WINED3D_OK;
1053 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1054 struct wined3d_swapchain_desc *swapchain_desc)
1056 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1057 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1058 struct wined3d_swapchain *swapchain = NULL;
1059 DWORD clear_flags = 0;
1060 HRESULT hr;
1062 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1064 if (device->d3d_initialized)
1065 return WINED3DERR_INVALIDCALL;
1066 if (device->wined3d->flags & WINED3D_NO3D)
1067 return WINED3DERR_INVALIDCALL;
1069 if (!(device->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*device->fb.render_targets))))
1070 return E_OUTOFMEMORY;
1072 /* Setup the implicit swapchain. This also initializes a context. */
1073 TRACE("Creating implicit swapchain\n");
1074 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1075 swapchain_desc, &swapchain);
1076 if (FAILED(hr))
1078 WARN("Failed to create implicit swapchain\n");
1079 goto err_out;
1082 if (swapchain_desc->backbuffer_count)
1084 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1085 struct wined3d_view_desc view_desc;
1087 view_desc.format_id = back_buffer->format->id;
1088 view_desc.flags = 0;
1089 view_desc.u.texture.level_idx = 0;
1090 view_desc.u.texture.level_count = 1;
1091 view_desc.u.texture.layer_idx = 0;
1092 view_desc.u.texture.layer_count = 1;
1093 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1094 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1096 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1097 goto err_out;
1101 device->swapchain_count = 1;
1102 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1104 ERR("Out of memory!\n");
1105 goto err_out;
1107 device->swapchains[0] = swapchain;
1109 if (FAILED(hr = wined3d_device_create_primary_opengl_context(device)))
1110 goto err_out;
1111 device_init_swapchain_state(device, swapchain);
1113 device->contexts[0]->last_was_rhw = 0;
1115 TRACE("All defaults now set up, leaving 3D init.\n");
1117 /* Clear the screen */
1118 if (swapchain->back_buffers && swapchain->back_buffers[0])
1119 clear_flags |= WINED3DCLEAR_TARGET;
1120 if (swapchain_desc->enable_auto_depth_stencil)
1121 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1122 if (clear_flags)
1123 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1125 device->d3d_initialized = TRUE;
1127 if (wined3d_settings.logo)
1128 device_load_logo(device, wined3d_settings.logo);
1129 return WINED3D_OK;
1131 err_out:
1132 HeapFree(GetProcessHeap(), 0, device->swapchains);
1133 device->swapchain_count = 0;
1134 if (device->back_buffer_view)
1135 wined3d_rendertarget_view_decref(device->back_buffer_view);
1136 if (swapchain)
1137 wined3d_swapchain_decref(swapchain);
1138 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1140 return hr;
1143 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1144 struct wined3d_swapchain_desc *swapchain_desc)
1146 struct wined3d_swapchain *swapchain = NULL;
1147 HRESULT hr;
1149 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1151 /* Setup the implicit swapchain */
1152 TRACE("Creating implicit swapchain\n");
1153 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1154 swapchain_desc, &swapchain);
1155 if (FAILED(hr))
1157 WARN("Failed to create implicit swapchain\n");
1158 goto err_out;
1161 device->swapchain_count = 1;
1162 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1164 ERR("Out of memory!\n");
1165 goto err_out;
1167 device->swapchains[0] = swapchain;
1169 if (!(device->blitter = wined3d_cpu_blitter_create()))
1171 ERR("Failed to create CPU blitter.\n");
1172 HeapFree(GetProcessHeap(), 0, device->swapchains);
1173 device->swapchain_count = 0;
1174 goto err_out;
1177 return WINED3D_OK;
1179 err_out:
1180 wined3d_swapchain_decref(swapchain);
1181 return hr;
1184 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1186 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1188 wined3d_sampler_decref(sampler);
1191 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1193 UINT i;
1195 TRACE("device %p.\n", device);
1197 if (!device->d3d_initialized)
1198 return WINED3DERR_INVALIDCALL;
1200 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1202 if (device->logo_texture)
1203 wined3d_texture_decref(device->logo_texture);
1204 if (device->cursor_texture)
1205 wined3d_texture_decref(device->cursor_texture);
1207 state_unbind_resources(&device->state);
1209 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1211 wined3d_device_delete_opengl_contexts(device);
1213 if (device->fb.depth_stencil)
1215 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1217 TRACE("Releasing depth/stencil view %p.\n", view);
1219 device->fb.depth_stencil = NULL;
1220 wined3d_rendertarget_view_decref(view);
1223 if (device->auto_depth_stencil_view)
1225 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1227 device->auto_depth_stencil_view = NULL;
1228 if (wined3d_rendertarget_view_decref(view))
1229 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1232 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1234 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1236 if (device->back_buffer_view)
1238 wined3d_rendertarget_view_decref(device->back_buffer_view);
1239 device->back_buffer_view = NULL;
1242 for (i = 0; i < device->swapchain_count; ++i)
1244 TRACE("Releasing the implicit swapchain %u.\n", i);
1245 if (wined3d_swapchain_decref(device->swapchains[i]))
1246 FIXME("Something's still holding the implicit swapchain.\n");
1249 HeapFree(GetProcessHeap(), 0, device->swapchains);
1250 device->swapchains = NULL;
1251 device->swapchain_count = 0;
1253 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1254 device->fb.render_targets = NULL;
1256 device->d3d_initialized = FALSE;
1258 return WINED3D_OK;
1261 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1263 unsigned int i;
1265 device->blitter->ops->blitter_destroy(device->blitter, NULL);
1267 for (i = 0; i < device->swapchain_count; ++i)
1269 TRACE("Releasing the implicit swapchain %u.\n", i);
1270 if (wined3d_swapchain_decref(device->swapchains[i]))
1271 FIXME("Something's still holding the implicit swapchain.\n");
1274 HeapFree(GetProcessHeap(), 0, device->swapchains);
1275 device->swapchains = NULL;
1276 device->swapchain_count = 0;
1277 return WINED3D_OK;
1280 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1281 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1282 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1284 * There is no way to deactivate thread safety once it is enabled.
1286 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1288 TRACE("device %p.\n", device);
1290 /* For now just store the flag (needed in case of ddraw). */
1291 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1294 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1296 TRACE("device %p.\n", device);
1298 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1299 wine_dbgstr_longlong(device->adapter->vram_bytes),
1300 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1301 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1303 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1306 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1307 struct wined3d_buffer *buffer, UINT offset)
1309 struct wined3d_stream_output *stream;
1310 struct wined3d_buffer *prev_buffer;
1312 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1314 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1316 WARN("Invalid stream output %u.\n", idx);
1317 return;
1320 stream = &device->update_state->stream_output[idx];
1321 prev_buffer = stream->buffer;
1323 if (buffer)
1324 wined3d_buffer_incref(buffer);
1325 stream->buffer = buffer;
1326 stream->offset = offset;
1327 if (!device->recording)
1328 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1329 if (prev_buffer)
1330 wined3d_buffer_decref(prev_buffer);
1333 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1334 UINT idx, UINT *offset)
1336 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1338 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1340 WARN("Invalid stream output %u.\n", idx);
1341 return NULL;
1344 if (offset)
1345 *offset = device->state.stream_output[idx].offset;
1346 return device->state.stream_output[idx].buffer;
1349 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1350 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1352 struct wined3d_stream_state *stream;
1353 struct wined3d_buffer *prev_buffer;
1355 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1356 device, stream_idx, buffer, offset, stride);
1358 if (stream_idx >= MAX_STREAMS)
1360 WARN("Stream index %u out of range.\n", stream_idx);
1361 return WINED3DERR_INVALIDCALL;
1363 else if (offset & 0x3)
1365 WARN("Offset %u is not 4 byte aligned.\n", offset);
1366 return WINED3DERR_INVALIDCALL;
1369 stream = &device->update_state->streams[stream_idx];
1370 prev_buffer = stream->buffer;
1372 if (device->recording)
1373 device->recording->changed.streamSource |= 1u << stream_idx;
1375 if (prev_buffer == buffer
1376 && stream->stride == stride
1377 && stream->offset == offset)
1379 TRACE("Application is setting the old values over, nothing to do.\n");
1380 return WINED3D_OK;
1383 stream->buffer = buffer;
1384 if (buffer)
1386 stream->stride = stride;
1387 stream->offset = offset;
1388 wined3d_buffer_incref(buffer);
1391 if (!device->recording)
1392 wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1393 if (prev_buffer)
1394 wined3d_buffer_decref(prev_buffer);
1396 return WINED3D_OK;
1399 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1400 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1402 const struct wined3d_stream_state *stream;
1404 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1405 device, stream_idx, buffer, offset, stride);
1407 if (stream_idx >= MAX_STREAMS)
1409 WARN("Stream index %u out of range.\n", stream_idx);
1410 return WINED3DERR_INVALIDCALL;
1413 stream = &device->state.streams[stream_idx];
1414 *buffer = stream->buffer;
1415 if (offset)
1416 *offset = stream->offset;
1417 *stride = stream->stride;
1419 return WINED3D_OK;
1422 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1424 struct wined3d_stream_state *stream;
1425 UINT old_flags, old_freq;
1427 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1429 /* Verify input. At least in d3d9 this is invalid. */
1430 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1432 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1433 return WINED3DERR_INVALIDCALL;
1435 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1437 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1438 return WINED3DERR_INVALIDCALL;
1440 if (!divider)
1442 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1443 return WINED3DERR_INVALIDCALL;
1446 stream = &device->update_state->streams[stream_idx];
1447 old_flags = stream->flags;
1448 old_freq = stream->frequency;
1450 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1451 stream->frequency = divider & 0x7fffff;
1453 if (device->recording)
1454 device->recording->changed.streamFreq |= 1u << stream_idx;
1455 else if (stream->frequency != old_freq || stream->flags != old_flags)
1456 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1458 return WINED3D_OK;
1461 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1462 UINT stream_idx, UINT *divider)
1464 const struct wined3d_stream_state *stream;
1466 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1468 stream = &device->state.streams[stream_idx];
1469 *divider = stream->flags | stream->frequency;
1471 TRACE("Returning %#x.\n", *divider);
1473 return WINED3D_OK;
1476 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1477 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1479 TRACE("device %p, state %s, matrix %p.\n",
1480 device, debug_d3dtstype(d3dts), matrix);
1481 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1482 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1483 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1484 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1486 /* Handle recording of state blocks. */
1487 if (device->recording)
1489 TRACE("Recording... not performing anything.\n");
1490 device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1491 device->update_state->transforms[d3dts] = *matrix;
1492 return;
1495 /* If the new matrix is the same as the current one,
1496 * we cut off any further processing. this seems to be a reasonable
1497 * optimization because as was noticed, some apps (warcraft3 for example)
1498 * tend towards setting the same matrix repeatedly for some reason.
1500 * From here on we assume that the new matrix is different, wherever it matters. */
1501 if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1503 TRACE("The application is setting the same matrix over again.\n");
1504 return;
1507 device->state.transforms[d3dts] = *matrix;
1508 wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1511 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1512 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1514 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1516 *matrix = device->state.transforms[state];
1519 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1520 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1522 const struct wined3d_matrix *mat;
1523 struct wined3d_matrix temp;
1525 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1527 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1528 * below means it will be recorded in a state block change, but it
1529 * works regardless where it is recorded.
1530 * If this is found to be wrong, change to StateBlock. */
1531 if (state > HIGHEST_TRANSFORMSTATE)
1533 WARN("Unhandled transform state %#x.\n", state);
1534 return;
1537 mat = &device->update_state->transforms[state];
1538 multiply_matrix(&temp, mat, matrix);
1540 /* Apply change via set transform - will reapply to eg. lights this way. */
1541 wined3d_device_set_transform(device, state, &temp);
1544 /* Note lights are real special cases. Although the device caps state only
1545 * e.g. 8 are supported, you can reference any indexes you want as long as
1546 * that number max are enabled at any one point in time. Therefore since the
1547 * indices can be anything, we need a hashmap of them. However, this causes
1548 * stateblock problems. When capturing the state block, I duplicate the
1549 * hashmap, but when recording, just build a chain pretty much of commands to
1550 * be replayed. */
1551 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1552 UINT light_idx, const struct wined3d_light *light)
1554 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1555 struct wined3d_light_info *object = NULL;
1556 float rho;
1558 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1560 /* Check the parameter range. Need for speed most wanted sets junk lights
1561 * which confuse the GL driver. */
1562 if (!light)
1563 return WINED3DERR_INVALIDCALL;
1565 switch (light->type)
1567 case WINED3D_LIGHT_POINT:
1568 case WINED3D_LIGHT_SPOT:
1569 case WINED3D_LIGHT_GLSPOT:
1570 /* Incorrect attenuation values can cause the gl driver to crash.
1571 * Happens with Need for speed most wanted. */
1572 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1574 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1575 return WINED3DERR_INVALIDCALL;
1577 break;
1579 case WINED3D_LIGHT_DIRECTIONAL:
1580 case WINED3D_LIGHT_PARALLELPOINT:
1581 /* Ignores attenuation */
1582 break;
1584 default:
1585 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1586 return WINED3DERR_INVALIDCALL;
1589 if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1591 TRACE("Adding new light\n");
1592 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1593 if (!object)
1594 return E_OUTOFMEMORY;
1596 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1597 object->glIndex = -1;
1598 object->OriginalIndex = light_idx;
1601 /* Initialize the object. */
1602 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1603 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1604 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1605 light_idx, light->type, debug_color(&light->diffuse),
1606 debug_color(&light->specular), debug_color(&light->ambient),
1607 light->position.x, light->position.y, light->position.z,
1608 light->direction.x, light->direction.y, light->direction.z,
1609 light->range, light->falloff, light->theta, light->phi);
1611 /* Save away the information. */
1612 object->OriginalParms = *light;
1614 switch (light->type)
1616 case WINED3D_LIGHT_POINT:
1617 /* Position */
1618 object->position.x = light->position.x;
1619 object->position.y = light->position.y;
1620 object->position.z = light->position.z;
1621 object->position.w = 1.0f;
1622 object->cutoff = 180.0f;
1623 /* FIXME: Range */
1624 break;
1626 case WINED3D_LIGHT_DIRECTIONAL:
1627 /* Direction */
1628 object->direction.x = -light->direction.x;
1629 object->direction.y = -light->direction.y;
1630 object->direction.z = -light->direction.z;
1631 object->direction.w = 0.0f;
1632 object->exponent = 0.0f;
1633 object->cutoff = 180.0f;
1634 break;
1636 case WINED3D_LIGHT_SPOT:
1637 /* Position */
1638 object->position.x = light->position.x;
1639 object->position.y = light->position.y;
1640 object->position.z = light->position.z;
1641 object->position.w = 1.0f;
1643 /* Direction */
1644 object->direction.x = light->direction.x;
1645 object->direction.y = light->direction.y;
1646 object->direction.z = light->direction.z;
1647 object->direction.w = 0.0f;
1649 /* opengl-ish and d3d-ish spot lights use too different models
1650 * for the light "intensity" as a function of the angle towards
1651 * the main light direction, so we only can approximate very
1652 * roughly. However, spot lights are rather rarely used in games
1653 * (if ever used at all). Furthermore if still used, probably
1654 * nobody pays attention to such details. */
1655 if (!light->falloff)
1657 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1658 * equations have the falloff resp. exponent parameter as an
1659 * exponent, so the spot light lighting will always be 1.0 for
1660 * both of them, and we don't have to care for the rest of the
1661 * rather complex calculation. */
1662 object->exponent = 0.0f;
1664 else
1666 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1667 if (rho < 0.0001f)
1668 rho = 0.0001f;
1669 object->exponent = -0.3f / logf(cosf(rho / 2));
1672 if (object->exponent > 128.0f)
1673 object->exponent = 128.0f;
1675 object->cutoff = (float)(light->phi * 90 / M_PI);
1676 /* FIXME: Range */
1677 break;
1679 case WINED3D_LIGHT_PARALLELPOINT:
1680 object->position.x = light->position.x;
1681 object->position.y = light->position.y;
1682 object->position.z = light->position.z;
1683 object->position.w = 1.0f;
1684 break;
1686 default:
1687 FIXME("Unrecognized light type %#x.\n", light->type);
1690 if (!device->recording)
1691 wined3d_cs_emit_set_light(device->cs, object);
1693 return WINED3D_OK;
1696 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1697 UINT light_idx, struct wined3d_light *light)
1699 struct wined3d_light_info *light_info;
1701 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1703 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1705 TRACE("Light information requested but light not defined\n");
1706 return WINED3DERR_INVALIDCALL;
1709 *light = light_info->OriginalParms;
1710 return WINED3D_OK;
1713 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1715 struct wined3d_light_info *light_info;
1717 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1719 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1720 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1722 TRACE("Light enabled requested but light not defined, so defining one!\n");
1723 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1725 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1727 FIXME("Adding default lights has failed dismally\n");
1728 return WINED3DERR_INVALIDCALL;
1732 wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1733 if (!device->recording)
1734 wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1736 return WINED3D_OK;
1739 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1741 struct wined3d_light_info *light_info;
1743 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1745 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1747 TRACE("Light enabled state requested but light not defined.\n");
1748 return WINED3DERR_INVALIDCALL;
1750 /* true is 128 according to SetLightEnable */
1751 *enable = light_info->enabled ? 128 : 0;
1752 return WINED3D_OK;
1755 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1756 UINT plane_idx, const struct wined3d_vec4 *plane)
1758 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1760 /* Validate plane_idx. */
1761 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1763 TRACE("Application has requested clipplane this device doesn't support.\n");
1764 return WINED3DERR_INVALIDCALL;
1767 if (device->recording)
1768 device->recording->changed.clipplane |= 1u << plane_idx;
1770 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1772 TRACE("Application is setting old values over, nothing to do.\n");
1773 return WINED3D_OK;
1776 device->update_state->clip_planes[plane_idx] = *plane;
1778 if (!device->recording)
1779 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1781 return WINED3D_OK;
1784 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1785 UINT plane_idx, struct wined3d_vec4 *plane)
1787 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1789 /* Validate plane_idx. */
1790 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1792 TRACE("Application has requested clipplane this device doesn't support.\n");
1793 return WINED3DERR_INVALIDCALL;
1796 *plane = device->state.clip_planes[plane_idx];
1798 return WINED3D_OK;
1801 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1802 const struct wined3d_clip_status *clip_status)
1804 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1806 if (!clip_status)
1807 return WINED3DERR_INVALIDCALL;
1809 return WINED3D_OK;
1812 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1813 struct wined3d_clip_status *clip_status)
1815 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1817 if (!clip_status)
1818 return WINED3DERR_INVALIDCALL;
1820 return WINED3D_OK;
1823 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1825 TRACE("device %p, material %p.\n", device, material);
1827 device->update_state->material = *material;
1829 if (device->recording)
1830 device->recording->changed.material = TRUE;
1831 else
1832 wined3d_cs_emit_set_material(device->cs, material);
1835 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1837 TRACE("device %p, material %p.\n", device, material);
1839 *material = device->state.material;
1841 TRACE("diffuse %s\n", debug_color(&material->diffuse));
1842 TRACE("ambient %s\n", debug_color(&material->ambient));
1843 TRACE("specular %s\n", debug_color(&material->specular));
1844 TRACE("emissive %s\n", debug_color(&material->emissive));
1845 TRACE("power %.8e.\n", material->power);
1848 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1849 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1851 enum wined3d_format_id prev_format;
1852 struct wined3d_buffer *prev_buffer;
1853 unsigned int prev_offset;
1855 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1856 device, buffer, debug_d3dformat(format_id), offset);
1858 prev_buffer = device->update_state->index_buffer;
1859 prev_format = device->update_state->index_format;
1860 prev_offset = device->update_state->index_offset;
1862 device->update_state->index_buffer = buffer;
1863 device->update_state->index_format = format_id;
1864 device->update_state->index_offset = offset;
1866 if (device->recording)
1867 device->recording->changed.indices = TRUE;
1869 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1870 return;
1872 if (buffer)
1873 wined3d_buffer_incref(buffer);
1874 if (!device->recording)
1875 wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
1876 if (prev_buffer)
1877 wined3d_buffer_decref(prev_buffer);
1880 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1881 enum wined3d_format_id *format, unsigned int *offset)
1883 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1885 *format = device->state.index_format;
1886 if (offset)
1887 *offset = device->state.index_offset;
1888 return device->state.index_buffer;
1891 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1893 TRACE("device %p, base_index %d.\n", device, base_index);
1895 device->update_state->base_vertex_index = base_index;
1898 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1900 TRACE("device %p.\n", device);
1902 return device->state.base_vertex_index;
1905 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
1907 TRACE("device %p, viewport %p.\n", device, viewport);
1908 TRACE("x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",
1909 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1911 device->update_state->viewport = *viewport;
1913 /* Handle recording of state blocks */
1914 if (device->recording)
1916 TRACE("Recording... not performing anything\n");
1917 device->recording->changed.viewport = TRUE;
1918 return;
1921 wined3d_cs_emit_set_viewport(device->cs, viewport);
1924 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
1926 TRACE("device %p, viewport %p.\n", device, viewport);
1928 *viewport = device->state.viewport;
1931 static void resolve_depth_buffer(struct wined3d_state *state)
1933 struct wined3d_texture *dst_texture = state->textures[0];
1934 struct wined3d_rendertarget_view *src_view;
1935 RECT src_rect, dst_rect;
1937 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1938 || !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
1939 return;
1941 if (!(src_view = state->fb->depth_stencil))
1942 return;
1943 if (src_view->resource->type == WINED3D_RTYPE_BUFFER)
1945 FIXME("Not supported on buffer resources.\n");
1946 return;
1949 SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height);
1950 SetRect(&src_rect, 0, 0, src_view->width, src_view->height);
1951 wined3d_texture_blt(dst_texture, 0, &dst_rect, texture_from_resource(src_view->resource),
1952 src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
1955 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
1956 struct wined3d_rasterizer_state *rasterizer_state)
1958 struct wined3d_rasterizer_state *prev;
1960 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
1962 prev = device->update_state->rasterizer_state;
1963 if (prev == rasterizer_state)
1964 return;
1966 if (rasterizer_state)
1967 wined3d_rasterizer_state_incref(rasterizer_state);
1968 device->update_state->rasterizer_state = rasterizer_state;
1969 wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
1970 if (prev)
1971 wined3d_rasterizer_state_decref(prev);
1974 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
1976 TRACE("device %p.\n", device);
1978 return device->state.rasterizer_state;
1981 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
1982 enum wined3d_render_state state, DWORD value)
1984 DWORD old_value;
1986 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
1988 if (state > WINEHIGHEST_RENDER_STATE)
1990 WARN("Unhandled render state %#x.\n", state);
1991 return;
1994 old_value = device->state.render_states[state];
1995 device->update_state->render_states[state] = value;
1997 /* Handle recording of state blocks. */
1998 if (device->recording)
2000 TRACE("Recording... not performing anything.\n");
2001 device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
2002 return;
2005 /* Compared here and not before the assignment to allow proper stateblock recording. */
2006 if (value == old_value)
2007 TRACE("Application is setting the old value over, nothing to do.\n");
2008 else
2009 wined3d_cs_emit_set_render_state(device->cs, state, value);
2011 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2013 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2014 resolve_depth_buffer(&device->state);
2018 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2020 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2022 return device->state.render_states[state];
2025 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2026 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2028 DWORD old_value;
2030 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2031 device, sampler_idx, debug_d3dsamplerstate(state), value);
2033 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2034 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2036 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2038 WARN("Invalid sampler %u.\n", sampler_idx);
2039 return; /* Windows accepts overflowing this array ... we do not. */
2042 old_value = device->state.sampler_states[sampler_idx][state];
2043 device->update_state->sampler_states[sampler_idx][state] = value;
2045 /* Handle recording of state blocks. */
2046 if (device->recording)
2048 TRACE("Recording... not performing anything.\n");
2049 device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2050 return;
2053 if (old_value == value)
2055 TRACE("Application is setting the old value over, nothing to do.\n");
2056 return;
2059 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
2062 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2063 UINT sampler_idx, enum wined3d_sampler_state state)
2065 TRACE("device %p, sampler_idx %u, state %s.\n",
2066 device, sampler_idx, debug_d3dsamplerstate(state));
2068 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2069 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2071 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2073 WARN("Invalid sampler %u.\n", sampler_idx);
2074 return 0; /* Windows accepts overflowing this array ... we do not. */
2077 return device->state.sampler_states[sampler_idx][state];
2080 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2082 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2084 if (device->recording)
2085 device->recording->changed.scissorRect = TRUE;
2087 if (EqualRect(&device->update_state->scissor_rect, rect))
2089 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2090 return;
2092 CopyRect(&device->update_state->scissor_rect, rect);
2094 if (device->recording)
2096 TRACE("Recording... not performing anything.\n");
2097 return;
2100 wined3d_cs_emit_set_scissor_rect(device->cs, rect);
2103 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2105 TRACE("device %p, rect %p.\n", device, rect);
2107 *rect = device->state.scissor_rect;
2108 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2111 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2112 struct wined3d_vertex_declaration *declaration)
2114 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2116 TRACE("device %p, declaration %p.\n", device, declaration);
2118 if (device->recording)
2119 device->recording->changed.vertexDecl = TRUE;
2121 if (declaration == prev)
2122 return;
2124 if (declaration)
2125 wined3d_vertex_declaration_incref(declaration);
2126 device->update_state->vertex_declaration = declaration;
2127 if (!device->recording)
2128 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2129 if (prev)
2130 wined3d_vertex_declaration_decref(prev);
2133 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2135 TRACE("device %p.\n", device);
2137 return device->state.vertex_declaration;
2140 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2142 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2144 TRACE("device %p, shader %p.\n", device, shader);
2146 if (device->recording)
2147 device->recording->changed.vertexShader = TRUE;
2149 if (shader == prev)
2150 return;
2152 if (shader)
2153 wined3d_shader_incref(shader);
2154 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2155 if (!device->recording)
2156 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2157 if (prev)
2158 wined3d_shader_decref(prev);
2161 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2163 TRACE("device %p.\n", device);
2165 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2168 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2169 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2171 struct wined3d_buffer *prev;
2173 if (idx >= MAX_CONSTANT_BUFFERS)
2175 WARN("Invalid constant buffer index %u.\n", idx);
2176 return;
2179 prev = device->update_state->cb[type][idx];
2180 if (buffer == prev)
2181 return;
2183 if (buffer)
2184 wined3d_buffer_incref(buffer);
2185 device->update_state->cb[type][idx] = buffer;
2186 if (!device->recording)
2187 wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2188 if (prev)
2189 wined3d_buffer_decref(prev);
2192 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2194 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2196 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2199 static struct wined3d_buffer *wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2200 enum wined3d_shader_type shader_type, unsigned int idx)
2202 if (idx >= MAX_CONSTANT_BUFFERS)
2204 WARN("Invalid constant buffer index %u.\n", idx);
2205 return NULL;
2208 return device->state.cb[shader_type][idx];
2211 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2213 TRACE("device %p, idx %u.\n", device, idx);
2215 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2218 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2219 enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2221 struct wined3d_shader_resource_view *prev;
2223 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2225 WARN("Invalid view index %u.\n", idx);
2226 return;
2229 prev = device->update_state->shader_resource_view[type][idx];
2230 if (view == prev)
2231 return;
2233 if (view)
2234 wined3d_shader_resource_view_incref(view);
2235 device->update_state->shader_resource_view[type][idx] = view;
2236 if (!device->recording)
2237 wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2238 if (prev)
2239 wined3d_shader_resource_view_decref(prev);
2242 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2243 UINT idx, struct wined3d_shader_resource_view *view)
2245 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2247 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2250 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2251 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2253 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2255 WARN("Invalid view index %u.\n", idx);
2256 return NULL;
2259 return device->state.shader_resource_view[shader_type][idx];
2262 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2263 UINT idx)
2265 TRACE("device %p, idx %u.\n", device, idx);
2267 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2270 static void wined3d_device_set_sampler(struct wined3d_device *device,
2271 enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2273 struct wined3d_sampler *prev;
2275 if (idx >= MAX_SAMPLER_OBJECTS)
2277 WARN("Invalid sampler index %u.\n", idx);
2278 return;
2281 prev = device->update_state->sampler[type][idx];
2282 if (sampler == prev)
2283 return;
2285 if (sampler)
2286 wined3d_sampler_incref(sampler);
2287 device->update_state->sampler[type][idx] = sampler;
2288 if (!device->recording)
2289 wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2290 if (prev)
2291 wined3d_sampler_decref(prev);
2294 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2296 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2298 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2301 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2302 enum wined3d_shader_type shader_type, unsigned int idx)
2304 if (idx >= MAX_SAMPLER_OBJECTS)
2306 WARN("Invalid sampler index %u.\n", idx);
2307 return NULL;
2310 return device->state.sampler[shader_type][idx];
2313 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2315 TRACE("device %p, idx %u.\n", device, idx);
2317 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2320 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2321 unsigned int start_idx, unsigned int count, const BOOL *constants)
2323 unsigned int i;
2325 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2326 device, start_idx, count, constants);
2328 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2329 return WINED3DERR_INVALIDCALL;
2331 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2332 count = WINED3D_MAX_CONSTS_B - start_idx;
2333 memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2334 if (TRACE_ON(d3d))
2336 for (i = 0; i < count; ++i)
2337 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2340 if (device->recording)
2342 for (i = start_idx; i < count + start_idx; ++i)
2343 device->recording->changed.vertexShaderConstantsB |= (1u << i);
2345 else
2347 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2350 return WINED3D_OK;
2353 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2354 unsigned int start_idx, unsigned int count, BOOL *constants)
2356 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2357 device, start_idx, count, constants);
2359 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2360 return WINED3DERR_INVALIDCALL;
2362 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2363 count = WINED3D_MAX_CONSTS_B - start_idx;
2364 memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2366 return WINED3D_OK;
2369 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2370 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2372 unsigned int i;
2374 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2375 device, start_idx, count, constants);
2377 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2378 return WINED3DERR_INVALIDCALL;
2380 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2381 count = WINED3D_MAX_CONSTS_I - start_idx;
2382 memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2383 if (TRACE_ON(d3d))
2385 for (i = 0; i < count; ++i)
2386 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2389 if (device->recording)
2391 for (i = start_idx; i < count + start_idx; ++i)
2392 device->recording->changed.vertexShaderConstantsI |= (1u << i);
2394 else
2396 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2399 return WINED3D_OK;
2402 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2403 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2405 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2406 device, start_idx, count, constants);
2408 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2409 return WINED3DERR_INVALIDCALL;
2411 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2412 count = WINED3D_MAX_CONSTS_I - start_idx;
2413 memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2414 return WINED3D_OK;
2417 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2418 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2420 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2421 unsigned int i;
2423 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2424 device, start_idx, count, constants);
2426 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2427 || count > d3d_info->limits.vs_uniform_count - start_idx)
2428 return WINED3DERR_INVALIDCALL;
2430 memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2431 if (TRACE_ON(d3d))
2433 for (i = 0; i < count; ++i)
2434 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2437 if (device->recording)
2438 memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2439 count * sizeof(*device->recording->changed.vs_consts_f));
2440 else
2441 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2443 return WINED3D_OK;
2446 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2447 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2449 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2451 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2452 device, start_idx, count, constants);
2454 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2455 || count > d3d_info->limits.vs_uniform_count - start_idx)
2456 return WINED3DERR_INVALIDCALL;
2458 memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2460 return WINED3D_OK;
2463 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2465 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2467 TRACE("device %p, shader %p.\n", device, shader);
2469 if (device->recording)
2470 device->recording->changed.pixelShader = TRUE;
2472 if (shader == prev)
2473 return;
2475 if (shader)
2476 wined3d_shader_incref(shader);
2477 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2478 if (!device->recording)
2479 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2480 if (prev)
2481 wined3d_shader_decref(prev);
2484 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2486 TRACE("device %p.\n", device);
2488 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2491 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2493 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2495 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2498 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2500 TRACE("device %p, idx %u.\n", device, idx);
2502 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2505 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2506 UINT idx, struct wined3d_shader_resource_view *view)
2508 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2510 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2513 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2514 UINT idx)
2516 TRACE("device %p, idx %u.\n", device, idx);
2518 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2521 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2523 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2525 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2528 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2530 TRACE("device %p, idx %u.\n", device, idx);
2532 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2535 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2536 unsigned int start_idx, unsigned int count, const BOOL *constants)
2538 unsigned int i;
2540 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2541 device, start_idx, count, constants);
2543 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2544 return WINED3DERR_INVALIDCALL;
2546 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2547 count = WINED3D_MAX_CONSTS_B - start_idx;
2548 memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2549 if (TRACE_ON(d3d))
2551 for (i = 0; i < count; ++i)
2552 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2555 if (device->recording)
2557 for (i = start_idx; i < count + start_idx; ++i)
2558 device->recording->changed.pixelShaderConstantsB |= (1u << i);
2560 else
2562 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2565 return WINED3D_OK;
2568 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2569 unsigned int start_idx, unsigned int count, BOOL *constants)
2571 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2572 device, start_idx, count, constants);
2574 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2575 return WINED3DERR_INVALIDCALL;
2577 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2578 count = WINED3D_MAX_CONSTS_B - start_idx;
2579 memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2581 return WINED3D_OK;
2584 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2585 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2587 unsigned int i;
2589 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2590 device, start_idx, count, constants);
2592 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2593 return WINED3DERR_INVALIDCALL;
2595 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2596 count = WINED3D_MAX_CONSTS_I - start_idx;
2597 memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2598 if (TRACE_ON(d3d))
2600 for (i = 0; i < count; ++i)
2601 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2604 if (device->recording)
2606 for (i = start_idx; i < count + start_idx; ++i)
2607 device->recording->changed.pixelShaderConstantsI |= (1u << i);
2609 else
2611 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2614 return WINED3D_OK;
2617 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2618 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2620 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2621 device, start_idx, count, constants);
2623 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2624 return WINED3DERR_INVALIDCALL;
2626 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2627 count = WINED3D_MAX_CONSTS_I - start_idx;
2628 memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2630 return WINED3D_OK;
2633 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2634 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2636 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2637 unsigned int i;
2639 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2640 device, start_idx, count, constants);
2642 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2643 || count > d3d_info->limits.ps_uniform_count - start_idx)
2644 return WINED3DERR_INVALIDCALL;
2646 memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2647 if (TRACE_ON(d3d))
2649 for (i = 0; i < count; ++i)
2650 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2653 if (device->recording)
2654 memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2655 count * sizeof(*device->recording->changed.ps_consts_f));
2656 else
2657 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2659 return WINED3D_OK;
2662 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2663 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2665 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2667 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2668 device, start_idx, count, constants);
2670 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2671 || count > d3d_info->limits.ps_uniform_count - start_idx)
2672 return WINED3DERR_INVALIDCALL;
2674 memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2676 return WINED3D_OK;
2679 void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2681 struct wined3d_shader *prev;
2683 TRACE("device %p, shader %p.\n", device, shader);
2685 prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
2686 if (shader == prev)
2687 return;
2688 if (shader)
2689 wined3d_shader_incref(shader);
2690 device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
2691 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
2692 if (prev)
2693 wined3d_shader_decref(prev);
2696 struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
2698 TRACE("device %p.\n", device);
2700 return device->state.shader[WINED3D_SHADER_TYPE_HULL];
2703 void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2705 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2707 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
2710 struct wined3d_buffer * CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
2712 TRACE("device %p, idx %u.\n", device, idx);
2714 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx);
2717 void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
2718 unsigned int idx, struct wined3d_shader_resource_view *view)
2720 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2722 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
2725 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
2726 unsigned int idx)
2728 TRACE("device %p, idx %u.\n", device, idx);
2730 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
2733 void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
2734 unsigned int idx, struct wined3d_sampler *sampler)
2736 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2738 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
2741 struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
2743 TRACE("device %p, idx %u.\n", device, idx);
2745 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
2748 void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2750 struct wined3d_shader *prev;
2752 TRACE("device %p, shader %p.\n", device, shader);
2754 prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2755 if (shader == prev)
2756 return;
2757 if (shader)
2758 wined3d_shader_incref(shader);
2759 device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
2760 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
2761 if (prev)
2762 wined3d_shader_decref(prev);
2765 struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
2767 TRACE("device %p.\n", device);
2769 return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
2772 void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int 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_DOMAIN, idx, buffer);
2779 struct wined3d_buffer * CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
2781 TRACE("device %p, idx %u.\n", device, idx);
2783 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2786 void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
2787 unsigned int idx, struct wined3d_shader_resource_view *view)
2789 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2791 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
2794 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
2795 unsigned int idx)
2797 TRACE("device %p, idx %u.\n", device, idx);
2799 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2802 void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
2803 unsigned int idx, struct wined3d_sampler *sampler)
2805 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2807 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
2810 struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
2812 TRACE("device %p, idx %u.\n", device, idx);
2814 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2817 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2819 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2821 TRACE("device %p, shader %p.\n", device, shader);
2823 if (device->recording || shader == prev)
2824 return;
2825 if (shader)
2826 wined3d_shader_incref(shader);
2827 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2828 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2829 if (prev)
2830 wined3d_shader_decref(prev);
2833 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2835 TRACE("device %p.\n", device);
2837 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2840 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2842 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2844 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2847 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2849 TRACE("device %p, idx %u.\n", device, idx);
2851 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2854 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2855 UINT idx, struct wined3d_shader_resource_view *view)
2857 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2859 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2862 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2863 UINT idx)
2865 TRACE("device %p, idx %u.\n", device, idx);
2867 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2870 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2872 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2874 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2877 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2879 TRACE("device %p, idx %u.\n", device, idx);
2881 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2884 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2886 struct wined3d_shader *prev;
2888 TRACE("device %p, shader %p.\n", device, shader);
2890 prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2891 if (device->recording || shader == prev)
2892 return;
2893 if (shader)
2894 wined3d_shader_incref(shader);
2895 device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2896 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
2897 if (prev)
2898 wined3d_shader_decref(prev);
2901 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2903 TRACE("device %p.\n", device);
2905 return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2908 void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2910 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2912 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
2915 struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
2917 TRACE("device %p, idx %u.\n", device, idx);
2919 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2922 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2923 unsigned int idx, struct wined3d_shader_resource_view *view)
2925 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2927 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2930 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2931 unsigned int idx)
2933 TRACE("device %p, idx %u.\n", device, idx);
2935 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2938 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2939 unsigned int idx, struct wined3d_sampler *sampler)
2941 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2943 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
2946 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
2948 TRACE("device %p, idx %u.\n", device, idx);
2950 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2953 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
2954 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
2955 unsigned int initial_count)
2957 struct wined3d_unordered_access_view *prev;
2959 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2961 WARN("Invalid UAV index %u.\n", idx);
2962 return;
2965 prev = device->update_state->unordered_access_view[pipeline][idx];
2966 if (uav == prev && initial_count == ~0u)
2967 return;
2969 if (uav)
2970 wined3d_unordered_access_view_incref(uav);
2971 device->update_state->unordered_access_view[pipeline][idx] = uav;
2972 if (!device->recording)
2973 wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
2974 if (prev)
2975 wined3d_unordered_access_view_decref(prev);
2978 static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
2979 const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
2981 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2983 WARN("Invalid UAV index %u.\n", idx);
2984 return NULL;
2987 return device->state.unordered_access_view[pipeline][idx];
2990 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
2991 struct wined3d_unordered_access_view *uav, unsigned int initial_count)
2993 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
2995 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
2998 struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
2999 unsigned int idx)
3001 TRACE("device %p, idx %u.\n", device, idx);
3003 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
3006 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
3007 unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3009 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3011 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
3014 struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
3015 const struct wined3d_device *device, unsigned int idx)
3017 TRACE("device %p, idx %u.\n", device, idx);
3019 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
3022 /* Context activation is done by the caller. */
3023 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3024 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3025 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3026 DWORD DestFVF)
3028 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3029 struct wined3d_map_desc map_desc;
3030 struct wined3d_box box = {0};
3031 struct wined3d_viewport vp;
3032 UINT vertex_size;
3033 unsigned int i;
3034 BYTE *dest_ptr;
3035 BOOL doClip;
3036 DWORD numTextures;
3037 HRESULT hr;
3039 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3041 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3044 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3046 ERR("Source has no position mask\n");
3047 return WINED3DERR_INVALIDCALL;
3050 if (device->state.render_states[WINED3D_RS_CLIPPING])
3052 static BOOL warned = FALSE;
3054 * The clipping code is not quite correct. Some things need
3055 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3056 * so disable clipping for now.
3057 * (The graphics in Half-Life are broken, and my processvertices
3058 * test crashes with IDirect3DDevice3)
3059 doClip = TRUE;
3061 doClip = FALSE;
3062 if(!warned) {
3063 warned = TRUE;
3064 FIXME("Clipping is broken and disabled for now\n");
3067 else
3068 doClip = FALSE;
3070 vertex_size = get_flexible_vertex_size(DestFVF);
3071 box.left = dwDestIndex * vertex_size;
3072 box.right = box.left + dwCount * vertex_size;
3073 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, 0)))
3075 WARN("Failed to map buffer, hr %#x.\n", hr);
3076 return hr;
3078 dest_ptr = map_desc.data;
3080 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3081 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3082 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3084 TRACE("View mat:\n");
3085 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3086 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3087 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3088 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3090 TRACE("Proj mat:\n");
3091 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3092 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3093 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3094 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3096 TRACE("World mat:\n");
3097 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3098 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3099 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3100 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3102 /* Get the viewport */
3103 wined3d_device_get_viewport(device, &vp);
3104 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3105 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3107 multiply_matrix(&mat,&view_mat,&world_mat);
3108 multiply_matrix(&mat,&proj_mat,&mat);
3110 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3112 for (i = 0; i < dwCount; i+= 1) {
3113 unsigned int tex_index;
3115 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3116 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3117 /* The position first */
3118 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3119 const float *p = (const float *)(element->data.addr + i * element->stride);
3120 float x, y, z, rhw;
3121 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3123 /* Multiplication with world, view and projection matrix. */
3124 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3125 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3126 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3127 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3129 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3131 /* WARNING: The following things are taken from d3d7 and were not yet checked
3132 * against d3d8 or d3d9!
3135 /* Clipping conditions: From msdn
3137 * A vertex is clipped if it does not match the following requirements
3138 * -rhw < x <= rhw
3139 * -rhw < y <= rhw
3140 * 0 < z <= rhw
3141 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3143 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3144 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3148 if( !doClip ||
3149 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3150 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3151 ( rhw > eps ) ) ) {
3153 /* "Normal" viewport transformation (not clipped)
3154 * 1) The values are divided by rhw
3155 * 2) The y axis is negative, so multiply it with -1
3156 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3157 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3158 * 4) Multiply x with Width/2 and add Width/2
3159 * 5) The same for the height
3160 * 6) Add the viewpoint X and Y to the 2D coordinates and
3161 * The minimum Z value to z
3162 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3164 * Well, basically it's simply a linear transformation into viewport
3165 * coordinates
3168 x /= rhw;
3169 y /= rhw;
3170 z /= rhw;
3172 y *= -1;
3174 x *= vp.width / 2;
3175 y *= vp.height / 2;
3176 z *= vp.max_z - vp.min_z;
3178 x += vp.width / 2 + vp.x;
3179 y += vp.height / 2 + vp.y;
3180 z += vp.min_z;
3182 rhw = 1 / rhw;
3183 } else {
3184 /* That vertex got clipped
3185 * Contrary to OpenGL it is not dropped completely, it just
3186 * undergoes a different calculation.
3188 TRACE("Vertex got clipped\n");
3189 x += rhw;
3190 y += rhw;
3192 x /= 2;
3193 y /= 2;
3195 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3196 * outside of the main vertex buffer memory. That needs some more
3197 * investigation...
3201 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3204 ( (float *) dest_ptr)[0] = x;
3205 ( (float *) dest_ptr)[1] = y;
3206 ( (float *) dest_ptr)[2] = z;
3207 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3209 dest_ptr += 3 * sizeof(float);
3211 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3212 dest_ptr += sizeof(float);
3215 if (DestFVF & WINED3DFVF_PSIZE)
3216 dest_ptr += sizeof(DWORD);
3218 if (DestFVF & WINED3DFVF_NORMAL)
3220 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3221 const float *normal = (const float *)(element->data.addr + i * element->stride);
3222 /* AFAIK this should go into the lighting information */
3223 FIXME("Didn't expect the destination to have a normal\n");
3224 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3227 if (DestFVF & WINED3DFVF_DIFFUSE)
3229 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3230 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3231 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3233 static BOOL warned = FALSE;
3235 if(!warned) {
3236 ERR("No diffuse color in source, but destination has one\n");
3237 warned = TRUE;
3240 *( (DWORD *) dest_ptr) = 0xffffffff;
3241 dest_ptr += sizeof(DWORD);
3243 else
3245 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3249 if (DestFVF & WINED3DFVF_SPECULAR)
3251 /* What's the color value in the feedback buffer? */
3252 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3253 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3254 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3256 static BOOL warned = FALSE;
3258 if(!warned) {
3259 ERR("No specular color in source, but destination has one\n");
3260 warned = TRUE;
3263 *(DWORD *)dest_ptr = 0xff000000;
3264 dest_ptr += sizeof(DWORD);
3266 else
3268 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3272 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3274 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3275 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3276 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3278 ERR("No source texture, but destination requests one\n");
3279 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3281 else
3283 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3288 wined3d_resource_unmap(&dest->resource, 0);
3290 return WINED3D_OK;
3292 #undef copy_and_next
3294 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3295 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3296 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3298 struct wined3d_state *state = &device->state;
3299 struct wined3d_stream_info stream_info;
3300 struct wined3d_resource *resource;
3301 struct wined3d_box box = {0};
3302 struct wined3d_shader *vs;
3303 unsigned int i;
3304 HRESULT hr;
3305 WORD map;
3307 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3308 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3309 device, src_start_idx, dst_idx, vertex_count,
3310 dst_buffer, declaration, flags, dst_fvf);
3312 if (declaration)
3313 FIXME("Output vertex declaration not implemented yet.\n");
3315 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3316 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3317 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3318 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3320 /* We can't convert FROM a VBO, and vertex buffers used to source into
3321 * process_vertices() are unlikely to ever be used for drawing. Release
3322 * VBOs in those buffers and fix up the stream_info structure.
3324 * Also apply the start index. */
3325 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3327 struct wined3d_stream_info_element *e;
3328 struct wined3d_map_desc map_desc;
3330 if (!(map & 1))
3331 continue;
3333 e = &stream_info.elements[i];
3334 resource = &state->streams[e->stream_idx].buffer->resource;
3335 box.left = src_start_idx * e->stride;
3336 box.right = box.left + vertex_count * e->stride;
3337 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READONLY)))
3338 ERR("Failed to map resource.\n");
3339 e->data.buffer_object = 0;
3340 e->data.addr += (ULONG_PTR)map_desc.data;
3343 hr = process_vertices_strided(device, dst_idx, vertex_count,
3344 &stream_info, dst_buffer, flags, dst_fvf);
3346 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3348 if (!(map & 1))
3349 continue;
3351 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3352 if (FAILED(wined3d_resource_unmap(resource, 0)))
3353 ERR("Failed to unmap resource.\n");
3356 return hr;
3359 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3360 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3362 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3363 DWORD old_value;
3365 TRACE("device %p, stage %u, state %s, value %#x.\n",
3366 device, stage, debug_d3dtexturestate(state), value);
3368 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3370 WARN("Invalid state %#x passed.\n", state);
3371 return;
3374 if (stage >= d3d_info->limits.ffp_blend_stages)
3376 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3377 stage, d3d_info->limits.ffp_blend_stages - 1);
3378 return;
3381 old_value = device->update_state->texture_states[stage][state];
3382 device->update_state->texture_states[stage][state] = value;
3384 if (device->recording)
3386 TRACE("Recording... not performing anything.\n");
3387 device->recording->changed.textureState[stage] |= 1u << state;
3388 return;
3391 /* Checked after the assignments to allow proper stateblock recording. */
3392 if (old_value == value)
3394 TRACE("Application is setting the old value over, nothing to do.\n");
3395 return;
3398 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3401 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3402 UINT stage, enum wined3d_texture_stage_state state)
3404 TRACE("device %p, stage %u, state %s.\n",
3405 device, stage, debug_d3dtexturestate(state));
3407 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3409 WARN("Invalid state %#x passed.\n", state);
3410 return 0;
3413 return device->state.texture_states[stage][state];
3416 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3417 UINT stage, struct wined3d_texture *texture)
3419 struct wined3d_texture *prev;
3421 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3423 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3424 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3426 /* Windows accepts overflowing this array... we do not. */
3427 if (stage >= ARRAY_SIZE(device->state.textures))
3429 WARN("Ignoring invalid stage %u.\n", stage);
3430 return WINED3D_OK;
3433 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3435 WARN("Rejecting attempt to set scratch texture.\n");
3436 return WINED3DERR_INVALIDCALL;
3439 if (device->recording)
3440 device->recording->changed.textures |= 1u << stage;
3442 prev = device->update_state->textures[stage];
3443 TRACE("Previous texture %p.\n", prev);
3445 if (texture == prev)
3447 TRACE("App is setting the same texture again, nothing to do.\n");
3448 return WINED3D_OK;
3451 TRACE("Setting new texture to %p.\n", texture);
3452 device->update_state->textures[stage] = texture;
3454 if (texture)
3455 wined3d_texture_incref(texture);
3456 if (!device->recording)
3457 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3458 if (prev)
3459 wined3d_texture_decref(prev);
3461 return WINED3D_OK;
3464 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3466 TRACE("device %p, stage %u.\n", device, stage);
3468 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3469 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3471 if (stage >= ARRAY_SIZE(device->state.textures))
3473 WARN("Ignoring invalid stage %u.\n", stage);
3474 return NULL; /* Windows accepts overflowing this array ... we do not. */
3477 return device->state.textures[stage];
3480 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3482 TRACE("device %p, caps %p.\n", device, caps);
3484 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3485 device->create_parms.device_type, caps);
3488 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3489 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3491 struct wined3d_swapchain *swapchain;
3493 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3494 device, swapchain_idx, mode, rotation);
3496 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3497 return WINED3DERR_INVALIDCALL;
3499 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3502 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3504 struct wined3d_stateblock *stateblock;
3505 HRESULT hr;
3507 TRACE("device %p.\n", device);
3509 if (device->recording)
3510 return WINED3DERR_INVALIDCALL;
3512 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3513 if (FAILED(hr))
3514 return hr;
3516 device->recording = stateblock;
3517 device->update_state = &stateblock->state;
3519 TRACE("Recording stateblock %p.\n", stateblock);
3521 return WINED3D_OK;
3524 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3525 struct wined3d_stateblock **stateblock)
3527 struct wined3d_stateblock *object = device->recording;
3529 TRACE("device %p, stateblock %p.\n", device, stateblock);
3531 if (!device->recording)
3533 WARN("Not recording.\n");
3534 *stateblock = NULL;
3535 return WINED3DERR_INVALIDCALL;
3538 stateblock_init_contained_states(object);
3540 *stateblock = object;
3541 device->recording = NULL;
3542 device->update_state = &device->state;
3544 TRACE("Returning stateblock %p.\n", *stateblock);
3546 return WINED3D_OK;
3549 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3551 /* At the moment we have no need for any functionality at the beginning
3552 * of a scene. */
3553 TRACE("device %p.\n", device);
3555 if (device->inScene)
3557 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3558 return WINED3DERR_INVALIDCALL;
3560 device->inScene = TRUE;
3561 return WINED3D_OK;
3564 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3566 TRACE("device %p.\n", device);
3568 if (!device->inScene)
3570 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3571 return WINED3DERR_INVALIDCALL;
3574 wined3d_cs_emit_flush(device->cs);
3576 device->inScene = FALSE;
3577 return WINED3D_OK;
3580 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3581 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3583 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3584 device, rect_count, rects, flags, debug_color(color), depth, stencil);
3586 if (!rect_count && rects)
3588 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3589 return WINED3D_OK;
3592 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3594 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3595 if (!ds)
3597 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3598 /* TODO: What about depth stencil buffers without stencil bits? */
3599 return WINED3DERR_INVALIDCALL;
3601 else if (flags & WINED3DCLEAR_TARGET)
3603 if (ds->width < device->fb.render_targets[0]->width
3604 || ds->height < device->fb.render_targets[0]->height)
3606 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3607 return WINED3D_OK;
3612 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3614 return WINED3D_OK;
3617 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
3618 struct wined3d_query *predicate, BOOL value)
3620 struct wined3d_query *prev;
3622 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3624 prev = device->update_state->predicate;
3625 if (predicate)
3627 FIXME("Predicated rendering not implemented.\n");
3628 wined3d_query_incref(predicate);
3630 device->update_state->predicate = predicate;
3631 device->update_state->predicate_value = value;
3632 if (!device->recording)
3633 wined3d_cs_emit_set_predication(device->cs, predicate, value);
3634 if (prev)
3635 wined3d_query_decref(prev);
3638 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
3640 TRACE("device %p, value %p.\n", device, value);
3642 if (value)
3643 *value = device->state.predicate_value;
3644 return device->state.predicate;
3647 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
3648 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3650 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3651 device, group_count_x, group_count_y, group_count_z);
3653 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3656 void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
3657 struct wined3d_buffer *buffer, unsigned int offset)
3659 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3661 wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
3664 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3665 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
3667 TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
3668 device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
3670 device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3671 device->state.gl_patch_vertices = patch_vertex_count;
3674 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3675 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
3677 TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
3678 device, primitive_type, patch_vertex_count);
3680 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3681 if (patch_vertex_count)
3682 *patch_vertex_count = device->state.gl_patch_vertices;
3684 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
3687 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3689 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3691 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3692 0, start_vertex, vertex_count, 0, 0, FALSE);
3694 return WINED3D_OK;
3697 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
3698 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3700 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3701 device, start_vertex, vertex_count, start_instance, instance_count);
3703 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3704 0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
3707 void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
3708 struct wined3d_buffer *buffer, unsigned int offset)
3710 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3712 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3713 buffer, offset, FALSE);
3716 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3718 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3720 if (!device->state.index_buffer)
3722 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3723 * without an index buffer set. (The first time at least...)
3724 * D3D8 simply dies, but I doubt it can do much harm to return
3725 * D3DERR_INVALIDCALL there as well. */
3726 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3727 return WINED3DERR_INVALIDCALL;
3730 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3731 device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3733 return WINED3D_OK;
3736 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3737 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3739 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3740 device, start_idx, index_count, start_instance, instance_count);
3742 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3743 device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
3746 void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
3747 struct wined3d_buffer *buffer, unsigned int offset)
3749 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3751 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3752 buffer, offset, TRUE);
3755 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3756 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3758 unsigned int src_size, dst_size, src_skip_levels = 0;
3759 unsigned int src_level_count, dst_level_count;
3760 unsigned int layer_count, level_count, i, j;
3761 unsigned int width, height, depth;
3762 enum wined3d_resource_type type;
3763 struct wined3d_box box;
3765 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3767 /* Verify that the source and destination textures are non-NULL. */
3768 if (!src_texture || !dst_texture)
3770 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3771 return WINED3DERR_INVALIDCALL;
3774 if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
3776 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3777 return WINED3DERR_INVALIDCALL;
3779 if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
3781 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3782 return WINED3DERR_INVALIDCALL;
3785 /* Verify that the source and destination textures are the same type. */
3786 type = src_texture->resource.type;
3787 if (dst_texture->resource.type != type)
3789 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3790 return WINED3DERR_INVALIDCALL;
3793 layer_count = src_texture->layer_count;
3794 if (layer_count != dst_texture->layer_count)
3796 WARN("Source and destination have different layer counts.\n");
3797 return WINED3DERR_INVALIDCALL;
3800 if (src_texture->resource.format != dst_texture->resource.format)
3802 WARN("Source and destination formats do not match.\n");
3803 return WINED3DERR_INVALIDCALL;
3806 src_level_count = src_texture->level_count;
3807 dst_level_count = dst_texture->level_count;
3808 level_count = min(src_level_count, dst_level_count);
3810 src_size = max(src_texture->resource.width, src_texture->resource.height);
3811 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3812 if (type == WINED3D_RTYPE_TEXTURE_3D)
3814 src_size = max(src_size, src_texture->resource.depth);
3815 dst_size = max(dst_size, dst_texture->resource.depth);
3817 while (src_size > dst_size)
3819 src_size >>= 1;
3820 ++src_skip_levels;
3823 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
3824 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
3825 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
3827 WARN("Source and destination dimensions do not match.\n");
3828 return WINED3DERR_INVALIDCALL;
3831 /* Update every surface level of the texture. */
3832 for (i = 0; i < level_count; ++i)
3834 width = wined3d_texture_get_level_width(dst_texture, i);
3835 height = wined3d_texture_get_level_height(dst_texture, i);
3836 depth = wined3d_texture_get_level_depth(dst_texture, i);
3837 wined3d_box_set(&box, 0, 0, width, height, 0, depth);
3839 for (j = 0; j < layer_count; ++j)
3841 wined3d_cs_emit_blt_sub_resource(device->cs,
3842 &dst_texture->resource, j * dst_level_count + i, &box,
3843 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
3844 0, NULL, WINED3D_TEXF_POINT);
3848 return WINED3D_OK;
3851 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3853 const struct wined3d_state *state = &device->state;
3854 struct wined3d_texture *texture;
3855 DWORD i;
3857 TRACE("device %p, num_passes %p.\n", device, num_passes);
3859 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3861 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3863 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3864 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3866 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3868 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3869 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3872 texture = state->textures[i];
3873 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3875 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3877 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3878 return E_FAIL;
3880 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3882 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3883 return E_FAIL;
3885 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3886 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3888 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3889 return E_FAIL;
3893 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3894 || state->render_states[WINED3D_RS_STENCILENABLE])
3896 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3897 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3899 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3901 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3902 return WINED3DERR_CONFLICTINGRENDERSTATE;
3906 /* return a sensible default */
3907 *num_passes = 1;
3909 TRACE("returning D3D_OK\n");
3910 return WINED3D_OK;
3913 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3915 static BOOL warned;
3917 TRACE("device %p, software %#x.\n", device, software);
3919 if (!warned)
3921 FIXME("device %p, software %#x stub!\n", device, software);
3922 warned = TRUE;
3925 device->softwareVertexProcessing = software;
3928 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3930 static BOOL warned;
3932 TRACE("device %p.\n", device);
3934 if (!warned)
3936 TRACE("device %p stub!\n", device);
3937 warned = TRUE;
3940 return device->softwareVertexProcessing;
3943 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3944 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3946 struct wined3d_swapchain *swapchain;
3948 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3949 device, swapchain_idx, raster_status);
3951 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3952 return WINED3DERR_INVALIDCALL;
3954 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3957 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
3959 static BOOL warned;
3961 TRACE("device %p, segments %.8e.\n", device, segments);
3963 if (segments != 0.0f)
3965 if (!warned)
3967 FIXME("device %p, segments %.8e stub!\n", device, segments);
3968 warned = TRUE;
3972 return WINED3D_OK;
3975 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
3977 static BOOL warned;
3979 TRACE("device %p.\n", device);
3981 if (!warned)
3983 FIXME("device %p stub!\n", device);
3984 warned = TRUE;
3987 return 0.0f;
3990 void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
3991 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
3993 TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
3994 device, dst_buffer, offset, uav);
3996 wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
3999 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
4000 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4002 struct wined3d_texture *dst_texture, *src_texture;
4003 struct wined3d_box box;
4004 unsigned int i, j;
4006 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4008 if (src_resource == dst_resource)
4010 WARN("Source and destination are the same resource.\n");
4011 return;
4014 if (src_resource->type != dst_resource->type)
4016 WARN("Resource types (%s / %s) don't match.\n",
4017 debug_d3dresourcetype(dst_resource->type),
4018 debug_d3dresourcetype(src_resource->type));
4019 return;
4022 if (src_resource->width != dst_resource->width
4023 || src_resource->height != dst_resource->height
4024 || src_resource->depth != dst_resource->depth)
4026 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4027 dst_resource->width, dst_resource->height, dst_resource->depth,
4028 src_resource->width, src_resource->height, src_resource->depth);
4029 return;
4032 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4033 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4035 WARN("Resource formats %s and %s are incompatible.\n",
4036 debug_d3dformat(dst_resource->format->id),
4037 debug_d3dformat(src_resource->format->id));
4038 return;
4041 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4043 wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
4044 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
4045 src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4046 return;
4049 dst_texture = texture_from_resource(dst_resource);
4050 src_texture = texture_from_resource(src_resource);
4052 if (src_texture->layer_count != dst_texture->layer_count
4053 || src_texture->level_count != dst_texture->level_count)
4055 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4056 dst_texture->layer_count, dst_texture->level_count,
4057 src_texture->layer_count, src_texture->level_count);
4058 return;
4061 for (i = 0; i < dst_texture->level_count; ++i)
4063 wined3d_box_set(&box, 0, 0,
4064 wined3d_texture_get_level_width(dst_texture, i),
4065 wined3d_texture_get_level_height(dst_texture, i),
4066 0, wined3d_texture_get_level_depth(dst_texture, i));
4067 for (j = 0; j < dst_texture->layer_count; ++j)
4069 unsigned int idx = j * dst_texture->level_count + i;
4071 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
4072 src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4077 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
4078 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4079 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4080 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
4082 struct wined3d_box dst_box, b;
4084 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4085 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4086 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4087 src_resource, src_sub_resource_idx, debug_box(src_box));
4089 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4091 WARN("Source and destination are the same sub-resource.\n");
4092 return WINED3DERR_INVALIDCALL;
4095 if (src_resource->type != dst_resource->type)
4097 WARN("Resource types (%s / %s) don't match.\n",
4098 debug_d3dresourcetype(dst_resource->type),
4099 debug_d3dresourcetype(src_resource->type));
4100 return WINED3DERR_INVALIDCALL;
4103 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4104 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4106 WARN("Resource formats %s and %s are incompatible.\n",
4107 debug_d3dformat(dst_resource->format->id),
4108 debug_d3dformat(src_resource->format->id));
4109 return WINED3DERR_INVALIDCALL;
4112 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4114 if (dst_sub_resource_idx)
4116 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4117 return WINED3DERR_INVALIDCALL;
4120 if (src_sub_resource_idx)
4122 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4123 return WINED3DERR_INVALIDCALL;
4126 if (!src_box)
4128 unsigned int dst_w;
4130 dst_w = dst_resource->size - dst_x;
4131 wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4132 src_box = &b;
4134 else if ((src_box->left >= src_box->right
4135 || src_box->top >= src_box->bottom
4136 || src_box->front >= src_box->back))
4138 WARN("Invalid box %s specified.\n", debug_box(src_box));
4139 return WINED3DERR_INVALIDCALL;
4142 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4143 || src_box->right - src_box->left > dst_resource->size - dst_x)
4145 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4146 dst_x, src_box->left, src_box->right - src_box->left);
4147 return WINED3DERR_INVALIDCALL;
4150 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4152 else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
4154 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4155 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4156 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4158 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4160 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4161 return WINED3DERR_INVALIDCALL;
4164 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4166 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4167 return WINED3DERR_INVALIDCALL;
4170 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4172 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4173 return WINED3DERR_INVALIDCALL;
4176 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4178 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4179 return WINED3DERR_INVALIDCALL;
4182 if (!src_box)
4184 unsigned int src_w, src_h, dst_w, dst_h, dst_level;
4186 src_w = wined3d_texture_get_level_width(src_texture, src_level);
4187 src_h = wined3d_texture_get_level_height(src_texture, src_level);
4189 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4190 dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
4191 dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
4193 wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, 1);
4194 src_box = &b;
4196 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4198 WARN("Invalid source box %s.\n", debug_box(src_box));
4199 return WINED3DERR_INVALIDCALL;
4202 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4203 dst_y + (src_box->bottom - src_box->top), 0, 1);
4204 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
4205 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4207 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4208 return WINED3DERR_INVALIDCALL;
4211 else
4213 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
4214 return WINED3DERR_INVALIDCALL;
4217 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4218 src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4220 return WINED3D_OK;
4223 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
4224 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4225 unsigned int depth_pitch)
4227 unsigned int width, height, depth;
4228 struct wined3d_box b;
4230 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4231 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4233 if (resource->type == WINED3D_RTYPE_BUFFER)
4235 if (sub_resource_idx > 0)
4237 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4238 return;
4241 width = resource->size;
4242 height = 1;
4243 depth = 1;
4245 else if (resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D)
4247 struct wined3d_texture *texture = texture_from_resource(resource);
4248 unsigned int level;
4250 if (sub_resource_idx >= texture->level_count * texture->layer_count)
4252 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4253 return;
4256 level = sub_resource_idx % texture->level_count;
4257 width = wined3d_texture_get_level_width(texture, level);
4258 height = wined3d_texture_get_level_height(texture, level);
4259 depth = wined3d_texture_get_level_depth(texture, level);
4261 else
4263 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4264 return;
4267 if (!box)
4269 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
4270 box = &b;
4272 else if (box->left >= box->right || box->right > width
4273 || box->top >= box->bottom || box->bottom > height
4274 || box->front >= box->back || box->back > depth)
4276 WARN("Invalid box %s specified.\n", debug_box(box));
4277 return;
4280 wined3d_resource_wait_idle(resource);
4282 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4285 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4286 struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
4287 const struct wined3d_color *color, float depth, DWORD stencil)
4289 struct wined3d_resource *resource;
4290 RECT r;
4292 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4293 device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4295 if (!flags)
4296 return WINED3D_OK;
4298 resource = view->resource;
4299 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
4301 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4302 return WINED3DERR_INVALIDCALL;
4305 if (view->layer_count > 1)
4307 FIXME("Layered clears not implemented.\n");
4308 return WINED3DERR_INVALIDCALL;
4311 if (!rect)
4313 SetRect(&r, 0, 0, view->width, view->height);
4314 rect = &r;
4316 else
4318 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4319 struct wined3d_texture *texture = texture_from_resource(view->resource);
4320 HRESULT hr;
4322 if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
4323 view->sub_resource_idx % texture->level_count, &b)))
4324 return hr;
4327 wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
4329 return WINED3D_OK;
4332 void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
4333 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4335 TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
4337 wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
4340 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
4341 unsigned int view_idx)
4343 TRACE("device %p, view_idx %u.\n", device, view_idx);
4345 if (view_idx >= device->adapter->gl_info.limits.buffers)
4347 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4348 return NULL;
4351 return device->fb.render_targets[view_idx];
4354 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
4356 TRACE("device %p.\n", device);
4358 return device->fb.depth_stencil;
4361 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
4362 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4364 struct wined3d_rendertarget_view *prev;
4366 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4367 device, view_idx, view, set_viewport);
4369 if (view_idx >= device->adapter->gl_info.limits.buffers)
4371 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4372 return WINED3DERR_INVALIDCALL;
4375 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4377 WARN("View resource %p doesn't have render target usage.\n", view->resource);
4378 return WINED3DERR_INVALIDCALL;
4381 /* Set the viewport and scissor rectangles, if requested. Tests show that
4382 * stateblock recording is ignored, the change goes directly into the
4383 * primary stateblock. */
4384 if (!view_idx && set_viewport)
4386 struct wined3d_state *state = &device->state;
4388 state->viewport.x = 0;
4389 state->viewport.y = 0;
4390 state->viewport.width = view->width;
4391 state->viewport.height = view->height;
4392 state->viewport.min_z = 0.0f;
4393 state->viewport.max_z = 1.0f;
4394 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4396 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4397 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4401 prev = device->fb.render_targets[view_idx];
4402 if (view == prev)
4403 return WINED3D_OK;
4405 if (view)
4406 wined3d_rendertarget_view_incref(view);
4407 device->fb.render_targets[view_idx] = view;
4408 wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
4409 /* Release after the assignment, to prevent device_resource_released()
4410 * from seeing the surface as still in use. */
4411 if (prev)
4412 wined3d_rendertarget_view_decref(prev);
4414 return WINED3D_OK;
4417 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
4419 struct wined3d_rendertarget_view *prev;
4421 TRACE("device %p, view %p.\n", device, view);
4423 prev = device->fb.depth_stencil;
4424 if (prev == view)
4426 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4427 return;
4430 if ((device->fb.depth_stencil = view))
4431 wined3d_rendertarget_view_incref(view);
4432 wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
4433 if (prev)
4434 wined3d_rendertarget_view_decref(prev);
4437 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4438 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4440 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4441 struct wined3d_sub_resource_data data;
4442 struct wined3d_resource_desc desc;
4443 struct wined3d_map_desc map_desc;
4444 struct wined3d_texture *texture;
4445 HRESULT hr;
4447 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READONLY)))
4449 ERR("Failed to map source texture.\n");
4450 return NULL;
4453 data.data = map_desc.data;
4454 data.row_pitch = map_desc.row_pitch;
4455 data.slice_pitch = map_desc.slice_pitch;
4457 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4458 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4459 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4460 desc.multisample_quality = 0;
4461 desc.usage = WINED3DUSAGE_DYNAMIC;
4462 desc.pool = WINED3D_POOL_DEFAULT;
4463 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4464 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4465 desc.depth = 1;
4466 desc.size = 0;
4468 hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
4469 &data, NULL, &wined3d_null_parent_ops, &texture);
4470 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4471 if (FAILED(hr))
4473 ERR("Failed to create cursor texture.\n");
4474 return NULL;
4477 return texture;
4480 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4481 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4483 unsigned int texture_level = sub_resource_idx % texture->level_count;
4484 unsigned int cursor_width, cursor_height;
4485 struct wined3d_display_mode mode;
4486 struct wined3d_map_desc map_desc;
4487 HRESULT hr;
4489 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4490 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4492 if (sub_resource_idx >= texture->level_count * texture->layer_count
4493 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4494 return WINED3DERR_INVALIDCALL;
4496 if (device->cursor_texture)
4498 wined3d_texture_decref(device->cursor_texture);
4499 device->cursor_texture = NULL;
4502 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4504 WARN("Texture %p has invalid format %s.\n",
4505 texture, debug_d3dformat(texture->resource.format->id));
4506 return WINED3DERR_INVALIDCALL;
4509 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4511 ERR("Failed to get display mode, hr %#x.\n", hr);
4512 return WINED3DERR_INVALIDCALL;
4515 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4516 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4517 if (cursor_width > mode.width || cursor_height > mode.height)
4519 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4520 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4521 return WINED3DERR_INVALIDCALL;
4524 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4526 /* Do not store the surface's pointer because the application may
4527 * release it after setting the cursor image. Windows doesn't
4528 * addref the set surface, so we can't do this either without
4529 * creating circular refcount dependencies. */
4530 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4532 ERR("Failed to create cursor texture.\n");
4533 return WINED3DERR_INVALIDCALL;
4536 if (cursor_width == 32 && cursor_height == 32)
4538 UINT mask_size = cursor_width * cursor_height / 8;
4539 ICONINFO cursor_info;
4540 DWORD *mask_bits;
4541 HCURSOR cursor;
4543 /* 32-bit user32 cursors ignore the alpha channel if it's all
4544 * zeroes, and use the mask instead. Fill the mask with all ones
4545 * to ensure we still get a fully transparent cursor. */
4546 if (!(mask_bits = HeapAlloc(GetProcessHeap(), 0, mask_size)))
4547 return E_OUTOFMEMORY;
4548 memset(mask_bits, 0xff, mask_size);
4550 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4551 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4552 cursor_info.fIcon = FALSE;
4553 cursor_info.xHotspot = x_hotspot;
4554 cursor_info.yHotspot = y_hotspot;
4555 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4556 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4557 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4559 /* Create our cursor and clean up. */
4560 cursor = CreateIconIndirect(&cursor_info);
4561 if (cursor_info.hbmMask)
4562 DeleteObject(cursor_info.hbmMask);
4563 if (cursor_info.hbmColor)
4564 DeleteObject(cursor_info.hbmColor);
4565 if (device->hardwareCursor)
4566 DestroyCursor(device->hardwareCursor);
4567 device->hardwareCursor = cursor;
4568 if (device->bCursorVisible)
4569 SetCursor(cursor);
4571 HeapFree(GetProcessHeap(), 0, mask_bits);
4574 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4575 device->cursorWidth = cursor_width;
4576 device->cursorHeight = cursor_height;
4577 device->xHotSpot = x_hotspot;
4578 device->yHotSpot = y_hotspot;
4580 return WINED3D_OK;
4583 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4584 int x_screen_space, int y_screen_space, DWORD flags)
4586 TRACE("device %p, x %d, y %d, flags %#x.\n",
4587 device, x_screen_space, y_screen_space, flags);
4589 device->xScreenSpace = x_screen_space;
4590 device->yScreenSpace = y_screen_space;
4592 if (device->hardwareCursor)
4594 POINT pt;
4596 GetCursorPos( &pt );
4597 if (x_screen_space == pt.x && y_screen_space == pt.y)
4598 return;
4599 SetCursorPos( x_screen_space, y_screen_space );
4601 /* Switch to the software cursor if position diverges from the hardware one. */
4602 GetCursorPos( &pt );
4603 if (x_screen_space != pt.x || y_screen_space != pt.y)
4605 if (device->bCursorVisible) SetCursor( NULL );
4606 DestroyCursor( device->hardwareCursor );
4607 device->hardwareCursor = 0;
4612 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4614 BOOL oldVisible = device->bCursorVisible;
4616 TRACE("device %p, show %#x.\n", device, show);
4619 * When ShowCursor is first called it should make the cursor appear at the OS's last
4620 * known cursor position.
4622 if (show && !oldVisible)
4624 POINT pt;
4625 GetCursorPos(&pt);
4626 device->xScreenSpace = pt.x;
4627 device->yScreenSpace = pt.y;
4630 if (device->hardwareCursor)
4632 device->bCursorVisible = show;
4633 if (show)
4634 SetCursor(device->hardwareCursor);
4635 else
4636 SetCursor(NULL);
4638 else if (device->cursor_texture)
4640 device->bCursorVisible = show;
4643 return oldVisible;
4646 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4648 struct wined3d_resource *resource, *cursor;
4650 TRACE("device %p.\n", device);
4652 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4654 TRACE("Checking resource %p for eviction.\n", resource);
4656 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4658 TRACE("Evicting %p.\n", resource);
4659 wined3d_cs_emit_unload_resource(device->cs, resource);
4664 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4665 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4666 wined3d_device_reset_cb callback, BOOL reset_state)
4668 struct wined3d_resource *resource, *cursor;
4669 struct wined3d_swapchain *swapchain;
4670 struct wined3d_view_desc view_desc;
4671 BOOL backbuffer_resized;
4672 HRESULT hr = WINED3D_OK;
4673 unsigned int i;
4675 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4676 device, swapchain_desc, mode, callback, reset_state);
4678 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4680 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4682 ERR("Failed to get the first implicit swapchain.\n");
4683 return WINED3DERR_INVALIDCALL;
4686 if (reset_state)
4688 if (device->logo_texture)
4690 wined3d_texture_decref(device->logo_texture);
4691 device->logo_texture = NULL;
4693 if (device->cursor_texture)
4695 wined3d_texture_decref(device->cursor_texture);
4696 device->cursor_texture = NULL;
4698 state_unbind_resources(&device->state);
4701 if (device->fb.render_targets)
4703 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4705 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4708 wined3d_device_set_depth_stencil_view(device, NULL);
4710 if (reset_state)
4712 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4714 TRACE("Enumerating resource %p.\n", resource);
4715 if (FAILED(hr = callback(resource)))
4716 return hr;
4720 TRACE("New params:\n");
4721 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4722 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4723 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4724 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4725 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4726 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4727 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4728 TRACE("device_window %p\n", swapchain_desc->device_window);
4729 TRACE("windowed %#x\n", swapchain_desc->windowed);
4730 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4731 if (swapchain_desc->enable_auto_depth_stencil)
4732 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4733 TRACE("flags %#x\n", swapchain_desc->flags);
4734 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4735 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4736 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4738 /* No special treatment of these parameters. Just store them */
4739 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4740 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4741 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4742 swapchain->desc.flags = swapchain_desc->flags;
4743 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4744 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4745 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4747 if (swapchain_desc->device_window
4748 && swapchain_desc->device_window != swapchain->desc.device_window)
4750 TRACE("Changing the device window from %p to %p.\n",
4751 swapchain->desc.device_window, swapchain_desc->device_window);
4752 swapchain->desc.device_window = swapchain_desc->device_window;
4753 swapchain->device_window = swapchain_desc->device_window;
4754 wined3d_swapchain_set_window(swapchain, NULL);
4757 backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4758 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4760 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4761 || swapchain->reapply_mode || mode
4762 || (!swapchain_desc->windowed && backbuffer_resized))
4764 if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4765 return hr;
4767 else if (!swapchain_desc->windowed)
4769 DWORD style = device->style;
4770 DWORD exStyle = device->exStyle;
4771 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4772 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4773 * Reset to clear up their mess. Guild Wars also loses the device during that.
4775 device->style = 0;
4776 device->exStyle = 0;
4777 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4778 swapchain_desc->backbuffer_width,
4779 swapchain_desc->backbuffer_height);
4780 device->style = style;
4781 device->exStyle = exStyle;
4784 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4785 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4786 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4787 return hr;
4789 if (device->auto_depth_stencil_view)
4791 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4792 device->auto_depth_stencil_view = NULL;
4794 if (swapchain->desc.enable_auto_depth_stencil)
4796 struct wined3d_resource_desc texture_desc;
4797 struct wined3d_texture *texture;
4798 DWORD flags = 0;
4800 TRACE("Creating the depth stencil buffer.\n");
4802 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4803 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4804 texture_desc.multisample_type = swapchain->desc.multisample_type;
4805 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4806 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4807 texture_desc.pool = WINED3D_POOL_DEFAULT;
4808 texture_desc.width = swapchain->desc.backbuffer_width;
4809 texture_desc.height = swapchain->desc.backbuffer_height;
4810 texture_desc.depth = 1;
4811 texture_desc.size = 0;
4813 if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4814 flags |= WINED3D_TEXTURE_CREATE_GET_DC;
4816 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4817 device->device_parent, &texture_desc, flags, &texture)))
4819 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4820 return WINED3DERR_INVALIDCALL;
4823 view_desc.format_id = texture->resource.format->id;
4824 view_desc.flags = 0;
4825 view_desc.u.texture.level_idx = 0;
4826 view_desc.u.texture.level_count = 1;
4827 view_desc.u.texture.layer_idx = 0;
4828 view_desc.u.texture.layer_count = 1;
4829 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4830 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4831 wined3d_texture_decref(texture);
4832 if (FAILED(hr))
4834 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4835 return hr;
4838 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4841 if (device->back_buffer_view)
4843 wined3d_rendertarget_view_decref(device->back_buffer_view);
4844 device->back_buffer_view = NULL;
4846 if (swapchain->desc.backbuffer_count)
4848 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4850 view_desc.format_id = back_buffer->format->id;
4851 view_desc.flags = 0;
4852 view_desc.u.texture.level_idx = 0;
4853 view_desc.u.texture.level_count = 1;
4854 view_desc.u.texture.layer_idx = 0;
4855 view_desc.u.texture.layer_count = 1;
4856 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
4857 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4859 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4860 return hr;
4864 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
4866 if (reset_state)
4868 TRACE("Resetting stateblock.\n");
4869 if (device->recording)
4871 wined3d_stateblock_decref(device->recording);
4872 device->recording = NULL;
4874 wined3d_cs_emit_reset_state(device->cs);
4875 state_cleanup(&device->state);
4877 if (device->d3d_initialized)
4878 wined3d_device_delete_opengl_contexts(device);
4880 memset(&device->state, 0, sizeof(device->state));
4881 state_init(&device->state, &device->fb, &device->adapter->gl_info,
4882 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4883 device->update_state = &device->state;
4885 device_init_swapchain_state(device, swapchain);
4886 if (wined3d_settings.logo)
4887 device_load_logo(device, wined3d_settings.logo);
4889 else if (device->back_buffer_view)
4891 struct wined3d_rendertarget_view *view = device->back_buffer_view;
4892 struct wined3d_state *state = &device->state;
4894 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
4896 /* Note the min_z / max_z is not reset. */
4897 state->viewport.x = 0;
4898 state->viewport.y = 0;
4899 state->viewport.width = view->width;
4900 state->viewport.height = view->height;
4901 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4903 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4904 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4907 if (device->d3d_initialized)
4909 if (reset_state)
4910 hr = wined3d_device_create_primary_opengl_context(device);
4911 swapchain_update_swap_interval(swapchain);
4914 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4915 * first use
4917 return hr;
4920 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
4922 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
4924 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
4926 return WINED3D_OK;
4930 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
4931 struct wined3d_device_creation_parameters *parameters)
4933 TRACE("device %p, parameters %p.\n", device, parameters);
4935 *parameters = device->create_parms;
4938 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
4940 TRACE("device %p.\n", device);
4942 return device->wined3d;
4945 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
4946 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
4948 struct wined3d_swapchain *swapchain;
4950 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4951 device, swapchain_idx, flags, ramp);
4953 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4954 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
4957 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
4958 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
4960 struct wined3d_swapchain *swapchain;
4962 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4963 device, swapchain_idx, ramp);
4965 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4966 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
4969 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
4971 TRACE("device %p, resource %p.\n", device, resource);
4973 wined3d_not_from_cs(device->cs);
4975 list_add_head(&device->resources, &resource->resource_list_entry);
4978 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
4980 TRACE("device %p, resource %p.\n", device, resource);
4982 wined3d_not_from_cs(device->cs);
4984 list_remove(&resource->resource_list_entry);
4987 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
4989 enum wined3d_resource_type type = resource->type;
4990 struct wined3d_rendertarget_view *rtv;
4991 unsigned int i;
4993 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
4995 if (device->d3d_initialized)
4997 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4999 if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
5000 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5003 if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
5004 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5007 switch (type)
5009 case WINED3D_RTYPE_TEXTURE_2D:
5010 case WINED3D_RTYPE_TEXTURE_3D:
5011 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5013 struct wined3d_texture *texture = texture_from_resource(resource);
5015 if (device->state.textures[i] == texture)
5017 ERR("Texture %p is still in use, stage %u.\n", texture, i);
5018 device->state.textures[i] = NULL;
5021 if (device->recording && device->update_state->textures[i] == texture)
5023 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5024 texture, device->recording, i);
5025 device->update_state->textures[i] = NULL;
5028 break;
5030 case WINED3D_RTYPE_BUFFER:
5032 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5034 for (i = 0; i < MAX_STREAMS; ++i)
5036 if (device->state.streams[i].buffer == buffer)
5038 ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
5039 device->state.streams[i].buffer = NULL;
5042 if (device->recording && device->update_state->streams[i].buffer == buffer)
5044 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5045 buffer, device->recording, i);
5046 device->update_state->streams[i].buffer = NULL;
5050 if (device->state.index_buffer == buffer)
5052 ERR("Buffer %p is still in use as index buffer.\n", buffer);
5053 device->state.index_buffer = NULL;
5056 if (device->recording && device->update_state->index_buffer == buffer)
5058 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5059 buffer, device->recording);
5060 device->update_state->index_buffer = NULL;
5063 break;
5065 default:
5066 break;
5069 /* Remove the resource from the resourceStore */
5070 device_resource_remove(device, resource);
5072 TRACE("Resource released.\n");
5075 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5077 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5079 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5082 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5083 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5084 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5086 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5087 const struct fragment_pipeline *fragment_pipeline;
5088 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5089 unsigned int i;
5090 HRESULT hr;
5092 device->ref = 1;
5093 device->wined3d = wined3d;
5094 wined3d_incref(device->wined3d);
5095 device->adapter = wined3d->adapter_count ? adapter : NULL;
5096 device->device_parent = device_parent;
5097 list_init(&device->resources);
5098 list_init(&device->shaders);
5099 device->surface_alignment = surface_alignment;
5101 /* Save the creation parameters. */
5102 device->create_parms.adapter_idx = adapter_idx;
5103 device->create_parms.device_type = device_type;
5104 device->create_parms.focus_window = focus_window;
5105 device->create_parms.flags = flags;
5107 device->shader_backend = adapter->shader_backend;
5109 vertex_pipeline = adapter->vertex_pipe;
5111 fragment_pipeline = adapter->fragment_pipe;
5113 wine_rb_init(&device->samplers, wined3d_sampler_compare);
5115 if (vertex_pipeline->vp_states && fragment_pipeline->states
5116 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5117 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5118 fragment_pipeline, misc_state_template)))
5120 ERR("Failed to compile state table, hr %#x.\n", hr);
5121 wine_rb_destroy(&device->samplers, NULL, NULL);
5122 wined3d_decref(device->wined3d);
5123 return hr;
5126 state_init(&device->state, &device->fb, &adapter->gl_info,
5127 &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
5128 device->update_state = &device->state;
5130 if (!(device->cs = wined3d_cs_create(device)))
5132 WARN("Failed to create command stream.\n");
5133 state_cleanup(&device->state);
5134 hr = E_FAIL;
5135 goto err;
5138 return WINED3D_OK;
5140 err:
5141 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5143 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5145 wine_rb_destroy(&device->samplers, NULL, NULL);
5146 wined3d_decref(device->wined3d);
5147 return hr;
5150 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5152 DWORD rep = device->StateTable[state].representative;
5153 struct wined3d_context *context;
5154 DWORD idx;
5155 BYTE shift;
5156 UINT i;
5158 wined3d_from_cs(device->cs);
5160 if (STATE_IS_COMPUTE(state))
5162 for (i = 0; i < device->context_count; ++i)
5163 context_invalidate_compute_state(device->contexts[i], state);
5164 return;
5167 for (i = 0; i < device->context_count; ++i)
5169 context = device->contexts[i];
5170 if(isStateDirty(context, rep)) continue;
5172 context->dirtyArray[context->numDirtyEntries++] = rep;
5173 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5174 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5175 context->isStateDirty[idx] |= (1u << shift);
5179 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5180 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5182 if (device->filter_messages && message != WM_DISPLAYCHANGE)
5184 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5185 window, message, wparam, lparam);
5186 if (unicode)
5187 return DefWindowProcW(window, message, wparam, lparam);
5188 else
5189 return DefWindowProcA(window, message, wparam, lparam);
5192 if (message == WM_DESTROY)
5194 TRACE("unregister window %p.\n", window);
5195 wined3d_unregister_window(window);
5197 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5198 ERR("Window %p is not the focus window for device %p.\n", window, device);
5200 else if (message == WM_DISPLAYCHANGE)
5202 device->device_parent->ops->mode_changed(device->device_parent);
5204 else if (message == WM_ACTIVATEAPP)
5206 UINT i;
5208 for (i = 0; i < device->swapchain_count; i++)
5209 wined3d_swapchain_activate(device->swapchains[i], wparam);
5211 device->device_parent->ops->activate(device->device_parent, wparam);
5213 else if (message == WM_SYSCOMMAND)
5215 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5217 if (unicode)
5218 DefWindowProcW(window, message, wparam, lparam);
5219 else
5220 DefWindowProcA(window, message, wparam, lparam);
5224 if (unicode)
5225 return CallWindowProcW(proc, window, message, wparam, lparam);
5226 else
5227 return CallWindowProcA(proc, window, message, wparam, lparam);